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How to play Kingdom

Full instructions: roll the dice, gather resources, construct buildings and hire workers to score the most influence points over a few rounds. Controls on muta.pro and tactics for beginners.

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In brief

Goal
Score the most influence points
Players
2–4
Game
30–60 min
Difficulty
High
Genre
Strategy

Object of the game

Kingdom is a dice strategy where you build up your city step by step. The aim is to score the most influence points ⭐ by the end of the game. Points come chiefly from the buildings you raise, while resources — wood, stone, grain and gold — are the fuel for construction. A game lasts a fixed number of rounds (on muta.pro there are 6), and the winner is whoever has the most influence when they end. On muta.pro a live player and a bot named Grimoire share the table.

Starting holdings and resources

Everyone starts modestly: 1 unit each of wood 🪵, stone 🪨 and grain 🌾 and 0 gold 🪙. Your resource stock is shown on the right-hand panel and grows during the game. The city is empty — it holds no buildings yet, and influence points are zero. In the center of the table sits a shared market row with available structures: Mill, Tower, Market, Temple, Farm, Mine, Citadel, Guild, Harbor. Each building has its own resource cost and its own point reward.

Course of play

Roll the dice

On your turn, press "🎲 Roll dice" — 4 dice with values from 1 to 6 come up. These are your options for the turn: the number on a die sets the strength of the chosen action.

Gather resources

Pick one die and the "⛏️ Gather" action, then choose a resource. You receive as many units of that resource as the die shows. The basic way to build up wood, stone and grain.

Construct a building

The "🔨 Build" action lets you raise a structure from the market row. Its resource cost is deducted, the building is added to your city, and you gain the influence points ⭐ shown on it.

Hire workers

The "🧑‍🌾 Hire" action depends on the die: if it shows 5 or 6 — an immediate +1 influence point, otherwise you receive gold 🪙 equal to the die's value. Gold later helps with building and trading.

Market and trade

The "⚖️ Market" action opens resource trading: you give 2 units of one resource and receive 1 unit of another. In the dialog, confirm with the "Trade" button or close it with "Cancel".

Ending the turn

When you have used your turn, press "End turn →" — the button is active after a roll. The turn passes to the next player or to the bot.

Rounds

Players take turns round after round. On muta.pro a game runs 6 rounds, after which the influence points are tallied.

Influence points and victory

Victory is decided by influence points ⭐ (IP). Their main source is the buildings you construct: each yields its own number of points, shown in the market row. Extra points come from hiring workers on high dice (5–6 — an immediate +1 IP). The current score is shown in the player rows next to their names. When all rounds have been played, the totals are compared: whoever has the most influence points wins. That's why resources and gold are only a means; the key is turning them into buildings in time.

Controls on muta.pro

🎲
Roll dice
The "🎲 Roll dice" button throws 4 dice (1–6). Then click a single die to select it for an action this turn.
🔨
Actions
After choosing a die, the "⛏️ Gather", "🔨 Build", "🧑‍🌾 Hire" and "⚖️ Market" actions become available. The choice depends on the die's value and your resources.
🪙
Panel and market
On the right is the resource panel (🪵🪨🌾🪙), which fills up as you play. In the market row, available buildings are highlighted, expensive ones dimmed, and constructed ones marked "✓ Built".
➡️
End turn and chat
The "End turn →" button passes the turn (active after a roll). Beside it is the room chat, where you can message the bots.

Beginner tips

High dice go to hiring

A die of 5 or 6 on hiring immediately gives an influence point. Don't spend such rolls on plain gathering if you're chasing points.

Save up for expensive buildings

The most valuable structures yield more points. Sometimes it's better to save resources over a couple of turns than to build something cheap right away.

Balance gathering and building

Only gathering means ending up with no points. Only building means nothing to pay with. Alternate so the city grows every round.

Market against shortages

If you're short one resource, trade surplus at the market: 2 units of any resource turn into 1 you need.

Strategy: economy for the sake of points

Kingdom is won not by the biggest warehouse but by the most efficient conversion of dice into influence points. Over 6 rounds you take a limited number of actions, so every die you choose must work toward the final score, not just "for later". Think not "what can I do now" but "how many IP will this building bring me by the end of the game".

Work out the point cost

Divide a building's resource cost by its points. A cheap building for 1 IP and an expensive one for 4 IP can have the same "point cost" — then choose the one you can assemble faster from your resources.

Plan a round ahead

Look at the market row before rolling. If you know which building you want, gather the missing resource on purpose, not the one you already have plenty of.

