World

The war-game engine

Everything you loved about clearing a table for a long night of strategy โ€” territories, dice, fleets, alliances that end badly โ€” rebuilt as a new kind of digital war game. Pick the war: a whole world, a real theater, a moment in history. The engine works out all the details.

A board game at heart

Turns, dice, and territory โ€” the classic grand-strategy night, minus the four-hour setup and the cat walking across the Pacific. Five crisp steps per turn, twelve rounds to a winner, playable over a lunch break or across a week at your own pace.

Any war you want

Maps and scenarios are data, not hard-coding. Fight for a six-nation invented world, or refight June 1942 across the real Central Pacific โ€” actual coastlines under the hex grid, historical forces, asymmetric objectives. Regions, setups, and victory conditions are all the scenario's to define; the engine executes them.

AI that takes a seat

Two players? Six? Just you at 2 a.m.? Empty seats are filled by AI admirals with real personalities โ€” one hoards the sea lanes, one masses armies, one plays the economy. They take their turns in seconds and a game can always finish, no matter who leaves.

The engine works out all the details

  • Fair dice, provably. Every roll happens on the server from a seeded sequence โ€” no loaded dice, no take-backs, and every finished game replays move-for-move.
  • No rules lawyer required. The engine adjudicates every move, combat round, income tick, and victory check. If a move is on the board, it's legal.
  • Battles you can watch. Naval engagements play out salvo by salvo on the map โ€” real dice on screen, hits, cripples, sinkings โ€” with a written ship's log as the permanent record.
  • Play live or slow. Turn timers keep a live game moving; leave a game open for days and the AI covers anyone who drifts away.

Choose your war

The Standard Game

2โ€“6 players ยท invented world ยท 12 rounds

Six seafaring nations, five continents, one ocean between them. Dominate the map, eliminate your rivals, or hold the most valuable empire when the clock runs out.

Midway, June 1942

2 players ยท historical ยท asymmetric

The Kidล Butai steams east across the real Central Pacific. Japan must seize Midway and hold it through the American response; the US Pacific Fleet must make the moment pass.

More theaters underway

the Mediterranean 1940โ€“43 ยท the Solomons

The scenario system is open-ended by design: real geography in, playable theater out. Malta convoys and the Slot are next on the ways.

One turn, five orders

  1. Muster Collect gold. Raise armies, lay down hulls.
  2. Set Sail Load the transports. Move every fleet.
  3. Broadsides Contested waters resolve, salvo by salvo.
  4. March Advance, attack, storm enemy shores.
  5. Regroup Consolidate the line. Repair in port.

The table is set. The cat can't reach it.