How to play Toy Battle: connections, covering and medals
Win immediately by capturing any enemy HQ or reaching the medal target printed on your side of the map; Castle Field requires 7 for either side. If a player can neither draw nor legally place, compare medals; the player who triggered the end loses a tie.
Toy Battle · 2025
2–2 players · 15 minutes
2025 base game; lessons use the original Castle Field without special-base effects
Repos Production official rules and Chinese player aid
Winning and ending the game
Win immediately by capturing any enemy HQ or reaching the medal target printed on your side of the map; Castle Field requires 7 for either side. If a player can neither draw nor legally place, compare medals; the player who triggered the end loses a tie.
Setup
Castle first-game setup
Between two players
- Orient board colors and medal targets toward corresponding players
- Put medals in marked spaces; leave a public discard area
- Place player aid where both can see
In front of each player
- The first player takes 3 troops; the second takes 4. Shuffle your 24 troops, remove 4 without looking, randomly choose the starting player, then draw the starting troops. Keep your rack hidden from your opponent.
- Rack faces you privately; supply face down
Diagram shows component relationships. Use actual board for outposts, paths, and medals.
Turn sequence
Yes—draw only 1. Normally choose either drawing 2 troops or placing 1 troop. The rack holds at most 8. With 7 on your rack or only 1 in reserve, draw 1; with 8 on your rack, you cannot choose drawing.
Choose one
Choose draw/place; the next two flow steps are exclusive, not consecutive.
Check draw and legal placement. Neither available triggers no-action ending.
If drawing: resupply and end
Draw 2 up to rack 8; draw 1 if one troop or slot left. Full racks cannot draw.
Add future options; no ordinary placement this turn.
If placing: check and deploy
Choose 1 rack troop, check position, strength, connection, terrain, and place on top. Never own headquarters.
Cover ordinary enemies only with strictly higher strength; friendly covering ignores it. Hook/Kwak have connection/covering exceptions.
After placement: resolve effects
Finish all new troop effects including Cap’n's chain, then outpost effects. Covered troops cannot activate; terrain checked before placement.
Check medals/immediate victory throughout. Effects change ownership, connections, and next hand choices.
Drawing ends after supply; placement after effects. Victory stops immediately; otherwise opponent acts.
Scoring and settlement
Check victory conditions; do not score outposts.
Headquarters and map target
Have you captured enemy headquarters or reached your side's medal target?
Ending when unable to act
Compare medals, not bases. If the current player can neither draw nor legally place a troop, the game ends: more medals wins, and a tie is lost by the player who triggered the end. With 2 medals each, the player unable to act loses.
- Capture any enemy headquarters to win immediately.
- Earn your side's required map medals to win immediately.
- Compare medals, not bases. If the current player can neither draw nor legally place a troop, the game ends: more medals wins, and a tie is lost by the player who triggered the end. With 2 medals each, the player unable to act loses.
Common rules and exceptions
How many starting troops per player?
The first player takes 3 troops; the second takes 4. Shuffle your 24 troops, remove 4 without looking, randomly choose the starting player, then draw the starting troops. Keep your rack hidden from your opponent.
Can I draw with one rack space left?
Yes—draw only 1. Normally choose either drawing 2 troops or placing 1 troop. The rack holds at most 8. With 7 on your rack or only 1 in reserve, draw 1; with 8 on your rack, you cannot choose drawing.
How does covering enemies differ from friendly troops?
Covering your own troop does not compare strength; covering an ordinary enemy requires strictly greater strength. Roxy 7 can cover enemy Star 6, but not enemy Roxy 7. Connection and terrain restrictions still apply; use the player aid for Kwak’s covering exception and Hook’s base-connection exception.
Rule source: Rules p. 4 · Placement; player aid p. 1 · Troops
What resolves first after deployment?
Resolve newly placed troops’ abilities before the special-base effects of uncovered troops. A troop placed by Cap’n also resolves its ability first; optional effects may be declined. Claim remaining medals as soon as a region is fully controlled, and win immediately on reaching the map target or capturing an enemy HQ.
When unable to act, compare outposts or medals?
Compare medals, not bases. If the current player can neither draw nor legally place a troop, the game ends: more medals wins, and a tie is lost by the player who triggered the end. With 2 medals each, the player unable to act loses.
Is medal target always 3?
No. Read the medal target printed on your side of the map; Castle Field requires 7 for either side. Claiming 3 in the lesson completes an exercise, not the full game. Claimed medals stay yours even if you later lose the region.
Can Hook jump directly to enemy headquarters and win?
Hook cannot bypass the HQ connection rule. It may ignore connection when placed on a base, but an HQ is not a base. Attacking enemy HQ still requires a connection to your own HQ and compliance with terrain restrictions.
Do disconnected frontline troops disappear?
No troop disappears automatically. A disconnected troop stays on its base and the top troop still determines control. An isolated base does not start an HQ connection for ordinary deployment. Hook may use its connection exception when placed on a base.
Can Kwak beat any enemy and therefore place anywhere?
