πŸ“š Rules reference

The rules

Everything the game engine does, written down: winning, turns, funds, capturing, movement, combat, supply, transports, commander powers and fog of war. Numbers on this page are generated from the game’s own rule tables. New here? Start with how to play.

Winning and losing

A player is knocked out when:

  • an enemy foot soldier captures their HQ, or
  • they have no units left (units riding in a transport count), for example after a battle or when their last aircraft runs out of fuel.
  • In online play, a player who resigns, runs out of time or abandons the match is also out.
  • In daily games, once a player’s time for a move runs out, their opponent can claim the win.

A knocked-out player’s units are removed and their properties become neutral. When only one player (or one team) is left, it wins. Campaign missions add their own objectives, such as holding ground or capturing by a deadline.

Turns and days

Players take turns in order. When the last player ends their turn a new day starts. On your turn each unit may move once and then take one action: wait, attack, capture, load into a transport, unload cargo or supply (APC). New units are built with their turn already used. Your turn begins with upkeep, in this order:

  1. A running commander power ends.
  2. Income: every property you own pays out.
  3. Fuel: aircraft and ships burn their daily fuel (from day 2).
  4. Repair and resupply on your own properties (paid; see below).
  5. APCs resupply the friendly units next to them.
  6. Aircraft and ships at 0 fuel are destroyed; if that leaves you with no units, you are out.

Funds, properties and production

Every property you own pays 1,000 funds at the start of your turn (the default; skirmish setup can change it). Production buildings build a unit of their kind if you own them and nothing is standing on them.

PropertyDefenseBuildsRepairs and resupplies
Cityβ˜…β˜…β˜…β€“ground units
Factoryβ˜…β˜…β˜…Ground unitsground units
HQβ˜…β˜…β˜…β˜…β€“ground units
Airportβ˜…β˜…β˜…Air unitsaircraft
Portβ˜…β˜…β˜…Naval unitsships

Capturing

Only Infantry and Mech can capture. A soldier standing on a neutral or enemy property uses its action to capture: the property loses capture points equal to the soldier’s HP (1–10), out of 20. At 0 it changes hands and its points reset. If the capturer leaves the tile or is destroyed, the property’s points reset too. Capturing an enemy HQ knocks that player out.

Movement

A unit can spend up to its movement points each turn, but never more than the fuel it has left: every point costs 1 fuel. Each terrain has a cost per move type (table below). Friendly units can be passed through but not stopped on (except to board a transport with room); enemy units block all movement. There is never more than one unit on a tile.

  • Foot: Infantry
  • Boots: Mech
  • Treads: APC, Anti-Air, Tank, Heavy Tank and Artillery
  • Tires: Recon, Rockets and Missiles
  • Air: Transport Copter, Attack Copter, Fighter and Bomber
  • Sea: Gunboat, Cruiser and Battleship
  • Lander: Lander

Terrain table

Movement cost per move type (βœ• = can’t enter) and defense stars. Rivers are not navigable; landers can beach on shoals; only aircraft cross everything.

TerrainDefenseFootBootsTreadsTiresAirSeaLander
Plains111121βœ•βœ•
Road011111βœ•βœ•
Bridge011111βœ•βœ•
Forest211231βœ•βœ•
Mountain421βœ•βœ•1βœ•βœ•
River021βœ•βœ•1βœ•βœ•
Sea0βœ•βœ•βœ•βœ•111
Shoal011111βœ•1
Reef1βœ•βœ•βœ•βœ•122
City311111βœ•βœ•
Factory311111βœ•βœ•
HQ411111βœ•βœ•
Airport311111βœ•βœ•
Port31111111

Combat and damage

HP runs from 1 to 10. When a unit attacks it fires the usable weapon that does the most base damage to that target. Base damage is the percentage of a full-health target that a full-health attacker removes on open ground. The damage of one hit is:

damage = (base Γ— attack% + luck) Γ— attacker HP Γ· 10 Γ— (100 βˆ’ defense stars Γ— defender HP) Γ· 100 Γ· defense%

  • Health matters: a unit at 5 HP deals half damage.
  • Terrain: each defense star removes 1% of the damage per HP the defender has (10% at full health). Aircraft ignore terrain defense.
  • Attack% and defense% start at 100% and are changed only by commanders.
  • Counterattack: if the defender survives, isn’t an indirect-fire unit and has a weapon that can hit the attacker at that distance, it fires back immediately with its reduced HP.
  • Indirect fire: Artillery, Rockets, Missiles and Battleship have a minimum range of 2 or more. They can’t fire after moving, never counterattack, and targets can’t fire back at them.
  • Ammo: a primary weapon with limited ammo can’t fire when empty; the unit falls back to its machine gun if it has one.

Luck

With luck on (the default), each hit adds a random 0 to 9 points to the base damage before the other modifiers. With luck off, it adds nothing, except for a commander whose kit changes the luck range: they get the middle of their range, relative to the normal one.

