The Ancient World

3000 BC – 400 AD

A 33-territory opening board across 12 regions that grows to 57 as the eras advance, 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) — 33 territories
Grows to
57 territories as the eras advance
Regions
9
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 — +1 reinforcement per turn, and one assault each turn costs Rome nothing.

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

Caravan cities pay for the frontier: +3 reinforcements each turn, and anyone who takes Parthian ground loses an extra unit on the way in.

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 — +2 reinforcements per turn, and the caravans bring a fresh levy.

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, place 1 unit on a territory you hold — and +3 tech points where research is in play.

Maurya Empire

War elephants — +1 attack die on every assault, and a second die once per turn.

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 — its gold hires a fresh spear every turn.

Merchant princes and admirals make Carthage rich, turning harbors and trade routes into weapons that reach across the sea.

Ability: Mercenary Levy: once per turn during draft, place 1 extra unit on a territory you hold.

Germanic Tribes

Fierce forest fighters — one ambush each turn adds an attack die.

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
5 territories · +5 per turn
Roman East
4 territories · +4 per turn
Parthian Empire
4 territories · +4 per turn
East Asia
6 territories · +3 per turn
Indian Subcontinent
4 territories · +5 per turn
Africa
3 territories · +5 per turn
Eurasian Steppe
3 territories · +5 per turn
Germanic Lands
2 territories · +3 per turn
Northern Frontier
2 territories · +3 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.