Strategy Guides
In-depth guides for the games we run at Alzy. Not rule summaries — decision-making grounded in how these games actually behave.
What these guides are built on
Nothing here is a play-through impression or a restatement of the rules. Alzy builds and runs the games it publishes, which means a guide can be grounded in the game as it actually behaves. That your fall speed is capped at 105 while gliding, that the default bot difficulty flips over at two wins, that the time bonus is worth ten points a second — every figure in these articles was checked there. None of them is an estimate.
That shapes the writing too. These are less "do this and you will win" than a ruler you can hold up to a position: how many seconds, and how many points, is this choice costing you? Once the inputs are countable, the decision is yours to make against your own board. The rules themselves we leave to each game page and to the in-game tutorial, and we do not repeat them here.
Two games, four guides each
TAMNA is a settlement board game drawn from the legends of Jeju Island. You gather resources, push out roads and villages, and stack victory points through trading and development cards. Solo games against bots, private rooms against other people and a seasonal leaderboard all run on the same board. Its four guides cover the bots, your first full game, reviewing a finished game, and seasons and titles.
Tanubi is an action roguelite starring a raccoon that shape-shifts with leaves. You run, jump and glide through a daily run that changes every day, a campaign of more than a hundred stages, and the minigames scattered along the route. Its four guides cover scoring, the five characters, the daily twists, and the minigames. Both games are free and run straight in the browser.
Where to start
If a game is new to you, start with the first-game guide for TAMNA and with the scoring guide for Tanubi. Both set up how that game actually pays you, and the other three sit on top of that foundation. If you already have a few games behind you, ignore the order and open whichever title catches your eye.
Each article stands on its own, but they share a common ruler — victory points in TAMNA, one second equals ten points in Tanubi — so the second one you read goes faster than the first. Every article ends with a button through to that game’s page, and from there straight into a real game.
TAMNA
- Beating the bots in TAMNA — Easy, Mid and Hard run different playbooks
TAMNA bots do not simply get sharper as difficulty rises; their list of actions changes. Mid never buys a development card and skips roads and trading roughly 45% of turns, and only Hard runs General cards. Here is what triggers the automatic difficulty bump, and exactly what makes a bot accept your trade.
- Reviewing a TAMNA game — reading the game log and the replay after you lose
A finished game of TAMNA can be read a second time. What the game log records, what the replay rewinds (and what it never will), and what the win rate on My record is actually counting. A step-by-step routine for taking exactly one change out of a loss.
- Your first game of TAMNA — what the tutorial does not tell you
The TAMNA tutorial takes about two minutes, and what it leaves out matters more than what it covers. How many of the fourteen steps you actually play, why the glowing spot is not advice, why every roll is a six, and why the resources it hands you do not exist in a real game.
- Seasons and rankings in TAMNA — the five leaderboard tabs, and how titles unlock
The TAMNA leaderboard has five tabs, and each one counts and sorts differently. Tabs ordered by wins versus the one ordered by win rate, the exact moment a season turns over, and the six titles that unlock from daily visits and the daily challenge. A practical guide to reading the standings.
Tanubi
- Tanubi Scoring, Taken Apart — What to Grab First
Five channels feed your Tanubi score: coins x10, kills x20, stomp chains (n-1)x15, a 30-point punish, a 25-point flawless clear, and a time bonus worth 10 points per second. Convert every reward into seconds and the routing decisions answer themselves.
- Picking Among Tanubi’s Five Characters — Unlock Order and Terrain Fit
Tanubi’s characters are not skins, they are different control schemes: glide, double jump, dash, wall-cling, plus a hidden Otter that opens only when you finish the campaign. Here is the 0/500/2000/5500 unlock curve and the terrain each ability actually wins on.
- Why Today’s Tanubi Run Feels Different — Reading the Four Daily Twists
Every Tanubi daily carries one twist: Clear, Mist, Windy or Floaty, each with an equal one-in-four chance. Only one of them touches the physics. Here is what a 0.45 gravity multiplier actually doubles, what it leaves untouched, and how much the other two cost you in pure illusion.
- The Dungeon Door Is Free — Pricing Tanubi’s Six Minigames
Step through the door on Tanubi’s first stage and the run clock stops dead. Loot never touches your leaderboard score; it feeds the unlock currency instead, capped at 400 per visit. Here are the conversion rates and the real ceilings for Pot Smash, Catch, Memory Match, Dokkaebi’s Memory, Maze Escape and Dokkaebi’s Club.