Each peasant can do one action per day/turn. To send peasants to actions, click on the target plot (or the forest for gather actions) on the game map. A window will open allowing you to select the peasant and the action. The window will automatically show only available actions on this plot, so clicking on different plots will result in different actions being available (e.g. improving is only available if there is already a building on the plot).

The following actions are available to villagers:

Gather (Food/Wood/Stone)
Peasants can go into the forest during the day, when the creatures of the forest are sleeping, and collect food such as mushrooms and berries, or fell trees for wood, or go to a nearby quarry for stones. This will gain one of 2 food, 3 wood or 1 stone.
If you have a kennel, you can also explore the Deep Forest. See below.
Plant/Harvest Fields
The more efficient way of getting food is to work the fields. It does, however, take time to grow. Details depend on the season and crop, see below. Creatures trampling over the field and a lack of water (i.e. the well not being manned) will reduce the yield of the field, so keep it watered and protected.
Build / Lay Foundation
Two kinds of buildings can be constructed: Houses and Walls. They both start at the most simple level and additional construction actions will improve them to the next level. To build a hut, you need to lay a foundation first, which consumes no resources, but takes an action (and a day).
Building a wall in an empty plot will yield a fence, which can be turned into a wood wall, which can be turned into a stone wall. Building a fence costs 2 wood, upgrading it into a wood wall 5 wood and turning that into a stone wall 4 stone.
Constructing a building in an empty plot will yield a hut (cost: 8 wood), which can be upgraded into a wood house (for 12 wood), which can be upgraded into a stone house (for 10 stone).
Damaged buildings can be repaired. This required resources equal to the damage the building has taken (so a wooden building with 3 damage takes 3 wood to repair). Repair work can be done on your own, on common and even on buildings owned by other families. Repair is always for the entire damage, there are no partial repairs, meaning if you do not have enough resources for the repair, the entire action will fail.
Clear Ruin
Remove the rubble that remains after a building or wall was destroyed. This returns the plot to empty status and has a chance to recover a small amount of the building material (wood if it was a wood building, stone if it was a stone building).
Take Land
You can also take control of land, enlarging your grounds. You can take common ground and add it to your own land, and in PvP games you can also take other peoples land, which will make this land disputed and common ground (which you can then take the next day if nobody interferes). You cannot take the sleeping home from someone.
Move Sleeping Home
A special action that requires no peasant and happens instantly is to move your sleeping home somewhere else. Families can share homes, but only until they are full. A hut can sleep 2 families, a wood or stone house 3.


Actions can conflict with each other. For example, the Meier family tries to take a piece of land from its neighbours, the Schulz. However, Juergen Schulz is planting a field in that same spot in the same turn. What will happen?

The rule for resolving conflicts is:

  1. Taking, clearing land and harvesting only succeed if no other action targets the same plot.
  2. Planting only succeeds if no other action, except maybe another plant action, targets the same plot.
  3. Building succeeds if no other action, or an identical build action, or a planting action targets the same plot.

For resource conflicts, it is important to know that forest actions (gathering wood, stone or food) are resolved before village actions (building, repair, etc.). Actions within the village are resolved in random order.
For eating, the most hungry family members will eat first (within those who have the same hunger level, the order is random).
Monsters are resolved last, after all actions by villagers, obviously (first day, then night).

PvP (optional)

Not all games have Player-vs.-Player (PvP) enabled, so check on the game-icon if PvP is available or not. If PvP is enabled, the following additional action is available:

You can damage other families' buildings by attacking them. Such an attack causes 1 point of damage to both wood and stone buildings. More than one family can attack the same building, but only one peasant from each family (to limit griefers).
This option is mainly a tool to bring antisocial or uncooperative villagers into line. Since repairing is faster than damaging (one action, no matter how much damage), you can harrass, but not greatly harm another player with attacks. But if you anger the entire village and several families attack, you are in trouble.

Fields and Crops

Crops get planted, grow and after some days are ready to be harvested. The details of this process and the food that a field yields, depend on the crop and the season you plant it (the day of planting the field counts).

Grain will grow for 4 days. Its growth stages are fresh → planted → growing → ready.
A field of grain yields (if watered and not trampled) 5 food if planted in summer, 8 if planted in autumn and only 3 if planted in winter.
Cabbage grows faster and is ready in 3 days. Its growth stages are planted → growing → ready.
A field of cabbage will always yield 4 food, irrespective of season (assuming it is watered and not trampled).

Planting an empty plot will start the first growth stage. Then, each day, it will progress to "planted" (grain only), "growing" and after one more to "ready", at which point you can harvest it, gaining food. You need only two actions for this (planting and harvesting) as it grows by itself.

The Deep Forest

With a dog or two, your peasants can also explore the Deep Forest. This is a risky, but potentially rewarding action. When they go into the deep forest, peasants can come back with up to 5 stone, wood or food, or any combination of it. However, there is also a danger of coming back with little or nothing, and even a small chance that your peasant stumbles across a sleeping monster and never returns.
When going into the deep forest, having a lookout and an eye on the forest is especially important. The risk of death doubles if the tower is not manned.

previous: Day & Night and Seasons
next: Buildings