Turn: spend energy, move your units, then press End turn (Enter). Each sector earns 1 energy per zone (debris earns nothing) and pays upkeep for its units. Undo and Reset turn work until you end the turn.
Buying: pick a sector, press a unit button (keys 1-6, T for a turret) and click where it goes: an empty zone, a same-rank unit to merge, or an enemy or neutral zone touching your sector that it is strong enough to enter.
Moving: click a bobbing unit, then a highlighted zone. Inside your sector units move for free; only claiming, capturing, raiding or clearing uses up their move. Units that already moved are in the way of others.
Ranks: 1 Drone, 2 Trooper, 3 Walker, 4 Cruiser, 5 Dreadnought, 6 Titan. Two equal ranks merge into the next. A zone is defended by the highest rank on it or next to it (a castle counts as 1); you need a higher rank to enter. Drones cannot fight.
Castles: a Trooper or better can raid one: you take its zone and half its energy, and it is rebuilt on the farthest zone of its sector. Join two of your sectors by capturing the land between them to pool their energy.
Debris earns no energy and blocks the way; only a Drone can clear it. Turrets (20 energy, one per 10 zones) defend like a Trooper and shoot the strongest enemy of rank 3 or less next to them; Cruisers and above are immune.
Winning: conquer every rival, or at 80% control (and every further 5%) accept their surrender. Keys: Esc cancels, Z undoes, M mutes.
NeoVerse · Strategy
NEO'S FRONTIER
Command a faction across a hex frontier: claim land, grow an army, and take your rivals' castles.