Learn to rule
Everything you need to play ReignBound, in about ten minutes of reading. The prototype is free, and its ? button replays the on-screen guide any time.
🎬Watch: the game in 90 seconds
🖼️The basics in pictures
1🗺️ This is your kingdomThree realms. Zones to conquer.
2⚔️ Send your armyTap a zone. Pick troops. Go!
3🪙 Win Gold and lootCome back and claim your prize.
4🏰 Build your castleUpgrade it. Add walls and towers.
5🛡️ Train your troopsWarriors, Archers, Cavalry.
6🃏 Collect cardsRarer cards = more power.
7⛏️ Mine and craftDig ore. Forge better gear.
8🌾 Grow foodFood feeds your army.
9⚜️ Join a clanTake land together. Share rewards.
🚀Getting started
- 1Open the gameGo to reignbound.com/play. No wallet or account needed. Your progress saves in your browser.
- 2Pick the BorderlandsIt’s free. Other realms unlock with Gold (and, at launch, a small SOL fee or any KING).
- 3Scout a zoneTap a marker on the campaign map. Green ring = good odds.
- 4Press Auto-counter, then launch a RaidA 1-hour Raid. Use the ⚙ menu’s 60× speed to make it 1 minute while you learn.
- 5Claim your spoils and post cards in the garrisonYour garrison earns a share of the realm’s daily Gold every second.
- 6Upgrade in the KeepHigher levels mean more strength and harder, richer zones.
⚔️Campaigns & counters
Every zone shows its main defender. Send the unit that beats it and keep home the one it beats.



| Campaign | Length | Loot | Cooldown if you lose |
|---|---|---|---|
| Skirmish | 0.16666666666666666h | ×0.2 | 0.25h |
| Raid | 1h | ×1 | 1h |
| Foray | 2h | ×1.9 | 1h |
| Plunder | 4h | ×3.5 | 2h |
| Pillage | 6h | ×5 | 2h |
| Ransack | 12h | ×9 | 4h |
| Siege | 24h | ×16 | 8h |
| Great Siege | 48h | ×29 | 12h |
🛡️Troops & the Barracks
Troops are raised in the 🛡️ Barracks (the button in the bottom bar). There are three ways to get them:
- 🚩 Free musterEvery 8 hours, free troops worth 200 + 50 × your Barracks level in Gold. You pick the unit. A red badge means it’s ready.
- 🪙 RecruitWarriors 20, Archers 20, Cavalry 55 Gold each. Pick any amount and press Muster.
- 🏆 Win battlesDefenders of the zone’s main unit swear your oath and join when you claim the spoils. A Siege brings about 5× a Raid.
| Rank | Gold | Iron | Barracks level | Bonus |
|---|---|---|---|---|
| ★ Trained | 500 | 20 | 2 | +10% |
| ★★ Veteran | 2,000 | 80 | 4 | +20% |
| ★★★ Elite | 4,500 | 180 | 6 | +30% |
| ★★★★ Champion | 8,000 | 320 | 8 | +40% |
| ★★★★★ Legend | 12,500 | 500 | 10 | +50% |
Troops get stronger through ranks; cards get stronger through the Forge (below); and the Keep’s levels raise your whole army.
🏰Garrison & Gold
Each realm pays out a fixed amount of Gold per day, split between every garrison by Might. Post cards in your slots to raise your Might and your share. More players means smaller slices, never more Gold printed. That’s what keeps the economy from inflating.





👑The Keep
- 👑 Throne RoomYour Lord’s own level. Up to 24h per level at the top.
- ⚔️ BarracksDrill and discipline. Up to 12h per level at the top.
- 🛠️ BlacksmithBlades and mail. Up to 12h per level at the top.
- 📜 War CouncilTactics and scouting. Up to 16h per level at the top.
Castle builder: the build rack on the right of the Keep also raises walls, towers and a gatehouse (5 levels each, with Gold, Timber and iron, one project at a time). They add Defense and show on the castle as they grow.
Starter Lords cap at level 15. KING NFTs go to 30 and keep their record forever.
