Most of these tips can be found in the manual (which is available from the Lore screen).
For your convenience, we’ve also made the manual available in
Although this page was prepared for version 2.0, these tips are relevant to all versions:
- The game isn’t won by raiding, and raids can cause counter-raids. You can raid only twice a season but you have more than two neighbors…
- Try not to have too many feuds at once. Feuding clans are a lot more likely to raid.
- Pay attention to the season — the agricultural calendar is important. (A quick tap on the Menu or Info button will remind you.)
- Don’t forget to consult your advisors! Their personality may color their advice, but they are also full of good information.
- Remember that nothing is certain — you may pick a course of action but your clan leaders could fail to execute it (they could be out-bargained, out-argued, or out-fought).
- Relationships are complex. Your emissaries may improve another clan’s attitude with gifts, but this may not erase an old grudge. (It’s even more complex when there’s a tribe…)
- Don’t neglect exploring your own tula (don’t move the exploration marker, just pick an explorer and tap “Explore”).
- Exploration can find things even in places you’ve been before.
- Consider learning Vinga’s Pathfinder blessing and building a shrine early in the game, since it will make exploration safer.
- Don’t forget that the clan’s farmers tend the herds as well as till the soil. (Your advisors mention each task separately.)
- Be sure you know the heroquest (to the secret level if appropriate) before questing (sacrifice for Knowledge).
- Don’t forget that weaponthanes aren’t the only thanes in the clan; they all need horses. This can constrain your recruiting. Raids or trading can get more.
- Kingly reputation is one of many factors tracked, and can vary significantly from your own clan mood or how other clans relate to you. See “Tribes” in the manual.
- You get to initiate two actions per season (unless you use the season wheel), but things will happen as they happen (e.g. raids or other consequences).
- Small unit combat has lots of uncertainty; the initial clash is like rock/scissors/paper that affects the odds of the overall outcome. (As does heroic combat.)
- War clans FAVOR war, Peace clans FAVOR peace. Winning will require avoiding extremes (goal is make a new thing, not conquer or status quo).
- Winning the game has nothing to do with conquering neighbors and everything to do with convincing them to let you be their king.
- Try not to heroquest without preparation, or too often. They can give a big reward, or mess you up big.
- Tap a leader’s face to see their abilities. This is especially important when a trade caravan is beset by bandits: can your trader fight?
- Once in a while, attackers may destroy some of your fortifications. It’s possible to miss this in the battle results, so check with your advisors on the War screen (or the Fortify dialog) occasionally.
- Be sure you’re wealthy enough before trying to start a tribe, it’s not a race. (In the short game, the Ten Year Ring means you need to hold the crown 10 years. You don’t need to gain it in 10.)
- When you are part of a tribe, other clans will hold you to somewhat higher standards of generosity. They expect kings to be more generous still.
- Try to gift goods, not cattle. Cows generate food and more wealth. (And are a visible measure of success.)
- The manual explains many things. Each management screen also has brief help in the form of the “More Info” button.
- It can be useful NOT to call on favors you owed. This leaves clans obligated to you. By the same token, repay favors promptly.
- Two ways you can reduce the threat of bandits: send out explorers, or succeed at the Issaries the Conciliator heroquest.
- Learn more about Glorantha, the world of King of Dragon Pass, at moondesignpublications.com
- Follow @KingDragonPass on Twitter for more tips, or visit this page for updates.
- If you want to restart the tutorial, reset all Game Center achievements (the tutorial is an achievement).
- The Hard game is not quite as hard in 2.0 as in the original, but it is still very difficult. Do start with Normal difficulty, you will be less frustrated.
- Saving is automatic. To restore the game, go to the end of an earlier year in the Saga screen.
- One thing advisors track for you is important Sacred Time magic (Mysteries, Quests, War).
- Skim the relevant myth (Lore screen) before embarking on a heroquest. The Hint button will provide a recommendation based on the story, but you only get one or two. And heroquests have surprises…
- The “cows” number also includes sheep and pigs. Losing sheep or pigs will reduce the aggregate herd value.
- VoiceOver users: Play with Hints on, since that’s how some information (such as advisor skills) is presented.
Frequently Asked Questions