Marches of the Crown

Coming soon · Free medieval browser strategy, no download

The king is dead.
The crown is unclaimed.

Valedorn has no heir. Raise a manor from a single hall into a network of villages, towns and castles. Recruit levies and knights, raid your rivals, besiege their strongholds, and rally your noble House to place a claimant on the empty throne.

The first world is being forged. Join the waitlist and we’ll send word the moment the gates open.

  • Plays in 5–15 minutes a day
  • Desktop & mobile
  • No pay-to-win

A war of lords: simple to learn, deep to master

Every system is explainable in a sentence. The strategy comes from where you commit your strength, and who you can rely on when the enemy responds.

Build your estate

Upgrade farms, mines, barracks and walls. Resources accumulate automatically, with no manual collecting and no spreadsheets.

Raise armies

A small, readable roster from levies and spearmen to archers, mounted sergeants and knights. Clear counters, no unit-stat overload.

Scout & raid

Send scouts for intelligence, raid neutral holdings for loot, and read concise battle reports that teach you the counters naturally.

Conquer & besiege

Reduce a holding's Control to occupy it, or lay siege to a castle with blockade, bombard or assault. Defenders always get time to react.

Join a House

Coordinate campaigns, share reports, pool a treasury and mark targets. Alliance play is where the real strategy lives.

Crown a king

Back a claimant, seize the crown castles and hold the capital through the coronation countdown to win the season.

Seasonal worlds with a real ending

Each world is a self-contained campaign fought on a two-dimensional map of provinces, roads, rivers and castles. It moves through four clear phases, and then it ends with a winner, rankings are archived, and a fresh world begins.

No requirement for overnight play. Casual-friendly attack windows mean coordination matters, not millisecond timing.

  1. I

    Opening

    Beginner protection, neutral holdings and local development while Houses recruit.

  2. II

    Expansion

    Player conquest, castle construction and the first House warfare over regional objectives.

  3. III

    Claimant

    Houses back a claimant to the throne as strategic crown locations activate.

  4. IV

    Coronation

    The leading coalition races to crown its claimant while rivals try to interrupt the countdown.

Four resources. One clear economy.

No food logistics, no supply carts, no population classes to micromanage. Production runs on its own while you're away.

Food

Feeds recruitment, army movement and upgrades.

Timber

Buildings, fortifications, archers and siege engines.

Iron

Weapons, armour and your heaviest units.

Coin

Skilled troops, trade, diplomacy and House projects.

You will not win this alone

A House is your alliance: a private chat, a shared map, a war council and a treasury. Marshals plan campaigns, members rally, and diplomacy runs from non-aggression pacts to formal war.

“Where should I commit my limited strength, and who can I rely on when the enemy responds?”
Join the waitlist