BI Bad Idea Boardroom

Solo strategy module

Pocket Warlord

Pocket Warlord is a solo turn-based conquest game. Capture territory, collect resources, recruit units, and defeat rival factions. Every tile matters. Expand too slowly and the AI kingdoms will surround you. Expand too recklessly and your army gets wiped out.

10x10 Map

Compact conquest with towns, forts, terrain, and resources.

4 Unit Types

Infantry, archers, cavalry, and siege units each have a job.

3 AI Rivals

They recruit, expand, attack, and make the map annoying.

How to win

  • Control at least 60 tiles.
  • Or defeat all three AI factions.
  • Do not lose all tiles or units. That is generally bad leadership.

Guest games work, but logging in lets the dashboard remember campaigns later.

How to Play

Conquer the pocket map.

Objective

  • You are the emerald player faction.
  • Win by controlling 60% of the map or defeating every rival.
  • Lose if you have no units or no owned tiles.

Turn Flow

  1. Review your resources, units, and borders.
  2. Recruit units from owned towns or forts.
  3. Select units, move them, and attack enemies in range.
  4. Capture tiles by moving onto them.
  5. End your turn so the AI factions can act.

Resources

  • Gold, food, and iron are spent to recruit units.
  • Towns produce +5 gold and +3 food each turn.
  • Forts produce +3 gold and +2 iron each turn.
  • Resource tiles produce +5 of their resource.

Combat

  • Infantry and cavalry attack adjacent enemies.
  • Archers and siege can attack from range.
  • Terrain defense reduces incoming damage.
  • Damaged units stay damaged until future healing is added.

Strategy Guide

Beginner orders from the tiny war room.

Practical Tips

  • Expand early. More tiles means more resources.
  • Capture towns and forts first when possible.
  • Do not leave your base completely undefended.
  • Use infantry to claim and hold land.
  • Use cavalry to grab open territory quickly.
  • Keep archers safer and attack from range.
  • Use siege against fortified enemies.
  • Forest, hills, towns, and forts make defenders harder to kill.
  • If resources are low, capture resource tiles before starting fights.
  • A smaller army in good terrain can beat a larger army in bad terrain.

First 5 Turns

Turn 1: Recruit infantry if possible. Move starting units toward nearby neutral towns and resource tiles.

Turn 2: Capture nearby resources. Avoid early attacks unless the fight is clearly favorable.

Turn 3: Recruit for the job: infantry for expansion, archer for defense, cavalry for speed, siege for hard targets.

Turn 4: Secure towns and forts. Start watching enemy borders.

Turn 5: Pick one rival or border to pressure instead of fighting everyone at once.

Unit Reference

Infantry

10g 5f 0i

Move 2 / Atk 3 / Def 2 / Range 1

Cheap, balanced, good for claiming and holding land.

Archer

15g 5f 0i

Move 2 / Atk 3 / Def 1 / Range 2

Ranged pressure. Keep it safer than your front line.

Cavalry

20g 10f 5i

Move 3 / Atk 4 / Def 1 / Range 1

Fast movement for land grabs, flanks, and emergencies.

Siege

25g 0f 15i

Move 1 / Atk 6 / Def 1 / Range 2

Slow, expensive, and powerful against tough positions.

Terrain Reference

Plains

Defense +0

No special bonus. Easy ground for movement.

Forest

Defense +1

Small defensive bonus. Useful for holding borders.

Hills

Defense +2

Strong defensive position. Good for ranged units.

Town

Defense +1

Produces +5 gold/+3 food and allows recruiting.

Fort

Defense +3

Strong defense, +3 gold/+2 iron, and allows recruiting.

Mountains

Defense +3

Impassable in v0.2. Units cannot cross or stop here.