Beginner's Guide
What is Krestfell?
A turn-based strategy game about twelve kindreds, one broken star, and the patience to put a kingdom back together.
Krestfell is a turn-based 4X strategy game — think of a small, sharp cousin of Civilization — played on a procedurally generated map. You lead one of 12 kindreds against rival nations run by the game's AI. Games are seed-deterministic: the same seed always deals the same world.
The one and only way to win
Long ago a twelve-pointed star shattered at the Sleeping King's bedside, and each kindred carried one point of it into the dark. Star fragments are the only victory points in the game. There is no science victory, no culture victory, no points for having the most cities. You win by holding more than half the stars at the table — 4 stars in a 6-player game.
Stars come from exactly three places:
- Your founding capital carries your kindred's own star from turn one.
- Enemy capitals — capture one and its star is yours.
- Wild star fragments — lost points of the star lying in the land. Tend one and it counts.
Everything else in the game — farms and quarries, armies and pacts — is a means to those stars.
What a turn looks like
Each turn you get 3 action points, and they are the heartbeat of the whole game. Almost everything meaningful spends them:
- Tend a tile — 1, 2, or 3 AP depending on how far it sits from the managing city. Tending claims the tile, grows your city, and reveals what the land was hiding.
- Build a structure — 1, 2, or 3 AP by tier. Structures are your only income.
- Recruit a settler — 3 AP, and found a new city.
- Attack — 1 AP per attack.
- March — moves that start or end in your own territory are free; only a move entirely outside your borders costs 1 AP.
Action points do not bank. Three per turn, use them or lose them, every turn, for the whole game. Learning to spend them well is learning to play Krestfell.
Resources buy exactly one thing: soldiers
Food, wood, and ore never build your economy — development is paid in action points. Resources exist only to buy combat units. A militia costs 6 food; a knight costs 6 food + 15 ore. Your stockpile is a war chest, nothing more.
Where to go next
- Your First Ten Turns — a walkthrough of the opening.
- Terrain & Resources — what the land holds.
- Structures & Crafting — how income actually works.
- Units & Combat — the no-dice combat system.
- Diplomacy — shields, calls, and betrayals.
And when the mechanics feel comfortable, the strategy guide is waiting.