📖 Game Rules

Everything you need to know about cinderling matches — from setup to victory.

Overview

Cinderling is a simultaneous-action tactical RPG. Two players each command a team of cinderlings on an 8×5 grid. Every turn, both players issue commands at the same time — no waiting for your opponent. Matches last until one of three win conditions is met.

Match Setup

Each player brings a roster of 8 cinderlings — 4 start on the field as your active lineup, and 4 sit on the bench. When an active cinderling is knocked out, a bench replacement automatically enters at that cinderling's spawn point.

Teams start with 20 energy. Energy is shared across the whole team — every command that costs energy draws from the same pool.

The Board

The battlefield is an 8×5 grid (8 wide, 5 tall) with three types of special spaces:

🏁

Spawn Points

4 per team on opposite sides. KO'd bench cinderlings re-enter here.

🏴

Occupation Points

3 in the center. Control all 3 to win via Occupation.

🌾

Harvestable Spaces

Scattered across the board. Use Harvest to collect energy.

Win Conditions

A match ends immediately when any one of these is met:

💀

Elimination

Knock out all 8 of your opponent's cinderlings — active and bench. Last team standing wins.

🏴

Occupation

Control all 3 Occupation Points simultaneously. A point is controlled when your cinderling stands on it for 2 consecutive ticks unchallenged.

⚡

Energy Accumulation

Reach 120 team energy. You start with 20 — harvest the remaining 100 from the battlefield.

Commands

Each cinderling gets one command per turn. There are three types:

Move

Free

Move one space in a cardinal direction (up, down, left, right). No diagonal movement.

Attack

Varies (1–3 energy)

Use one of your cinderling's two attacks on a target position. Each attack has different damage, range, and energy cost.

Harvest

Free

Gather energy from your current space (must be a harvestable space). Adds energy to your team's shared pool.

If your team has 0 energy, Attack commands are unavailable — you can only Move or Harvest.

Attack Reference

Every cinderling knows exactly two attacks. Here are all the attack types in the game:

AttackBase DmgATK ScaleCostRange
Chip2×0.21⚡2
Poke3×0.31⚡1
Snipe6×0.42⚡2
Strike8×0.52⚡1
Lob10×0.63⚡2
Slam12×0.73⚡1
Nuke15×1.03⚡1

Damage formula: Base Damage + (Attacker's ATK stat × ATK Scale). Range 1 = adjacent only. Range 2 = can hit two spaces away.

Cinderling Stats

Every cinderling has three stats:

HP (Health)

How much damage the cinderling can take before being knocked out. Ranges from 40 to 120.

ATK (Attack)

Scales attack damage. Higher ATK means harder hits. Ranges from 5 to 20.

SPD (Speed)

Determines turn order — faster cinderlings act first. Ranges from 1 to 10.

Stats follow a budget constraint — no cinderling is best at everything. A tank with massive HP will be slow. A speedster that acts first will be fragile. Choose your team wisely.

Turn Resolution

Every turn follows the same sequence:

  1. Command Phase (30 seconds) — Both players issue commands to each of their active cinderlings simultaneously.
  2. Resolution Phase — All commands execute in Speed order (fastest first). Ties are broken randomly.
  3. Special Powers — Cinderling abilities trigger at their designated moments (start of turn, after commands, on damage, etc.).
  4. Cleanup — Knocked-out cinderlings are removed, bench replacements spawn, win conditions are checked.

Special Powers

Every cinderling has a unique special power that activates automatically during specific moments in the turn. Powers can heal, boost stats, drain energy, create terrain effects, and more. You won't see a cinderling's power listed upfront — discovering what each creature does is part of the game.

Tip: Pay attention to what happens during matches. If your opponent's cinderling keeps gaining health or dealing extra damage, they have a special power at work. Learning the library is how you get better.

Ready to build your first team?