4. Battle
Battle
Battle resolution, dice mechanics, casualties and Crown defeat
Generals of Kaladan: Age of Crowns is a player elimination game, and its main elimination mechanic is epic dice battles.
Battle is the decisive way to seize territory, remove enemy forces and eliminate rivals. Movement alone cannot enter an enemy tile. Only battle can break resistance.
Battle Fundamentals
- Defeating all enemy units in battle is the only way to enter an enemy tile.
- You may only attack from one tile, against a single opponent's tile. No multi-tile battles.
- A battle occurs ONLY between two adjacent tiles: it is a tile-to-tile battle.
- All units on both tiles must take part in the battle. There is no opt-out.
- Outcomes are decided by rolling attack dice against defense dice.
- Armies from different realms cannot share the same tile.
When Does a Battle Occur?
- A battle is mandatory if you try to enter a tile containing an enemy unit or Crown.
- Two armies may never occupy the same tile.
- Only one battle may be initiated per turn.
Battle Sequence Overview
Every battle follows this sequence:
- Declare the attack: from which tile, and against which tile
- Declare Magic card use (both players independently choose whether to use a Magic card)
- Determine attacking and defending units
- Determine dice pools
- Roll all attack and defense dice simultaneously
- Sort each player's dice from highest to lowest
- Compare dice one-to-one (highest against highest, and so on)
- Assign casualties
- Resolve survival and Crown status
- If the attacker wins: mandatory invasion
- If the defender wins: the defender holds position
- If a Crown is defeated: eliminate the player and transfer their Special Unit
Magic Cards
Before a battle begins, either player (or both) may choose to use their Magic card.
Declaration order
After the attack is declared, but before units and dice pools are determined:
- The attacking player declares first whether they will use a Magic card.
- The defending player then declares whether they will use a Magic card.
- Each player decides independently whether to opt in or opt out.
- Once both declarations are made, the decision is final and cannot be changed.
- The content of the Magic cards is only revealed after both players have declared.
This gives both players an equal chance to strengthen their forces before the battle is resolved.
During the gold spending phase (Purchase Phase), players may:
- Swap a Magic card for an unused one from the deck for 2 Gold
- Buy an additional Magic card from the unused deck for 4 Gold
Dice Pools and Simultaneous Rolling
- Both players roll all their dice at the same time.
- No totals are added. Each die is judged on its own.
Who wins?
Sort each player's dice from highest to lowest, then compare:
- Highest against highest
- Second highest against second highest
- Third against third
- And so on
For each pair, the side with the lower die loses one unit. A tie in a pair causes no casualties.
Dice count limitation
If one side has more dice than the other:
- Only as many dice are compared as the smaller side has
- The extra dice of the larger side are ignored
- Only that many units can take part in one-to-one comparisons
Battles are decided by matched pairs of dice, not by raw quantity.
Determining dice for each side
Dice pools come from:
- Units on the attacking tile
- Units on the defending tile
- Castle bonuses (if the defending tile is a Castle)
- Terrain bonuses (as set out in the rules)
Each unit's dice are listed in Units.
Mandatory Invasion
Examples
- Attack wins from a Forest (4 units) into a Mountain (capacity 3): invade with 3 units, leave 1 behind.
- Attack from a Mountain (3 units) into a Field (capacity 4): invade with all 3 units.
If the Defender Wins
- The defender stays on the tile.
- Defenders do not move after winning.
- Only the attacker's defeated units are removed.
Casualties
- Defeated units are removed from the board permanently.
- The defeated general chooses which of their units are lost.
- The victor adds the units they defeat in battle to their graveyard.
- Special Units are the only units that may return: they go back to their owner's reserves and can be respawned during the next Purchase Phase for 2 gold.
If a Crown Is Defeated
- The player is eliminated immediately.
- All their remaining units are removed from the board. They do not join any graveyard.
- If the final battle was in the defeated player's Castle, their Castle passes to the victor.
- If the battle was not in the Castle, the Castle becomes a free tile that any remaining player can occupy.
The defeated general's Special Unit
The defeated general's Special Unit changes owner and joins the victor's reserves. It may be deployed next turn for 2 gold. Any unused Magic cards from the defeated player's realm can now be bought by the player who defeated them, for 4 gold.
Special Unit Respawn Rules
- A Special Unit costs 2 Gold to respawn, during the gold spending phase (Purchase Phase).
- Special Units also cost 2 Gold to upgrade.
- If a Special Unit is defeated in battle, it loses its upgrade and returns to your reserves, ready to be redeployed in your next Purchase Phase.
Official Battle Resolution Guide
A complete battle, step by step.
Step 1: Deployed forces and tile bonuses
| Army | Tile | Dice pool |
|---|---|---|
| Attacking army | Forest | 5 dice, including +1 D10 Forest attacking bonus |
| Defending army | Mountain | 3 dice, including +1 D10 Mountain defending bonus |
Step 2: The simultaneous roll
Both generals roll their entire dice pools at the same time into separate trays. No totals are added; each die is judged on its own.
- Attacking army rolls: 7 (D12), 9, 9, 1 (D10) and 2 (D8)
- Defending army rolls: 12 (D12), 9 and 2 (D10)
Step 3: Sort and compare
| Pair | Attacker | Defender | Result |
|---|---|---|---|
| 1 | 9 | 12 | Defender wins |
| 2 | 9 | 9 | Tie |
| 3 | 7 | 2 | Attacker wins |
Step 4: Casualty resolution
| Attacking army | Defending army | |
|---|---|---|
| Wins | 1 | 1 |
| Losses | 1 | 1 |
| Ties | 1 | 1 |
Each side loses 1 unit.