The final declaration
Shared victory
The campaign is closed. The honours are shared.
To everyone at the table: thank you for an unforgettable campaign.
The final board, every dispatch and Round Radio remain in the archive.
The final declaration
The campaign is closed. The honours are shared.
To everyone at the table: thank you for an unforgettable campaign.
The final board, every dispatch and Round Radio remain in the archive.
A game measured in conversations
Talk, bargain, and revise your plans all week. At the deadline, every order is revealed and resolved together.
Private table
The Power draw
Fate chooses your power. Every player sees the same pairings revealed live, one by one.
Everyone is assembled
Waiting for the host to begin. Keep this page open.
The first name is about to be drawn…
The adjudication room is sealed
Resolving every move, support and conflict.
From the adjudication room
One deadline. One reveal. Draft orders can change until the clock reaches zero. Nobody can see them before then.
Latest try
Private simulation
Resolving every assumed move, support and conflict.
What the assumed orders produced
Simulation
Quick reference
If nobody reaches 18 before the scheduled final Fall, the Power with the most centres wins. A tie is shared.
Your starting units are already placed. Each year has a Spring and Fall movement phase. Everyone negotiates and submits secret orders; at the deadline all orders resolve simultaneously.
Dislodged units then retreat. After Fall, supply-centre ownership is updated and Powers build or disband until their unit count matches their centre count.
A PAR HHold — remain in place.
A PAR – BURMove — enter an adjacent province.
A MAR S A PARSupport hold — add strength to a unit staying in place.
A MAR S A PAR – BURSupport move — add strength to that exact attack.
F ENG C A LON – BELConvoy — carry an Army across water with a chain of fleets.
Armies move through land and coastal provinces. Fleets move through sea and coastal provinces, but not inland. Bulgaria, Spain and St Petersburg have separate coasts for fleets.
A dislodged unit may retreat to a legal adjacent empty province, but not to a province where units bounced or normally to the attacker's origin; a convoyed attack can allow that origin. If two units retreat to the same province, both are disbanded. A unit with no legal retreat is disbanded.
Supply centres change hands only after Fall movement and retreats. Entering a neutral or enemy centre in Spring and leaving before the Fall count does not capture it. A centre you already own remains yours after you leave unless another Power occupies it at the end of a later Fall.
A build requires an empty home supply centre you still control. If you have more units than centres, you must disband the difference.
Worth remembering: the order menu only shows structurally legal choices. It cannot promise that an order will succeed once everyone else's secret orders are revealed.
Private strategic adviser
Your board and draft only. Benni can consider your current private draft, but cannot see anyone else's drafts, messages, negotiations, or War Room plans. Advice is private to your Power and never changes your orders.
Opening the map room…
This game
To use another device, open the game there and enter your invite code again.
Applies to your board, history and War Room on this device.
The next campaign
Share the lobby link with everyone, and send each player only their own code. Your host account is already signed in.
Save these invitations before leaving this screen. Codes can be reset in the lobby or game settings.