The objective of the game is to defeat your opponent by forming defensive and offensive formations. To defeat your opponent you have to deplete his Health Points (HP). Units placed between your attack and the opponent will absorb some or all of your offensive formations’ Attack Points (AP). Any remaining AP will reduce your opponent’s HP.
Playing the Game:The game is played by each player taking turns arranging his units. You have three moves each turn.
Defensive Formations:Form defensive formations by placing three or more of the same unit type next to each other, forming a vertical line. Only Armor and Infantry units can form defensive formations. A defensive formation can be upgraded twice. Upgrades are made by forming additional defensive formations in the rows behind existing formations. The additional defensive formations will be absorbed by the existing formations, and your defenses will be boosted. Defensive formations with less than full DP, will receive 2 DP for each turn they are not attacked.
Offensive Formations:There are two types of offensive formations:
Airborne (Air and Mothership) units can only be attacked by airborne offensive formations. Ground-based units (Infantry, Armor and Artillery) can be attacked by any offensive formation. Offensive formations count down a number of turns before attacking. While playing, press and hold anywhere on the screen to see the countdown timer for all your offensive formations. When an offensive formation is formed, each included unit’s DP (Defense Points) will be replaced by one communal AP for the entire formation. When an offensive formation is attacked it will lose AP instead of DP, reducing the formation’s attacking power. If a formation’s AP-bar is depleted, the formation is eliminated. Unit types attack in different ways. Pay attention to each unit's attack style and use it to your advantage. Infantry and Armor formations attack by shooting straight forward at ground-based units directly opposed to it. It will keep shooting until it has run out of AP. Artillery formations attack by lobbing energy balls onto ground-based units in the two opposing rows with decreasing strength for each column. Air formations fly over the directly opposing row attacking both airborne and ground-based units until it has run out of AP. Mothership formations fly over the two opposing rows attacking all units on its way until it has run out of AP.
Recycling Units:A unit which has other units behind it, cannot be moved. You can, however, recycle units which are locked in by selecting the unit you want to remove and pressing the Recycle-button. When a unit has been recycled, a new unit will be placed in the Reinforcement pool.
Chain Reactions:Chain reactions are created when you use a move to do one thing, but in addition to the direct result of the move, a formation is (or several formations are) created as a secondary result. For every Chain Reaction you create you receive an extra move.
Combos:Combos are created when two or more offensive formations have the same amount of turns left until they attack. For every Combo created the offensive formation’s Attack Points increase by 10 %. The Combo-bonus is stackable.
Play as Humans and defeat all the alien species. You will have to defeat each species three times, with increasing difficulty from battle to battle. Each species has a different playing style, and you will have to adapt your strategy to the opponent at hand.
Quick Battle:Set the parameters for a single battle. Play with and against all five species.
Online:Play against friends or random players online.
If you want more information on a specific unit or formation while playing, tap the unit/formation and then the information-button. A unit sheet will appear with all the information on the marked unit/formation.

Humans are a strategic but quite impatient and emotional species. They tend to go for instant gratification and will often become desperate when nearing death, impairing their strategic abilities.

Dracon Warriors are aggressive, strong and tough but also rather slow and unintelligent. Due to their bloodlust, they primarily focus on forming plenty of offensive formations, leaving them in most cases with a rather weak defense.

Greys are an evil, quick and quite intelligent species. They have the ability to call in reinforcements without using moves, and do so frequently. They are weak, both in terms of offense and defense, which they try to make up for by focusing on creating a strong defense.

Insectoids have a hive-mind and consequently act as one to a great extent. Their defenses are quite weak and their offensive powers are not that strong isolated. However, they receive combo bonuses even if their attacks do not launch the same turn, making them strong as a whole.

The Elders are highly intelligent and have a strong offense. They also have a stronger health than any other species and a greater supply of Motherships and Artillery. Their defense is average.
While playing the game, you will regularly receive a consumable item. If you don’t have the time it takes to earn an item or you are in need of a particular item, you can also buy packs of items in-game.
An item is used to aid you against your opponent while playing either Campaign mode or Quick Battle mode. To keep a level playing field, you cannot use items while playing against other players in Online mode.
As with the rest of the game, strategizing is key. You will have to time the use of an item if you want to get the most out of it. Life Gainer: Gives you a percentage increase in HP over five turns. Comes in Small (+ 10 %), Medium (+ 20 %) and Large (+ 30 %). Attack Booster: Gives all your active offensive formations a one-time percentage increase in AP. Comes in Small (+ 10 %), Medium (+ 20 %) and Large (+ 30 %). Defendor: Gives all your units and defensive formations a one-time percentage increase in DP. Comes in Small (+ 10 %), Medium (+ 20 %) and Large (+ 30 %). Invincibility: Gives your avatar temporary invincibility. Comes in Single (1 turn) or Double (2 turns). Rusher: Gives you the ability to rush one offensive formation. Turn Extender: Gives you one extra move each turn for three turns. Combiner: All active offensive formations become part of a combo, giving each formation a 10 % increase in AP per active offensive formation and a 2 turn countdown.
Bloodshed on Tephra (December):