Messyna the battle for the middle ground

Messyna

the battle for the middle ground

…

Local Draft

Draft 7 monsters and 16 spells, then battle. Default board is 8Γ—8. Default is 🚫 No Spells β€” a pure-tactics match; pick ✨ With Spells to draft a 16-card spell deck too.

In local vs Player the board rotates each turn and a Ready screen hides your cards while the device is passed over.

Multiplayer Draft Β· ranked

Create a match and share a unique link. When your opponent joins, both of you draft your armies β€” the game starts when both mark Ready. Ranked matches run a 30-second turn clock by default β€” or pick πŸ”” Async: no clock, and your device gets a notification when it's your turn. Sign in first and the result counts on the ELO ladder.

⚑ Quick Match Lobby · ranked

No link needed β€” post an open challenge or accept one below. The game starts the moment someone accepts.

joins the newest open challenge β€” or posts yours for anyone to accept

Loading open challenges…

Sign in before playing and the result counts on the ELO ladder.

🧩 Puzzles

Positions from real engine games with one clearly best move β€” find it. A new Puzzle of the Day every day, plus banks for every level.

πŸŽ“ Learn to play

A guided 2-minute battle: move each archetype, win your first fight, garrison a castle β€” the board teaches you as you click.

πŸŽ“ Start the interactive tutorial

πŸ† Leaderboard (ranked online games only)

No ranked games yet β€” sign in, create an online match, and claim the top spot. Everyone starts at 7,777 ELO.

πŸ“œ How to Play

The game

  • Draft 7 monsters and 16 spells, then battle on the board.
  • One action per turn: move/attack, cast a spell, or place a castle.
  • The HP ceremony rolls each monster's lasting HP with 3D dice β€” one die (4–7) per DEF, once, for the whole game. The dice season a monster's health; they no longer decide its fate.

Ways to play

  • πŸ€– vs AI β€” four difficulties; INSANE runs the self-play-trained evaluation. A πŸ’‘ Hint button teaches you the engine's best move.
  • πŸ‘₯ Local 2-player β€” one device; the board rotates each turn and a Ready screen hides hands during the handoff.
  • πŸ”— Online β€” share an invite link, draft simultaneously, chat in-game, ask for breaks. Ranked matches run a 30-second turn clock β€” expire and your turn passes.

Victory modes

  • βš”οΈ Classic β€” destroy every enemy monster (always also ends the game in other modes).
  • ⭐ Middle β€” hold more of the 4 gold center tiles than your opponent for 6 consecutive half-turns.
  • πŸ‘‘ King β€” one random monster per side is crowned; if a king dies, its side loses instantly.

Terrain & drafts

  • 🏜 Plains β€” a clean battlefield. 🌲 Forest β€” random woods each game; a defender standing in forest gets +1 DEF.
  • 🎴 Classic draft β€” both sides pick privately from their own pools, then Ready.
  • 🐍 Snake draft β€” one shared pool, alternating visible picks (P1 P2 P2 P1…): counter-pick your opponent.

Fight mechanics

  • Moving onto an enemy starts a dice duel. Hit chance = 100% βˆ’ ATKΓ—4% βˆ’ DEFΓ—1.5% (clamped 55–95%); the attacker strikes first with +6%.
  • Each hit rolls ATK Γ— d7 damage against lasting HP; rounds alternate until someone falls. Dead monsters cannot counter.
  • Winners keep their wounds β€” no monster is immortal.
  • Castles: garrisoned monsters fight at +1/+1 (shown on their badges) β€” including on contested castles, for either side. You can attack an enemy inside its castle; empty enemy castles still wall off ground units (Dragons fly over).
  • Contested castles: place a castle on an enemy castle β†’ it becomes half-half (both may use it); place again to claim it outright.
  • Adjacent allies still lend the defender +1 DEF each.

