Your big‑picture bootcamp: game flow per turn, terrains, commands, upgrades & command order — with large diagrams and examples.
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.
Right‑click a tile in range to path there. Rivers and walls are impassable; plan around bridges and lanes.
Right‑click a valid target tile. If the target is in forest, you may need to close distance due to the forest penalty.
Creates a temporary sight‑blocking field for ~2 turns. Great for rescues, rotations, or masking a push.
Places a hidden explosive visible only to you; detonates in a broad 7×7 area. Best at chokepoints.
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.
Events trigger during the Resolve/Upkeep windows. Watch the log for countdowns and warnings to time pushes or retreats.