A strategic & political wargame on the real world
The planet is divided into H3 hexagons (resolution 3, about 12 000 km² each). Every hexagon carries real data in layers — politics and borders, population, economy, resources, energy and its transport, agriculture, water, ports and airports, military forces, nuclear capabilities. Players take over a state or an organisation, start in a bad situation and act through diplomatic, economic, military and internal decisions. The engine simulates the consequences turn by turn with a Monte-Carlo ensemble, so every choice comes with a distribution of outcomes rather than a single guess.
Sign in
Join a game as a player or observer, or create one as gamemaster.
Sign in →World map
Layer-by-layer view of the hexagon world with borders, assets and the state of every cell.
Open map →Games
Your games and roles; create a game from a scenario.
Open games →Decisions & consequences
A closed catalogue of actions, each with a declared effect model, previewed by Monte-Carlo before you commit. Phases P5–P7.
How a game works
- Setup — the gamemaster picks a scenario, the number of players (1–24), allocates an actor to each slot (state, IGO, NGO, company, armed group…), sets the tempo (1 day to 1 quarter per turn) and the duration.
- Turn — every player drafts orders, previews their likely consequences, then submits. Non-player actors follow rule-based policies; proxies may or may not comply with their patron.
- Resolution — when all orders are in (or the deadline passes) the engine applies effects, runs the layer dynamics, couplings, propagation, conflicts, random events and the escalation ladder, and publishes a report per actor.
- Outcome — objectives are scored on stability, prosperity, security and standing; collapse, conquest or nuclear use end a game early.