WARPATH — Online Map Conquest
YOUR NEXT MOVE

A little help before battle.

Find a quick answer, learn a setting, or settle a rule before your next game.

Getting started & setup

What is the easiest way to start?
Choose a Quick Create recipe in the lobby. It fills the form on your selected map and adds bots to the other seats. Review the summary, change anything you like, then press Create game. Classic Conquest is a familiar first game.
Does clicking a recipe create the game immediately?
No. It fills the form. You keep control of the map, settings and opponents, and Create game is the final step.
How do I play with friends instead of bots?
Reduce Bot opponents to leave open human seats, or choose Humans only. Your own seat is already included in Players. Create an unlocked room so friends can join. Rooms fill before play begins; Choose Teams rooms are started by the host once teams are full.
Can I choose which bots I play against?
Yes. Open Customize setup → Your table → Bot selection → Choose bots, then tick the personalities you want. The bot count follows your selection. Switching Bot opponents directly returns to random bots. MapBot is the quick everyday opponent; MasterBot makes more strategic decisions.
What happens to my Preferred Settings?
They stay available. Apply loads your saved setup; Save current stores the form in this browser. Quick Create recipes do not overwrite your saved preference. You can customize a recipe and save it as your usual setup.
Why is a recipe disabled or my player count limited?
Recipes respect the selected map’s player capacity. Assassination and Stronghold need at least 3 players; the Team Warfare recipe needs 4. A smaller map may not support them. Choose a larger map or another recipe. The form shows the map’s recommended range and maximum.
How do I view a map before choosing it?
Click the artwork in the lobby Map library or Map Gallery. The expanded view shows the full artwork; tall maps can be scrolled. Close it with the button, Escape or the backdrop. Open full image gives you the original artwork in another tab.
What is Strategic Deployment?
After the territory opening, place your remaining starting armies privately. Everyone’s placements reveal together after all players lock. Secret Choice Capitals and Strongholds are selected during this setup. Automatic deployment lets WARPATH place the opening armies.
What are Fair Drop, Manual Draft and Auction?
Fair Drop assigns starting land automatically. Manual Draft lets players choose territories in a snake order before deployment. Auction uses public bids to buy starting land. Map rules can leave neutral territories on the board.
Can Auction be played with a long-term combat timer?
Yes, but the auction itself is live: each territory has a 20-second bidding window, regardless of the later combat timer. Everyone should be present for setup. Each player gets one starting territory and an equal bidding budget; only winners pay. Late bids leave at least 5 seconds to respond. Unbid land remains neutral. Eight points are protected, and all unspent points become deployment armies.

