How to play
New? Start with the quick start: five steps to your first war. The complete rules follow. Inside a campaign, the Rules button shows the settings that campaign plays with.
Quick start
ContentsYour first campaign in five steps. The complete rules below have the rest: every answer to a war, diplomacy, each mission and every deadline.
How to win
Score victory points. The first to 10 wins on the spot; if nobody has when round 25 ends, the most points win. Public missions, which everyone can score, are worth 2 each, and your own secret mission 3; four titles worth 1 point each go to whoever leads the table on population, land, GDP and military might. Mission points are yours for good, title points move to whoever passes you: see Winning.
Draft an empire
Take turns claiming countries until the whole map is taken. After your first pick, each country you claim must border your empire while any such country is free. Each is worth 1 to 20, by its real economy, population and area. Then choose one of the secret missions you’re dealt.
Declare one war
When your turn to declare comes round, switch on Targets, select a lit-up enemy country and press Declare war. It costs a war token (everyone gains 1 war token a round, up to 3). Choose the country you attack from and build a stake worth at least 110% of the target's value: what the defender takes if you lose. The defender has 24 hours (5 minutes in live campaigns) to answer; with no answer, the war goes ahead as declared.
Play the chess game
One game of chess decides the war, with the attacker playing White. In correspondence campaigns it waits under Your games in the Wars tab, with 1 day for each move as standard; live campaigns play blitz at 5+3 once everyone has finished declaring.
Take the territory
If the attacker wins, they take the target and any country a raise put in; if the defender wins, they take the whole stake. A draw changes nothing. Countries changing hands are what complete missions and move titles: the Missions tab shows where you stand.
What changes hands when a war ends - Attacker
- Defender
- Stake
- Target
- Changed hands
Declared
A stake of 7 against a target worth 6.
Attacker wins
The attacker takes the target, and any country a raise put in.
Defender wins
The defender takes the whole stake, and nothing else.
Draw
Nothing changes hands.
The complete rules
Every rule in detail, to look things up as the campaign goes on.
The idea
ContentsTwo to eight friends share a world map. Draft countries to build an empire, then grow it by declaring war on your neighbors. Every war is settled by one game of chess: if the attacker wins, they take the country they attacked; if the defender wins, they take everything the attacker staked.
- Value
- Each country is worth 1 to 20, from its real economy, population and area. Most are worth 4 or less; about a dozen great powers are worth 13 or more, and only China and the United States reach 20. Empires are ranked by total value.
- War tokens
- Declaring war costs one. Everyone gains 1 when a round starts, and can hold up to 3.
- Stake
- What an attacker risks: the country they attack from, plus connected countries if needed, worth at least 110% of the target.
A campaign, start to finish
Contents1. Lobby
The host creates the campaign, picks the settings and shares the invite link. Everyone who joins chooses an empire color. Once at least two players are in, the host starts the draft.
2. Draft
Take turns claiming countries until the whole map is taken. The order is drawn at random and snakes back each round: 1, 2, 3, then 3, 2, 1. After your first pick, each country you claim must border your empire, by land or sea lane, while any such country is free. Can't be there? Line up a draft list and turn on Auto-draft. The host can end the draft early, and the rest of the map is then drafted automatically: from draft lists first, then the most valuable countries.
3. Secret missions
Each player privately chooses one of up to three secret missions dealt to fit their empire, within 24 hours (5 minutes in live campaigns). Nobody else sees the options or the choice. See Winning.
4. War
Round 1 starts once everyone has a secret mission, and everyone gets their first war token. From then on the campaign moves in rounds, and the host starts each one (or, in a correspondence campaign, a schedule the host chose). The titles go to whoever leads the table on population, land, GDP and military might. The first to 10 victory points wins, or the most points once round 25 is over.
Each round, step by step
ContentsPlayers take turns to declare war, round the table: on your turn, declare one war, fortify one of your countries or pass, within 24 hours (5 minutes in live campaigns). Passing ends your declaring for the round, and the turns go round until everyone has passed or has no tokens left. Everything else (answering, playing your games, diplomacy) happens whenever you like. Here is how a round, and each war in it, plays out.
