Get to know Daily Wars
Game Guide
New to Daily Wars? The guide gives you an overview of the game mechanics, available units, terrain, and more.
How to win
- Objective: Varies per map. Destroy every enemy unit, capture a set number of cities, or capture all monuments.
Buildings & capturing
- Capture buildings: Only infantry (Rifleman, RPG, and Sniper) can capture neutral and enemy buildings.
- Capture progress: Capturing requires 20 capture points. Each capture action captures points equal to the unit's displayed HP, so a full-health unit (10 HP) finishes in two turns. If the capturer moves off the building or is destroyed, progress resets.
- Income: Most buildings pay 100 funds at the start of your turn.
- Production: Each production building can build one unit per turn. New units can't move or act until your next turn.
- Capacity: Each owned barracks, factory, base, or airport adds 5 to that building's unit limits (foot, vehicle, or air). Bases add both foot and vehicle capacity. You can't build a unit if you're at the cap.
- Repairs: Damaged units on your buildings heal 20% max HP for 20% of their build cost (skipped if you can't afford it). Foot units repair on cities, barracks, and bases; vehicles on cities, factories, and bases; air units on airports.
Combat
- Displayed HP: Units show 1–10 HP. Full health is 10. Finer damage is tracked internally, but combat and capturing always use the number on screen. A unit showing 7 HP hits at 70% strength.
- Terrain defense: Terrain reduces incoming damage by the tile's defense %. Air units ignore terrain defense.
- Direct combat: Direct-fire units (range 1) attack adjacent enemies. Direct units counterattack when attacked (if they survive the initial hit).
- Indirect combat: Indirect-fire units (range 2+) attack from a safe distance. They do not trigger counterattacks, and cannot counterattack themselves. They generally cannot move and shoot in the same turn, except for Sniper.
- Monuments: Each monument you own increases your units' firepower by 10%.
- Combine units: Move a unit onto an identical ally when at least one is below full HP to merge their health. Combined HP is capped at 100%; extra HP is refunded as funds.
Units
Tiles
Damage Calculator
Pick a matchup to see expected damage and gold trade.
Damage matrix
Damage values assume a fully healthy attacker (column) vs. a fully healthy defender (row), on a tile with no defense bonus. A dash means the attacker cannot damage that unit kind.
1 Land Transports gains the attack of the carried foot soldier when loaded.