High die — scarce resource

A big number on a die gives more units per action. Spend fives and sixes gathering what you need for construction right now, not on everything at once.

Don't hoard for nothing

Resources and gold give no points. A stock of 15 units with no buildings is a lost game. A resource that sits a round unused is a wasted turn.

2
3
6
4

Of the four dice, the six (highlighted) is the most valuable: save it for gathering a scarce resource or for hiring for a point.

Turn tactics: dice and hiring

Each turn you choose one die and one action, and the order of decisions matters. First assess the whole set of four dice as a single whole: where's the obvious build here, where's the gather, and where's the profitable hire. On dice of 5–6, hiring immediately gives +1 IP, on low ones — gold, so assign roles deliberately.

Fives and sixes to hiring

A direct point from hiring (5–6) is the most reliable source of IP without resource cost. If you're chasing the score, don't swap such a die for ordinary gathering.

Low dice to gold

Ones and twos are weak at gathering. Hiring on them gives gold 🪙, which then covers shortages and pays for market trades.

Mid dice to building and gathering

Threes and fours go best to gathering for a specific building: their value sets how many units of a resource you get per turn.

1
3
5

A die of 5 (highlighted) on hiring is an instant +1 IP; a one is better sent to gold, a three to gathering.

Variants and the market

On muta.pro a game runs 6 rounds against the Grimoire bot, but the depth of play lies in how you use the market and the row of buildings. A market trade rescues you from unlucky rolls: 2 units of any resource turn into 1 you need. It's costly, so trading is a tool for pinpoint finishing, not the basis of your economy.

The market as insurance

Trade only when you're one or two resources short of a building and there's no way to gather them. Mass trading burns through your stock twice as fast.

Racing for buildings

The market row is shared: a valuable structure may be taken before you. If you see a building with high IP, prioritize resources for it while it's available.

Expensive buildings toward the end

In the final rounds, build the highest-scoring thing you can pay for. Saving gold "for later" is too late — there's no later left.

🪵🪵
🪨

A market trade: two units of wood on the left give one unit of stone on the right — the rate is always 2 to 1.

Common mistakes

Most losses in Kingdom are not bad luck with the dice but predictable errors in priorities. Let's go through the ones that most often cost a game, so you don't repeat them against Grimoire.

  1. Playing "for the warehouse". Gathering every turn and never building is the path to zero points. Resources by themselves don't win.
  2. Swapping sixes for trifles. Giving a die of 6 to gathering one extra grain, when hiring would have given a point, is a direct loss of IP.
  3. Forgetting the market. Missing a building over a shortage of one unit while sitting on a surplus of another resource you could have traded.
  4. Building cheap just to tick a box. Raising a 1 IP structure when in the same round you could have saved up for 3–4 IP.
  5. Not counting the rounds. Kingdom has only 6 rounds. Dragging out your saving means not having time to turn resources into points.

Frequently asked questions

How long does a game last?
On muta.pro — 6 rounds. After the last round, all players' influence points are compared.
What do the numbers on the dice mean?
The value of the chosen die sets the strength of the action: how many resources to gather, how much gold you receive, or whether hiring gives an influence point (on 5–6).
What is gold for?
Gold 🪙 is another resource. You get it by hiring on low dice, and it helps pay for buildings and market trades.
Why can't I construct a building?
If it is dimmed, you don't have enough resources for its cost. Gather what's missing or use a market trade.
Which matters more — gathering resources or building?
Building, because only structures and hiring give influence points. Gathering is only a means: alternate it with building so that nearly every round brings a new building or point.
How should I best assign dice to actions?
Send fives and sixes to hiring for an instant point, mid-range dice to gathering for a specific building, and trade ones and twos for gold. Assess all four dice at once, not one at a time.
Should I use the market trade often?
No, the trade runs at a 2-to-1 rate and halves your stock. Use it selectively, when you're one or two resources short of the building you want and there's no way to gather them this turn.
How do I beat the Grimoire bot?
Outpace it at converting dice into points: don't hoard extras, take scoring buildings earlier, and use hiring on high dice. Work out the point cost of each building and pick the most efficient one.
Why does every mistake matter over 6 rounds?
The game is short, and the number of actions is limited. One wasted turn — an idle resource or trading a strong die for scraps — is lost points you can no longer make up.
How should I play in the final rounds?
Switch from saving to spending: build the highest-scoring structure you can pay for right now, and take direct points by hiring on dice of 5–6. Saving "for later" makes no sense at the end of a game.
Ready for a game?
Create a room, invite a friend by code, or play against the bot.

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