🏁 Game over — 30-second playtest feedback · ruleset
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In the Move phase, click a block to select it, then
build a move one base-width at a time: click a highlighted forward cell to
step (green = free, orange = difficult terrain, +n = Fatigue),
and Pivot left/right to turn ±60° after a step (free) or
in place (costs 1 BW). The move is only a preview — the
block shows as a dashed ghost and stays where it was until you press
✓ Confirm move (or Enter); Cancel
(or Esc) discards it. That dashed ghost is why an un-confirmed
move "snaps back". A move can also fail its test — the unit then holds
position for the turn, and a ⚠ warning says so. Hover any
token for its full details: quality, type, weight, fatigue,
move, and its missile weapon & range. Cavalry can weave several steps.
Hover a Wheel button to preview the atomic 60° turn (it
costs BW from the same move). "Next phase" steps Move → Shoot → Combat →
Recovery; from Recovery it hands the turn over (idle, untouched blocks
recover 1 Fatigue). In Shoot, both sides fire: click a
missile base, then an in-range enemy. In Combat, resolve
each melee in the panel (hover to find the pair on the board), then the
loser picks push vs Fatigue. Drag the board to pan; the
scrollbars work too.
Tokens: blue = player A, red = player B; #n = base id. Ring
colour = quality (gold elite · silver regular · brown levy). Label = troop
type + weight + per-base fatigue; dot = facing. An amber ◔ badge
(top-right) marks a missile unit and shows its range in BW. White outline = block;
F̄ = block average fatigue. Terrain shading: greens =
open/woods, tan = rough, teal = swamp; lighter tint = higher elevation.