No. Kwak changes enemy-covering strength comparisons, but HQ connection and terrain restrictions still apply. It cannot be placed on your own HQ. Any enemy troop may also cover Kwak.
Can I inspect covered troops? Do revealed troops activate abilities again?
You may inspect stacks but cannot reorder them. Revealing a covered troop does not trigger its ability again. Only the top troop occupies a base; covered friendly troops do not maintain connections. Abilities follow a new placement, and revealing an old troop is not a new placement.
Rule source: Rules pp. 3–4 · Placement, stacks and connections
Does medal-region control require headquarters connection?
Region control does not add an HQ-connection requirement. If your visible troops occupy every surrounding base, take all remaining medals and keep them. A region emptied of medals awards none again. Troop placement itself must still be legal.
Does the Battlefield's face-down troop count toward rack limit 8?
It still counts toward the limit of 8. Battlefield temporarily prevents that troop from being placed; it does not discard it. The opponent cannot use it on their next turn and returns it to their rack at the end of that turn.
Compare two legal deployments
Prepared Castle position and fixed draw order; no opponent reply is predicted.
Where should this Star go?
Taking the central bridge covers Red’s Hook and extends Blue’s connection. Filling the right flank prepares the southern region. In this exercise both choices use Star’s optional draw ability. Both spend Star; neither claims the region yet.
Editorial analysis of these prepared positions, not a guaranteed benefit. The opponent’s next response remains uncertain.
Position rule sourceWhich Roxy placement claims medals now?
Filling the right outpost controls all five southern bases and immediately claims 3 medals. Advancing left does not complete the region. Claimed medals stay yours, but Castle requires 7; 3 is not a game win.
Editorial analysis of these prepared positions, not a guaranteed benefit. The opponent’s next response remains uncertain.
Position rule sourceDoes Hook on an isolated bridge connect the front?
Hook may legally bypass the connection rule onto the left bridge, but that troop remains disconnected. Ordinary troops cannot use it as a connected starting point. Filling the left outpost connects the front to HQ. Neither move claims medals immediately; bypassing leaves the isolated-base restriction.
Editorial analysis of these prepared positions, not a guaranteed benefit. The opponent’s next response remains uncertain.
Position rule sourceShould you expand when enemy HQ is already reachable?
In this position Blue has a continuous friendly route to Red HQ. Placing Roxy on HQ wins immediately. Taking the left outpost is also legal but claims no medals and does not end the game. Check a certain immediate win before expanding; this prepared result is not a guarantee in an unknown position.
Editorial analysis of these prepared positions, not a guaranteed benefit. The opponent’s next response remains uncertain.
Position rule sourceTroop abilities
How many troops can Skully draw?
After placement, you may draw 2 troops from your reserve.
Conditions: Respect the reserve and the rack limit of 8. This ability does not grant another placement.
Example: If 7 troops remain on your rack after placing Skully, draw only 1.
Can Cap’n place another troop?
You may make 1 extra legal placement and apply the new troop’s effect.
Conditions: The extra placement still checks connection, strength and terrain. Newly placed troop effects resolve before special-base effects.
Example: After Cap’n connects a base, the extra troop may advance along that new connection.
Which enemy can Jumbo remove?
You may discard 1 visible enemy troop adjacent to Jumbo.
Conditions: Adjacency requires one section of path. Remove only the top troop; this effect does not compare strength or remove the whole stack.
Example: Jumbo 3 may remove adjacent Roxy 7 with its ability, although it cannot cover Roxy by ordinary strength.
Can Hook bypass a broken connection?
Hook may ignore HQ connection when placed on a base.
Conditions: Covering still compares strength. Enemy HQ is not a base and still requires connection. Terrain restrictions remain in force.
Example: An isolated bridge may be legal for Hook, but it does not automatically connect later ordinary deployments.
Where does XB-42 discard an enemy?
You may randomly discard 1 troop from your opponent’s rack.
Conditions: Do not inspect and choose it, and do not remove a troop from the map. Place the discarded troop faceup in the discard.
Example: An opponent with 3 rack troops has 2 afterwards, but you cannot guarantee that Roxy is discarded.
Must Star draw after placement?
No. You may choose to draw 1 troop from your reserve to your rack.
Conditions: The reserve must contain a troop and the rack cannot exceed 8. The prepared lessons choose to use this optional effect.
Example: After Star covers Hook on the central bridge, it may draw 1 troop, without granting another placement.
Does Roxy 7 have an extra effect?
No. Roxy has ordinary strength 7 and no effect.
Conditions: It covers weaker ordinary enemies, not another enemy Roxy. Kwak may cover it and legal effects may remove it.
Example: Roxy covers Star 6, but 7 versus 7 is not strictly greater.
Can Kwak cover Roxy?
Yes. Kwak may cover any enemy and any enemy may cover Kwak.
Conditions: This strength exception does not remove connection or terrain restrictions. Kwak has no effect.
Example: Kwak may cover Roxy 7, but enemy Skully 1 may later legally cover Kwak.
Current map rules
Which map and mode does this lesson use?
Original Castle Field in first-game mode; the full-game target is 7 medals for either side.
