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Shardok Battles

Shardok is the tactical battle layer. Eagle decides that a battle should happen, sends armies into Shardok, and later receives the result back.

For the decision-making basics behind the command list, see Shardok Combat Fundamentals.

At the start of a battle, each side places its units onto valid setup hexes. Some battles include reserve or reinforcement units that enter later. Rangers on stealth-capable units may be able to deploy hidden.

The map comes from the province where the battle occurs. A province’s Shardok map defines terrain, castles, cities, rivers, bridges, water, and critical tiles.

See Battalions for troop, type, training, armament, morale, and lifecycle fundamentals.

A Shardok unit usually represents a hero attached to a battalion. The hero brings stats, vigor, profession abilities, and special command access. The battalion brings troop count, type, morale, training, armament, movement costs, damage profile, and battlefield limits.

Some commands require a profession. Some also require the attached battalion type to support that role. For example, many spell commands require a unit that can cast, while Ranger stealth depends on a stealth-capable battalion.

See Heroes for professions and Shardok commands for command requirements.

Units act using Action Points. Moving through terrain spends AP based on the terrain and battalion type. Many major actions require a fixed AP minimum and then consume all remaining AP. The Shardok command reference lists each command’s AP cost and requirements.

Unless a command says otherwise, a unit with morale must have at least 10 morale, and a unit with an attached hero must have at least 10 vigor.

Shardok advances tactically while units move, attack, cast, hide, scout, flee, and reinforce. When a side ends its turn, control passes according to the tactical state. At the end of a tactical round, Shardok checks end-of-round victory conditions such as holding critical tiles or surviving to the round limit.

Some victory conditions, such as last player standing, can end the battle as soon as only one eligible side remains. Others wait until the end of a round so the opposing side has a chance to respond.

Terrain matters constantly:

  • It changes movement costs.
  • It affects damage and resistance.
  • It can block line of fire.
  • Castles and cities can become critical objectives.
  • Water, bridges, ice, fire, and mountains create command-specific constraints.

Shardok is not just a troop-count comparison. Position, terrain, hidden information, and command timing matter.

Hidden units are not fully visible to enemies. Ranger abilities, scouting, terrain, movement, and proximity can reveal or preserve hidden information.

A hidden unit can matter even at battle end. If a losing hidden unit has a capable hero and can flee, it may escape rather than being resolved like an ordinary visible loser.

Units can leave a battle through flee or retreat mechanics when those commands are available. A hero may also become an outlaw through battle consequences. Eagle receives these statuses when Shardok reports the final battle result.

When the battle ends, Shardok reports each player’s surviving units, destroyed battalions, fled units, captured or secured units, and victory or loss condition.

Eagle then applies the result:

  • Defenders who win hold the province.
  • A single attacking winner can conquer the province.
  • Multiple allied attacking winners may trigger battle aftermath decisions.
  • Captured heroes and prisoners can create follow-up decisions.
  • Battle damage can devastate province economy, agriculture, and infrastructure.
  • Winning battles can advance quests.