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Magusha Official Rulebook

Master the Rules of War

Ready to dive deeper into the mechanics of Padun? Download the official comprehensive rulebook to master advanced tactics, keyword abilities, and complex squad maneuvers.

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How to Play

Master the Grid.

Secure Your Legacy.

Magusha: Clash of Commanders is a fast-paced, tactical strategy game where two players lead their factions to war on a 7×5 grid. You win by either capturing all enemy troops on the battlefield or exhausting the opponent’s Commander’s Reserves.


The Objective

You win the game if:

  • Your opponent’s Commander is alone on the battlefield.
  • Your opponent’s Commander is struck while their Reserves are empty.

Army & Units

Your Army consists of one unique Commander and 16 Troops from the same faction.

  • Commanders: Unique leaders who serve as the heart of your army. Their health is represented by your Reserves (the cards currently in your hand). When a Commander takes damage, you discard a card from your Reserves to the Spirit Pool.
  • Troops: Common units with specialized classes. Identical troops can be stacked to form a Squad.
  • Squad Size: The maximum number of troops in a stack, determined by the Squad Leader.
  • Spirit Pool: When a troop is defeated, it is sent to your Spirit Pool as a Spirit. Spirits are used as resources for protection and to trigger your Commander’s Magusha Mode.

Turn Structure

Each turn, you have 3 Action Points to spend on various commands.

  1. Start of Turn: Resolve “Start of Turn” effects and reset your Command Stones.
  2. Deploy Phase: Once per turn, you may place a squad from your Reserves into your Deploy Zone (the two rows closest to you).
  3. Command Phase: Spend your 3 actions to Move, Strike, or use Abilities.

Core Actions

  • Move: Place a unit in a non-diagonal, adjacent space. Units block the movement of all other units.
  • Strike: Deal 1 damage to a unit in a space marked in red on your unit’s Compass. Striking a squad removes the top troop.
  • Protect (Priests Only): Take a Spirit from your pool and place it face-down under an ally. This Spirit is removed first when the unit takes damage.

Special Mechanics

  • Command Stones: These double-sided tokens track which units have moved or acted. A unit cannot be commanded if it is already Engaged.
  • Rally Stone: You gain a Rally Stone immediately when one of your squads is defeated. It allows any unit—even an Engaged one—to Move, Strike, or Protect.
  • Magusha Mode: Every Commander has a unique condition called a Magusha Trigger. Once met, you may flip your Commander to their Magusha side to gain game-changing abilities.

FAQ

Advanced Rules & Tactics

No, unless specified.

No, all Movement in the game is orthogonal (up, down, left, right) unless specified.

Those are Compass directions used for Striking/Spirit Guarding. The Compass shows a Unit’s targetable spaces and blind spots for convenient board placement.

No, Double Strike is a talent that allows Striking two separate Compass directions.

No, you still have to target different Compass directions and cannot use Double Strike to attack in a straight line using Magu Strike.

Yes, any type of movement except the specified “command to move” will work.

His ability is a more powerful version of Double Strike that overrides his Talent.

Yes, the Player going second starts with a Rally Stone.

Yes. For example, if a Crasher targets Kyaan and the Strike gets redirected, that also means the push effect gets redirected to the new unit in the same direction.

Yes, you may Rally Units even if they are exhausted or Engaged.

No, the Unit has to be Commanded first before they can Spirit Break.