HOW TO PLAY
Your turn has two phases, always in this order.
Phase 1, reinforcements: every empty city you hold rolls one
die, and only the top face recruits (a 6 for a Troop, a 12 for a
Tank). Nothing may move until every roll is settled.
Phase 2, actions: every one of your units gets 2 actions, and
you spend each unit's pair however you like. Two different things
(move up, then attack) or the same thing twice (attack twice, or hit
and then pull back out of reach). Leaving a unit alone and spending
nothing is a perfectly good choice too.
Click one of your units, then a highlighted tile to move, or a
red-ringed enemy to attack. The dots above a unit are the actions it
has left.
Grey rock is impassable. Take a city by walking any unit into it
while it stands empty. Swimming costs a troop 1 health to enter, and
a unit ringed in red is in the water, where it takes double damage.
A wounded unit heals whenever a city of yours is within 3 tiles:
+1 in the field, +2 while it stands in the city itself. Nothing else
is required, not even room from the enemy.