Movement β€” the Messyna way

Warrior β€” steps 1 any direction, or advances 2 straight forward on a clear path
Fortress β€” steps 1 orthogonally, or garrisons: jumps onto a friendly castle within 2
Charger β€” charges 2–3 tiles in any straight line β€” cannot move just 1
Dragon β€” flies to any tile within 2, over everything
Skirmisher β€” slides 3 along its rank, steps 1 fwd/back, or disengages 2 backward over anything
Shade β€” steps 1 diagonally, or phases exactly 2 tiles straight, through pieces
forward = up Β· highlighted squares are legal moves
πŸ“– Bestiary β€” all 32 monsters (image Β· stats Β· movement)
golem
golemβš”2 πŸ›‘4
Fortress Β· Grinding Advance β€” Fortress β€” steps 1 orthogonally, or garrisons: jumps onto a friendly castle within 2 tiles. Signature: Grinding Advance.
wyvern
wyvernβš”3 πŸ›‘2
Charger Β· Sky Charge β€” Charger β€” charges 2–3 tiles in any straight line; cannot move just 1 (must commit). Signature: Sky Charge.
reaper
reaperβš”4 πŸ›‘2
Shade Β· Harvest β€” Shade β€” steps 1 diagonally, or phases exactly 2 tiles straight, passing through pieces. Signature: Harvest.
sentinel
sentinelβš”2 πŸ›‘3
Fortress Β· Bulwark Shift β€” Fortress β€” steps 1 orthogonally, or garrisons: jumps onto a friendly castle within 2 tiles. Signature: Bulwark Shift.
dryad
dryadβš”2 πŸ›‘2
Warrior Β· Vine Reach β€” Warrior β€” steps 1 any direction, or advances up to 2 straight forward on a clear path. Signature: Vine Reach.
minotaur
minotaurβš”3 πŸ›‘3
Charger Β· Gore β€” Charger β€” charges 2–3 tiles in any straight line; cannot move just 1 (must commit). Signature: Gore.
phantom
phantomβš”3 πŸ›‘1
Charger Β· Ghost Charge β€” Charger β€” charges 2–3 tiles in any straight line; cannot move just 1 (must commit). Signature: Ghost Charge.
titan
titanβš”5 πŸ›‘4
Fortress Β· Seismic Reach β€” Fortress β€” steps 1 orthogonally, or garrisons: jumps onto a friendly castle within 2 tiles. Signature: Seismic Reach.
assassin
assassinβš”4 πŸ›‘1
Charger Β· Slip β€” Charger β€” charges 2–3 tiles in any straight line; cannot move just 1 (must commit). Signature: Slip.
paladin
paladinβš”3 πŸ›‘4
Fortress Β· Crusade β€” Fortress β€” steps 1 orthogonally, or garrisons: jumps onto a friendly castle within 2 tiles. Signature: Crusade.
lich
lichβš”3 πŸ›‘2
Skirmisher Β· Death Coil β€” Skirmisher β€” slides up to 3 along its rank, steps 1 forward/back, or disengages 2 backward over anything. Signature: Death Coil.
behemoth
behemothβš”4 πŸ›‘5
Fortress Β· Rampage β€” Fortress β€” steps 1 orthogonally, or garrisons: jumps onto a friendly castle within 2 tiles. Signature: Rampage.
archer
archerβš”3 πŸ›‘2
Skirmisher Β· Longstride β€” Skirmisher β€” slides up to 3 along its rank, steps 1 forward/back, or disengages 2 backward over anything. Signature: Longstride.
warlock
warlockβš”2 πŸ›‘2
Skirmisher Β· Hex Step β€” Skirmisher β€” slides up to 3 along its rank, steps 1 forward/back, or disengages 2 backward over anything. Signature: Hex Step.
juggernaut
juggernautβš”4 πŸ›‘4
Fortress Β· Unstoppable β€” Fortress β€” steps 1 orthogonally, or garrisons: jumps onto a friendly castle within 2 tiles. Signature: Unstoppable.
siren
sirenβš”2 πŸ›‘3
Warrior Β· Alluring Step β€” Warrior β€” steps 1 any direction, or advances up to 2 straight forward on a clear path. Signature: Alluring Step.
hydra
hydraβš”4 πŸ›‘3
Fortress Β· Many Heads β€” Fortress β€” steps 1 orthogonally, or garrisons: jumps onto a friendly castle within 2 tiles. Signature: Many Heads.
vanguard
vanguardβš”3 πŸ›‘3
Fortress Β· Spearhead β€” Fortress β€” steps 1 orthogonally, or garrisons: jumps onto a friendly castle within 2 tiles. Signature: Spearhead.
warg
wargβš”3 πŸ›‘2
Charger Β· Lope β€” Charger β€” charges 2–3 tiles in any straight line; cannot move just 1 (must commit). Signature: Lope.
harpy
harpyβš”2 πŸ›‘2
Charger Β· Wing Snap β€” Charger β€” charges 2–3 tiles in any straight line; cannot move just 1 (must commit). Signature: Wing Snap.
inquisitor
inquisitorβš”3 πŸ›‘3
Warrior Β· Zealot March β€” Warrior β€” steps 1 any direction, or advances up to 2 straight forward on a clear path. Signature: Zealot March.
basilisk
basiliskβš”5 πŸ›‘1
Charger Β· Slither β€” Charger β€” charges 2–3 tiles in any straight line; cannot move just 1 (must commit). Signature: Slither.
crusader
crusaderβš”3 πŸ›‘4
Fortress Β· Holy Charge β€” Fortress β€” steps 1 orthogonally, or garrisons: jumps onto a friendly castle within 2 tiles. Signature: Holy Charge.
