Round 1 · 8 × 8 world
Blue: select an army, then an adjacent land hex.
Technology ladder
Two players share one device as Blue and Red. Win by owning every city, including neutral cities. Select a unit, then an adjacent hex to move or attack. Use End turn when finished, pass the device, and let the next player press Begin turn. A round is one turn for each player.
Your units and cities reveal nearby hexes. Explored hexes remain visible. Armies and ships move one hex per turn; fighters move up to four, selecting the fighter again for each step. Armies travel on land and capture territory, buildings, and cities by entering them. Ships travel on water and can dock in friendly cities. Fighters cross any terrain but cannot capture cities. Normally, only one unit can occupy a hex.
Click an adjacent enemy unit to attack. Each side rolls a six-sided die and adds its current strength. The defender adds its terrain bonus: forest +1, hills +2, city at least +2, or a completed fort +3. These bonuses do not stack. Fighters outside cities receive no defense bonus. Submarines gain +2 when attacking ships. Ties favor the defender.
The losing side takes 2–6 damage: 2 plus half the score difference rounded down, capped at 6. The winning side loses 1 strength, but never drops below 1 from that loss. If the defender is destroyed, the attacker advances; otherwise both stay in place. Combat uses all of the attacker's remaining movement. Destroyed transports and carriers lose their cargo.
At the start of your next turn, each city earns 4 industry, each completed farm earns 4 food, and each completed tech center earns 2 research. Each army on the map consumes 1 food; food cannot fall below zero.
Cities and completed military bases accumulate 1 recruitment point per turn. A city with a military base accumulates 2. At 3 points, an unoccupied recruiting hex creates a strength-10 army if you have at least 1 food, spending that food and resetting its points. Move units out of recruiting hexes to make room.
Select an empty owned land hex or one of your cities to see construction options below the map. If an available unit occupies your city, click it twice to select the city. Cities can hold one of each facility; other land hexes hold one building. Costs are paid in industry immediately; construction advances on your turns.
Research technologies in order using the research button. Completed ports commission ships into adjacent empty water; completed airfields commission fighters into adjacent empty hexes. New ships and fighters wait until your next turn to act. Below, each unit lists industry cost / starting strength.
Transports carry up to 2 armies. Select an adjacent army, then your transport to board. Select a loaded transport, then an adjacent unoccupied land hex to unload an army. Unloading uses the transport's turn, and the landed army waits until your next turn.
Fighters have 12 fuel. Each move or attack spends 1 fuel. Friendly cities refuel fighters; fighters still at zero fuel at the end of your turn are lost. Select a fighter and an adjacent friendly carrier to recover it. Carriers hold up to 2 fighters. Select a loaded carrier and click it again to launch into an adjacent empty hex. Launching uses the carrier's turn; the refueled fighter waits until your next turn. Unloaded armies and launched fighters return at their full starting strength.
New world immediately replaces the current match. Your match belongs to this browser session; server restarts and deployments can reset it. Opening or closing Help does not use a turn.