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 |
| Maximum rounds | 14 |
| Hazard damage | 5 HP per turn |
| Default vision range | 5 hexes |
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.
Round Limit & Victory Points
A battle ends when one side has no unit left, or after the last round. Victory Points decide it either way: every fallen unit pays its rank's value (Crown 5 down to Pawn 1) to the opponent, and map objectives such as shrines pay more. The battlefield never shrinks: the whole board stays in play until the end.
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.