ranger
rangerβš”3 πŸ›‘2
Skirmisher Β· Pathfinder β€” Skirmisher β€” slides up to 3 along its rank, steps 1 forward/back, or disengages 2 backward over anything. Signature: Pathfinder.
elemental
elementalβš”2 πŸ›‘3
Warrior Β· Flux Phase β€” Warrior β€” steps 1 any direction, or advances up to 2 straight forward on a clear path. Signature: Flux Phase.
marauder
marauderβš”4 πŸ›‘2
Charger Β· Raid β€” Charger β€” charges 2–3 tiles in any straight line; cannot move just 1 (must commit). Signature: Raid.
templar
templarβš”2 πŸ›‘4
Fortress Β· Sanctum Vault β€” Fortress β€” steps 1 orthogonally, or garrisons: jumps onto a friendly castle within 2 tiles. Signature: Sanctum Vault.
dreadknight
dreadknightβš”4 πŸ›‘3
Fortress Β· Dread March β€” Fortress β€” steps 1 orthogonally, or garrisons: jumps onto a friendly castle within 2 tiles. Signature: Dread March.
wyrm
wyrmβš”4 πŸ›‘2
Dragon Β· High Soar β€” Dragon β€” flies to any tile within 2, over everything; ignores enemy castles. Signature: High Soar.
oracle
oracleβš”2 πŸ›‘2
Skirmisher Β· Foresight β€” Skirmisher β€” slides up to 3 along its rank, steps 1 forward/back, or disengages 2 backward over anything. Signature: Foresight.
watcher
watcherβš”2 πŸ›‘3
Warrior Β· Overwatch β€” Warrior β€” steps 1 any direction, or advances up to 2 straight forward on a clear path. Signature: Overwatch.
monk
monkβš”3 πŸ›‘2
Warrior Β· Flying Kick β€” Warrior β€” steps 1 any direction, or advances up to 2 straight forward on a clear path. Signature: Flying Kick.
✨ Grimoire β€” all 32 spells (image Β· effect Β· targeting)
summon_castle
Summon Castle Β· empty tile
Place a new friendly castle on an empty tile.
siege_fireball
Siege Fireball Β· target a tile
Destroy an enemy castle on target tile.
empower_beast
Empower Beast Β· target a unit
+2 ATK to a friendly monster this turn.
mystic_shield
Mystic Shield Β· target a unit
+3 DEF to a friendly monster this turn.
teleport_rift
Teleport Rift Β· varies
Teleport a friendly monster up to 4 tiles, ignoring castles.
chain_lightning
Chain Lightning Β· target two units
-1 DEF to two adjacent enemy monsters.
fog_of_war
Fog of War Β· target an area
Select 4x4 area; no captures occur there until your next turn.
pushback
Pushback Β· unit + direction
Push an adjacent enemy 1 tile away.
pull_chain
Chain Pull Β· target two units
Pull an enemy 1 tile toward a chosen friendly.
quake_line
Quake Line Β· pick two tiles for a line
Destroy all castles along a straight line between two points.
wall_of_thorns
Wall of Thorns Β· start tile + direction
Place a 3-tile impassable wall (temporary, expires after 2 turns).
freeze
Freeze Β· target a unit
Target monster cannot move until end of next enemy turn.
mirror_shield
Mirror Shield Β· target a unit
First debuff against target this turn is ignored.
rally
Rally Β· target a unit
+1 DEF to allies adjacently around target this turn.
berserk
Berserk Β· target a unit
+3 ATK, -1 DEF to a friendly this turn.
tunnel
Tunnel Β· unit + direction
Move a grounded friendly through one adjacent enemy castle.
cleanse
Cleanse Β· target a unit
Remove Freeze/Corrupt from one friendly.
sandstorm
Sandstorm Β· target a tile
A 3x3 area slows movement to 1 until your next turn.
time_stop
Time Stop Β· instant
Skip enemy capture resolution this turn.
hallowed_ground
Hallowed Ground Β· target a unit
+1/+1 to friendly in your castle this turn.
shadowstep
Shadowstep Β· target two units
Move a friendly to any adjacent tile of an enemy (no capture).
snipe
Snipe Β· target a unit
-2 DEF to target enemy within 3 tiles in a straight line of one of your units.
poison_cloud
Poison Cloud Β· target a tile
2x2 area poisons occupants (-1 DEF after they move).
revive
Revive Β· instant / board
Return your most recently defeated monster at your back rank.
fortress_shift
Fortress Shift Β· your castle + tile
Move one of your castles by 1 tile.
banish
Banish Β· unit + direction
Send an adjacent enemy back 2 tiles.
lure
Lure Β· enemy + tile
Enemy must move toward tile on next move if possible.
earth_bind
Earth Bind Β· target a unit
Target loses flying/swift until end of next turn.
meteor
Meteor Β· target a tile
-2 DEF to all units in 3x3; destroy castles there.
sanctify
Sanctify Β· instant / board
+1 DEF to friendlies on your half this turn.
corrupt
Corrupt Β· target a unit
Enemy suffers -1 ATK/-1 DEF (persists).
tearing_gale
Tearing Gale Β· pick a row/column
Slide all pieces in a row by 1 if space empty.

