Sovrun Docs 2025
  • INTRO TO SOVRUN
    • Introduction to Sovrun
    • Autonomous Worlds
    • About Sovrun
      • Sovrun Genesis
      • Sovrun Labs
      • Sovrun Nexus
      • Case Study: Eve Frontier
      • Case Study: Plunder Quest
      • History of Sovrun (BreederDAO)
  • The SOVRN Token
    • About $SOVRN
    • Token Utility
    • $SOVRN Tokenomics
    • $SOVRN on EVM Chains
      • Ethereum
      • Hyperliquid
        • Network Info
          • Block Explorer
          • Acquiring test SOVRN
        • Sessionchains
      • Base
      • BREED to SOVRN Migration
  • Build with Sovrun
    • Chain Tactics
      • Who is Chain Tactics for?
      • Why Mod Chain Tactics?
      • Headless Client
      • Sovrun SDK
      • Game Phases
      • Game Mechanics
      • Game Architecture
      • Expanding Chain Tactics Across EVM-Compatible Chains
      • Chain Tactics Development Roadmap
      • Terminology
      • Getting Started Guides
        • Chain Tactics Local Development & Headless Client
        • Lightweight Unity Client
        • Chain Tactics Modding Tutorials
        • Troubleshooting Chain Tactics Local Development
    • ReadyGamer
      • Joint Venture
      • Services
      • Architecture
      • GAME Framework
      • ReadyGamer API
      • Integration Workflow
      • Roblox Integration
        • Roblox Demo Game - Carnival AI
        • AI Agent NPC's
        • Roblox AI Agent Module
          • Getting Started
          • Module Components
          • Creating a Smart NPC
          • Creating a Continuous Behaviour Script
  • More
    • Sovrun Website
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  1. Build with Sovrun
  2. Chain Tactics

Game Mechanics

Grid and Phases:

  • Played on a 9x9 grid.

  • Preparation Phase:

    • Buy Phase: Players have 10 gold to purchase units (90 seconds).

    • Spawn Phase: Units are placed in the first two rows (90 seconds). Failure to "Reveal" forfeits the match.

  • Battle Phase: Turn-based moves and attacks aim to destroy the opponent’s Fortress.

Units and Stats:

  • Each unit has Health, Movement, Blindspot, and Range. Costs and abilities vary to support diverse strategies.

  • Units include a free Fortress plus purchasable options:

Unit

Gold Cost

Health

Movement

Blindspot

Range Pattern

Footsoldier

1

Varies

Varies

Varies

Cross

Lancer

1

Varies

Varies

Varies

Cross

Priest

1

Varies

Varies

Varies

Square

Archer

2

Varies

Varies

2

Cross (3 sq)

Fire Mage

2

Varies

Varies

Varies

Diagonal

Ice Mage

2

Varies

Varies

Varies

Diagonal

Fortress

0

Varies

0

N/A

N/A

Combat Rules:

  • One move and one attack per turn, executed by the same unit.

  • 45-second turn timer with a 10-15 second grace period to account for blockchain latency.

  • All actions are recorded on-chain, ensuring integrity and auditability.

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Last updated 12 days ago