⚔ Deathmatch
Eliminate the opposition to win. Available for free-for-all games and Team Warfare; a team wins when no opposing team remains.
Victory mode, visibility, opening setup and turn speed are separate choices. Build the battle that suits your table.
Eliminate the opposition to win. Available for free-for-all games and Team Warfare; a team wins when no opposing team remains.
Objective rules require control of every Capital. Elimination rules remove a player when they lose their last Capital and convert their remaining territories. Choose Balanced starts or Secret Choice. Capitals use Dynamic Capital Fortress opening defenders. Team Capitals shares objective victory across the team: hold every Capital collectively, or be the last team standing. Conversion eliminates individual players when they lose their last Capital; one surviving teammate is enough to win.
Each player receives a secret target. Eliminate your assigned target to complete the mission. Requires at least 3 players.
In Team Assassination, teammates share a secret target team. Eliminate its last survivor to win. If another team eliminates your target, inherit that team’s target. One surviving teammate is enough for shared victory.
Retain your Home Stronghold and control the required total number of Strongholds. In a 6-player game, that means Home plus any 3 others. Home receives a one-time +3 opening garrison; captured Strongholds do not refill. Requires at least 3 players.
Team Stronghold combines teammates’ controlled objectives and requires at least one surviving member’s Home. Victory totals depend on team layout; objective wins unlock in Round 2, on the team’s turn, giving opponents a response to opening captures.
See ownership and armies on your territories and adjacent territories. Distant territories show as hidden. Capital and Stronghold markers respect visibility.
See ownership and armies only on territories you own. Non-owned territories hide enemy identity, army counts and objective markers. Manual Draft picks remain public while drafting.
Supported layouts: 2v2, 2v2v2, 2v2v2v2, 2v2v2v2v2, 2v2v2v2v2v2; 3v3, 3v3v3, 3v3v3v3; 4v4, 4v4v4; 5v5; 6v6. Choose teams or assign them randomly. The map must support the full player count.
Fair Drop distributes starting territories. Manual Territory Draft lets players pick in sequence. Automatic Deployment starts play quickly; Strategic Deployment allows private army placement. Secret Choice objectives are selected and locked during setup.
Live turns: 1, 3 or 5 minutes. Long-term turns: 6, 12, 24, 36 or 48 hours. Untimed is also available. Fill available seats with humans, MapBots or MasterBots.
Domination remains on the roadmap. Team Warfare supports Deathmatch, Capitals, Assassination and Stronghold. Create Game filters combinations and player counts supported by the selected map.
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.
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 side’s 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.
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 team’s last survivor. Another side’s 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.