How to play
One small battle a day. Everyone plays the same map. There are no dice and nothing is hidden. Every unit, every piece of ground and every enemy order is on the map in front of you.
A turn
- They declare. Red marks appear on the map. They show what the enemy will do at the end of this turn, whatever you do first.
- You give orders. Tap one of your counters, then tap where it moves and what it shoots. Nothing happens yet. Change your orders as often as you like.
- Press Advance. Your orders and theirs resolve at the same time. The enemy then declares again.
A dashed ring shows where a unit will move to. Red hatching shows where its fire will land. Tap any enemy counter to read its orders in plain words.
Three rules decide everything
Fire pins
Shooting rarely kills. A hit pins the target, and a pinned unit loses its next turn. To cross open ground, first pin the gun covering it.
Flanks kill
Damage depends on the direction a shot comes from. The bars on a counter show which way it is facing. Hits from the front do the least damage, hits from the side do more, and hits from behind do the most. A tank takes 4 less damage from the front and 4 more from the rear. Turn your own units to face the enemy, and move around theirs.
Supply feeds
A unit with a dotted line back to a supply dump recovers fully every turn. Pin it and it stands up again. A unit past the end of that line is cut off. It does not recover, and it gets worse each turn until it breaks.
Choosing a side
Each battle offers two sides. The side you pick changes the rules you play by, not the strength of your units. One side may see two turns of enemy orders ahead and carry the heavier guns, but can only advance next to a friendly unit and cannot move and fire in the same turn. The other side can move and fire in the same turn and go where it likes, but stays on a short supply leash. The same ground has to be solved two different ways.
Winning
The bar under the map shows your mission and how many turns you have. A mission is one of: hold a hex, take a hex, move units off an edge, or let nothing past. Complete it within the turn limit and you win. You get two rewinds a day. Using one lets you carry on playing, but takes the run off the leaderboard.
Controls
| Tap a counter | Select it. Tap it again to clear its orders. |
| Tap a hex | Move there, or check what the ground is. |
| Tap an enemy | Shoot it, or read what it is about to do. |
| Tab | Cycle through your units |
| Arrows · Enter | Move the cursor · act on that hex |
| , · . | Turn the selected unit |
| C · Z | Advance the turn · rewind |