1) Mining is the start
Each tap inside the mining zone gives progress and resources for your empire.
Game Guide
Start mining, collect resources, convert currencies, then upgrade your properties step by step until you reach a kingdom.
Each tap inside the mining zone gives progress and resources for your empire.
10 Coins = 1 Gold, 10 Gold = 1 Diamond, and 1 Diamond = 1 Wall. Convert only when needed.
Workers are determined by your highest building tier, and each extra building adds +1 worker, with a cap of 2,000 active workers.
Do not spend all currency at once. Keep enough balance for key upgrades.

Taps: your core progress engine.

Stones, bricks, and walls: your first construction materials.

Coins: your daily operating currency.

Gold: currency for medium and major upgrades.

Diamonds: a rare high-value resource.
=
1
Stone
=
1
Brick
=
1
Wall

Buy Door = 1 Coin.

Buy Roof = 10 Coins.

Tent: requires 3 Walls.

Cube: can be built with 4 Walls, or with 1 Tent + 1 Wall.

Room: requires 1 Cube + 1 Roof + 1 Door.

Home: 200 Gold or convert 4 Rooms.

Hotel: 800 Gold or convert 4 Homes.

Villa: 3000 Gold or convert 4 Hotels.

Palace: 12000 Gold or convert 4 Villas.

City: 50000 Gold.

