01Battle basics
You are Roma, the crimson legion, starting on the left; the enemy is blue on the right. Every fort you hold produces troops, and roads join the forts. Troops only travel along roads, so the shape of the map decides where the fighting happens. Armies that meet on a road fight there, before either reaches a fort.
- Send: drag from a fort you own to any fort a road reaches. The garrison streams out in batches, so a fort mid-send still has men at home.
- How much: the column on the left sets the share that goes: 25%, 50% or 100%. Matches start on 100%.
- Rally: RALLY empties the fort and keeps sending everything it produces until you cancel it.
- Upgrade: tap a fort to see the next level and its price, double-tap to build it.
- Win: the battle ends when one legion has no fort and no army left on the roads. There is no timer; most battles take two to five minutes.
02Forts and gold
A fort has three levels. Each level produces faster, sends faster and holds more. An upgrade takes a few seconds to build, and the fort keeps producing while it does; if the fort is captured mid-build, the build is lost and the fort drops a level.
| Level | One troop every | Holds up to | Upgrade to it |
|---|---|---|---|
| I | 2 s | 50 | — |
| II | 1.25 s | 100 | 1.5 gold, 4 s |
| III | 0.75 s | 250 | 4 gold, 8 s |
Gold in battle flows in steadily from the start (you begin with none) and pays for fort upgrades and spells. Some maps have special forts that never produce troops or level up but are worth holding:
- Mine: adds 2 gold a second to its holder’s purse.
- Armory: +25% strength in every fight for its holder; two armories count, for up to +50%.
- Neutral forts (grey) hold a garrison but produce nothing until someone takes them.
03Spells
You carry two spells into battle, in the two sockets at the bottom of the screen. Casting costs battle gold, and each spell then rests for its cooldown. New players start with Shield and Lightning; the first card of any other spell unlocks it. The effect grows with the spell’s level, shown here from level 1 to level 10.
| Spell | Rarity | Cast on | Effect, level 1 → 10 | Cost · rest |
|---|---|---|---|---|
| Shield | Common | Your fort | 20 → 75 extra defenders for 8 → 13 s; they fall first | 40 · 30 s |
| Levy | Common | Your fort | 15 → 48 troops at once, even past the fort’s limit | 40 · 30 s |
| Conscription | Common | Your fort | Triple production for 15 → 35 s | 40 · 40 s |
| Lightning | Rare | Enemy fort | Strikes after 1 s, killing 15 → 48; never captures | 40 · 40 s |
| Sprint | Rare | Your fort | Troops it sends march at double speed for 5 → 13 s | 40 · 40 s |
| Plague | Epic | Enemy fort | Stops its production for 15 → 35 s | 40 · 40 s |
| Plunder | Epic | Enemy fort | Steals 40 → 80 gold from the enemy’s purse | 40 · 60 s |
| Tremor | Legendary | Enemy fort | After 1.5 s kills 12 → 36 there and 6 → 18 in each enemy fort next to it | 60 · 60 s |
04Armory and levels
The Armory shows all eight spells, how many cards you hold of each and which two are equipped. Tap EQUIP to put a spell in your loadout; equipping a third swaps out the oldest. Upgrading needs the internet.
A spell starts at the level of its rarity, common at 1, rare at 3, epic at 5 and legendary at 7, and every spell tops out at level 10 with equal power at the top. An upgrade costs cards of that spell plus gold.
| From level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|
| Gold | 5 | 20 | 50 | 150 | 400 | 1 000 | 2 000 | 4 000 | 8 000 |
| Common cards | 2 | 4 | 10 | 20 | 50 | 100 | 200 | 400 | 800 |
| Rare cards | 2 | 4 | 10 | 20 | 50 | 100 | 200 | ||
| Epic cards | 2 | 4 | 10 | 20 | 50 | ||||
| Legendary cards | 2 | 4 | 10 |
05Campaign
Ten provinces from the Latin plain to the gates of Carthago: I Latium, II Via Latina, III Campania, IV Samnium, V Apulia, VI Lucania, VII Bruttium, VIII Sicilia, IX Etruria and X Carthago. The first five grow in size; the last five each have a twist, from two home forts a side in Lucania to a fortified pass in Bruttium, an island ring in Sicilia, a gold rush in Etruria and Carthaginian landings at Carthago.
Each province has three difficulties. Easy is open first, winning easy opens normal and winning normal opens hard. Winning a province at any difficulty opens the next. The campaign plays offline; rewards are paid once the server has checked the win.
After the tutorial, a pointer walks new players through their first steps: Latium, upgrading Shield in the Armory with the first chest’s cards, Via Latina, then a first ranked battle. Every other button stays open, and the pointer leaves once province III is won.
- First win on easy: a Centurion chest.
- First win on normal: a Tribune chest.
