Turn-Based Tactics is a 5-column by 4-row grid battle strategy game in which a single six-health unit must defeat a two-health Scout and a four-health Guard in exactly ten deterministic actions to finish with five health remaining and a perfect 1,000-point score. The board uses two wall cells to divide the center and two cover cells that reduce incoming damage from two to one, so every move has a measurable tactical payoff rather than a hidden variable. There are no dice rolls, shuffled maps, or randomized percentages anywhere in the rules, which means the entire ten-action solution can be planned, replayed, and audited step by step. Mouse, touch, and keyboard players all reach the same outcome because the controls are layered on top of an identical state machine, and restart always restores the exact same starting position. For anyone searching for a grid battle strategy game that rewards planning over reflexes, Turn-Based Tactics turns a five-by-four board into a self-contained logic puzzle whose solution is published, verified, and reachable in roughly one focused minute per attempt.

What the Compact Grid Battle Looks Like
The board is intentionally small so that every cell matters. Five columns and four rows give twenty cells, of which exactly two are walls and exactly two are cover. Walls cannot be entered at any phase, so they act as fixed terrain you must route around. Cover cells behave normally for movement and attacks, but they change the damage calculation: any unit standing on cover takes one damage from an adjacent hit instead of the standard two. The remaining cells are open floor where the player, the Scout, and the Guard can stand, attack, and be attacked. The player starts with six health, the Guard starts with four, and the Scout starts with two, which sets up an asymmetric duel where positioning matters far more than raw stats.
Two walls sit in the middle of the board and divide the play area into upper and lower halves. The two cover cells occupy specific positions that the published route intentionally uses to halve one incoming hit. Because the board, the units, the damage numbers, and the priority rules are all fixed and independently tested, the board is not a randomly generated skirmish — it is a single disclosed tactical problem. That is the core difference between Turn-Based Tactics and most grid battle strategy games people find through search: you can read every rule and verify every cell, then plan an exact ten-action route that always ends on 1,000 points.
Why This Skirmish Behaves Like a Pure Logic Puzzle
The game has no randomness, which is the single most important fact for a reader who searched for a grid battle strategy game expecting tactical planning. Board layout, health values, damage values, cover reduction, turn order, and enemy movement priority are all authored and frozen. After the player's attack phase resolves, every living enemy takes exactly one action: it strikes if a player is in range, and otherwise it advances using a horizontal-before-vertical priority when legal moves exist. That priority is disclosed and constant, so the enemy never picks a different cell just because the run was started on a different day.
The interface supports this determinism by exposing the current phase, both units' health, every legal move, every available target, and the last resolved event in plain language. Disabled controls expose actions that would be illegal in the current phase without mutating any state, so a blocked input is visibly distinct from a legal wait. Restart always restores the same starting position, and terminal states (win or loss) are frozen, which means no extra clicks can shift the outcome. An independent oracle owns a literal copy of the terrain, unit data, and rules and replays the full ten-action victory and a separate twelve-action defeat, then checks terrain fixtures, damage values, and final health and score. That audit trail is what makes this grid battle strategy game a verifiable logic puzzle rather than a luck-driven skirmish.
Plan the Ten-Action Route That Finishes on 1,000 Points
Each player turn has two phases: a move phase where you step one orthogonal cell or wait, and an attack phase where you strike an adjacent enemy or wait. The published perfect route reads exactly like a short tactical script, and the equivalent keyboard sequence is ArrowRight, Space, Space, Space, Space, 2, Space, 2, ArrowRight, 1. Follow it in order and the run always ends with five player health and exactly 1,000 points.
- Action 1 — Move: Press ArrowRight (or click the right move button). Step one cell to the right and claim the lower cover cell. Walls and occupied cells are not enterable, so this only works from the starting position.
- Action 2 — Attack: Press Space to wait. No enemy is adjacent, so the attack phase resolves with no hit.
