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Light vs Dark — Game Guide

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Light vs Dark

A 1v1 real-time strategy match on a 128-tile map that is fair by construction: Dark's half is Light's half rotated 180 degrees. Two BASIC overlords gather gold and wood, raise an army, and try to wipe the other side out.

StatValue
UNIT KINDS8
BUILDINGS8
STARTING GOLD800
STARTING WOOD400
FOOD CAP100

THE MATCH

How a game is won

Each side starts with a town hall, five peasants or peons, 800 gold, and 400 wood. Neutral gold mines sit on the map. Trees give four wood trips then vanish. Food comes from the hall and farms, capped at 100. Army size is also capped at 100 living units.

Combat is piercing plus basic, then armor. Piercing always lands. Basic is reduced by armor and never goes below zero. Most swings miss 20% of the time. Catapults never miss, deal 255 piercing, and splash 63 piercing onto king-move neighbours.

A player is defeated when they have no standing buildings and no peon left to raise one. If the 20-minute clock hits first, score is buildings × 1000, plus army × 100, plus gold and wood ever gathered ÷ 100.

ReferenceDetails
Gold trip100 gold, 2.5s in the mine, 4 miners
Wood trip100 wood, 3.3s chop, 400 per tree
Hall / farm+5 and +4 food
WalkInfantry 10 ticks/tile, siege 16
Tower12 damage, 6 range, 1s cooldown
Clock24 ticks a second, fog of war

THE ARMIES

Units

Light and Dark share gold, wood, train time, and most combat numbers. Where they differ, both portraits and both rows are shown. Damage is piercing / basic. Speed is ticks to cross one tile.

Peasant

Peon

LIGHT PEASANT

DARK PEON

Worker

Town hall · 400 gold · 18.8s

StatValue
HP40
ARMOR0
DMG0 / 1
RANGE1
STEP10
SIGHT5

Footman

Grunt

LIGHT FOOTMAN

DARK GRUNT

Soldier

Barracks · 400 gold · 15s

StatValue
HP60
ARMOR2
DMG1 / 9
RANGE1
STEP10
SIGHT5

Archer

Spearman

LIGHT ARCHER

DARK SPEARMAN

Ranged

Barracks · mill · 450g 50w · 17.5s

StatValue
HP60
ARMOR1
DMG4–5 / 0
RANGE5 / 4
STEP10
SIGHT7

Light: 4 piercing, 5 range. Dark: 5 piercing, 4 range. Cooldown 1.5s.

Conjurer

Warlock

LIGHT CONJURER

DARK WARLOCK

Mage

Tower · 900 gold · 22.5s

StatValue
HP40
ARMOR0
DMG6 / 0
RANGE3 / 2
STEP10
SIGHT7

Light range 3. Dark range 2. Cooldown 1.5s.

Knight

Raider

LIGHT KNIGHT

DARK RAIDER

Cavalry

Barracks · stables + smith · 850g · 20s

StatValue
HP90
ARMOR5
DMG1 / 13
RANGE1
STEP10
SIGHT6

Catapult

Catapult

LIGHT CATAPULT

DARK CATAPULT

Siege

Barracks · smith + mill · 900g 200w · 25s

StatValue
HP120
ARMOR0
DMG255 / 0
RANGE8
STEP16
SIGHT8

Never misses. 63 splash piercing. 8s cooldown.

Cleric

Necrolyte

LIGHT CLERIC

DARK NECROLYTE

Support

Church / temple · 700 gold · 20s

StatValue
HP40
ARMOR0
DMG6 / 0
RANGE1 / 2
STEP10
SIGHT7

Light range 1. Dark range 2. Cooldown 2s.

Elemental

Daemon

LIGHT ELEMENTAL

DARK DAEMON

Summon

Tower · 1200 gold · 30s

StatValue
HP250 / 300
ARMOR0
DMG40 / 65
RANGE3 / 1
STEP10
SIGHT6

Light: 250 HP, 40 piercing, range 3. Dark: 300 HP, 65 basic, range 1.

THE TOWN

Buildings

Same costs and hit points on both sides. Dark names stables as kennels and church as temple. Gold mines are neutral, 25,000 on the main and 15,000 on expansions.

Town hall

Town Hall

1200 800

1200 HP. 30s. 3×3. +5 food. Gold and wood drop-off. Trains workers.

Light hall

Dark hall

Farm

Farm

400 200

400 HP. 10s. 2×2. +4 food.

Barracks

Barracks

600 400

800 HP. 20s. 3×3. Trains soldiers, ranged, knights, siege.

Light barracks

Dark barracks

Lumber mill

Lumber Mill

500 300

600 HP. 15s. 3×3. Wood drop-off. Unlocks ranged and towers.

Tower

Tower

500 300

700 HP. 15s. 2×2. Needs mill. 12 damage, 6 range, sight 9. Trains mages and summons.

Stables

Stables / Kennels

600 400

700 HP. 20s. 3×3. Needs barracks. Unlocks cavalry with the smith.

Church

Church / Temple

700 400

700 HP. 20s. 3×3. Needs barracks. Trains cleric / necrolyte.

Blacksmith

Blacksmith

600 400

700 HP. 15s. 3×3. Needs barracks. Unlocks knights and catapults.

Gold mine

Gold Mine

Neutral

2000 HP. 2×2. Main 25,000 gold. Expansion 15,000. Four miners at a time.

Numbers come from examples/light_vs_dark/content.nim and ui.nim. Artwork is bundled with this guide.

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