🃏Cards & the Forge
Troop cards are your collection. Each has a rarity and a unit type. Open Cards in the game’s bottom menu to see every card you own and where it is.
| Card | Rarity | Garrison Might | In Duels | At launch |
|---|---|---|---|---|
| Levy | Common | 6 | 2◆ · ⚔2 · ❤3 | Stays in-game |
| Man-at-Arms | Uncommon | 15 | 3◆ · ⚔3 · ❤4 | Stays in-game |
| Knight | Rare | 40 | 5◆ · ⚔5 · ❤6 | Can be minted as an NFT |
| Champion | Epic | 100 | 7◆ · ⚔7 · ❤8 | Can be minted as an NFT |
| Warlord | Legendary | 250 | 9◆ · ⚔9 · ❤10 | Can be minted as an NFT |
- Getting cards: build one in any garrison (120 Gold, every 5 minutes to start; faster as your garrison grows, and from garrison level 3 some builds come out Uncommon or Rare), forge up, or win a wager duel.
- Unit types: 🛡️ Warriors beat 🏹 Archers, 🏹 Archers beat 🐎 Cavalry, 🐎 Cavalry beat 🛡️ Warriors. The same triangle as campaigns.
- The Forge: three cards of one rarity become one card of the next rarity, guaranteed. There are no 80%-lose gambles in ReignBound. The three inputs are destroyed, which keeps good cards scarce.
- Card levels and gear: cards earn XP in Duels and level up with Gold. Each card can also get its own forged weapon and armor, and wears down in Duels until you repair it.
✦Traits & Merlin’s Tower
Every troop card rolls six traits when it’s made: a crest, helmet, armor, weapon, homeland and finish. Each trait is Common, Uncommon, Rare, Epic or Legendary, and rarer cards roll rarer traits. So no two Knights look alike.
- Trait score: the rarer the whole combination, the higher the number on the card. Collectors hunt high scores.
- Merlin’s Tower: pick a card at the enchanting circle and Merlin re-rolls one trait, with better odds of a rare result each time. It costs Gold and cut gems (from the Refinery) and isn’t guaranteed. Up to 5 enchantments per trait.
- On the NFT: traits are written into a minted card’s attributes, so marketplaces show them and an enchanted card stays enchanted for its next owner.
💎NFT cards
- Minting: Rare, Epic and Legendary cards can be minted to your linked wallet as Solana NFTs (Metaplex Core). You pay the network fee plus a mint fee that rises with rarity: Epic costs 2.5× the Rare fee, Legendary 5×. Founders Pass holders pay half.
- Keep upgrading: a minted card still levels up, gets gear and can be enchanted. The game updates the NFT’s attributes, so the upgraded card is what a buyer gets.
- Selling and trading: the card is yours. List it on a Solana marketplace such as Tensor or Magic Eden; resales pay a 5% royalty to the ReignBound treasury. While listed it sits out Duels, and when it sells it moves to the buyer’s game.
- Burn-to-Forge: NFT cards can be forged too. Pick three of one rarity in the Forge and choose which card’s traits to keep. Your wallet signs the burn of the old NFTs (only you can do that), and a new NFT of the next rarity is minted to you, with the kept traits, unit and gear. It costs the Forge’s Gold plus the new rarity’s mint fee. Burned NFTs are gone for good, which keeps rare cards rare.
- Can’t: NFT cards can’t be staked in wager duels.
Card minting opens after the legal review. See the NFT Terms.
🌲The Wilds, the Bazaar and the Garrison
- The Wilds: a gathering map. Send a crew and guards to the Pine Stand or the Old Oak Grove for timber, the Wild Horse Valley for horses, the Hunting Grounds for meat, or the Herb Meadow for herbs. Warriors fell trees, Cavalry round up horses and Archers hunt. Bigger crews bring back more; wolves and outlaws strike crews with too few guards. More places open as your Lord levels up.
- The Bazaar: merchants buy your crops, meat, rations, iron, timber, horses, coal, ingots, ore, bars and gems, and sell the basics, at prices that change every day. They pay about half their asking price, up to a daily limit. There’s one Deal of the Day, and a Trading Post where lords list goods and cards for each other at their own price (5% fee).
