Timed siege
A kingdom already built, 150 against 150: hold your castle against the clock, or raze the bot’s before it runs out.
Timed siege
A battle against the bot with the economy already built. PLAY A BOT first asks which battle: pick Siege · Defend or Siege · Attack instead of Conquest, then Play. There is no rival, rules or map to choose: the bot takes the other side, on the siege’s own map, Seed 1305 (Kingdoms Small), at Level 5 · Full war. Nothing is recorded or rated.
Hold or raze
The defender wins by holding its castle for 6:00 of battle; the attacker by razing it before then. Razing the attacker’s castle wins it for the defender too. The clock counts down beside the match clock (Hold or Raze); its last 30 seconds burn red.
What each side starts with
- A host at the population cap: 150 units each (50 Warriors, 30 Lancers, 10 Cavalry, 45 Archers, 10 Monks, 5 Spies). Your buildings train only to replace losses: the army stops at 150.
- Its land: each province goes to the castle it is nearest to, linked to it. The middle goes to the attacker, which has taken the field and camps at its edge.
- Its buildings, already standing: Barracks, Archery, Monastery, and a house by each mine of its land.
- The defender adds 4 Towers in front of its castle, and a palisade standing all round it: its last line, behind its host.
- The attacker adds 2 Catapults at its camp, behind its host, with their crews. The castle is out of their range there: the crews pull them into range. They are still loading as the siege opens.
- A treasury: 1,200 gold each, to make good the battle’s losses.
How it plays
The castle falls in seconds once an army reaches it: the defending host is the wall, and the palisade the last one. A catapult’s ball breaks posts as well as walls; a lancer braces against the riders’ charge. Belts bring the recruits from the buildings at home to the front, and the economy still pays for them, so a cut road or a robbed courier is felt.