The Modern Day
2026
The only era whose factions are archetypes rather than nations — a petrostate and a cyber state want completely different things from the same board, so the asymmetry here is sharper than in the historical eras. The map is the world you know, which makes the opening decisions feel uncomfortably legible.
The era at a glance
- Period
- 2026
- Factions
- 6
- Board
- The Modern Day — 43 territories
- Grows to
- 50 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.
- Western Bloc
-
Precision warfare — an airstrike each turn kills without an exchange, and the front recovers faster than it breaks.
Satellite eyes, expeditionary logistics, and precision doctrine define a bloc that wins by seeing and striking first.
Ability: Precision Airstrike: once per turn, deal 2 unit losses to any adjacent enemy territory without a full attack exchange.
- Eastern Coalition
-
Armored mass — +2 reinforcements per turn, and the tanks make a second fortify move each turn.
Centralized command and armored depth give the coalition raw staying power once the battlefield hardens into fronts.
Ability: Armored Push: once per turn, execute two fortify moves instead of one.
- Rogue State
-
Asymmetric tactics — every territory they attack answers back, spawning a free defender where the blow landed.
Sanctioned, isolated, and unpredictable, the Rogue State survives by turning every invasion into a trap of attrition and ambiguity.
Ability: Insurgency: once per turn, spawn 1 free unit in a border territory that was attacked this turn.
- Emerging Economy
-
Rapid industrialization — +1 reinforcement per turn, and an economic boom places two more wherever they are needed.
Factories, ports, and swelling cities let the Emerging Power convert growth itself into strategic momentum.
Ability: Economic Boom: once per turn, immediately place 2 units on any owned territory.
- Petrostate
-
Oil wealth — the wells fund an extra unit every turn, placed wherever the pressure is greatest.
Energy rents and patronage networks give the Petrostate immense bursts of leverage so long as the wells stay secure.
Ability: Oil Wealth: once per turn, place 1 extra unit on any owned territory.
- Cyber State
-
Digital warfare — once per turn, sabotage an adjacent enemy territory (remove 1 unit before combat).
A state built on code, surveillance, and disruption, it weakens enemies by corrupting the systems that coordinate them.
Ability: Cyber Attack: once per turn, remove 1 unit from an adjacent enemy territory without combat.
Regions and what they pay
- North America
- 5 territories · +5 per turn
- South America
- 5 territories · +4 per turn
- Europe
- 7 territories · +6 per turn
- Russia & CIS
- 5 territories · +7 per turn
- Middle East & North Africa
- 6 territories · +6 per turn
- Sub-Saharan Africa
- 6 territories · +5 per turn
- Asia
- 7 territories · +7 per turn
- Oceania & Pacific
- 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.