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Combat & Marches
Quick answers
- How does combat work in Iron Realms?
- Marches and rallies carry troops to a target; battles resolve from a server-issued seed so results cannot be manipulated client-side. Troop types counter each other in a triangle, terrain slows attackers and aids defenders, and losses are distributed across the stacks sent.
- Is Iron Realms free to play?
- Yes. Iron Realms is free to play in any browser with no download and no account required. Every building, troop tier and Seat of Power is reachable without spending money — purchases buy speed and cosmetics, never a higher ceiling.
- Does spending money make you stronger in Iron Realms?
- No. Nothing purchasable raises your power ceiling. A charter audit runs on every build and fails it if any offer would sell power. Spending compresses time: the summit takes about 24 months free, or 18 months with the $9.99 monthly Charter held throughout.
- How long does it take to max a keep in Iron Realms?
- About 24 months of free play at roughly half an hour a day, or 18 months with the $9.99 Warden's Charter. Keeps cap at level 45 and troops at tier 13 — the same summit for everyone.

War in Iron Realms is deliberate. Armies march in real time across the map, terrain matters, and a beaten lord is never beaten for good. Here is how it all fits together.
Troops & counters
Four troop types form a rock-paper-scissors triangle, plus siege:
- Infantry — the shield wall; strong against cavalry.
- Cavalry — the hammer; strong against ranged.
- Ranged — the volley; strong against infantry.
- Siege — batters walls and garrisons; weak in the open field.
Bringing the right mix for your target — and your commander's skills — decides most battles before a blow lands.
Raids & timed marches
- Raid — a same-kingdom strike on a rival keep, resolved instantly and fairly. The battle's outcome is decided by a server-minted secret, so nobody can rig a win.
- March — send an army across the map on a real timer: attack, scout, or reinforce. You watch it travel and can recall it from the Marches panel.
- Rally — muster allies into one great host against a tough target. Your Training Yard sets how large a rally you can lead.
Seats of Power
Seats are the crown jewels of the map. Holding one grants realm-wide buffs and Throne Points, and prestigious seats are guarded by more stars — harder to take and hold. Sieging a seat rewards planning: encircle it, feint, time your sortie, and keep your host's morale up. The pre-battle screen shows terrain and a forecast so you march informed.
Terrain
The land fights beside the defender. Rough ground and forests slow marches, and a garrison in the right terrain gains a real defensive edge. Read the tile before you commit — the map tells you what each biome does.
Shields & the comeback rule
Losing is not a dead end. If your walls are broken and your defence hits zero, a safety valve lets you relocate and shield up rather than be farmed — the game is designed so a bad night reads as a comeback, not a punishment. Seasons help too: winter hands the defender an edge (see Seasons & Weather).