Modes & winning

How do I win Deathmatch?
Be the last surviving player, or the last surviving team in a team game. A team needs at least one member alive; eliminated teammates share the team result.
What is the difference between Objective and Conversion Capitals?
Objective: control every Capital to win; teams combine Capital control. Conversion: Capitals are individual lives. Captured Capitals become extra lives. Losing your last controlled Capital eliminates you and converts your remaining land to its captor. A captured Capital does not gain a fresh opening fortress.
What are Balanced and Secret Choice objectives?
Balanced uses a saved objective set for that map and player count. Secret Choice lets you privately choose a Capital or Home Stronghold on your starting land during Strategic Deployment. Objectives reveal together after everyone locks. Quick Create uses Secret Choice so it does not depend on a saved balanced set.
How does Stronghold work?
Hold your own Home and the required total of Strongholds in free-for-all. Teams combine their holdings and need the required total plus at least one surviving member’s Home controlled by an active teammate. Losing a Home does not eliminate its owner. Team objective wins unlock in Round 2. Sametime Stronghold goals are checked at round end.
How does Assassination work?
In free-for-all, eliminate your assigned player yourself to win. Teams share a target team and must eliminate its final survivor. If someone else eliminates your target, you receive a new target through the target chain. Your assassin stays secret.
What are the Secret Mission types?
Domination: control 60% of the map in free-for-all, or 70% as a team. Fortified Network: hold 50% in free-for-all, or 60% as a team, with at least 2 troops on every counted territory. Regional Campaign: fully control an assigned region and hold 50% of the map in free-for-all, or 60% as a team. Requirements round up and may increase to exceed a normal starting share, especially in two-sided games. Your card shows the exact goal. A fourth possible order is Secret Assassination: eliminate a fixed opposing player or team. At most one side receives that order.
When is a mission completed, and can I see everyone’s missions afterwards?
Mission wins unlock in Round 2. Sequential games check your side at your turn end; Sametime checks the final board at round end. Multiple completed missions in one Sametime round keep play going. Teammates share one mission and combine progress. Last side standing can still win. All missions reveal after the game and in Replay → Reveal missions.
How do Ranked games and military ranks work?
New human-only games default to Ranked; choose Unranked before creating the game if you prefer casual play. Bots and training are always Unranked. Everyone starts at 1,000 in separate FFA and Team pools. A win against stronger opposition gives more points; stronger opponents also reduce defeat losses. FFA elimination order adds no extra penalty. Teams share the final result, including eliminated teammates. FFA resignations lose; team rating follows the team result. Draws treat surviving sides as tied and eliminated sides as losses; mutual destruction with no survivors is a draw with no rating movement. Ratings settle once at completion. Older games and administrator-ended games do not award points. Each pool is provisional for the first 10 rated games; then military rank follows rating. Your profile shows results and changes. View the leaderboards.
How does dedicated Domination work?
Everyone shares a public goal: control at least 70% of the whole map, rounded up. Teams combine territories held by active members. Neutral territories remain in the map size. Victory unlocks in Round 2 and checks at End Turn, or at round end in Sametime. A public progress panel shows every side’s territory total under Fog too, without revealing positions or troop counts. Last side standing can still win. Secret Missions keeps its separate private Domination objectives.
Can someone secretly be assigned to eliminate me?
Yes. In games with at least three opposing sides, Secret Missions may include one hidden assassination order. The target stays fixed. In team games your team must eliminate the target team’s last survivor. If someone else removes the target, or the target resigns, the assassin receives a conquest fallback. Victory still unlocks in Round 2 and checks at turn end, or round end in Sametime. Both the original target and any replacement mission are revealed after the game.

Turns, Warpaths & movement

What happens during a normal turn?
Trade cards if you want to or must, place reinforcements, attack, then fortify or end the turn. You can skip attacks. Keep at least 1 troop behind when moving from a territory.
What is Sametime?
All active players play inside one shared round. Each player handles their own cards, reinforcements and actions; opponents may be acting at the same time. Stronghold and Mission victory checks wait for the final board at round end. Round closure occurs when all active players finish or the deadline resolves.
Can I act after pressing End Turn in Sametime?
No. End Turn finishes your participation in that round. Keep playing until you are satisfied with your position. Warpath Manoeuvres can return you from Fortify to Attack before you end your turn.
What is a Warpath?
Build a connected attack route, then Run Warpath to push along it. The draft route is a plan; execution still uses legal attacks, dice, troops and the current board. In Sametime, another player can change the route’s ownership or break the chain before you get there.
How do the fortification settings differ?
Adjacent: one move to a neighboring friendly territory. Chained: one move along a connected friendly route. Unlimited Chained: repeat connected moves during Fortify, then end the turn. Warpath Manoeuvres: connected redistribution plus the ability to return to Attack and regroup again before ending the turn.
Can I move troops through or onto teammates?
Yes, where the selected movement rule allows it. Chained routes can pass through active teammates. Troops gifted onto teammate land become theirs and cannot be taken back through your own controls. Troops moved to your own land through a teammate’s route remain yours to move again with Unlimited Chained or Manoeuvres.
What happens if I miss a timed turn?
The clock is authoritative. Press Start Turn when prompted to acknowledge your turn. If time expires, WARPATH resolves the unfinished turn. Two consecutive turns that you do not acknowledge cause automatic resignation. Untimed games have no combat deadline.

