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, and in
Teams you cannot attack a teammate.
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 run Dice Mode: Calculated instead of Classic. This adds a layer to Full
Send:
Classic mode (the default) just rolls real dice every round with no commitment slider.
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