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Gamerules FAQ
Basic movement is comparable to the movement of the Rook, Bishop and Queen pieces in chess. Your units must move in a straight line.



Adjacent, meaning all 4 square directly touching the center square, including the centre square itself.
Units giving effects to Adjacent units, don’t give the effect to themselves.

Surrounding, meaning all 8 square around the center square, including the centre square itself.
Units giving effects to Surrounding units, don’t give the effect to themselves.

Movement

You can move onto or over enemy Camps. These are the only enemy buildings you can move onto! You don’t necessarily have to attack the enemy Camp when doing so.
Imagine the camps are just worker houses that don’t want to fight you, they just want to work their land.
So you cannot move over other enemy buildings like Barracks or Capitals. Only over your own and allied ones.
Barracks and Capitals are large, walled fortresses that won’t let enemy units pass.
The same applies to enemy units, an enemy army won’t let your army pass either.


Ship units or units with the Naval effect, can move over and onto water tiles. While they are on a water square, they are usually safe from melee attacks, unless the enemy unit also has the ability to move on water ofcourse.

Combat
The rule that ‘only 1 unit can occupy each square’ does not apply when attacking a unit with melee.
To do this, you must end your movement on the enemy unit’s square. If the enemy unit survives the attack, you must move back to the last square on which your unit can stand.
In order to attack an enemy unit 3 squares away with melee, you need at least 3 movement points.


You can use the last rule in conjunction with the following one: ‘Units can move over, but not land on, the same tile as allied units.‘
This means that you can hop over your own units to attack an enemy unit. If the enemy unit survives the attack, you hop back over your unit. (To the last square on which your unit can stand.)
At first glance, some enemy units may appear to be within range of a melee attack, but they are not. Use these tactical positions to advance and infiltrate your opponents’ lands.


If there is both an enemy unit and a Camp on one square, you can choose which to attack. Attacking the Camp means that you won’t receive any counter damage because camps don’t fight back.
Of course, if the enemy unit is still standing after the attack, you’ll have to move back to your previous available square.
You cannot attack an enemy unit that is garrisoned in a Barracks. You must therefore destroy the Barracks first.
When you attack the Barracks, the enemy unit inside doesn’t fight back. Once the Barracks is destroyed, the enemy unit remains on that square, ungarrisoned and vulnerable to attack.


When your unit is garrisoned inside a Barracks, it can still attack surrounding units with ranged attacks. You can also hop out of the Barracks to attack enemy units with melee. If you do it correctly, your unit might even hop back into the barracks after the attack, provided the enemy unit survives.
However, amidst all these strategies, don’t forget that when you kill the enemy unit, your unit takes the enemy unit’s square!
Other
A village square can still be used even if a Barracks has been built on it. This can be a very strategic move if you want to claim the Village for yourself. However, in order to use the Village effect, you must use your unit’s action. Doing so means your unit becomes exhausted and cannot move any more, which in turn means the Barracks is occupied and cannot spawn any new units.


Art of War
Laying Plans
Choose your civilization wisely, considering the chosen map. Different civilizations excel in various environments; some thrive in closed spaces, while others dominate open terrains. If selecting your civilization second, assess your opponent’s weaknesses and adapt accordingly.
Waging War
A robust economy is the foundation of a mighty empire. Ensure to build a camp every turn and keep a keen eye on the resources necessary for your units and technologies.
The Plan of Attack
Every unit possesses unique strengths and weaknesses. Infantry units typically excel in damage or protection against specific foes but have restricted movement. Archers, with their ability to attack from a distance, can weaken infantry safely, but they must be cautious of cavalry units, which boast exceptional mobility and offense but are vulnerable to pole arms.
Tactical Dispositions
Though barracks may appear costly, they offer valuable forward control and additional training grounds for your units. Relying solely on your capital for training can hinder timely unit deployment on the battlefield.
Use of Energy
In times of war, losses of great warriors may occur, but remember, losing them doesn’t equate to losing the game.
Maneuvering an Army
Considering that many units have limited movement, plan your turns ahead and position your units strategically. Effective placement can help you pin down enemy units and weaken your opponent.
The Army on the March
Maintain map control by adopting an aggressive stance early on, forcing your opponent to react to your maneuvers. However, be cautious not to exhaust all your units in this initial frenzy.
Attack by Fire
Raze enemy camps! While this may not inflict direct damage on your opponent, it significantly weakens them, hindering their ability to deploy enough units to defend against your assaults.
The Use of Intelligence
As you gain experience with different civilizations, you’ll become better at anticipating your opponent’s moves. For instance, if they hoard resources, you can predict their potential reactions to your actions more accurately.
