DANKGAME Play

How to play DANKGAME

DANKGAME has three ways to play: Conquest and the quick battle against the computer, and the Duel against a friend, or against the computer for practice (The Duel below). Conquest, the PLAY button on the title, is a whole match: your hero walks a painted map from your town to the boss lair, gathers gold, hires troops, and fights monster lairs on the way. Quick battle (also at /battle/) is a single battle: you pick one of two peoples, the Vale Host or the Peatholm, draft your blue army from its eight units with 1000 gold, at most five stacks, and the computer drafts its red one from the other people by the same rules without seeing yours. The Vale Host wins the first blow with a wall, shooters and fast heavy hitters; the Peatholm fields more, cheaper bodies whose Poison and Regenerate favour a long fight. Conquest and the Duel ask the same question before they start, and the Peatholm come with their own town, the Peat Holm, and their own hero, the Sedge Mother (The Peatholm in Conquest below). Every fight in either mode is played by the battle rules further down this page.

Conquest

A new match takes two taps: PLAY, then the people you want to lead, the Vale Host or the Peatholm. There is nothing else to set. It is played on the random map (one of the two Conquest maps below, picked by the match’s seed), with the Classic town, at the highest Warpath level you have opened: the plain match until your first win, then one level higher each time you win at the highest open level (Warpath below). The Large map, its rival, the Forks town and the Warpath picker (to replay a lower level) are experiments, kept in the title menu under Experiments, which opens the full setup panel. With a match saved, PLAY reads CONTINUE and a new match is the menu’s New match, which asks only the same question.

Tap a tile to see the hero’s path and what it costs, and tap it again to walk; a walk stops on anything it reaches. Stepping onto a pile picks it up and onto a mine flags it; a chest, a dwelling, one of the six places or your town opens its card. Your town is a tile like any other: tap it and the path shows, tap again and the hero walks there and goes in. The Town button (T on a keyboard), shown whenever you own a town, opens it from wherever the hero stands; with two towns it opens a short list with a row for each. Away from the town you can still build there, one building a day as always, and it goes up at once; hiring waits until the hero stands in it (war bands on the Large map, below, are the exception). A dwelling, where you hire troops, wears a round badge with crossed spears; a mine wears a square badge with the wood, ore, crystal or gold it pays each day. A mine you hold flies your blue flag and its badge’s frame turns blue; in a Duel the other side’s fly red; an unclaimed one flies none, and the top bar counts the mines you hold. Stepping onto a lair opens its card: who guards it, how many, and what a win pays. It offers two buttons, Fight and Not now: every lair fight is played on the board by you, with your commander behind your army casting his powers (Your commander below). An easy fight goes quicker with the battle bar’s speed button (1x, 2x, 3x) and, near its end, Finish for me. End Day passes the turn. The match is saved after every action, so the title offers Continue after a reload. To carry on from another phone or computer, Settings’ Move my save to another device gives an 8-character code, good once and for 24 hours, that I have a code on the other device turns back into your Conquest, Daily streak and best scores (what is sent).

The Experiments panel offers a map choice: Random map (the default, one of the two maps below) or Large map (experiment), Broadwater: 36 by 36 tiles, about seven times the ground of the others, a river crossed by a bridge in the east or a ford in the west, and Haskett and his three wardens a long walk away. It is the map to roam: it has no day limit (the day counter keeps counting, and 18 days is only the par: a win scores 100 for each day under it and nothing is taken for the days past it), Haskett’s lair is never sealed, so you can fight him with no warden broken, and each warden you break takes 15% from his might (his hit points and his escort; all three broken leave him at 55%). Its wardens never grow, so a warden on day 30 holds its day-1 guard less the creatures you killed there. Because nothing locks him away, Haskett starts this map at 70% of his full might (10-14% on the small maps) and grows 2% a day, so a start army that walks straight to him loses, and waiting is never free. Otherwise it plays by the same rules and is saved the same way; as an experiment it may still change or be taken out, and the Warpath levels are not offered on it. Being bigger, it has its own camera: pinch with two fingers (or turn the mouse wheel) to zoom out as far as the whole map and back in to the usual tile size, and a minimap in the map’s top-right corner shows the ground you have explored (the rest stays dark), your hero, the towns you have seen and the mines flying your flag. Tap or click it to look at that spot; the hero stays where he is.

