Top-down tactical 20x20 grid battlefield with fantasy units
Documentation

Tactical Combat System

Grid-based strategic warfare featuring procedurally generated terrain, three-deck card mechanics, dynamic deployment zones, and variable unit formations across an immersive 20×20 battlefield matrix.

Try the Combat Simulator

Experience the tactical grid system with an interactive AI battle demo

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Grid Dimensions
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Card Decks
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Terrain Types
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Setup Timer

Battlefield Layout

The 20×20 combat grid is divided into three distinct zones. Each player controls a deployment zone where they position their forces before battle commences.

Grid Zone Distribution

Your Zone (1-5)
Neutral (6-16)
Enemy (17-20)

Columns 1-5

100 Tiles

Columns 6-16

220 Tiles

Columns 17-20

80 Tiles

Zone Mechanics

Deployment Zone Rules

Before combat begins, each player places their units within their designated deployment zone. The grid coordinates use columns 1-20 (horizontal) and rows A-T (vertical).

P1

Player Zone (Yellow)

Columns 1-5, free placement of your forces before battle.

P2

Enemy Zone (Orange)

Columns 17-20, opponent's deployment area mirrored on opposite side.

Terrain in Deployment Zones

Terrain can spawn in your zone. If blocked, wait one turn before placing.

Procedural Terrain Generation

Each battlefield is uniquely generated with randomized terrain features. The danger level determines what percentage of the grid contains hazardous or strategic terrain tiles.

10%

Safe Battlefield

Minimal terrain obstacles. Open field combat favoring direct engagement strategies.

~40 terrain tiles

30%

Moderate Terrain

Balanced mix of obstacles creating tactical chokepoints and flanking opportunities.

~120 terrain tiles

50%

Dangerous Territory

Heavy terrain coverage creating labyrinthine paths. Favors specialized unit compositions.

~200 terrain tiles

Terrain Movement Matrix

TerrainStandardFlyingGiants/DragonsSpecial Effect
Mountains
❌ Blocked+1 Step+2 StepsImpassable for most units
Trenches
❌ Blocked+1 Step❌ Blocked+20% ranged damage to units crossing
Forest
+1 StepFree❌ BlockedCover bonus for Elves, reduces ranged damage
Water
❌ BlockedFree❌ BlockedOnly aquatic units can traverse
Swamp
+2 StepsFree+1 StepPoison damage over time
Holy Ground
NormalNormalNormal+Buff Angels/Holy, -Debuff Undead/Demons
Cursed Ground
NormalNormalNormal+Buff Undead/Demons, -Debuff Angels/Holy
Lava
❌ (Damage)+1 Step+1 StepOnly fire-resistant units immune to damage

Three-Deck Card System

Combat utilizes three specialized card decks. Each deck serves a distinct tactical purpose, and mastering their synergies is key to battlefield dominance.

Combat Deck

Commanders and soldier units for frontline deployment

Infantry StacksCavalry UnitsArchersCommandersElite Units

Hazard Deck

Traps and negative effects to hinder enemy forces

Spike TrapsPoison FieldsDebuff ZonesAmbush PointsCurse Markers

Support Deck

Defensive structures and beneficial enchantments

Guard TowersShield BarriersHealing ZonesBuff TotemsProtective Wards

Battle Phase Progression

Combat unfolds in two distinct phases: pre-battle setup and active engagement.

Setup Phase

Pre-battle preparation

Initial Draw

Draw 3 cards from each deck (9 cards total) for initial deployment.

Free Placement

Place units, traps, and structures anywhere within your deployment zone (Columns 1-5).

Ready Confirmation

Press "Ready" when placement is complete. Battle begins when both players confirm.

40-Second Timer

Auto-start triggers if opponent doesn't ready within time limit.

Battle Phase

Active combat engagement

Card Draw Limit

Maximum 10 additional draws during the entire battle. Draw once every 4 combat rounds.

Draw Mechanics

Each draw yields one card from each deck (if available). Empty decks yield nothing.

Deck Conversion (2:1)

When a deck is depleted, convert 2 empty deck draws into 1 Combat Deck draw. Trade flexibility for reinforcements.

Deck Conversion Example

Player has used 6 draws

4 remaining draws available

Hazard & Support decks depleted

Only Combat deck has cards

4 draws × 2 empty decks = 8 lost draws

Converts to +4 Combat draws (8÷2)

Unit Stack System

Units operate in stacks, allowing strategic distribution of forces across the battlefield. A stack of 50 archers can be split into 5 groups of 10 for tactical flexibility.

Fantasy army formation with organized unit stacks

Stack Mechanics

Flexible Distribution

Split 50 archers into 5 stacks of 10, or keep them as one powerful group.

Stack Health

Damage is distributed across the stack. Losing units reduces stack power.

Combined Attacks

Entire stacks attack together, multiplying damage based on remaining units.

Variable Unit Sizes

Different units occupy different amounts of grid space, requiring careful placement strategy.

Standard Infantry

1x1

Core unit class: Archers, Swordsmen, Spearmen

Drake

1x3

Large-scale draconic unit with horizontal tile occupation

Angel

2x2

Elite celestial combatant with area-denial capabilities

Orc Giant

2x3

Heavy assault unit with high damage output and battlefield presence

Drake creature - large 1x3 unit in battle stance

Drake (1x3)

Powerful dragon creature

Angel warrior - celestial 2x2 unit in combat

Angel (2x2)

Celestial warrior unit

Movement & Battlefield Structures

Strategic positioning is key. Units have varying movement ranges, and you can place defensive structures.

Variable Movement

Angels can move 4-6 tiles depending on buffs. Infantry typically moves 2-3 tiles per turn.

Towers

Place defensive towers that automatically attack enemies within range each turn.

Traps

Hidden traps that trigger when enemies step on them, dealing damage or applying debuffs.

Structures

Barricades, walls, and other structures that block movement and provide cover.