REALM TACTICS

— six warriors · one crown · no mercy —

⚔ CRIMSON
TURN 1
AZURE ⚔

SELECT A UNIT

Click any Crimson unit to begin.

BATTLE LOG

Crimson commands first
VICTORY
The realm bows
BALANCE LAB
Edit live unit stats, compare class weight, and paste JSON exported from the balance calculator.

UNIT DATA

CLASS WEIGHT

0
Power score
0
Suggested cost
Even
Tuning read
MetricCurrentRole target
Live edits update new games immediately. Existing units on the board also refresh HP caps and attack values when possible.
UNIT CODEX
ROYAL
Leader · Win Condition
12
HP
6
ATK
2
MOVE
1
RANGE
ROYAL COMMAND
Move up to 2 squares per turn. Attack any enemy within movement range — the Royal strikes with authority.
MENDING TOUCH
Once per game, heal an adjacent ally for +5 HP. Choose wisely — this power does not return.
WIN CONDITION
Your Royal must survive. If your Royal falls, the game is over — regardless of any other units remaining on the board.
Strategy: Keep the Royal protected — but don't hide it. A Royal that can threaten enemies from safety forces your opponent to react defensively.
RANGER
Ranged · Skirmisher
6
HP
3
ATK
3
MOVE
3
RANGE
LONGSHOT
Attack any enemy within 3 squares orthogonally, or 2 squares diagonally. Enemies behind other units are still valid targets.
SWIFT STRIDE
Move up to 3 squares per turn — the highest mobility on the board. Diagonal movement costs 2 steps.
NO RETREAT
The Ranger cannot attack in the same turn it moves. Commit to positioning first, then strike next turn.
Strategy: Use the Ranger's range to harass enemies that are engaged with your frontline. Reposition after attacking to stay out of melee.
SAMURAI
Striker · Line Sweeper
6
HP
10
ATK
MOVE
1
RANGE
IAIDO SLIDE
Move along any full row or column with no distance limit — like a rook in chess. Requires line of sight (no unit blocking the path).
FIRST CONTACT
After sliding, the Samurai attacks the first enemy encountered along the slide line. The slide and attack are combined into one action.
GLASS CANNON
The Samurai hits hardest on the board (10 damage) but has only 6 HP. A single counter-attack can be lethal.
Strategy: Open lines are the Samurai's highway. Push enemies together, then slide in for a clean hit. Watch for counter-attacks — keep the Samurai out of adjacent range after striking.
PHALANX
Frontline · Defender
10
HP
6
ATK
2
MOVE
1
RANGE
SHIELD WALL
Instead of attacking, the Phalanx can activate a 4 HP shield. All incoming damage hits the shield first until it breaks.
WALL FORMATION
Two adjacent Phalanx units can link into a Shield Wall together — sharing block and acting as one unit for movement.
STEADFAST
Move 2 squares. Attack any enemy within move range. Cannot attack after moving — the Phalanx commits to one role per turn.
Strategy: Pair Phalanx units side-by-side for maximum blocking coverage. Use BLOCK the turn before an enemy is in range to absorb the first hit for free.
IMMORTAL
Striker · Revenant
8
HP
4
ATK
2
MOVE
1
RANGE
UNDYING
When the Immortal is killed for the first time, it immediately respawns on the same tile at half HP. This can only happen once.
DARK SURGE
Move 2 squares. Attack any enemy within move range. The Immortal deals moderate damage but its true value is survivability.
REBIRTH PULSE
On respawn, a dark energy burst erupts from the tile — purely visual, but enemies will hesitate to attack again.
Strategy: The ✦ badge shows respawns remaining. Use the Immortal as a roadblock — enemies must kill it twice to remove it, burning their attacks.
🛡
LEGION
Frontline · Heavy Shield
10
HP
5
ATK
2
MOVE
1
RANGE
IRON SHIELD
Activate a 6 HP shield — the strongest block on the board. Incoming damage depletes the shield before touching HP.
SHIELD HOLD
The shield persists across turns until the Legion moves. Plant it on a key chokepoint and dare your opponent to push through.
TOGETHER
Two adjacent Legion units can share their shield wall, moving and blocking as one. Coordinate with the Phalanx for a mixed wall.
Strategy: Block on a chokepoint tile and don't move. A shielded Legion holding a narrow corridor forces your opponent to divert or take 6 free damage.
🪓
VIKING
Striker · Berserker
12
HP
8
ATK
2
MOVE
1
RANGE
AXE CLEAVE
Move 2 squares. Attack any enemy within move range. Diagonal movement available. Hits for 8 damage — one of the highest base attacks.
BERSERKER RAGE
When below half HP (6 or less), the Viking's attack increases to 10. Wounding a Viking makes it more dangerous, not less.
BATTLE HARDENED
With 12 HP, the Viking is the tankiest non-Royal unit. It can absorb hits, trigger Berserker mode, and keep swinging.
Strategy: Let the Viking take a hit intentionally if it triggers Berserker. A 10-damage Viking threatening the Royal is a crisis your opponent must solve immediately.
🐆
JAGUAR
Striker · Duelist
8
HP
5
ATK
2
MOVE
1
RANGE
SPEAR THROW
Starts with a spear: throw it in any direction with unlimited range (line of sight), dealing 8 damage. One-time use — the spear is gone after.
SWORD MASTERY
After the spear is thrown, the Jaguar draws its blade. Sword attacks deal 5 damage to any enemy within move range.
SWIFT POUNCE
Move 2 squares. The Jaguar can attack after moving in sword mode, making it one of the most mobile threat units on the board.
Strategy: Save the spear throw for a high-value target — ideally a unit that's injured or the Royal itself. After throwing, the Jaguar becomes a fast melee threat.
⚠ Opponent disconnected — waiting for reconnection…
YOUR TURN
REALM TACTICS
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