Any unit can completely forgo their attack to increase movement by +50%, rounded in the player's favor.
UI: triggered via a button like "Move Again (Forgo Attack)" once base movement is spent.
Squad Tethering
Squad members are not tethered — they can move independently across the map to support each other.
4Turn Order & Phase Structure
Player turn: squads use simultaneous turns. Once every squad member has concluded their actions, the player turn ends.
Enemy turn: follows immediately after the player squad's turn concludes.
5Combat & Targeting
Attack action: one attack per unit per turn (unless forgone for movement).
Targeting: players must be able to manually select their specific target when attacking — fixes the automated-targeting issue from the previous version.
6Card Deck Mechanics
Player Deck
Deck UI: a player must always be able to see the cards remaining in their attack deck.
Attack resolution: when a unit attacks, they draw a card from the deck.
Miss card rule: a drawn miss card is shuffled back into the deck at the end of the round — not immediately.
Deck depletion: if the attack deck runs out completely, it must be shuffled immediately.
Zombie Deck
Zombie damage is modified by drawing from a deck.
Planned upgrade: later in the game, players will be able to see the remaining cards in the zombie deck.
7AI & Enemy Behavior Zombies
20
Basic zombies total for the test phase
10 + 10
10 start split on one half of the map; 10 filter in from off-map during play
Targeting Priority
Zombies always target the closest unit first.
Tie-breaker: at equal distance, target the unit with the highest HP next.
Example: a zombie targets a healthy hero over a vulnerable child.
Attack Damage
When a zombie attacks, a card is drawn from the deck to modify the zombie's baseline damage before applying it to the target.
World Lore / System Feature
Each town/city has a maximum zombie count limit.
Players can see a town/city's population as an indicator of total potential enemy density.
8Line of Sight
Visibility: a zombie is visible only if an unobstructed line can be drawn from the exact center of the unit's square to the exact center of the zombie's square.
Blockers: sight is broken if the line hits a wall, goes off the map, or cuts through the 3×3 central boulder.
Shelved: traditional "revealed tiles / fog of war" mechanics are on hold until core combat is verified.
9UI & Tracking Requirements
Status Board
A board displaying overall squad health, numbers, and roles.
Example: tracker showing "Soldier 1 has 4 / 5 HP."
Token Identifiers
Units use specific token designations (e.g., "Soldier 1", "Engineer 4") matching a tracker interface for managing wound tokens or health sliders.
Enemy Tracker
A similar status/health tracker system needs to be implemented for active enemies on the field.