The round begins
HostThe host presses Next round. Everyone gains 1 war token, up to 3. Truces, locks and accords count down, and every accord that held through the whole of the last round earns both partners 2 reputation. After round 25, the campaign’s last, the host presses End the campaign instead.
Declare war
Each player in turnOn your turn, switch on Targets to light up every country you can attack. Select one, press Declare war, choose the country you attack from and build your stake, with any countries you want to set aside in reserve to meet a raise. It costs a war token, and a dashed arrow goes up on the map. Until the defender answers, you can still call it off, though the token stays spent. Then the turn moves on round the table. When it comes back, declare again, fortify a country or Pass, which ends your declaring for the round.
The defender answers
DefenderWithin 24 hours (5 minutes in live campaigns): accept, raise the stakes or redirect the attack. With no answer in time, the war goes ahead as declared. Either player can also offer peace terms, now or at any time until the game ends: accepted, they end the war.
The attacker replies
AttackerOnly after a raise or a redirect. Within 24 hours (5 minutes in live campaigns), the attacker agrees or refuses: refusing a raise or redirect calls the war off. With no reply, a raise or redirect is refused. A raise the attacker’s reserves cover is met at once, without waiting. The attacker can also raise again, and the defender then meets it, raises again or backs down, up to 3 raises in all. Whoever has raised and then backs down, or lets the time run out, loses the war as declared.
The battle
Both playersOne game of chess, with the attacker playing White: a move a day or so in correspondence campaigns, blitz in live ones. The arrow on the map turns solid.
The map changes
AutomaticIf the attacker wins, they take the target, and any country a raise put in. If the defender wins, they take the whole stake. A side that backed down after raising hands over the war as declared instead. A draw changes nothing. Peace terms, once accepted, stop the game and hand over what they name instead. The two players then have a truce for the rest of the round.
The next round
HostWhen the group is ready, the host starts the next round. There's no timer, unless a correspondence campaign chose a schedule. The war room says what the round is still waiting for. Unfinished wars carry on into the next round as they stand, deadlines and clocks too, and their countries stay locked. Unused tokens carry over, up to 3, and anyone still to declare loses the rest of their turns for the round.
All round long: talk in the Diplo tab, sign accords so a neighbor can't attack you, or break one to strike first, at a cost to your reputation. See Diplomacy. On your turn, you can instead spend a war token to fortify a country a neighbor might want: see Fortifying.
Declaring war
ContentsTaking turns
Players declare one at a time, so nobody gets the best targets just by being quickest. The order follows the draft's seats round the table, and each round it starts one seat further along: round 1 with whoever drafted last, round 2 with whoever drafted first, and so on. On your turn, declare one war, fortify one of your countries or pass; then the turn moves on. Passing ends your declaring for the round, and anyone with no tokens left, or nothing to attack or fortify, is passed over. Once everyone is done, declaring is over until the next round.
A turn lasts up to 24 hours (5 minutes in live campaigns); after that it passes for you. The host can pass the turn for a player who is away. The war room shows the order and whose turn it is.
What you can attack
A country held by another player, when:
- it borders one of your countries, by land or across a sea lane (the dotted lines on the water);
- it isn't already caught up in a war;
- you have no truce or accord with its owner, and haven't broken an accord with them this round;
- one of your countries bordering it can launch the attack with a big enough stake (a bigger one if it’s fortified).
Targets lights up every country that qualifies; you also need a war token to declare. Select any other country to see why you can't attack it.
Where you attack from
One of your countries bordering the target, as long as it isn't caught up in another war or newly won (see After a war).
The stake
Your stake is what you risk: the country you attack from, plus any of your countries connected to it, together worth at least 110% of the target's value, rounded up. There's no upper limit. Win and you take the target; lose and the defender takes the whole stake.
| Target's value | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 10 | 12 | 15 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Least stake | 2 | 3 | 4 | 5 | 6 | 7 | 9 | 11 | 14 | 17 | 22 |
| Fortified | 2 | 3 | 5 | 6 | 8 | 9 | 12 | 15 | 18 | 23 | 30 |
A target worth 6 needs a stake of at least 7: say, the country you attack from, worth 5, and a connected one worth 2. The stake builder suggests the cheapest stake, and you can add or remove countries before you declare.
