WeightPlay Original Game Guide

Rune Tactics

Rune Tactics is an original single-player campaign with 30 authored missions, three animal heroes and six bosses. Read the terrain, move into position and coordinate attacks on rune boards ranging from 6×6 cells.

GameplayTurn-based squad positioning
GenreTurn-based tactics · Squad strategy · Campaign
DifficultyProgressive challenge
Estimated Play TimePlay at your own pace

World and Mission

A lion, an owl and a turtle cross six five-mission chapters. Each chapter introduces hazards and enemy traits before a different boss combines those rules.

The campaign is authored rather than an endless random map. Earlier unlocked missions remain available for practicing formations and improving your saved star record.

How the Systems Work

Each hero can move once and then perform one combat action during a player turn. The lion moves up to three cells; the owl and turtle move up to two. Highlighted destinations follow legal paths around rubble and occupied cells. Moving does not spend the attack, but a completed combat action ends that hero’s turn.

Fire a three-cell-wide corridor in the chosen direction. Interrupt survivors; no friendly fire. Bombard a 3×3 area around any cell. Mark survivors; no friendly fire. Hit every foe within 2 cells of Turtle. Heal all allies by 2 and shield their next hit for 2.

Position matters as well as attack strength. Opposite-side allies enable flanking; armor, shields, seals and flying immunity affect the damage preview. Tide, fire and rotating outer cells can change a safe formation after the turn ends.

Each mission has three persistent stars: victory, all three heroes surviving, and the displayed turn target. Every newly earned star grants four Runes once. Missing a star does not invalidate a victory, and replaying an already earned star does not pay it again.

Enter a gold relay once to refill that hero’s Energy.

On supply-cut missions: Seize both gold relays to stop future waves; defeat the remaining enemies. Each relay refills Energy once. Cutting supply calls in the final guard wave. ★ Guard captain: +12 HP, +1 attack. Mark it, then finish with another hero.

Different heroes acting in succession charge Resonance. At 3, the next MAP gains +2 damage and spends the charge.

MAP costs 3 Energy. Each kill refunds 1 (max 1 per action); attack, Guard and each round restore 1.

Waves contain 6 enemies and arrive every two rounds or after a cleared field. Sweep missions require every wave; supply-cut missions also let you seize both relays and defeat the remaining enemies.

A surviving foe counters once per round within its range. Lion interrupts; shields absorb counters.

◎ Ranged aim tracks the hero. Leave the shooter’s range, interrupt it, or absorb the hit with a shield.

Permanent rune choices are awarded only on the first victory in each mission.

How to Play

  1. Start the game, browse the mission cards and activate an unlocked card to enter Battle. Read its terrain and enemy information first.
  2. Select a hero with touch or mouse, then choose a highlighted destination before attacking, guarding or using a skill. Keyboard arrows move grid focus; Enter or Space activates a cell.
  3. Move, preview a MAP attack, aim and fire. Sweep whole groups! MAP costs 3 Energy. Each kill refunds 1 (max 1 per action); attack, Guard and each round restore 1.
  4. Permanent rune choices are awarded only on the first victory in each mission.

Strategy Tips

  • Move, preview a MAP attack, aim and fire. Sweep whole groups!
  • Keep the owl away from a melee-counter enemy when a ranged hit is possible. Do not waste a ranged attack on a flying target that is immune.
  • A safe Guard can preserve the all-survive star. Chase the turn-target star on a later replay instead of losing a nearly completed mission.

Campaign and Difficulty Growth

Missions 1–10 introduce positioning, blocked routes, adjacent enemy support, counters and root hazards. The fifth and tenth missions are boss checkpoints.

Missions 11–20 add tide displacement, pushing, regeneration, fire and cooling cells. The fifteenth and twentieth missions test those decisions.

Missions 21–30 add silence, outer-ring rotation, clones, Energy drain and seals. The twenty-fifth boss and final chimera reward careful target order rather than reflex speed.

Developer Design Note

Waves contain 6 enemies and arrive every two rounds or after a cleared field. Sweep missions require every wave; supply-cut missions also let you seize both relays and defeat the remaining enemies.

Player and Save Information

Unlocks, stars, Runes, squad growth and hero upgrades are saved in this browser. Clearing site data or changing browsers can remove or separate that progress. All missions are playable without Diamonds; the three-Diamond reward reroll and eighteen-Diamond training slot are optional. There is no promised cloud-save synchronization.

FAQ

Can I move and attack in the same turn?
Yes. Move the selected hero first, then use one attack, Guard or skill. Once the combat action is complete, that hero is done for the turn.
Why is a skill unavailable?
Check the hero’s Energy, whether its combat action is already used, and whether it is silenced. A normal attack or Guard may still be available.
Does zero preview damage mean the attack is broken?
Not necessarily. Flying immunity, shields or armor can reduce or prevent damage. Reposition or use another hero and check the preview.
Must I earn all three stars to proceed?
No. Victory can unlock progress without the survival or turn-target star. Replay later to earn only the still-missing rewards.
Does restarting delete my upgrades?
Restarting resets that battle, not your saved campaign upgrades. Clearing browser storage can remove the local save.
What happens after mission 30?
The campaign ends at mission 30. Revisit unlocked missions to improve stars; the game does not invent a mission 31.
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Rune Tactics

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