Magic Kingdom at War is a tactical, base-building, crunchy LitRPG novella series by Tao Wong, bestselling author of the System Apocalypse, A Thousand Li, Climbing the Ranks, the Hidden Universe and Adventures on Brad series.
Magic Kingdom at War Volume 1.

Dying the first time sucked. Matt’s trying to avoid a repeat performance.
For Matt, joining Earth’s last line of defense was exactly the purpose he had been seeking. Having to save the world after being reincarnated in a magical realm might be enjoyable, in a soul-crushing responsibility kind of way.
But trading his office cubicle for the battlefield chaos of a 4x game world wasn’t what he had in mind. The world map is made out of hexagrams, the units are semi-sentient and his opponents have a head start. As if that wasn’t enough, there’s no instruction manual for this nightmare.
Now, Matt’s going to have to figure out how to rule a Magic Kingdom at War… or face annihilation along with the world he once knew.


Magic Kingdom at War Volume 2.

Another Day, Another Gold Piece, Another Unit Destroyed
Matt’s encountered his first opponent and is getting a hang of being lord of all he surveys. Of course, that’s only a few hexes away from his fort, but it’s the thought that counts. Now that he has an objective, he’s going to need ramp up unit production, balance gold production and the egos of his two Heroes.
Just another day when your Magic Kingdom is at War.


Magic Kingdom at War Volume 3.

One throw of the dice to win it all
Matt’s in trouble now. The enemy lord has tricked him into over-extending, forcing Matt’s Hero to retreat in disarray. Now, there’s nothing stopping the enemy from launching an attack against his fort, nothing but a few last wood elemental units and Irvine himself.
There’s a path to victory here, he’s certain. But it’s a risky one, and after dying once, Matt’s finding it hard to find the courage to roll the dice again.


Magic Kingdom at War Volume 4.

The only thing sadder than a battle won was the paperwork afterward
Matt Fang has won the battle. He’s got a new town, a whole new race of units to control and a lot of catching up to do. He’s still stuck in this strange realm, one of the last defenders of humanity against an enemy he doesn’t understand. Only contest.
Still, he’s got a job to do, even if it’s not one he trained for.
At least ruling a magical kingdom is better than punching in at the office.


Magic Kingdom at War Volume 5.

Friends in Unexpected Places
A new Hero has emerged and with her appearance, some questions have been answered. However, encountering a new enemy to the north has Braskar and the new army rushing to battle once again, even as Matt desperately tries to locate enough units to bolster his defences.
He’s growing, fast; but in doing so, stretching his resources and leaving his towns and villages vulnerable.
Security and victory balance on a knife’s edge, and Matt’s tottering.


Magic Kingdom at War Volume 6.

Crush your enemies and see them fall at their feet
Faced with cavalry and horse archers alike, Matt Fang finds his armies out of position and reeling. He’s going to have to pull back, concentrate his forces and pull off some miracle if he doesn’t want to be a victim of his latest opponent.
Good thing he’s got new allies and even more units to play with. Now, all he needs is the time to get them in place.


Magic Kingdom at War Volume 7.

New allies just mean new enemies
When you’re at war with inter-dimensional enemies for the fate of humanity, every step forward just brings you closer to the enemy.
Matt’s realising that his new allies might be useful, but it also expands his borders. In a mad scramble to strengthen his units before he next show drops, all he can do is keep pushing.


Magic Kingdom at War Volume 8.

In All Wars, Loss Is Inevitable.
Matt has beaten another enemy Lord, acquired even more towns. He’s establishing a foothold in this crazy afterlife of his, doing battle on multiple fronts and winning.
But victory isn’t always guaranteed, there’s always a price to be paid when you face another on the field of battle.
For Matt Fang, that time is coming soon. And the only question is will it break him or will he continue to be the shield that humanity requires.


Magic Kingdom at War Volume 9.

“Lord of fools and the deluded, of the dead and the forgotten.”
For Matt, the true cost of this never-ending war has come home to roost. Not just the loss of distant lands and semi-sentient units but the loss of a friend, a Hero. Now, his fledgling kingdom is under threat and he’s got to scramble, pulling units from multiple towns to do battle with cunning new enemies.
Balancing risk with the fear of loss – final, true loss – and the fear of failure, Matt’s got a kingdom to rule and numbers to crunch in a Magic Kingdom at War.


Magic Kingdom at War Volume 10.

What’s Better than a Two Front War? A Three Front One
Lizards, Goblins and the Created. Pick one and they were coming from all directions. As Matt expands, he finds himself in ever greater conflicts. Now his opponent’s are striking at him from all sides, with previously safe directions at risk.
Good thing he’s got new Heroes, new units and new tricks up his sleeves. The only question plaguing him now is, why him? And what, if any, is the end game?


Magic Kingdom at War Volume 11.

When You First Don’t Succeed, Try and Try Again…
With multiple enemy lords on each front, Matt has quite the challenge before him. Even with the multiple cities he’s conquered, balancing the need for more units, future updates and traitorous lords is straining his patience and knowledge. Now, the enemy armies are coming, on all sides.
And the only question is whether he can hold them off and push forward, before they overwhelm his defences.


Magic Kingdom at War Volume 12.

There are no victors in war
That’s the refrain that goes through Matt Fang’s mind. With losses mounting, not just among his units but his Heroes too, Matt is struggling with confidence and the mounting pressure. That’s, of course, when a ship is sighted on the horizon; opening up a whole new front.
In the final volume of the Magic Kingdom at War series, Matt is about to learn the reason why. Whether it’s enough, well… even he’s not certain.


Omnibus Editions
Magic Kingdom at War Volume 1-4.

New world, new life, new wars? Wait, what?
You’d think being isekai’d to a new existence would be fun, especially when you find out you’re the lord of a new kingdom. Except this kingdom is at war, and the stakes are the fate of humanity.
Now, Matt’s going to have to figure out how to rule a Magic Kingdom at War, with magical elemental creatures, buildings that form out of the very fabric of reality and Heroes at his command against a never-ending horde of monsters.
Not the reincarnation that he expected, but it’s still better than working in an office cubicle.


Magic Kingdom at War Volume 5-8.

When kingdoms clash, the innocent suffer.
Except in this realm of magic and bizarre science, Matt isn’t entirely certain there are anymore innocents.
Certainly not him. Having vanquished one for, he’s faced with an ever expanding number of opponents including a particularly smart, elusive one whose command of the sky dominates the battlefield.
How will Matt and his Heroes handle them? And does victory always mean extermination?


Magic Kingdom at War Volume 9-12.

Back to the wall, Matt’s going to have to figure out what he and his kingdom is really made out of
Lizards, Goblins and the Created are on three of four sides. He’s going to have to throw back their armies with his own, utilizing Heroes of yore and long standing allies. Doing so will stretch his resources and his cities to the maximum, even as the need to keep growing continues.
Good thing he’s got new Heroes, new units and new tricks up his sleeves. And along the way, maybe; just maybe, he’ll get the answer to what this great game is all about.


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