- Sell where you make it: the Ranch, Farms, Mines, Refinery, Smithy and Wilds each have a Sell button with the same prices.
- The Garrison: the Hall of Arms (post cards to earn the realm’s Gold), the Royal Vault (every card and NFT you own, sorted and filtered), and the Hall of Fame (six cards on display).
- Games: archery, the horse race, jousting and the Royal Road dice board, for Gold and Season points. Each round gets a star rating. Royal Chess, Merlin’s Chess, Turncoat, Intrigue and the Crown Run orb races are in Games too. The Games of Velmark →
⚔️Castle raids
- Raid a rival: in your Keep, tap ⚔️ Raid, pick an army and a rival Lord’s Keep. A raid costs 1 Banner and is decided at once. Up to 5 raids a day.
- What decides it: your army’s strength against the castle’s. A castle is as strong as its owner’s building levels, and walls, towers and a gatehouse make it much stronger. The troops a Lord keeps most of lead the defence, so bring their counter.
- What you win: the Crown’s bounty, and each Keep pays what it’s known for: 🌾 a Mill Town pays Grain, ⛓ an Iron Hold iron, 🪵 a Timber Hold timber, 🐎 a Horse Lord horses, and 💰 a Treasury Keep the most Gold behind the strongest walls. One raid per Keep a day. Nothing is taken from the other Lord. They get a report and a tally of raids held and breached.
- The Crown’s Rival Lords: eight computer-run Lords who grow with you, so there’s always a Keep to raid. Every half day or so one of them raids you: if your walls hold, the Crown pays a defender’s bounty; if not, nothing is taken.
- Protection: a Keep can be raided 3 times in a day, then its gates shut. Raids open once your four buildings total 16 levels (a new Lord starts at 12); until then nobody can raid you.
⚜️Clans and territory
- Found or join: tap ⚜️ Clans in the dock. Founding a clan costs 25,000 Gold (Clan NFT holders will found theirs free once Clan charters are minted). Anyone can join an open clan, up to 30 members.
- Fight for the map: every map zone is a territory. Each campaign a member wins scores war points for the clan in that zone (longer campaigns and harder zones score more). When the day ends (midnight UTC), the clan with the most points takes the zone, if it scored at least 20, and holds it until another clan outscores it on a later day.
- Tribute: each territory your clan holds pays every member 120 Gold a day (up to 10 territories), collected in the Clan hall. The holding clan’s banner flies over the zone on the map.
👸The Queen’s Court
- A Queen rises: in your Keep, tap 👸 Court. Crown her from your own court once your Throne Room is level 4, or wed an allied Queen by holding a Honeyland (Honeycomb) or KING Royal card. You keep the card, and an allied Queen’s wings cost 20% less.
- Queen cards (coming soon): your Queen becomes a card with her own portrait, rarity and traits that power her Court, and can be minted as an NFT. All about Queens →
- Her five wings: 🌿 the Healers’ Ward heals the wounded faster; 🍲 the Royal Kitchens cook more rations and make feasts cheaper; 🐎 the Royal Stables breed warhorses every day; 🛡️ the Shieldmaidens’ Hall adds castle Defense; 👶 the Royal Nursery brings an heir who comes of age in a week and rides with your armies (+5% strength).
🛏️Rest after war
- Tired troops: survivors of a campaign of an hour or more rest in the Barracks Bunkhouse for a quarter of its length (up to 6 hours); raiders rest an hour. Resting troops can’t march.
- Men march for a good meal: throw a feast of rations from the Ranch kitchen or Grain, and every resting soldier is back in the ranks at once.
🎬Watch: burn or claim your NFTs for rewards
KING Royal, Seven Seas or Honeyland holder? This short video shows every step: link your wallet, open Cards, choose your reward, pick the NFT and approve. Your wallet should show one burn and a tiny network fee, nothing else. If it shows a transfer to anyone, reject it.
