Dawn Kingdom

How to play & controls Dawn Kingdom

Dawn Kingdom is a single-player turn-based strategy game on a 9×7 hex map. Battles have no dice: damage, enemy targeting and enemy marches follow fixed formulas, and each map comes from a seed. So the game can tell you how a fight will end before you attack, and each enemy card in battle shows which unit it will hit next and for how much.

A turn gives you 5 movement (plains 1, forest 2; mountains and lakes block), one building, one drill and one reinforcement per unit. You win by holding all three Starlit Ruins with 60 glory, or by taking the Twilight Citadel. From turn 4, a Twilight Warband leaves the citadel every second turn to march on your sites.

Each expedition reshuffles terrain and sites, but Dawn Castle and the citadel stay at opposite ends of the middle row, the first mill and mine are both reachable on turn 1, and the first ruin is one turn's march from that mine. The interface is written in Korean; see the FAQ about English.

Goal

Win within 18 turns: claim all 3 ruins and earn 55 glory, or capture the Twilight Citadel. The Twilight legion grows every turn and strikes a held ruin on turns 8, 12 and 16.

How it works

  1. Choose a hero. Select a hex and press Move or Space, or double-click to move.
  2. Capture mines and mills, build your city and research. End your turn for income and healing.
  3. In battle, select a friendly unit then an enemy. Melee attacks the front; archers can target anyone.

Modes

Guided first expedition (안내와 함께 원정 시작)

The default on your first run: seven lessons cover the mill, the mine, a first building, ending the turn, entering a ruin and fighting. The guide reads the real game state, so another order or a retreat does not break it; switch it off any time.

New expedition (새로운 원정)

Solo, 18 turns. Choose Elin, the Forest Warden (troops recover 6 HP a turn instead of 2), Sera, the Dawn Mage (Dawn Light deals 20 instead of 12), or Rowan, the Golden Lord (+5 gold a turn). Each run draws three feats and awards up to three stars.

Controls

ActionMouse & keyboardTouchGamepad
Select a hex, unit or buttonClick; arrow keys step between hexes while the map has focusTap—
Move to or attack the selected hexMove button, Space, or double-click the hexTap the hex, then Move or Attack—
Pan, zoom, recenterDrag; wheel or + / −; Home centers the hero; 0 shows the whole mapDrag or pinch; +/−, compass and Full map buttons—
End turnEnter (when the map itself is not focused) or the End turn buttonEnd turn button—
Choose an ally in battle1 Guard · 2 Archer · 3 RiderTap the ally card—
AttackQ / W / E; for Guard and Rider, Q always means the front enemyTap the enemy card—
Skill, Defend, Dawn LightS, D, FButtons below the battlefield—
Sound, helpM sound; F1 helpSound button; Menu → Sound settings—

Tips

Strategy tips

Take the near ruin early

Ruin garrisons gain 5% of their starting strength every turn. The nearest ruin's Vanguard Garrison totals 80 HP on turn 1 and 108 on turn 8; the farthest, the Twilight Knights, grows from 163 to 284 by turn 16, close to the citadel's 310.

Heal before you fight

An attack deals 55–100% of the unit's attack, scaled by its remaining HP, so a battered army hits softly. Units recover 2 HP a turn (6 with Elin) plus 8 when the turn ends in Dawn Castle, and the Healing Spring adds 14 once per turn. Reinforce restores 24 HP (36 with Royal Barracks) and revives a fallen unit.

Read the enemy's targets

Enemy archers always shoot your unit with the lowest HP; every other enemy strikes your Guard while it stands. Defend cuts that hit by 60% and heals 3, and Guardian Formation does it for every living ally with +5 HP. Enemy hits shrink as enemies lose HP. Your Guard and Rider can only hit the front enemy, except with the Rider's Breakthrough (1.7×).

Budget knowledge

You start with 8 knowledge and earn 3 a turn (6 with Starlight Academy). Dawn Light costs 5, each skill 3 and research 12–18, all from one pool. Ancient Wisdom (18) doubles each ruin's glory to 2 a turn; Kingdom Roads (12) raises movement from 5 to 7 from the turn you research it.

Stand in the warband's road

Warbands leave at the start of turns 4, 6, 8, 10, 12, 14 and 16 and march 4 movement a turn. They cannot enter the hero's hex, favour ruins and shy away from sites next to the hero. Reaching a ruin returns it to a garrison and costs 4 glory; the castle loses 25 gold and 3 glory; a mine or mill stays occupied until you beat the warband.

Beat warbands while they are small

A warband's strength is fixed when it leaves: the turn-4 band totals 86 HP and 30 attack, the turn-16 band 144 and 48. Routing one pays 15 gold and 1 glory, plus 1 glory for retaking an occupied mine or mill.

Plan the 60 glory

A battle won against a garrison gives 3 glory, each held ruin 1 per turn, each mine or mill claimed 1, and the Guardian Wall 1 per turn plus 2 per blocked raid. Victory is checked after every action, so taking the third ruin with 60 glory banked wins on the spot.

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