Kingdom: 200000 Gold.
In Alex World, you can raid other players' resources through the Treasure Chest! The chest appears at night and can only be opened during raid hours.
The treasure chest appears from 6:00 PM (game time) and disappears at 8:00 AM. But actual raiding only happens between 12:00 AM and 5:00 AM (game time).
🟢 In Roblox World: Find the golden treasure chest near the fountain, get close and press "Open Treasure".
🟡 In 3D World: The treasure chest appears automatically in the kingdom at night. Click it to attempt a raid.
Each resource has an independent success chance. If you succeed, you steal 1 to 5 of that resource.
| Resource | Chance (Roblox) | Chance (3D) | Amount |
|---|---|---|---|
Diamonds |
0.75% | 0.5% | 1 - 5 |
Gold |
1.125% | 0.75% | 1 - 5 |
Coins |
3% | 2% | 1 - 5 |
Stones |
7.5% | 5% | 1 - 5 |
Bricks |
7.5% | 5% | 1 - 5 |
Walls |
7.5% | 5% | 1 - 5 |
Tents |
7.5% | 5% | 1 - 5 |
💡 Note: Roblox rates are higher because finding the chest is harder (you have to search for it). In 3D, the chest appears directly.
⚡ When a raid succeeds, resources are deducted from the victim and added to your account instantly!
Protect your kingdom treasure from raids in both the 3D world and Roblox. While the shield is active, a protective cage appears around the chest and it cannot be stolen.
= 24 real hours of protection
Buy the shield from the Trade page or your profile for 3 diamonds.
Use the protection switch or lock icon to activate or pause the shield. Pausing stops the remaining-time countdown.
You can buy multiple shields. Every purchase adds another 24 real hours to your remaining protection time.
⚠️ Pausing preserves the remaining time, but the cage disappears and your kingdom treasure becomes vulnerable to raids.
The Abandoned Areas are a parallel world to your kingdom, found under "Extra → Abandoned Areas". They include four independent maps, each a standalone skill game with its own level, XP and shop. You start from a circular map to pick a region, and each region requires a minimum player level to enter. You play, collect loot of varying rarities, then sell it for currency added to your main game balance.
Each map has its own theme and activity. The table below summarizes the level required to enter and the type of activity in each:
| Region | Required Level | Activity | What You Obtain |
|---|---|---|---|
| 🌊 Mirage Lake | Lv 3 | 🎣 Fishing | Fish of varying rarities sold for currency |
| 🏜️ Agarsia Desert | Lv 5 | 🏃 Dune runner (jump & collect) | Silver, gold and gems + desert relics |
| 🌲 Mystery Forest | Lv 10 | 🏹 Hunting | Game creatures sold for currency |
| 🏔️ Falcon Mountains | Lv 15 | ⛏️ Mining | Metal ores and gemstones |
Every loot item has a rarity that sets its sell value. The rarer it is, the lower the chance and the higher the price. There are five rarity tiers:
| Rarity | Color |
|---|---|
| Common | Gray |
| Uncommon | Green |
| Rare | Blue |
| Epic | Purple |
| Legendary | Orange |
Examples of what each region yields: Falcon Mountains gives ores like coal, copper, iron, silver and gold, plus gemstones such as ruby, emerald, sapphire and diamond up to legendary Mythril. Mirage Lake gives fish across the rarity tiers, Mystery Forest assorted game, and Agarsia Desert showers you with currency and gems plus rare relics while you run.
💡 Each region has its own level, gear and loot, fully separate from the others and from your main kingdom, but the currency from selling is added to your unified balance. Remember that entering each region requires reaching its minimum player level.
Alex Cards is a mini-game inside Alex World, found under "Extra → Cards". You collect cards, upgrade them, and fight 1v1 battles against other players. Every hour you can collect 5 random cards for free, and you may hold no more than 10 cards — when you go over the limit a prompt asks which card to discard to make room. Each card has a rarity that sets its power (Attack and HP) and a level upgraded from 1 to 5.
The cards page is split into seven side tabs, each with a different job:
| Section | What it does |
|---|---|
| 🗂️ My Cards | View your cards, collect 5 every hour, and discard cards above the 10 limit. |
| 🛡️ Loadout | Prepare a deck of 5 cards you choose for battles. |
| ⬆️ Upgrade | Level up any card to 5; each rarity uses its own upgrade currency. |
| 🏋️ Training | Simulate a practice battle against the system with your deck (no risk). |
| ⚔️ Arena | Challenge a player active now (seen in the last 5 min). On accept, the 2D card battle begins. |
| 🏪 Market | Buy/sell cards between players, or sell instantly to the system for silver coins. |
| 📜 Battle Log | Shows your last 20 battles, with replay. |
🔄 The 1-hour collection timer starts from your last collection and is tracked in real time even while offline.
There are 7 rarities. The rarer the card, the lower its drop chance and the higher its power. Attack values show the range from level 1 to level 5, and HP is the value at max level.
| Type | Drop Rate | Attack | HP | Color | Level Band |
|---|---|---|---|---|---|
| Common | 80% | 1–3 | 10 | Gray | 1–5 |
| Attack | 10% | 3–5 | 25 | Red | 5–10 |
| Rare | 5% | 5–7 | 40 | Blue | 10–20 |
