Everything about attacking: when you can attack, how the dice resolve, the in-combat dice
picker, and the all-in Full Send.
During your Attack phase, you can attack from any territory that:
You cannot attack a firestorm territory. In
Teams, friendly fire is allowed — you can attack
a teammate's territory, even though you share the victory with them.
Combat is rolled in rounds:
⚠️ The defender wins ties. Attacking at even strength slowly bleeds you. Build a real
advantage before committing.
The lobby's Dice Type sets how many sides every die has:
| Dice Type | Die | Feel |
|---|---|---|
| Defensive | d4 | Low, swingy rolls — favors the defender |
| Standard | d6 | The classic balance (default; forced in Ranked) |
| Aggressive | d8 | High rolls — favors bold attackers |
Each attack, you choose how hard to swing. Your options depend on how many armies you're
attacking with:
| Attacking armies | Options |
|---|---|
| 1 | 1 Die |
| 2 | 1–2 Dice |
| 3 | 1–3 Dice |
| 4+ | 1–3 Dice + ⚡ Full Send |
The picker defaults to the strongest roll available, so a quick attacker can just confirm.
When you conquer a territory, you move armies into it:
How much you push forward vs. hold back is a real decision — over-committing leaves the
territory you attacked from thin.
A lobby can set Dice Mode → Calculated instead of Classic (it's selectable in Ranked
too). It changes only Full Send — the 1 / 2 / 3-dice attacks are untouched — and trades
dice drama for predictable, streak-proof outcomes.
When you Full Send in Calculated mode, before you commit:
| Your odds | Result |
|---|---|
| ≥ 93% | Guaranteed win (shown as 100%) — you take the territory even if the dice would have fluked against you. |
| ≤ 7% | Guaranteed loss (shown as 0%) — no dice are rolled and every committed army is lost. |
| 7–93% | A real fight — full dice, round by round, until you take it or drop to 1 army. |
A lopsided assault can't be stolen by a hot defensive streak, and a hopeless one resolves
cleanly instead of grinding out. Only genuinely close fights still ride on the dice.
⚠️ A forced loss costs everything you committed, and on any failed Full Send the
surviving committed troops are spent too. The slider is a real risk/reward call — not a
free peek at the odds.
| A guaranteed win needs… | …against |
|---|---|
| 5 armies | 1 defender |
| 7 | 2 |
| 9 | 3 |
| 11 | 4 |
| 12 | 5 |
| 13 | 6 |
The gap grows by roughly 1–2 attackers per extra defender at this scale, and tightens
as numbers climb: by the hundreds a bigger army wins almost automatically — break-even
settles near 0.85 attackers per defender (you can win while outnumbered about 6:7),
because your 3-dice-to-their-2 edge compounds over a long fight.
⚠️ Small even fights favor the defender (the defender wins ties). 2 vs 1 is only ~42%
for the attacker and 3 vs 3 about ~21% — your edge only shows once you bring a real stack.
A capital defends with 3 dice, shifting every number toward the defender — you need a
noticeably bigger commit to reach the guaranteed-win line against one.
Classic mode (the default) skips all of this: no slider, no odds, just real dice every round.
Every bot attacks using Full Send — they commit and grind rather than rolling
one die at a time. How willing a bot is to attack at bad odds, and which targets it picks,
depends on its difficulty and personality.
See also: Game Rules → Reinforcements · Cards · Match Settings → Dice