Know the goal
Each army starts with an HQ, a few properties and, on some maps, a few units. You win when every other army is out of the game. There are two ways to knock an army out:
Take your turn
Players take turns; once everyone has moved, a new day begins. On your turn every unit can move once and then act once: attack, capture, board a transport, unload, resupply its neighbours or just wait. Units you build are ready on your next turn. When you are done, end your turn.
At the start of each of your turns, in this order:
- You collect income from every property you own.
- Aircraft and ships burn their daily fuel (not on day 1).
- Units on your own properties are repaired, refuelled and rearmed.
- APCs refill the units next to them.
- Aircraft and ships with an empty tank crash or sink.
Move across the terrain
Select a unit to see the tiles it can reach. Each tile costs movement points depending on the terrain and the unit’s move type: tanks crawl through forests (2 points), trucks on tires hate open fields (2 points on plains), and only foot soldiers climb mountains. Aircraft fly over everything for 1 point a tile.
- You can move through your own units but not stop on them (except to board a transport).
- Enemy units block the way, for every unit, even aircraft.
- Only one unit per tile, and every point of movement burns 1 fuel.
- With fog of war on, you only see the enemies your units can see, and running into a hidden one ends your move on the spot.
Terrain also protects: a unit gets defense stars from the tile it stands on, from none on roads to 2 in forests, 3 in cities and 4 on mountains and HQs. Aircraft never get terrain defense. Full terrain table →
Attack and trade well
Select a unit: crosshairs mark every enemy it can hit this turn. Click one (or press A) and your unit picks the best tile to attack from; click again to fire. The damage depends on the two units (a tank’s cannon wrecks a recon, but barely scratches a heavy tank), the attacker’s health, the defender’s terrain and a little luck. If the defender survives and can hit back at that range, it counterattacks right away, weakened by the damage it just took. The attack preview shows the damage range, the counterattack, and why an enemy won’t hit back when it can’t.

Indirect fire. Artillery, Rockets, Missiles and the Battleship shoot from 2 or more tiles away and never take a counterattack, but they can’t move and fire in the same turn and they don’t fire back when attacked.
Every unit has a job and a nemesis. Look up who beats whom on the unit pages or in the damage chart.
Capture properties
Move an Infantry or Mech onto a neutral or enemy property and choose capture. Every property needs 20 points, and each capture action adds the soldier’s current HP (up to 10). A full-health soldier needs 2 turns; a hurt one takes longer. If the soldier moves away or is destroyed, the progress is lost.
Capturing the enemy HQ knocks that army out of the game.
Earn funds and build units
Each property you own pays 1,000 funds at the start of your turn (skirmish setup can change this). Spend it on new units at your own, empty production buildings:
- Factory: ground units, from the 1,000-fund Infantry upward.
- Airport: copters and planes.
- Port: boats and ships.
More properties means more money means a bigger army, so send soldiers to capture early.
Use your commander’s power
Every army can have a commander. Their passive bonuses are always on, and their power meter fills as your units deal and take damage. Fire the Power when it is full, or keep charging for the Super Power. Powers last until your next turn starts.
Winning and losing
An army is out when its HQ is captured or its last unit is destroyed. Its remaining units leave the board and its properties turn neutral. The last army standing wins. In online games, resigning or running out of time also ends your game. Campaign missions have their own goals, shown at the start of each mission.
Your first game
- Start with the Bootcamp Bay campaign: its first missions teach moving, capturing and building one idea at a time.
- In skirmish, pick a small 2-player map and the Easy CPU.
- Try a few puzzles in Challenges: each one is a single clever move or turn, with hints if you get stuck.
- Build infantry early and capture the cities near you: income wins long games.
- Park units on forests, cities and mountains, and keep artillery behind your front line.
- Before you attack, check the preview: it shows the damage range and the counterattack.
Questions
How do I win a game of Tiny Tactics?
Capture the enemy HQ with an Infantry or Mech, or destroy all of their units. In online games a player who resigns or runs out of time is also out.
Which units can capture?
Only foot soldiers: Infantry and Mech. Each capture action adds the soldier’s current HP (1 to 10) to the capture; a property flips at 20 points.
How much money do I get?
By default each property you own pays 1,000 funds at the start of your turn. Skirmish setup lets you change the income and the starting funds.
Can a unit move and attack in the same turn?
Yes, for direct-fire units: move next to the target, then attack. Indirect-fire units (Artillery, Rockets, Missiles, Battleship) must stay put to fire.
What happens when a unit runs out of fuel?
Ground units simply can’t move any further. Aircraft and ships also burn fuel every day and are lost when they hit 0, so bring them home to an airport or port, or next to an APC.
How do units heal?
A unit that starts your turn on one of your own properties that serves it (cities, factories and HQs for ground units, airports for aircraft, ports for ships) repairs 2 HP for 10% of its cost per HP, and refuels and rearms for free.
What is fog of war?
An optional house rule for skirmish and online games: you only see enemy units your own units can see. Forests and reefs hide units, and running into a hidden enemy stops your move short (an ambush).
Is there luck in combat?
A little: with luck on, each hit adds a random 0 to 9 points to the base damage. Games can also be played with luck off.
