Yes, Your Grace by Brave At Night, published by No More Robots, is a kingdom-management RPG about King Eryk of Davern. This guide covers the original base game, where each week brings petitioners to the throne room, limited resources to spend, agents to assign, family needs to weigh, and long-term battle preparation to manage.
Content note: Yes, Your Grace carries teen-oriented descriptors for drug references, fantasy violence, and sexual content. This guide stays focused on management decisions and avoids graphic discussion.
This is a spoiler-light beginner guide. It avoids exact week-by-week answers, ending requirements, achievement routes, and full battle math so you can learn the rhythm without being handed the entire kingdom ledger.
Essential Tips
1. Treat Every Week Like a Budget
Your reign is measured in repeated decisions, not one dramatic choice. Before spending, look at current gold, supplies, army strength, contentment, and any agent tasks already in motion. A small gift can be right, but only if it does not empty the treasury before a bigger obligation.
2. Understand the Four Resources Early
Gold handles payments, salaries, purchases, and many petitioner requests. Supplies feed soldiers, help villagers, and can be traded. Army strength matters when conflict arrives. Contentment raises weekly income when subjects are happier, so it is not just a mood meter.
3. Do Not Spend on Autopilot
The game repeatedly warns that not everyone who enters the throne room is acting in Davern’s interest. Listen to the wording of each request, note whether the need sounds urgent or suspicious, and compare it with what else is happening that week.
4. Value Contentment Before It Collapses
Contentment affects weekly tax income, and community-tested economy notes line up with the in-game pattern that every few contentment points can mean another gold or supply each week until the cap. Helping people can be practical when it protects future income.
5. Look for Early Weekly Returns
Some early requests are not just charity. A business or village improvement can come back later as a weekly benefit. If a choice spends a modest amount now and improves future income, it can be stronger than hoarding every coin.
6. Keep Supplies Separate From Gold
Gold and supplies often look interchangeable because both solve problems, but they are not the same reserve. Supplies can feed soldiers and answer food-related needs. If you spend them like spare money, you may discover too late that the army or villagers needed them.
7. Assign Agents With a Calendar in Mind
Generals, Witches, and Hunters are powerful because they solve problems without always spending gold or supplies. The tradeoff is time: an agent sent away cannot also answer a different problem. Before assigning one, check whether another known threat needs that role soon.
8. Use the Map to Build Momentum
Map tasks can reveal rewards, problems, or follow-up choices. Send agents where the job matches their function, then remember that each investigation may change later petitions. Treat the map as part of your weekly economy, not a side screen.
9. Track Lords and Kings Separately
Petitioners keep the kingdom running, but nobles and rulers can affect alliances and battle preparation. Do not let small throne-room requests consume every reserve if a bigger political demand is clearly approaching.
10. Balance Family Needs With State Needs
Your family is not decoration. The store descriptions put family choices beside petitioner aid and battle preparation, which is a useful way to play: family decisions are part of the campaign plan, not optional flavor text to click through.
11. Avoid Perfect-Route Thinking on a First Run
Yes, Your Grace is built around pressure. You will refuse people, miss comfortable outcomes, and feel short on resources. A beginner run is cleaner if you learn priorities: protect income, keep agents useful, prepare for battle, and avoid panic spending.
12. Keep Platform Scope Modest
This guide covers the original game on PC and Nintendo Switch. Storefront features differ: Steam has achievements, GOG emphasizes DRM-free offline play, and Switch lists TV, tabletop, handheld, and Save Data Cloud support.
Resource Priorities
The most useful beginner habit is to separate immediate relief from future stability. Giving 5 gold or 5 supplies can be worth it when it raises contentment or creates later income. The same spend can be reckless if your army, agent salaries, or an obvious political demand is waiting.
| Resource | Beginner Use | Watch For |
|---|---|---|
| Gold | Payments, salaries, purchases, aid | Running too low before major requests |
| Supplies | Food reserve, trade, soldier support | Spending food reserves like spare cash |
| Army | Conflict preparation | Ignoring buildup until danger arrives |
| Contentment | Weekly income pressure | Letting refusals drag taxes down |
| Agents | Problems, investigations, map tasks | Sending every helper away too early |
Contentment deserves special attention because it changes the weekly baseline. You do not need to memorize every number, but you should notice the pattern: happier subjects usually mean better weekly gold and supplies, while repeated refusals can make every later week tighter.
Early permanent or repeated benefits are also worth considering. If a modest investment can improve weekly income, that can pay back across the campaign. The trick is restraint: invest where the benefit is clear enough, but keep enough reserves to answer urgent family, army, or alliance needs.
Petitioners and Agents
Petitioners are the heart of the turn structure. Some need money, some need supplies, some need investigation, and some may be hiding a twist. Read each request as if it has three costs: the visible resource cost, the contentment result, and the opportunity cost of what you cannot do afterward.
Agents change those costs. A General can investigate or respond to force-based problems, while other helper types cover different situations. If a task takes an agent for a week, ask whether the result is worth losing that agent for the rest of the current set of problems.
Use a simple decision order:
- Check whether a request affects battle preparation, alliances, or family.
- Check whether it changes weekly income or contentment.
- Check whether an agent can solve it more efficiently than spending resources.
- Check whether saying no creates a manageable loss or a long-term penalty.
- Decide only after comparing it with the other requests you can already see.
On Switch, remember that letters and archives may require right-stick scrolling. Missing text in a decision game can make a normal request look confusing, so slow down when a message seems incomplete.
Common Mistakes to Avoid
- Do not answer the first petitioner before checking your reserves - A cheap request can still block a better one later in the week.
- Do not ignore contentment because it feels abstract - Happier subjects can improve weekly gold and supplies.
- Do not spend all supplies as if they are extra gold - Soldiers and food-related problems can need those reserves.
- Do not send every agent away at once - A helper on assignment cannot solve the next urgent problem.
- Do not assume every sad story is equally important - Some requests are more useful, more urgent, or less trustworthy than others.
- Do not neglect early income opportunities - A small investment can become a weekly benefit.
- Do not treat family scenes as filler - Family choices sit beside state management in the campaign structure.
- Do not wait until battle pressure is obvious - Alliance and army preparation are long-term responsibilities.
- Do not chase a flawless first playthrough - Learn the pressure systems before trying exact routes.
Summary
| Category | Top Tip |
|---|---|
| Scope | Play this as the original base game, not Snowfall |
| Budget | Check all reserves before spending |
| Contentment | Protect it because it affects weekly income |
| Supplies | Keep them for food, soldiers, and trades |
| Agents | Assign them only when their time is worth it |
| Petitioners | Read for hidden costs and future consequences |
| Preparation | Build toward alliances and battle before panic hits |
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7 checked for this guideEvery factual claim in this guide was checked against at least two independent sources before publication. These are the references used for Yes, Your Grace.
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