Kingora is still in development and coming soon to Google Play. This guide describes the game as it will be at launch, so some details may still change.
The short version
- Grow your village, train troops and raid for loot.
- Builds and training take time: start them, then come back later.
- Join a clan early. Together you are stronger.
- Your first 72 hours are always safe, whatever you do.
- A season lasts 8 weeks. Then a new realm starts and everyone begins again.
Getting started
Kingora is played in short visits. Your advisor walks you through the first session, one real action at a time:
- Choose your hero. Pick the Warden, the Vanguard, the Ranger or the Lorekeeper and give your hero a name. You can switch for free until the first battle.
- Upgrade the Lumber Camp. Tap the Lumber Camp, then tap Upgrade to grow it.
- Finish it for free. Short builds finish for free: when only a few minutes are left, tap Free.
- Claim your reward. Your advisor at the bottom shows the next quest. When it is done, tap her, then tap Claim.
- Raid the bandit camp. Bandits are camped nearby. Open the Map, tap the bandit camp and choose Raid. Take all your troops and send them.
- Train troops. While they march, head back to the village and train Militia in the Barracks to guard home.
- Read the report. When the raid is over, open your reports and tap your raid report. It shows who won, what each side lost and the loot your troops carried home.
That is the heart of the game. After the tutorial, quests keep pointing you to a good next step, and each one pays a reward. Builds and training take time: start them, then come back later. If you like, the game can tell you when your builders are free and when your army is home.
Tap the ? button whenever you need the Guide. You can also replay the tutorial from there. While you learn, a shield keeps other lords away (see Protection).
Resources and storage
Three resources pay for everything you build and train: Timber, Stone and Iron.
- Timber, Stone and Iron come from the Lumber Camp, Quarry and Iron Mine. Every level makes more.
- The Storehouse holds a set amount of each. More than that is lost, so upgrade it before it fills up.
- Build a Hidden Cellar to keep some of each safe from raiders. Every level hides more.
- Troops need room: the Farmstead raises your population. Only troops use population, buildings do not.
- Raids and foraging bring in extra resources (see Raids and loot).
Tip: before you put your phone away, start a build or some training. Resources above what your Hidden Cellar hides can be taken by raiders.
Buildings
Your Keep stands at the heart of the village. Around it, every building has one job.
- Tap a building to see what it does and what the next level costs.
- Every Keep level makes all construction faster and unlocks new buildings.
- Constructions wait in a short queue, so you can line up the next one before the current one ends.
- With only a few minutes left, a construction finishes free.
- Cancel a construction and you get 80% of the cost back, all of it in the first minute.
- Clanmates can tap Help to speed up your builds (see Clans and help).
| Building | What it does |
|---|---|
| Keep | The heart of your village. Every level makes all construction faster and unlocks new buildings. |
| Lumber Camp | Woodcutters fell trees at the forest edge and bring in Timber. |
| Quarry | Stonecutters break Stone from the rock face. |
| Iron Mine | Miners dig Iron ore from the hill. |
| Farmstead | Fields and farmers feed your people. Raises the population cap for troops. |
| Storehouse | Keeps your resources. Raises how much of each you can store. |
| Hidden Cellar | A secret store under the village. Raiders cannot take what it hides. |
| Muster Field | Your army gathers here before it marches out. |
| Barracks | Trains infantry. Every level trains them faster. |
| Wall | Guards the village. Every level makes your defenders stronger. |
| Market | Merchants trade and send resources to other villages. |
| Forge | Smiths and scholars work here. Research takes time, like building, and its bonuses last all season. Shieldbearers, Bowmen, Knights and Trebuchets also need its level. |
| Stables | Trains scouts and cavalry. Every level trains them faster. |
| Siege Works | Builds rams and trebuchets to break walls and buildings. |
| Hall of Heralds | Trains Heralds, who win other villages over to your banner. |
Some buildings first need a higher Keep or other buildings; the building card shows what is missing. As your village grows, its look changes too: timber gives way to stone, and stone to banners.
