Completed standard quick matches. Weeks run on London time. Custom rooms and rematches keep their results separately.
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There are 12 rounds. Answer at the same time, then use the 15-second planning window to finish your actions. You can look at the map and queue actions while answering. Both sides resolve together when the clock ends.
Start with 3 energy. Each round gives 1 energy, plus 2 for a correct answer. In pairs, each correct answer earns 1. Every three connected territories add 1 energy per round, up to a maximum of +2. Storage starts at 8 and keeps growing by 2 for every three connected territories. Homes do not count. Isolated land earns no energy.
Queue several actions within your energy budget. You can launch attacks and defend different regions in the same round. Each side can queue one action per target; choosing another action for that target replaces it. Remove an action with its × button, or clear the whole plan. If your answer earns less energy than expected, the plan marks actions that cannot run. Earlier actions get energy first.
Red dotted arrows show attacks, blue shields show defence and gold walls show fortification. Numbers match your action list. Your opponent cannot see your plan. Exposed regions have a red outline and an exclamation mark: defend or fortify before another attack arrives.
Moves cross shared borders from regions connected to home. Homes cannot be captured. Isolated groups remain yours, but cannot score, expand or receive defensive orders until reconnected.
Ordinary connected regions are worth 1 point, beacons 3. At the end of rounds 4 and 8, each connected beacon also banks 1 permanent point. Final territory points plus banked points decide the winner; equal scores are a draw. Area does not affect a region’s value. Banked points stay yours even if a beacon is later lost or cut off.
Blue river borders cannot be crossed, including by strong attacks. Take another route. A second connection home can protect a group from being cut off.
Plans are secret. Fortifications and defences resolve first; ownership changes happen together. Newly captured land cannot launch another action until the next round. Both sides expanding into the same neutral region get their energy back. Blocked attacks still cost energy.
You can play the computer on Easy, Normal or Hard. Its question results are simulated: about 45%, 70% or 90% correct over many games. It earns and spends energy by the same rules, and can queue several actions. Easy occasionally defends or fortifies one threatened region. Harder levels plan their moves more carefully. Each match also gives it a playing style: Balanced, Expander or Raider. It cannot see your answer or chosen move.
In 2v2, both teammates can add, change or remove actions from the same plan. You share energy. Suggestions are only visible to your teammate. A disconnect pauses both clocks; each side has 30 seconds of reconnection time across the match.
Use keys 1–5 to select an answer and Enter to submit. Q and M switch views. Answers and explanations appear after the match. Sound is optional; reduced-motion settings are respected.
Optional A-level topics are included only when selected.
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