Itineraries
How much time each world wants
Before you learn a game's rules, it helps to know whether it expects ten minutes a day or a whole evening.
Ten minutes
Godville's hero plays around the clock, so a visit is reading the diary and deciding whether to help. A word from above costs 5% of your godpower; encouraging or punishing costs 25%.
Milky Way Idle keeps working for up to ten hours after you leave, more with paid upgrades. A visit is collecting the results and choosing the next task.
Dungeon Crawl Stone Soup waits for every move, so ten minutes is never wasted. Its Dungeon Sprint maps are short runs made for exactly that.
A daily allowance
Fallen Sword gives back 50 stamina an hour, or 1,200 a day. Steps and attacks spend it, so the game suits a few visits a day.
In The West, energy holds 100 points and refills at 3 an hour, and jobs take 15 seconds, 10 minutes or an hour.
Flight Rising hands out ten gathering turns a day. They refill around midnight Pacific time and do not stack, so a skipped day is simply lost, not a debt.
An evening
Achaea is played live, alongside other people, and new characters start with a two-part tutorial. Leave time to read: everything is text.
Mystera Legacy is real time too. When you log out, your character stays in the world for a minute, and logging out in your own bed keeps it safely asleep there.
The long game
A Grepolis world runs until alliances race for the World Wonders, and an alliance counts on its members to turn up. New players get beginner's protection for a set number of days, which differs from world to world.
Flight Rising's eggs take about five days to hatch, so breeding plans are measured in weeks.
Pick by the time you have
Ten minutes: Godville, Milky Way Idle, Dungeon Crawl Stone Soup. Half an hour: Fallen Sword, The West, Flight Rising. An evening: Achaea, Mystera Legacy. Weeks: Grepolis.