A 1v1 real-time strategy match on a 128-tile map that is fair by construction: Dark's half is Light's half rotated 180 degrees. Two BASIC overlords gather gold and wood, raise an army, and try to wipe the other side out.

8UNIT KINDS
8BUILDINGS
800STARTING GOLD
400STARTING WOOD
100FOOD CAP

THE MATCH

How a game is won

Each side starts with a town hall, five peasants or peons, 800 gold, and 400 wood. Neutral gold mines sit on the map. Trees give four wood trips then vanish. Food comes from the hall and farms, capped at 100. Army size is also capped at 100 living units.

Combat is piercing plus basic, then armor. Piercing always lands. Basic is reduced by armor and never goes below zero. Most swings miss 20% of the time. Catapults never miss, deal 255 piercing, and splash 63 piercing onto king-move neighbours.

A player is defeated when they have no standing buildings and no peon left to raise one. If the 20-minute clock hits first, score is buildings × 1000, plus army × 100, plus gold and wood ever gathered ÷ 100.

Gold trip
100 gold, 2.5s in the mine, 4 miners
Wood trip
100 wood, 3.3s chop, 400 per tree
Hall / farm
+5 and +4 food
Walk
Infantry 10 ticks/tile, siege 16
Tower
12 damage, 6 range, 1s cooldown
Clock
24 ticks a second, fog of war

THE ARMIES

Units

Light and Dark share gold, wood, train time, and most combat numbers. Where they differ, both portraits and both rows are shown. Damage is piercing / basic. Speed is ticks to cross one tile.

Peasant
Peon
LIGHT PEASANT
DARK PEON

Worker

Town hall · 400 gold · 18.8s
40HP
0ARMOR
0 / 1DMG
1RANGE
10STEP
5SIGHT
Footman
Grunt
LIGHT FOOTMAN
DARK GRUNT

Soldier

Barracks · 400 gold · 15s
60HP
2ARMOR
1 / 9DMG
1RANGE
10STEP
5SIGHT
Archer
Spearman
LIGHT ARCHER
DARK SPEARMAN

Ranged

Barracks · mill · 450g 50w · 17.5s
60HP
1ARMOR
4–5 / 0DMG
5 / 4RANGE
10STEP
7SIGHT

Light: 4 piercing, 5 range. Dark: 5 piercing, 4 range. Cooldown 1.5s.

Conjurer
Warlock
LIGHT CONJURER
DARK WARLOCK

Mage

Tower · 900 gold · 22.5s
40HP
0ARMOR
6 / 0DMG
3 / 2RANGE
10STEP
7SIGHT

Light range 3. Dark range 2. Cooldown 1.5s.

Knight
Raider
LIGHT KNIGHT
DARK RAIDER

Cavalry

Barracks · stables + smith · 850g · 20s
90HP
5ARMOR
1 / 13DMG
1RANGE
10STEP
6SIGHT
Catapult
Catapult
LIGHT CATAPULT
DARK CATAPULT

Siege

Barracks · smith + mill · 900g 200w · 25s
120HP
0ARMOR
255 / 0DMG
8RANGE
16STEP
8SIGHT

Never misses. 63 splash piercing. 8s cooldown.

Cleric
Necrolyte
LIGHT CLERIC
DARK NECROLYTE

Support

Church / temple · 700 gold · 20s
40HP
0ARMOR
6 / 0DMG
1 / 2RANGE
10STEP
7SIGHT

Light range 1. Dark range 2. Cooldown 2s.

Elemental
Daemon
LIGHT ELEMENTAL
DARK DAEMON

Summon

Tower · 1200 gold · 30s
250 / 300HP
0ARMOR
40 / 65DMG
3 / 1RANGE
10STEP
6SIGHT

Light: 250 HP, 40 piercing, range 3. Dark: 300 HP, 65 basic, range 1.

THE TOWN

Buildings

Same costs and hit points on both sides. Dark names stables as kennels and church as temple. Gold mines are neutral, 25,000 on the main and 15,000 on expansions.

Town hall

Town Hall

1200 800

1200 HP. 30s. 3×3. +5 food. Gold and wood drop-off. Trains workers.

Light hall Dark hall
Farm

Farm

400 200

400 HP. 10s. 2×2. +4 food.

Barracks

Barracks

600 400

800 HP. 20s. 3×3. Trains soldiers, ranged, knights, siege.

Light barracks Dark barracks
Lumber mill

Lumber Mill

500 300

600 HP. 15s. 3×3. Wood drop-off. Unlocks ranged and towers.

Tower

Tower

500 300

700 HP. 15s. 2×2. Needs mill. 12 damage, 6 range, sight 9. Trains mages and summons.

Stables

Stables / Kennels

600 400

700 HP. 20s. 3×3. Needs barracks. Unlocks cavalry with the smith.

Church

Church / Temple

700 400

700 HP. 20s. 3×3. Needs barracks. Trains cleric / necrolyte.

Blacksmith

Blacksmith

600 400

700 HP. 15s. 3×3. Needs barracks. Unlocks knights and catapults.

Gold mine

Gold Mine

Neutral

2000 HP. 2×2. Main 25,000 gold. Expansion 15,000. Four miners at a time.