Position is power.
Terrain, supply and timing shape every advance. Take control points, protect cities and hold what matters.
Build a nation. Read your rivals. Decide what comes next. A multiplayer strategy game where territory, cards and diplomacy meet on one shared map.
A neutral neighbour. A rival at the border. Every order has a consequence.
Move toward the frontier. Select another unit to inspect its role.
Interactive concept. Final visuals and balance may evolve.
Military power is only one part of the decision. Build an economy that sustains your ambition, draw the right cards, and decide when a neighbour is more valuable as a partner.
Terrain, supply and timing shape every advance. Take control points, protect cities and hold what matters.
Negotiate structured agreements with neutral nations. Their personalities, interests and recent events shape the answer.
Turn resources into units, infrastructure and future options. New eras change the cards available to everyone.
A match moves from the present through the near future to the orbital era. Highest victory points at turn 60 wins, unless a domination countdown completes first.
Secure resources, shape borders and choose your first commitments.
New technology and cards reshape the balance you thought you understood.
Orbital possibilities enter the contest. Every remaining turn becomes more consequential.
Explore the nations, the pieces you command and the systems that change them. Discover the possibilities. More will be revealed as the world takes shape.
A competitive strategy game about the decisions you make—and the world they leave behind.
Choose a country. Inherit its geography. Build your own identity. Real borders give every opening a different set of possibilities.
Borders stay intact. Starting resources, garrisons, cards, city slots and one passive country trait are the balancing levers. Exact starting packages will appear here when authored and tested.
Distance to the nearest control points.
The economic options around your cities.
Coasts, mountains, straits and borders.
Player distance and neutral exposure.
Take ground, develop territory and reach beyond your borders. Build a hand that gives you options, then choose when to commit it to the map.
Attack, defence, movement, costs and upkeep arrive with the authored card catalogue.
Credits buy the card. Industry and strategic resources pay to play it. Cards bought this turn enter your options for the next one. A seven-card hand makes timing matter.
Infantry, militia, engineer, worker, agent and garrison. Unlimited copies.
Reliable capabilities. Earlier-era shelf cards remain buyable as new shelves open.
Single copies. Competing purchases go to the initiative holder. Every turn reshapes the row.
Grow the cities you hold. Put their population to work. Send engineers beyond the skyline to turn territory into an advantage.
Reach 5 population to open a third building slot.
2 base slots + 1 per 5 population. Maximum 4. Each building appears at most once in a city.City buildings add recurring yields. Engineers build improvements on their own hex inside your territory, paying Industry. Select an improvement to inspect its role.
Supports Industry income.
Card art, cost & yield hidden for nowSupports Data income.
Card art, cost & yield hidden for nowUses Uranium in the rules’ resource economy.
Card art, cost & yield hidden for nowProduction, upkeep and investment compete for the same stockpiles. Each resource has a clear purpose; each shortage changes what you can do.
Everyone moves through the same three eras. Your leader’s identity emerges through perk choices. Explore the two systems that shape a match.
The basic shelf and Era I cards shape the opening. Advance the timeline to see the new eras arrive.
The contested row refreshes, a new shelf opens, and each player receives an Era Dispatch: choose one of three standard cards. The buy cost is waived; the play cost still applies.
Try a choice. Card identities are hidden for now; this only demonstrates the interaction.
Each level offers three perks. Later offers lean toward your previous choices, with a wildcard to keep your options open. Select a tier below to explore its requirements.
Hidden for now. More paths will be revealed here.
Orders lock at the same time. The world resolves in a predictable sequence. The challenge is reading what you can see—and deciding what you cannot afford to leave to chance.
Tiles and cities yield resources. Pay upkeep, apply growth or shortage effects, and refresh the market.
A turn, illustrated.
Terrain shapes movement and defence. A supply line connects forces to your territory. Explore the factors before you commit to an advance.
Supplied: a route of at most 5 hexes to own territory, clear of enemy zones of control.
Structured proposals let you negotiate trade, access and annexation. Alignment controls eligibility. The neutral’s interests and circumstances still determine its reply.
Move the slider to see which alignment thresholds are met. A proposal can still fail other checks or be declined.