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Slay - Game Rules
Attribution: Slay is an original game created by Sean O'Connor.
These rules are based on the
original Slay game.
This project is a tribute/homage to the original - all intellectual property belongs to the original creator.
"Slay is a simple but addictive strategy game where you must conquer an island by building up armies and using them to capture your enemies' capitals."
Objective
Conquer the entire island by capturing all enemy territories. A player is eliminated when they lose all their territory.
Territories & Income
The island is divided into territories - groups of connected hexagons belonging to the same player.
- Each territory earns 1 credit per hexagon per turn (except hexagons with trees)
- Each territory has its own treasury (gold reserve)
- Territories with 2+ hexagons have a capital (marked with a flag)
- If two territories merge, the smaller one's gold transfers to the larger one
Bankruptcy: If a territory cannot pay its units' wages at the end of a turn,
all units in that territory die and become gravestones!
Units
| Unit |
Strength |
Buy Cost |
Upkeep/Turn |
Notes |
| P Peasant |
1 |
10 |
2 |
Can chop trees |
| S Spearman |
2 |
20 |
6 |
- |
| K Knight |
3 |
30 |
18 |
- |
| B Baron |
4 |
40 |
54 |
Strongest unit |
| C Castle |
2 (defense) |
15 |
0 |
Cannot move, defends like spearman |
Combining Units
Move a unit onto another friendly unit in the same territory to combine them:
- Peasant + Peasant = Spearman (strength 1+1=2)
- Peasant + Spearman = Knight (strength 1+2=3)
- Peasant + Knight = Baron (strength 1+3=4)
- Spearman + Spearman = Baron (strength 2+2=4)
Combat
To attack an enemy hexagon:
- Your unit must be stronger than the enemy's defense
- Each unit can only make one attack per turn
- Units can move freely within their own territory (unlimited moves)
Defense Strength
A hexagon's defense is the highest of:
- The unit on that hex (if any)
- Any adjacent friendly unit that could protect it
- Capital: defends at strength 1 (like peasant)
- Castle: defends at strength 2 (like spearman)
Example: An enemy peasant (str 1) next to an enemy knight (str 3) has defense 3,
so you need a Baron (str 4) to attack it!
Trees
Trees are natural obstacles on the map:
- Trees grow automatically at the start of each turn on empty hexagons
- Trees spread to hexes surrounded by 2+ trees
- Hexagons with trees generate no income
- Any unit can chop a tree in their own territory (counts as their one action)
- You cannot attack enemy hexagons with trees - they must clear them first
Gravestones
When units die from bankruptcy (starvation), they become gravestones:
- Gravestones block the hex - you cannot place units or move through them
- Hexagons with graves generate no income
- Any unit can clear a grave in their own territory (counts as their one action)
- Graves are cleared when captured by an enemy
Warning: Bankruptcy is devastating - all your units become graves blocking your territory!
Strategy Tips
- Economy first: Don't overbuild units - bankruptcy kills everything!
- Combine wisely: Making a Baron (54 upkeep) can bankrupt a small territory
- Chop trees: Trees reduce income - clear them when you can afford to
- Defend borders: Place units to protect weak hexagons
- Attack capitals: Destroying a capital can split enemy territory
- Use castles: Cheap permanent defense for strategic hexagons
Turn Order
- Income: Each territory earns gold from its hexagons
- Tree growth: New trees may appear on empty hexagons
- Your actions: Move units, buy units, attack enemies, chop trees
- Wages: Pay upkeep for all units (bankruptcy check)
- Next player