Yes, Your Grace APK (FULL GAME)

1.0.991
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Developer
Noodlecake
Updated
Jun 14, 2026
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870 MB
Version
1.0.991
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7.0
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Description

Yes Your Grace places you in a throne room where each subject who steps forward is another drain on a treasury that never quite feels full. This post is written for new players who have just picked up the free version or recently unlocked the complete game and want to avoid making costly early mistakes. Below you will find a full breakdown of the petitioner system, resource management, lord alliances, the family storyline, and the hidden mechanics that most players only find by accident.

What Is Yes Your Grace and How Does It Play

Yes Your Grace is a kingdom management RPG developed by Brave at Night and published by No More Robots, with the mobile version handled by Noodlecake. The game runs on a turn-based weekly structure. Each week, petitioners arrive in the throne room of King Eryk, ruler of the fictional medieval kingdom of Davern. Players hear each request and choose to grant it, deny it, or pass it to one of their hired agents. Because resources are shared across every decision, no choice exists in a vacuum.

The game is free to start, with a one-time in-app purchase that unlocks the full story. There are no ads and no ongoing costs. The pixel art presentation keeps the tone intimate, and the writing ranges from darkly funny to emotionally heavy depending on which petitioners arrive that week.

The Petitioner System and Weekly Turn Structure

Each week in Yes Your Grace runs as a discrete turn. Several petitioners line up and present their problems one at a time. A farmer might need supplies after a bad harvest. A widow might ask for Gold to feed her children. A lord might demand a military favour before agreeing to send soldiers for the upcoming battle. Players respond to each one by choosing to help using available resources, sending an agent, or declining entirely.

The order in which you handle requests matters. Resources spent early in the week are gone for those who appear later. Therefore, reading which petitioners carry story weight and which are lower priority is a key skill. The game does not always make this obvious on a first run.

The Kingdom of Davern: Setting and Story Premise

The story of Yes Your Grace follows King Eryk in the kingdom of Davern, a fictional world built around Slavic folklore. Monsters roam the roads outside the castle walls. Arcane practitioners operate in the background. Villagers face threats that range from mundane to supernatural. The tone is grounded rather than epic. Eryk is not a warrior king. He is a father and administrator trying to hold things together before a war arrives that his kingdom may not survive.

The pixel art style gives Davern a warm, hand-crafted look that contrasts with the stress of its decision loops. Characters who visit the throne room have distinct personalities. Some are comic. Others carry grief or desperation. The writing gives the world weight without relying on lengthy cutscenes.

What Makes Yes Your Grace Different from Similar Mobile Titles

Yes Your Grace sits in a genre alongside Reigns and Frostpunk Mobile, but its approach differs in one important way. Reigns, available on Android and iOS, reduces ruler decisions to binary card swipes with no visible resource bar. Yes Your Grace shows you exactly what each decision costs and lets you negotiate or redirect instead of simply accepting or refusing. Frostpunk Mobile is a survival city-builder with real-time pressure. Yes Your Grace is slower and more narrative-driven.

The family storyline also sets it apart. Reigns treats the ruler as a largely faceless character. Yes Your Grace builds King Eryk as a specific person with daughters, a wife, and personal regrets. Those relationships affect story outcomes in ways that pure resource management titles do not attempt.

How Gameplay Mechanics and Controls Work

The core loop of Yes Your Grace happens in the throne room. Each session begins with Eryk seated on his throne as subjects queue to speak. Players tap on each petitioner to hear their request. A response menu appears with available options. Choosing to grant a request spends Gold or Supplies from the kingdom treasury. Choosing to deny a request costs nothing immediately but can reduce Contentment over time.

Controls are simple and work well on mobile screens. Tap to interact, tap again to confirm decisions. There is no action input or timing mechanic. The game is entirely choice-driven, which makes it suitable for short play sessions without demanding sustained attention.

Making Decisions in the Throne Room Each Turn

When a petitioner speaks, players typically see two or three response options. One might grant the full request at high cost. Another might offer partial help at reduced cost. A third might involve sending a General, Witch, or Hunter. Refusing entirely is always an option. However, repeated refusals push Contentment downward, which reduces the weekly tax income that funds future decisions.

Because Contentment feeds the Gold and Supplies you receive each week, there is a long-term cost to being overly conservative. Conversely, spending everything on generosity leaves nothing for emergencies and the military demands that grow as the story progresses. The game asks you to find a balance rather than optimise for a single value.