- Action 3 — Move: Press Space to wait. The Guard uses the deterministic priority to close distance horizontally.
- Action 4 — Attack: Press Space to wait. The Guard is not yet adjacent, so no enemy attack phase resolves with a hit.
- Action 5 — Move: Press Space to wait. Stay on cover so the next incoming hit is reduced from two damage to one.
- Action 6 — Attack: Press 2 to attack the Guard. A normal hit deals two damage and reduces the Guard from four to two health.
- Action 7 — Move: Press Space to wait. The Guard's reduced health does not change its deterministic action.
- Action 8 — Attack: Press 2 to attack the Guard again. The Guard drops from two to zero health and is removed from the board.
- Action 9 — Move: Press ArrowRight to step one cell and place yourself adjacent to the surviving Scout.
- Action 10 — Attack: Press 1 to attack the Scout. The Scout drops from two to zero health, the board enters a frozen victory state, and the score locks at 1,000 points with five player health.
How Cover and Phase Order Decide the Outcome
The ten-action route looks short, but every wait is load-bearing. Actions two through five all spend turns doing nothing visible, which feels counterintuitive until you watch the Guard march toward the player using the horizontal-first priority. That is the point: by waiting through both phases for several turns, the player lets the Guard walk into adjacent range while the player sits on cover. When the guard finally lands an attack, the cover cell reduces the hit from two damage to one. Without those early waits, the player would absorb two damage from the same encounter and finish with four health, missing the perfect finish by one point of buffer.
Phase order is the second lever. Move and attack are resolved in the same order every turn, and the enemy's deterministic response comes only after the attack phase. That structure is why waiting through the attack phase still advances the enemy's clock. A reader who thinks a "wait" pauses the turn will lose health to the guard and end the run below 1,000 points. The status panel makes the sequence auditable: it shows phase, health, both unit positions, and the last resolved event after every action, so any blocked input or unexpected enemy response is visible immediately rather than guessed at.
The losing route is equally deterministic: waiting through both phases for six full turns without claiming cover walks the player into two unmitigated hits and ends the run in defeat. Comparing the two routes side by side is the simplest way to see why cover and phase order together decide the entire 1,000-point outcome.
| Property | Verified Value in Turn-Based Tactics |
|---|---|
| Board size | 5 columns × 4 rows (20 cells) |
| Walls | 2 cells, never enterable |
| Cover cells | 2 cells, reduce incoming damage from 2 to 1 |
| Player health | 6 |
| Scout health | 2 |
| Guard health | 4 |
| Damage per adjacent hit | 2 (1 on cover) |
| Movement rule | 1 orthogonal cell or wait |
| Attack range | Manhattan distance 1 |
| Enemy priority | Horizontal before vertical when both are legal |
| Perfect route length | 10 player actions |
| Perfect route finish | 5 health, exactly 1,000 points |
Keyboard, Mouse, and Touch Controls at a Glance
The control layer is built so the same audited 10-action route works regardless of input device. Keyboard players use Arrow keys for movement, Space to wait during either phase, 1 to target the Scout during the attack phase, and 2 to target the Guard. Mouse and touch players get labeled buttons for each legal direction, a Wait button for each phase, and Scout and Guard buttons that appear only when a target is actually adjacent. The interface shows the current phase, both units' health, the player position, and a plain-language event message after every action, which doubles as an audit trail.
Controls that are currently illegal are disabled rather than hidden, which prevents accidental clicks from triggering atomic no-ops. Once the board enters a frozen victory or defeat state, additional inputs are rejected and only the Restart control changes the state. That design keeps the game fully accessible to readers who want to play on a phone with one hand, plan the route on a desktop with the keyboard, or use a trackpad with the mouse without ever changing the underlying puzzle. The same discipline is shared by other compact browser puzzles, such as the Battleships puzzle strategy on a 5x5 fleet grid, where fixed boards and disclosed rules matter more than flashy presentation.