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Game Mechanics

This page provides detailed information about the game mechanics, units, structures, and combat system in Reinforce Tactics.

Units

Reinforce Tactics features 8 distinct unit types, each with unique abilities and tactical roles:

Unit Statistics

UnitCodeCostHealthMovementAttackDefenceSpecial Abilities
WarriorW200153106Melee only (range 1)
MageM3001028 (adjacent) / 12 (range)4Can attack at range 1-2, Can PARALYZE enemies for 3 turns (2-turn cooldown)
ClericC2008224Can HEAL allies (+5 HP) at range 1-2, Can CURE paralyzed units at range 1-2
ArcherA25015351Ranged attack (2-3 spaces), +1 range on mountains (2-4), Cannot attack adjacent (distance 1), Melee units cannot counter-attack Archers
KnightK35018485CHARGE: +50% damage if moved 3+ tiles before attacking
RogueR35012493FLANK: +50% damage if target adjacent to ally, EVADE: 15% dodge (30% in forest)
SorcererS4001026 (adjacent) / 8 (range)3Can attack at range 1-2, HASTE: Grant ally extra action, ATTACK/DEFENCE BUFF: +35% damage/reduction for 3 turns
BarbarianB400205102High HP glass cannon with excellent mobility

Unit Details

Warrior (W)

  • Role: Frontline melee fighter
  • Cost: $200
  • Stats: 15 HP, 3 Movement, 10 Attack, 6 Defence
  • Abilities: Standard melee attacks at range 1
  • Best for: Defending positions and engaging in close combat

Mage (M)

  • Role: Ranged attacker with crowd control
  • Cost: $300
  • Stats: 10 HP, 2 Movement, 8/12 Attack, 4 Defence
  • Abilities:
    • Attacks at distance 1 (adjacent): 8 damage
    • Attacks at distance 2 (range): 12 damage
    • Can PARALYZE enemies for 3 turns (2-turn cooldown)
  • Best for: Disabling key enemy units and dealing ranged damage

Cleric (C)

  • Role: Support and healing
  • Cost: $200
  • Stats: 8 HP, 2 Movement, 2 Attack, 4 Defence
  • Abilities:
    • Can HEAL allies for 5 HP per action (range 1-2)
    • Can CURE paralyzed units (range 1-2)
    • Weak combat capabilities (2 attack)
  • Best for: Keeping your army healthy and removing status effects

Knight (K)

  • Role: Heavy cavalry
  • Cost: $350
  • Stats: 18 HP, 4 Movement, 8 Attack, 5 Defence
  • Abilities:
    • CHARGE: +50% damage if moved 3+ tiles before attacking
  • Best for: Rapid flanking maneuvers and high-impact charges

Rogue (R)

  • Role: Fast melee assassin
  • Cost: $350
  • Stats: 12 HP, 4 Movement, 9 Attack, 3 Defence
  • Abilities:
    • FLANK: +50% damage if target is adjacent to another friendly unit
    • EVADE: 15% chance to dodge counter-attacks (30% in forest)
  • Best for: Coordinated attacks with allies and hit-and-run tactics

Sorcerer (S)

  • Role: Support caster with buffs
  • Cost: $400
  • Stats: 10 HP, 2 Movement, 6/8 Attack, 3 Defence
  • Abilities:
    • Attacks at distance 1 (adjacent): 6 damage
    • Attacks at distance 2 (range): 8 damage
    • HASTE: Grant an ally an extra action this turn (3-turn cooldown)
    • DEFENCE BUFF: Give ally -35% damage taken for 3 turns (3-turn cooldown)
    • ATTACK BUFF: Give ally +35% damage dealt for 3 turns (3-turn cooldown)
  • Best for: Amplifying ally effectiveness and providing tactical flexibility

Barbarian (B)

  • Role: Glass cannon
  • Cost: $400
  • Stats: 20 HP, 5 Movement, 10 Attack, 2 Defence
  • Abilities:
    • High HP and mobility for rapid strikes
  • Best for: Fast aggressive plays and overwhelming enemies

Structures

Structures provide income and serve as strategic objectives. They can be captured by enemy units.

Structure Statistics

StructureCodeMax HealthIncome/Turn
Headquarters (HQ)h50 HP$150
Buildingb40 HP$100
Towert30 HP$50

Structure Mechanics

Capturing Structures

  • Units can capture enemy structures by standing on them and using the "Seize" action
  • Each turn the unit seizes, the structure takes damage equal to the unit's current HP
  • Once the structure's HP reaches 0, it is captured and becomes owned by the capturing player
  • Capturing the enemy's HQ wins the game immediately

Win Conditions

  • Capture Enemy HQ: Capturing the enemy's headquarters wins the game immediately
  • Eliminate All Units: If a player loses all their units, they lose the game regardless of how many structures they own

Structure Regeneration

  • Abandoned structures (not owned by any player) regenerate 50% of their max HP per turn
  • This regeneration rate is defined by STRUCTURE_REGEN_RATE = 0.5
  • Regeneration stops once a structure is captured by a player

Unit Creation

  • Units can be created at owned Buildings only
  • The creating structure must not have a unit standing on it
  • Costs are deducted from the player's gold reserves

Income Generation

  • At the start of each player's turn, they receive income from all owned structures:
    • Headquarters: $150 per turn
    • Buildings: $100 per turn
    • Towers: $50 per turn
  • Players start with $250 in gold (STARTING_GOLD = 250)

Combat System

Basic Combat

  • Units can attack enemy units within their attack range
  • Damage calculation involves both the attacker's attack stat and the defender's defence stat
  • When a melee unit attacks another melee unit, the defender can counter-attack

