Take the enemy HQ.
Each side has its headquarters. Move your squads forward and take the enemy HQ to win. Some missions announce other objectives at the start of the battle.
How to play
Musunoa is played turn by turn, on a grid. Here is everything you need to win your first battles.
Each side has its headquarters. Move your squads forward and take the enemy HQ to win. Some missions announce other objectives at the start of the battle.
On your turn, each unit can move and then attack. A unit that is attacked strikes back if it can reach its attacker. When you are done, your opponent plays.
Ninja and Shinobi capture buildings. Each village and each HQ you own brings you 1,000 ryo at the start of your turn.
Spend your ryo at a dojo to recruit new units. Harbours and perches recruit naval and flying units. An enemy unit standing on your dojo stops it from recruiting, so protect it.
Forests, mountains, ruins and buildings protect your units. Forests and ruins can even hide a unit until an enemy comes close.
You only see what your units and buildings see. The Scout sees far and uncovers hidden units. Later in the campaign, night shortens everyone’s sight.
Their gift and weakness apply to your whole army, and their gauge charges a power that can turn the battle around.
Meet the commandersEvery unit has its role. A good army makes them work together.
Captures and holds buildings, at a modest cost.
Weak in combat: protect it while it captures.
Elite infantry that can also capture. Has the edge over the Scout.
Struggles against the Heavy Guard.
Moves far, sees far and uncovers hidden units. Hunts Archers and Healers.
Cannot capture. Fears the Shinobi and the Rider.
Breaks lines and holds firm in melee. Has the edge over the Rider.
Slow, and vulnerable to Archers.
Shoots from a distance, and its arrows ignore defence. Threatens Heavy Guards and Riders.
Low defence. Cannot shoot point-blank or after moving.
Shoots flying units and ships from 2 to 4 tiles away.
Cannot attack ground units or shoot after moving.
Fast breakthroughs. Hunts Archers, Scouts, Sentinels and Healers.
Struggles against the Heavy Guard and on some terrain.
Restores strength to an adjacent unit and supports the front line.
Cannot attack: keep it away from Scouts and Riders.
Later in the campaign, naval and flying units join the battle.
Never let a Ninja capture alone: cover it with a sturdier unit.
Keep your Archers behind your line: deadly at range, fragile up close.
Leave a unit on your key buildings: it protects them and sees further from there.