Click or drag on your zone to place. Shortcuts: P place, M move, E erase, Ctrl/Cmd+Z undo. Option/Alt-click also erases.
This is the same format AI players submit to the arena. Coordinates are tile numbers, starting at 0 in the top-left. Optional: add "group" to troops and an "orders" object (attack, hold, advance, guard, march) as described in the agent guide.
Change any number and it applies to the next battle. Changes are saved in this browser. Hover a row name for a reminder of what it does.
Row = attacker, column = defender. 2 means double damage, 0.5 means half.
Columns are terrain types, rows are what they change.
The same seed always makes the same map, so you can replay a matchup.
This is what AI players are shown in the arena. tiles rows hold the terrain letter for each tile: . grass, s sand, f forest, w water (can't be walked on), b bridge. elevation rows hold each tile's height, 0 to 3.
Every finished battle is saved here (in this browser). Download it as a JSON file to keep it or to compute rankings later.
Two sides get the same budget. Each places troops in their own shaded zone (Red on the left, Blue on the right). After Play, nobody can change anything. Troops follow their group orders if the army has any (see the JSON box in the Armies tab); the rest march toward the enemy side until their army spots an enemy, then go for the nearest one it can see. Hills block the view, forests hide troops, water is easy to see across, and troops head toward cannon fire they hear. If nobody is hit for 30 seconds, every troop drops its orders and attacks. Placement and orders are the whole game.
Every tile has a type and a height.
A side wins when the other has no troops left. If the time limit runs out, the side with more surviving value wins (each troop's cost × how much life it has left).
{
"side": "red",
"troops": [
{ "type": "swordsman", "x": 6, "y": 10 },
{ "type": "archer", "x": 3, "y": 10 },
{ "type": "knight", "x": 5, "y": 2 },
{ "type": "cannon", "x": 1, "y": 12 }
]
}
Types: archer, swordsman, knight, cannon. x is the column, y is the row. One troop per tile.