Field Manual · learn it by playing it
Twelve quick moves, one line each. Do the move — the next one appears by itself.
Nine fields across, nine rows up, six zones — one at a time. The board lights the ground the short is talking about; tap any zone yourself and it hands over.
Four kinds, one at a time. The cards on the right fill in as the short reaches them — or tap through it yourself.
Four ways to move, and every piece that has each. Pick a kind and the families that own it light up — everything that does not move that way goes dark, because there is nothing under it to see.
One circle. Follow the arrows. Each unit beats the next one round the loop. Every capture is one square, onto a piece standing next to you — only the Sniper in the middle takes from a distance. Tap a unit to watch it happen.
Two of these carry conditions worth knowing exactly — a gank and a vengeance. Those drills brief you first: read each condition on the board, then make the move yourself.
Two ways to win, and both of them are taken, not declared: capture the enemy Flag, or walk your own Flag onto their Command Centre. A Flag under fire is only a warning — the game is not over until someone stands on the colours.
If your Flag is under fire and nothing you own can answer it, you have no legal move and your turn simply passes. The enemy has to come and take the colours; if they cannot manage it in twelve turns of you standing there, the game is a draw. Nobody has ever won this game by leaving a piece where it could not move.
Open the game and this card is the first thing you see. Every row is a choice; the last one starts the battle. Tap any option below to read what it does.
Before a shot is fired you set out all 18 pieces in your own three rows. Standard is for learning the rules; a real game is played in Strategy, where both sides draw up their own army and neither one knows the other’s shape.