click tile = cycle height
tag preview
click tile = edit active zone · ⬢ center = caster (cast) / cursor point (others)
click tile = place a copy of the selected unit · click a placed copy = remove it
click tile = place a copy of the selected enemy · click a placed copy = remove it
select a level to preview it

⚙ GLOBAL RULES

These values belong to the level: they travel with it on ⬆ Upload and are restored on LOAD. Levels saved before this tab existed load with the defaults below, so they play exactly as before.

Map edges & blocked tiles

Off (default): blocked tiles and the map edge are walls — a body shoved into them stays put and takes 2 collision damage.
On: they become an abyss. Anything shoved over the edge — unit, barrel or barrier — falls out of the world and dies instantly, no matter how much HP it had. A tag-unit takes its On destroyed ability down with it (a barrel exploding outside the map would hit nothing anyway). A shield still refuses a hostile shove, so a shielded unit cannot be pushed in. Walking is unaffected: nobody can step off the board voluntarily.

Movement

The floor a Slow can never push a unit below: effective speed = max( min(Speed, Min speed), Speed + Speed Change ).
At 2 even a heavily slowed unit can still climb one level (uphill costs 2); 0 lets a strong Slow lock a unit in place completely.
The floor never lifts anyone above their own Speed — a unit with Speed 1 slowed by −5 ends at 1, while a unit with Speed 6 slowed by −5 ends at 2.

High ground

Applied to the base damage of abilities when the attacker stands 2+ levels above (bonus) or below (penalty) the target. A 1-level difference never does anything. Damage never drops below 0, and multipliers such as Crit charge are applied afterwards. Fall, crash and crush damage (fixed 2) is not modified. Set either to 0 to switch that side off.
TURN ORDER

UPLOAD LEVEL