March through the mist. Break their walls. Four banners in their keep and the realm is yours.
Tap a token to read about it.
Get 4 of your tokens inside the enemy castle (the 4ร4 keep at the far end) at the same time.
The field is 10 squares wide and 30 long: your lands, the no man's land in the middle, and the enemy's lands. You always see your own third. Everything else is mist, which your tokens clear around themselves as they move. The mist rolls back in when they leave.
Forests (hidden spaces) hide enemy tokens even out of the mist. A token standing in a forest only sees the square in front of it. Tunnels with matching runes (โ โ โฒ โ ) link two points of no man's land, but only Tunnelers can travel through them.
| Knight: 1โ2 squares straight. No special power, but plentiful. | |
| Scout: 1โ2 squares in any direction, sees an extra row ahead, and slips away from its first fight. | |
| Barbarian: 1 square straight. When losing a fight it may reroll once. Counts 2 in a barrack, defending or besieging. | |
| Shielder: 1 square any way, stays within 5 squares of home. +3 in your castle, +1 elsewhere. | |
| Archer: 1 square any way. Sees 3 squares in straight lines ahead, to each side and behind (not diagonally). When you end your turn it shoots once at the nearest enemy along those lines (4โ6 hits). | |
| Tunneler: 1 square straight, travels through tunnels, +3 near any tunnel. |
When one of your tokens moves next to an enemy (up, down, left or right), they fight. Both roll a die and add their bonus; the higher total wins, and ties roll again. The loser goes back to its owner's reserve, to be deployed again later.
When a battle breaks out, both players see it circled in gold on the board, even in the mist, and play pauses. Tap โ Begin combat under the board to roll the dice. If several fights start at once (say, Archers firing at the end of a turn), they're all circled and play one after another.
A Knight that wins 2 fights becomes a Veteran: its shield shows two crossed swords and it gets +2 to every combat roll. An Archer that lands 2 hits becomes a Sharpshooter: its shield shows two crossed arrows and it hits on 3โ6 instead of 4โ6. Tap a Knight or Archer on your turn to see how close it is. Ranks don't stack, they're kept while stored in a barrack, and a token that is defeated loses its rank.
Pick ๐ Islands on the first screen for the same war on a different map: the two home shores (with the castles) face each other across the sea, with five islands in between. Every rule above still applies, but no token can walk on water (arrows and sight still cross it). Forests grow only on the home shores; barracks, stables and tunnels sit on the islands too, and a Tunneler can still pop up on another island.
โ Docks. Ten docks stand on the coasts: two on each home shore, two on the central island and one on each of the others. Any token that stops on a dock captures it, and every capture brings you 3 sailors (the โ count at the top). A dock you hold clears the mist around it.
โต Boats. Tap one of your docks to launch a boat on the water beside it (1 AP):
Loading. Tap your dock while a boat is beside it to throw troops aboard straight from your reserve (1 AP each). Veterans and Sharpshooters are never in the reserve: walk them onto the dock, then tap the dock (โ Dock button) or the boat to send them aboard (warships only). Troops at sea count towards your army size.
Sailing. Tap your boat, then the sea: in a straight line (light boats up to 4 squares, warships up to 2) for 1 AP, 3 times a turn. Next to a dock, tap that gold dock (or use the hold) to put a troop ashore (1 AP); landing captures the dock and can start a fight. You can land on a dock held by an enemy too: your troop fights it from the boat (a normal battle, with all the usual bonuses). Win and it steps ashore and takes the dock; lose and it goes back to your reserve. A sunk boat's troops swim back to your reserve, but its crew is lost. Tie an empty boat up at your dock to get its sailors back.
There are exactly three stables (fenced paddocks with a gold horseshoe), placed at random in no man's land each game. Any token that stops on a stable captures it: your pennant flies over it and stays even after the token moves on, and a stable you hold clears the mist 1 square all around it, even with nobody standing on it. The enemy takes it back the same way, by stopping a token on it.
Only a stable your side holds can train. When a Veteran or Sharpshooter stops on one (capturing it first if needed), it trains: it must stay there for the rest of that turn and your next 2 turns (it can still fight, and a Sharpshooter still shoots). Then it rides out mounted and can move up to 4 times a turn instead of 3. It doesn't add up: training again gives nothing more. A training token stands on the stable, so the enemy must beat it before taking the stable. Tokens can cross stables like any square. A mounted token keeps its horse in a barrack, but loses it (and its rank) if defeated.
Before the game, choose the army size: the most tokens each side may have on the board. Troops stored in barracks and your reserve don't count, so a barrack is a good place to keep extra soldiers. When your army is full you can't deploy until it shrinks, and taking a troop out of a barrack becomes a swap: you pick one of your tokens on the board to recall to your reserve in exchange.
Six barracks are scattered at random across the field each game, three in each half and spread well apart, lettered AโF. Move a token onto one and it marches inside and is stored there: it leaves the board and the barrack is yours. A captured barrack flies your banner, clears the mist around it, and lets you deploy new tokens next to it (1 AP, as usual), far from your castle. When you deploy there or take a troop out, the free squares around the barrack light up in gold: tap the side you want it on.
Tap your barrack to see the troops stored inside and take them out (1 AP each). They appear next to that barrack and can move straight away. Shielders guard home: they can only be deployed at your castle and never enter barracks.
The troops inside are its garrison; the number on its banner is the garrison's strength. Each token counts 1, but a Barbarian counts 2, both in a garrison and in a siege. To take a barrack from your opponent your siege must be stronger than its garrison: the tokens you send build up the siege strength, and when it is bigger than the garrison strength the barrack flips to you. The defenders inside fall back to their owner's reserve, and your attackers become its new garrison. Store more of your own tokens to make it harder to take; taking troops out makes it easier.
No more than 5 of your tokens may stand within 4 squares of your own castle (outside it). Shielders don't count, and neither do enemies. Keep your army moving!
Battle the Bot on your own. WiโFi or a room code for two devices. Pass & play to share one device: the screen hides itself between turns.
Congratulations! You have successfully taken over your opponent's base!
Your opponent has raided your base