Bases and HQ danger
In multiplayer, hot-seat and VS AI, every player has one base, squad members included. Destroying it eliminates that player — see Winning.
Base defense zone
Section titled “Base defense zone”Each base has a defense zone around it — a small radius that grows with the size of the map. Moving a unit into an enemy base’s zone always asks a mandatory question, at Tier 2 on Junior difficulty and Tier 3 on Medior, Senior and Architect. Answer correctly and the move goes through, with no Brain Power for it. Answer wrong and the unit is destroyed outright. In a squad match, this includes your squadmates’ bases — only your own base is safe. Your own base’s zone never gates your own moves.
Attacking a base outright is a separate action from moving into its zone — see Combat.
HQ danger fields
Section titled “HQ danger fields”Some bases project a danger field: standing inside one puts every gated question you’re asked there at a harder tier, and costs HP at the end of each of your turns — more the closer you stand.
- Multiplayer and hot-seat — every player’s base projects a field automatically, except on tutorial-size maps.
- VS AI — no danger fields.
- Single-player campaign — only around a mission’s boss HQ, or a garrison the mission has placed; an ordinary mission has no danger fields at all.
A field never threatens its owner’s units, but it does threaten squadmates.
A field has two damaging bands, closest to farthest, plus an outer band that only warns you (no damage, no harder questions):
| Band | End-of-turn HP damage | Question tier |
|---|---|---|
| Inner | 2 HP (3 HP on Senior/Architect) | +2 tiers |
| Mid | 1 HP (2 HP on Senior/Architect) | +1 tier |
| Outer (telegraph) | None | No change |
A field’s reach scales with the map: small boards keep it tight, large boards project it further. A garrison’s small field is the mid band all the way through: no inner band.