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Shardok Victory Conditions

Shardok battles end when one of the battle’s victory conditions is satisfied. Each player has a set of conditions that apply to them.

In a normal Eagle province assault, attackers usually get Hold Critical Tiles, Last Player Standing, and Last Alliance Standing. The defender usually gets Last Player Standing and Win After Max Rounds.

A turn is one player’s opportunity to act. A round includes the required turns before end-of-round processing. This distinction determines whether the opposing side gets a response.

ConditionTypical holderCheck timing
Last Player StandingAttacker and defenderAs soon as only one eligible player survives
Last Alliance StandingAllied attackersAs soon as the only eligible survivors are mutually allied holders
Hold Critical TilesAttackersEnd of the tactical round
Win After Max RoundsDefenderEnd-of-round clock check
Most Troops StandingSpecial battle typesAt its configured ending check

The battle display’s assigned conditions and maximum-round value are authoritative for that battle; the normal-assault assignments above are defaults, not promises for every scenario.

An attacker occupies the final critical tile during their turn. The battle does not end at that movement step. The defender receives the remaining opportunity provided by the tactical round and can retake or contest an objective. If eligible allied attackers still occupy every critical tile when the round closes, Hold Critical Tiles succeeds.

The defender does not need to eliminate every attacker when Win After Max Rounds is assigned. The attacker must satisfy an attacking victory condition before the displayed round limit expires. Surviving without taking the objectives can therefore be a loss for the attacker.

A player wins if they are the only surviving player and they have this victory condition.

A player counts as surviving when they still have a visible normal unit with troops, or a visible normal unit with a living hero. Hidden units do not keep a player alive for this check, though some hidden losing units may be able to flee when the battle ends.

Multiple players can win together if all surviving players are mutually allied and all have this victory condition.

This is the tactical version of “the only forces left on the field are allies.”

A player wins if the battle lasts past the maximum number of Shardok rounds and they have this victory condition.

In normal province assaults, this is usually the defender’s clock. The attacker has to force a result before time runs out.

A player wins by controlling every critical tile on the map. Critical tiles are usually castles or other objective tiles.

To count, each critical tile must be occupied by a unit belonging to the winning player, and the occupying unit must have an attached hero.

Allied attackers can also win this way together if allied players collectively occupy all critical tiles, all occupying players have the condition, and the occupants are mutually allied.

This condition is checked at the end of a tactical round, not immediately after every move, so the defender has a chance to retake objectives before the round closes.

This condition exists in the battle model, but normal Eagle province assaults do not currently assign it to attackers or defenders.

If a battle type uses it, the winner is the player with the most troops standing when the battle reaches the relevant ending check.

Shardok reports each player as victorious or defeated, including which condition ended the battle. Eagle then turns that tactical result into strategic consequences:

  • A defending winner holds the province.
  • A single attacking winner conquers the province.
  • Multiple allied attacking winners may need to decide who keeps the province.
  • Captured heroes, destroyed battalions, fled units, outlaws, and secured prisoners are applied to the Eagle game state.