Ranked play (ELO)

Signed-in players are rated on online matches only. Everyone starts at 7,777. After a game: new = old + 32 Γ— (result βˆ’ 1 / (1 + 10^((opponent βˆ’ you) / 400))) where result is 1 for a win and 0 for a loss β€” beating a stronger player earns more.

The armies β€” every monster has a real 3D model (toggle 🧊 3D in game)

basiliskjuggernautwyvernlichharpycastle
meteor
freeze
time_stop
chain_lightning

🧠 Intelligence Engine

Ruleset v2.7.1 Β· 32 monsters Β· 32 spells Β· 6 archetypes

Like a chess engine's lab: the same code that runs your games plays full AI-vs-AI matches against the latest ruleset β€” every monster pattern, every spell, every fight roll. The results accumulate below and feed balance tuning, so the rules stay structured and honest.

Self-play results β€” 3267 games

  • First player wins 48% Β· second player 50% Β· draws 60
  • Average game length: 60.5 turns Β· 12816 fights simulated
  • Strongest recruits: behemoth (63%) crusader (59%) paladin (58%) titan (58%) juggernaut (57%)

Rules changelog

v2.7.1 Β· 2026-08-28 β€” Informed attacks, lighter attacker's edge, deeper INSANE
  • Combat: Pre-attack odds: attackable tiles show the attack's real win chance (βš” NN%), computed with the exact fight rules β€” garrison, forest, support, wounds and the attacker bonus included.
  • Balance: Attacker hit bonus trimmed to +5% (was +6%) β€” engine-validated.
  • Engine: INSANE retrained on the v2.7 dice and searching deeper β€” positioning matters more than ever.
v2.7.0 Β· 2026-08-28 β€” Tamer HP dice β€” strategy over lottery
  • HP: Each lasting-HP die now rolls 4–7 instead of 1–7 (same 5.5 average, half the spread). No monster is born crippled or near-immortal; combat dice are unchanged. Engine-validated: fortress dominance drops while the rules stay exactly as simple.
v2.6.0 Β· 2026-08-24 β€” Quick Match lobby, puzzles, tutorial, async matches
  • Lobby: Quick Match lobby: post an open challenge or accept one β€” no invite link needed. ⚑ Quick Match auto-joins the newest challenge or posts yours.
  • Puzzles: Tactical puzzles mined from engine self-play, with one clearly best move β€” Easy/Medium/Hard banks plus a Puzzle of the Day with streaks.
  • Tutorial: Interactive tutorial: a guided 2-minute battle that teaches the movement families, fights, and castles on a real board.
  • Clock: Online matches choose their clock: ⏱ 30s turns (default) or πŸ”” Async β€” no clock, and your device gets a push notification when it's your turn.
  • Navigation: Site header with a menu reaching every module from anywhere.
v2.5.0 Β· 2026-08-23 β€” No-Spells mode, full game history, the engine's eye
  • Modes: Every mode (vs AI, local 2P, online) can now be played WITH SPELLS (default) or NO SPELLS β€” a pure-tactics duel of monsters and castles; the draft skips the spell step entirely.
  • History: Every game is recorded move by move. The Intelligence Engine's Game History lets you replay any match position by position.
  • Analysis: Intelligent Vision re-runs the engine on the exact position a player faced and shows the move it would have played, next to what was actually played.
  • Ceremony: After the HP dice, a quick reveal animation deals out the random opening β€” castles rise first, then each monster takes its post.
  • Reach: Reach icons flash on legal destination squares only (2D and 3D); the opponent's previous play is highlighted in 3D with an amber ring and gold arrow.
v2.4.0 Β· 2026-08-22 β€” Castle warfare, turn clock, the full experience
  • Castles: Garrisoned enemies are attackable (they fight at +1/+1, shown on their badges); empty enemy castles still wall off ground units. Building on an enemy castle makes it CONTESTED (both sides may use it, Β½ badge); building again claims it.
  • Combat: Flanking removed. The full combat theater is back β€” forecast odds, battle intro, precise analysis, per-strike damage dice and a combat log β€” all driven by the server's real fight.