The rival. On the Large map a computer rival hero plays against you unless you switch him off: the Rival: on / off button under the map choice (on until you turn it off; the game remembers your choice). He starts in the north-west town, whose gate guard is gone because he lives there, with the same army, gold and movement you start with, and he plays his whole day each time you press End Day, before the new day begins. He walks to what is worth most for the distance: mines first (a mine counts as a week of its income), then piles, chests, dwellings and his own town’s hires, and he fights a lair only when the exact Auto result wins and keeps at least 70% of his army. He flags mines the way you do, yours included; his flags are red, his mines pay him, and you take one back by walking onto it. You see him, in red with a Rival tag, only on ground you have explored, and the minimap shows his dot there and his mines and town in red. After a day in which he took something of yours, one card says what: “The Rival took your Gold mine.” Stand next to him and tap him to see his army and the exact result of an attack; Attack is an Auto battle on the board of the region you stand in (no commander casts, and there is no Fight-it-yourself option), and beating him wins the match. Losing, a draw, or reaching the round limit with your side behind loses it. He comes for you only when his army is at least one and a half times as strong as yours, and if he clears Haskett’s lair before you do, you lose. If his army falls in a lair he is out of the match and his flags stay where they are. In 160 simulated matches he beat the boss first in 20 (12.5%). He never picks skills when he levels up, so his army, not his hero, is the threat. If your hero stands 6 or more tiles from your town when the rival walks into it, he raids it, at most once a day: he takes that day's gold from the town (its own 400, 650 with the Council Hall, 1150 with the High Hall too), every recruit waiting there scatters until the week turns, and the buildings stay yours; the day's card reads “The rival raided your town: -650 gold, the recruits scattered.” You see it coming: while the raid would pay him (recruits waiting, or the town's gold) and your town's guard is weaker than his army, the top of the map reads “The rival marches on your town: 2 days” (his road there divided by his 12 movement a day, rounded up; “today” once he stands in it), your town's flag pulses red and an alarm sounds the first time it shows each day. Walk back within 5 tiles and the warning goes.

War bands. On the Large map you can hire troops without walking back for them. Open your own town with the Town button, or tap a dwelling you have found, while the hero is somewhere else (the dwelling opens at once; tap it again to walk there instead); each recruit row then offers Send to hero and says how many days the trip takes. A dwelling sends only after your hero has visited it once: until he has stopped on it, its row reads “Visit this dwelling once to recruit from it” and offers nothing to tap, and after that one visit it sends from anywhere for the rest of the match. Your town needs no visit. The gold and the stock go at once, and the troops set out as a war band: a small figure of the unit under your blue flag, with its count, that walks 6 tiles a day along the cheapest route to wherever your hero stands when the day ends, so the days quoted hold only if he stays put. You see a band only on ground you have explored (it has no minimap mark); tap its tile to read what it carries and how many days it still needs. When it reaches him the troops join his army and the day’s line says so; walking onto it joins it at once. If his army already has six stacks and none of that unit, the band waits beside him until a stack has room. A band is not safe on the road: when its day’s march steps onto or next to a monster lair you have not cleared, that lair’s guards ambush it in a short two-round fight (a band of 6 Spearmen loses about four in five, one of 14 about a third), the survivors stop there for the day, and the day’s line says who struck and how many fell; a red crossed-blades mark stays on that tile for two days. Each lair strikes a band only once, and the Send to hero line warns you first: it names the lairs on the road, or says the road is clear, so clearing a lair or hiring nearer your hero is the way round it. When the line adds that a safer road exists, a second button, Send by the safe road (N days), sends the band round the reach of every uncleared lair, re-planned each day (on a day no way round is left it takes the cheapest road and its tile line says so); from a dwelling to the hero in his home town it usually needs as many days as the cheapest road, sometimes one more and now and then fewer. With the hero a day’s walk from his town, a band from the town or a nearby dwelling needs 1 or 2 days, and one from a dwelling on the far side of the map 7 to 10, so sending one is a plan, not a shortcut.

