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.
Every die in every match is a d6 — attacker's and defender's alike, in every mode, Ranked
and casual. There is nothing to configure.
Changed: matches used to offer a Dice Type setting — Defensive (d4), Standard (d6)
and Aggressive (d8). It was removed; all matches now play on the d6 that Standard used, so
every match is comparable and the odds below hold everywhere.
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
the round-by-round grind for one clearly stated chance and a predictable cost.
When you Full Send in Calculated mode, before you commit:
The percentage you see is exactly what gets rolled: the game rolls a d100 against it. No
hidden rules, no surprise overrides.
The guaranteed-win line follows a smooth curve rather than a fixed ratio:
| Territory armies | …against | Notes |
|---|---|---|
| 5 | 1 defender | The smallest sure thing — you commit 4, since one army always stays behind. |
| ~150 | ~150 | Around even numbers in mid-sized battles. |
| 475 | 500 | In the biggest battles you can be sure of winning while outnumbered. |
| Result | Cost |
|---|---|
| Win | Close to what real dice would cost you on average, with a small spread — about ±25% in small fights, narrowing to about ±10% in battles of 400+ troops (never less than ±1 army). |
| Loss | Exactly the armies you committed. |
| 0% (harassment) | You never take the territory and spend every army you committed — but the defender loses troops too. Useful for wearing a stack down. |
Every Calculated attack still plays out as dice rounds in the battle log, online and
offline, so you can see how the fight went.
⚠️ A failed Full Send costs everything you committed. The slider is a real
risk/reward call — not a free peek at the odds.
Changed: Calculated used to force a win at 93% or better and a loss at 7% or
worse. That rule is gone — the percentage shown is now the percentage rolled.
⚠️ 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 a guaranteed win 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.
In a Calculated lobby, a bot commits its whole stack and won't launch an attack that
shows 7% or less.
See also: Game Rules → Reinforcements · Cards · Match Settings → Dice