Sunderthrone

Field Manual

How to play · 15-minute strategy

Take territory.
Build momentum.
Win the clock.

Learn the full match loop before your kingdom enters the map.

Begin the briefing ↓
Connected territory route toward the Monument8
Choose a routeEvery order commits time and troops.
01

The objective

Earn the most Prestige before the clock ends.

Every match lasts 15 minutes. Prestige is earned continuously while you hold valuable territory; it is not lost when that territory changes hands.

Win condition
Highest Prestige at 00:00
Final Rush
The last 60 seconds double Fortress and Monument Prestige
If tied
Territories, then surviving units decide the result
02

Your first minute

Expand with purpose, not just speed.

You begin with a Capital, Gold and a small Soldier garrison. Your Capital recruits units and produces Gold, but it does not produce Prestige.

  1. Select your Capital or a controlled Barracks and queue the units you can afford.
  2. Select a controlled territory, choose an available army, then select a connected destination on the map.
  3. Secure your Village for a safe route inward, or contest a neighboring Mine or Barracks to pressure a rival early.
03

The map

Each territory changes what your kingdom can do.

Territories become active immediately after a successful capture. The inner ring is where the score becomes decisive.

CapitalGold · Recruitment
VillageEconomy · Route
MineStrong Gold
BarracksFast Recruitment
FortressDefense · Prestige
RuinUpgrade · Prestige
MonumentHighest Prestige
04

Armies

Build the force that fits the order.

Armies travel along visible connections. The slowest unit in a mixed army sets its travel speed, so composition is a strategic trade-off.

Balanced

Soldier

Reliable and inexpensive

Fast offense

Rider

Best for quick pressure

Strong defense

Guardian

Slower territorial anchor

Sending troops removes them from their origin immediately. Surviving attackers stay in a captured territory as its new garrison, so every attack also changes your defensive map.

05

Combat and intelligence

Information is part of the battle.

When an army arrives, combat resolves immediately. A victory captures ordinary territories, but attacking a Capital temporarily breaks it instead of eliminating its owner.

Enemy garrison counts are hidden unless you have a scout report. Scouting costs Gold, travels faster than an army and gives a timestamped snapshot — useful information, but never a live feed.

Hostile armies approaching one of your territories show their origin, target and ETA. Use that time to reinforce, counterattack or accept the trade elsewhere.

06

Builds and friends

Use Ruins to shape a match, then bring friends into it.

The first time you capture a Ruin, choose one of three match-only upgrades. Each Ruin can reward you once, up to three upgrades in a match.

In a Private Room, choose a temporary nickname, create a room or enter a friend’s code. The host can fill open seats with bots, select their difficulty and start when the room is ready.

A useful first plan: grow economy, recruit enough to protect your route inward, then contest a Ruin or Fortress before the Final Rush makes central control urgent.

Briefing complete

Your throne will not wait.

Try the opening against bots, or invite friends into a private room.

Start SoloOpen Lobby