| Legendary | 3% | 7–9 | 55 | Gold | 20–50 |
| Epic | 1% | 9–12 | 70 | Purple | 50–100 |
| Super | 0.7% | 12–15 | 85 | Pink | 100–200 |
| Cosmic | 0.3% | 15–17 | 100 | Sky | 200–500 |
💡 Rates sum to 100%: Common 80 + Attack 10 + Rare 5 + Legendary 3 + Epic 1 + Super 0.7 + Cosmic 0.3. A card's battle power = (Attack × 2) + HP, and it grows as you level it up.
Each card is upgraded from level 1 to 5. With each level its Attack rises toward its max and its HP grows from 60% to 100% of its value. Each rarity uses a different upgrade currency, and the cost rises with level by the rule: cost = base cost × current level.
| Type | Upgrade Currency | Cost / level | Total to L5 |
|---|---|---|---|
| Common | 🪨 Stones | 50 × level | 500 |
| Attack | 🧱 Bricks | 40 × level | 400 |
| Rare | 🪙 Silver Coins | 300 × level | 3,000 |
| Legendary | Gold Coins | 80 × level | 800 |
| Epic | Diamonds | 15 × level | 150 |
| Super | 🎵 TikTok Coins | 10 × level | 100 |
| Cosmic | 💵 Real top-up (USD) | Via real top-up cards | |
📈 Example: upgrading a Common card from level 1→2 costs 50 stones, 2→3 costs 100, and so on, for a total of 500 stones to reach level 5. Cosmic cards upgrade with real top-up, not in-game currency.
You fight with a deck of 5 cards prepared in the Loadout tab. The system sums each team's attack and HP, then both sides trade blows round by round until one runs out of HP — the better-upgraded, better-balanced team wins. Battles play out in 2D with per-round visual effects.
| Mode | Opponent | Risk / Reward |
|---|---|---|
| 🏋️ Training | The System | No risk — practice and test your deck only. |
| ⚔️ Arena | A player online now | The winner picks just 2 cards from the defeated rival's deck! |
⚠️ In the Arena you fight with a deck of 5 cards. If you win, the rival's cards are shown so you pick just 2 to seize (not their whole deck); if you lose, the winner draws 2 cards from your deck and you get a popup telling you which two. In both windows you can tap any card to view its details. Choose your deck carefully! (A draw keeps everyone's cards.)
In the Market you trade cards two ways: sell to the system instantly for silver coins (price = card power × 1.5), or list for players at your chosen price and wait for a buyer. Buying transfers ownership to you and pays the seller. You cannot buy a card if you have reached the 10-card limit.
The farm is a calm income stream alongside mining and raiding, split into two halves: Barns (cows/sheep/chickens bought with diamonds, producing milk/wool/eggs) and Crop Farms (wheat/cotton/beet bought with gold, producing raw goods that the processing buildings turn into bread/cloth/cake). Everything refreshes every 12 real hours and is tracked in real time even while you are offline. In your 3D world the barns sit south of the city, the crop farms to the north (the opposite side), and the processing buildings (mill, oven, weaver) to the west — all outside the walls.
Your farm starts empty. Buy animals with diamonds 💎, and each animal produces one unit of its product every cycle (12 real hours).
| Animal | Purchase Price | Daily Production |
|---|---|---|
| 🐄 Cow | 500![]() |
1 milk / cycle |
| 🐑 Sheep | 300![]() |
1 wool / cycle |
| 🐔 Chicken | 100![]() |
1 egg / cycle |
💡 Production scales: 10 cows give you 10 milk every cycle (12h). The cycle is counted in real time and the partial remainder is preserved, so nothing is lost.
Crop farms are bought with gold and produce raw goods every 12 hours. Raw goods alone are cheap, but the processing buildings automatically turn them into more valuable finished goods sold for gold.
| Farm | Purchase Price | Raw / cycle |
|---|---|---|
| 🌾 Wheat Farm | 5,000 | 1 wheat |
| 🌿 Cotton Farm | 7,000 | 1 cotton |
| Beet Farm | 10,000 | 1 sugar |
Processing buildings are bought with diamonds 💎 (100 each) and stand to the west of your city in the 3D world.
| Building | Price |
|---|---|
| 🌬️ Mill | 100![]() |
| 🔥 Oven | 100![]() |
| Weaver | 100![]() |
⚙️ Crafting is automatic: whenever you own the required buildings and have the raw goods, they convert to the finished product. Each line (bread/cloth/cake) has an on/off switch on the farm page — turn off cake, for example, to save your wheat for bread.
Animal products (milk/wool/eggs) sell for diamonds 💎, while finished goods (bread/cloth/cake) sell for gold . These are the fixed sell prices in the Farm Market.
| Product | Source | Default Price |
|---|---|---|
| Milk | 🐄 Cows | 50![]() |
| Wool | 🐑 Sheep | 30![]() |
| Eggs | 🐔 Chickens | 10![]() |
| Product | Recipe | Sell Price |
|---|---|---|
| 🍞 Bread | 🌾 + 🌬️ + 🔥 | 50 |
| 👕 Cloth | 🌿 + + 🔥 | 70 |
| 🍰 Cake | 🍬 + 🌾 + 🔥 | 100 |
📌 You can also resell the animals themselves in the Farm Market; their default price equals the purchase cost (Cow 500, Sheep 300, Chicken 100 diamonds).
The Farm Market is the fifth market in Alex World, and it is day only: open from 6:00 AM to 7:00 PM. At night (7 PM — 6 AM) the Farm Market closes and the Black Market takes its place, so exactly 4 markets are ever visible at once even though there are 5 total.
Open by day: 6:00 AM — 7:00 PM. Closed at night.
Animal products, buildings, and animals trade in diamonds 💎; crop farms and finished goods trade in gold .