Troops and combat
Every soldier is trained, never bought. Infantry come from the Barracks, scouts and riders from the Stables, rams and trebuchets from the Siege Works.
How a battle works
- Attack types: every unit has one attack and three defenses: against foot soldiers, riders and archers.
- Match your defenders: the Pikeman stands firm against riders, the Shieldbearer against foot and archers.
- Who wins: when an army lands, its attack is weighed against the defenders and the Wall. The stronger side wins and the other side's troops fall. The closer the fight, the more the winner loses too.
- Walls: each Wall level makes your defenders stronger. Rams can knock the Wall down before the battle.
- Luck: luck moves every attack a little up or down. The battle report shows how much.
- Morale: when a much bigger lord attacks you, their army fights at reduced strength. It gives smaller lords a fair chance.
- Rest Hours: during the hours you pick, your defense counts double against other lords (see Rest Hours).
- Your hero fights for its village when it is home and healthy.
Your units
Stronger units unlock as the Barracks, Stables and Siege Works grow.
| Unit | Trained in | Good at |
|---|---|---|
| Militia | Barracks | Cheap early defense |
| Pikeman | Barracks | Stopping riders |
| Shieldbearer | Barracks | Stopping foot soldiers and archers |
| Raider | Barracks | Cheap attacks and raids |
| Bowman | Barracks | Flexible defense, attacks from range |
| Scout | Stables | Spying on other villages |
| Outrider | Stables | Fast raids with a big load |
| Knight | Stables | Heavy rider for attack and defense |
| Ram | Siege Works | Breaking the Wall before the battle |
| Trebuchet | Siege Works | Damaging a chosen building |
| Herald | Hall of Heralds | Winning villages over (see Conquest) |
Raids and loot
A raid is a quick attack for loot, sent with troops that can carry it. Bandit camps are safe practice.
- Survivors carry the loot home. The more your surviving troops can carry, the more they bring back.
- Loot is taken evenly from Timber, Stone and Iron. Whatever a Hidden Cellar hides stays safe.
- Tap a march on the map to see where it goes and when it lands.
- A cleared bandit camp comes back after a few hours. Bigger camps hold more loot, guarded by more bandits.
- Ruins are abandoned villages. You can raid them, and later take them with Heralds.
- Idle troops can go foraging instead: safe, but slower. Troops out foraging cannot defend your village.
Tip: raiding a bandit camp never costs you your protection. Attacking another lord can (see Protection).
Scouting
Know before you go. Scouts tell you whether an attack is worth it.
- Scouts from the Stables spy on a village: its troops and resources.
- Send more than twice as many scouts as the village has, or they fall.
- If at least half come back, you also see its buildings and Allegiance.
- The lord you scout learns that scouts were spotted.
- Lords under protection cannot be scouted.
Heroes and adventures
Your hero leads your armies, gains experience and learns skills. There are four classes:
-

Warden
DefenseA stubborn shield. Your village holds when others fall.
-

Vanguard
OffenseLeads the charge. Hits harder and breaks walls.
-

Ranger
Raids and scoutingFast and greedy. Raids farther and carries more loot.
-

Lorekeeper
EconomyA wise steward. Your village grows and builds faster.
- Free class switch: you can change your hero's class for free until its first battle. After that the class stays until the next season.
- Your hero rides with an army when you tick Hero leads, or defends at home.
- At home, your hero walks around your village: tap the hero for skills and adventures. A wounded hero limps and rests on a bench until healed.
- Battles and loot give XP. Each level brings a skill point: tap the portrait to learn skills.
- The strongest skills open at higher levels.
- A beaten hero is never lost, only wounded for a few hours.
- Adventures appear on the map near you: send the hero alone for XP and resources.
- Each new season you choose a class again, and your hero starts over with everyone else.
Clans and help
Join or found a clan in the Clan tab. Together you are stronger.
