TINY WARS

OFFICIAL FIELD MANUAL v2.0

Objective

Eliminate all Enemy (Blue) units to win.

If all your Red units are destroyed, the game is lost.

Turn Structure

  1. Select: Click a unit to see movement range.
  2. Move: Click a Blue tile. You can Undo if you haven't fired yet.
  3. Action: Click a Red tile to Fire, or click Self to Wait.
  4. End: Turn auto-ends 2 seconds after all units act.

Unit Specifications

🪖

Infantry

Move: 2
Range: 2
HP: 2
Dmg: 1

The only unit that can traverse Mountains.

🛡️

Tank

Move: 3
Range: 3
HP: 4
Dmg: 2

Heavy armor. High damage output. Blocked by mountains.

🏍️

Scout

Move: 5
Range: 3
HP: 3
Dmg: 1

High mobility. Excellent for setting up flanks.

💣

Artillery

Move: 2
Range: 2-5
HP: 2
Dmg: 2
  • Indirect Fire: Ignores Line of Sight.
  • Heavy: Cannot Move & Fire same turn.
  • Min Range: Cannot hit adjacent targets.

Combat Logic (D6 System)

The Roll

Calculated as: 1d6 + Modifiers

  • ≤ 1
    MISS

    Attack fails. No damage dealt.

  • 2-4
    TACTICAL EVENT

    Defender chooses outcome:

    Take Hit OR Retreat
  • ≥ 5
    DIRECT HIT

    Guaranteed damage applied.

Modifiers

Cover -1 to Roll

Applied if Defender is in Forest or City.

Flanking +1 to Roll

Applied if 2 or more friendly units are adjacent (not diagonal) to target.

Terrain Intelligence

🌲
Forest
Cover (-1)
Blocks LOS
🏢
City
Cover (-1)
Changes Color
⛰️
Hill
+1 Range
Elevation Bonus
⛰️
Mountain
Block Move
(Infantry OK)
🌊
River
Stops Move
No Firing
🛣️
Road
+1 Move
(Start & End)