Managing Gold, Supplies, Army, and Contentment

Yes Your Grace tracks four primary resources: Gold, Supplies, Army, and Contentment. Gold pays for services, hired agents, and specific petitioner needs. Supplies feed soldiers and can be gifted to petitioners. Army strength grows through lord alliances and soldier recruitment. Contentment rises when you help subjects and falls when you deny them repeatedly.

The relationship between Contentment and tax income is the most important mechanic in the game. Every two to three points of Contentment adds one unit of Gold and one unit of Supplies to your weekly tax income. Keeping Contentment above a moderate level is therefore not just a moral decision. It is an economic one with measurable weekly returns.

What Happens When You Accept or Deny a Request

Accepting a petitioner request spends the relevant resources and typically improves Contentment or advances a story thread. Some acceptances also create new opportunities. Helping a merchant open an Inn, for example, generates a regular weekly Gold income for the rest of the game. That single decision early on pays back its cost many times over.

Denying a request has immediate and delayed consequences. Contentment drops slightly. However, some denied petitioners return later with worsened problems. Others carry silent story flags that affect the ending without announcing themselves as important. New players frequently deny low-cost requests to save resources and later realise those decisions closed off positive outcomes.

How the Lord Alliance System Works in Yes Your Grace

Before the final battle in Yes Your Grace, King Eryk must secure military support from several lords. Each lord controls a number of soldiers. Reaching the war without enough allied troops makes the final confrontation nearly impossible to survive. However, lords do not give their armies freely. Each one arrives in the throne room with a personal demand.

Some demands are reasonable. A lord might want Gold, supplies, or a specific petitioner request fulfilled on his behalf. Other lords ask Eryk to do morally questionable things to cement the alliance. Players must decide whether the army strength gained is worth the story cost of complying.

Why Lords Require Specific Favours Before Joining You

The lord system in Yes Your Grace treats alliance-building as a negotiation rather than a simple transaction. Each lord has a personality. Some are direct and honour-bound. Others are manipulative and use the alliance offer as leverage. Reading each lord correctly helps players decide when to comply and when to refuse and seek support elsewhere.

Because lords arrive on a schedule tied to the weekly turn count, players cannot delay dealing with them indefinitely. Missing the window to satisfy a lord often means losing their soldier contribution permanently. Tracking which lords are approaching and preparing the required resources in advance is therefore an important mid-game skill.

How Dirty Deeds Affect Your Kingdom and Story

Some lords ask Eryk to perform actions that damage his reputation or harm other characters in the kingdom. Complying gains soldiers but moves the story toward a darker outcome. Refusing protects Eryk’s standing but leaves him with fewer troops. The game does not tell players which choice leads to which ending. Instead, it tracks these decisions silently and reflects them in how the final chapters resolve.

Players who maximise alliance compliance often find the late game more mechanically straightforward but emotionally colder. Players who refuse dirty deeds tend to face harder resource constraints but arrive at the final battle with cleaner story outcomes. Neither path is the correct one, which is a deliberate design choice by Brave at Night.

Using Alliances to Strengthen Your Army Before Battle

Allies provide soldiers and occasionally Gold or Supplies as part of their arrangement. When you secure a lord alliance, their soldiers add directly to your Army strength. A higher Army value going into the final battle gives you more options. However, allied lords also sometimes consume Supplies to maintain their troops while they are in your service.

The most effective approach is to secure alliances early, even at significant resource cost, because the weekly Supply drain from allied soldiers is smaller than the cost of entering the final confrontation understaffed. Players who reach the war with three or more reliable allied lords have a noticeably easier time.

Hiring Generals, Witches, and Hunters in Yes Your Grace

Beyond the four core resources, Yes Your Grace gives players three types of hired agents: Generals, Witches, and Hunters. Each handles a different category of problem. Hiring them costs Gold upfront and occasionally requires ongoing salary. However, having the right agent available at the right moment prevents resource drain that would otherwise come from granting expensive petitioner requests directly.

Agents are not infinitely available. They can be sent on specific missions and may not return immediately. Planning which agent to send and when is a mid-game priority that new players often neglect until they run into a petitioner problem with no good response available.

What Each Agent Type Does and When to Hire Them

Generals handle military tasks. They can be sent to defend against monster attacks, assist with lord negotiations, or address security problems in the kingdom. Witches handle supernatural and arcane petitions, particularly those tied to the Slavic folklore elements of Davern’s world. Hunters deal with monster problems that occur outside the castle.

