The Age of Discovery

1400 – 1800 AD

The era where sea lanes start mattering as much as borders: fleets turn a distant coast into a neighbour, and a colonial position far from home can be reinforced faster than the land route suggests. The Iberian powers are strongest early and hardest to hold late, which is roughly how it went.

The era at a glance

Period
1400 – 1800 AD
Factions
6
Board
Age of Discovery (1600 AD) — 34 territories
Grows to
41 territories as the eras advance
Regions
8
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.

Spanish Empire

Silver fleets pay for the war — a fresh tercio lands every turn.

Silver fleets, crusading zeal, and hard-edged conquistadors make Spain a transoceanic empire hungry for rapid expansion.

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

Portuguese Empire

Masters of the sea — sea-lane connections allow 3 attack dice (normally 2) and free sea-lane fortify moves.

Portugal lives by charts, caravels, and coastal strongpoints, turning sea lanes into a private imperial network.

Ability: Naval Charts: your sea-lane attacks use the full 3 dice cap instead of the era-limited 2.

Ottoman Empire

Straddling east and west — +2 reinforcements per turn, and an extra attack die on every assault.

From the Balkans to Arabia, Ottoman rule merges disciplined corps and strategic chokepoints into a continental hinge.

Ability: Janissaries: once per turn, defend with 3 dice regardless of garrison size.

English Crown

Privateers and merchant adventurers — +1 tech point per sea territory owned.

A rising maritime kingdom, England weaponizes chartered companies, private raids, and coastal footholds into empire.

Ability: Privateer: once per turn, steal 1 production unit from an adjacent enemy coastal territory.

Ming Dynasty

Vast population and the Great Wall — +1 reinforcement per turn, and one assault each turn breaks on the stonework.

The Ming command enormous manpower and monumental defenses, preferring layered stability over reckless overreach.

Ability: Great Wall: once per turn, the first attack against you is met with +2 defence dice.

Mughal Empire

Rich subcontinent — the spice caravans fund two extra reinforcements each turn, and gunpowder armies press with an extra attack die.

Courtly wealth, gunpowder armies, and a mosaic of provinces make the Mughals formidable when prosperity is protected.

Ability: Spice Trade: once per turn, the caravans deliver 2 extra reinforcements.

Regions and what they pay

Europe
6 territories · +6 per turn
Ottoman Empire
7 territories · +6 per turn
North America
3 territories · +3 per turn
South America
4 territories · +3 per turn
Africa
5 territories · +5 per turn
Mughal India
3 territories · +5 per turn
Ming China
4 territories · +3 per turn
Sea Routes
2 territories · +4 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.