Proposed Canon
An Alliance in Erfworld is a temporary or semipermanent union of Sides. While Alliances may involve carefully prepared contracts with many optional results, there are three inherent results of an Alliance:
- Units without a leader will not attack Units of an allied Side. If a unit does strike an allied unit too hard, it breaks alliance.IPTSF Text 76
- Units from allied sides may stack together.
- Allied Sides share the same Turn, and always move on the Turn of the allied Side in the Turn order.
Known alliances include:
- Royal Crown Coalition
- Jetstone and Marbits
- Gobwin Knob and Gobwins
- Faq and Transylvito
- Goodminton and Quisling and Frenemy (in the past, near the time when Wanda was popped)
- So-be-it Union between Firstpost, Squashcourt, Protip, and Tapwater (later admitting a defeated Bullyclub as a sign of mercy)
Alliances can be used strategically by sides whose turns are later in the day. When many Sides gang up on an enemy Side, the Sides that move before the enemy may form into an Alliance while those that move after may form into a separate Alliance. This can allow some units in a single Army to surprise the enemy by taking two consecutive Turns -- the first at the end of the day before breaking Alliance, then the second at the beginning of the next day after forming a new Alliance. Care must be taken to ensure that when the original Alliance is broken, Units from the separate Alliances do not make contact.
Further consequences of Alliance may include:
- Warlords may provide instruction to Units of an allied Side. This does not carry the same weight as a direct order, but is nonetheless part of the unit's Duty to its side.
An alliance can't be broken while units from both sides are stacked together. They must split before one side can break the alliance.
Fate likely has mechanisms deliberately designed to prevent alliances from being used as a way to bring peace to Erfworld. According to Lord Crush, when stable alliances of more than 3 sides are formed, 1 of the sides generally ends up betraying the alliance to an outside group. The treacherous side is always themselves betrayed and wiped out. While this could just be a normal pattern of history, it is also notable that the So-be-it Union, an alliance that existed to maintain peace, only had 2 casters between all 4 sides, even though an average side will have 2 or 3 casters and at least 1 war-mongering alliance has a normal number of casters.