Super Fantasy Kingdom Tips and Tricks
Each entry below is one mechanic, what it costs you, and the patch it was last checked against. Filter by category or difficulty to narrow the list, and use the anchor beside any heading to link straight to a single tip.
Bosses
#The throne-carried king only dies to Most HP targeting
He never attacks and never exposes himself, because his minions carry him and charge one at a time to soak the hits meant for him. A Marksman picks the 300 health king over his 5 health escort, while a Crossbowman wastes every bolt on the escort.
Verified on Patch 16
Heroes
#The Knight is not a unit, it is Rickard the starting hero
Heroes come one per cycle, do not eat at the Tavern, and losing yours ends the run outright. Rickard also rides to the nearest target rather than holding ground, so anyone treating him as the anchor of a line is building around the wrong thing.
Verified on Patch 16
Siege
#Siege fires at fixed points, so it never duels a boss
A Trebuchet costs 6 Boards and 4 Stones at the Siege Camp and hits a 20m radius every 5 seconds from the bench, levelling through Siege Camp upgrades bought with Faith. It targets locations rather than picking out a target, which makes it wave clear.
Verified on Patch 16
Targeting
#The Marksman earns its slot on targeting, not on damage
It shoots whatever has the most health inside 120m, which means it singles a boss out of a minion escort with no input from you. The Crossbowman fires at random targets and is volume damage instead, so the two are not interchangeable ranged picks.
Verified on Patch 16
Units
#Taunt is what holds a line, not where you stood the unit
The Swordsman pulls monsters within 50m, and that radius is the actual mechanic behind a wall of bodies staying put. Be aware it unlocks through an Undead-kingdom quest, so it is not available to you on a first run whatever your kingdom.
Verified on Patch 16
#The Paladin was patched, so judge it on Fixed targeting
Advice calling it broken, with an attack alternating in tiny left and right diagonal arcs, traces to a single Steam thread from early November 2025. The developer has since widened its area, cut its cooldown, and raised its base damage.
Verified on Patch 16
Villains
#Villains go straight for your hero, which is the only way to lose
One unlocks per Curse level and they start appearing on day 4, with the Butcher at Curse 1 and the Vagabond at Curse 2. They apply Pinned to your hero, so screen them with a Swordsman whose Taunt drags them off before they arrive.
Verified on Patch 16
Walls
#The first wall tier costs no stone, and walls add unit slots
Human wooden walls run 6 Boards with the Castle Gate and each Tower at 4 Boards apiece. The gate and every tower add a placement slot, and ranged units posted on towers gain range and shrug off most damage. Only the Sturdy Walls tier brings a stone bill.
Verified on Patch 16
Logistics
#Idle workers do not haul, and you start with one Mule
Carriers do the moving, so more villagers standing around fixes nothing. Build Stables for 5 Wheat to add another. The other reason things stop arriving is storage, since gathering buildings hold about 6 units each and your Castle starts at 4 per resource.
Verified on Patch 16
Opening
#Your Tavern and Lumberyard cost nothing, so raise them at once
Repair the Castle for 3 Stone next and your storage doubles from 4 of each resource to 8, then get a farm up on Day 2 so units keep eating. No Castle upgrade costs wood at any point, so do not funnel your whole workforce into lumber for it.
Verified on Patch 16
Promotion
#The Tavern promotes one unit per night, so pay for the second
The daytime resource path is how you get another up the same day. It costs 3, then 6, then 10 Ingots for Humans or Books for the Undead, and it goes through the General, who charges a Berry or a Rat on top of that.
Verified on Patch 16
Spells
#The first spell you cast each run costs nothing
After that they run 4 to 10 Faith, generated by a worker praying at the Church. Your very first run has no spells at all, and from the second run onward they work without the Church entirely, which changed in Patch 16. The default cast key is C.
Verified on Patch 16
Bosses
#Your Fate selection in the Morning decides which boss arrives
Each of days 7, 14, 21, and 28 offers two possible bosses, and the choice you make that morning settles it rather than the day doing so. The interface flags whichever one still owes you a Star, so the pick is visible before you commit.
Verified on Patch 16
Kingdom Traits
#Heroes do not count toward a kingdom trait threshold
Fielding 2, 4, or 6 units of one kingdom activates its trait across the nine kingdoms, but only units that eat at the Tavern count toward the total. Once it activates it applies to everything on the field, siege engines included.
Verified on Patch 16
Runs
#A cycle runs 28 days plus Day X, then takes everything back
Bosses land on days 7, 14, 21, and 28, with an endless challenge on Day X. When the cycle ends you lose your buildings, your units, and most of your resources, carrying only meta-progression forward into the next run.
Verified on Patch 16
Units
#There is no opening draft, and new unit types come from traps
You choose a starting unit in the Throne Room, the Hermit hands you a free tamed monster on Day 2, Gevald sells one for 10 Coins, and the Adventurer arrives on Day 6. Adding a genuinely new unit type to your pool means catching the monster, and the Trapper gives one free trap per run.
Verified on Patch 16
Items
#A targeting item no longer costs you a combat item slot
They arrived in Patch 13 and did consume a normal slot back then, which is why older advice treats them as a trade. Patch 15 gave them a dedicated slot. There are nine, and since Patch 14 they have their own shop to buy from.
Verified on Patch 16
Kingdom Traits
#The kingdom trait tables circulating online are not trait tables
The official wiki has none, and the developer described them only in general terms. Barbarian, which converts Rage into damage reduction, is the one with a confirmed effect. At least one widely-copied table listing precise percentages is the Caravan's item list wearing different labels.
Verified on Patch 16
Relics
#Relics are run-wide and never equipped, unlike Items
A relic applies to every unit that qualifies for it and most are gated behind owning a specific unit, while an Item is a per-unit equippable that only affects whoever carries it. Most build advice online mixes the two up, so check which one a guide actually means.
Verified on Patch 16
#A relic is unreachable unless you own the unit it is gated behind
Sky Shield makes Rejuvenate regenerate Shield and needs a Paladin. Frost Arrows makes your whole ranged line apply Freeze and needs a Halfling. They are not both defensive, and the gate rather than the effect is what you plan a run around.
Verified on Patch 16
What to Read Next
- Team Composition. Every unit, the targeting that decides fights, and the kingdom trait thresholds.
- Spells and Relics. Faith costs, targeting items, and the difference between a relic and an item.
- Boss Encounters. Every boss and Villain, plus which one your Fate pick summons.
- Kingdom Building. Housing, walls, Guilds, and the buildings worth raising first.
- Advanced Strategies. Promotion paths, relic gating, and Super Metal.
- Getting Started. The 28-day cycle, carriers, and your opening build.
- Achievements. All 52 across both kingdoms and the buffs they now grant.