Be a queen for a day
It is 7:00 AM at Sunhaven Palace in the made-up Kingdom of Auralis. The harbour bells are ringing, the envoys are lining up and your breakfast tea is already going cold. You are the queen. Six moments from your day are waiting.
How your day goes (a guide, not buttons)
- Brief
- Decide
- Ending
- Share
You will balance four things:
- Prosperity
- Alliances
- Trust
- Culture
Ready? Press the big button to begin your day.
About five minutes. Six decisions, from 7 AM to 9 PM. Your best score is saved on this device only.
About this game
You rule an invented kingdom for one day. Prosperity, Alliances with other kingdoms, the Trust of your people and the Culture of your court all matter, and a good reign means keeping all four from running out. Win a friend abroad and a merchant at home may grumble.
The kingdom of Auralis, its palace, its people and every situation are invented. No real queen, royal family, country or historical event appears, and the game takes no side on any real monarchy or government. It is a light, funny game about diplomacy and hard choices.
Questions
Is Auralis a real kingdom?
No. Auralis, Sunhaven Palace and everyone in them are invented for this game. No real monarchy, ruler or country is shown.
Can I lose my crown?
Yes. If prosperity, alliances, trust or culture drops to zero, your reign ends early in a way that matches the problem.
What does Culture mean?
It is the music, art, stories and festivals of your kingdom. A kingdom with plenty of gold and no songs is a very quiet place to live.
How long does a day as a Queen take?
About five minutes. You make six decisions between 7 AM and 9 PM.
Will I get the same situations if I play again?
No. This role has sixteen situations and a day uses six. The game remembers which you have seen on your device and shows new ones first.
How do I get the best ending?
The balanced ending needs all four meters within 20 points of each other and an average of 55 or more. The tips and the sample day further down this page show how a careful player approaches it.
Try another role
The four things you protect as a Queen
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Prosperity
If Prosperity reaches zero, your day ends early with “The coffers ran dry”. The treasury emptied out and the palace roof began to leak on the throne. The treasurer put a bucket on your crown.
52% of the choices in this role lower it, and 19% raise it.
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Alliances
If Alliances reaches zero, your day ends early with “Friends turned away”. Every envoy went home early. The banquet hall was full of food and empty chairs.
12% of the choices in this role lower it, and 54% raise it.
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Trust
If Trust reaches zero, your day ends early with “The people stopped trusting”. The market stalls closed one by one. The only sound in the square was a very sad parrot.
23% of the choices in this role lower it, and 62% raise it.
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Culture
If Culture reaches zero, your day ends early with “The music faded”. The bard left, the painter left and the festival lanterns were never lit. Auralis went very, very quiet.
19% of the choices in this role lower it, and 73% raise it.
Tips for a better day as a Queen
- Do not chase one number. In every role, a day with all four meters between 50 and 70 beats a day with one meter at 95 and another at 10. As a Queen, the danger is rarely the big mistake. It is the quiet neglect of one meter.
- Watch Prosperity most closely. In this role, 52% of choices lower it, which makes it the meter that slips away fastest. Alliances is the most forgiving, with 12% of choices lowering it.
- Read your advisors as opinions, not answers. Each one backs the option that helps the meters they care about, so when they disagree, ask which meter you can least afford to lose today.
- Look for the choice that gives you something back. Many of the best options cost one meter a little and help two others. The tempting “easy” option often costs more than it seems.
- Remember that choices can come back. A decision in the morning may return as a follow-up situation later in the day, so a quick fix early on can be expensive at six in the evening.
A sample day, step by step
Here is one example of how a careful player might get through a day as a Queen. It uses six of the sixteen situations, picks the option with the best overall balance each time, and shows what each choice did. Your own day will be different, because situations are drawn at random and some choices bring follow-ups later.
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7:00 AM
The seating chart war
The kings of Dorn and Meris are both coming to your banquet. Neither will sit on the left. Neither will sit on the right.
Chosen: “Use a round table”. A neat solution. Everyone is slightly confused.
🤝 Alliances +10💛 Trust +3🎭 Culture +3
The road not taken: “Seat them in separate rooms”. It avoids a fight and the food gets cold twice.
Standing after this call: 🌾 50 · 🤝 60 · 💛 53 · 🎭 53
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9:30 AM
The harvest festival date
The farmers want the harvest festival this week. The traders want it next week, when the ships arrive with more visitors and more money.
Chosen: “Hold two smaller festivals”. Twice the bunting and half the stress.
🌾 Prosperity −3🤝 Alliances +4💛 Trust +5🎭 Culture +8
The road not taken: “Next week, for the ships”. The harbour is delighted. The farmers wait a little sourly.
Standing after this call: 🌾 47 · 🤝 64 · 💛 58 · 🎭 61
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12:00 PM
A gift for the queen’s birthday
The city wants to give you a giant golden statue of yourself. It would cost a year of festival money. The statue’s nose is slightly crooked.
Chosen: “Ask for a garden instead”. A modest, kind answer. The people love it.
🌾 Prosperity −6💛 Trust +8🎭 Culture +5
The road not taken: “Accept the statue”. Magnificent and a little embarrassing.
