Beta — AMBAR is under active testing. Realms and game data may be wiped without notice once beta testing ends.

How to Play

The whole game, start to finish, in plain language. No jargon, no math.

This is a slow-burn strategy game.

AMBAR plays itself in the background. The world advances one tick every hour — your farms produce grain, your gem mines produce gems, your peons / peasants grow — whether or not you're logged in. You check in a few times a day, make decisions, and let the tick do the rest. Think "manage an empire over weeks," not "win a match in 20 minutes."

Step 1 — Create your Realm

When you sign up, you make three choices:

  • A people (Mersan, Ashwin, Phlanixian, Slythe, or Cordelon) — each has its own strengths and weaknesses, and its own named troops. Pick whichever playstyle sounds fun; none is a wrong choice.
  • An Elemental to worship (Earth, Air, Fire, Water, or Spirit) — picked separately from your people. This unlocks two bonus spells only your worshippers can cast.
  • How you join the world — found your own Empire, join a random one, or join a friend's empire with their join code and password.

Every brand-new Realm gets new-realm protection window: nobody can attack, spy on, or steal from you for a while after you start. Use that window to build, not to pick fights — attacking or casting a spell at someone ends your own protection.

Step 2 — Build your economy

Your land is split across terrain types — Plains, Forest, Hills, Coastal, and Mountains. Different buildings need different terrain:

  • Housing and Farms go anywhere — they house your peons / peasants and feed them.
  • Markets and Roads (Plains) — income and attack.
  • Gem Mines and City Walls (Hills) — gems and defense.
  • Thieves' Guild and Woodmills (Forest) — thieves and cheaper buildings.
  • Cleric Temples and Shipyards (Coastal) — clerics and boats.
  • Mage Towers and Blacksmiths (Mountains) — wizards and cheaper troops.

Build Housing and Farms first so your peons / peasants have somewhere to live and eat, then branch into whichever buildings match the playstyle you want.

Step 3 — Grow your Military

Once karats are coming in, train troops any time — melee, ranged, or machine units, each with their own cost and strength. Troops you keep at home defend your realm; troops you send out attack someone else's. You also passively gain wizards, thieves, and clerics from the matching buildings each tick — no training needed for those.

Research (Science) is optional but worthwhile: it unlocks cheaper exploring, more peons / peasants capacity, faster building, and better magic resistance over time.

Step 4 — Use Magic and Thieves

Magic costs gems and needs wizards — scout a rival, buff yourself, or debuff an enemy. Success depends on how many wizards you have relative to your target. Your thieves run a separate system that needs them instead — steal resources, spy, or sabotage a rival, with a limited number of attempts that slowly refill over time. Both raise your profile when you succeed; thieves actions specifically build your Notoriety score.

Step 5 — Fight through Portals

You can't attack anyone directly. You have to open a portal first — it connects you to a random opposing empire roughly your own size, so you can't bully someone far smaller. You can have several portals open at once. Through a portal you can attack, spy, or steal against realms in that empire. Close it when you're done, or it auto-closes on its own after a couple of days.

Combat comes down to picking one of three approaches — Assault formation, Defense formation, or Machine formation — each with a favorable and unfavorable matchup against the others, like rock-paper-scissors, layered on top of raw troops strength.

Step 6 — Team up in an Empire

Your Empire is a group of realms sharing a name, banner, and message of the day. Everyone votes for a commander, who can edit the Empire's public identity. It's a light-touch social layer — coordinate with your fellow Empire members informally on who to help or watch out for.

Step 7 — Climb the rankings

Three leaderboards track different things: Acres (raw acreage), Networth (a blended economy score), and Notoriety (how much war and thieving you've done). There's no single "winner" — pick the board that matches how you like to play.

The big picture: Worlds

The whole world runs in seasons called Worlds. When a world ends, final rankings are locked in and archived (still viewable forever), and everyone starts a fresh realm in a new world. Nothing carries over except bragging rights — so don't be afraid to experiment early; you'll get another clean start eventually.

TL;DR

  1. Create a realm (a people + an Elemental + an empire).
  2. Build housing/farms, then specialize.
  3. Train troops, let wizards/thieves/clerics accumulate passively.
  4. Open a portal when you're ready to interact with another empire.
  5. Check in a few times a day — the tick does the rest.