Capture the enemy main base while the enemy has no unit left with any supply. If nobody has won after turn ?, the side with more cities wins on points (a city with a Factory or Power plant still counts); if both hold as many, the side whose units have more health in total; if that is level too, the game is a draw.
Click one of your units, then click a highlighted tile to move there or a highlighted enemy to attack it. Attacking uses both a move and an action. Its other actions are the buttons under its stats, or a right-click on the unit. Press END TURN when you are done. Drag the map to pan it and scroll to zoom.
On a phone or tablet, tap instead of click, drag one finger to pan, pinch to zoom, and tap an enemy once to see the attack and again to make it.
To buy a unit, click your main base, or a factory connected to it, while nothing stands on it. Every unit costs $?.
At the start of your turn you earn $? from your main base, $? for each city, $? for each factory and $? for each power plant. Cities and their buildings only pay while a chain of tiles you control connects them to your base. You can hold at most $?; income beyond that is lost. At the end of your turn, each of your units captures the tile it stands on; nothing is captured earlier in the turn. A tile is also captured at the end of a turn when each of its six neighbours is yours or a Mountain, at least one is yours, and no enemy unit stands on it. Mountains themselves are never captured.
A city you own that is connected to your base can be turned into a factory (units can be bought there), a power plant (it pays more) or a battery (a gun, see Units), for $?. A building is finished at the start of your next turn, before your income; until then the tile is a plain city, and if the enemy captures it the order is cancelled and the money lost. Your own units cannot enter a battery site under construction; enemy units can.
Demolishing a building is free. It stops working at once and is gone at the start of your next turn; if the enemy captures the tile first, they get the building, working.
To build, click a city you own and choose a building in the panel; if one of your units stands on the city, select it and switch the panel from UNIT to TILE, or open the unit's action menu (a battery needs an empty city). To demolish, click the factory or power plant (with a unit on it, the same TILE switch), or select the battery. Point at a button in the panel to read what it does, and why it is locked, in the tile card on the right.
| UNIT | HEALTH | MOVES | SUPPLY | RANGE ACTION | REACTION | SPECIAL |
|---|---|---|---|---|---|---|
| Infantry | ? | ? | ? | Gives 1 of its own supply to an adjacent friendly unit, and can still move the same turn. | Overwatch covering ? tiles. Also joins the defence of an adjacent ally. | Regains 1 extra supply at the start of your turn while on a tile connected to your base. |
| Tank | ? | ? | ? | Attacks an adjacent enemy with +? attack power, drawing no counter-attack and no overwatch. It cannot move and use it in the same turn. | Overwatch covering ? tile. | – |
| Recon | ? | ? | ? | Drains 1 supply from an adjacent enemy. | Evade: steps one tile away from the next attack instead of taking it. Arm it last: attacking afterwards cancels it. | – |
| Battery | ? | ? | ? | Fires at an enemy ?-? tiles away with +? attack power, drawing no counter-attack and no overwatch. It needs line of sight. | – | Built on a city, never bought. Never strikes back. Captured only by surrounding its city, and changes sides with it. |
| Sapper | ? | ? | ? | Field repair: an adjacent damaged friendly unit of any type regains ? health at once, for $?. The repaired unit keeps its own turn. | Self-destruct: the first direct attack on it during the enemy turn makes it explode first, dealing its own health to the attacker; the Sapper is destroyed and the attack never lands. | – |
Damage is half the attacker's current health, rounded up. A defender that survives strikes back the same way; if it is destroyed, the attacker moves into its tile. Each unit gets one action per turn: an attack, its range action, its reaction or a repair.
Line of sight: a Mountain between two tiles blocks a shot, and a line running exactly along the edge between two tiles is blocked only if both are Mountains.
Cover: a unit attacked while it stands in a forest, a city (with or without a building) or a main base takes ? less damage, but never less than 1, from direct and indirect attacks alike. Cover protects only the unit being attacked: an attacker standing in cover takes full damage from the counter-attack.
A unit on overwatch watches one direction for the whole enemy turn and strikes first at any unit that attacks it from a watched tile. A unit can move and then set up overwatch.
A Sapper with its self-destruct armed is marked for both sides. A direct attack on it sets it off: the attacker takes the Sapper's current health in damage (cover does not reduce it), nothing else fires, and if the attacker survives it moves into the Sapper's tile. Indirect fire, a battery's shot and a supply raid do not set it off; a raid that empties it disarms it. Arming it uses the Sapper's action and its remaining move, so an armed Sapper cannot attack.
Every unit uses 1 supply at the end of your turn. Units on tiles connected to your base regain supply at the start of your turn: 2 on a base or a city (with or without a building), 1 anywhere else, and an Infantry regains 1 more. A unit with no supply cannot strike back or react at all. A unit that starts your turn cut off with no supply cannot act until it is reconnected or an Infantry resupplies it. A red supply bar marks one of your units on 1 supply: your end-of-turn upkeep will leave it with none, defenceless through the enemy's turn. Overwatch, Evade and a self-destruct need more than 1 supply for the same reason.
A unit on a city (with or without a building) or a base connected to your main base can repair ? health for $?, using its action. A city or base it is capturing counts too, if it touches your connected territory: the unit takes it at the end of the turn.
Anywhere on the map, a Sapper can repair an adjacent damaged unit of yours (its field repair, under Units). It costs the Sapper its action and one move; the repaired unit pays nothing.