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Turn-based spellcraft.
Turn-based tactics and mage strategy: guides, theorycraft, and the game.
A Damage Preview Should Explain the Miss
A source-linked guide to a damage preview should explain the miss.
Tide of Tactics: What the Official Store Page Actually Promises
A source-checked look at Tide of Tactics' commanders, terrain, traps, castle objectives, multiplayer, and level-editor features without claiming hands-on review.
Fog of War Is Fair Only When Players Can Read the Risk
Hidden information creates tension; unreadable rules create ambushes that feel arbitrary. Use this fairness test for line of sight, sound, and scouting.
Why Mages Break Tactics Games (And How to Balance Them)
Mages break turn-based tactics because their damage ignores the rules everyone else follows. Here is why spellcasters warp balance and how designers rein them in.
Why One Extra Action Can Break a Tactics Game
Extra turns look like a small buff, but they multiply damage, safety, and tempo. Here is how to evaluate them without relying on raw damage numbers.
Building a Party That Survives: Composition Theory 2026
A durable tactics squad is built on roles, not favorites. This 2026 composition theory guide covers the roles, coverage gaps, and synergy that keep a party alive.
Cover, Flanking, and Line-of-Sight: A 2026 Primer
Cover, flanking, and line-of-sight are the three pillars of grid tactics positioning. This 2026 primer breaks down how they interact and how to bend them in your favor.
Action Economy in Grid Tactics: The Math Behind Good Turns
Action economy decides most turn-based tactics fights before the dice roll. Learn the math of moves, actions, and tempo that separates a clean turn from a wasted one.
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