The Medieval Era

400 – 1400 AD

A tighter board than the ancient world — 36 territories — so contact happens early and the game is decided by chokepoints rather than expansion. The Mongol Khanate is built to punish anyone who spread thin in the opening, which makes this the era where a careful player beats a fast one.

The era at a glance

Period
400 – 1400 AD
Factions
6
Board
Medieval World (1200 AD) — 36 territories
Regions
10
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.

Holy Roman Empire

Central European power — a standing imperial levy of +1 reinforcement per turn.

A patchwork empire of princes, bishops, and free cities, the Reich survives by fortifying passes and bargaining for allegiance.

Ability: Imperial Diet: once per turn during draft, gain +2 extra reinforcements per fully owned region.

Mongol Khanate

Devastating cavalry charges — +1 attack die on every attack, +1 reinforcement per turn.

Mounted couriers, disciplined tumens, and ruthless speed let the Mongols turn open ground into an empire-spanning highway.

Ability: Horse Archers: once per turn, a volley removes 1 unit from an adjacent enemy territory without a full attack exchange.

Byzantine Empire

A professional army on an imperial payroll — +1 attack die and +2 reinforcements per turn, with Greek fire held in reserve.

Heir to Rome in ceremony and statecraft, Byzantium outlasts stronger foes through coin, diplomacy, and fortified capitals.

Ability: Greek Fire: once per turn, an attacking force loses 1 additional unit before dice are rolled.

Abbasid Caliphate

Caravan wealth and a fortified capital — +1 reinforcement per turn, and +2 tech points where research is in play.

Centered on great cities of scholarship and trade, the Abbasid world links caravan wealth to scientific ambition.

Ability: City of Peace: once per turn, the first attack against you is met with +2 defence dice.

Kingdom of France

Chivalric knights — cavalry units grant +1 attack die when attacking from a territory you also hold a neighbor of.

Feudal levies and ambitious nobles give France explosive striking power once its domains are stitched into a coherent realm.

Ability: Chevauchée: once per turn, raze an enemy territory (reduce unit count by 2) without attacking.

Kingdom of England

Longbowmen add +1 attack die when attacking across a sea connection.

An island kingdom of fleets, bowmen, and stubborn kings, England fights best when it controls the narrow points of approach.

Ability: Longbowmen: once per turn, one ranged attack deals 1 unit loss to an adjacent enemy territory without a full attack exchange.

Regions and what they pay

Western Europe
5 territories · +5 per turn
Eastern Europe
5 territories · +5 per turn
Middle East
6 territories · +5 per turn
Mongol Heartland
4 territories · +4 per turn
China & Korea
4 territories · +3 per turn
India & Sea Routes
3 territories · +3 per turn
Africa
3 territories · +4 per turn
New World
2 territories · +2 per turn
Sub-Saharan Frontier
2 territories · +2 per turn
Oceania
2 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.