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Attributes

Move movement icon :


How many squares a unit moves in a turn.

  • You cannot move diagonally.
  • You cannot stop on a occupied tile, unless it is Treasure.
  • You cannot pass through a occupied tile unless it is a friendly unit, or treasure.
  • Voluntarily falling only causes Fall Damage after the equivalent of your Jump height.
  • You may leap across gaps the distance of 1 tile. The empty tile you are crossing counts towards your Move total.

Example:

105mm height would be rounded down to 90mm or 3 damage.

Move Example

Jump jump icon :


Vertical limit of what tiles you can Move up to.

  • Vertical movement does not consume Move unless otherwise stated.
  • Each tile measures roughly 30mm cubed.
  • If measurement is necessary, always round down.

Example:

105mm height would be rounded down to 90mm or 3 damage.

Jump Example

Health heart icon :


Current pool of hit points. At zero a unit is removed from game.

  • When Health reaches 0, the unit is immediately removed from play.
  • Health cannot exceed the unit's maximum value unless specified by abilities.
  • Some abilities may restore Health during gameplay.

Example:

A unit with 3 Health takes 4 damage and is removed from the game.

Health Example

Attack attack icon :


How much Health is removed from the target. Uses action.

Horizontal Attack:

Example:

Attack demonstration showing basic combat mechanics.

Attack Example

Vertical Attack:

  • Downward Attack has no vertical restriction.
  • Upward Attack has maximum reach of 2.
  • Downward melee is rewarded with +1 damage to the total damage given, inversely attacking upwards has a penalty of -1 total damage.

Example:

Vertical attack demonstration showing upward and downward attack mechanics.

Vertical Attack Example

Reach range icon :


How many tiles your Attack reaches.

Reach Mechanics:

  • Reach of 1 is considered melee. That is, adjacent, non diagonal tiles, that can either be level or +1/-1 vertical (up one, down one).
  • Reach beyond 2 uses a radius of attack, this is a rough circle around the unit attacking.

Example:

Reach 3 example where any orange tile is a valid target.

Reach 3 Example

Area of Effect (AOE)


(Area of Effect) refers to attacks or abilities that hit multiple targets.Attack reaches.

AOE Mechanics:

  • AOE behaves the same as Reach above but originates from the targeted tile.
  • AOE 1 is a + shape, see example below
  • AOE 3x3 is a 3 by 3 grid

Example:

AOE 3x3 demonstration showing a 3 by 3 grid area of effect.

AOE 3x3 Example

Line of sight (LOS)


LOS is required unless attacker has this icon: push icon

LOS Mechanics:

  • Line of sight works by connecting a straight line through space from attacker to target.

If no other unit or terrain blocks this line then the Attack is valid.

Example:

Line of sight demonstration showing valid and invalid attack paths.

Line of Sight Example

Push push icon :


Force an target to move in this direction. This will cause an enemy to fall if pushed into open air.

Push is defined on cards by things like: B2, R1. etc.

B & R being the direction, and the number representing total tiles Pushed.

  • B = Back
  • R = Right
  • L = Left
  • F = Forward (Attacker & Target swap tiles)

Direction is in relation to the attacker's position.

Example:

B2 would put the Target in Blue square. L2 would put the Target in the Green Square.

Example:

Push example showing B2 (Blue square) and L2 (Green square) target positions.

Push Example

Fall Damage:


Fall damage is 1 damage per 1 vertical tile.

Fall Damage Mechanics:

  • Each tile measures roughly 30mm cubed.
  • If measurement is necessary, always round down.

Example:

105mm height would be rounded down to 90mm or 3 damage.

Fall Damage Example

Common Questions info_filled icon :


Can I move through enemy units?

No, you cannot move through enemy units. You can only move through friendly units.

What happens if a unit is pushed into another unit?

The pushed unit stops at the occupied tile. The occupying unit is not moved.

Can I attack diagonally?

Melee attacks (Reach 1) cannot be diagonal. Ranged attacks (Reach 2+) can target diagonally within their radius.

Do I need to measure exact heights?

Only when necessary. Most terrain is designed with clear tile heights. When measuring, always round down.