Table of Contents

River Oath: a strategy guide for new players

This guide is for your first few campaigns. It assumes you know how to give a task (choose a place, press Enter, pick the task and who does it); if not, start with How to play. All the numbers here are the game's own.

The short version

  1. Feed the band first. Keep at least three months of rice in hand.
  2. Hold more places. Every place you hold gives you one more task a month.
  3. Do good upstream. Tales flow downstream every month, so a kindness done high on the river reaches the most towns.
  4. Mend a dike or two every year. Dikes fall about 15 points a year; the ending depends on them.
  5. Never send your leader to steal. A leader caught is the end of the band.
  6. Pick one way to win early, and point everything at it.

The first year

The opening months decide how fast you grow. A good order of things:

  1. Month 1. Look at your band (C) and your place (P). Note who has which talents: an Engineer for dikes, a Gossip for tales, a Forger or anyone with Craft 5 or more for evidence, a Speaker for recruiting, a Drillmaster for training.
  2. Rice. Upkeep is 1 rice for every 10 men (or part of 10) and 1 for each person; the band panel shows it as Upkeep a month. Gathering gives Might x 4 rice, half that in winter, and half as much again at fishing places in spring and summer, so a strong gatherer at a fishing place in spring is your best food source. The harvest (your places' rice) comes at the end of month 9 and silver at the end of month 12, so the first winter and spring are the hungry time.
  3. Men. Raise men where you hold the place (or have goodwill 40): up to Heart x 3 men a task, 1 silver each, and no more than Might x 10 in one crew. Then Train: drill rises by Might + Heart (double for a Drillmaster) and every 20 points of drill counts like a point of Might in battle.
  4. Boats. Every traveller on the river needs a boat. Build a boat (Craft 4, 10 silver) early; a band without boats is stuck on the roads.
  5. People. Wanderers wait in many places. Recruit costs 5 silver whether or not it works; the chance is 20 + 5 x Heart + a quarter of the goodwill there (+10 for a Speaker), so send your best Heart and recruit where people already like you. Scout shows who is in the places next door.
  6. Places. At the month's end you take any empty place where only your band has people, there is no garrison, and goodwill toward you is 30 or more. A raid on a place nobody defends takes it at once. Each new place is a new task every month, more yield at harvest, and somewhere to raise men.

Goodwill and tales

Goodwill (0 to 100) is a place's base opinion plus 5 for each point of strength of your good tales told there, minus 5 for each point of bad ones. You need it to take places (30), raise men away from home (40), expose an official (60) and petition the court (50 in 8 places).

The dikes

Each dike loses 1 a month and 2 in summer, about 15 a year (more on Hard). In the Great Flood (month 7 of year 20) every dike below 50 breaks; in any summer storm a dike below 20 may break. A broken dike floods its place and the next one downstream: goodwill there falls, the holding band loses rice, and men drown.

Choosing how to win

Way What you need Suits
Petition 3 items of evidence, goodwill 50 or more in 8 places, your leader at Jade Lock Bands with a good thief (Craft 5+, ideally a Forger) and a lot of kindness: Tao Ming, Wen Shuyi, Ren Qiao
Amnesty 4 of the 5 officials fallen, at least 2 of them yours and more than anyone else's A mix of evidence, goodwill and fighting; works in a crowded game
Uprising Jade Lock and the Tide Gate held at 12 month-ends running Strong fighting bands with boats: Huo Baichuan, Gu Lanfeng, Xia Dongyun

Evidence. Steal evidence at an official's seat. The chance is 10 x Craft - 20 - garrison / 10, plus 20 for a Forger: Shen Wuyan (Craft 8, Forger) at Salt Weir's garrison of 50 has 75%. A failure hurts the thief, and one time in three the thief is caught and taken to Jade Lock. That is why your leader must never do it.

Bringing officials down.

Which official first? Luo Tie at Iron Ford. Every three months (two on Hard) he marches with all but 30 of his garrison on a band's place within two links of Iron Ford, if he outnumbers its defenders by 1.3 to 1. Exposing or turning him ends the marches for everyone. Until then, keep places near Iron Ford well manned, or keep away.

Battles

A raid is worth it when you clearly outnumber the defenders. The defender in a fort counts 1.6 times as strong, behind a dike wall 1.4, in a village 1.3 and in reeds 1.2; a unit in the water or on mud is weaker.

Keeping your people

The seasons

Playing with others

Common mistakes

See also: How to play, Multi-player games.