Reserves
When you declare, you can also set countries aside to meet a raise: your own, joined to the stake. If the defender raises and your reserves can bring the stake up to what the raise demands, they're added at once (the cheapest that will do) and the war goes ahead without waiting for you. If they can't, you answer the raise as usual. Everyone can see your reserves, and they're tied up until the answer is settled; whatever the raise doesn't need is free again.
Calling it off
Changed your mind? Until the defender answers, Call off ends the war at once: nothing changes hands and no truce follows, but the war token stays spent. Once the defender has answered, the declaration stands.
Fortifying
On your turn, instead of declaring war, you can spend 1 war token to fortify one of your countries, from its panel. Until the round after next starts, a war on it needs a stake of at least 150% of its value instead of 110% (the table's second row). Fortified countries carry a rampart on the map, so everyone knows before declaring. Fortifying again in a later round extends it. It ends early if the country changes hands, and a war declared before it keeps its stake.
Answering a declaration
ContentsThe defender answers in the Wars tab, under Waiting for your answer, within 24 hours (5 minutes in live campaigns). With no answer, the war goes ahead as declared.
Accept
The game is on, for the target and the stake as declared.
Raise
Put one of your own countries into the war, worth 50% to 100% of the target's value and free of other wars. The attacker must add at least as much to the stake, or withdraw; if they win, they take it along with the target. It's a bet on the game: worth making when you expect to win. The attacker may raise back, up to 3 raises in all, and once you have raised, backing down hands them the target.
Redirect
Offer another of your countries next to the target, worth the same and also bordering the attacker, to fight over instead. The stake stays as declared, and so does the clock: the war keeps the first target's clock modifiers. It costs you a war token, which the attacker gets for fighting on. The attacker fights for it or withdraws.
Peace terms
Not an answer, and open to both sides until the game ends: offer terms to end the war, from handing over a country to a white peace. See Peace terms below.
Hosts can choose how raising works (matched, for a token, free as in the original rules, or not at all), let redirects reach anywhere along the border or cost nothing, and switch fortifying, peace terms and calling off on or off. With peace terms off, tribute is an answer again.
The attacker's reply
A counter-offer goes back to the attacker, who has 24 hours (5 minutes in live campaigns) to reply:
- to a raise: Meet the raise with a stake of at least the amount demanded (the stake as it was, plus the value of the country put in), Raise again, or Withdraw;
- to a redirect: Fight for the offered country, or Withdraw.
With no reply, a raise or redirect is withdrawn. Withdrawing calls the war off: nothing changes hands, no truce follows, and the war token is spent, along with any token the defender paid for the counter.
Raising back and forth
A war's stakes can be raised up to 3 times, the defender's first raise included, each side in turn. Every raise is answered within 24 hours (5 minutes in live campaigns):
- the attacker raises again by staking at least 50% of the target's value more than the raise demands. Whatever they stake over it, up to the target's whole value and never more than the defender's most valuable free country, the defender must match;
- the defender answers with Meet the raise, putting in a country worth at least that much, with Raise again, putting in a country worth at least 50% of the target more (which the attacker must then add to the stake), or with Back down;
- once the last raise is made, the other side can only meet it or back down.
Raising accepts the war. Whoever has raised and then backs down, or lets the time run out, loses the war as declared, without a game: a defender hands over the target, and keeps the countries they put in; an attacker hands over the stake as declared, and keeps what they added since. A truce follows as after a battle, but no mission counts a war won this way.
Countries caught up in a war
From the declaration until the war ends, the target, the stake, countries raises put in and any country offered as a redirect are tied up: nobody can attack them, stake them or offer them in another war. Reserves are tied up until the answer is settled.
Peace terms
Either player can offer terms to end the war, from the declaration until its game is over, under Peace terms in the war's panel. Terms can hand over:
- from the attacker, any of the staked countries;
- from the defender, the target (and a country a raise put in), or instead one country worth less than the target;
- war tokens, one way or the other: as many as the player paying holds (tokens received can take a player past 3);
- and an accord for 1 to 10 rounds, signed with the peace.