The game introduces agents gradually. Generals become available early, which is important because they are the most broadly useful. Witches and Hunters become relevant as the story moves into later weeks and the nature of petitioner problems shifts from resource disputes to more unusual threats.

Why Sending Generals Away Saves Resources

Generals stationed in the castle consume Gold and Supplies as salary each week. However, Generals sent out on active missions do not require upkeep while they are away. This means that dispatching a General to handle a petitioner problem or a border issue simultaneously resolves that problem and removes their maintenance cost for that week.

New players tend to keep Generals in the castle as a precaution. In practice, having two or three Generals deployed simultaneously actually costs less per week than keeping them idle. The exception is emergencies. Keep at least one General available at the castle is wise in case an unexpected crisis requires immediate response.

How Hunters and Witches Handle Petitions Generals Cannot

Some petitioners arrive with problems that Gold and Supplies alone cannot fix. A village plagued by a monster requires a Hunter. A family dealing with a curse or arcane affliction requires a Witch. Sending the wrong agent, or sending no agent at all, typically results in a failed resolution and a Contentment drop.

Because Witches and Hunters are available in limited numbers and can only be hired at specific story moments, players should recruit them as soon as the option appears. Missing the recruitment window for a Witch, for example, can leave players without recourse when supernatural petitions arrive in later weeks.

Narrative Choices, Family Storylines, and Endings

Yes Your Grace runs two parallel story threads simultaneously. The first is the kingdom-level thread: managing resources, securing alliances, and preparing for war. The second is the family thread: supporting King Eryk’s wife Aurelea and his daughters through their personal struggles. Both threads feed into the ending, but the family thread is quieter. It does not announce its importance the way resource crises do.

Most players on a first run become absorbed in the resource management loop and treat family petitions as low-priority interruptions. This is the most common mistake new players make, and its consequences only become visible in the final act.

How King Eryk’s Family Runs as a Separate Story Thread

Aurelea and the royal daughters visit the throne room at regular intervals with personal requests. These are not resource problems. They are relationship decisions. Eryk can choose to listen carefully, offer partial support, or brush the matter aside in favour of more pressing petitioner needs. Each response is recorded.

The daughters each carry their own storyline. Lorsulia’s situation, which involves a past marriage arrangement gone wrong, is the most consequential. However, the younger daughters also have story paths that close or open based on whether players engage with their requests when they arise.

Which Family Decisions Have Late-Game Consequences

Players who consistently deprioritise family interactions find that certain late-game story options are simply not available. The game does not warn you when this happens. A cutscene or decision moment will arrive in the final weeks and the option that would have reflected a close family relationship simply will not appear if those earlier interactions were skipped.

Additionally, some family decisions affect the disposition of specific lords. A lord whose opinion of Eryk’s family matters to them will respond differently based on whether Eryk has been visibly attentive to his household. This connects the family thread to the alliance system in a way that is not immediately obvious.

How Your Choices Across the Game Shape the Ending

Yes Your Grace has multiple endings tied to the accumulation of decisions made throughout the game. No single choice determines the ending. Instead, the final outcome reflects patterns: how often you helped versus refused, which lords you allied with, whether you engaged with family storylines, and how you handled the dirty deeds that some lords required.

Players who want to see different endings will find that replaying with a different resource philosophy, a focus on family decisions, or a refusal to comply with lord demands produces meaningfully different final chapters. The replayability is genuine rather than cosmetic.

Hidden Mechanics Most Players in Yes Your Grace Miss

Several mechanics in Yes Your Grace are not explained clearly in the early turns. The game assumes players will discover them through experience. However, on a first run with limited resources, missing these systems can make the mid-game feel punishingly difficult when it does not need to be.

Understanding these three mechanics in particular makes a significant practical difference to how smoothly the game runs from week five onward.

How Contentment Directly Changes Your Weekly Tax Income

The game mentions that Contentment affects tax income but does not show the formula. In practice, every two to three points of Contentment produces one additional Gold and one additional Supply per week. At low Contentment, players receive a minimal base tax. At high Contentment, the weekly income becomes substantially larger.

Therefore, spending Gold or Supplies to help petitioners in early weeks is often an investment rather than a cost. The improved Contentment generates better weekly income that offsets the initial spend within three to four turns. Players who refuse many early requests to conserve resources paradoxically end up with less total Gold over the course of the game.

The Dust Trading Event With Lord Etton

At a specific point in the story, King Eryk encounters Lord Etton. Choosing to accompany him unlocks a trading opportunity: players can purchase bags of dust for seven Gold each. Lord Etton then buys each bag back for eleven Gold. The four-Gold profit per bag accumulates quickly if players stockpile dust whenever it appears.

