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R O Y A L E C O M M A N D
RULES OF ENGAGEMENT
═════════════════════════════════════THE GAME
ROYALE is a war game played entirely by email. Your public social following is conscripted into an army once, at enlistment, to give you a starting point. From that point on, your record is earned in battle, not in followers.
COMMANDS (email play@royale.email)
- FIGHT · Royale matches you with a worthy opponent.
- FIGHT ROYALE-45 (or a name) · call out anyone on the leaderboard by badge number. CC someone's email on a FIGHT to challenge or recruit them directly.
- 1 / 2 / 3 · your orders during an active battle.
- 4 / 5 / 6 / 7 · battlefield requisitions; reply the number straight from any battlefield report to buy.
- SUPPLIES · open the Supply Depot (SUPPLY works too).
- RESEND · lost your battlefield report? It comes again. If your orders are already in, you get word on what the enemy owes.
- WITHDRAW · strike camp when the enemy goes quiet. See BATTLES below.
- STATUS · your rank, army, war chest, and record.
- HELP · the field manual.
BATTLES
- Battles run over exactly 3 battlefield reports. Your troops hold while you think; no move-by-the-minute clocks. But the war moves daily: a commander silent for 24 hours forfeits the field (details below).
- Each report offers 3 orders: low, medium, and high risk. Bigger risks swing the battle harder, in both directions.
- Outcomes are never certain. The favorite usually wins. Usually.
- One battle at a time per commander.
- Victory claims 10% of the loser's war chest, and never less than 10 RUX: when the enemy's chest runs thin, the house makes up the purse from their abandoned assets.
- You need 10 RUX to march.
- If a battle sits idle ~12 hours you get one gentle reminder. After 24 hours of silence the battle resolves: a commander who fought and then went silent forfeits; a commander who never showed at all voids the battle entirely (no spoils, no record).
- Kept waiting? Once the enemy has sat on your report for 3 hours with your orders already in, you may reply WITHDRAW: the battle voids (no spoils, no record for either side) and you are free to FIGHT at once. Withdrawing gives up your claim to the 24-hour forfeit; patience is also a strategy.
THE COMMISSION LADDER
Private 0 conquests Corporal 3 conquests Sergeant 10 conquests Lieutenant 25 conquests Captain 60 conquests Major 140 conquests Colonel 320 conquests Brigadier 700 conquests General 1,500 conquests Field Marshal 3,000 conquests
A conquest is your FIRST victory over each opponent. Beating the same enemy twice still takes their RUX, but only new conquests raise your rank. New enemies, new glory.
RUX (the war chest)
EARN
- Enlistment · 10 RUX
- Each platform verified · 25 RUX
- Daily provisions (fight to claim) · 10 RUX
- Daily battle honors (1 / 3 / 5 battles) · +10 / +30 / +75
- Recruit a new commander · 10 RUX
- Win a battle · 10% of the enemy's chest, minimum 10 RUX
SPEND
Marching into battle requires 10 RUX in your chest. Defeat surrenders 10% of your chest to the victor, never more. The Supply Depot sells speed and status. Never power: no purchase can guarantee a win.
THE SUPPLY DEPOT
- Email SUPPLIES any time. The depot replies with a numbered menu; reply with a number to buy, or 0 for nothing. Your battle holds while you shop; no clock runs against you in the depot.
- MID-BATTLE the numbers never change meaning: 1, 2, 3 are always your orders, and 4 through 7 are always requisitions, listed right on every battlefield report. Reply the item's number to buy it instantly, menu or no menu.
- The mid-battle arsenal is forged for each battle's world and restocked for every report: what the quartermaster sells in the opening clash is not what he sells in the deciding hour. One requisition per report. Three reinforcement tiers (75 / 100 / 150 RUX, ~+6 to ~+10 win odds) plus a desperate 55 RUX measure (slot 7) offered only when you trail in the final round. Some items counter the enemy's; choose like a strategist.
- BETWEEN BATTLES the garrison catalog opens:
- Intel Report · 50 RUX · a dossier on any commander; if the spies come back blank, full refund
- Revenge · 75 RUX · waive the rematch cooldown on one foe and march at once
- Gilded Medal · 300 RUX · +25% spoils on every victory for 30 days, and a gold ★ on the leaderboard
- No purchase can push your win odds past 92%. Near victory the shelves thin out; money never buys certainty.
CHALLENGES AND RECRUITING
- Your badge number (ROYALE-45) is your unique handle, issued in enlistment order: the lower the number, the earlier you answered the call. Anyone can challenge it from the leaderboard.
- FIGHT + CC an enlisted commander starts the battle at once. FIGHT ROYALE-45 does the same, no email address needed.
- FIGHT + CC anyone else sends them your challenge. When they take the field, you earn 10 RUX and first crack at them.
- One challenge per person per 7 days, 5 challenges per day. Challenges lapse after 14 days.
- Direct rematches against the same commander: once every 7 days. Royale's matchmaker may pair you sooner.
VERIFICATION AND FAIR PLAY
- Linking social profiles is optional: skip conscription and you march with a bare command at strength 0. Every battle stays winnable.
- Your Badge in a public bio proves a profile is yours. We read only public pages; no passwords, no logins, no app access.
- One account per commander. No alts, no automation, no manufactured wins. Royale Command investigates and the penalty is discharge.
- Army strength is recorded once, at enlistment, and never re-counted. Skill does the rest.
COMMUNICATIONS
Every Royale email carries links to control frequency, pause, or stand down entirely. Standing down stops all email immediately.