KINGDOM
Camp
FOOD30
WOOD14
STONE0
GOLD10
FOLK4 / 6
Year 1 · Day 1tax in 10 days
BUILD
YOUR NEXT STEP
Pick a building on the left, then click the island.
Time starts with your first building.
THE CROWN
TAX — EVERY FOLK PAYS AT DAWN
THE MERCHANT — GOLD BUYS SUPPLIES
Happiness6 of 10
CHRONICLE

THE EMPIRE

Apprentice of the Guild
SOLANA WALLET
0⟡ groats 0 minted lifetime
Gold your kingdom earns can be swapped for groats. Groats carry across every valley you settle, and buy charters: permanent head starts for each new settlement.
What the wallet does, and does not do. Connecting reads your public key from the Phantom extension, and signing produces a real ed25519 signature over your vault — both happen entirely inside your browser, with no network call. This page can reach no Solana RPC node, so it cannot read your balance and cannot send a transaction, and it will not pretend to. The signed claim is exactly the payload the Anchor program verifies when the groat token ships; until then your groats live in this browser and the signature says whose they are.

THE DEMO ENDS HERE

You have played five minutes of KINGDOM. To carry on, connect a wallet holding 100,000 of the token.
Plainly: this page runs entirely in your browser, so this gate is a request rather than a lock — anyone determined enough can step around it. What it genuinely guards is the competition: every reign entered in the standings is replayed on the server, and the holding is read from a Solana node at that moment, not taken from your word or from this page.

KINGDOM

Grow four villagers on a floating island into a kingdom. Keep them fed, give them beds, and take a fair tax — that is the whole game. A day is two minutes — one of daylight, one of dark — and every morning the folk pay. Every goal you hit and every rank you climb pays ⟡ groats, and groats are yours forever.
1
Supplies build. Wood and stone pay for every building. A sawmill beside the forest cuts 2 wood a day; a quarry beside the rock cuts 2 stone.
2
Farms feed. Every villager eats 1 food a day. One farm grows 4. Watch the green number by FOOD at the top — if it turns red, they are starving.
3
Houses grow you. Each house is 4 beds, and well-fed folk move in on their own. Every villager works one building — so more folk means more of everything.
4
Winter is the test. A year is four seasons, and through the last one farms grow half as much. Thirty lean days. Build a surplus in the green months or the pantry runs dry in the white ones — and if you ever run out of wood, the merchant in the right rail sells supplies for gold.
5
Then it gets deeper. A mine on a seam of gold-flecked ore pays 4 a day. A chapel lifts the mood every few days, and a festival buys goodwill outright — which is what makes a harsh tax a choice rather than a mistake.
6
Everything pays. Each quest in the left rail pays ⟡ groats, and your settlement climbs from Camp to Hamlet, Village, Town, City and finally Kingdom — each rank a bigger purse. Spend groats in the Empire on charters: permanent head starts for every valley you ever settle.
Lost? Quick start in the top bar founds a working hamlet for you.