Goal
Two armies, North and South, face each other on a 25×20 map. You win by
destroying both enemy arsenals or eliminating every enemy fighting unit
(infantry, cavalry and cannons). Who starts is drawn at random.
Your turn
- Move up to 5 different units, each once, by dragging them (on a touch screen, tap the unit, then its destination). A unit travels up to its
movement in any of the 8 directions; it can't end on a mountain or an occupied square.
- Attack once by dragging one of your connected combat units onto an enemy within its range (or tapping it, then the enemy). Relays can't attack.
- Take an arsenal by moving a combat unit onto an enemy arsenal: it is destroyed.
- Press End turn (or Space) to finish your turn. After your moves you may
still attack; your turn ends after an attack (successful or not) or taking an arsenal.
Communication
- Arsenals send lines of communication in the 8 directions; relays standing on a
line pass it on, extending the network.
- Lines are blocked by mountains and enemy units, but go through mountain passes.
- A unit off the network is cut off (shown greyed out): it can't move and doesn't count in combat.
Keep your army connected, and try to cut the enemy's lines.
Combat
- Attack = the attack of every connected enemy unit lined up with the target (straight or
45° diagonal) and close enough to reach it with its range.
- Defence = the defence of every connected friendly unit lined up with the target within its own range. A relay adds its own defence when it is the target.
- Cavalry charge: +3 for each connected cavalry unit right next to the target or in an unbroken straight line of up to 4 cavalry leading to it (all of them count, even beyond their range). Not against a fortress or mountain pass, nor from a fortress.
- Mountains block lines of fire. While you drag onto a target, the side panel shows both totals and the expected result.
Attack ≤ DefenceRepelled, nothing happens
Attack = Defence + 1The target must retreat one square at the start of its next turn; if it can't, it is removed
Attack ≥ Defence + 2The target is destroyed
Units
| Unit | Move | Range | Attack | Defence | |
Infantry | 1 | 2 | 4 | 6 | Solid line unit |
Cavalry | 2 | 2 | 4 | 5 | Charge +3; must stop on the first square outside communication |
Cannon | 1 | 3 | 5 | 8 | Longest range |
Swift cannon | 2 | 3 | 5 | 8 | Horse artillery |
Relay | 1 | – | 0 | 1 | Extends communication |
Swift relay | 2 | – | 0 | 1 | Faster relay |
Arsenal | – | – | 0 | 0 | Source of communication; can't move |
Terrain
MountainImpassable. Blocks movement, attacks and communication.
Mountain passLets units and communication through. +2 defence for infantry and cannons.
FortressEither side may occupy it. +4 defence for infantry and cannons; no cavalry charge against it.