Battle for Oz:
Road Wars, a playable strategy prototype

Two generals. One living road. A separate local strategy game, with Dorothy directing the crew instead of fighting.

Round 1 · 3/3 orders · You: The Wiz
THE WIZ · 6 supplyOZ · 6 supply
ActivatedFadingDarkCursed
♛ King search site🐾 Neutral Toto◎ Portal 25⌂ Village▲ Hill / ♣ Grove: +1 cover
Field manual & first orders
  1. Select a crew member, choose an action, then a highlighted tile. Arrow keys navigate the board; Enter chooses a tile. Every action uses one of your three orders. End turn gives the CPU three orders, then triggers a Road Pulse.
  2. Scarecrow: 6 health, 2 power, no armor, scout range 2. Tin Man: 10 health, 3 power, 2 armor; repair powers a road and its neighbors, cleans curses and heals 2 for 2 supply. Lion: 9 health, 5 power, 1 armor. Other units activate one road for 1 supply. Dorothy is not a combat unit.
  3. Move one orthogonal step into any empty terrain. Hills, groves and villages give +1 defense. Combat is deterministic: at least 1 damage after armor, cover and guard. Survivors return half their attack power, rounded down, minus armor and guard (minimum 1). No randomness or real-time battle engine.
  4. Pulse: Activated becomes Fading; Fading becomes Dark. Both Activated and Fading conduct power. Cursed tiles block power until Tin Man cleanses them. Headquarters stay powered. Both teams gain 2 supply plus 1 per owned village each pulse. Activate roads regularly.
  5. Scout the crown-marked sites to reveal the impartial King. Keep a crew member on that site. Earn Toto's trust with two Guide orders within one tile, then move his escort to portal tile 25. Toto remains neutral and is never attacked; a withdrawn escort leaves him safely in place.
  6. Hold the King, keep trusted Toto with a living escort at the portal, and connect your headquarters to the portal with powered roads at two consecutive pulses to win. Keep repairing during the countdown. Either team can interrupt by moving the keeper, displacing the escort through combat, or letting power fade. Eliminating the opposing crew also wins.
  7. Try Scarecrow scouting toward the northern crown, Tin Man powering the central road, and Lion guiding Toto. Recruit a fourth Scarecrow at an empty nearby headquarters for 3 supply. Switching factions starts a fresh match; Wiz stays left and Oz stays right.

CPU priorities are visible in the log. The fixed training map is shared by both teams; the CPU scouts the same crown sites. No save file: refreshing starts a new match.

Order ledger

  1. Dorothy commands. Three orders per team; each action spends one. Scout the three crown-marked sites to find the King.

Unlicensed fan / development concept. Road Wars rules are original prototype rules, not film lore. Existing character standees are illustrated concept art. Local vs. CPU only; multiplayer, real-time fighting integration, WarCast, Predict and Analytics are not implemented. The separate Chess of Two Worlds prototype is not embedded here.