Coins & Caravans
A mobile crafting game where you don’t play the adventurer — you equip them. Build a workshop, hire apprentices, experiment with designs and alloys, and earn a reputation by crafting the gear that actually survives the road.
Run a Workshop, Not a Hero
Your job is production: acquire materials, craft equipment, and sponsor adventurers who take on quests independently. You don’t control their decisions — you influence their outcomes through preparation.
Apprentices Create Throughput
Apprentices justify automation without removing the craftsman fantasy. They handle repetitive steps and routine stock work, while your attention goes to the critical moments that decide quality and reputation.
Crafting Is Design + Execution
Recipes are starting points, not locks. Blueprints define the item’s form, and you choose the alloy at craft time — “I need eight ounces; I’ll mix five steel and three mithril.” The best results come from smart choices and precise execution.
The Core Loop
- Acquire Materials
- Create or Select a Blueprint
- Mix the Alloy at Craft Time
- Reliable mixes tend to have a higher floor and a lower ceiling.
- Ambitious mixes can produce masterpieces — but punish mistakes and require better tools and skill.
- Craft the Workpiece
- Sponsor Adventurers & Receive Results
- Reinvest and Refine
Materials are the foundation of every decision. Common resources support reliable output, while rarer metals and additives allow higher ceilings — often with higher risk and tighter tolerances.
Blueprints describe an item’s form and constraints — length, thickness, balance, and other parameters depending on the weapon family. A blueprint also implies viability requirements: a long blade might demand toughness and flexibility, while a thin dueling blade may demand precision and maintenance.
In short: you can design freely, but your designs must be physically plausible for the materials you plan to use.
Instead of picking a fixed “steel sword” tier, you allocate metal for each craft. You decide the ratio. The mix changes both the performance range and the difficulty of crafting a high-quality result.
Crafting jobs are structured as phases. Some phases are automated by apprentices, while the craftsman’s role is a focused skill check — a short minigame representing the core of the craft (hammering, tension, infusion timing, etc.). Manual crafting is where high quality and reputation are earned.
Adventurers are not owned or controlled by the player. They’re part of the world: they choose quests, succeed or fail, and bring back outcomes that matter — loot, durability loss, injuries, and reputation.
Your gear becomes part of a story: an adventurer’s success reflects on the workshop that equipped them.
Better tools improve consistency: steadier heat, finer adjustments, safer finishing, and fewer catastrophic failures. More apprentices increase throughput. Higher rank raises your ceiling and reduces variance — but mastery still matters.