⚓The Oath of Fealty (KING Royal holders)
Hold a KING Royal NFT? Open Cards → ⚓ Oath, link the wallet that holds it, and burn it to swear your KING to ReignBound. Each oath gives a Rare Exiled Knight with the ⚓ Exile’s Anchor crest (a Legendary trait you can’t roll or enchant) and 1,500 Gold.
- Your first 5 oaths are free and pay the Gold. After that each oath costs 500 Gold and gives the card only. Up to 10 a day, for a 60-day window.
- Only 3,000 Exiled Knights will ever exist, across all players.
- Your own wallet signs the burn. ReignBound never takes the NFT, and the burn can’t be undone.
- Staked or listed KINGs must be unstaked or unlisted first.
- ReignBound isn’t affiliated with KING Royal.
⚔️Duels (the card game)
Your Lord and a 30-card deck face a rival lord across a war table. Your deck is your own troop cards, topped up with free Recruits (everyone owns two of each). Build it in Duels → Build your deck, or let the game pick your strongest cards. Open Duelsin the bottom menu. The first time you sit down, a short guide walks you through the table; the ? button replays it.
- Command. You get 1 Command in round 1 and 1 more each round, up to 10. Each card costs its ◆.
- Play. Tap a card in your hand, then your side of the table, to put it on your line. The line holds 7 cards. A card you can’t afford shows “Need ◆”.
- Attack. From the turn after you play it, each card can attack once a turn. Tap it, then tap what it should strike: an enemy card or the rival lord. Two cards that fight both deal their attack to each other, and damage stays until a card falls.
- Keywords. Warriors 🛡️ Taunt: Enemies must attack your Taunt cards before anything else. Archers 🏹 Rush: Can attack enemy cards on the turn it is played. Cavalry 🐎 Charge: Can attack anything on the turn it is played. A card's crest adds more: 🛡️ Taunt (enemies must attack it first), ⚡ Charge (attacks the turn it is played), 💨 Rush (attacks enemy cards the turn it is played), ✨ Blessed Shield (the first hit it takes does nothing), 🩸 Lifesteal (damage it deals heals your lord), 🔥 Reborn (the first time it falls, it rises again with 1 health), 🌀 Twin Strike (attacks twice a turn), 📯 Rally (something happens when it is played) and 💀 Last Breath (something happens when it falls). Every Legendary has its own effect.
- Hero power. Once a turn, for 2◆: 📯 Call the Levy, summon a 1/1 levy (every lord); 👸 Queen’s Mercy, restore 3 health to your lord (crown a queen); 👑 Royal Decree, deal 1 damage to any enemy card or the enemy lord (throne room level 10, or swear the king oath).
- End turn. The rival draws, plays and attacks. Then you draw a card and gain Command.
- Win by bringing the rival lord from 30 to 0. When a deck runs dry, every draw costs fatigue: 1 damage, then 2, then 3. After round 30, the Lord with more health wins.
Pick a rival: Rook the Bandit Captain (easy, 60 Gold), Baron Ostrel (medium, 120 Gold), Warlord Kessa (hard, 200 Gold), The Sable Queen (hardest, 320 Gold). Gold is paid for your first 5 wins a day.
Stake one of your free cards; the rival stakes one of the same rarity. Win and you take theirs. Lose, or yield, and yours is gone. A draw returns both. In the prototype these are test cards.
Fair play: the server shuffles the decks and makes the rival’s choices with a secret key, and your browser never sees the rival’s hand or the order of either deck.
🗺️Realms







🐝The Beekeepers’ Guild (Honeyland holders)
Hold a Honeyland NFT? Open Cards → 🐝 Honeyland, link the wallet that holds it, and claim a reward for each one, once per NFT. You keep your NFTs: nothing is burned, moved or signed.
- Genesis queen: an Epic card with the 🐝 Honeycomb crest and 2,000 Gold.
- Genesis bee: a Rare card with the Honeycomb crest and 500 Gold.
- Land: a Beehive for your Ranch. It makes honey you can sell at the Bazaar.
- Generations bee: the Beekeepers’ Guild badge.
- Up to 5 cards and 3 Beehives per account; 3,000 Honeycomb cards in total. ReignBound isn’t affiliated with Honeyland.
