Fantasy manager · Free to play · Turn-based
Build a guild across six regions, recruit heroes from seven races and nine classes, and win by planning the week better than everyone else. Train your roster, manage salaries and buildings, lock your five-hero lineup, and let Saturday prove your decisions.
Turn-based Free to play No premium currency
The game
Every match is decided before kickoff: you assign exactly five heroes, fill the tank, frontline, backline, mage, and support roles, then choose a formation and a tactic. The fight is simulated from your planning.
Heroes grow through weekly training, reveal talents at milestone levels, age into decline, and eventually retire. If you raise them well enough, they can leave apprentices behind and extend your guild's history across seasons.
Buy, sell, and bid in a market driven by other guilds, not by fixed shop prices. Every deal pays a 5% tax, salaries keep pressure on your treasury, and the winter and emergency windows force real roster-management decisions.
Your league match simulates every Saturday. Read the battle log, track morale and injuries, and come back next week with a better plan. No live grind, no constant attendance requirement, just one meaningful checkpoint each week.
The weekly loop
Start of the week
Set training focus
Pick the stat each hero trains this week and decide who rests, who develops, and who pushes intensive work.
Midweek
Use your reserves
Reserve heroes can rest or take intensive training. Your depth matters because not every good decision fits in the starting five.
Before lock-in
Run missions or trade
Mission squads can earn gold and XP, while the market lets you reinforce, cash out, or solve an emergency at a price.
Friday
Lock your lineup
Assign tank, frontline, backline, mage, and support, then pair them with the formation and tactic that fit your roster.
Saturday
Read the result
The battle resolves automatically. Then you react to the report, morale shifts, injuries, finances, and rivalry fallout.
The world
The live game includes Humans, Elves, Dwarves, Orcs, Half-Elves, Halflings, and Draconics. Race changes how quickly heroes grow, where their caps peak, how long they last, and how much they cost to keep.
Human
No growth bonus or penalty. Stable baseline with standard caps.
Elf
+10% MAG and INT growth, higher mental caps, and long careers.
Dwarf
+15% STR and RES growth with stronger physical ceilings.
Orc
+20% STR growth, -10% SPI growth, and the shortest career arc.
Half-Elf
+8% MAG and DEX growth for flexible hybrid builds.
Halfling
+12% DEX and SPI growth, -10% STR growth, fast and elusive.
Draconic
+10% STR and MAG growth, but every contract costs 25% more.
Start for free, learn the systems in one place, and build a guild that still matters weeks from now.