In the context of a strategic game, players engage in battles within designated play areas when units from opposing teams occupy the same tile. These battles are single-life encounters, meaning players battle until only one team remains.
How to Win:
• A team loses when their capital is captured for 2 turns (not counting the turn when the tile was captured).
• Once only one team remains, they are declared the winners.
Retreat Phase
• Routed units retreat to the tile opposite of the tile the enemy attacked *from*
• If the tile the losers are supposed to retreat to is impassable, they instead instead retreat to the tile furthest away from any enemy units (use common sense)
• Example: team A attacks Graveyard from FFA Arena and wins. Team B cannot retreat to the impassable Island tile, so team B will instead retreat to whichever tile *next* to the Graveyard and Island tile (that is, Church or Cliff Windmill) is furthest from all enemies.
• Routed units cannot move to any other tile for 1 turn as they recover from the lost battle. They can still engage in a battle if they are attacked on that tile, though.
Preparation
• Assign every player a piece, and place all the pieces on your starting location. Each player is a unit.
• Both teams pick a starting location and mark it with a piece. This tile is the team's capital.
Pieces:
• 1 piece for each player, to represent their unit. Color code pieces corresponding to their team.
• 1 piece for each capital, placed on the corresponding tile
• Dice or something to act as a cooldown timer for the Mountainside Bell's Rally ability and the Beekeeper's Bee Swarm ability.
Map Phase
• In the map phase, teams take turns moving units and capturing tiles or engaging enemies.
• You can move as many units from as many tiles as you want on your turn, but units may only move a one tile distance per turn.
• A unit can move one tile per turn
• There is no limit to how many units can be present on a tile.
Battle Phase
• Begins when units from both teams enter a tile together.
• Battles take place in Bulwark, in the in-game location corresponding to each tile, referred to as the play area.
• Players fight until only one team is still alive. Single-life.
• Unless a team has the Reconnaissance ability, both teams' units start the battle grouped with their teammates, but they may decide where in the play area they begin the battle.
• Any players who die or leave the play area during a battle are routed.
Town
Impassable
FFA Arena
Training: units may retreat to any tile so long as that tile is neutral or controlled
Farmer's House
Ferry: units can move from this tile to the Northern Sea tile
Lighthouse Waterfall
Reconnaissance: when prepping a battle, the owner of this tile can place their units anywhere in the play area
Church
Graveyard
Intersection w/ Signpost
Rocky Archways
Cliff Windmill
Soap Shop
Decrepit Hut Near The Ruins
Obelisk
Mountain
Impassable
Decrepit Farm
Island
Impassable
Quarry
Southern Sea
Southern Shore
Ferry: units can move from this tile to the Southern Sea tile
Bakery
Beekeeper's
Bee Swarm: if a friendly unit is on this tile, you can force 1 individual unit (can be in a tile with other units) within 1 tile of this one to retreat to a 1-tile distance tile of *their* choice. 3 turn cooldown
Forge
Angler's Commune
Ferry: units can move from this tile to the Northern or Southern Sea tile
Sword In The Stone
Oceanside Mountain Path
Northern Sea
Mountainside Bell
Rally: on player's turn, can teleport all units within 2 tiles to this tile instantly, regardless of distance or nearby enemies. 3 turn cooldown