Hold all the land. You play against 1 to 5 computer players on a globe of hex regions.
Take a player's capital and that player is out: all their land becomes yours. Lose your own capital and you are out.
There is no limit on attacks: each region with 2 or more troops attacks once a turn, and troops that win may attack on from the land they took. Each region also sends troops once in Move. One troop always stays behind. Your regions that can still attack (or move) have a thin white ring; when none is left, tap Done (or End turn).
In round , then every rounds, your turn starts with a choice of power cards (see below).
Your land is the number of hexes you hold (see your player card). Each turn you get 1 troop for each hexes, and at least . Big regions are worth more than small ones.
Tap a target once to see the strengths, the win chance and the factors. Tap it again, or tap "Attack", to attack. ¼ ½ ¾ All sets how many troops go.
Win chance = A² ÷ (A² + D²): A and D are the attack and defence strengths after the factors. One roll decides:
| Factor | Helps | Value |
|---|---|---|
| Defending | defence | ×1.25 |
| Land size | defence | ×0.8 to ×1.2 |
| Sea landing | defence | ×1.5 |
| Capital | defence | ×1.5 |
| Fort | defence | + % (see Forts) |
| Near capital | defence | ×1.2, then ×1.1 |
| Tired | attack | ×0.9 per capture in a chain |
| Flanking | attack | +10 % per other region of yours on the target's border (max +40 %) |
| Allies | defence | each neighbouring region of the defender adds % of its troops above 1 |
| Power cards | both | the attacker's attack cards and the defender's defence cards (see below) |
In round , then every rounds (, , , …), each player starts their turn with power cards and keeps one for the rest of the game. The cards come at random from one pool for all players; the cards not kept go back into it. Copies of a card add up. Every player's cards are on their player card.
Each card has a tier, shown by its frame colour: white (Common), green (Uncommon), blue (Rare), purple (Epic) and gold (Legendary). Rarer cards are stronger and have fewer copies in the pool, so they come up less often. Every copy has a serial number: 01/03 is the first of three.
The cards come in four kinds: Offence (stronger attacks), Defence (stronger defence), Economy (more troops each turn: by land, by territories, while you hold the least land, and more) and Naval (ports and the sea).
| Card | Tier | Kind | Effect | In pool |
|---|
Allies: your regions help their neighbours defend. With 10 troops and two neighbours of 100, a region defends with 10 + about 30 + 30. The allies do not take losses.
Your capital is hard to take (×1.5 defence, and its neighbours get a bonus too). When a capital falls, its player is out. The attacker takes all their regions, but not their troops: each region drops to 1 troop.
Build a port on a coast region you hold: select it in the attack phase, tap ⚒ Build, then ⚓ Port. (⚔ Attack is the default.) A port shows as an anchor on the water, and its coast's sea takes your colour. From a port, troops reach every coast on the map; a long crossing goes by boat. Defenders get ×1.5 against an attack from the sea.
A port is expensive, and building one ends your attacks for the turn. The cost goes up as the game goes on:
| Rounds | Port cost |
|---|
A fort makes a region much harder to take: + % defence. Select your region in the attack phase, tap ⚒ Build, then 🛡 Fort. Building uses that region's action for the turn (it cannot attack), but your other regions attack on. A fortified region has a light stone wall along its edges and a 🛡 on its troop count. When the region falls, its fort is destroyed.
A fort is cheapest on your capital and costs more the further it is from it (land steps; over the sea counts as far):
| Where | Fort cost |
|---|
Each map has a code (tap it in the menu to copy it). The same code always gives the same map. New map sets the size, the water and the region size.
Made maps: in New map, set Map to Earth for the real world: hexes, real coastlines, and real regions: the states and provinces of the big countries (United States, Russia, China, India, Brazil, Canada, Australia, Indonesia, South Africa) and whole countries elsewhere. Regions under hexes grow into the sea if they are on a coast (Belgium, Taiwan, Malta), but never so far that they touch new land; small land-locked ones join a neighbour. Small islands of a larger region (Shetland, the Aleutians) are left off, and so are the Isle of Man, Guernsey and Jersey. The attack card names the region you attack.
Snow, grass, forest and desert show the land's biome. Today they change only the look.
You win when no other player holds land. Your fewest rounds for each map code is kept on this device.
Kept on this device.