Battle of Xia

In development · 1 vs 1 · Online & vs AI

Battle of Xia

Dark-fantasy tactics on a hex board. Draft three heroes, cast spells from a secret hand and topple the three enemy towers.

How it playsThe heroesThe spells

Kairos, the Mage, casts lightning across the board

The game

Three heroes. Three towers. One winner.

A one-on-one battle on a board of 240 hexes. Each player drafts three heroes out of twelve, and you take turns activating them — move, strike, cast — until one side has lost all three of its towers.

Draft your three

Twelve heroes, each with a stat line of its own. Ban one, then pick in turns — your pick order is your activation order.

Decisions, not luck

No dice and no misses. Before you commit, the game shows you exactly what your move, attack or spell will do.

A secret hand

Each player brings a 20-card spell deck. Your opponent sees how many cards you hold — never which ones.

Towers that fight back

Three towers per side shoot any enemy who stops near them. Topple all three on the other side to win.

The match-up screen: three heroes on each side and the board between them
Blue against red: three heroes a side, and the 20 × 12 board between them.

How it plays

From the first ban to the last tower

How a match plays today. Numbers may still change while the game is balanced.

IThe draft

  • A coin toss decides who opens. Each player bans one hero, then you pick in a snake — A, B, B, A, A, B — until each side has three.
  • 10 seconds per step. Run out of time and the game chooses for you.
  • Your heroes enter the board in pick order — and whoever picked first moves second, every round.
The draft screen with banned and picked heroes
Lyra and Hexia are banned; Sable, Gorrak, Kairos and Vesper are already in.

IIThe round

  • Players take turns one hero at a time — blue, red, blue, red — in draft order. Every hero acts once per round, with 30 seconds on the clock.
  • A hero moves as far as its movement allows, in as many steps as you like, and makes one attack — before, between or after the moves. Or pass.
  • One unit per hex: heroes and towers block the way.
A match in round 1, seen from above
Round 1, Vesper's turn. Your spells wait at the bottom; each side's towers, in the corners.

IIIThe towers

  • Three towers a side, 15 HP each. A tower watches every hex within 2 of it.
  • An enemy hero that ends a move, an attack or a spell in that area takes 3 damage — once per activation. A shield absorbs it first.
  • Walking through without stopping is safe, and the long-range heroes — the Archer, the Warlock and the Ballista — can siege from outside its reach.
A red tower and the hexes it watches
A red tower and the hexes it watches.

Every hit lands

Range counts in hexes, with no line of sight and no dice: the damage comes straight off the target's HP, and the game shows the exact result before you click.

The fallen return

A hero at 0 HP leaves the board and comes back with full HP after 1 or 2 full rounds, depending on the hero. Spells can bring it back sooner — or keep it out longer.

Victory

Destroy all three enemy towers — by attack or by spell — and the battle is won on the spot.

The heroes

Twelve heroes, one squad of three

Every hero has a stat line of its own — movement, health, damage, range, and how long it stays out when it falls. Names and numbers may still change while the game is balanced.

Vesper, the Fighter1

Vesper

Fighter

Move
4
HP
10
Dmg
3
Range
1
Out
1
Brenna, the Guardian2

Brenna

Guardian

Move
3
HP
14
Dmg
3
Range
1
Out
2
Lyra, the Archer3

Lyra

Archer

Move
3
HP
8
Dmg
3
Range
3
Out
1
Zephyr, the Scout4

Zephyr

Scout

Move
5
HP
7
Dmg
2
Range
1
Out
1
Kairos, the Mage5

Kairos

Mage

Move
3
HP
9
Dmg
4
Range
2
Out
1
Gorrak, the Colossus6

Gorrak

Colossus

Move
2
HP
16
Dmg
4
Range
1
Out
2
Fenrik, the Hunter7

Fenrik

Hunter

Move
4
HP
8
Dmg
2
Range
2
Out
1
Morvath, the Lancer8

Morvath

Lancer

Move
3
HP
11
Dmg
3
Range
2
Out
2
Sable, the Assassin9

Sable

Assassin

Move
4
HP
9
Dmg
4
Range
1
Out
1
Hexia, the Warlock10

Hexia

Warlock

Move
3
HP
7
Dmg
5
Range
3
Out
2
Aldric, the Knight11

Aldric

Knight

Move
4
HP
12
Dmg
2
Range
1
Out
1
Celeste, the Ballista12

Celeste

Ballista

Move
2
HP
10
Dmg
3
Range
4
Out
2

Move hexes per activation · HP health · Dmg damage per attack · Range in hexes, 1 is melee · Out full rounds off the board after falling

The spells

A secret hand

Every player brings a deck of 20 spells. You start with three cards when the draft ends, draw one more each round and hold up to five. There is no mana: a hero casts one spell per activation, on top of its move and its attack, in any order.

  • Your hand is secret — your opponent only sees how many cards you hold.
  • A spell you cast is revealed and goes to the discard pile, open to both players.
  • When your deck runs out, the discard pile is shuffled back in.
  • Range counts from the hero who casts, with no line of sight. A fallen hero cannot cast.
A spell card shown big in the middle of the board
Hover a card and it shows big — with the reason when you can't cast it yet.

The starter deck

11 spells, 20 cards. Both players start from the same deck, shuffled.

Fireball

4Damage

Deal 4 damage to an enemy hero within 3 hexes.

Enemy hero · 3 hexes×3 in the deck

Lightning

3Damage

Deal 3 damage to an enemy hero or tower within 4 hexes.

Enemy hero or tower · 4 hexes×2 in the deck

Healing Light

+5HP

Restore 5 HP to an allied hero within 3 hexes (this hero too).

Allied hero · 3 hexes×2 in the deck

Frost

Freeze

An enemy hero within 3 hexes cannot move on its next activation.

Enemy hero · 3 hexes×2 in the deck

Poison

2×3Poison

An enemy hero within 3 hexes takes 2 damage at the start of each of the next 3 rounds.

Enemy hero · 3 hexes×2 in the deck

Stone Skin

4Shield

An allied hero within 2 hexes absorbs the next 4 damage, from any source.

Allied hero · 2 hexes×2 in the deck

Haste

+3Move

This hero gains 3 movement this activation.

This hero×2 in the deck

Fury

Attack again

After attacking, this hero attacks once more this activation.

This hero×2 in the deck

Revive

A downed ally comes back at the start of the next round.

Downed ally×1 in the deck

Exile

+1Rounds out

A downed enemy stays out 1 round longer.

Downed enemy×1 in the deck

Repair

+5Tower HP

Restore 5 HP to one of your towers, anywhere.

Your tower×1 in the deck

Play

Online, one on one — or against the AI

  • Quick match: play the first opponent who is waiting.
  • Private room: get a 6-digit PIN and send it to a friend.
  • Dropped out? The game puts you right back in your seat.
  • Local match: practice against the AI — it goes straight for your towers.
  • 1 vs 1
  • Mouse or gamepad
  • No dice
A private room waiting for the second player, with its PIN
A private room: send the PIN to your opponent.