North & South

How to play & controls North & South

North & South is fought on an 18 × 32 tile field split by a river, and points A, B and C sit on the crossings themselves, so every capture happens where the armies meet. There is no rotating hand: all eight unit types in your formation stay on screen all match. You are limited instead by supply, which refills one every 2.8 seconds up to 10, and a per-type redeploy timer of the card's cost plus three seconds.

You don't steer individual soldiers. A new unit walks to the point nearest where you dropped it, shoots whatever comes into range and normally chases only enemies within five tiles. You decide what to send, where to drop it, and when to re-route one unit type or the whole army. Offline, three AI commanders follow different plans rather than just reacting faster.

Goal

Capture the three points A, B and C for 3 minutes. Reach 180 points first, or lead when time runs out, to win.

How it works

  1. Pick a unit from the cards at the bottom (up to 8). You need enough supply for its cost.
  2. Click your rear area at the bottom (or around an allied point with no enemies) to deploy.
  3. Units march to the nearest point and fight. Stay 4 seconds inside a point to capture it; each point you hold gives 1 point per second and extra supply.
  4. With a unit selected, press a point button A/B/C (or Q/W/E) to send that unit type there. With nothing selected, the order goes to your whole army.
  5. A point with ground units from both sides is contested: capture and scoring pause. Each unit type has a 5–8 second redeploy cooldown.

Modes

First battle (guide)

A six-step offline lesson on River Crossing. The instructor waits until you take a point (or 75 seconds pass), then defends only B with at most six units; each hint advances only when you deploy, order or capture.

Start practice

Pick one of four maps and an Easy, Normal or Hard AI. Signed out, it runs in your browser, can be paused and gives no rewards; signed in, a win pays a little gold but no trophies.

Online match

Ranked 1v1 on a random map against similar trophies. The allowed gap widens each second; after about 12 seconds without a match an AI commander takes the seat, and trophies count half.

Events

Two of six rule variants open each day, switching at midnight Korean time, with separate queues and extra gold: Supply Surge, Standard Battle (all units level 7), Fortress Battle, Blitz (faster units, 2 minutes), Short Operation (90 seconds) and King of the Hill.

Play with friends

Share a four-digit code, or post a friendly challenge in your clan chat for any clanmate to accept. Friendly matches move no gold or trophies.

Controls

ActionMouse & keyboardTouchGamepad
Select a unit type1–8 or click a cardTap a card—
DeployClick below the dotted line or near a point you hold, or drag the cardTap the field, or drag the card—
Clear selectionEsc, or click the card againTap the card again—
Send the selected type to a pointQ / W / E, an Advance button, or the point itselfAdvance button or the point's circle—
Artillery Strike on a pointSelect it and click; it fires instead of orderingSelect it, then tap—
Ready alert for a cardN with the card selectedTap the card status line—
Pause / surrenderEsc (offline practice) / ⚑ button⚑ button—
Result screenEnter = play again, Esc = lobbyTap a button—

Tips

Strategy tips

Freeze their income with one unit

A point stops scoring and drops out of the supply bonus whenever ground units from both sides stand in its 2.5-tile circle. One cheap unit walked onto the enemy's defended point freezes their income while it survives; on an undefended point it starts flipping it, 4 seconds to neutral and 4 more to claim. Balloons fly, so they never capture or contest.

Falling behind refills faster

Each point you hold adds 10% to your base supply rate, but each point the opponent holds beyond yours adds 30%. Down 0 points to 2, you refill at 160% of base while the leader runs at 120%. In the last 60 seconds base supply doubles, and the march music speeds up.

Reinforce forward, drop to pick the lane

The rear zone starts seven tiles behind the points, but beside a point you hold you can drop units within 3 tiles while no enemy ground unit is in its circle. A new unit heads for the point closest left-to-right to where it lands; a drop exactly between two goes to B. Orders with a card selected move only that type, so Cavalry can swing to C while Infantry hold B.

Know the counters

Cavalry (980 HP, double damage on the first hit after a 2.5-tile run) charges any Sharpshooter, Field Cannon or Gatling Gun within 9 tiles. The Field Cannon can't fire inside 2 tiles, so screen it with Infantry. Only Infantry, Sharpshooters, Gatling Guns and Artillery Strike can hit an Observation Balloon.

Support units walk on their own

The Drummer (+25% speed and damage within 3.5 tiles) and the Medic (42 HP per second to injured allies within 3 tiles, at level 1) don't follow the army; they walk to their own point. Drop them behind troops bound for that point.

Read the AI

Easy sends everything to one random point all match and never re-routes, leaving two open. Normal feeds whichever point has the fewest of its troops. Only Hard uses Artillery Strike, on 5 or more of your units within 2 tiles of each other (8 if it has fewer than 4 out), so spread out.

Use the terrain

Forest cuts ranged damage taken by 30% but slows units by 25%; roads add 20% speed and fords halve it. On High Ground, ranged units on the hill beside B gain +1 range and +20% damage. On Fortress Siege your own wall fronts the rear zone, so reinforcements funnel through two gates.

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