How to Play

Movement

Movement

Attack

Attack

Orders

Orders

Units

Units

Flags

Flags

Haunting

Haunting

Skulls

Skulls

Monks

Monks

Your General

Your General

Spirit Walls

Spirit Walls

Ranged vs. Melee

Ranged vs. Melee

KnockBack

KnockBack

  • An activated unit can move anywhere within their outer white movement circle.
  • The inner circle (that shrinks as a unit moves) indicates the remaining movement circle that unit would have after performing any action.
  • Units can attack with weapons and spells.
  • Leftover movement can be used after attacking.
  • The orange outer area of your attack radius indicates a chance your attack might miss.
  • Orders are indicated by scrolls at the top of the screen. One order is used up each time you activate a new unit.
  • Each team has 5 orders per round.
  • You can cancel a unit’s move and reclaim an order ONLY before that unit does any action.
Infantry are blessed with superb Defense, but hampered by a severely limited movement range. Cavalry have only average Attack & Defense stats, but a large movement range makes them excellent scouts. Archers have a strong Attack and long attack range, but are weak defensively.
  • Flags indicate Hit Points, or HP.
  • Eating skulls heals HP and increases max HP.
  • While targeting, flags show how much damage both units would take from the attack / counter-attack exchange.
  • Haunting takes control of land. A flame the color of the haunting team appears on any haunted space after one round.
  • Haunt shrines to summon units.
  • Haunt Rice Paddies to gain Rice.
  • A unit cannot counter-attack while haunting.
  • Most units drop a skull when they die.
  • Units can use their action to eat enemy or neutral skulls and heal 3 HP and gain +2 max HP (max HP limit is 12 HP, or 18 HP for generals).
  • Any unit that eats 3 skulls will turn into a Demon, gaining an extra action each round.
  • Summon Monks by haunting their Shrines.
  • All 3 Monks gain spells with each skull eaten:
    Fox Monk: Healing magic
    Salamander Monk: Destructive magic
    Crow Monk: Wind & Troublemaking magic
    Tanuki Monk: Disruptive Chaos magic
  • If a foe haunts their Shrine, that monk dies.
  • Generals meditate and earn +1 to max HP every round until they are awakened.
  • Awakened Generals can perform 2 actions per round, and are hard to kill.
  • If your General dies, you lose.
  • Spirit Walls are barriers formed by two or more nearby allies. They block enemy movement, attacks, & keep participating units from being KnockedBack.
  • Ranged-attack units, like Archers, can attack from behind Spirit Walls to avoid counter-attack, even against other ranged-attack units.
  • Melee-attack units cannot counter-attack when hit by ranged-attack units from far away.
  • Ranged-attack units cannot counter-attack when hit by melee-attack units from up close.
  • Carefully matching attacker and target to avoid counter-attack is a key to victory!
  • Melee attacks and spells can KnockBack foes.
  • A flashing white line shows the direction any targeted unit will be KnockedBack.
  • Any unit KnockedBack over a ledge dies instantly.
  • Units in a Spirit Wall cannot be KnockedBack.