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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

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

Knight (K)

  • Role: Mobile heavy cavalry
  • Cost: $350
  • Stats: 18 HP, 4 Movement, 8 Attack, 5 Defence
  • Abilities:
    • CHARGE: Deals +50% damage if the Knight moved 3 or more tiles before attacking
    • Good balance of mobility, durability, and damage
  • Best for: Flanking maneuvers and devastating charge attacks on key targets

Rogue (R)

  • Role: Agile assassin
  • Cost: $300
  • Stats: 12 HP, 4 Movement, 9 Attack, 3 Defence
  • Abilities:
    • FLANK: Deals +50% damage when attacking an enemy that is adjacent to one of your other units
    • EVADE: 25% chance to completely dodge counter-attacks
    • Forest bonus: Evade chance increases to 35% when standing in forest terrain
  • Best for: Coordinated attacks with other units to maximize flank damage, hit-and-run tactics

Sorcerer (S)

  • Role: Support caster with buffs
  • Cost: $300
  • Stats: 10 HP, 2 Movement, 6/8 Attack (adjacent/range), 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 (range 1-2, 3 turn cooldown)
    • DEFENCE BUFF: Target ally takes 50% less damage for 3 turns (range 1-2, 3 turn cooldown)
    • ATTACK BUFF: Target ally deals 50% more damage for 3 turns (range 1-2, 3 turn cooldown)
  • Best for: Empowering key units with buffs, enabling powerful combos with Haste

Barbarian (B)

  • Role: High-speed berserker
  • Cost: $400
  • Stats: 20 HP, 5 Movement, 10 Attack, 2 Defence
  • Abilities:
    • Highest movement speed in the game (5 tiles)
    • Highest base health (20 HP)
    • Strong attack power (10 damage)
    • Low defence makes them vulnerable to focused fire
  • Best for: Rapid strikes, chasing down ranged units, and overwhelming enemies with speed

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 50% less damage for 3 turns (SORCERER_DEFENCE_BUFF_AMOUNT = 0.50)
  • 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 50% more damage for 3 turns (SORCERER_ATTACK_BUFF_AMOUNT = 0.50)
  • 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 25% chance to completely dodge counter-attacks (ROGUE_EVADE_CHANCE = 0.25)
  • Forest bonus: When standing in forest terrain, evade chance increases by 10% to 35% total (ROGUE_FOREST_EVADE_BONUS = 0.10)

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: 25% dodge chance
  • Forest evade: 35% dodge chance (+10% 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, 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, 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 35% 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