genre

Use when

You want a grid combat game where you see the enemy's plan and the fun is redirecting it, not out-rolling it.

Turn-Based Tactics

What it is. Grid combat where the enemy shows you their whole plan, then you act. No hidden rolls, no fog — the fun is rewriting a telegraphed future with positioning: push an enemy so its attack hits another enemy, block a spawn, bump a unit off a ledge. Each fight is a solvable puzzle, not a dice game.

Player fantasy / why it’s fun. “I saw the disaster coming and turned it against them.” Perfect information makes you feel like a chess master: the win is found, not rolled, and a clean multi-enemy redirect is pure satisfaction.

Pillars

  1. Rewrite the telegraph. Store telegraphs as directions on units, not target tiles — so pushing a unit re-resolves what it hits. The telegraph is a live plan you edit, which is the entire game.
  2. Perfect information, perfect honesty. What’s shown is exactly what resolves. No hidden variance. The genre’s trust is that the display is the truth (law 6).
  3. Both proofs, every scenario. A scenario needs a winning line AND a losing do-nothing. If passivity survives, there’s no threat; if no line exists, it’s unfair. The first cut’s bug is usually “can’t even reach the objective.”

The loop stack

ScaleThe beat
MomentRead a telegraph → move/push a unit → watch the future re-resolve in your favor.
EncounterA scenario: protect an objective from telegraphed threats over N turns using positioning.
SessionA mission chain / island: escalating scenarios, limited resources carried between them.
MetaUnlock squads, mechs, and mechanics; learn the redirect vocabulary.

Essential systems

SystemWhy it’s load-bearing
system-telegraphsThe whole loop. Stored as directions, resolved after your move — the editable future.
system-enemy-archetypesThe threat roles whose telegraphs you redirect — melee, artillery, spawner, boss.
system-encounter-designComposing archetypes + objectives into a scenario with a findable line and a losing null.
system-combat-modelPush, bump, redirect resolution — the deterministic rules a scenario is built on.
system-difficulty-and-ddaThreat density and turn count as the ramp; harder = tighter lines, not hidden rolls.

Content & difficulty model

Signature-mechanic seeds

Common pitfalls

Anchors

Verify

Prove it in FUN.md §12 · Turn-based tactics: the greedy bot perfect-clears, the do-nothing bot loses everything, each mechanic (push/bump/redirect) is proven in isolation, and a golden end-state replays.

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.