Empty seats are filled with bots when the match starts.
How to play
Floating islands. Rotating bridges. Everyone plans in secret, then every order happens at once.
WinMost Influence after 12 rounds. Beacons pay 2 a round while connected to your Home, 1 while cut off. Final Surge: in rounds 10–12 every Beacon pays 1 more. Ties: most objectives held, then most squads left, otherwise a shared win.
BridgesEvery island has a hub with 3 active ports (of 6). A bridge exists only where two facing ports are both active. Turning a hub moves its three ports one step.
SupplyAn island is supplied when a chain of bridges and friendly islands links it to your Home. Cut-off squads can still move and fight, but lose 1 strength, cannot recruit and cannot Fortify.
CombatNo dice. 1 squad = 1 strength. The strongest side must beat everyone else combined: it loses that much and the rest are wiped. Otherwise everyone there is wiped.
Three orders a round
March
free
Move any number of squads to a neighbouring island. Each squad gets one order. You can queue a March across a bridge you expect to open.
Recruit
2 / 3 ⚡
+2 squads at Home or a supplied Factory (2⚡), or a field recruit on any other supplied island you hold where your squads stand (3⚡, not on a Beacon). They can move next round. Max 20 squads.
Rotate
1 ⚡
Turn a hub one step. Yours any time; a neutral one only if it is empty and one open bridge from your squads. Never an enemy's.
Fortify
1 ⚡
+2 defence this round on a supplied island you own (needs a defender there).
Scan
1 ⚡
See exact enemy numbers within two islands for the next round.
One Recruit, Rotate or Fortify per island per round. Energy: +3 every round, +1 per supplied Generator, store up to 12.
Every round resolves in this order
Energy is paid.
Scans.
All rotations at once (turns on the same neutral hub add up; opposite turns cancel).
Supply is checked.
Recruits and Fortify (they fail and refund if supply was just cut).
All Marches at once. A March fails if its bridge is not there now; those squads stay put. Armies crossing the same bridge pass each other and fight where they arrive.
Battles and captures. Walking into an empty island takes it.
Supply again, then Influence.
Round contests (most wins; a tie pays half)
Round 4: +3 for the most supplied Generators.
Round 8: +3 for the most supplied Factories.
Round 12: +4 for the most Beacons.
What you can see
Ownership, hubs, scores and structures are public. Exact enemy numbers only show on islands one open bridge from your squads, or inside a Scan. Everywhere else you see a ?. Enemy orders stay hidden until the round resolves. No dice, no paid power, no upgrades.