Or nothing at all: a white peace. Only the two players ever see an offer. The other player accepts or turns it down within 24 hours (5 minutes in live campaigns), or it lapses; once the game is on, their next move turns it down, as a move does a draw offer. A new offer replaces your last one.
Accepted, the war ends at once: the game stops (its moves are kept, with no result), the terms change hands, any accord comes into force, and a truce follows as after a war fought out. The terms become public then. Peace is neither a win nor a loss.
The battle
ContentsOne game of standard chess, with the attacker playing White.
- Correspondence campaigns
- About a move a day, for campaigns that run for weeks. Each move is due within a set time (1 day as standard), and running out of time loses. The game starts as soon as the war is on, and waits under Your games in the Wars tab. Hosts choose from 12 hours to 3 days per move.
- Live campaigns
- For game nights with everyone online. Blitz at 5+3: 5 minutes each, plus 3 seconds a move. Once everyone has finished declaring, the board opens by itself after a short countdown. You play one live game at a time; any others wait their turn. Hosts choose from 3+2 to 15+10.
Clock modifiers
The side with the edge gets extra time:
- the defender, +10% for home turf, and +10% more if the target is mountainous or an island;
- the attacker, +5% for each of their countries bordering the target (supply lines).
The two cancel out, and what's left, up to 25%, goes to one side: more starting time and increment in live games, more time per move in correspondence. Attack a mountainous target that three of your countries border, and the defender's +20% against your +15% leaves them 5% more time. The stake builder shows the clocks before you declare.
Rating handicap
Hosts can give weaker players more time. Each player's rating comes from their Lichess account (the rating for the campaign's kind of game, or the nearest kind they play), or a bot's level. Hosts can also let players without an established Lichess rating give their own. Ratings are frozen when the draft starts, and a game with an unrated player has no handicap.
For every 100 points between the two players, the weaker one gets 8% more time (up to 30%) with a light handicap, or 16% more time (up to 60%) with a full one. In live games the stronger player has as much less; in correspondence they keep their time, so nobody's deadline lands in the middle of their night. Gaps under 50 points don't count. The handicap comes on top of the clock modifiers, and the stake builder shows it before you declare.
How games end
By checkmate, resignation or running out of time. Stalemate, threefold repetition, fifty moves without a capture or pawn move, and positions where neither side can checkmate are drawn at once, with nothing to claim. Running out of time is a draw, not a loss, if your opponent has too little left to ever checkmate. You can offer a draw from the board; making a move declines your opponent's offer.
Over the board
Meeting up? Either player can offer to play the game over the board, on a real board, and the game moves there once the other accepts. The clocks here stop where they are and no moves are made online; bring your own clock. When the game is over, report it: the winner says "I won", or either player reports a draw, and the other confirms it. Unanswered within 24 hours (5 minutes in live campaigns), a report stands. "I lost" ends the game at once. A disputed report leaves the game on the real board, and either player can take it back online when no report is waiting, with the clocks as they were. Bots play online only.
After a war
Contents- Attacker wins
- The attacker takes the target, and any country a raise put in.
- Defender wins
- The defender takes the whole stake.
- Draw
- The defender holds: nothing changes hands. Hosts can choose Armageddon instead, one more game in which colors swap, so the defender plays White and must win, while the attacker plays Black with 80% of White's time and takes the war with a draw.
- Peace
- Whatever the terms name changes hands, and any accord they include comes into force.
- Withdrawn
- Nothing changes hands, and the attacker's war token is spent.
- Backed down
- Whoever had raised and backed down loses the war as declared, without a game: the target, or the stake as declared. It counts for no mission as a war won.
Truce
Once a war is fought, ended by peace terms or by one side backing down, its two players can't declare war on each other for the rest of the round. A withdrawn war brings no truce.
Newly won countries
A country won in a war or handed over by peace terms can't be staked, or attacked from, for the rest of the round and the next one. It can still be attacked.
Winning
ContentsA campaign is won one of two ways:
Reach 10 points
The first to 10 victory points wins at once: the moment a mission scores for them or a title moves to them, even in the middle of a round.
Lead after round 25
If nobody has reached 10 when the host moves on from round 25, the campaign ends anyway: the most victory points win, then the largest population, then the most land, then the largest GDP. Players level on all of it share the victory.