🔑Your account
- Sign in with your email. We send a 6-digit code; there’s no password to remember or leak. The code works once and expires in 10 minutes.
- Your game saves to your account, so it follows you to any device. Every move is checked by the server, so nobody can edit their way to more Gold.
- Coming from Honeyland or The Heist? Tick it on the waitlist. Holders join the Beekeepers’ Guild or the Thieves’ Guild with launch perks, and keep their NFTs.
- Never share your code. ReignBound staff will never ask for it, by chat, DM or phone.
🏰Collections & NFTs
ReignBound has three collections that work together: KINGs (your hero cards), Clans (guild charters with a faith) and Land (empty plots you build into castles). Everything in the game can be played for free; NFTs are upgrades and collectibles.
Being explored: physical cards. Your NFT printed as a holographic card, sealed in a ReignBound collector slab with a tap-to-verify chip, ordered only by the wallet that holds it. Not for sale yet; anyone selling “official ReignBound slabs” today isn’t us.
🔐Wallet safety
- ✅ Use Solflare or Phantom, and consider a hardware wallet (Ledger) for anything valuable.
- ✅ Only mint on reignbound.com. Bookmark it. Check the address bar every time.
- ✅ Signing in asks you to sign a message, which costs nothing and moves nothing.
- ❌ Never share your seed phrase. No one from ReignBound will ever ask for it.
- ❌ We will never DM you first, and never send you a mint link in private messages.
- ❌ Don’t approve transactions you don’t understand. If your wallet warns you, stop.
📜Glossary
- Banner
- What a campaign costs (a Skirmish is free). Up to 8, one back every 2 hours.
- Skirmish
- A 10-minute battle with small spoils. Costs no Banner.
- Royal Road
- The dice board: roll to move round 24 tiles for Gold, Grain, iron, cards and rolls. 3 free rolls a day, +1 per win.
- Hurry
- Finish a timer now for Gold, 5 times a week.
- War Horn
- Everything you start runs 2× or 3× for 24 hours, bought with Gold. Rests 3 days after.
- Beginner’s Boon
- A new Lord’s first 3 days run 3× faster.
- Card level
- Cards earn XP in Duels and level up with Gold. With their own weapon and armor, they grow stronger, and it all stays on the NFT.
- Trait
- One of a card’s six looks (crest, helmet, armor, weapon, homeland, finish), from Common to Legendary.
- Trait score
- How rare a card’s whole set of traits is. Higher is rarer.
- Enchant
- Merlin re-rolls one trait for Gold and cut gems, with better odds each time.
- Burn-to-Forge
- Three NFT cards burned on-chain for one new NFT of the next rarity, keeping the traits you pick.
- Defense
- Your castle’s walls, towers and gatehouse. Built in the Keep.
- Grain
- Army food. Short on Grain, armies fight weaker.
- Might
- A troop card’s weight in the garrison. More Might, bigger share.
- Command points
- Army size limit (145), shared by every army you have in the field.
- Army slots
- How many armies you can have out at once: 1, then more at Lord level 5, 10, 20.
- Muster
- Free troops from the Barracks every 8 hours. You pick the unit.
- Recruits
- Defenders who join you after a win, paid out when you claim.
- Wounded
- Troops that come home hurt. They heal in the Infirmary in 4 hours.
- Farms
- Grow Grain for free while you’re away. Harvest it from the Farms screen.
- Rank
- A unit type’s training level, from Recruit to Legend. +10% strength each.
- Counter
- The unit that beats a zone’s main defender.
- Realm pool
- The fixed Gold a realm pays per day, split by Might.
- KING
- Your hero card NFT. Levels, fuses, retires and sires heirs.
- Founders Pass
- A non-transferable supporter pass. Playtest access and a Genesis spot.
- Command (Duels)
- What playing a card costs in a duel. Grows each round, up to 5.
- Unit type
- Warriors, Archers or Cavalry. Decides counters in campaigns and Duels.
- Wager
- A duel with a card at stake on each side. The winner keeps both.
- Allied Guilds
- The Beekeepers’ Guild (Honeyland holders) and the Thieves’ Guild (The Heist holders).