The world is a chessboard and every nation wants the whole thing. Build an economy, climb a tech tree, raise armies, armor, fleets and submarines, and when talk fails — cruise missiles and the bomb. Wage espionage and diplomacy in the shadows. Rule the world.
Choose your power
HOW TO PLAY
Turn: tap a territory you own → build units, or MOVE / ATTACK an adjacent one. Blue-dashed links are sea lanes — only Navy (or armor/army escorted by Navy) can cross them. End Turn to let the world move.
Economy: each territory pays cash per turn; some yield ⛽ oil, ⚙ steel, ☢ uranium. Hold a whole continent for a bonus. Units cost upkeep — overspend and they desert.
Tech (⚗): four branches. Research unlocks Armor, Navy, Subs, Missiles, Silos, the Bomb, and economy/spy boosts. One project at a time.
Units: Army (cheap, holds ground) · Armor (smashes armies, needs oil) · Navy (rules sea lanes, hunts subs) · Sub (invisible ambush, needs sonar to counter) · Missile (fire from a silo at range, one-shot) · Nuke (wipes a territory, fallout, and everyone hates you — but MAD means they fire back).
Diplomacy (🤝): pacts, alliances, trade, war and peace. Break deals and your reputation craters. Spies gather intel, steal tech, and sabotage — if they aren't caught.
Win by holding 24 territories or eliminating every rival.
← hub · HEGEMON β — World at War · built by Elvin M. Peters with Claude