Exact values, goals, family and the realm.

Press the left or right arrow to preview an answer, and again to give it.

♛

The legacy

The Royal Chronicle

Make the court easier to read and play.

Keys: ← → preview and choose · Enter confirms · Esc cancels · Tab to the pillars and press Enter for the council · in the Chronicle, ← → change tabs.

Decide
Swipe the card left or right (or use ← →). Holding it shows which pillars would move. The card glows once it has gone far enough to answer (faint ticks show the line while you drag); let go before the glow, or drag it back, to change your mind.
The four pillars
Clergy, Commons, Knights and Guilds. If one empties or overflows, your reign ends. A fatal answer has a skull and must be given twice: swipe, press or click it again to confirm. The same goes for an answer whose price is paid later (such as a soul, in ten years): its skull says when.
The realm
Each pillar is a territory: Clergy top-left, Commons top-right, Knights bottom-left, Guilds bottom-right. Tap a building to hear its people, tap open ground for the council's view of that land. On a computer, scroll to zoom and drag to look around; on a phone, the spyglass lets you look over the realm.
Goals
Two at a time, shown under the pillars. Meeting one steadies your most endangered other pillar (the council lists it as a goal reward), and a fresh goal follows within about a year. Most goals can be lost: most have a deadline in years, and some a condition. You may swap one open goal per reign in the council. In the very first reign the goals appear once the opening lessons are done.
Stakes
The first two years are gentle; after that every effect grows 3% a year, up to +40%. Crises begin after the fourth year. After twenty-five years on the throne the stakes rise again (up to +70%), crises and troubles at the edges of the pillars come more and more often, and power hardens. This is the weight of years: now and then the pillar furthest from the middle drifts further out, and the council names each drift. No single answer moves a pillar more than 25, however high the stakes.
Tales and sagas
Some answers start stories (marked with an hourglass) that return later. Unfinished stories pass to the next ruler.
Succession
The eldest living child inherits, under regents until sixteen. With no child, the crown passes to a brother or sister at court: the eldest who is grown and under sixty (older ones stand aside for them). Exiles, siblings wed abroad and those in a convent never inherit. With no one left, the great houses fight over the crown and the winner founds a new house.
The dynasty
Goals, sagas and long reigns earn renown, spent at a ruler's death on bequests for the next: the Crown Smith forges an heirloom that saves a pillar once (one heirloom at most can save a reign, pulling the pillar back to 30 or 70); a tutor shapes a child heir's nature; the Chronicler grants a second goal swap; envoys warm foreign realms; a pardon ends grudges; a ward can be adopted when there is no heir; a marriage broker finds a match (or betroths a child heir); a coronation feast lengthens the grace; an endowed chapter starts a tale the dynasty has never heard; a cadet branch keeps the house alive if a ruler dies without an heir. Unspent renown passes to the heir. "Fates met" counts the different ways your rulers have died, out of all the ends the realm knows.
The daily challenge
One realm, the same for everyone, new each day at 00:00 UTC. It has no house, renown or heirlooms, and your dynasty waits for you.

Portraits: Microsoft Fluent Emoji (MIT). Realm art from Kenney (CC0). Font: Fredoka (OFL).
An independent game inspired by Reigns by Nerial. Not affiliated with, endorsed by, or connected to Nerial or Devolver Digital. Reigns is a trademark of its respective owners.

The Council

♛

Crown & Consequence

Rule well. Or at least rule long.

A new daily challenge, the same for everyone, at 00:00 UTC.