> For the complete documentation index, see [llms.txt](https://realmatwar.gitbook.io/realmatwar-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://realmatwar.gitbook.io/realmatwar-docs/realm-at-war-handbook/core-gameplay/gameplay.md).

# Gameplay

At its heart, Realm at War is a loop: build up your realm, turn resources into an army, use that army to raid and defend, grow your power, and convert that power into prizes — which fuel your next push.

## Your Realm

Your realm is a grid you build on. You place and upgrade buildings, each occupying space and serving a purpose — your **Keep** is the heart of it and gates much of your progress; higher-tier buildings unlock as your Keep and prerequisites grow. You can pan around your realm by dragging and zoom with shift + scroll.

## Resources

Five resources power everything you do:

| Resource  | Used for                                                        |
| --------- | --------------------------------------------------------------- |
| **Wood**  | The backbone of most construction                               |
| **Clay**  | Construction and fortifications                                 |
| **Iron**  | Military buildings, weapons, and armour                         |
| **Grain** | Feeds your population and troops                                |
| **Gold**  | The premium in-game resource for top-tier buildings and wonders |

You generate resources by **assigning workers** to the right jobs. Balance matters — pile everyone onto wood and your army will starve for iron.

### Water and food

Two upkeep systems keep your realm honest:

* **Water.** Your realm needs water to thrive. There's a small natural spring income so a tiny realm is never completely stuck, but growing realms must manage their water supply.
* **Food (grain).** Your population and your troops eat. Grow grain to keep growing — let it run dry and your realm settles back down.

## Expansion

You're not confined to your starting plot. As you grow you can expand your borders onto the shared map, claiming more space for more buildings and a larger economy. Space on the map is finite and shared with every other player, so where you expand — and who you expand next to — is a strategic choice.

## Army & Raiding

Resources become power through your military.

* **Recruit troops** from your military buildings (the recruitment screen shows you the total cost before you commit).
* **Raid** rival realms to steal resources and dent their standing.
* **Defend** with walls, defensive buildings, and a standing garrison. Walls count double toward your power, so fortification is never wasted.
* Marches take time to travel, so raiding is about timing and reading the map, not just having the biggest stack.

If you need breathing room, a **Raid Shield** (bought with Crowns) blocks every incoming raid for 8 hours.

## Heroes & Items

Heroes are powerful units that lead your realm.

* **The first three Heroes are free** — they're handed to you as you hit your early milestones.
* Heroes **level up from raiding** (up to level 20), growing stronger the more you campaign with them. You'll see your Heroes walking around your town between campaigns, and away when they're out raiding.
* **Deploy slots:** you can field **3 Heroes for free**. A 4th slot costs **50 Crowns** and a 5th costs **120 Crowns** (five is the maximum).
* **Hero lootboxes** (60 Crowns) and **Item Crates** (30 Crowns) give you new Heroes and gear to equip.

## Clans

Team up. A clan has a founder, a leader, optional co-leaders, and members who apply to join. Clans compete on their own leaderboard, and the **top clan each week shares a slice of the Prize Pot** among its members — split by each member's contribution. Strength in numbers pays, literally.

## Quests & Milestones

These are two separate systems, and it's worth knowing the difference:

* **Quests** are repeating daily and weekly challenges arranged as **leveled ladders** — each tier you clear scales up the next, and the rewards scale with it. Quests are your steady, reliable source of **$REALM**. (At the entry level, daily quests pay out on the order of a few thousand $REALM a day; the ladder grows from there.)
* **Milestones** are one-time achievements that mark your progress. They pay out **in-game rewards** (including those first free Heroes) rather than $REALM — they're about accelerating your realm, not your wallet.

## Leaderboards & Ranks

Everything you build adds up to a single **power** score — roughly your population, your building levels, your wonders, your walls (counted double), and your troops. Power is what the leaderboards rank, and power is what prizes are paid on:

* The **daily top 3** realms by power share a prize.
* The **weekly champion** is decided by *sustained* power across the whole week, not a single lucky snapshot (more on this in [The Prize Pot & Payouts](/realmatwar-docs/realm-at-war-handbook/economy-and-rewards/the-prize-pot-and-payouts.md)).
* The **top clan** each week shares a prize.

Ranks are shown with gold, silver, and bronze medals, the exact prize for each place, and a live countdown to the next payout.


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