When turns collide

Fights between players happen only when the turn falls. Every attack you staged, and every attack staged against you, resolves at that moment across the whole map.

Two ways to attack a rival

Siege

Strikes a Core. It is the only way to take ground: bring the Core's Integrity to zero and the whole Colony is yours.

Raid

Strikes a Holding. It takes loot and leaves: it never changes who owns anything.

Each target you attack holds one of your fronts, and Command research sets how many you can hold at once. The Warlord starts with fronts open before any research.

How a fight runs

A fight runs in rounds, and every unit and emplacement fires at a random enemy each round. Defenders fight a little tougher on their own ground, and the wall, the Armory and an allied neighbour add to that. Survivors walk away whole.

Attackers fight as one

Everyone attacking the same target fights on one side against the defender, allied or not. Rivals only turn on each other when there is a prize to take: a Colony whose Integrity has just reached zero, or a landmark whose guard has broken.

The siege

The Core's garrison, its emplacements, its wall and any allied army parked there defend it together. A siege turn then plays out in up to three steps.

  1. 1Every attacker against the defender. Everyone besieging the Core that turn, allied or not, fights as one side. There is no half measure: if the defence holds, every attacker loses everything it sent, Marshals included.
  2. 2The strongest besieger leads. If the defence breaks, the attacker with the most army left standing leads, decided without a fight. Only its Marshals spend: each one takes a point of the Core's Integrity, up to a limit per turn that Ordnance research raises. Every other besieger burns as many of its own Marshals as the leader spent, unless it is the leader's ally. A lone besieger simply leads.
  3. 3Home with the loot, or a fight for the prize. While Integrity stays above zero, nobody fights anybody else: every attacker takes a share of the Colony's stockpile above what it keeps protected, as much as it can carry, and marches home. Only on the turn Integrity reaches zero do the attackers turn on each other, allies standing as one. The largest force of the last side standing takes the Colony, the losing rivals are destroyed where they stand, and the winner's allies march home. If nobody survives that clash, the Colony stays with its owner, its Integrity spent.

The defender loses the units that fell, any emplacements that fail to rebuild, most of its counter-spies, and, if Marshals were spent, that turn's monument level.

Integrity

Integrity is how much siege a Core can take. The Citadel raises it, a capital starts with far more than any other Colony, and the Expansionist holds more still. It falls only to Marshals, never to a won fight alone.

A Core recovers Integrity every turn its defence holds, whether nobody attacked or the attack was beaten off, and a higher Citadel recovers faster. On a turn the attackers win, it recovers nothing. No capital can be taken in a single turn.

Capture

When Integrity reaches zero the whole Colony changes hands: the Core, every Holding, every building and the entire stockpile, food debt included. Every unit standing anywhere in it is destroyed, parked allies too, and the winner's survivors become the new garrison.

Every emplacement is destroyed and the wall drops a level. Work in progress is cancelled without a refund, a monument standing there is destroyed, and the counter-spies are gone. A captured capital becomes an ordinary Colony.

The raid

A raid meets a projection of the Core's emplacements, with the wall and the Armory behind them, plus any army standing on the Holding itself. The Core's own garrison stays home. Win or lose, a share of each side walks away: nobody is wiped out by a raid.

Raiders who win carry off the Holding's output for a stretch, as much as their surviving units can carry, and the Holding produces nothing until it recovers. They also take a share of the Colony's stockpile above its protected floor, which the Hideout raises. A raid never touches Integrity or the wall, but it can knock out emplacements.

Landmarks

Landmarks are fixed ancient sites that nobody can own as territory, only hold. Everyone can see who holds each one. An unheld landmark keeps a neutral guard that grows every turn it stands untaken.

Taking one is an attack at the turn like any other, and it holds a front. Attackers break the guard together, then settle it among themselves with allies standing as one, and the largest force left standing takes it. If nobody survives, nobody holds it, and the guard returns.

Your fighting units on the landmark are its garrison, and you hold it for as long as one of them remains. Send more to reinforce it and build emplacements there, but no wall. Allies can neither reinforce your landmark nor attack it. When someone takes it, their survivors become the garrison and every emplacement you built is destroyed.

Each landmark you hold makes every Colony produce more and build faster, and the bonuses stack. It is lost the moment the landmark is. Landmarks are also what you need to found a monument.

Neutral camps

Camps are the one fight that happens in real time: a raid on a camp resolves the moment it arrives. They hold no front, but you can have only one camp raid fighting at a time. Lose, and the whole party is gone; win, and you bring home gold and materials in proportion to what you killed, as much as your surviving units can carry.

Clearing a camp frees its tile but never claims it. Left alone, camps grow stronger each turn.

Fighting in an alliance

Allies never fight each other. Send an army to an ally's tile and it parks there, defending alongside the host, and it falls with the tile if the tile falls. Units defending a tile next to an ally's fight harder.

Allies see each other's ground and buildings, and where their friends are being attacked.