Turn empty plots into a growth engine
Use Migration to move Warlord into an empty adjacent plot, and place Camp beside the units or Dragon Den you want to strengthen. New placements trigger Camp, destroyed plots strengthen Dragon Den, and Dismantling lets Camp benefit from destruction too.
What each card contributes
| Card | Details |
|---|---|
| Warlord | Your mobile base and ranged troop. Its banners add Warlord's stats to allied targets, making it a useful focus for upgrades and repeated Migration buffs. |
| Migration | Moves its target to an empty adjacent plot and grants the moved card +10% damage and HP. Reserve a destination before spending the rest of your hand. |
| Camp | Whenever a card lands on an empty plot, Camp gives its adjacent plots +2% to all stats. Position the intended recipients beside Camp; movement elsewhere can supply the trigger. |
| Dragon Den | Summons single-strike dragons and becomes +20% stronger whenever a plot is destroyed. Keep it beside Camp so it also receives placement buffs while destruction develops its own scaling. |
| Mob | Gains units when a different adjacent card gains them. A Warlord returning beside Mob contributes its whole unit count, giving your movement route another payoff. |
| Dwarf | Moves to an adjacent plot every year and gains +50% to all stats when it unlocks a plot. Its departures feed Dragon Den, while arrivals on empty plots trigger Camp. |
Reserve the route before filling the board
Give Warlord a single empty neighbor and occupy its other neighboring plots to make the route predictable. Place Mob beside the plot Warlord will return to. Keep that landing space available instead of spending every spare card on filling the board.
Keep Dragon Den beside Camp, with Dwarfs toward the outside where they have room to move. Check which plots touch Camp before committing your layout: those are the plots receiving its buffs. Prioritize useful recipients and a working movement route over adding more supporting troops.
Play the movement and destruction loop
- Develop the unit you intend to keep moving. Upgrade Warlord or a useful mounted troop before movement, and concentrate your improvements there. Shields or Swords can strengthen that important unit as the movement engine develops.
- Establish the stationary damage setup. Put Dragon Den copies onto the same plot initially, with Camp beside it. Keep troops available for the opening battles while you assemble the movement pieces.
- Use Migration on Warlord when its adjacent destination is empty. The moved card gains +10% damage and HP, and its arrival triggers Camp. Check the destination before placing spare cards so the move remains available.
- Use a later Migration to bring Warlord back beside Mob. The returning Warlord supplies its whole unit count to Mob's growth interaction. Keep the buffs focused on Warlord rather than expanding into unnecessary Mob plots.
- Place spare cards on empty plots outside the reserved route, and leave Dwarfs room to step. These arrivals keep Camp working. Dwarf departures also count toward the growth of your Dragon Dens.
- Take Dismantling when offered to extend Camp's triggers to destroyed plots. Use expendable plots for deliberate destruction and keep your developed carry out of the target selection. If Migration stops arriving, develop Warlord through levels and Procreate, then use Khanate to multiply its units.
Choose upgrades for the payoff you are using
For a Warlord and Mob plan, prioritize Khanate: it doubles Warlord's units and therefore increases what Mob gains on a return. Immigrant supplies a Migration card at each Expansion Tower event. These choices support repeated movement without requiring you to spread upgrades across extra Mob plots.
For Dragon Den, favor Dismantling before Cryoflame when offered. Cryoflame gives dragons blue fire and an additional attack per battle. Reptilian adds a +3% buff for every destruction effect, rewarding a kingdom that keeps the destruction engine active.
When the main Den stops gaining, begin another Den rather than continuing to feed the finished plot. Keep the new Den within Camp support where possible. This also gives enemies that pass the earlier dragon another threat to face.
Change the plan against these enemies
Steel Coat is a major problem for single-strike dragons because a stack can cancel their hit. In multiplayer, keep an alternative finisher such as a Camp-supported Hourglass or Converter when opponents stack coats. An Hourglass needs outside attack-speed support before it can fill that role effectively.
Ballistas punish the Mob swarm with piercing bolts and can threaten your base before dragons arrive. Avoid the King of Stone early when you can influence the matchup. Keep troops defending alongside Dragon Den, since fast armies can also slip past the dragons.
The King of Time can overwhelm a slow-killing swarm because Warpers keep summoning. Dragon Den's area damage is useful against those groups of summons. Judge whether your army is actually clearing the wave before committing further to Mob numbers.
Keep patched interactions in mind
Balance works with Warlord, Havoc works with Migration, and Pillage supports both Migration and Dragon Den. Avoid planning around Witchcraft duplicating a migrated troop's enchantments incorrectly; that interaction was fixed. Start a new run after updating so the patch changes are stored in the run.