- First win on hard: a Legate chest.
Wins after the first pay no chest but still count toward orders. Each province’s enemy brings its own pair of spells instead of always Shield and Lightning.
06War boons
On a province’s panel you can watch a short ad for a war boon: one of +10 troops in every fort you start with, +10% strength, or +15 starting gold, chosen at random. You hold one boon at a time, and your next campaign battle uses it up, win or lose. Boons never apply to ranked.
07Ranked 1v1
Press TO BATTLE and the queue looks for a player near your rating, widening the search the longer you wait. After ten seconds with nobody waiting, the game’s own AI takes the other seat, shown as Legion of Rome · AI, at a rating and spell levels close to yours. Your first ranked battle is always against that AI, on easy. Both phones run the same battle in lockstep, and the server replays the finished match to decide who won. Ranked maps are Via Appia and Via Flaminia.
Everyone starts at 1 000. A win against a player moves about 16 points at even odds, against a bot about 8. Yielding counts as a loss, but a match abandoned in its first 90 seconds moves no rating. Up to ten ranked wins a day pay a chest: Centurion 60% of the time, Tribune 30%, Legate 10%.
| Rank | Rating |
|---|---|
| Recruit | under 550 |
| Legionary | 550 – 749 |
| Centurion | 750 – 949 |
| Tribune | 950 – 1 199 |
| Legate | 1 200 and above |
08Seasons and the path
A ranked season lasts 28 days. When it turns, your rating moves halfway back toward 1 000.
Finishing a season with at least 10 ranked games pays a season-end chest by final rating: Centurion from 750, Tribune from 950, Legate from 1 200. Your profile keeps a strip of past seasons with the rank you finished on.
The ranked path pays once for each rating milestone you reach, every 50 points from 1 050 to 1 500 and then every 100 to 2 000: gold, gems, spell cards, and a Tribune chest at 1 200 and a Legate chest at 1 500. Some milestones let you choose between two card rewards.
09Season pass
Every ranked win, against a player or a bot, climbs one tier of the season pass, up to 60 tiers a season. The free row pays gold, gems, cards of the season’s featured spell and a Centurion chest every ten tiers, with a Legate chest at 60. The premium row is bought once per season in the pass screen and pays more at every tier: bigger gold and card rewards and a Legate chest every ten tiers. Buying premium mid-season pays every tier already reached, and anything you reached but did not collect is paid in a later season.
The featured spell rotates each season through Lightning, Plague, Sprint, Tremor, Plunder, Shield and Conscription.
10Hero level
Ranked battles earn hero experience: 10 for every match and 10 more for a win, up to 100 a day. Each hero level past the first adds 1% strength in battle, up to +9% at level 10, in both the campaign and ranked. The ranked bot matches your hero level.
11Daily Trial
One fixed battle a day, the same for everyone: a map from provinces I to VII, a normal enemy (hard one day in five) and two set spells a little above their starting level. Your own Armory and boons do not apply, so the only edge is how you play. Try as often as you like; the first win of the day pays a Centurion chest, and the day’s top 50 fastest wins make the leaderboard.
The Daily Trial opens once province II is won.
12Orders
Three daily orders and three weekly orders sit on the Home screen. Each order pays gold when done, and finishing all three pays a chest: Centurion for the daily set, Tribune for the weekly. Progress counts only wins and matches the server has checked.
Orders rotate: each day brings one ranked order and two others, such as winning on a given map or casting a given spell a number of times.
13Gold, gems and chests
Gold upgrades spells. Gems buy chests in the Treasury. Chests hold gold and spell cards, and better chests lean toward rarer cards.
| Chest | Gold | Cards | In the Treasury |
|---|---|---|---|
| Centurion | 30 – 50 | 3 – 4 | 20 gems |
| Tribune | 80 – 120 | 6 – 8 | 60 gems |
| Legate | 200 – 300 | 12 – 16 | 150 gems |
Chests come from first campaign wins, ranked wins, orders, the ranked path, the season pass, the Daily Trial and the daily tribute: once a day, a short ad on the Home screen opens a Tribune chest. Gold and gems can also be bought in the Treasury. No ad ever plays inside a battle.
Your first chest, wherever it comes from, always holds two Shield cards: with its gold, enough to take Shield from level 1 to level 2 in the Armory.
14Your legion
The game makes a guest profile on first launch; no name, e-mail or password is asked. Rename your legion from the profile (3 to 16 characters). Link Google Play Games on Android or Game Center on iPhone in Settings to keep your rank, armory and progress when you change phones; the first link pays 30 gems. Settings also holds Restore purchases, Ad privacy, the tutorial replay, sound, and Delete account, which removes your legion for good.
When a new version is out, an UPDATE sign appears in the menus. Some updates are required: the game then asks you to update before playing, and your rating, chests and pass are kept.