Fog of war
This page explains what you can see, what you cannot, and how vision works on the board.
Your sensor horizon
Each of your troop stacks senses its surroundings out to a radius of 4 cells (measured in any direction, counting diagonals — a square around the stack). Your total vision is the union of these radii across all of your stacks:
- More stacks in an area means a wider combined horizon.
- A single deep raiding stack carries its own bubble of vision with it.
- Everything inside your horizon is drawn normally: terrain, cities, enemy troops and pipes.
Outside the horizon
Ground beyond 4 cells of every stack you own is hidden:
- Enemy troops and pipes outside your horizon are invisible — attacks can come from the dark.
- You get no memory of what you saw: ground your stacks abandon goes dark again. There is no radar trail, no last-known-position ghosting; if you saw a column pass through a cell and marched away, that cell is blank until one of your stacks sees it again.
- Terrain itself is only revealed by vision too — the map is as unknown to you as to your opponent at tick zero.
Both players labor under exactly the same fog: there is no peeking, for anyone.
Playing in the fog
- Assume unseen troops: a sudden quiet on the front often means movement somewhere you cannot see.
- Keep a cheap stack on overwatch duty — its 4-cell radius is a tripwire against flanks.
- Remember that paratroopers fly over fog freely: range limits apply, but darkness does not stop a drop.
Spectators see everything
A spectator — someone watching without a seat, including you after surrendering or being eliminated — sees the whole board: both players’ troops, pipes, and territory, with no fog at all. Spectators issue no orders; the view is strictly read-only.
The numbers
| Value | Shipped value |
|---|
| Sensor radius | 4 cells per stack |
| Metric | Chebyshev (square radius, diagonals count as 1) |
| Memory | None — abandoned ground goes dark |
Every player-facing number lives in one auditable table: see Numbers.
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