- Clan Help: clanmates tap Help to speed up your builds and your research, and you help theirs. Every help earns Honor, which buys small boosts and village looks in the clan shop.
- The clan Wonder: give resources together to raise it. Each level makes every member produce and build a little faster, and the top givers of the week get Honor and a title. Gifts also fill the clan's Tribute, which the leader and officers spend on clan research.
- Orders: the leader and officers pin up to three short orders at the top of the clan screen, so everyone knows the plan.
- Support troops: send troops as Support to defend a clanmate's village. They stay and fight for it until you call them back.
- Visit a clanmate's village from their profile. You see its buildings, Wall, construction and the attacks coming at it, with a button to send support. Resources, troops and plans stay private, and only clanmates can visit.
- The clan's marches on the map: the map shows your clanmates' marches and the attacks coming at them, so you see at a glance who needs help. Marches of lords outside your clan stay hidden.
- Plan in clan chat. Report or block anyone who is unkind.
- Late in the season, clans fight for the Relic Shrines (see Season and Relic Shrines).
Tip: join a clan in your first days. Clanmates speed up your builds and can send troops when an army marches on you.
Conquest
Grow from one village into many by winning other villages over to your banner.
- Every village has Allegiance. Heralds from the Hall of Heralds lower it.
- Each Herald that survives a won attack lowers it by a random amount.
- At 0 the village is yours. Allegiance slowly grows back every hour, so send your Herald attacks close together.
- Heralds march only on attacks, and only an army that wins keeps them alive.
- The Hall of Heralds needs a well-grown village: a higher Keep, a Forge and a Market.
- Every village you own makes the next Herald cost more.
- Ruins and the villages of computer-controlled lords make good first targets.
- A new village shows up in the village switcher at the top of the screen.
Protection
New lords get time to learn in peace.
- Your first 72 hours are always safe, whatever you do.
- After that the shield lasts up to 5 days, unless you attack another lord or pass 2,500 points.
- Under it no lord can attack, raid or scout you. Bandit camps are still fair game.
- If someone tries to attack you, you get a report that your protection held. Nothing is lost.
- Tap the blue Protected chip to see how long yours lasts.
- After it ends: keep troops at home, raise the Wall and set your Rest Hours.
Even after the shield, Morale and the Hidden Cellar keep helping smaller lords.
Rest Hours
The realm never sleeps, but you do. Rest Hours keep your villages safer while you are away.
- Pick a 7-hour window each day, for example while you sleep. You set it in Settings.
- During your Rest Hours your defense counts double against other lords.
- A change takes effect after 24 hours, and you can change your Rest Hours once a week. Set them before you need them.
- The game stays quiet during your Rest Hours, unless an army is on its way.
- Rest Hours work the same for every player, paying or not.
Season and Relic Shrines
Every realm has a clear end, so you are never too late to join the next one.
- A season lasts 8 weeks. Then a new realm starts and everyone begins again.
- Late in the season, Relic Shrines rise near the center of the realm.
- Clans take shrines with Heralds, like villages. Each held shrine earns its clan Glory every hour.
- Shrines are heavily guarded, so taking one is a job for the whole clan.
- The clan with the most Glory wins the season.
- When the season ends, the winners go into the Hall of Fame, villages and armies reset, and a new realm begins. What belongs to your account stays with you, such as Gold, cosmetics and titles.
Gold and fair play
Kingora is free to play, and it plays fair.
- Gold never buys troops. It finishes constructions sooner and buys looks. Armies are earned.
- No paid random items. Everything in the Shop shows exactly what you get.
- Videos are always optional: watch one only when you want its reward. There are no other ads.
- Computer-controlled lords play by the same rules and never ask you to spend.
- Protection, Morale and Rest Hours work the same for everyone, paying or not.
- Changed your mind? Cancelling a construction returns 80% of its cost, all of it within the first minute.
Need more help?
In the game, tap ? any time to open the Guide or replay the tutorial. Something else on your mind? Our Support page answers common questions, or write to info@codevix.com.