One village, however many of you there are.
A world is one shared save. The village, the warehouse and the research belong to everyone in it, and the Zips belong to whoever raised them. Every shared rule is written over the members a world actually has, so none of it needs a second player.
It plays the same on your own.
Solo is a way to play, not a smaller one.
Most people arrive without anyone to bring. Nothing here is waiting for a second player, and nothing is switched off when there is only one of you.
Places are one pool
How many Zips the village keeps in play comes from the Den's level. How many watch posts it holds comes from the Wall's. Both are one pool that grows with every member, and anybody's Zip may take any free place in it, so a busy world has more room rather than thinner shares and a world of one is never short of it.
Every rule reads the members you have
A streak day is credited when enough of the world's members have been active that day: everyone in a world of one or two, and one absence forgiven for every three members after that. A prestige fires once every current member has armed it. With one member, that is you, and both rules read exactly the same.
A lost wave costs per owner
When poachers win, the roll to carry a Zip off is made per owner and capped at one each. A larger world does not get off lighter per person, and nobody is charged extra for playing alone.
Start alone, open it up later
Pool for defense. Never for risk.
The watch belongs to the village, so anyone in the world may help stand it. The road out of the village can cost a Zip, so nobody but its owner decides that it gets walked.
Who may move whose Zips
- Rest a Zip in the DenAny member
- Stand a Zip on watchIts owner, and anybody at all once it is shared
- Put a Zip back in the ZipboxAny member
- March a Zip out of the villageIts owner, and anybody at all once it is shared
- Share a Zip, or take it backIts owner, and nobody else
Using somebody's Zip can cost them it. A march can be ambushed on the road, and the Zips that go down are carried off to a poacher camp. That should never be a loss somebody else chose for you, so nothing you own is anybody else's to touch until you say so. Share a Zip and any member can do anything with it. Sharing is the one thing a co-manager cannot do on your behalf, because the entire point of it is that it is your call.
An empty watch never makes a wave smaller
Nobody has to be online at the same time.
Waves land on a timer, the game resolves them, and you read what happened when you next open the world. Sharing a village does not mean sharing an evening.
- 1
Away for an evening
The wave lands on its own clock, somewhere between three and five hours after the last one. Near enough to plan around, never so exact that you can set a timer by it. Resources accrue up to the warehouse ceiling, the build queue finishes on time, and the battle report is waiting with every turn of the fight in it.
- 2
Away for a week
Nothing pauses. The village keeps being attacked, because a wave is the game happening whether or not you are watching. Notifications tell you when a wave resolved, a march came home or a building finished.
- 3
Away for a fortnight
Once nobody at all has shown up for two weeks, the world goes to sleep. It stops being simulated, and nothing happens to it, because there is nobody there for it to happen to.
- 4
Back again
The first member to open it wakes it, and waking rebases the clocks rather than replaying them. A fortnight of missed waves is never fired at you in one batch. The world was not being attacked while it slept, so coming back never hands you a flattened village.
Being there is a bonus, never a requirement
The streak, the board, and getting a Zip back.
All three are written as goals for the world rather than for a person, and all three work perfectly well when the world is one person.
The daily streak
A streak day is credited when every current member has been active within the last twenty four hours. Not at the same moment, and not side by side. Anywhere inside the day is enough. Let a whole day pass and the count starts again at one.
- Day 1Spark
- Day 3Ember
- Day 7Hearth
- Day 14Bonfire
- Day 30Everflame
Each tier pays production and build speed straight into the village, stacking with research, prestige and whichever god is being worshipped. Everflame holds at twenty percent more production for as long as you keep showing up.
Getting a Zip back
Lose an ambush and the Zips that went down are carried off to a holding camp on the map. That camp never expires. Nothing sweeps it up and nothing takes them further away, so the rescue is still there whenever you are ready for it. Any member of the world can march on the camp and free everyone held in it, and they come home to their owner's Den, back onto the watch post they were taken from if it is still open. A captive keeps its Den place the whole time it is held, so what comes back is the roster you arranged.
You are never left without a party to send. Poachers never take an owner below four Zips, because four is the first number that can reliably win the fight the capture just created. Clearing a holding camp advances nothing else in the world: getting your Zip back is the whole reward.
The shared board
Three things worth doing today and three worth doing this week, set for the village rather than for whoever is looking at it. Clear a camp, be home when a wave lands, bank a run down the Trail. Whoever does the thing ticks it off, and whoever gets there first can collect it for everyone.
It pays a purse sized against your warehouse, sometimes something for the bag, and once a week a day's lift on production for clearing the lot. A day's board is worth about a tenth of what the village makes on its own, which is deliberate: it is a reason to come back, not a reason to stop playing.
Claim a world. Bring somebody, or do not.
The village is the same either way, and so is every rule inside it.
Free to play. No download, it runs in your browser.