The Campaign
A war in an afternoon
Four divisions, one enemy country, a ration clock. Every attack is computed before you commit — win by choosing the right point to attack, not by luck.
Take the enemy flag ⚑
One map a day — the same one for every reader, like the daily lesson. Four divisions, an enemy country between you and their flag ⚑, and just enough rations to get there if you feed the army on the enemy’s granaries.
How the campaign works
You command four divisions: the Main Host 主 (strong, slow), the Vanguard 先, the Cavalry 骑 (fast), and the Siege Train 攻 (weak in the field, devastating against walls). The enemy holds three strongholds, two field armies, a granary network, and their flag. Take the flag within the turn limit.
Everything is deterministic. Selecting an attack shows its exact outcome first — casualties on both sides, position taken or held. Like Chapter 3 says: the victorious army wins first, then seeks battle. There are no dice to blame.
The ground (Chapter 10)
| Terrain | March cost | Effect |
|---|---|---|
| Plain · | 1 | open going |
| Hill ⛰ | 1 | defender ×1.5 — do not attack uphill |
| Forest ♣ | 2 | slow; defender ×1.25 |
| Marsh 〰 | 2 | bad ground: fights at ×0.75 from it, dies standing in it |
| River ~ | 2 | fordable, slow — the fords are the roads |
The provisions (Chapter 2)
The army eats one ration per division every turn. On enemy soil each division forages one; a seized granary ⌂ gives eight rations now and two every turn while held — and the enemy’s raiders can take it back. Run empty and the army bleeds strength every turn. Choose your baggage before the march: light is fast and hungry, heavy is slow and full.
The points to attack (Chapter 6)
Walls multiply a garrison ×1.5, and storming them without a siege train costs ×0.7. A grind works too — penned-up defenders bleed fast — but it costs blood. The strong strongholds should be bypassed, the weak ones taken, the granaries seized, and the flag approached through the ground that favors you. Avoid strength; strike weakness.