Shardok Combat Fundamentals
Shardok is an objective-based hex battle, not a direct comparison of troop totals. Position, terrain, heroes, hidden information, and command timing determine which force can satisfy its victory conditions.
Turns, units, and rounds
Section titled “Turns, units, and rounds”Players act according to the tactical state. A unit spends Action Points (AP) to move or use commands. Ending the player turn sets that player’s remaining unit AP to 0. After every required side has had its opportunity, the tactical round closes and end-of-round victory conditions are checked.
Movement and position
Section titled “Movement and position”Movement cost depends on terrain and battalion type. Water, mountains, bridges, ice, fire, castles, and cities can restrict paths or change their value. Enemy proximity can affect hiding and movement choices. Use the highlighted valid targets rather than assuming every adjacent hex is traversable.
Attacks and special actions
Section titled “Attacks and special actions”Melee and ranged attacks require valid targets and battlefield geometry. Line of fire can be blocked. Damage and resistance depend on the units, heroes, damage profiles, and terrain involved.
Many major actions require a minimum AP and then consume all remaining AP. The command reference states the exact rule. Unless an entry says otherwise, a morale-using unit needs at least 10 morale, and a unit with a hero needs at least 10 hero vigor. Current vigor also contributes to maximum AP. Reaching zero vigor resolves the entire hero-led unit as captured, even if troops remain.
Heroes and battalions
Section titled “Heroes and battalions”The battalion provides troops, type, morale, training, armament, movement, and damage behavior. The attached hero provides stats, vigor, profession abilities, and special commands. Profession commands can also require a compatible battalion: casting and Ranger stealth are important examples.
Terrain and objectives
Section titled “Terrain and objectives”Castles and cities may be defensive positions or critical objectives. Critical-tile victory normally requires a hero-bearing unit on every required tile at the end of the tactical round. Occupying an objective during your turn is therefore not always immediate victory; opponents may receive a chance to respond.
Hidden units
Section titled “Hidden units”Hidden units are not fully visible. Ranger scouting, adjacency, movement, and terrain can reveal them. Hidden units do not keep a player alive for Last Player Standing, although a capable hidden loser may flee when battle ends.
See Shardok Commands for exact action requirements and Shardok Victory Conditions for battle-ending checks.