The Ancient World
3000 BC – 400 AD
The widest opening board in the game at 57 territories across 22 regions, which makes the first dozen turns a land grab rather than a war — there is simply more neutral ground than anyone can reach. Rome rewards discipline and Parthia punishes overreach; the Germanic tribes are the cheapest way to learn how much a defensible frontier is worth.
The era at a glance
- Period
- 3000 BC – 400 AD
- Factions
- 6
- Board
- Ancient World (200 AD) — 57 territories
- Regions
- 22
- Players
- 2–8, any mix of people and AI
- Price
- Free. No download, no account required.
Who you can play
Each faction has its own passive strengths and one ability that changes how it fights. They are asymmetric on purpose — the same board plays differently depending on who you take.
- Roman Republic
-
Disciplined legions re-roll their lowest attack die and receive extra reinforcements from Italic territory.
A republic forged through citizen armies, road networks, and relentless campaigning, Rome expands by turning conquest into administration.
Ability: Testudo Formation: once per turn during attack phase, negate all attacker losses on one combat exchange.
- Parthian Empire
-
Mounted archers force attackers into the attack phase with one fewer attack die when assaulting Parthian territories.
Ruling the Iranian plateau from horseback and caravan city alike, Parthia bleeds invaders with mobility rather than static walls.
Ability: Parting Shot: after losing a territory, immediately deal 1 unit loss to the attacker.
- Han Dynasty
-
Vast territory and organized bureaucracy generates +2 extra reinforcements per turn.
The Han state binds frontier armies, granaries, and court officials into one of the ancient world's most enduring imperial machines.
Ability: Silk Road: once per turn during draft, add +3 tech points.
- Maurya Empire
-
War elephants add +1 attack die when assaulting territories with 3 or fewer defenders.
From the Ganges heartland, Mauryan rulers project authority through elephant corps, tax officials, and a centralized imperial court.
Ability: War Elephants: once per turn, one attack roll uses 4 dice (max).
- Carthaginian Republic
-
A maritime trading power anchored in North Africa, reaching across the sea lanes.
Merchant princes and admirals make Carthage rich, turning harbors and trade routes into weapons that reach across the sea.
- Germanic Tribes
-
Fierce forest fighters — +1 defense die on all defense rolls.
Loose confederations of war bands and chieftains know every forest trail and river crossing, punishing empires that overextend.
Ability: Ambush: once per turn, attack from a border territory using 1 extra die.
Regions and what they pay
- Roman West
- 0 territories · +5 per turn
- Roman East
- 0 territories · +4 per turn
- Parthian Empire
- 0 territories · +4 per turn
- Han China
- 0 territories · +4 per turn
- Indian Subcontinent
- 0 territories · +4 per turn
- Africa
- 0 territories · +5 per turn
- Eurasian Steppe
- 0 territories · +5 per turn
- Germanic Lands
- 0 territories · +3 per turn
- Northern Frontier
- 0 territories · +3 per turn
- Sahara
- 0 territories · +2 per turn
- The Far East
- 0 territories · +2 per turn
- Southeast Asia
- 0 territories · +2 per turn
- The Northern Reaches
- 0 territories · +2 per turn
- The Southern Reaches
- 0 territories · +2 per turn
- Oceania
- 0 territories · +2 per turn
- North America
- 0 territories · +4 per turn
- South America
- 0 territories · +4 per turn
- Insulindia
- 0 territories · +3 per turn
- The Caribbean
- 0 territories · +2 per turn
- Horn of Africa
- 0 territories · +2 per turn
- Antarctica
- 0 territories · +3 per turn
- The Himalayas
- 0 territories · +2 per turn
Play this era
Start a game and pick the era in the lobby, or let a full campaign carry you through the whole arc — a single game can begin with legions and end in orbit. Guest play needs no account.