Kingdom Tactics - How to Play
Victory Conditions
- You win by defeating the enemy "King".
- If unresolved after 18 turns, the side with more units in the enemy territory wins.
Unit Characteristics
Each unit type has different stats. The units in this game are:
Infantry: Base ATK 2 / Base DEF 3
Archer: Base ATK 3 / Base DEF 1
Cavalry: Base ATK 4 / Base DEF 2
King: Base ATK 1 / Base DEF 2
- Cavalry is strong against Infantry, Infantry against Archer, Archer against Cavalry (ATK +2).
- Infantry is weak against Cavalry, Archer against Infantry, Cavalry against Archer (ATK -2).
Attack and Defense
- If the ATK value exceeds the DEF value, you can destroy the enemy unit.
Each value is the sum of Base ATK/DEF, Formation Bonus, Affinity, and Terrain Bonus.
- Allied and enemy units within 1 tile of the targeted unit automatically join the combat (Support Attack/Defense, costs no AP).
- Support Attack/Defense is the sum of Base ATK/DEF, Formation Bonus, and Affinity.
- Units can only attack enemies within 1 tile. However, Archers can attack 2 tiles away; this ranged attack only applies Base ATK and Affinity.
Preparation and Night Battle
- Before the game starts, you can freely deploy your units in your territory (bottom 6 rows).
- In a Night Battle, enemy units are completely hidden during the deployment phase. They will reveal themselves once the game starts.
Frontline System (Formation Bonus)
- Stats are modified based on the unit's current position. The entire enemy territory is treated as the Front.
- Front (Blue): ATK +1 / DEF -1
- Mid (Yellow): ATK ±0 / DEF +1
- Rear (Red): ATK -1 / DEF +2
AP (Action Points) and Terrain
- You are given 3 AP every turn. Moving and attacking consumes AP.
- Moving or attacking costs 1 AP. However, Cavalry movement only costs 0.5 AP per tile.
- Forest: DEF +2.
- River: In combat across a river, the attacker's ATK is -1 and the defender's DEF is +1.
- Rock: Cannot be passed.