They're out there. They're looking. They always find us.
You lead a warren of monsters hiding from a world that wants you dead. Humans in nearby settlements will find you, muster fighters, and send waves against your Home Nest. If the nest falls, the run ends.
You survive — and eventually win — by doing three things in parallel:
The final page of this guide spells out exactly how a run is won. Use the dots below or Next/Prev to move through the guide.
Your Home Nest hosts your buildings. Two are the backbone of every run:
Every monster gets hungry over time. A hungry monster fights worse; a starving one dies. Watch the fullness bars in the population panel on the left — if they're trending red, you need more Burrows, more Tavern throughput, or fewer mouths.
Later buildings (Bonekery, Graveyard, Vampire Nest, Radiant Grotto) plug into the same loop: bodies from raids and combat become bone cakes, blood for vampires, ghouls, and fungi.
The world map is a grid of hex tiles. You start owning one: the Home Nest at the center. All territory growth happens in a fixed two-step sequence — you corrupt first, then upgrade to a full nest hex.
Why corrupt at all? Corruption is your cheap, fast-spreading footprint — you don't get building slots or raid launches from a corrupted hex, but you extend your reach and encircle nearby villages. This is your path to victory: a fully surrounded settlement — no route to open ground except through your territory — becomes a Larder. Once every settlement on the map is a Larder, you win the run. You'll finish most maps with far more corrupted hexes than expansion hexes.
When to promote: upgrade a corrupted hex to a nest expansion when you specifically need the higher building caps or a closer raid launch — not by default. Every promotion costs a big pile of bones and goblins.
The catch: Every owned or corrupted hex draws more enemy attention than an empty one — humans notice you spreading. Expand deliberately, not compulsively.
Two separate numbers drive the humans' response — don't confuse them:
When the wave fires, its size and composition are computed from a strength budget:
Practical read: the longer you sit still on a big footprint next to a strong settlement, the uglier the next wave. Between waves, spend the time to reduce threat (raid down a village's fighters, feed your monsters, or thin its population) rather than just stockpiling.
Raids are how you go on the offensive. From the world map or the Raids panel, pick a settlement, choose a squad of monsters, and send them out. The squad walks to the target, fights, loots, and walks back.
Why raid? Three reasons, in roughly this order:
Costs and risks: Raiding monsters aren't at home — they're not defending the nest if a wave lands mid-raid. Travel time is real; don't send your whole army to the far corner of the map just before a wave. Underpowered squads die and you lose the bodies and the monsters.
Read this as a strategy directive, not a bonus objective. Waves and raids matter — but the whole game is really a race to encircle the map before the humans grind you down. Every corruption and every expansion is direct progress toward victory; a raid that doesn't ultimately clear the path for encirclement is just buying time.
Practical checklist:
Close this dialog and press Enter the Dark when you're ready.