
Public beta · Play now
FAT KING
More gold. More points. More risk.
Mine gold, hand it to your king and defend the crown. Rival teams want the same riches… and everyone’s compass points to the king carrying the most gold.
Public beta for 4–8 players in two teams of 2–4. Join through the game menu or use /fatking play. Automatic Quick Play does not include this beta, and matches award no server currency. Settings may change after your playtests.
Play with friends
Connect to Cookie Build, then enter the command in chat or choose the mode in the game menu.
- Java
- play.cookie-build.com
- Bedrock
- play.cookie-build.com · 19132
- Join
- /fatking play
Leave the queue or match with /leave. Join the same mode before the countdown starts.
One crown. A whole team.
01
Gather together
The beta has two teams of 2–4 players and needs at least 4 players to start. One king is chosen randomly from each team. Use /fatking crown to check your team and king.
02
Give gold to your king
Only gold earned during the match counts. Interact with your nearby king or use /fatking give to transfer your gold. The king’s gold earns points every second without being consumed.
03
Defend the crown
A heavier king scores faster but moves slower. A round lasts 15 minutes: the highest score wins. A living heir is designated in advance and takes over when the king dies. Your team keeps its points.
When should you stop filling the king’s pockets?
1 ingot earns 1 point per second; 16 earns 4; 64 earns 8. Each extra ingot adds less scoring power. Gold is capped at 64 ingots. Every carrier slows down, up to 40% for subjects and 55% for the king. Feeding the king reduces the weight of their gold without reducing points, so supply runs matter too.
1
ingots
1 pt/s
16
ingots
4 pt/s
64
ingots
8 pt/s
Riches attract hunters
Every player gets a compass to the king holding the most gold, including an allied king. Tied kings take turns as the target. When no king carries gold, it points to the map centre. It identifies the team and direction without showing enemy inventories.
Mines worth fighting over, again
Mined gold becomes dark unbreakable rock for 30 seconds. Sparks signal its return during the final 5 seconds. Mines are shared: holding a route, escorting a miner or setting an ambush matters as much as digging. Bases do not generate free gold.
The crown makes new demands
Keep the king fed
Each district has a food stall. Interact with its barrel to collect a ration, then hold it and interact with your king within 4 blocks. Carry up to 3 rations and collect one every 20 seconds across all stalls. A ration restores 40 satiety, which falls by 1 each second and offsets the weight of up to 16 ingots.
Answer royal whims
Every 2 minutes, a 90-second challenge opens: the king delivers 2 rations to the altar, their team defeats an enemy near them, or they hold the marked site with more players for 10 uninterrupted seconds. The first team to succeed earns a 90-second title and a 10% speed aura around its king.
Hold the sanctuary
Spend 1 ingot at the sanctuary table and remain in the zone without enemies for 12 seconds. While a teammate guards it, your team diverts 10% of the points produced by the leading rival king. An enemy interrupts that income; an empty zone becomes neutral. Decide who stays to defend.
Crown of the Depths
A 289 × 289-block world with separated bases, distinct districts and paths through woodland and hills. Four food stalls, four conquest sites, an altar and a sanctuary give you reasons to move between districts. Inspect the blocks in 3D or switch to the tiny map.

Real Minecraft world snapshot. Drag and zoom to inspect the buildings. The interactive view loads on request and needs WebGL. If it does not load, open the still image.
The map from above

Places to learn. Routes to choose.

The woodland village
Timber houses, market stalls and groves create narrow passages for escorts and escapes.

The ruined sanctuary
Open arches and broken walls shape each approach. Check your angles before crossing.

The great quarry
Stone terraces, a crane and mining structures form a landmark you can recognize from a distance.

The gardens and orangery
A glasshouse, walkways and vegetation provide another route around the central crown.
A setback, not the end
On death, all carried gold is lost: half drops as loot and the rest disappears. Kills award no bonus points. You respawn after 8 seconds with basic gear and brief protection that ends when you act. Disconnecting also loses your gold and passes on the crown; you can rejoin your team within 90 seconds with /fatking, without the lost wealth.
A full round lasts 15 minutes, with no early victory at 600 points. The highest score wins, with the king’s carried gold breaking a score tie. A tie on both criteria is a draw between those teams. These settings are the starting point for the beta.
Designed for Java and Bedrock
The game uses ordinary Minecraft blocks, a compass, messages and interactions. Play the beta together on Java and Bedrock and report any readability or control issues.
Talk it over with your next teammate
- Would you escort a very rich king or keep your team mobile?
- Hunt the leading king, feed your own or hold the sanctuary?
- Does a 30-second refill encourage enough movement?
- Does losing half the loot make a revenge attack worth trying?