Symbol Key
Hit Points
Damage
Range
Chance in 1d6 to Break/Slip Through enemy lines
Defense
Anti-Air
Income (+$25~)
Upkeep (-$25~)
Red/Blue Boarder = Advanced Unit
Tower Unit Info
Main Keep: Placed in Center of your Castle Formation; You lose if it is destroyed. Costs $100~ to Repair with War Forge. Generates $50~/turn.
Church: $50~; Automatically Heals all Surviving Units after Each Battle Phase. Generates $25~/turn.
War Forge: $80~; Allows the purchase of Advance Units and Castle Repairs; Repairs cost half of each Repaired Tower’s Original Cost and restore all Stats to full. Costs $50~/turn to maintain.
Cannon Batteries: $60~; Advanced Unit; You may have 2; Placed one each to right or left of your Main Keep.
Spy Info: $15~; Allows a look at 1 enemy Lane Prior to Battle Phase. Can be Countered with a $20~ bribe.
Wall: $30~; You may have 3; Placed to your outer Land Side, and to the adjacent right or left of your Main Keep.
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Barracks: $100~; Allows the purchase of Pike Barricades and Infantry Units.
Pike Barricade: $20~; You may have 3; Placed one in front of each Wall; Produced by Barracks.
Foot Soldiers: $10~; Produced by Barracks.
Shock Troopers: $30~; Produced by Barracks.
Heavy Infantry: $30~; Advanced Unit; Produced by Barracks.
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Stables: $80~; Allows the purchase of Cavalry Units and required for Summoning Giant Monster.
Cavalry: $30~; Produced by Stables.
Heavy Cavalry: $45~; Advanced Unit; Produced by Stables.
War Riders: $45~; Produced by Stables.
Giant Monster: $55~; Produced by Summon Monster Ritual.
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Guild Hall: $55~; Allows the purchase of Ranged Units and a single Saboteur. Costs $25~/turn to maintain.
Crossbowmen: $25~; Produced by Guild Hall.
Mercenary Rangers: $40~; Advanced Unit; Produced by Guild Hall.
Catapults: $40~; Advanced Unit; Produced by Guild Hall.
Saboteur: $50~; Advanced Unit; Ignores Banners; When the Saboteur slips past enemy lines, he does 10 Damage to any chosen Tower and then returns to base; Counters Ship Mines, if the Transport carrying the Saboteur is the one targeted.
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Shipyard: $100~; Allows purchase of Sea Units and required for Summoning Sea Monster. Generates $50~/turn.
Ship Mines: $50~; Advanced Unit; Set in Sea Lane to Damage the 1st, 2nd, 3rd, or 4th Sea Unit; Limit 2 per Battle Phase; Produced by Shipyard.
Longboat: $10~; Produced by Shipyard.
Frigate: $30~ Produced by Shipyard.
Man-O-War: $50~; Advanced Unit; Produced by Shipyard.
Troop Transport: $40~; Can carry +1 non-Sea Unit; Produced by Shipyard.
Armored Transport: $50~; Advance Unit; Can carry +2 non-Sea Units; Produced by Shipyard.
Harbor Chain: $50~; You may have only 1; Placed to your outer Sea Side; Produced by Shipyard.
Sea Monster: $45~; Produced by Summon Monster Ritual.
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Hanger: $50~; Allows purchase of a single Air Ship and required for Summoning Small and Large Flying Monsters.
Airship: $55~; Advance Unit; Ignores Banners; Can only be attacked by Anti-Air; May target any Tower (see Using Air Units below); Produced by Hanger.
Small Flying Monsters: $40~; Ignores Banners; Can only be attacked by Anti-Air; May target any Tower (see Using Air Units below); Produced by Summon Monster Ritual.
Large Flying Monster: $55~; Ignores Banners; Can only be attacked by Anti-Air; May target any Tower (see Using Air Units below); Produced by Summon Monster Ritual.
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Mage Tower: $80~; Allows the purchase of a single Mage, a Magician’s Apprentice, and corresponding Rituals. Generates $25~/turn.
Magician’s Apprentice: $20~; becomes a new Mage of any type when his mentor is killed; Produced by Mage Tower.
Fire Mage: $40~; May cast a Ritual from inside Mage Tower; go out in Battle Lanes, or be placed to protect a specific Tower; When casting a Ritual or defending a Tower, the Mage takes no damage, but dies if the Tower is lost; Produced by Mage Tower.
Meteor Swarm: $50~; Ritual; Targets any enemy Tower directly, but goes off in the next Battle Phase (provided the Mage is still alive then).
Ice Mage: $40~ May cast a Ritual from inside Mage Tower; go out in Battle Lanes, or be placed to protect a specific Tower; When casting a Ritual or defending a Tower, the Mage takes no damage, but dies if the Tower is lost; Reduces all Attacking Units Range to 1; Produced by Mage Tower.
Ice Storm: $40~; Ritual; Targets any enemy Tower directly, but goes off in the next Battle Phase (provided the Mage is still alive then).
Lightning Mage: $40~; May cast a Ritual from inside Mage Tower; go out in Battle Lanes, or be placed to protect a specific Tower; When casting a Ritual or defending a Tower, the Mage takes no damage, but dies if the Tower is lost; Produced by Mage Tower.
Lightning Barrage: $45~; Ritual; Targets any enemy Tower directly, but goes off in the next Battle Phase (provided the Mage is still alive then).
Necromancer: $30~; May cast a Ritual from inside Mage Tower; go out in Battle Lanes, or be placed to protect a specific Tower; When casting a Ritual or defending a Tower, the Mage takes no damage, but dies if the Tower is lost; May create Undead versions of defeated enemy Units (during Build Phase), purchasing them each at a $5~ Discount. Produced by Mage Tower.
The Dead Rise: $40~; Ritual; Targets any enemy Tower directly, but goes off in the next Battle Phase (provided the Mage is still alive then).
Summoner: $30~ May cast a Ritual from inside Mage Tower; go out in Battle Lanes, or be placed to protect a specific Tower; When casting a Ritual or defending a Tower, the Mage takes no damage, but dies if the Tower is lost; Produced by Mage Tower.
Summon Monster: $*~; Allows the purchase of Giant Monster; Sea Monster, Small Flying Monsters; or Large Flying Monster (provided all requirements are met), but goes off in the next Battle Phase (provided the Mage is still alive then).