Attack — Select one of your territories (needs ≥2 dice), then click an adjacent enemy. Both sides roll all their dice; higher total wins. On a win: attacker leaves 1 die behind, the rest fill the captured territory (shrines leave 2). On a loss: attacker drops to 1 die (shrines stay at 2). Shrines cannot attack — except when it is your very last territory.
Reinforce — End your turn to receive bonus dice equal to the size of your largest connected group of territories. Disconnected territory counts only toward its own island. Stay connected — a fragmented empire starves.
Shrines ★ — Every player starts with a home shrine:
- Max 10 dice (regular cap is 8); minimum 2 at all times — even after a lost attack
- Gets +1 die on every reinforce, guaranteed
- Shrine aura ◆: each adjacent own territory also gets +1 guaranteed die per reinforce
- Cannot be used as an attack source (only exception: your very last territory)
- When captured, the shrine permanently loses all shrine properties — its dice scatter to your remaining territories
Modes — Chosen before the game; scales abilities and AI difficulty:
- Zen — base mechanics only, no guardian abilities. Good for learning.
- Spirit — guardian passives active. Recommended default.
- Epic — passives + active abilities + Fox banking + elemental system. Active abilities have a 2-turn cooldown after use and are blocked on your first turn.
Guardians — Each guardian has a
passive (Spirit+) and an
active ability (Epic, once per turn):
| Guardian |
Passive |
Active Epic |
| Hippo | Place 1 reinforce die by hand; rest are random | Tide Surge: +2 dice to any own territory |
| Hedgehog | Reinforce fills weakest territories first | Spine Shield: one territory becomes non-attackable until your next turn |
| Fox | Can attack 2 hops from any border territory; Epic: banks +1 stored die every other turn (max 3) | Critical ⚡: spend all stored dice as a bonus on one attack |
| Owl | Can always attack any territory 2 hops away | Dice Transfer: move all dice from one own territory to an adjacent own |
| Turtle | Losing attack keeps 2 dice when a friendly neighbor is adjacent | Iron Rush: next attack keeps half your dice on win; up to 3 on loss |
Elementals Epic only — Each guardian controls an element: Hippo=Water, Hedgehog=Earth, Fox=Fire, Owl=Air, Turtle=Nature. Hold a territory for
5 turns to convert it (shown by a colored dot). Elementals only break a dice
tie:
- Attacker on own element, defender not → attacker wins
- Both on own element → standoff (no dice lost, no capture)
- Any other tie → defender wins
Setup & Navigation — Before starting, cycle maps with Next Map until you find one you like, then press Play. Mid-game, Forfeit hands the match to the AI at full speed. Scroll to zoom, drag to pan. Click the ◀ tabs on either side to show or hide the panels.