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Rules
Setup follows the selected playstyle. Each turn consists of reinforcement placement, optional attacks on adjacent enemy territories, and one optional manoeuvre between territories connected through the player’s army. Always leave at least one troop behind.
Attack with 1–3 red dice. The defender chooses 1–2 blue dice; ties favour the defender. If the defender does not answer within 60 seconds, maximum defence is used. Capture a territory to earn one card at the end of the attack stage.
Trade three matching troop cards or one of each type, with wild cards substituting a troop type. Set values increase globally: 4, 6, 8, 10, 12, 15, then +5. Each traded card for a territory occupied by the player adds two troops there. Eliminating a player transfers their cards; six or more requires immediate trades down to four or fewer.
Turn reinforcements equal territories divided by three, rounded down, plus continent bonuses. There is no minimum of three. In Secret Mission, a destruction mission changes to 24 territories if another player eliminates that army. Resignation transfers the resigning player’s territories and cards to the current player, or the next remaining player if the resigning player is taking a turn.
Closing the page retains session membership. The same browser is required to resume. Sessions expire after 30 minutes without player activity. Leaving during a game forfeits the army; leaving during setup returns the remaining players to the lobby.