Setting the table…

A NEW CHAPTER

Unfold a world.

Make it ours. The rest can happen one turn at a time.

SETTING THE TABLE

Three armies share the map: you, Kairo, and a neutral army that only defends. Eliminate the other player to win.

Kairo plays only when invited. Every decision is their own.

A LITTLE SOMETHING IN RESERVE

Your cards.

Conquer a territory during your turn to earn a card when you finish attacking.

THE RULES OF OUR TABLE

A very large world.
A few simple promises.

Two rivals. One world.

You and Kairo each begin with 14 territories and 40 armies. A neutral army holds the other 14 territories with 40 armies of its own. Neutrals defend, but never take a turn. Eliminate the other player to win; neutral territories may remain.

01   Gather your armies

At the start of your turn, receive one army for every three territories you hold, with a minimum of three. Whole continents bring additional armies. Trade matching sets of three cards for increasing reinforcements: 4, 6, 8, 10, 12, 15, then 5 more for each following set.

02   Choose your battles

Attack a neighboring enemy territory from a territory with at least two armies. Roll up to three dice, keeping one army behind. The defender rolls up to two dice. Compare highest dice first; ties favor the defender. Each lost comparison costs one army.

03   Hold what you’ve won

After conquest, move at least as many armies as the dice you just rolled, leaving one behind. When you finish attacking, you may make one fortification move. The classic rule allows an adjacent owned territory; the connected option allows an unbroken path of your territories.

Cards at the end of the road

Conquer at least one territory, including a neutral territory, and receive one card when you finish attacking. Trade three of one symbol or one of each; a wild can stand in for either. At the start of your turn, five or more cards require a trade. A traded card showing a territory you own adds two armies to one matching territory, once per turn. Neutral armies hold no cards.

Kairo has their own seat

Invite Kairo when it is their decision. An invitation covers their decisions until you are needed again. You can pause between decisions. With automatic defense, the maximum legal dice are a standing order for both players. Manual defense passes the decision to the defending player. Nothing is played on Kairo’s behalf when their connection is unavailable.

Take your time

Every committed move, battle, card, and public word is saved. There is no turn clock. Close the page and come back when you like.

An independent classic world-domination game. Original atlas artwork. Not affiliated with Hasbro.

EVERY MOVE LEAVES A MARK

Our journal.

THIS CHAPTER

At your own pace.

Your campaign is saved after every move.

Keep a copy of the campaign

ONE LAST LOOK AT THE MAP

Concede the campaign?

Kairo will win this campaign. The map, moves, and words will remain in your saved campaigns.