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
| Unit | Code | Cost | Health | Movement | Attack | Defence | Special Abilities |
|---|---|---|---|---|---|---|---|
| Warrior | W | 200 | 15 | 3 | 10 | 6 | Melee only (range 1) |
| Mage | M | 300 | 10 | 2 | 8 (adjacent) / 12 (range) | 4 | Can attack at range 1-2, Can PARALYZE enemies for 3 turns (2-turn cooldown) |
| Cleric | C | 200 | 8 | 2 | 2 | 4 | Can HEAL allies (+5 HP) at range 1-2, Can CURE paralyzed units at range 1-2 |
| Archer | A | 250 | 15 | 3 | 5 | 1 | Ranged attack (2-3 spaces), +1 range on mountains (2-4), Cannot attack adjacent (distance 1), Melee units cannot counter-attack Archers |
| Knight | K | 350 | 18 | 4 | 8 | 5 | CHARGE: +50% damage if moved 3+ tiles before attacking |
| Rogue | R | 350 | 12 | 4 | 9 | 3 | FLANK: +50% damage if target adjacent to ally, EVADE: 15% dodge (30% in forest) |
| Sorcerer | S | 400 | 10 | 2 | 6 (adjacent) / 8 (range) | 3 | Can attack at range 1-2, HASTE: Grant ally extra action, ATTACK/DEFENCE BUFF: +35% damage/reduction for 3 turns |
| Barbarian | B | 400 | 20 | 5 | 10 | 2 | High 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
| Structure | Code | Max Health | Income/Turn |
|---|---|---|---|
| Headquarters (HQ) | h | 50 HP | $150 |
| Building | b | 40 HP | $100 |
| Tower | t | 30 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
- Income Phase: Receive income from owned structures
- Action Phase: Move units, attack enemies, create new units, capture structures
- 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