The Gulf Gambit emblem: a gold dagger and rook on a shield, over a compass rose.

Multiplayer strategy · iOS

Gulf Gambit

6 powers share one map and one clock. Every order is written in secret and resolves at the same instant — so the only weapon that matters is what you can talk someone else into doing.

Coming to iOS How it plays

No dice. No initiative. Only intent.

Every player writes their orders in secret, every order is revealed and resolved together, and nothing anywhere on the board is random — no rolls, no hidden modifiers, no luck. A unit is beaten only by more units, which means it is beaten only by someone who agreed to help.

Powers
6
Territories
67
Supply centres
24
Centres to win
9
Dice
0

Negotiation

Everything is a conversation

Private threads, group channels and a global council run the whole time the clock does. Nothing said in them binds anyone — there is no enforcement, no contract, no mechanic that makes a promise true. An alliance is only ever as good as the orders that actually arrive.

Resolution

The whole board moves at once

There are no turns-in-sequence and no first-mover advantage. When the timer runs out every order is revealed together and resolved by the same rules, so two powers pushing into the same province simply bounce — unless one of them brought a friend.

The map after resolution, with green and red arrows showing which orders succeeded and which were repelled.

The council

Motions, votes and stalling

Powers can put motions to the table — extend the deadline, raise the stakes — and everyone votes. It is the one place where talk becomes binding, which makes it the one place worth manipulating.

The decrees screen: a motion to extend the deadline, the council's votes, and a ledger of open motions.

Commanders

Choose who you play as

Collect commanders and accessories to change the face you present at the table. They are cosmetic — nothing you unlock moves a unit or wins a province. The advantage stays where it belongs.

The commanders screen: character cards including Iron Regent, The Strategist and Night Chancellor.

Why it stings

A promise is just a sentence

Nothing in the rules stops anyone doing this to you. That is the game.

A game year

Two campaigns and a reckoning

Each year runs spring, then autumn, then winter. Retreats only happen in a year where something was actually dislodged, so a quiet year is a short one. Negotiation is not a separate step — it runs continuously, for as long as the clock does.

  1. 01 Spring orders Everyone writes. The clock runs. Orders resolve at once.
  2. If needed Spring retreat Dislodged units retreat or disband.
  3. 02 Autumn orders The same again — and this is the turn that counts.
  4. If needed Autumn retreat Dislodged units retreat or disband.
  5. 03 Winter adjustments Count your centres. Build up to them, or disband down to them.

The powers

6 powers, unequal on purpose

They do not start with matching home centres. The opening position was searched rather than drawn — thousands of simulated games, tuned until no power's win rate ran away from the others. What looks lopsided on the map is what made the results level.

TurkeyTUR2 centres IranIRN3 centres Saudi ArabiaSAU3 centres EgyptEGY3 centres IraqIRQ5 centres SyriaSYR4 centres

Two boards

Bring six, or bring twelve

Classic

Middle East

6 powers across 67 territories — 53 land and 14 at sea. 24 supply centres, 9 to win. Room to negotiate, and few enough players that a betrayal is personal.

Variant

Battle Royale

The same 67 territories cut 12 ways, with 41 supply centres and 11 needed to take it. Crowded, faster, and far harder to hold a border — every neighbour is a front.

TurkeyTUR CaucasusCAU IranIRN IraqIRQ SyriaSYR TransjordanTRJ EgyptEGY Saudi ArabiaSAU HejazHEJ Gulf StatesGLF OmanOMN YemenYEM

Media

Screens

Support

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