Rules

Turns

Two players alternate turns on one board. On your turn you spend Energy to move units, attack, heal, use abilities, or spawn from a barracks you own.

A unit may move once and act once per turn, in either order, if you can pay the Energy costs. Moving costs 1 Energy. An ordinary attack costs 1 Energy and spends the unit’s action; unused movement remains available. Friendly units may move through allied units but may not end on an occupied tile. Enemy units block movement.

At the start of your turn the game grants Energy income, resets that side’s per-turn unit flags and spawn usage, then applies Monk passive healing.

Energy

Each side keeps its own Energy bank. Under rules version akw-rules-v1, turn start grants 5 Energy, plus 1 for each controlled Energy objective, plus 1 for each owned barracks (occupied or empty). Banked Energy is capped at 15.

The second player receives a one-time +1 Energy opening bonus on their first turn. Defeating an enemy unit awards +1 Energy. Spawning a unit spends its printed cost from your bank.

A neutral Energy objective is captured immediately when a unit enters it. Entering an opposing owned Energy objective neutralizes it; if that unit remains there until the start of its team’s next turn, the objective is captured. Leaving or being defeated leaves it neutral. Objective income begins on the owner’s turn after capture, not on the same turn-start that resolved the capture.

Bases

Each side begins with a base at 5 Health. Bases are damaged by attacks that target them. When every opposing base is reduced to 0 Health, the match ends.

Outposts

An Outpost is a neutral tile. It has normal movement cost and no Energy income.

A living unit standing on an Outpost controls it for that unit’s team immediately. Leaving the tile or being defeated clears control immediately. There is no delayed capture.

A controlled Outpost reveals itself and every valid non-bush tile within hex distance 2 to its controller’s team. Bushes inside that radius stay hidden. Empty or enemy-held Outposts give no vision. Outpost vision does not change attack range. See also the Outpost roster entry and the FAQ.

How you win

Destroy all opposing bases. The match ends for the side that dealt the last point of base damage.

Shared units

Scout · Soldier · Heavy · Archer · Monk