The host can choose another last round, or none, and can make a campaign open-ended instead (no missions and no fixed end), in the lobby.
Points and claims
Your total is your mission points, plus the titles you hold right now. A claim waiting to score isn't a point yet.
- Mission points, 5: a public mission and the secret, scored and yours for good.
- A title, 1: counted while you lead, gone when someone passes you.
- A claim, 2: a position completed but not yet held long enough. It counts once it scores.
- Mission pointsPermanent
- A mission scores once: 2 points for a public mission, 3 for your secret. Scored points are yours for good: losing the countries afterwards costs nothing.
- Pending claimsNot points yet
- A position you have completed and must keep holding before it scores. Everyone sees it in the Missions tab, but it counts for nothing until it scores: lose the position and the claim ends, and a claim still waiting when the campaign ends doesn't count.
- Title pointsTransferable
- 1 point for each title you hold, counted the moment you take it and gone the moment someone passes you. They're the only points that can be taken away.
Missions alone can make 11 points (all four public missions and the secret), more than the 10 to win, so no title is ever required. With titles, fewer missions will do: three public missions, the secret and one title make 10.
When points count
- At once: records. Campaign Veteran, Kingslayer, Lightning Campaign, Backstab, Iron Wall and Checkmate Artist are records of what you have done, such as wars won, which can't be undone: they score the moment they’re complete, with no claim and no waiting.
- At once: titles. A title moves, with its 1 point, the moment someone passes its holder. Taking one can win the campaign on the spot; losing one takes its 1 point away.
- After holding: positions. Every other mission is a position to hold. Completing one starts a claim, which scores once the round after next has started and every player has had their turns to declare war in a round since, if you have held it throughout and no war could still break it. See Claims.
Public missions
Everyone can see them from the lobby on, with their exact targets, and everyone can score each one once: someone else scoring a mission takes nothing from you. Countries you draft count toward them, but nothing scores during the draft.
New campaigns play Expansion, Strategic Positions, Great Powers and Campaign Veteran. The host can pick any other four before the draft, or have four drawn at random (at most one of them marked Long campaign), and draw new targets for them. Positions such as Strategic Positions count only once you have won one of their countries since the draft: the draft alone never scores them.
- Expansion
- Grow your empire’s total value well past what you drafted.
- Regional PowerLong campaign
- Hold most of the value of one marked region, with a country in it won after the draft.
- Strategic PositionsLong campaign
- Hold any three of five marked countries at once, one of them won after the draft.
- The Great ConnectionLong campaignUp to four players
- Hold two marked countries with six to ten countries between them, and an unbroken chain of yours linking them through a country won after the draft.
- Campaign Veteran
- Win four wars as the attacker, against three different opponents.
- Great Powers
- Hold three of the most valuable countries, all of them won after the draft.
- Across the Seas
- Win two attacks launched across sea lanes, and keep what they took.
- Continental BridgeLong campaign
- Hold one connected block spanning three continents, with a country in it won after the draft.
- ConsolidationLong campaignFree drafts
- Pull a scattered empire together into one block.
- Two Fronts
- Win new ground on two continents.
- Mare NostrumLong campaignUp to four players
- Hold twelve Mediterranean countries, at least three on each of its shores, one of them won after the draft.
- Two BillionLong campaign
- Win countries home to two billion people, and hold them.
- Great Expanse
- Win 20 million km² of land, more than Russia, and hold it.
- Seven WondersLong campaign
- Hold three countries with wonders of the world, two of them won after the draft.
- Kingslayer
- Declare war on the leader of the race while they’re four or more points ahead of you, and win it.
- Lightning Campaign
- Win two wars you declared in the same round.
Secret missions
When the draft ends, each player is dealt up to three secret options that fit their empire (each at least two steps from done: conquests, or wins for the missions about battles), chooses one within 24 hours (5 minutes in live campaigns), and can't change it. Anyone still choosing when time runs out gets the best fit. Other players see only that you're ready.
