---
title: Shardok Battles
description: How tactical Shardok battles work at a high level.
---

<!--
Source map:
- Shardok battle model: src/main/scala/net/eagle0/eagle/model/state/shardok_battle/ShardokBattle.scala.
- Battle creation from Eagle: src/main/scala/net/eagle0/eagle/library/actions/impl/action/RequestBattlesAction.scala.
- Battle resolution back into Eagle: src/main/scala/net/eagle0/eagle/library/actions/impl/action/ResolveBattleAction.scala.
- Tactical command availability: src/main/cpp/net/eagle0/shardok/library/AvailableCommandsFactory.cpp and command_factories/.
- Victory checks: src/main/cpp/net/eagle0/shardok/library/actions/UpdateGameStatusAction.cpp.
-->

Shardok is the tactical battle layer. Eagle decides that a battle should happen, sends armies into Shardok, and later receives the result back.

For the decision-making basics behind the command list, see [Shardok Combat Fundamentals](/concepts/shardok-combat/).

## Setup

At the start of a battle, each side places its units onto valid setup hexes. Some battles include reserve or reinforcement units that enter later. Rangers on stealth-capable units may be able to deploy hidden.

The map comes from the province where the battle occurs. A province's Shardok map defines terrain, castles, cities, rivers, bridges, water, and critical tiles.

## Units

See [Battalions](/battalions/) for troop, type, training, armament, morale, and lifecycle fundamentals.

A Shardok unit usually represents a hero attached to a battalion. The hero brings stats, vigor, profession abilities, and special command access. The battalion brings troop count, type, morale, training, armament, movement costs, damage profile, and battlefield limits.

Some commands require a profession. Some also require the attached battalion type to support that role. For example, many spell commands require a unit that can cast, while Ranger stealth depends on a stealth-capable battalion.

See [Heroes](/heroes/) for professions and [Shardok commands](/shardok-commands/) for command requirements.

## Action Points

Units act using Action Points. Moving through terrain spends AP based on the terrain and battalion type. Many major actions require a fixed AP minimum and then consume all remaining AP. The [Shardok command reference](/shardok-commands/) lists each command's AP cost and requirements.

Unless a command says otherwise, a unit with morale must have at least 10 morale, and a unit with an attached hero must have at least 10 vigor.

## Turns And Rounds

Shardok advances tactically while units move, attack, cast, hide, scout, flee, and reinforce. When a side ends its turn, control passes according to the tactical state. At the end of a tactical round, Shardok checks end-of-round victory conditions such as holding critical tiles or surviving to the round limit.

Some [victory conditions](/concepts/shardok-victory-conditions/), such as last player standing, can end the battle as soon as only one eligible side remains. Others wait until the end of a round so the opposing side has a chance to respond.

## Terrain

Terrain matters constantly:

- It changes movement costs.
- It affects damage and resistance.
- It can block line of fire.
- Castles and cities can become critical objectives.
- Water, bridges, ice, fire, and mountains create command-specific constraints.

Shardok is not just a troop-count comparison. Position, terrain, hidden information, and command timing matter.

## Hidden Units

Hidden units are not fully visible to enemies. Ranger abilities, scouting, terrain, movement, and proximity can reveal or preserve hidden information.

A hidden unit can matter even at battle end. If a losing hidden unit has a capable hero and can flee, it may escape rather than being resolved like an ordinary visible loser.

## Fleeing, Retreating, And Outlaws

Units can leave a battle through flee or retreat mechanics when those commands are available. A hero may also become an outlaw through battle consequences. Eagle receives these statuses when Shardok reports the final battle result.

## Battle Results

When the battle ends, Shardok reports each player's surviving units, destroyed battalions, fled units, captured or secured units, and victory or loss condition.

Eagle then applies the result:

- Defenders who win hold the province.
- A single attacking winner can conquer the province.
- Multiple allied attacking winners may trigger battle aftermath decisions.
- Captured heroes and prisoners can create follow-up decisions.
- Battle damage can devastate province economy, agriculture, and infrastructure.
- Winning battles can advance quests.
