Armies
Deploying
Barracks train Knights at your realm. Deploy puts them on a tile beside the realm as an army, in one of its army slots: 3 for a new realm, up to 6 as its castle rises. Each troop deployed costs 2 wheat, and each castle level deploys more troops at once (Your realm).

Stamina
An army holds 120 stamina and recovers 1 every 2 minutes, so an empty bar fills in 4 hours. Revealing a tile costs 20, a step over known ground 10, and an attack needs 30. Every step and every reveal also costs 0.02 wheat per troop, so a big army needs farms behind it.
Refill tops an army's stamina up at once for 1 LORDS a missing point, paid from your realm's LORDS. A well gives 60 stamina, buying an attribute tier gives 30, and Logistics raises an army's maximum by up to 150.
Stamina stays with the slot
Stamina belongs to the army slot, not to the army in it. A new army takes your realm's lowest free slot.
- A slot's first army of the day starts with a full bar: 120 stamina, plus what your Supply yard's Logistics adds.
- When an army dies, is disbanded or merges into another, its slot keeps the stamina it had left, and that stamina keeps recovering.
- The next army deployed into that slot starts with that stamina, not a full bar. Replacing a tired army never brings a fresh one.
- The new army's own maximum still caps it. Its XP and tiers start again from your realm's training; only the stamina carries over.
- When the day ends, every slot is cleared, so each slot's first army tomorrow starts full again.
Merging and disbanding
Two of your armies standing side by side can merge, keeping the lower of their two staminas. An army you disband loses its troops; Frontier asks first.
XP and attributes
An army earns 2 XP for each tile it reveals, XP for each guard it clears (more for a stronger guard), and 200 XP from a shrine. It spends XP on the attribute tiers you choose, up to legendary: 100, 200, 400, then 800 XP for each next tier.
- Battle hits up to 100% harder.
- Logistics carries up to 150 more stamina.
- Scouting adds 10%, 20%, 30%, then 40% to the find rate of the camps, rifts or beasts you pick for each tier, so all four on one kind add 100%.
- Homecoming sends survivors home when the day ends (The expedition).
An army's XP and tiers end with it. Your realm's training buildings start every new army a tier higher (Your realm).

Fights
No dice are rolled in Frontier, so a fight's forecast is its result. Before you attack, a site's card shows each side's troops before and after, and what clearing it pays. The ground does not matter: no biome helps or hurts either side.