@huvaakoodia & @elzach - thanks for the feedback. There are dice rolls in the background! It's funny how I take the rules for granted because they are obvious to me since I programmed them :confounded:
Here is a ~~quick~~ rundown of how they work: * attack value is the combined total of all controlled tiles * the attack value determines how many dice are rolled, the highest two rolls are used * the tile "control" (number on flag) determines how many defense die are used, again only top 2 are used * if an opposing hero is occupying the tile you are attacking, +1 is added to the roll (it's actually the opponents level added to the dice roll, but because I never finished the leveling up system, it's always 1) * if the attack roll is greater than the def roll, then -1 to the tile control * if an opposing hero is occupying the tile, -1 to his life and the opponent is "bounced" back (unless his life drops below 1, which he is then killed - waiting to spawn at their base) * if the tile control drops below 1, then the attacking hero "takes" the tile * if the attack roll is more than 2 times the defense roll - critical hit! This deals 2 damage to both the tile and opponent hero if applicable. If this takes the tile then you start with a tile control of 2 instead of 1. * if the attack roll is less than the def roll, then -1 to the attacking hero * if the attack roll and the def roll are the same, nothing happens - this was a by-product of not knowing exactly how to handle this and it unfortunately stayed blank (this may appear as a bug when it happens, but is just incomplete design)