Your turn
- Turn
- 1
- Knights
- 1
- Shield
- 10
- Attack
- 10
Train a squire
Squires always start with 2 attack: attack can’t be handed over. The squire appears on a free field beside its knight (the green ones) and can move next turn.
On a keyboard, Enter ends your turn, N selects your next knight, B trains a squire, Esc deselects, the arrow keys pan, and + and − zoom.
Dragonmarch
Six great houses, one cloud-wrapped realm, and an old dragon asleep in the middle of it. Every field carries a number: bank it into shield or attack, train squires, and ride down the rival house before they find you.