The game is divided into two phases: deployment turn and movement/attack turn. During deployment phase, the active region is surrounded by a dotted circle. On the right you can buy units or cards, and if you click on them you'll place them in the active region. The deployment phase ends if you click on the "end turn" button or if you run out of resources to buy units or cards.
During movement phase, the currently active region is the flashing one. You'll see arrows pointing to the region within your reach. Clicking on a region selects it. If it is an enemy region all you can do is examine region resources and defenses. If it is your region, you activate that region.
Tip: Always carefully check the region, unit and defenses before attacking.
Movement / Attack
To move your units automatically, simply double click on a friendly
region and all units will move except one (you need to leave a minimum
of 1 unit on each region you control).
On the panel you will see three buttons on the upper right. These represent the movement modes for each region: Entrench, Normal and Forced March. Entrench ends the turn of the army currently staying in the active region but doubles its defenses. Forced March increases your movement speed but reduces the defenses by half.
Units, Resources & Cards
You can buy 4 kinds of units. Soldiers, tanks, airplanes and artillery. In the campaign there are extra, special units that aren't available in Quick Battle. Each unit has the following values: attack, defense, speed and hit points. Attack and defense are used to determine unit effectiveness when attacking or defending. Speed determines the order in which units attack. Lastly, hit points measure the unit's toughness.
To build new units, you need the resources produced by the land you own. The resources used in Elimination are: fuel, iron, money and recruits. Each region produces a specific quantity of those resources. The base value can be modified by buying cards that will increase one specific resource output.
The cards are: Oil Rig, which increases fuel; Factory increases iron; Bank increases money; and Conscription increases the recruits available. Other cards are the Atomic Bomb, Defense and Attack Increase. Atomic Bomb will target an enemy region and destroy all its contents completely. Attack / Defense increase provides a good way to attack or defense value, but they last only one turn.
Battles are resolved automatically. There are several rules to determine the result. One will be the ratio between attacker and defender power. 10 soldiers attacking 2 tanks won't do much damage and they won't be able to destroy any. So carefully check each unit's statistics (attack, defense, speed) to have a clear idea of what are your odds of winning the battle are. Note that a battle doesn't mean that you'll either conquer the region or lose yours. in most cases all that will happen is that you and the enemy will suffer some casualties. A very important factor is the region defense value, shown as a number over a shield icon. A region with a value between 1 and 2 will be relatively easier to conquer with the right army. On the other hand, if the defense is 3 or greater it will become more and more difficult.
Campaign vs Quick Battle
Campaign will let you challenge your skills at Elimination by playing three of five campaign maps each. You'll control Dark Brigade, Green Wings and Tech Empire. Each faction has some unique units, and those maps have special victory conditions (some are by turn number, by conquering a region, and so on) and also special events (reinforcements, resources bonus, etc). We recommend that you first try the Quick Battle mode to learn how to play before trying the Campaign since the difficulty there is much higher.