Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Building order:
1. Tavern, 2nd hero
2. Peasant huts, buy growth (if the map has a Fortress, build the Town Hall immediately)
3. Town Hall
4. Archer Tower
5. Blacksmith
6. Garrison
Further – options depending on the starting hero:
- Training grounds (Dougal), train peasants, on the next turn build an upgraded Archer Tower and train peasants again.
- Griffin Tower (Iris), but I usually don't build Griffins in the first week, as they consume 10 gold.
For the other heroes, an approximate option:
7. Upgraded peasant huts (so they don't die like flies)
8. Guild of Mages
9. Magistrate
10. Market
Further – depending on the situation.
And also: if the 2nd hero is Elaina, she needs to run around the 1st hero, picking up peasants at the end of the turn.
Regarding a quick rush, it is necessary to indicate whether there are neutral creatures between the players and how strong they are.