  • Clock: Online matches run a 30-second turn clock; an expired clock passes the turn (server-verified).
  • Ceremony: Lasting HP is rolled at the table: a 3D dice ceremony shows every monster's roll, one by one.
  • Clarity: Unique icon and color per monster, threat-lines overlay showing every monster's reach, spell targeting highlights only the legal choices, HP badges refined, sound effects throughout, and an in-rules Bestiary and Grimoire.
  • Attacks: Attack highlights derive from each monster's true movement pattern β€” if it's red, it's legal.
v2.3.0 Β· 2026-08-22 β€” Unique monsters, snake draft, forests, true 3D
  • Movement: Every one of the 32 monsters now has a unique signature move on top of its class pattern (pink cells in the draft diagrams) β€” no two monsters play identically.
  • Draft: Snake draft option: a shared pool with alternating, fully visible picks (H A A H H A A H…) in every mode; the AI counter-picks greedily.
  • Terrain: Forest option: clustered woods give the defender +1 DEF; forests are visible on the board (🌲).
  • 3D: 3D mode is now a real WebGL board β€” actual models standing on tiles with cinematic lighting, walking/flying/phasing animations per archetype when they move.
  • Summary: Post-game summary in every mode: fights won, damage dealt, survivors, and the ELO change for ranked games.
v2.2.0 Β· 2026-08-22 β€” Victory modes
  • Victory: Three win conditions selectable at match creation: βš”οΈ Classic (annihilation), ⭐ Middle (hold more of the 4 center tiles than the opponent for 6 consecutive half-turns), πŸ‘‘ King (a random monster per side is crowned β€” if it dies, its side loses instantly). Annihilation always also ends the game.
v2.1.0 Β· 2026-08-22 β€” Original Messyna movement
  • Movement: Chess-borrowed patterns replaced with six original archetypes, each with a signature move: Warrior's forward advance, Fortress's castle garrison jump, Charger's committed 2–3 tile charge (never 1), Dragon's radius-2 free flight, Skirmisher's backward disengage leap, Shade's 2-tile phase through pieces.
v2.0.0 Β· 2026-08-22 β€” Living Rules v2 β€” lasting HP, chess movement, ranked play
  • HP: Lasting HP: one d7 per DEF rolled once after the draft; fight damage is permanent β€” winners keep their wounds.
  • Combat: Server-rolled dice duels; attacker strikes first with +6% hit; right-angle flanking grants +10% hit and +1 damage die.
  • Movement: Chess archetypes: Warrior, Fortress, Charger, Dragon (2+1 leaps), Skirmisher, Shade β€” one per trait family.
  • Boards: Selectable board size: 8Γ—8 default, 12Γ—12, 16Γ—16, 32Γ—32; spawn tiles are always distinct.
  • Modes: Local hotseat with rotation + privacy gate; online multiplayer with invite links, chat, breaks, and surrender.
  • Ranked: ELO ladder for online games between signed-in players; everyone starts at 7,777, K = 32.
  • AI: The AI uses the full movement patterns (it attacks with every option a player has) and a Hint button shares its analysis.
v1.0.0 Β· 2026-08 β€” Original rules
  • Core: 16Γ—16 board, draft 7 of 14 monsters and 16 of 32 spells, one action per turn, all-or-nothing stat-compare combat.
  • Castles: Castles block enemy ground movement and grant +1 ATK/DEF to garrisoned units; 10 reserve castles per side.

πŸ“œ Full game history

Browse all games β†’

Every game is recorded move by move. Open a replay, step through each position, and switch on Intelligent Vision to see the move the engine would have played at every step.

Why β€œMessyna”?

From the Greek mΓ©sos (μέσος) β€” β€œmiddle”. The name echoes ancient MessΔ“nΔ“ and the region of Messenia in the Peloponnese, whose exiles gave their name to Messana β€” today's Messina β€” when Anaxilas of Rhegium seized the sickle-harbour city of Zancle in the early 5th century BC and renamed it after his homeland. A city on a strait, fought over for its middle ground between two shores β€” exactly what this game is about: whoever commands the middle of the board commands the war.