Turnfolk guide: Units

What each unit costs, what it does and what it beats.

Warrior

Available from the start
  • 3
  • ♥10
  • 2
  • 2
  • 1
  • 1

Archer

Needs Archery
  • 4
  • ♥10
  • 2
  • 1
  • 1
  • 2

Attacks from 2 hexes away

Rider

Needs Riding
  • 4
  • ♥10
  • 2
  • 1
  • 2
  • 1

Can move again after attacking

Spearman

Needs Shields
  • 4
  • ♥15
  • 1
  • 3
  • 1
  • 1

Double defence against riders

Swordsman

Needs Smithing
  • 7
  • ♥15
  • 3
  • 3
  • 1
  • 1

Catapult

Needs Siegecraft
  • 10
  • ♥10
  • 3
  • 0
  • 1
  • 3

Attacks from 2-3 hexes away and ignores walls

Scout

Available from the start
  • 2
  • ♥5
  • 0
  • 1
  • 2

Sees 2 hexes. Cannot attack or capture

gold to recruit♥ health attack defence moves range

What beats what

  • Ridersbeat archers and catapults: they reach them quickly, and both have low defence.
  • Spearmenbeat riders: a spearman's defence is doubled against them.
  • Archersdamage spearmen and swordsmen from 2 hexes away without being hit back.
  • Swordsmenbeat every other unit in close combat.
  • Catapultsignore city walls and attack from 2 or 3 hexes away, but have no defence when an enemy reaches them.

Moving and recruiting

  • Only one unit can stand on a hex. A unit can pass through your own units but cannot stop on one.
  • A unit that moves next to an enemy unit must stop there, so a line of units blocks the way.
  • A city can recruit one unit per turn. The new unit appears on the city and can act from the next turn.
  • A city with 2 or more enemy soldiers next to it is under siege and cannot recruit.

Unit limit and upkeep

  • Each city supports a number of units equal to its level plus 1. The capital supports 1 more, and so does a city with a Barracks. You can never have more than 16 units.
  • You keep one soldier per city for free. Each extra soldier costs 1 gold per turn. Scouts are free.