Cards & Nuclear

What makes a matching card set?
Trade three Infantry, three Cavalry or three Artillery; alternatively trade one of each. Wild substitutes for any type. Card icons distinguish the types as well as their labels.
Three matchingOR One of each Wild substitutes for any type.
How do I earn cards and when must I trade?
Conquer at least one territory to earn one conquest card at turn end, or shared round closure in Sametime. Normal elimination can transfer the defeated player’s cards. Large hands trigger a mandatory trade; the controls will tell you when you must trade.
What do Progressive, Fixed Value and No Cards mean?
Progressive trades rise across the whole game: 4, 6, 8, 10, 12, 15, then increments of 5. Fixed Value gives 8 armies per valid set throughout the game. No Cards removes conquest cards, captured cards and trades. With normal cards, the optional territory-card bonus gives +2 on each owned territory named by a traded card.
What happens when I trade Nuclear cards?
Each named territory in the matching set becomes neutral with 1 troop. Wild has no territory to hit. You receive no trade armies or territory-card bonus. Your own and teammate territories can be struck. Review the blast preview before confirming. Optional automatic selection favors visible enemy targets; compulsory trades may include friendly targets.
Does a nuclear strike eliminate players or destroy Capitals?
A player left with no land is eliminated and their cards return to the deck. Capital and Stronghold objective markers remain on the neutral land. Nuclear elimination gives no Assassination kill credit. In Conversion, a neutral Capital’s life claim resolves when it is captured. A remote nuclear wipeout alone does not award a last-side-standing win; occupation restores normal victory checks.

Teams & Fog

How are teams and turns arranged?
Use Random Teams or Choose Teams. Turn order cycles between teams and their members, rather than giving every teammate a block of consecutive turns. The chosen team layout fixes the player count. Teammates share their team’s victory.
Can I attack or eliminate my teammate?
Yes. Sacrificial teammate attacks remain legal in WARPATH, including Capitals and Conversion. Normal elimination can transfer cards. Gifts are also available through reinforcement and fortification. Think through the effect on your team’s objective before sacrificing a teammate.
What is Standard Fog?
Your territories and adjacent territories are visible; distant forces are classified. Hidden objectives do not gain visible markers just because they exist. Visibility follows your own land, not a shared team territory view.
What is Total Fog?
Only your own troops and territories are known. Every non-owned territory is anonymous Fog. Teammates’ forces are not shared with you. Total Fog permits Adjacent fortification only; Chained, Unlimited Chained and Manoeuvres are unavailable.
Do missions or cards leak hidden positions under Fog?
Opposing missions stay private. Shared team mission progress is an aggregate count without teammate positions or armies. Card and blast previews use the visibility available to you; unseen armies and owners are not revealed by automatic selection.

After a game & help

What happens in a rematch?
The same table can accept a rematch. Normal openings swap sides; Secret Choice objectives are chosen again. Auction games run a fresh auction, and Mission games draw fresh missions. Check the new game’s setup before playing.
When can I watch Replay?
After the game finishes. Replay is read-only and lets you review the opening and recorded actions. Finished Mission games also reveal every objective there.
How do I resign or leave a game?
Open Game Options during an active game to resign. A pending room has a Leave option. Leaving a pending game frees your seat; resigning an active game removes you from play.
Can I switch off effects or player labels?
Use the in-game FX and Sound controls. Names toggles player names on the board, and player highlighting helps follow ownership. The compact desktop Battle Controls can be dragged and docked.
Where do I report a map problem?
Use the in-game map issue tools where available, or contact a cartographer. Include the map name, game number and affected territory. You can view the full map artwork from the gallery to describe the issue clearly.

Private & group messages

How do I message friends or organise a group game?
Open Messages, or use Message on a player profile. Choose Private for one player or create a named Group with up to 20 players. The organiser can add players and rename the group. The floating Messages button keeps conversations available while playing. Paste a WARPATH game link, or use Share current game in the game-side drawer; players can open it to join available seats. A link does not reserve a seat or grant access to a private game.
Who can see messages, and how do blocking and leaving work?
Only conversation members can read messages. New group members can see the existing history. Messages persist for members who are offline. Blocking hides messages between the pair and prevents sending to shared conversations until unblocked; leave the group or start a new one if necessary. Members can leave and explicitly rejoin from Blocked / left groups. Report a message for staff review; the report exposes that message and limited nearby context. Spam limits and existing chat restrictions apply.

Ready to try it?

Pick a Quick Create recipe and review the setup before you start.

Create your next battle →

🎭 Anonymous games

Choose Anonymous under Player identities when creating a game. Players use colour-based commander names in the waiting room, on the board, in chat and in mission targets. Profile links stay hidden until the match ends, then usernames are revealed. Rematches keep this setting.

Rankings, turns, teams and reports work normally. Staff can identify players for moderation. Keep usernames out of game chat if you want to remain anonymous; invitations and conversations outside the match still use your account name.