
Take the capital
A player whose capital is captured is out of the match. The last player with a capital wins.
How to win, and how a turn works.

A player whose capital is captured is out of the match. The last player with a capital wins.
A standard match lasts 40 turns. If more than one player still has a capital at the end, the highest score wins.
Your score updates after every action and is always shown at the top of the screen. If scores are tied, the player with more cities wins, then the one with more gold.
You start with a capital, a warrior, a scout, 8 gold and one craft of your choice.

Villages are neutral. Capture one and it becomes your level 1 city.

Ruins give the first unit that enters one of three rewards: 5 gold, part of the map revealed, or a discount on your next craft.

Two shrines stand in the middle of the map. If one of your soldiers is on a shrine when the turn ends, you get 1 score and 1 gold. Scouts do not count.

Fog hides the parts of the map you have not seen. Units see 1 hex around them (scouts see 2), and 1 hex further from hills or mountains. Cities see 2 hexes.
Everyone on an island of their own. Learn Sailing to cross the sea for the islands between. Here two crafts change.

Sailing takes Climbing's place. Any unit can then step from a shore onto the sea and goes 2 hexes a turn in a boat. Stepping on or off ends its move. In a boat it defends with 1, cannot attack and does not heal. Sailing costs 3 less than other crafts, but cannot be the first one.

A port stands on open water beside a city, one to a city: 5 gold, +1growth. Needs Sailing.

Navigation takes Roads' place: there are no roads on Islands. It brings the warship, launched from a port and never landing: 8 gold, health 15, attack 2, defence 2, 3 moves, range 2.