The town’s 12 buildings in a new match (the Vale Host’s names). One building a day; a dwelling sells its creatures from the day it stands.
BuildingCostSells (price each, stock a week), or doesNeeds first
Muster Yard400 gold, 5 woodSpearmen (12 gold, 14 a week)Nothing
Archery Butts600 gold, 3 wood, 3 oreArchers (18 gold, 9 a week)Nothing
Shield Hall700 gold, 5 wood, 2 oreShieldmen (28 gold, 6 a week)Nothing
Crossbow Gallery900 gold, 3 wood, 5 oreCrossbowmen (45 gold, 4 a week)Nothing
Tiltyard1200 gold, 5 wood, 8 oreKnights (90 gold, 2 a week)Nothing
Lantern Spire1500 gold, 5 ore, 2 crystalMages (130 gold, 2 a week)Nothing
Drill House800 gold, 5 wood+50% weekly stock at the two cheapest dwellingsNeeds 2 dwellings
Council Hall1000 gold, 5 wood, 5 ore+250 gold every dayNothing
High Hall2500 gold, 5 wood, 5 ore, 2 crystal+500 gold every day, on top of the Council HallNeeds the Council Hall
Drake Roost2500 gold, 10 ore, 5 crystalDrakes (260 gold, 1 a week)Needs the Council Hall and 3 dwellings
Weigh House600 gold, 5 woodFixed trades: 5 wood for 1 crystal, 5 ore for 1 crystal, 500 gold for 5 wood, 500 gold for 5 oreNothing
Oath Stone1000 gold, 5 ore, 1 crystalPick once: +1 Command at the start of every battle, or the commander's first power at half costNothing

Every new Conquest and Large-map match has this town, and so does the Daily from 2026-10-17. The town itself pays you 400 gold at every End Day, built up or bare, so the 300 you start with becomes 700 on day 2, enough for the 400-gold Muster Yard; the halls' gold adds on top (250 with the Council Hall, 750 with the High Hall too). A Duel, a Daily dated before 2026-10-27 and a match saved before the town paid its own gold earn only the halls' gold. The town screen groups the cards in four rows, Dwellings, Hall, Market & Shrine and Top, and on a phone the list scrolls. Each card says what it needs first. You can build once a day, and you need not walk home for it: the Town button opens your town wherever your hero is, and a building you pick there goes up at once, at the same cost and, for a dwelling, with its first week of troops, exactly as if he stood in it. The one-a-day rule counts builds made in the town and from afar together. Hiring still needs the hero in the town (or, on the Large map, a band sent to him). A Duel, a Daily dated before 2026-10-25 and a match saved before this came in build only with the hero in the town. A 15-day match leaves room for at most 14 builds, fewer than 12. The purse usually runs out sooner, so each day the question is what to leave unbuilt. The halls pay every day they stand, so the Council Hall built on day 3 has paid 1000 gold back by day 7. The Drake Roost hires drakes, which otherwise come only from a dwelling out on the map. It needs the Council Hall and 3 dwellings, and it costs 2500 gold, 10 ore, 5 crystal, so a good economy reaches it around day 8 to 10. Once the Weigh House stands, its card trades at fixed rates that never move: 5 wood for 1 crystal, 5 ore for 1 crystal, 500 gold for 5 wood and 500 gold for 5 ore. A trade does not use up the day’s build. Once the Oath Stone stands, you pick one blessing for the rest of the match: +1 Command at the start of every battle, or your commander’s first power each battle at half cost. A Duel, a Daily dated before 2026-10-17, and any match saved before the big town came keep the old four-building town: the Muster Yard (400 gold, 5 wood: Spearmen and Shieldmen), the Archery Butts (600 gold, 3 wood, 3 ore: Archers and Crossbowmen), the Tiltyard (1200 gold, 5 wood, 8 ore: Knights) and the Lantern Spire (1500 gold, 5 ore, 2 crystal: Mages).

Upgrades. In a new Conquest (and the Daily from 2026-10-26) a building that stands can be upgraded once, to level 2. Tap it on the town picture: the card says what level 2 gives, what it costs and, if you cannot press Upgrade yet, why. An upgrade takes the town’s build for the day (one build or one upgrade a day, not both), works from anywhere as a build does, and is paid in full at once. The picture changes with it: the level-1 building is replaced by its level-2 painting, raised in place with the same puff of dust as a new building. As a worked example, the Muster Yard hires 14 Spearmen a week; upgraded to the Walled Muster Yard for 600 gold, 8 wood it hires 21, and this week’s stock is topped up the moment it is paid. A dwelling’s +50% is added to the Drill House’s +50%, not multiplied by it: with both, the yard hires 28. The Council Hall has no Upgrade of its own: its level 2 is the High Hall, built from its own card. A match saved before upgrades came in, a Duel and an earlier Daily keep one level per building.

