How Expeditions Work
An Expedition is played on a map of strategic points joined by roads. You move teams from point to point, fight what stands there, and hold what you take. Everything your teams do is paid for out of one resource: stamina.
The Map Screen
The whole Expedition is played on one scrolling map. Your teams sit along the bottom as plates; the map holds the strategic points, your units and the enemy’s. Four buttons frame it.

The Team Plate
Every deployed team gets a plate — both the status readout and the control panel. Everything a single team can do is here.

Reading the Map
Units and points carry small markers so you can read the whole battlefield without tapping anything.
The Map
Every point is owned by you, by the enemy, or by nobody. Owning a point makes it safe ground: your teams refuel there, and it opens the roads leading out of it. Some points also do something special.
Capturing a Point
Each point has a capture meter. Standing on it with no enemies present pushes the meter your way; enemies standing on it push it back. More units push faster — up to three — and that is true for both sides.
The meter passes through neutral in the middle. A point you are taking stops being the enemy’s before it becomes yours, and a point you are losing stops being yours before it becomes theirs — and it stops giving you its benefits the moment it goes neutral.
Progress is never lost: a half-taken point stays half-taken until somebody pushes again. And if you pin every enemy on a point by engaging them, the meter freezes — pinning some of them simply slows their push.

Roads and Marching
A road is open to you if you own either end — or if you are standing on a neutral, enemy-free point, which grants passage but nothing else. A road out of a point with enemies standing on it is shut.
Marching takes real time, and you can queue a multi-hop route — your team walks it point by point. You may turn around mid-road, at a cost.
Two forces travelling the same road in opposite directions meet in the middle and fight there, off the map’s points. Clashes on a road capture nothing, and they can be reinforced by other teams marching in.
Orders
Select a team to give it an order. What is available depends on where it stands and what is next to it.
| Order | When you can use it |
|---|---|
| Deploy | At your fortress, up to six teams of six. A hero already deployed cannot be picked again. |
| March | From safe ground along an open road. Refused while enemies stand on your point — that is what Escape is for — and while locked in a road clash. |
| Fight | Against the enemy your team is engaged with. Guards and raiders can always be attacked; a sub-commander is shielded while guards live, and the final commander while either lives. |
| Escape | The way out of danger: off a contested point or out of a road clash. The destination is chosen for you — the safest reachable ground. |
| Retreat | Withdraws one team from the Expedition and frees its heroes at once. Those heroes cannot come back to this Expedition. |
| Give up | Leaves the whole Expedition. Your reward is heavily reduced, your heroes earn no experience, and you cannot rejoin — your slot opens to someone else. |


Stamina
Every team carries one number from 0 to 100. It is pure fuel — a team at 1 stamina fights exactly as hard as a team at 100, it just has one action left. Nothing is ever blocked by low stamina: you can always take one more action, and if that action empties the tank, the team goes down when it resolves. A freshly deployed team starts full.
What things cost
| Action | Stamina |
|---|---|
| March one hop | 1 |
| Turn around mid-road | 5 |
| Escape | 5 |
| Any battle, win or lose | 2 |
| Losing a battle (battle + penalty + forced fall-back) | 27 |
| Walking out of a battle | 27 — it counts as a defeat |
| Each automatic farming win | 2 |
The Two Drains
Recovery
Fuel comes back only on ground that is yours and free of enemies. A contested point recovers nothing at all — one enemy standing on your camp switches the hospital off.
| Where | Rate |
|---|---|
| Any point you hold | 0.5 per second — empty to full in about 3½ minutes |
| Field hospital | 1.5 per second — full in about 67 seconds |
| Payload, ordinary ground | 0.25 per second — a full payload in about 6½ minutes |
| Payload, supply village | 1.25 per second — a full payload in about 80 seconds |
Above 100 the tank keeps filling to a ceiling of 200. That overcharge is a supply payload, and it fills at half speed.
Running Out
At zero the team is knocked out. That is the whole failure state — no damage, no permanent loss. It is carried to your nearest field hospital, or to the fortress if you hold none.
While recovering it is a ghost: not drawn on the map, takes no orders, fights nobody, suffers no drain and pushes no meter. It refuels at the usual rate but stays locked until completely full, then pops back where it lies — and can be attacked from that moment.
Hero Wounds
A hero that dies in an Expedition battle takes a wound — one level per death, up to ten. Wounds weaken attack, accuracy, evasion, speed and critical rate, up to a crippling −90% at ten. They are cured only by a full recovery at a field hospital — the fortress will not do it — and they vanish when the Expedition ends. Heroes are never lost.
Supply
A team above 100 is a carrier. It hands its surplus to teams that need it — including other players’ teams.
Carriers only pour where fuel is actually needed: on contested, neutral or enemy ground, or inside a road clash. Your own teams receive faster than allied ones, the emptiest first, and a carrier always keeps enough to stay standing. You can never supply yourself into a knock-out.
A flagship is the exception: it never gives fuel away, its fat tank is pure endurance, and every convoy tops it up first. Delivering fuel also counts towards your contribution.
Automation
Each team has two switches: auto-march, which sends it at nearby unclaimed or enemy points, and auto-fight, which joins any battle that reaches the team where it stands — it never marches. With either on, the team acts by itself whenever it is idle and has fuel to spare.
Automation never overrides you: your own order always wins — a manual march stops auto-march, while auto-fight stays on so the team still fights where you put it — and a defeat switches automation off so you are never fed back into a losing fight.
Leaving vs Giving Up
Leaving the map — closing it, going to do something else — costs nothing at all. The Expedition keeps running and you can walk back in whenever you like.
Giving up is the opposite: it takes you out for good. Your heroes earn no experience, your reward shrinks sharply, you cannot rejoin, and your slot opens to another captain. If you might come back, just leave.