Standing after this call: 🌾 41 · 🤝 64 · 💛 66 · 🎭 66
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3:00 PM
The orphans’ school
The old orphanage is about to close for lack of funds. The headmistress asks for a small yearly gift and brings twenty children who sing very loudly.
Chosen: “Hold a charity ball”. The ball is glamorous and raises just enough.
🌾 Prosperity +2🤝 Alliances +6💛 Trust +6🎭 Culture +6
The road not taken: “Fund it generously”. The children cheer. The treasurer sighs.
Standing after this call: 🌾 43 · 🤝 70 · 💛 72 · 🎭 72
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6:00 PM
The weavers’ complaint
The weavers of Tarn say cheap cloth from abroad is ruining their work. They bring a very large and very beautiful tapestry to prove their point.
Chosen: “Limit the cheap imports”. The weavers are saved. The foreign envoy frowns.
🌾 Prosperity −6🤝 Alliances −10💛 Trust +8🎭 Culture +6
The road not taken: “Allow the imports”. Prices fall. The looms fall quiet.
Standing after this call: 🌾 37 · 🤝 60 · 💛 80 · 🎭 78
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9:00 PM
The merchants want lower tariffs
The merchants’ guild asks you to lower the harbour tariffs. They say trade will boom. The treasurer says the palace roof will not mend itself.
Chosen: “Lower the tariffs”. The harbour bustles. The roof drips on.
🌾 Prosperity +8🤝 Alliances +4💛 Trust +3
The road not taken: “Keep the tariffs”. The palace stays solvent. The merchants sulk in the cafés.
Standing after this call: 🌾 45 · 🤝 64 · 💛 83 · 🎭 78
How this sample day ended
The People’s Queen
The villages are cheering, the children are singing and your carriage has been pushed out of the mud twice.
Score 68/100Strong day
Situations you may face
Every game uses six of these sixteen situations, so you will not meet them all in one day. There are also 4 follow-up situations that return after specific choices and 3 surprises that can appear without warning.
- The harvest festival date. The farmers want the harvest festival this week. The traders want it next week, when the ships arrive with more visitors and more money.
- The parrot that repeats secrets. The envoy of Teshar has given you a beautiful parrot as a gift. It keeps repeating things it overheard at his palace, including some rude ones.
- The merchants want lower tariffs. The merchants’ guild asks you to lower the harbour tariffs. They say trade will boom. The treasurer says the palace roof will not mend itself.
- The leaking library. Rain is dripping onto the royal library’s oldest scrolls. You can fix the roof, buy new books or ask the scholars to carry the scrolls upstairs.
- The seating chart war. The kings of Dorn and Meris are both coming to your banquet. Neither will sit on the left. Neither will sit on the right.
- The bard’s cheeky song. The court bard has written a new song about you. It is very catchy. Some of the lyrics are about your bad singing.
- The heir and the circus. Your young heir has skipped lessons to watch a travelling circus and now wants to learn to juggle. The tutor is hiding in the pantry.
- The storm and the ships. A storm is coming and a fleet of Auralis ships is still at sea. The admiral says a rescue is possible but risky and costly.
- The weavers’ complaint. The weavers of Tarn say cheap cloth from abroad is ruining their work. They bring a very large and very beautiful tapestry to prove their point.
- A gift for the queen’s birthday. The city wants to give you a giant golden statue of yourself. It would cost a year of festival money. The statue’s nose is slightly crooked.
- The faraway wedding. You are invited to a royal wedding three kingdoms away. It would take four days to get there and four days back. It would also be a very big friendship.
- The spy among the maids. You discover that one of the palace maids has been sending your menu plans to a neighbouring kingdom. She is very young and very nervous.
- The suspicious jewel. A jeweller offers a rare blue diamond at a very low price. The crown jewel inspector squints at it and says “mmm”.
- The orphans’ school. The old orphanage is about to close for lack of funds. The headmistress asks for a small yearly gift and brings twenty children who sing very loudly.
- The painter and the ceiling. A famous painter offers to paint the ballroom ceiling. He says it will take ten years. He is already on a ladder.
- The cold winter. The first frost arrives early. The palace guards stand at the gates in thin cloaks. The wool merchants are asking a very high price.
Every ending (spoilers)
Show all nine endings
Four main endings
Your highest meter decides which one you get.
- The Queen of Plenty. Granaries full, harbours busy and merchants smiling. Even the pigeons in the market are getting fat.
- The Diplomat Queen. Kings and queens from three kingdoms left your palace as friends. The seating chart was never so peaceful.
- The People’s Queen. The villages are cheering, the children are singing and your carriage has been pushed out of the mud twice.
- The Queen of Songs. Poems, paintings and festival music filled Auralis. A hundred years from now, children will still know your song.
The balanced ending
- The Radiant Crown. Prosperity, alliances, trust and culture all held. Auralis will remember this as the day the sun and the music stayed out together.
Four early endings
These happen if a meter hits zero.
- The coffers ran dry. The treasury emptied out and the palace roof began to leak on the throne. The treasurer put a bucket on your crown.
- Friends turned away. Every envoy went home early. The banquet hall was full of food and empty chairs.
- The people stopped trusting. The market stalls closed one by one. The only sound in the square was a very sad parrot.
- The music faded. The bard left, the painter left and the festival lanterns were never lit. Auralis went very, very quiet.