Level 2 of each building that has one (the Vale Host’s names; the Peatholm’s cost and do the same).
Building → level 2Upgrade costGives
Muster Yard → Walled Muster Yard600 gold, 8 wood+50% weekly stock of its unit
Archery Butts → Longbow Butts900 gold, 5 wood, 5 ore+50% weekly stock of its unit
Shield Hall → Iron Shield Hall1050 gold, 8 wood, 3 ore+50% weekly stock of its unit
Crossbow Gallery → Roofed Crossbow Gallery1350 gold, 5 wood, 8 ore+50% weekly stock of its unit
Tiltyard → Banner Tiltyard1800 gold, 8 wood, 12 ore+50% weekly stock of its unit
Lantern Spire → Twin Lantern Spire2250 gold, 8 ore, 3 crystal+50% weekly stock of its unit
Drill House → Stone Drill House1200 gold, 8 woodThe +50% reaches the next two dwellings as well
Drake Roost → Great Drake Roost3750 gold, 15 ore, 8 crystal+1 big unit a week
Weigh House → Guild Weigh House900 gold, 8 woodBetter trades: 4 wood for 1 crystal, 4 ore for 1 crystal, 400 gold for 5 wood, 400 gold for 5 ore
Oath Stone → Crowned Oath Stone1500 gold, 8 ore, 2 crystalA second pick: the boon not taken yet, so both

Town forks is an experiment, a setting on the Experiments panel in the title menu, off by default: tap Town: Classic and it reads Town: Forks (new), and every match started from that panel, on either map, is played with it until you switch it back (a match already started keeps what it began with; PLAY always starts with the Classic town). With forks on, four of the dwellings come in two tiers of two, and building one of a tier locks the other for the rest of the match (the four-building town is exactly those two tiers). Tier 1 is the Muster Yard or the Archery Butts: cheap bodies to hold the line (400 gold, 5 wood) or shooters who hit harder but need something in front of them (600 gold, 3 wood, 3 ore). Tier 2 is the Tiltyard or the Lantern Spire: knights for 8 ore or the mage for 2 crystal, so the mines you take early decide which is in reach. Each unbuilt card says what it would lock; a locked card and its troops’ recruit rows are greyed and name the building that stands in its place. A building put up from afar locks its twin at once, like one built in the town. A forks match saved before building from anywhere came in keeps its older rule: a building chosen from afar is an order, paid at once and put up the next morning, so a Tiltyard ordered on day 4 from a far mine is for hire on day 5. The Peat Holm forks the same way. A Duel never has forks.

How a match ends, and the score

Today’s map (the Daily)

The Today’s map row under Conquest on the title (or the address dankgame.com/?daily=1) opens the Daily: one Conquest match a day, dealt from that UTC date, so everyone who plays it that day gets the same map (The Causeway Meres or Reedford), with the same lairs, guards, piles, chests and places in the same spots. A new one is dealt at 00:00 UTC; the row counts down to it.