Special-base effects are disabled; troop abilities, connections and covering still apply. The lesson begins from a prepared position.
Controlling all five southern bases claims 3 medals and completes the lesson, but has not reached the full-game target of 7.
Castle Field
Medal target: 7; Blue has 1 HQ, Red has 1.
What does a Castle special base do?
With special-base effects enabled, you may return another visible friendly troop on the map to your rack.
Conditions: Do not retrieve a covered troop or exceed 8 on your rack. This page’s lesson disables special-base effects for first games.
Example: Retrieving a sole connection point may disconnect the front line; check dependent bases first.
Tropical Pool
Medal target: 6; Blue has 2 HQ, Red has 2.
Can any strength enter Tropical Pool?
No. Marked special bases and HQ accept only their printed strengths.
Conditions: Check this before placement. Kwak and Hook do not automatically bypass terrain restrictions.
Example: If a target does not allow strength 4, exclude Hook and choose an allowed strength.
City of Clouds
Medal target: 8; Blue has 1 HQ, Red has 1.
How does City of Clouds draw troops?
With terrain effects enabled, a special base may draw 1 reserve troop to your rack.
Conditions: Resolve newly placed troop effects first. Do not draw from an empty reserve or exceed a full rack.
Example: If a troop effect fills your rack to 8, the base cannot add a ninth troop.
Volcanic Jungle
Medal target: 7; Blue has 1 HQ, Red has 1.
Where may Volcanic Jungle move an enemy?
Move a visible enemy adjacent to the special base to a base adjacent to its starting base, ignoring ordinary placement rules.
Conditions: Adjacency uses one path section; the destination is a base, not HQ. Recheck visible troops and regions afterwards.
Example: Moving an enemy off a junction may reveal a friendly troop below, changing connections and region control.
Cursed Cemetery
Medal target: 7; Blue has 1 HQ, Red has 1.
Can Cursed Cemetery recover setup removals?
No. It returns a friendly troop from the face-up discard to your rack.
Conditions: The 4 troops removed unseen at setup are not in the discard. The rack limit remains 8.
Example: You may retrieve your discarded Jumbo if the rack has room, not a troop returned to the box.
Caribbean Sea
Medal target: 5; Blue has 2 HQ, Red has 1.
Must Caribbean Sea capture every enemy HQ?
No. Capturing any one enemy HQ wins.
Conditions: There are no special bases. Blue has two HQ and Red one; read the medal target printed on your side.
Example: Red wins by capturing either Blue HQ, without capturing the second.
Station Metal-X
Medal target: 7; Blue has 1 HQ, Red has 1.
Do troops use effects on Metal-X special bases?
Under full terrain rules, troop effects do not apply on these special bases.
Conditions: Check the restriction before placement; do not assume Hook can enter a disconnected blocked-effect base.
Example: Star placed on a blocked-effect special base does not draw a troop for that placement.
Battlefield
Medal target: 8; Blue has 1 HQ, Red has 1.
Where does a Battlefield blocked troop go?
It remains on the opponent’s rack but cannot be placed on their next turn.
Conditions: Point without inspecting its face. It returns at turn end and still counts toward the rack limit of 8.
Example: A rack with 8 troops, including one blocked troop, still has 8 and cannot choose ordinary drawing.
Cover Star with Roxy for a full deployment turn
Example: headquarters connects via friendly A to enemy B, topped by strength-6 Star. Rack has strength-7 Roxy with no ability. A and B are ordinary outposts.
Check legality first
Follow headquarters → A → B and verify B has no extra terrain restriction.
Do not move troops yet.
A is friendly; 7 strictly exceeds enemy 6, so covering is legal.
Deploy Roxy
Place Roxy from rack onto B above enemy Star.
Rack loses 1; friendly Roxy now tops B. Star remains below.
Only the top troop determines ownership.
Resolve and pass
Roxy has no ability; ordinary outpost has no effect. Check regions, medals, and headquarters.
No new medals or victory here; opponent's turn.
A deployment turn does not also draw troops.
Site diagram, not a full map. Assume no newly enclosed region or victory.
Remember for your first game
- Yes—draw only 1. Normally choose either drawing 2 troops or placing 1 troop. The rack holds at most 8. With 7 on your rack or only 1 in reserve, draw 1; with 8 on your rack, you cannot choose drawing.
- Covering your own troop does not compare strength; covering an ordinary enemy requires strictly greater strength. Roxy 7 can cover enemy Star 6, but not enemy Roxy 7. Connection and terrain restrictions still apply; use the player aid for Kwak’s covering exception and Hook’s base-connection exception.
- Check your side's medal target first. Placement follows connected friendly top troops from headquarters, never through empty or enemy outposts.
Distinguish outposts/headquarters. Check friendly tops for connection, then covering strength.
Getting started: questions and answers
Who is Toy Battle for?
A short game that concentrates practice in connections, tempo, and judging two victory conditions.
What should first-time Toy Battle players remember?
Headquarters are not bases; Hook cannot ignore connections and jump straight into headquarters. Check exceptions for troops, maps, and victory conditions first.