Game Mechanics
This page provides detailed information about the game mechanics, units, structures, and combat system in Reinforce Tactics.
Units
Reinforce Tactics features 4 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 | 250 | 10 | 2 | 8 (adjacent) / 12 (range) | 4 | Can attack at range 1-2, Can PARALYZE enemies for 3 turns |
| Cleric | C | 200 | 8 | 2 | 2 | 4 | Can HEAL allies (+5 HP), Can CURE paralyzed units |
| 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 |
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: $250
- 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
- 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
- Can CURE paralyzed units
- Weak combat capabilities (2 attack)
- Best for: Keeping your army healthy and removing status effects
Archer (A)
- Role: Long-range attacker
- Cost: $250
- Stats: 15 HP, 3 Movement, 5 Attack, 1 Defence
- Abilities:
- Ranged attacks at distance 2-3 (cannot attack adjacent enemies at distance 1)
- Mountain bonus: +1 attack range when on mountains (range becomes 2-4)
- Melee units cannot counter-attack Archers
- Best for: Harassing enemies from safe distance, especially effective when positioned on mountains
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
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
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, ocean, or mountain 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) with ranged units (Mages, Archers) and support (Clerics)
- Protect support units: Keep Clerics and Archers behind your frontline
- Use terrain: Position Archers on mountains for extended range
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 are cost-effective; Mages and Archers are more specialized
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
Advanced Tactics
- Mountain control: Fight for mountain tiles to give your Archers extended range
- Structure denial: Capture or destroy enemy structures to starve their economy
- Unit synergy: Combine paralysis (Mage) with healing (Cleric) to maintain board control