Playgridia
Crownfall
Crownfall es un juego de conquista mundial gratuito en el navegador: recluta ejércitos cada turno, controla un continente entero para su bonus, tira los dados en cada frontera y roba una carta de conquista en cuanto ganes terreno. CUATRO mapas: Frontier (mundo inicial compacto), Realm (guerra medieval de coronas), World (los 42 territorios clásicos) y Orbit 2210 (frente orbital de cinco rondas). 2 a 4 jugadores, contra bots o amigos.
Frontier
Reglas
- 2–4 players; the world is dealt out at setup, so everybody starts with the same amount of ground
- Your turn is three beats: RECRUIT → ATTACK → FORTIFY (once), then it passes
- Recruit = territories ÷ 3 (minimum 3) + a bonus for every region you hold in full
- Attack with dice: attacker rolls up to 3, defender up to 2 — AND THE DEFENDER WINS TIES
- You need at least 2 armies to attack; a territory may never be left empty
- Take a territory and you must ADVANCE into it — that decision wins and loses games
- Blitz rolls again and again until one side breaks; one strike rolls a single volley
- Take at least one territory in a turn and you draw a conquest card
- Three matching or three different symbols trade for armies, and every set is worth more than the last
- Eliminate a player and their whole hand of cards becomes yours
- Realm adds CASTLES (an extra defence die); World adds CITIES (+1 recruit every turn)
- Orbit 2210 adds ENERGY: commanders add a die where they stand, orbital strikes delete two armies
How to play
- Pick a board and a banner in the room — the banner is colour only, the rules are the same for everyone
- RECRUIT: place the armies shown in the dock by tapping your own ground (×1 / ×5 / all)
- ATTACK: tap your own stack, tap a red neighbour, then Strike or Blitz in the bar that opens
- The assault bar stays open, so grinding a border down is one tap per volley
- FORTIFY: one march between two of your territories and the turn ends by itself
Dice and battle
- Attacker rolls min(3, armies−1); defender rolls min(2, armies). Dice pair highest against highest
- Ties go to the defender — this is why massing armies beats spreading them
- A castle gives the defender an extra die; a commander gives its own side one
- Blitz is almost always right at a 2:1 advantage and almost always wrong below it
- Advance too much and your rear opens; advance too little and the new outpost falls
Continents and cards
- Holding a whole region pays its bonus every single turn — that is the real economy
- Small, defensible regions pay little; big open ones pay a lot
- You only draw a card if you took ground that turn
- A traded card naming ground you still hold drops two extra armies right there
- The only way to take a rival's cards is to eliminate them completely
Four boards
- Frontier — 22 territories, one compact continent, the board to learn on
- Realm — 26 kingdoms and five crowns; hold four at the start of your turn to win, and build castles
- World — the classic 42 territories across six continents, plus founding cities
- Orbit 2210 — Moon and ocean colonies; exactly five rounds, then the biggest empire wins
Looking for a Risk alternative you can just open and play?
Crownfall is a free browser take on the world-conquest war game: recruit armies, roll dice for every border, hold whole continents for a bonus and cash conquest cards for a growing pile of troops. No download, no account required, no box to set up — open a room, add bots or invite friends, and the first assault is thirty seconds away.
It plays the way the classic does. The defender wins ties, so a stack of three does not casually roll over a stack of two. A continent bonus is worth more than any single battle. And the decision that actually decides matches is not whether to attack but how many armies to advance afterwards — every soldier you push forward is one that is no longer holding the door behind you.
Four boards, four different wars
Frontier is the starter world: 22 territories on one continent, mountain passes pinching the middle, and a match that finishes in about fifteen minutes. World is the classic map everyone is looking for — 42 territories, six continents, sea lanes across the Pacific and the Atlantic, and cities you can found to grow an economy instead of only an army.
Realm is the medieval crown war: 26 kingdoms, five capitals, and a victory that depends on holding four crowns at the START of your turn — so a runaway leader can always be knocked off the throne. Orbit 2210 is the short one: the Moon overhead, four ocean arcologies that are the only bridges between the continents, and exactly five rounds before the map is scored. Energy buys commanders and orbital strikes; spending it all on round three wins round three and loses round five.
Built for a phone
The whole board is one screen with no scrolling: your armies are numbers on discs rather than counters to squint at, the map pans and pinch-zooms, and the assault bar stays open with fresh odds after every volley so grinding down a border is one tap at a time. Every legal move is computed on the server, so the highlight you see is exactly what the rules allow.
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