Raising the fortress…
Four hidden castles. One wandering queen.
Every move is a secret battle.
Empty seats are played by the court's bots.
Enter the code your friend shared. You will get the identical board.
Learn by playing, on the real board: three quick encounters, from your first pull to your first cannon shot.
Find your castle. Watch the Queen. Make your move.
Four hidden castles. One wandering queen. Every move is a secret battle.
Four castles are hidden in the fortress — one for each player. You can see yours. Nobody can see anyone else's. Lure the queen onto your castle. But you do not control her alone.
Each round, tap the glowing squares beside her to drop coins there — up, down, left or right. Pile several on one side, split them, or place nothing. Everyone does this in secret, at the same time. Then press Lock in.
When the round resolves, a golden rope grows out of the queen for every direction, as long as the coins pulled that way. Opposite ropes eat each other: Up 3 against Down 2 leaves Up 1. The strongest surviving rope reels her in, one square per coin. If the strongest are tied, she holds her ground. Coins are spent either way.
She must finish her move on your castle. Walking over it does not count. Land there and you win.
A chest only you can see. It loses a coin for every square the queen travels, so the longer you wait the less it holds. Land exactly on it to claim what is left. Chase the castle, or chase the coins?
You have nine cannonballs for the whole game, one per round, fired alongside your coins. Watch where the others keep pulling the queen — they want her there for a reason. Tap Fire in the bottom bar, then tap the square you suspect (or drag a ball onto it). Shots land before the queen moves, and nobody learns who fired.
You cannot fire at your own castle or treasure, the queen, an old crater, or the outer ring of squares (nothing can stand there — the gold line marks the edge). When only one castle stands, the queen goes straight to it.
She cannot leave the fortress. Pulled too far, she hits the wall and the extra squares are lost.
When she stands against a wall you can still pull into it — tap the glow on the battlements. She cannot move that way, but your coins still count in the tug, so they cancel pulls from the other side and hold her where she is.
The queen leaves a faint golden thread along every square she walks, and a golden seal on every square she stops on. They stay for the whole game. Each time she passes the same way or stops on the same square again, that mark glows a little brighter. So you can see everywhere she has been — and where she keeps going back to. She only wins by stopping, so a sealed square is one where — this game — no castle turned out to be.
You may know where the queen went. You will have to guess why.