Each commander takes the starting areas set in Map settings (5 by default, dealt automatically, or picked by hand in snake order) — the first is your capital. Every turn opens on the start screen: the troops you gained and why, and every card that arrived. Then Start turn and deploy: pick one of your areas, set the troops on the island and confirm ✓.
Thick stepped bands split every world into sectors; the dark abyss between continents is sea — nobody walks on it. Hold a whole sector and it pays its bonus every turn (its band lights up in your colour): few crossings (⇄) hold easily but pay little.
S or ◈ repaints the board by sector — an inky hue and a comic screen each — and captions name them: bonus, areas, crossings, the holder. Tap a caption to light its sector up.
One zoom runs from the system to standing on a world: wheel or pinch, double-tap dives a rung, ⤒ (U) climbs. On the ground other worlds glint in the sky — tap one to fly there, the sun included. 2D (F) unrolls a world into a flat map that scrolls round forever.
Select your area (2+), aim at a touching one, Attack: the lens dives, the armies line up, the dice land, each winner strikes (husks dash through, the Fragile's troopers fire) and the loser snaps to ink; tap empty space to make your troopers take potshots. 3 dice v 2 (3 on a capital), ties defend; Onslaught! rolls on. A docked Spaceship carries 12 — across its family at once, or a bridge out: it hovers, then lands next turn.
Your class promises a card a round for 18 rounds, in three acts of six — rounds VII and XIII unseal the next. Capital and Spaceship play now; the rest arrive as sealed cards, a promise of later issues. Conquer an area in a turn to draw a card.