🛒 Open the Farm Market from the "Farm Market" tab inside the market page during the day, list your products or animals at your chosen price, or buy from other players' offers.
Like the treasure chest, other players can loot your farm products during the night raid hours. Each product has a different steal chance when a raid succeeds:
| Product | Steal Chance |
|---|---|
| Eggs | 3% |
| Wool | 2.5% |
| Milk | 2% |
⚡ Do not let products pile up unsold; stored goods are what can be stolen. Sell regularly during the day in the Farm Market to minimize night-raid losses.
After mining, converting, upgrading, and raiding comes trading. The market now splits Alex World into five clear lanes: daily resources, investable property, the Farm Market for its goods and animals, forgotten wasteland relics, and stolen goods with separate access rules.
Trade resources, building materials and currencies with other players at free prices.
Buy and sell properties — rooms, homes, hotels, villas, palaces and more.
A day-only market (6 AM — 7 PM) to trade farm products (milk, eggs, wool) and animals for diamonds.
Trade loot from Mirage Lake, Mystery Forest, Falcon Mountains, and Agarsia Desert at a reference price equal to double the local sell value.
Warning: The Black Market operates from 7 PM to 6 AM only. Seller is anonymous and goods are stolen.
| From | Formula | To |
|---|---|---|
1![]() |
1 Tap = 1 Stone | 1![]() |
10![]() |
10 Stone = 1 Brick | 1![]() |
10![]() |
10 Brick = 1 Wall | 1![]() |
10![]() |
10 Coin = 1 Gold | 1![]() |
1![]() |
1 Coin = 1 Door | 1![]() |
10![]() |
10 Coins = 1 Roof | 1![]() |
1 + 1![]() |
1 Tent + 1 Wall = 1 Cube | 1![]() |
4![]() |
4 Rooms = 1 Home | 1![]() |
4![]() |
4 Homes = 1 Hotel | 1![]() |
4![]() |
4 Hotels = 1 Villa | 1![]() |
4![]() |
4 Villas = 1 Palace | 1![]() |
4![]() |
4 Palaces = 1 City | 1![]() |
4![]() |
4 Cities = 1 Kingdom | 1![]() |
4![]() |
4 Kingdoms = 1 World | 1![]() |
10![]() |
10 Gold = 1 Diamond | 1![]() |
1![]() |
1 Diamond = 10 Gold | 10![]() |
1![]() |
1 Diamond = 1 Wall | 1![]() |
| Stage | Requirements | Result |
|---|---|---|
Tent |
3![]() |
Tent |
Cube |
4 guide_or 1 + 1![]() |
Cube |
Room |
1 + 1 + 1![]() |
Room |
Home |
200 guide_or 4![]() |
Home |
Hotel |
800 guide_or 4![]() |
Hotel |
Villa |
3000 guide_or 4![]() |
Villa |
Palace |
12000 guide_or 4![]() |
Palace |
City |
50000 guide_or 4![]() |
City |
Kingdom |
200000 guide_or 4![]() |
Kingdom |
World |
4![]() |
World |
Workers are based on your highest building tier. Each extra building of the same type or any other type (except Rooms) adds +1 worker, up to 2,000 active workers. Rooms give 0 workers.
| Building (Highest Tier) | Base Capacity | Bonus per Extra Building |
|---|---|---|
Room |
0 | 0 |
Home |
3 | +1 |
Hotel |
6 | +1 |
Villa |
15 | +1 |
Palace |
50 | +1 |
City |
150 | +1 |
Kingdom |
400 | +1 |
World |
1,000 | +1 |
📐 Formula: Active workers = the smaller of 2,000 or (Highest Tier base + all extra buildings)
1 World + 3 Kingdoms + 2 Cities = 1,005 active workers.
If theoretical capacity is 20,000, only 2,000 are active. Properties remain owned, but mining speed no longer increases.
In Alex World, empires are not built by peace alone. The Tactical Center lets you recruit soldiers, launch night raids, and defend your wealth.
Three soldier types, each with a different role:
| Type | Role | Cost |
|---|---|---|
| 🛡️ Guards | Defend the castle walls | 10 Coins |
| ⚔️ Raiders | Attack enemy empires | 15 Coins |
| 👁️ Scouts | Reveal traps and gather intel | 50 Coins |
💡 Maximum recruitment per batch: 500 soldiers.
Raids are available only during night phase (7 PM — 6 AM). Send raiders to steal exposed enemy resources.
Search for a target in the Attack panel
Send scouts to gather intel
Launch the raid with raiders
Collect spoils — watch out for traps!
⚠️ Exposed coins (exceeding vault capacity) are what can be stolen.
Castle level determines how many soldiers you can hold:
| Castle Level | Max Garrison | Safe Vault |
|---|---|---|
| 🏰 Lvl 1 | 20 | 500 C |
| 🏰 Lvl 2 | 60 | 3,000 C |
| 🏰 Lvl 3 | 150 | 15,000 C |
| 🏰 Lvl 4 | 400 | 60,000 C |
| 🏰 Lvl 5 | 1,000 | 250,000 C |
📌 Upgrades require bricks. Higher levels cost more.
Defense protects your wealth from enemy raids. Four upgradeable defense layers and three night strategies.
| Layer | Function | Max Level |
|---|---|---|
| 🏰 Castle | Protects resources, sets garrison & vault size | 5 |
| Wall | Blocks initial breach by attackers | 5 |
| 🚪 Gate | Bottleneck — slows down attackers | 5 |
| 🕳️ Traps | Guaranteed casualties to attackers | 5 |
| Layer | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 |
|---|---|---|---|---|
| 🏰 Castle | 15,000 | 50,000 | 150,000 | 400,000 |
| Wall | 5,000 | 20,000 | 60,000 | 180,000 |
| 🚪 Gate | 3,000 | 12,000 | 40,000 | 120,000 |
| 🕳️ Traps | 2,000 | 8,000 | 25,000 | 75,000 |
🔧 Defense integrity drops after each attack. Enable auto-repair from Strategy.
Choose your stance that determines how resources are allocated at night:
| Stance | Economy | Defense | Raids |
|---|---|---|---|
| ⚖️ Balanced | 40% | 30% | 30% |
| 🐢 Turtle (Defensive) | 20% | 60% | 20% |
| 🔥 Aggressive | 20% | 20% | 60% |