The Battle Phase
Both players fire at each other’s walls, in real time, simultaneously.
Firing
You aim at a tile and fire. You never name a cannon and you never name a target player. The game picks the next eligible cannon in the order they were placed, skipping any that is destroyed, cut off, silenced, or already has a ball in the air — skipping, never waiting.
So your oldest guns are your most reliable, and both your firing rate and your firing positions were set by an ordering chosen several rounds ago. A cannon may have only one ball in the air at a time, so your rate of fire is bounded by how many cannons you hold.
Flight
Everything about a shot is decided the moment it is fired — where it lands and when. Nothing is revised in flight and nothing can be intercepted; the arc is only how a decided outcome is shown.
Flight time
A fixed 0.2s, plus about 0.07s per tile of distance. Longer shots take longer, which is what makes where a cannon stands a real decision.
A wall built after the shot
Can still be destroyed by it. The shot was already in the air.
A ball outlives its cannon
If the firing gun dies while the shot is airborne, the shot still lands and still scores.
The blast
A landing shell damages a fixed five-tile plus: the tile it hits and the four directly above, below, left and right. It destroys wall on those tiles, leaving clear, buildable ground, and it applies wherever it falls — open ground, already-destroyed wall, or the firing player’s own bank. There is no “did it hit a wall” test, so a shot landing one tile short genuinely chips the edge of what it was aimed at.
Castles are immune. Nothing can destroy a castle, ever.
A plus rather than a square, because against one-tile-thick wall the two are identical, and they diverge against double-thick wall: a plus removes four tiles and leaves a hole where a square would breach cleanly. Spending blocks on depth instead of width is a real strategy, and the plus is the shape that rewards it.
Hitting a cannon
Counted per cannon
Never per tile. A shot landing squarely on a cannon is a single hit; a shot falling between two hits each of them once.
Hits survived
4. On the fourth the cannon is destroyed and leaves rubble, permanently unbuildable.
Silenced
A cannon hit but not destroyed stops firing for 2 seconds, then resumes undamaged in every other respect — so a hit is worth landing even when it cannot kill. Silence is always lifted at the cease-fire, however recently the hit landed.
Cut off
A cannon left outside its owner’s territory does not fire, but is not lost: it still occupies its tiles, still blocks enclosure, and can still be destroyed. Wall around it again and it fires from the next recomputation. Being cut off is not being silenced — silence is a wound that wears off, a cut-off gun is unhurt and stays quiet until its owner goes and builds.