How one battle round resolves

A round has two halves. First each of your living units acts once: attack, Defend, or its skill. Dawn Light is separate: it costs 5 knowledge, can be cast once per battle, and does not use up any unit’s action. When every living unit has acted, each living enemy strikes once, in fixed order from front to back: infantry, archer, knight.

Both sides use the same kind of formula. Your hit is (attack, +3 with Steel Forging) × (0.55 + 0.45 × HP left ÷ max HP), never below 2. An enemy hit is its attack × (0.6 + 0.4 × HP left ÷ max HP), multiplied by 0.4 if the target is defending. Your starting troops are the Guard (54 HP, 12 attack), the Archer (38, 14) and the Rider (48, 16).

A worked fight: the Vanguard Garrison on turn 2

On turn 2 the nearest ruin holds Ashen Infantry (32 HP, 9 attack), a Shadow Archer (24, 8) and a Twilight Knight (28, 11). With a fresh army and no knowledge spent, three plans all win in three rounds, but they cost different amounts of HP:

  • Everyone hits the front enemy in round 1: the infantry dies, only the archer and knight strike back, and the fight costs 28 HP in total.
  • The Archer chases the enemy archer first: no enemy dies in round 1, all three strike, and the fight costs 31 HP.
  • The Guard Defends in round 1 while Rider and Archer hit the front: the infantry and knight both aim at the defending Guard and deal 2 and 4, and the fight costs 25 HP.

Kills beat chip damage, and the Guard is the shield

The example shows the two rules that matter most. A wounded enemy still hits for at least 60% of its attack, but a dead one does not hit at all, so finishing one enemy is usually worth more than spreading damage over three. The KO mark on an enemy card tells you that the selected unit can finish it now.

Enemy archers always shoot your unit with the lowest HP. Every other enemy hits the Guard while it stands; once the Guard falls, they all turn to the Archer, then the Rider. That is why Defend on the Guard reduces two or more hits at once, and why losing the Guard early is so costly. A fallen unit can be brought back with Reinforce (16 gold for the Guard, 18 for the Archer, 22 for the Rider), which restores 24 HP, or 36 with the Royal Barracks.

What a retreat really costs

Retreat ends the fight at once, but every living unit loses 8 HP (never below 1) and your movement for the turn drops to 0. The bigger cost is hidden: a garrison or warband is rebuilt at full strength every time you start a battle with it, so all the damage you dealt is gone. The battle screen lists each unit’s HP after retreat, so you can see this before choosing it. Retreat only from a fight you cannot win; one feat, No Retreat, rewards never using it.

When each garrison becomes beatable

The scout report runs the battle to the end with your current army. Running the game’s own scout-report function on a full-HP army (real armies are usually wounded) gives a rough schedule:

  • Starting army: the Vanguard Garrison is Favourable on turns 2 and 6. The Sharpshooter Tower on turn 5 is a Close fight with two units at risk. The Twilight Knights and the citadel are Risky.
  • With Royal Barracks, Steel Forging and two drills on every unit (six turns of drilling, 144 gold and 42 wood): the Tower is Favourable even on turn 9, the Knights are a Close fight on turn 8, need spells and skills (11 knowledge) on turn 12, and are Risky on turn 16.
  • The citadel with that army is winnable on turn 6 only with Dawn Light and skills, and Risky on turns 12 and 16.
  • The Twilight Camp is Favourable for the starting army on turn 6. It is an optional fight that pays 18 gold, 3 glory and one more won battle.

Turns 1 to 3

You start with 36 gold, 18 wood and 8 knowledge. The first Forest Mill and Gold Mine can both be reached on turn 1, and claiming each gives 1 glory. Income arrives only when you end the turn: 10 gold plus 7 per mine (plus 5 with the Bountiful Farm, plus 5 more for Rowan), 4 wood plus 5 per mill, and 3 knowledge (6 with the Starlight Academy).

One building per turn: Farm 22 gold/8 wood, Royal Barracks 28/12, Starlight Academy 24/10, Guardian Wall 30/14. The guide suggests the Farm first; the Barracks instead adds 12 max HP to every unit immediately. The Wall turns the raids at the start of turns 5, 10 and 15 from −12 gold into +2 glory, so it needs to be standing by the end of turn 4 to catch the first one. The first ruin is within a turn’s march of the mine, so a turn-2 or turn-3 attack is normal; in winning runs of the careful test player the first capture came on turn 3 at the median.

How a warband picks its target

Each warband looks at every ruin, mine, mill and the castle you hold, except the hex your hero stands on, and scores it by marching cost, then subtracts 4 for a ruin, adds 4 if the site is next to your hero and adds 2 for the castle. The lowest score is its target. It marches 4 movement per turn end (forest costs 2), cannot cross your hero’s hex, and the map shows when it arrives.

So standing on a ruin removes it from the list, standing next to it makes it less attractive, and standing in a narrow pass can cut a route entirely. A ruin a warband reaches gets a new garrison at the current turn’s strength: the Vanguard Garrison, 80 HP on turn 1, comes back with 125 HP on turn 12. In the automated runs, even winning careful runs lost a ruin to a warband about five times each.

Timing the win

Victory is checked after every action and again after each turn’s income, so the expedition ends the moment you hold three ruins with 60 glory. Holding all three at once is the hard part, not the glory: in those automated runs, 35 of the 42 lost games ended with the Twilight Knights’ ruin untaken, and the losing runs still had 63 glory at the median.

That suggests a plan. Take the two nearer ruins early, collect glory from battles (3 each), ruins (1 per turn, 2 with Ancient Wisdom) and the Wall, and build the army for the Knights before turn 12. Try to make that third capture the one that reaches 60, so no warband can take a ruin back before the win is counted.

Heroes, measured

Elin heals each living unit 6 per turn end instead of 2. Sera’s Dawn Light deals 20 instead of 12 to every enemy, 24 more damage per battle against three. Rowan adds 5 gold every turn end. Over 60 seeds each, the careful test player won 47 (Elin), 48 (Sera) and 43 (Rowan) games on the ruin route, and 44, 52 and 46 going for the citadel: close enough to pick by play style.

Playing alone, and sharing a run

Dawn Kingdom is single-player only. The menu can export your expedition as a save file and import one: the file holds the seed, the hero and every order, and the game replays it, so a friend who imports it gets the same map at the same point. Importing keeps one copy of the run it replaced so that you can switch back.

Common mistakes

  • Ending a turn without checking the End the turn? list, which shows moves, buildings, research, drills and reinforcements you can still afford.
  • Fighting with a battered army: at 50% HP a unit hits for about 78% of its attack.
  • Ending turns far from Dawn Castle while wounded; ending the turn in the castle heals 8 more.
  • Saving the Twilight Knights for last; their ruin grows to 284 HP by turn 16.
  • Taking the third ruin with glory far below 60 and then losing it to a warband for −4.

Play it yourself

Dawn Kingdom

Dawn Kingdom

Explore, grow your city and lead three squads to reclaim a fallen kingdom in 18 turns.

Play now ↗About the game →