Up to five players. Make a room and tell your friends its code. Bots take any empty seats.
Tell your friends this code. Bots take the empty seats.
Five sides share an island. Against bots you play the Crimson Stag and four computer players have the others; online, up to five people play and bots take the empty seats. Each side hides its Banner among its pieces. Take a side's Banner and that side is out, and its land is yours. The last Banner standing wins. If nobody has won when the match's rounds are up (40, unless you choose another number on the title screen or in the room), the side holding the most land wins.
Before the battle, each side picks its army: seven pieces of any kinds (all Archers if you like), with + and − for each kind, and its Banner comes free. They land on random tiles of your land; tap one, then a glowing tile to move it, or another of your pieces to swap them, and press Start. Online, everyone has two minutes, or until all are ready.
Everyone plans at the same time. Pieces stand on the hexagon tiles, one to a tile, and each kind moves its own number of tiles (a Scout five, a Knight four, a Soldier three). Tap one of your pieces: the tiles it can move to glow, and every enemy in range of where it stands gets a red ring and a red arrow over it (an Archer moves two tiles but shoots six). Tap a marked enemy to attack it, or a tile to move there; after moving, enemies in range of the new tile are marked. Attacking never moves a piece. Then press Ready (or wait for the timer), and all the orders play out together: the fastest pieces move first, then the attacks happen, shots first. A piece that stops next to a hidden enemy Trap sets it off.
The island is split into 40 territories, marked by low stone walls. At the end of each round a territory belongs to the side whose pieces are the only ones standing in it, and it stays theirs until someone else does the same.
Enemy pieces are covered until they fight. After a fight, everyone can see what both pieces are.
Every piece's stats were rolled when it was made, so no two Knights are the same. In a battle the attacker swings first, then they take turns, three swings each. A swing rolls a d20 and adds the piece's Attack; reaching the other piece's Defence is a hit, which rolls its damage dice. A shot from further than the next tile is two swings, and nothing hits back. Wounds heal slowly on your own land, and Clerics heal faster.
At the end of each round you earn recruit points (★): one for every four territories you hold, and a bonus for a whole region. Press Recruit to buy a new piece onto any empty tile up to three tiles from your Banner. It joins at the start of the next battle.
Drag to turn the table. Scroll or pinch to zoom. Right-drag, shift-drag or two fingers to slide.