Counter-Attack Mechanics

  • Counter-attacks occur when a melee unit (range 1) is attacked by another melee unit
  • Counter-attacks deal 80% of normal damage (COUNTER_ATTACK_MULTIPLIER = 0.8)
  • Archers are special: melee units cannot counter-attack Archers even when attacked
  • Units cannot counter-attack if they are paralyzed

Status Effects

Paralysis

  • Mages can paralyze enemy units
  • Paralyzed units cannot move or attack
  • Paralysis lasts 3 turns (PARALYZE_DURATION = 3)
  • Clerics can cure paralysis with their CURE ability

Healing

  • Clerics can heal friendly units
  • Each heal action restores 5 HP (HEAL_AMOUNT = 5)
  • Units cannot be healed above their maximum HP

Haste

  • Sorcerers can grant Haste to friendly units within range 1-2
  • Hasted units can take an additional action this turn
  • After using Haste, the Sorcerer has a 3 turn cooldown (HASTE_COOLDOWN = 3)

Defence Buff

  • Sorcerers can grant Defence Buff to friendly units within range 1-2
  • Buffed units take 35% less damage for 3 turns (SORCERER_DEFENCE_BUFF_AMOUNT = 0.35)
  • After using Defence Buff, the Sorcerer has a 3 turn cooldown (SORCERER_BUFF_COOLDOWN = 3)

Attack Buff

  • Sorcerers can grant Attack Buff to friendly units within range 1-2
  • Buffed units deal 35% more damage for 3 turns (SORCERER_ATTACK_BUFF_AMOUNT = 0.35)
  • After using Attack Buff, the Sorcerer has a 3 turn cooldown (SORCERER_BUFF_COOLDOWN = 3)

Combat Abilities

Charge (Knight)

  • Knights deal +50% damage when attacking after moving 3 or more tiles (CHARGE_BONUS = 0.5)
  • The Knight must move at least 3 tiles (CHARGE_MIN_DISTANCE = 3) before attacking to trigger Charge
  • Charge bonus is applied automatically when the condition is met

Flank (Rogue)

  • Rogues deal +50% damage when attacking an enemy that is adjacent to one of your other units (FLANK_BONUS = 0.5)
  • Positioning is key: coordinate your units to enable flanking attacks

Evade (Rogue)

  • Rogues have a 15% chance to completely dodge counter-attacks (ROGUE_EVADE_CHANCE = 0.15)
  • Forest bonus: When standing in forest terrain, evade chance increases by 15% to 30% total (ROGUE_FOREST_EVADE_BONUS = 0.15)

Terrain Bonuses

Mountain Bonus for Archers

  • When an Archer is positioned on a mountain tile, their attack range is extended
  • Normal range: 2-3 spaces
  • Mountain range: 2-4 spaces (+1 maximum range)
  • This bonus is automatically applied when checking attack range and calculating attackable enemies

Forest Bonus for Rogues

  • When a Rogue is positioned on a forest tile, their evade chance is increased
  • Normal evade: 15% dodge chance
  • Forest evade: 30% dodge chance (+15% bonus)
  • This bonus is automatically applied when calculating counter-attack outcomes

Game Rules

Victory Conditions

  • Capture enemy HQ: Win by capturing the opponent's Headquarters
  • Eliminate all enemy units: Win if the opponent has no units remaining and cannot create new ones

Turn Structure

  1. Income Phase: Receive income from owned structures
  2. Action Phase: Move units, attack enemies, create new units, capture structures
  3. End Turn: Pass control to the next player

Movement Rules

  • Units can move up to their movement range in Manhattan distance (sum of horizontal and vertical movement)
  • Units cannot move through water or ocean tiles
  • Units cannot move through other units (friendly or enemy)
  • After moving, units can still attack if they haven't attacked yet

Attack Rules

  • Units can attack before or after moving (but only once per turn)
  • Each unit type has specific attack range requirements
  • Attacking or moving ends that unit's turn (it cannot move after attacking, and vice versa)

Strategic Tips

Unit Composition

  • Balance your army: Mix melee units (Warriors, Knights, Barbarians) with ranged units (Mages, Archers, Sorcerers) and support (Clerics)
  • Protect support units: Keep Clerics, Sorcerers, and Archers behind your frontline
  • Use terrain: Position Archers on mountains for extended range, and Rogues in forests for increased evasion

Economy Management

  • Capture structures early: More income means more units
  • Protect your structures: Losing income puts you at a disadvantage
  • Consider unit costs: Warriors and Clerics ($200) are cost-effective; Knights ($350) and Barbarians ($400) are expensive but powerful

Combat Tactics

  • Use Mages to disable: Paralyze key enemy units before engaging
  • Heal efficiently: Keep your units healthy with Clerics to maximize their effectiveness
  • Archer positioning: Keep Archers at range 2-3 to avoid counter-attacks
  • Counter-attack advantage: Let enemies attack into your defensive positions when possible
  • Knight charges: Position Knights far from enemies to maximize charge damage (+50%)
  • Rogue flanking: Coordinate your units to enable Rogue flanking attacks (+50% damage)
  • Sorcerer buffs: Use Haste on high-value units for devastating double actions

Advanced Tactics

  • Mountain control: Fight for mountain tiles to give your Archers extended range
  • Forest control: Position Rogues in forests for 30% evasion chance
  • Structure denial: Capture or destroy enemy structures to starve their economy
  • Unit synergy: Combine paralysis (Mage) with healing (Cleric) to maintain board control
  • Buff combos: Use Sorcerer's Attack Buff on Knights before a charge for massive damage
  • Barbarian raids: Use Barbarians' high movement (5) to quickly capture distant structures or hunt down ranged units
  • Haste combos: Use Sorcerer's Haste to let units move, attack, and move again for repositioning