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
- 12
- 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 — entrenched defensive doctrine with +1 defense die from faction bonuses.
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.
Mounted couriers, disciplined tumens, and ruthless speed let the Mongols turn open ground into an empire-spanning highway.
- Byzantine Empire
-
Sophisticated bureaucracy and Greek fire — +1 defense die in your capital region.
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
-
Intellectual hub and trade mastery — +2 tech points per turn passively.
Centered on great cities of scholarship and trade, the Abbasid world links caravan wealth to scientific ambition.
Ability: House of Wisdom: once per turn, reduce the cost of a tech node by 3 (minimum 1).
- 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
- 0 territories · +5 per turn
- Eastern Europe
- 0 territories · +4 per turn
- Middle East
- 0 territories · +5 per turn
- Mongol Heartland
- 0 territories · +3 per turn
- China & Korea
- 0 territories · +3 per turn
- India & Sea Routes
- 0 territories · +3 per turn
- Africa
- 0 territories · +4 per turn
- Scandinavia
- 0 territories · +2 per turn
- New World
- 0 territories · +2 per turn
- Sub-Saharan Frontier
- 0 territories · +2 per turn
- Oceania
- 0 territories · +2 per turn
- Pacific Rim
- 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.