Instructions:


After a game has started, press to start your turn.
There are three stages to taking a turn:

Deployment:

At the beginning of your turn you receive troops to deploy on the map.
The number of reinforcements you receive is based on the number of territories you own, divided by three, and rounded down. (you will always receive a minimum of three troops)
It is possible to gain additional reinforcements from owning continents or trading in cards.
(cards will be explained further down)
Using the interface you may choose from the territories you own where to place your troops.



Enter the number of armies you wish to deploy, then click the territory you wish to delpoy them in.
If you would like to change your deployment click the "Undo Deploy" Button.
When you have finished, click "Deploy" to finalize deployment and move to the attacking stage.

Attacking:

After Deployment you may start attacking other players.
You may attack any territories that share a border with your own.
You must have at least two armies in a territory to make an attack from it.
This is because when you conquer a territory from another player one army must move forward to capture the new terriotry and one army must be left to defend your original territory (and therefore may not be involved/ lost in any outgoing attacks).



To make an attack, click the territory on the map you would like to attack from.
Then you will see:



Now, click the territory you would like to attack. (Attackable territories will be lit in red)
Then you will see:



Enter the number of armies you wish to attack with (your best chance is to use the maximum of 3 if possible).
Then choose either "Attack" to do a single attack or "Full Attack" to attack until you have won the conflict or until you have less than 3 armies to attack with.

The winner of an attack is decided by chance:
For every attacking army(up to a maximum of 3) one six sided dice is simulated.
For every defending army(up to a maximum of 2) one six sided dice is simulated.
The simulated rolls are matched up highest to highest. The winning roll is the highest and decides who won the attack. In the event of a tie the winning roll goes to the defender.
Each losing roll results in the loss of one army.
You may continue attacks until your are down to one army, or until the defender is down to zero (you may stop anywhere in between).
In the event the defender loses all of their troops in a territory, then you have conquered it.
You must now move a number of troops into the new territory equal to or greater than the number of armies you were using to attack.
By default you will move the number of armies into the territory you attacked with.
If it possible for you to move more armies into a terriotry you will see the move armies interface:



Select the number of additonal armies you wish to move into the new territory.
Then click "Move Armies", alternately "Move Max" will move as many armies as is possible.
You may continue making as many attacks as you want.
When you are content click "Done" on the attack interface, then you move into the fortification stage.

Fortifying:

After you have finished the attack phase you get to fortify (or relocate) troops from one of your territories to another adjacent territory you own.



Click on the map the terriotry you would like to move armies from, select the number you would like to move, then click the territory you would like to send the armies to.
Press "Move Armies" to move the armies, or cancel to make changes. If you do not wish to move any armies press the skip button.
After fortification your turn is now complete, and you must wait for the other players to complete their turns in order to go again.
If you captured a territory you will receive a card.


Cards:

Cards can be used to make sets, these card sets can be traded in during the deployment stage of your turn to gain additional armies.
If you view your cards you will see four kinds of cards: cannons, horses, infantry and wild.
You need 3 cards to make a card set.
3 of a kind will make a card set.
1 of each kind will make a card set.
Wild cards may be used as a substitution for any of the other 3 cards.
Territories will also be associated with cards.
If you own the territory associated with a card you turn in, you receive two armies in addition to the turn in value of the cards. These two bonus armies will automatically be placed on the corresponding territory.
If you eliminate a player from the game you will receive any cards they had on them at the time.
If at the beginning of your turn you have 5 cards you will be forced to trade them in for armies.
If during your turn you have 5 or more cards you will be forced to turn in cards until you have less than 5.

The objective of the game is to eliminate all the other players.
These are the basic and default rules for beginners.
Game options can be used to alter these, but it is strongly recommended you get a general grasp on the game with the default settings before playing advanced matches.


Alliances:

You may offer or accept an alliance for the next round using the in game menu.
Alliances offers and acceptance must be completed before the next round begins or are forfeit.
Alliances have 3 levels:
level 1: A promise is made not to attack ANY of your allies territories.
level 2: A promise is made only to attack your ally to gain your card for your turn.
(this does NOT include breaking one of their continents.
level 3: A promise is made not to break any continental borders.

Alliances are not enforced by general's gambit, you and your ally are entrusting each other's word.
Making and breaking alliances can be used as a strategy and is therefore not frowned on by general's Gambit (please do not leave negative feedback on opponents for making and breaking alliances).
This action will eventually be reflected on a General's profile (refer to Medals section).
Making an alliance with a player and not telling the rest of the players in the game is unfair and easily avoidable.