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Turn-Based Tactics

Plan ten deterministic actions on a compact grid and defeat two enemies for exactly 1,000 points.

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How to use

  1. 1.During Move, use an orthogonal direction or Wait. Walls and occupied cells cannot be entered, while cover reduces an incoming hit from two damage to one.
  2. 2.During Attack, choose an adjacent living enemy or Wait. After that phase, every living enemy moves or attacks through a deterministic horizontal-first rule.
  3. 3.Use the disclosed ten-action route ending with attacks on the Guard, Guard, and Scout to retain five health and earn exactly 1,000 points.

About Turn-Based Tactics

Turn-Based Tactics is a compact deterministic skirmish on an original five-column by four-row board. You control one six-health unit against a two-health Scout and a four-health Guard. Two wall cells divide the center, two cover cells reduce incoming damage, and every position, statistic, priority, and action rule is fixed. There are no dice rolls, shuffled maps, hidden percentages, imported franchise rules, or online opponents. Restart always restores the same tactical problem.

Each player turn has two phases. In the move phase, move one orthogonal cell or wait. In the attack phase, strike an adjacent enemy or wait. A normal hit deals two damage. A unit standing on cover receives one damage instead, and walls cannot be entered. After the attack phase, each living enemy resolves exactly one deterministic action. An adjacent enemy attacks; otherwise it moves toward the player using a disclosed horizontal-before-vertical tie priority when legal.

The interface shows the current phase, unit health, terrain, legal movement buttons, available targets, and a plain-language event message. Mouse and touch players can use the labeled controls. Keyboard players can use the Arrow keys during movement, Space to wait, and 1 or 2 to target the Scout or Guard during the attack phase. Disabled controls expose actions that are currently illegal without mutating the game state.

A reproducible winning route uses ten player actions: move right, wait the attack, wait the next move, wait the attack, wait the move, attack the Guard, wait the move, attack the Guard, move right, and attack the Scout. The equivalent keyboard route is ArrowRight, Space, Space, Space, Space, 2, Space, 2, ArrowRight, 1. It finishes with five player health and awards exactly 1,000 points. Waiting through both phases for six full turns is the disclosed deterministic loss route.

The product reducer rejects movement outside the board, movement through walls or occupied cells, attacks during the wrong phase, and attacks beyond Manhattan range one. Invalid actions are atomic no-ops. Completion and defeat are also frozen states, so extra clicks or keys cannot alter positions, health, phase, score, or result. Restart is the only way to begin another run.

Verification does not rely on the product reducer explaining itself. An independent oracle owns its own literal terrain, unit data, movement rules, cover calculation, enemy priority, and action sequences. Tests compare the authored cells, replay every action in the perfect and losing routes, require the exact final health and score, and check illegal and terminal transitions. This remains an entertainment puzzle rather than a military simulation, strategic aptitude test, educational grade, or standardized cognitive assessment.

The winning route demonstrates why phase order matters. Early waits let the Guard approach while the player occupies the lower cover cell, reducing one incoming hit. Two adjacent attacks remove the Guard before the final move and Scout attack. This is not the only imaginable tactical design; it is the exact solution to this single disclosed board. The status panel makes the sequence auditable by showing phase, health, positions, and the last resolved event after every action. That visibility lets a player distinguish a blocked input from a legal wait or completed enemy response.

Methodology & sources

Author one five-by-four terrain fixture containing exactly two walls and two cover cells, a six-health player, a two-health Scout, and a four-health Guard. Resolve one move-or-wait phase and one attack-or-wait phase before each living enemy takes one deterministic action. Use Manhattan range one, base damage two, cover damage one, and horizontal-then-vertical pursuit priority. Reject illegal actions atomically and freeze terminal states. Verify with an independent literal-board oracle that replays the full ten-action victory and twelve-action defeat, checks terrain and damage fixtures, and requires five remaining health plus exactly 1,000 points for the perfect route.

Frequently asked questions

Does Turn-Based Tactics use random damage or enemy movement?
No. The board, health, damage, cover reduction, turn order, and horizontal-before-vertical enemy priority are fixed and independently tested.
What is the exact keyboard winning route?
Press ArrowRight, Space, Space, Space, Space, 2, Space, 2, ArrowRight, then 1. This deterministic route ends with five health and 1,000 points.
Is this a realistic battle simulator or skills assessment?
No. It is an original miniature logic game with authored rules, not a realistic military model, educational grade, or cognitive assessment.

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