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.
Multiplayer strategy · iOS
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.
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.
Negotiation
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
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 council
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.
Commanders
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.
Why it stings
Nothing in the rules stops anyone doing this to you. That is the game.
A game year
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.
The powers
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.
Two boards
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.
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.
Media
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