Damage chart

Base damage (%) of the attacker (rows) against the defender (columns), both at full health on open ground, with the attacker’s best weapon and no luck. A dash means it can’t attack that unit at all.

Attacker ↓ / Defender β†’InfantryMechReconAPCAnti-AirTankHeavy TankArtilleryRocketsMissilesTransport CopterAttack CopterFighterBomberLanderGunboatCruiserBattleship
Infantry55551414145114141477––––––
Mech6565858585552585858599––––––
Recon7070404040614040401212––––––
APC––––––––––––––––––
Anti-Air10510550505025105050501201207070––––
Tank757585858555208585851010––101033
Heavy Tank10510510510510585551051051051212––35351515
Artillery90908080807045808080––––55554040
Rockets95959090908055909090––––60605050
Missiles––––––––––120120100100––––
Transport Copter––––––––––––––––––
Attack Copter757565653055256565656565––25251010
Fighter––––––––––10010055100––––
Bomber11011010510510510595105105105––––95957575
Lander––––––––––––––––––
Gunboat60604545452010454545––––55552525
Cruiser––––––––––115115606040402525
Battleship95959090908555909090––––95955050

Repair, fuel and ammo

A unit that starts your turn on your own property that serves its kind (city, factory or HQ for ground units, airport for aircraft, port for ships) repairs up to 2 HP, paying 10% of its cost per HP from your funds (only what you can afford), and is refuelled and rearmed for free. An APC refuels and rearms (but never repairs) friendly units next to it, with its supply action and automatically at the start of your turn.

Ground units only burn fuel by moving. Transport Copter, Attack Copter, Fighter, Bomber, Lander, Gunboat, Cruiser and Battleship also burn fuel every day and are lost at 0, so plan the trip home. Units riding in a transport don’t burn fuel and aren’t repaired.

UnitFuelPer dayAmmo
Infantry99β€“βˆž
Mech70–3
Recon80β€“βˆž
APC70β€“βˆž
Anti-Air60–6
Tank70–9
Heavy Tank50–8
Artillery50–9
Rockets50–6
Missiles50–6
Transport Copter992∞
Attack Copter9926
Fighter9959
Bomber9959
Lander991∞
Gunboat9916
Cruiser9919
Battleship9919

Transports

TransportCarriesUnloads
APC1 Γ— Infantry and Mechanywhere
Transport Copter1 Γ— Infantry and Mechanywhere
Lander2 Γ— any ground unitonly from shoal and port
  • To board, move a unit onto a friendly transport with room; it has used its turn. The transport can still move if it hasn’t acted.
  • To unload, move the transport and drop cargo on empty neighbouring tiles the cargo can stand on. Dropped units can’t act until your next turn.
  • Transports can’t attack. If a transport is destroyed, everything inside is lost with it.

Commander powers

A commander gives passive bonuses (and drawbacks) that are always on, plus a power meter. Combat charges it: the attacking side gains 50% and the damaged side 100% of the funds value of the damage (the unit’s cost Γ— HP lost). One star is 5,000 funds of value. A full meter unlocks the Power; a fuller one the Super Power. Powers can include stat boosts, extra movement, instant repairs or instant damage to every enemy (which never destroys a unit), and last until your next turn begins. A running power doesn’t charge the meter.

Fog of war

Fog of war is a house rule you can switch on in skirmish and in online rooms (daily games included). With fog on, you only see enemy units on tiles your own units can see:

  • Each unit sees a number of tiles around it (its vision, on every unit page; the Recon and Missiles see furthest). Your own properties always show what stands on them.
  • Infantry and Mech on a mountain see 3 tiles further.
  • Ground units in a forest and boats on a reef are hidden unless one of your units is right next to them. Aircraft can’t hide.
  • Terrain and who owns each property are always visible; only units are hidden.
  • Ambush: a move that runs into a hidden enemy stops on the last free tile before it, and that unit’s turn is over.
  • Enemy funds stay secret, and a transport only shows how many units it carries.

The CPU plays by the same rules: it only sees what its own units see. Fog games are unrated.

Weather (campaign missions)

Skirmish, online and rated games always play in clear weather; rain and snow on the board there are just for looks. Some campaign missions turn on weather rules:

  • Rain: mud on plains costs +1 movement for treads and tires (+1 more for the Heavy Tank), and indirect fire deals 20% less damage.
  • Snow: plains, forest and mountain cost +1 for every ground unit (roads, bridges and buildings are cleared), and aircraft move 1 less.

Game options

Skirmish setup lets you choose the map, who plays each army (you, a friend on the same screen, or the CPU on Easy, Normal or Hard), commanders and house rules: luck on or off, starting funds, income per property, whether properties repair units and fog of war. Defaults: luck on, 1,000 income per property, repairs on, fog off, ammo and fuel on.

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