Turn-based Combat

Tactical encounters where the server enforces the rules — no more guesswork.

Initiative and Turns

Turn order calculates itself

No more writing initiative on a scrap of paper. Turn order is calculated automatically from character sheets, and each board manages its own combat independently.

  • Initiative is calculated from a sheet field — you choose which one
  • Each board has its own combat: you can set up an ambush on one map while another group explores elsewhere
  • Move to the next player, skip a turn, or manually reorder if needed
  • The movement counter resets automatically at the start of each new turn
Controlled Movement

The server checks every move for you

When a player moves their token, the server checks that the move is valid: distance, obstacles, remaining movement points. No way to cheat or make mistakes.

  • Each character has a number of movement squares per turn — set by their sheet or a global default
  • Choose between two diagonal modes: same cost as straight movement, or extra cost
  • Walls, fog of war and blocked tiles prevent passage
  • The GM can force a move to ignore all restrictions (teleportation, push effects...)
  • "Move once" option: once moved, the player can't move again this turn
Action Bars

One click to cast a spell, strike or activate a power

During their turn, each player sees their action bar as an overlay on the board. One click and the sequence fires: dice, checks, effects, all chained together.

  • Create action buttons with icons and keyboard shortcuts — one per ability, spell or attack
  • Each action can cost sheet resources (mana points, ammunition...) deducted automatically
  • Cooldown: a used action can become unavailable for a number of turns
  • Automatic chaining: dice roll → check → damage → message → status application
  • If the roll succeeds, one effect triggers; if it fails, another — branching is handled for you
Effects and Statuses

Poison, paralysis, blessing — they manage themselves

Apply persistent effects to your characters: they count down their turns, apply their effects automatically, and disappear when they're done.

  • Create your own statuses: prevent movement, block actions, skip a turn...
  • Each status has a duration in turns — the countdown is automatic, no need to track it by hand
  • Recurring effects each turn: HP regeneration, poison damage, mana drain... using your sheet formulas
  • Three application modes: stack the same status multiple times, prevent duplicates, or replace the old one
  • Evolution chain: when a status stacks enough, it transforms into a more powerful one (poison → severe poisoning)
  • Status icons visible directly on board tokens, in a corner of your choice
Targeting and Area of Effect

Aim at one enemy or hit an entire zone

Some actions hit a single target, others affect a whole area. Configure the targeting mode of each action to match your rules.

  • Direct action (no target), target a token within range, or area of effect on the board
  • Draw your area of effect shape tile by tile — rectangle, cross, cone, or any custom shape
  • Each character group can have a colored aura around its tokens to spot them on the board

Launch your first combat

Initiative, actions, statuses — all automated.

Get Started — It's Free