Game Rules & Mechanics
A match is governed by a handful of global rules that keep every fight moving toward a resolution. The values below come from the game's balance configuration.
| Rule | Value |
|---|---|
| Turn time limit | 90 seconds |
| Map shrink starts | Round 11 |
| Maximum rounds | 15 |
| Hazard damage | 5 HP per turn |
| Default vision range | 5 hexes |
| Shrink elimination points | 2 |
Turn Timer
Each turn is capped by the turn time limit. When the timer runs out the turn ends, so plan your movement and skills before you commit.
The Shrinking Battlefield
Starting at the shrink round, the playable area contracts and the outer ring becomes a hazard. Standing on a hazard tile deals damage every turn, and the match cannot run past the maximum round — the shrink guarantees the fight ends rather than stalling. Being caught outside the safe zone as it collapses can also cost elimination points.
Vision & Fog of War
You only see what your units can see, out to their vision range. Positioning, high ground, and abilities that grant or deny vision decide who gets the first strike. A unit with more vision than its target can engage on its own terms.
See Also
- Getting Started — a broader tour of a battle.
- Armor — zone of control and movement costs.
- Skills — reactions, resources, and per-class mechanics.