This event is time-limited and tied to a specific story beat. Players who miss or ignore Lord Etton’s appearance cannot return to it later. For players who are struggling with Gold income in the middle game, this event provides a meaningful injection of funds without relying on luck.

When to Invest in the Inn and Tavern for Weekly Gold

Early in the game, certain petitioners propose business investments. The Inn and the Tavern are the two most important. Funding the Inn generates approximately one Gold per week. Funding the Tavern can generate up to three Gold per week with successful negotiation. Both investments pay back their initial cost within five to six weeks.

The Tavern keeper specifically will offer a lower return than the maximum. Players who negotiate firmly receive a higher weekly rate. Because these investments compound over the remaining weeks of the game, establishing both early creates a meaningful passive income stream that reduces pressure on the main treasury.

Best Yes Your Grace Tips and Tricks for Beginners

How to Prioritise Supplies Over Army Manpower in Early Weeks

Yes Your Grace tracks Army strength as a resource, but reducing it in early weeks is less damaging than losing Supplies. Army power diminishes slowly when neglected, whereas Supplies directly affect your ability to respond to petitioners, feed soldiers during late-game weeks, and fulfil lord requirements. Prioritising Supply retention over Army upkeep in weeks one through five gives players more flexibility for the alliance negotiations that arrive in the mid-game.

This is counterintuitive because the final battle is a military challenge. However, a weaker Army at week six that still has Supplies can grow quickly through lord alliances. An Army that is strong early but has no Supplies to maintain it through the final push is much harder to recover from.

How to Use the Loan System Without Losing Gold Long-Term

Yes Your Grace allows King Eryk to take loans from certain characters. Loans provide immediate Gold but add a fee to the repayment amount. The key is timing. Taking a loan in an early week and using it to fund the Inn and Tavern investments produces weekly Gold that comfortably covers the repayment fee before the loan comes due. However, taking a loan to fund petitioner generosity without a return investment typically leaves players worse off after repayment.

New players often take loans reactively during a cash crisis rather than proactively to fund income-generating investments. The distinction matters significantly to long-term resource health.

Why Ignoring Family Petitions Early Costs You in the Final Act

As described in the narrative section, family decisions have late-game consequences that are invisible when the choices are made. New players should treat family petitions as at least equal in importance to standard petitioner requests. When Aurelea or one of the daughters appears in the throne room, engaging seriously with their request, even at some resource cost, preserves story options that are otherwise permanently closed.

The game does not flag which family moments are critical. Therefore, the safest approach on a first run is to engage with every family interaction fully. The resource cost of doing so is almost always manageable, and the narrative payoff in the final weeks is significant.

Frequently Asked Questions About Yes Your Grace

Is Yes Your Grace free on Android and iOS?

Yes Your Grace is free to download on both Android and iOS. The beginning of the game is available at no cost. A one-time in-app purchase unlocks the complete story. There are no ads and no subscription fees. The mobile version is published by Noodlecake and is the same game as the acclaimed PC and console release from Brave at Night.

How long does it take to finish Yes Your Grace?

Yes Your Grace takes approximately six hours to complete a single playthrough. The game runs across a set number of weeks, each representing a turn, and the story concludes after the final battle. Because of its multiple endings and branching narrative decisions, players who want to see different outcomes typically spend ten to twelve hours across two or three full runs.

Does Yes Your Grace have multiple endings?

Yes, Yes Your Grace has multiple endings shaped by the decisions players make throughout the game. No single choice determines the outcome. Instead, the ending reflects patterns across the entire playthrough, including which lord alliances were secured, how family storylines were handled, and whether players complied with morally difficult demands. Replaying with different priorities produces genuinely different final chapters.

Who Should Play Yes Your Grace

Yes Your Grace is best suited to players who enjoy story-driven games with real decision weight. The resource management loop is simple enough for complete newcomers, but the branching narrative and interconnected consequences give experienced strategy players plenty to engage with. Players who want a premium experience with no ads and no recurring purchases will also appreciate the clean, one-time payment model.

Having played through Yes Your Grace personally, I found that the game’s greatest strength is the way small decisions accumulate without announcing their importance. A throwaway choice in week three quietly shapes what options exist in the final battle. That design is rare, and it rewards careful, attentive play.

Yes Your Grace is a confident, well-crafted mobile game that earns its premium price through a genuinely complete story and a resource system that consistently demands real thought.

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