Turnfolk guide: Basics

How to win, and how a turn works.

How to win

Take the capital

A player whose capital is captured is out of the match. The last player with a capital wins.

Or have the highest score

A standard match lasts 40 turns. If more than one player still has a capital at the end, the highest score wins.

Where score comes from

  • +5for each level of each city you own
  • +3for each craft you have learned
  • +2for each enemy unit you defeat
  • +1for each hex you own
  • +1per turn for each shrine one of your soldiers stands on, plus 1 gold
  • +10for each Festival, a reward you can pick when a city reaches level 5 or higher
  • +1for every 2 turns that each of your monuments has existed

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.

What happens in a turn

  1. Move and act. Each unit can move once and then either attack or capture. A unit that does nothing at all heals.
  2. Spend gold. Recruit units, improve your land and learn crafts, in any order, as long as you have the gold.
  3. End the turn. Your rivals take their turn. Then your cities pay their income and the next turn begins.

You start with a capital, a warrior, a scout, 8 gold and one craft of your choice.

On the map

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.

The four lands

  • FrontierOpen country with a little of everything.
  • LakelandLakes split the land into narrow crossings. Units cannot cross water.
  • HighlandsHills and mountains. Easy to defend, and Climbing opens new paths.
  • Deep WoodsForest everywhere. Movement is slow, and Forestry is worth a lot.

Islands

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.