Tactics Battle
A turn-based tactics battle in the manner of Advance Wars, Fire Emblem and XCOM, from one manifest. Write the battlefield (a generated map - plains, a river with fords, highlands, a coast, a mirrored arena - or one written as rows of characters, hex or square), the sides (two to four, human or AI, attacking or holding), the units by name and tile (medieval, ancient-to-modern history by era, fantasy with mages, clerics, griffins and dragons, modern war with tanks, artillery and gunships, or science fiction with troopers, mechs and the alien hive), structures to hold and capture (headquarters, villages, forts, flags, watchtowers) and the objective: rout, capture the headquarters, hold ground for turns, escort a unit, survive, or defeat a named enemy. Give a side no units and the plate deploys a balanced army. Play is the genre's: phases, move then act, terrain cover, flanking, counterattacks only by a defender that survives, ranged units that shoot unanswered, healers, ranks earned by kills, and an attack forecast on hover; scripted events bring reinforcements and twists on their turn or when a unit reaches a place. Three layouts: battle, spectator and map. Ships empty on purpose.