The idea: each round, every general spends points drawing an army on their side of the paper — then the armies fight on their own. Win rounds, run up the score.
🤖 Campaign is a run against the CPU ladder: each round has its own pre-drawn enemy army, already sitting on the far side of the paper behind the fog. You draw blind, and you don't find out what you're up against until the army reveal. Beat one general, meet the next — and if you lose, that general stays put. You draw a fresh army and fight them again until you win, so a bad plan costs you the round, not the campaign.
Building the ladder: a round with nobody in it yet is a NEW CPU round — the right-hand army is an ordinary seat, so somebody draws it by hand and you fight it there and then. Liked it? Hit 🤖 save as CPU army on the Field Report, give that general a name, and they join the ladder for good. ☰ → cpu armies is where you re-order them (a row's position is its round), see what each one costs against what you'll be paid that round, and throw the bad ones out.
⚔️ Custom match is the two-sided game: humans on both halves of the paper, every unit unlocked, and a theme picker for the land, water and space rosters. Nothing there touches your campaign save.
Generals: up to 4 a side, all sharing one device — set the names above, or change them any time from ☰ → configure round (that's also where you set points per general and unlock every unit at once). In a campaign you can stack all four on your side and gang up on the CPU. Two human armies always get the same total points, split evenly between that side's generals, and each general draws in their own colour — a CPU army instead costs whatever it was drawn for, and the ladder shows you both numbers.
Pass and play: generals draw one at a time, in secret — the other army's half is fogged, but your own teammates' units are visible so you can plan around them. Tap a unit card, then tap your half — the dashed box shows where that card is allowed to go, and one sneaky unit opens up the whole sheet. Hold a card to read what a unit does. Hold one of your own units to erase it (teammates' units aren't yours to rub out). When you're finished, hit I'm Done! and hand the device to the next general — no peeking! There's a drawing clock (2:00 by default, change it above or turn it OFF) — when it runs out that general's turn passes on by itself. When everyone has drawn, every general presses their own READY button, the armies are revealed one by one, and the battle starts.
Every round unlocks a new unit and adds +100 points. Every unit counters something — shields stop bullets, snipers hunt infantry, helicopters melt tanks, missile trucks swat jets, sneaks gut artillery…
Battles run until one army is wiped out — or until they stop making progress: once the first shot lands a 💤 stalemate clock starts, and every time a drawn unit dies it resets to 15 seconds. If it ever hits zero, most damage dealt wins. From round 10 — in a one-on-one match between two humans — mash the big corner button to pour reinforcement riflemen in. (Not against a CPU army: it can't call anybody, so neither can you.)
Terrain grows in as the campaign goes: forests from round 2 (infantry inside take only half damage — vehicles can't enter at all), mountains from round 6 that nobody passes, and a river every other round with bridges to fight over. Always the same on both sides; aircraft ignore all of it.
Weather can roll in from round 4: a ⛈ thunderstorm grounds all aircraft, 🌧 mud season bogs down every vehicle, and 🌫 fog benches the long-range guns (snipers, artillery & friends). Whatever the weather bans simply vanishes from the dock for that round.
After every battle the ⚔️ field report totals up each general's damage, knockouts, units left standing, points spent and MVP unit.
⚔️ Custom match (from the title screen) is a one-off skirmish: every unit is unlocked from the start, and you can pick a unit theme — ✏️ Everything, 🪖 Land Military, 🌊 Water or 🚀 Space. Land is a slice of the classic roster. 🌊 Water is a whole navy — a sea chart to fight on, 14 ships, islands instead of mountains, and reef shallows little boats can hide in (big ones bounce off!). It's got a third layer: under the water — submarines and frogmen swim submerged, where normal guns barely land 15%, and only a destroyer's sonar ping plus its depth charges can really hunt them down. The battleship unloads a huge fore-and-aft broadside — three shells staggered out every reload — while the sea carrier never fires a shot itself, instead keeping three Seahawk fighters patrolling far out ahead (only ships with AA guns can touch them). The minelayer sows floating mines behind it — your ships steer safe, theirs go BOOM, and shooting a mine clears the water. And the 🐙 kraken can grab a ship and PULL IT UNDER for one enormous bite — hurt it while it's holding on and it flinches and lets go, so gang up on it! And Space is a whole different war — black paper, glowing inks, a fleet of 17 starships, asteroids instead of mountains (blast one apart and the lane opens up!), 🏴 pirate skiffs that never shoot but board any enemy big ship and sail off with it — so guard yours! — nebulas to hide strike craft in, sometimes a ⚫ black hole right on the fold that drags ships — and their shots — into its core, and sometimes a home planet on each edge to defend — in space, from round 10 in a one-on-one match, just tap your half of the battlefield to warp reinforcement drones straight in. And out in the vacuum there is no "up" — every ship can shoot at every other ship, so nothing is ever safe. The big slow guns (rail slugs, plasma mortars, cruiser broadsides, orbital strikes and any explosion they set off) simply aren't built to track a darting strike craft, so those only land 40% on one. Your saved campaign is never touched.
The ☰ menu has configure round, sound & volume, game speed, terrain on/off, force-start, and campaign reset.