Reinforce, attack, occupy and fortify. The live interface follows the phase order and guides each action, while your chosen victory mode gives the campaign its goal.
1
SETUP
Choose the battle
Pick a map, victory mode, visibility and turn speed. Join the table and check its settings. In Manual Draft, pick territories when prompted. With Strategic Deployment, place your starting armies and lock; Secret Choice games also require an objective selection.
2
REINFORCE
Build your position
Three matchingOROne of each Wild substitutes for any type.
With cards enabled, trade valid sets when required or useful, then place reinforcements on eligible territories. Progressive trades rise across the whole game: 4, 6, 8, 10, 12, 15, then +5. Fixed Value gives 8 armies for every valid set. Nuclear sets strike each named card territory, leaving it neutral with 1 troop; Wild has no target. Friendly fire applies, and nuclear trades give no armies or +2 bonuses. No Cards removes conquest cards, elimination cards and trades. In Progressive or Fixed Value, when territory-card bonuses are enabled, each traded territory you currently own receives +2 armies. Hold complete regions to add their bonuses. In team games, eligible teammate gifting is available.
3
ATTACK
Choose FROM and TO
Select one of your territories with spare armies, then an adjacent target. Roll attacks, use a blitz or build a connected Warpath route. You can end Attack when you are ready.
4
OCCUPY
Secure each conquest
After a conquest you must move a legal number of armies into the captured territory. The controls show the available range. Watch Capitals and Strongholds: capturing an objective can change the result before the whole board is conquered.
5
FORTIFY
Prepare your defence
Adjacent allows one move to a neighbouring friendly territory. Chained allows one move along connected friendly territories; Unlimited Chained or Warpath Manoeuvres allows repeated moves until you end your turn. Always leave at least one army behind. Team routes can cross active teammates, but gifts belong to their recipient. Total Fog allows Adjacent only.
6
CARDS
Keep the momentum
Conquering at least one territory during your turn can earn a card. Trade valid sets for armies. Matching owned territory cards receive their applicable +2 bonus. Eliminating a player captures their cards and may require an immediate trade.
Know what matters
π Follow your objective
Deathmatch rewards elimination; Capitals follow the chosen objective or elimination rules; Assassination requires your target; Stronghold requires your Home and the displayed control total. Read the mode guide β
π« Read the Fog
A hidden ? is unknown information. Standard Fog shows your borders; Total Fog shows only your own territories. Objective markers follow the same visibility rules.
π Learn from the battle
Use chat to talk to the table, game history to review events and the replay viewer after the game. A rematch lets the table return for another battle.
Everyone plays within a shared round, with separate reinforcement and action phases. Combine it with Warpath Manoeuvres to regroup and attack again. Stronghold victory is checked at round end: keep your Home and required Strongholds secured until the round closes.
Warpath Manoeuvres lets you redistribute along connected friendly territories and return to Attack repeatedly during the same turn. Gifts stay with teammates. Total Fog allows Adjacent only.
π¨ Territory Auction
Choose Auction in Create Game to bid visibly for your starting land. Everyone gets one random territory and an equal budget scaled to map size. Each lot lasts 20 seconds, even when combat is untimed; late bids leave at least 5 seconds to respond. Only the winning bidder pays. Unbid land stays neutral, and 8 points are protected for deployment.
Unspent points become starting armies. Place them privately after the auction, and choose your Capital or Stronghold where required. Bots bid too. Auction setup is public; your selected Fog starts afterwards. An auction rematch starts a fresh auction on the same map.
Control at least 70% of the whole map, rounded up to a territory count. Teams combine land held by active teammates. A public scoreboard shows each sideβs progress, including under Fog without revealing positions or armies.
Victory unlocks in Round 2. Sequential games check at End Turn; Sametime checks the final board at round end. Neutral territories remain part of the map size. Last side standing can still win.
π Secret Missions
Each player receives a private objective; teammates share one mission and combine their control. Your mission card shows live progress. Missions scale to map size and all territory requirements round up.
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 each counted territory. Regional Campaign: fully control an assigned region and hold 50% of the map in free-for-all or 60% as a team. Small maps and two-sided games raise requirements where needed to exceed a normal starting share; the exact requirement is on your card. Regions larger than 35% of the map are excluded from campaign assignments.
Secret Assassination: games with at least three opposing sides may give one side a fixed hidden target. Your side must eliminate that player, or the target teamβs last survivor. Another sideβs kill or a resignation activates a conquest fallback. The original target and replacement order are revealed after the game.
Mission wins unlock in Round 2. Sequential games check the moving side at turn end; Sametime games check the final board at round end. Multiple completed missions in a Sametime round keep play going. Last-player or last-team standing remains a win. Neutral land counts toward the map total. Fog does not reveal opposing missions; team progress is an aggregate count without teammate positions or troops. Missions reveal after the game, and rematches draw fresh missions. Works with Fair Drop, Manual Draft, Auctions and every card setting.