The field guide

Know what
your House needs.

Bannermarch is a persistent strategy game about people, stores, distance, and consequence. Start here for the rules that matter before you give an order.

Showing all guides.

Nine short guides to the playable public alpha.

This guide follows the game that is live today. Rules and balance may change during the alpha; the controls in the game remain the authority for costs, timing, and outcomes.

01 · Start

Found your House

Create an account, name a House and motto, then follow the opening campaign from workers to your next holding.

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02 · Economy

Resources and rates

Wood and iron build, grain feeds and provisions, and silver pays wages and orders. Each holding keeps its own stores.

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03 · Holdings

Holdings and workers

Assign foresters, miners, and farmers; choose rations; improve buildings; and keep enough idle population to fund wages.

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04 · Growth

Buildings and projects

Raise your Keep, production buildings, Barracks, Storehouse, Caravan Yard, and Wall one timed project at a time.

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05 · Expansion

New holdings

Raise the capital Keep, grow the capital, pay the charter stores, and choose a specialized site for your next holding.

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06 · Logistics

House roads

Send resource convoys or infantry between your holdings. Capacity, available routes, distance, and grain all matter.

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07 · Warfare

Raids and occupations

Train infantry, strike border camps, scout rival holdings, raid stores, occupy holdings, and reclaim lost land.

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08 · Journal

Reports and notifications

Review completed orders, returns, rewards, and incoming threats; optionally allow browser notifications.

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09 · Account

Browser and account help

Learn what continues after the tab closes, how refresh works, and what to do when account access is lost.

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Found your House

Open play.bannermarch.com, create an account with an email address and a password of at least 12 characters, then name your House and write its motto. Your first heartland holding begins with people, stores, production buildings, a Keep, and a small military base.

Follow the opening campaign

  • Assign workers so wood, iron, and grain production all begin moving.
  • Start a building upgrade and wait for the project to complete.
  • Train infantry in the War Room.
  • Raid the frontier when at least three infantry are available.
  • Grow the capital and raise its Keep to unlock another holding.

Resources and rates

Wood and iron are the foundation of construction. Grain supports population, infantry recruitment, and army travel. Silver pays workers and funds most orders.

Each holding has its own stores and storage capacity. A resource rate can be negative: wages consume silver and rations consume grain even while other work continues. Use the resource strip to inspect current amounts and hourly rates before committing a project.

Orders spend from the selected holding. Stores in another holding are not available until a convoy delivers them.

Holdings and workers

Each holding is a fief of your House: one managed place with its own people, stores, buildings, and garrison.

Foresters produce wood, miners produce iron, and farmers produce grain. Worker positions come from the matching production building. Assigned workers earn silver; idle population supports the fiscal worker limit.

Rations trade grain for population growth. Lean rations conserve grain and slow growth, Common Table balances the two, and Generous Table spends more grain to grow faster. Changes and worker assignments are made from the Courtyard household and crew views.

If a new worker assignment would exceed the fiscal limit or drive silver too far negative, leave more people idle or improve the economy before expanding the payroll.

Buildings and projects

A holding can run one construction project at a time. Costs and duration rise with level. The Keep adds housing and expands the capital’s holding limit every two levels. Forestry, Mine, and Farm add jobs and yield. Barracks accelerates training, Storehouse protects more local stores, Caravan Yard expands convoy capacity and routes, and Wall strengthens defense against player raids.

Open the Works from the Courtyard, choose Buildings, and compare the next level’s full cost with the selected holding’s stores. Confirmed projects continue on the server after the browser closes.

New holdings

The capital must have room for another holding, at least 50 residents, and the charter cost shown at the Charter Table. Twenty residents depart with a successful expedition. Raising the capital Keep increases the number of holdings your House can support.

Choose a site for a real economic reason: woodland favors wood and slightly reduces grain, highland favors iron and reduces grain, and riverland favors grain while slightly reducing iron. Your first heartland seat is balanced.

House roads

Once you control more than one holding, the House Roads panel can send resource convoys or infantry between them. Cargo is removed from the origin when the order is confirmed and arrives after travel time.

Caravan Yard level determines convoy capacity and how many resource routes can be active. Army marches are limited by available infantry and consume one grain per infantry per travel day; marching units are unavailable until they arrive.

Raids and occupations

Train infantry at the Muster Yard. Frontier raids are immediate encounters against non-player camps: choose Night Raid or Assault, commit at least three infantry, and compare the preview before launching. A defeated camp can retaliate later.

The Nearby Realm shows scouted rival holdings. A raid steals exposed stores and sends surviving infantry home after travel time. An occupation campaign attempts to seize the holding; survivors remain as a garrison rather than returning. Walls, Keep militia, Barracks training, tactics, readiness, and force size contribute to the outcome.

If your holding is occupied, it becomes a claim you can review and reclaim. A House that loses every holding enters the hedge-camp recovery route and can raise a force to press a claim rather than being removed from play.

Reports and notifications

The Scribe view keeps the House Chronicle and a newest-first journal of founding, economy, building, military, colonization, and logistics events. Reward dialogs summarize completed projects, arriving transfers, battle results, and offline progress.

The bell shows completed outcomes and active incoming raids. Browser notifications are optional and depend on browser permission. If they are blocked, change permission in the browser’s site settings; the in-game notification list remains available.

Browser and account help

Confirmed orders continue on the server after the tab closes. Unconfirmed form edits do not become actions. Use the refresh control after a connection problem; the game reloads the authoritative House state.

Use a current Safari, Chrome, Edge, or Firefox release. Sign out from the top bar or the Scribe view. Abandon Chronicle permanently clears the current House’s lands and journal while keeping the account, so use it only when you intend to restart.

A complete self-service password recovery path is still in development. If access is lost, email support from the account address. Never send a password, session cookie, or authentication token.

For account, waitlist, or site help, visit Support. Current service information is available at status.bannermarch.com.