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.
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.
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.
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.
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.
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.
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.
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".
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.
Players take turns round after round. On muta.pro a game runs 6 rounds, after which the influence points are tallied.
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.
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.
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.
Only gathering means ending up with no points. Only building means nothing to pay with. Alternate so the city grows every round.
If you're short one resource, trade surplus at the market: 2 units of any resource turn into 1 you need.
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".
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.
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.
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.
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.
Of the four dice, the six (highlighted) is the most valuable: save it for gathering a scarce resource or for hiring for a point.
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.
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.
Ones and twos are weak at gathering. Hiring on them gives gold 🪙, which then covers shortages and pays for market trades.
Threes and fours go best to gathering for a specific building: their value sets how many units of a resource you get per turn.
A die of 5 (highlighted) on hiring is an instant +1 IP; a one is better sent to gold, a three to gathering.
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.
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.
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.
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.
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.