Welcome, Commanders!

Your big‑picture bootcamp: game flow per turn, terrains, commands, upgrades & command order — with large diagrams and examples.

“Stay low, go fast, kill first, die last, one shot, one kill, no luck, all skill.”
Lobby → Create/Join (≤8) Host: Start Game Turn Cycle (Plan → Execute → Resolve → Upkeep) Plan: Spend AP, queue Move/Attack/Skills, Confirm Execute: Host resolves all orders Resolve: movement & damage Events trigger (Fog/Airstrike) Upkeep: AP refresh, status update
Flow: Lobby → Start → Repeating turns. Each turn has 4 phases: Plan, Execute, Resolve, Upkeep.

Turn Structure, AP & Ordering

Each turn you receive AP. Most core actions cost 1 AP; powerful skills cost 3 AP. Your command order matters: actions you queue resolve in the sequence you arranged (e.g., Move → Attack shoots from the new tile). After all commanders confirm, the host executes and the engine resolves everything simultaneously.

Example order logic: If you queue Attack → Move, your shot is taken from the original tile; Move → Attack fires from the destination tile.
Max AP 5Skills 3 APActions 1 APOrdering matters
🌲 Forest (harder to hit into; safer for defenders) 🎯 🛡️ Incoming fire into forest: reduced effective range (must be closer) River (blocks move/LoS) ⬛ Walls (block move/LoS)
Plains (free) · Forest (defensive cover; attacks into forest suffer range penalty) · River/Wall (block movement & sight).

Terrain Rules

Example: Target sits in forest; your nominal range is 4, but due to forest penalty you must close to ≤2 tiles to shoot.
Move — 1 AP Attack — 1 AP Smoke — 3 AP (blocks vision ~2 turns) Plant Mine — 3 AP (7×7 area, owner‑only marker) Commands resolve in queued order
Queue actions during Plan, then Confirm. No Withdraw mechanic. Your queued order determines how your actions resolve.

Commands, Costs & Order

Move (1 AP)

Right‑click a tile in range to path there. Rivers and walls are impassable; plan around bridges and lanes.

Example: Move from open ground into forest to survive incoming shots.

Attack (1 AP)

Right‑click a valid target tile. If the target is in forest, you may need to close distance due to the forest penalty.

Example: Queue Move → Attack to shoot after stepping closer.

Smoke (3 AP)

Creates a temporary sight‑blocking field for ~2 turns. Great for rescues, rotations, or masking a push.

Example: Smoke the bridge, cross safely, then fan out behind cover.

Plant Mine (3 AP)

Places a hidden explosive visible only to you; detonates in a broad 7×7 area. Best at chokepoints.

Example: Mine a gate, back off 1 tile to bait a chase. Boom.

Upgrade: Range

Spend AP to permanently increase your attack range by +1 (stacking up to the game’s cap). Upgrades apply before other actions in your order for that turn.

Example (order): Upgrade Range → Move → Attack. Your new range is active immediately for this turn’s shot.
🌫️ Fog active (limited vision) 🎯 Airstrike 3×3 danger zone
Fog reduces vision for a few turns; Airstrike marks 3×3 zones that will detonate — vacate before the impact.

Events & Timing

Events trigger during the Resolve/Upkeep windows. Watch the log for countdowns and warnings to time pushes or retreats.

Example: Use smoke while Fog is active to cross mid unseen, then split into two lanes as Fog fades for a pincer.
1) Upgrade Range (optional) → Move (1 AP) 2) Attack if target is in lane (1 AP) 3) Save AP or set a Mine (3 AP) at choke Confirm orders → Host executes → Engine resolves
Opening sample: take cover, upgrade if needed, take a safe shot; don’t end turn at 0 AP.

Your First Turn

  1. Pick a commander name in the Lobby; create or join a room (up to 8 players).
  2. Host presses Start Game.
  3. Right‑click to queue Move/Attack/Skills/Upgrade, then Confirm. Order matters.
  4. During Execute/Resolve, watch movements, damage, and events. Plan next turn while animations play.

Tips & Strategy

Good luck, Commander. May your shots be true and your mines never friendly‑fire.