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Questions and tiers

Attacks, ultimate abilities, entering an enemy base’s zone, capturing a point of interest, and every single-player move are decided by a question. This page covers what the three tiers mean and what sets one for a given question. For what wrong and right answers cost, see the action’s own page (Movement, Combat).

Tier Name Tests Time to answer
1 Fundamentals Can you choose the right tool and evaluate AI output? 30 seconds
2 Collaboration Can you spot what AI got wrong? 45 seconds
3 Expertise Can you solve what AI cannot? 60 seconds
  • Moving, on a standard hex: the hex’s own elevation sets the base tier — low ground is Tier 1, up through Tier 3 on the highest ground.
  • Moving, into an enemy base’s defense zone, capturing a point of interest, and attacking a base: each asks at a fixed tier — see Bases and HQ danger and Points of interest.
  • Attacking another unit: the Breach, Detection and Payload questions each set their own tier — see Combat.
  • Standing near an enemy HQ or garrison: every question your unit is asked there draws harder — see Bases and HQ danger.
  • Home-field advantage — on a standard move, if the hex’s domain matches your unit’s class, the tier drops by one.

  • Difficulty mode — set when the match is created:

    Mode What it changes
    Junior Mostly Tier 1 · Base Zones Tier 2 — Great For Learning
    Medior Tier 1 & 2 · Combat Tier 2 — Base Attacks Tier 3
    Senior Full Terrain Variety · Combat Tier 3 — The Real Challenge
    Architect Mostly Tier 3 · No Easy Questions — Expert Mode

    The terrain descriptions apply to generated boards (multiplayer, hot-seat and VS AI); campaign boards are hand-built. The easing below can still lower a question’s tier on any difficulty, campaign included.

  • Your first few questions — your first three answered questions each match are eased one tier lower (never below Tier 1), so you start on easier ground. On a campaign mission with a set tier range, this easing never drops below the mission’s lowest tier.

  • Momentum — the more correct answers your unit has banked, the better your odds of an easier “MOMENTUM”-tagged question on your next move.

  • After a rough patch — after two wrong answers in a row you have a chance at an easier question, and a better chance after three.

  • Clarity and Tech Debt — single-player campaign decision effects: Clarity draws your unit’s questions one tier easier, Tech Debt one tier harder, until they wear off.

  • Pivot events — a random Pivot event can re-tier the board for two rounds.

  • Class passives and abilities — several classes can raise or lower the tier they draw at; see Abilities and classes.

Each question shows a stem and four options, one correct. Picking the right one is a hit; anything else is a miss. A gated question can’t be left unanswered — running out of time counts as a miss. A miss on a mandatory question costs the unit 1 AP and half a heart, unless a class ability absorbs it.