When two or more units storm a tile, the standard battle calculation is suspended. Instead, command plays out as a five-wave card game — a tactical duel of chips, multipliers, and gem-powered jokers. Win three waves, seize the land.
Core rules at a glance
| Parameter | Value | Notes |
|---|---|---|
| Trigger | 2+ attacking units | Single-unit attacks resolve immediately as normal combat |
| Waves per run | 5 | Each wave is a separate card play |
| Waves to win | 3 of 5 | Best of five — first to 3 wave wins captures the tile |
| Units per wave | Up to 3 | Choose which of your units to commit each wave |
| Shop stops | After waves 1, 2, 4 | Buy gem jokers and power cards between these waves |
| Event cards | 2 drawn per wave | Random modifiers applied to attacker and/or defender |
| Outcome (win) | Tile captured | All attacking units survive at full health |
| Outcome (loss) | Attack repelled | All attacking units survive at 1 HP — barely retreat |
What happens each wave
Each unit maps to a card suit and base chip value
Persistent power-ups purchased in the shop — scale with rarity
| Common | +25% mult |
| Rare | +30% mult |
| Epic | +37.5% mult |
| Legendary | +50% mult |
| Common | +10 chips |
| Rare | +12 chips |
| Epic | +15 chips |
| Legendary | +20 chips |
| Common | Tier 1 reveal |
| Rare | Tier 1.2 reveal |
| Epic | Tier 1.5 reveal |
| Legendary | Tier 2 reveal |
How attacker and defender chip scores are calculated
| Mountain | ×1.3 |
| Forest | ×1.2 |
| Water | ×1.1 |
| Grassland | ×1.0 |
| Desert | ×0.9 |
| Score gap ≤ 5 (close) | −10 HP |
| Score gap 6–15 | −30 HP |
| Score gap > 15 (crushed) | −60 HP |
2 are drawn each wave — visible to you before you commit units
0 to 2 antes roll at siege start — persistent run-wide conditions
Opens after waves 1, 2, and 4 — spend 🪙 gold to buy power
Field notes from the front
Units that die inside SIEGE respawn at 1 HP and can't fight for a while. Concede a wave rather than commit a wounded unit to certain death. A 2-3 wave loss is recoverable; losing your best swordsman is not.
Events are revealed before unit selection. Never commit before reading them. Treachery is the most punishing — your weakest unit flips sides. On Treachery waves, bench your lowest-chip unit entirely and field your 3 strongest.
Jokers carry over all 5 waves. A common emerald bought at wave 1 adds +10 chips in every subsequent wave. The shop after wave 4 is your last chance — if you have gold, use it. Hoarding gold during a SIEGE has no reward.