Two tribes wake in the ash of a dead volcano. Explore the ruins, grow your cities,
climb the ember-lore, and put your rival's capital to the torch.
Goal: capture the enemy capital. Take every city they hold and the duel is yours. Embers are your only currency — each city pays you its level in embers every turn. Grow a city by paying embers to work the tiles it owns (orchards, lodges, mines, farms).
Enough population and it levels up: more income, wider borders, walls, free troops. Ember-lore unlocks better units and better tiles. Costs rise with the size of your realm. Units move once and attack once per turn. Forest and mountain shield defenders;
city walls shield them more. Rangers and trebuchets strike at range and take no counterblow.