The Stronghold

Every finished match brings materials home to your Stronghold, a keep you build between matches from the Stronghold row on the title. It is cosmetic only: nothing in it changes a stat, an army, a reward or a roll inside a match, and the Daily and its board never see it. A Conquest or Daily win brings 8 iron, 6 timber and 1 arcane shard; a loss 3 iron and 4 timber. Each monster lair you cleared adds 1 iron and 1 timber (up to 12 lairs), the day’s counted Daily adds 1 shard, and a win at Warpath 1 or higher adds 1 more. A practice duel brings 6 iron, 6 timber and 1 shard for a win, 3 iron and 3 timber for a loss; a duel against a friend brings nothing. Example: a win with 4 lairs cleared shows Brought home: 12 iron, 10 timber, 1 shard on the result. The keep grows in four stages: the camp (10 iron, 14 timber), the walled keep (30 iron, 30 timber, 1 shard; it opens the trophy hall), the towered keep (45 iron, 40 timber, 3 shards) and banners and the great hall (60 iron, 50 timber, 5 shards): about 2 matches for the camp and 15 to 20 for the whole keep. Trophies hang in the hall as plaques, one each: beating Haskett, breaking a warden, beating the rival hero, a first win, a win with every lair cleared, a win without losing a troop, a counted Daily and a practice duel won. The Bestiary tab lists all 17 kinds of foe (the Vale Host’s 8 units, the Peatholm’s 8 and Haskett) with how many of each you have beaten: a won lair fight counts its guards, a won practice duel the computer’s fallen, and a kind you have not beaten yet stays a dark silhouette. Nothing is for sale and nothing runs on a timer; the Stronghold is kept in this browser (see About) and moves with Move my save to another device.

The armies

A stack is a group of identical creatures that moves and fights as one piece. Damage wears down the top creature first and then removes whole creatures, so a stack shrinks as it is hit. A quick battle’s draft opens on these five stacks (882 of the 1000 gold), and you can change any of them; in Conquest you fight with the army you have gathered, against the lair’s guards:

Each side’s army. Damage is per striking creature; range is in squares.
StackCountSpeedAttackDefenceDamageHit pointsRangeFront rank
Spearman244451–310–12
Dire Wolf127532–49–10
Crossbowman44853–61298
Archer84632–381010
Knight161095–930–6

Turns and initiative

Moving

Attack and retaliation

Worked example. Your 24 spearmen attack 12 dire wolves. Twelve spearmen strike, with one roll of 1 to 3, so 12 to 36; attack 4 against defence 3 adds 5%, giving 13 to 38 damage. A wolf has 9 hit points, so that kills 1 to 4 wolves. The 8 to 11 wolves left strike back with up to 10 of them, a roll of 2 to 4 and no adjustment (attack 5 against defence 5): 16 to 40 damage, or 1 to 4 spearmen at 10 hit points each.

Shooting

Keywords

Every unit carries one or two keywords: a small rule of its own that bends the rules above. Press and hold (or right-click) a stack to see its keywords, each with its icon, on its card. When you pick a target, the strike preview names every keyword that changes that blow, and its numbers already include them.

The codex has a page for every fighter of both peoples, with its stats, its keywords and its damage against every other fighter, a page for each hero’s powers and skills, and every keyword with a worked example.

Worked example: Charge. 12 dire wolves that cover 5 tiles before biting 24 spearmen deal 25–50 damage, 25% more than the 20–40 they deal from the tile next to them, and kill 2–5 spearmen instead of 2–4. The bonus counts the straight-line distance, so walking in a circle first adds nothing.

Worked example: Reach. The same 24 spearmen striking those 12 wolves from 2 tiles away take 8–20 damage back; from the next tile they would take 16–40. Their own blow is the same 13–38 either way.

Brace

Brace ends the stack’s turn without moving and adds 3 to its defence until the next round begins, against every attack and every shot it takes in that time.

Wait

Wait sends the stack to the back of this round’s order, so it acts again after every stack still to go. A stack can wait once per round, and only while some other stack has yet to act; if nobody else is left, the Wait button is greyed out.

Threats

Battle speed and Finish for me

Your commander

The Peatholm in Conquest: the Peat Holm and the Sedge Mother

The Duel: two heroes, one map, the same days

A Duel is a match for two. Each player has a hero, a town and an army on one shared map, and both play every day at the same time. Walking, piles, chests, mines, towns, dwellings, lair fights and levels work as in Conquest; there is no boss. The match ends in one final battle between the two armies. Press Duel on the title for three buttons. How invites, speeds and the final battle work, with no download and nothing to sign up for: the Duel page.

Winning

Controls

Everything is a tap or a click. Press and hold, or right-click, any stack to read its card. On a keyboard: W waits, B braces, T toggles Threats, S changes the battle speed, F starts Finish for me when it is offered, Enter attacks the enemy you have picked, Esc opens the menu, Tab moves between buttons and Space presses the one in focus.

These are the rules of the game at dankgame.com. The older one-battle game, with different rules, was retired on 5 October 2026; its address now forwards to /battle/, the quick battle of this game.