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