1THREE COMMANDS A TURN
Each side is given three Commands a turn, however much land it holds. Only one may be a raid: one Strike a turn.
- EXPANDclaim empty land next to yours, at Levy strength1
- FORTIFYadd your Levy — and brace the square this turn1
- RAIDattack an enemy square next to yours — once a turn1
2WHAT YOU DO NOT SPEND, YOU KEEP
Commands you decline to give are banked, up to five. Play two for three turns and the fourth turn can be a six-Command blow.
A bank is public, and so is theirs. Watching the other side's bank fill is the read: pre-empt them while they are still saving, or spend a Command bracing for what is coming.
3COMBAT IS ONE COMPARISON
ATTACKstrength of the square you attack from + your Levy
DEFENCEstrength of the target + its height + 2 if braced
Higher attack takes the square — it arrives holding half your Levy, rounded down, and never less than 1 — and the square you attacked from loses 2. Otherwise the attack fails and the defender loses 1.
BRACING. Raids land before fortifies, so a square you Fortify this turn takes +2 defence against Strikes arriving this turn. Guess where the blow falls and one Command turns it away.
No dice, no unit types. All of the surprise in this game comes from the mountain, not from luck here.
4SUPPLY IS YOUR LEVY
A square only counts if you can trace a path of your own land back to your capital. Cut-off squares earn nothing and lose 1 strength a turn until they are empty.
The land you can still reach sets your Levy, 1 to 5 — the weight every Command lands with. Cut a supply line and every Command the enemy gives that turn lands lighter.
5THE GROUND IS NOT THE SAME TWICE
The board is built from the match's seed, and the seed also chooses the shape of the ground. Where the chokepoints are — or whether there are any — changes what supply, bracing and the Banner are worth.
The shape is named in the top bar and in the ORDERS panel, and it rides on every replay: the same seed rebuilds the same ground in anyone's browser.
6THE MOUNTAIN ACTS
Every 3 turns the Arbiter reads the match and has the Pyre do one thing to the world: an eruption, a sinking coast, a new island, the fire moving, the high ground going cold.
It always warns you one turn early, and it always says what you did to deserve it. You are never surprised by a disaster you had no chance to prepare for.
7WINNING
Reach 10 Banner Points — one for each turn you end holding the Banner — or hold the most land after 25 turns.
8CONTROLS
Pick a tool with 1 2 3 and the board lights up every square that tool may be used on. Click one. Click a queued order to remove it, or right-click the square. ⏎ ends the turn.
When more than one of your squares could carry a raid, you are asked which — with the attack against the defence for each.
Both sides give orders at the same time, in secret, and everything resolves together. The VERSUS tab plays the same game against a person.