A secret mission is revealed to everyone, with its exact targets, when you come within one step of it: for most missions, one conquest or one win away. Missions to hold named countries (seas and regions, mountains, straits and the Hidden Triangle) are revealed only once complete. Completing any mission always reveals it. Once revealed it stays public, even if you lose ground.
- Northern Passage
- Hold two of the four countries of the North Atlantic crossing, from Canada to the United Kingdom.
- Caribbean Chain
- Hold two of the four Greater Antilles.
- Pacific Passage
- Hold two of the four countries of the South Pacific from Australia to Fiji.
- Mediterranean Arc
- Hold two of the four countries on the arc of the western Mediterranean.
- Central Asian Union
- Hold three of the five countries of Central Asia.
- Black Sea
- Hold three of the six countries around the Black Sea.
- Baltic League
- Hold five of the nine countries around the Baltic.
- Gulf Hegemon
- Hold four of the eight countries around the Persian Gulf.
- Caspian
- Hold three of the five countries around the Caspian Sea.
- Nordic
- Hold three of the five Nordic countries: Norway, Sweden, Finland, Denmark and Iceland.
- Horn of Africa
- Hold two of the four countries of the Horn of Africa: Ethiopia, Eritrea, Djibouti and Somalia.
- Andean Spine
- Hold three of the five countries along the Andes.
- Mekong
- Hold three of the five countries of the lower Mekong.
- Island Empire
- Hold three of six marked islands, two of them won after the draft.
- Mountain Kingdom
- Hold two of three marked mountain countries close together.
- Buffer Zone
- Hold a marked country of yours and every country around it.
- UnificationLong campaign
- Join two separate pieces of your drafted empire.
- EncirclementLong campaign
- Surround a marked country held by someone else.
- Hidden Triangle
- Hold two of three marked countries lying in different directions from your empire.
- Silk RoadLong campaign
- Join China and Italy with an unbroken chain of your countries.
- Cape to CairoLong campaign
- Join South Africa and Egypt with an unbroken chain of your countries.
- Pan-American HighwayLong campaign
- Join the United States and Chile with an unbroken chain of your countries.
- Strait Keeper
- Hold both shores of a marked strait.
- Two-Theater Power
- Grow on two marked continents at once.
- Protected Expansionfour players or more
- Expand while accords with two partners guard your back.
- Half of Humanity
- Rule half of the world’s people.
- Nemesisthree players or more
- Take four countries from a marked rival, and hold them.
- Backstab
- Break an accord, then take two countries from that partner within the next two rounds.
- Iron Wallfour players or more
- Win three wars as the defender.
- Checkmate Artist
- Win three wars by checkmate.
If fewer than three fit, Measured Expansion fills in: gain 26 value over your draft, with 3 new countries. If nothing fits at all, the host decides whether that player goes on without one.
Claims: holding a position
When you complete a position, it becomes a public claim, and every player can see what you must hold. It scores only when all of these are true:
- the round after next has started: a claim made in round 3 can score from round 5, never sooner, so every rival gets a whole round to respond;
- every player has had their turns to declare war in a round since: declaring is over for that round, everyone having passed or run out of things to declare with (whoever has no war tokens and nothing to do is passed over). A round that ends before its turns are over, at the host's word or on a schedule, can't cut this short: the claim waits for a round whose turns run their course;
- you have held it the whole time; and
- no war you're in could still break it. A war that can't touch it doesn't matter.
A position
A record, or a title
Lose the position before it scores and the claim ends, with nothing scored. The example scores 2 for a public mission; a secret scores 3.
Lose the position and the claim ends, with nothing scored; complete it again and a new claim starts. Swapping which targets you hold doesn't end a claim, as long as the mission never stops being complete. Records and titles never wait for a claim: see When points count.
Titles
Largest Population, Largest Territory, Largest Economy and Greatest Military Might are worth 1 point each. When round 1 starts, each goes to the player whose countries add up to the most people, the most land, the largest GDP, or the greatest military might. From then on a title moves the moment someone passes its holder, in a war, a peace or anything else that moves a country, and its points go with it: there is no claim and no waiting, so taking a title can win the campaign on the spot.
A holder who is only matched keeps the title. If someone passes the holder level with another player, or several players share the lead when round 1 starts, nobody holds it until one of them leads alone.
Military might counts each country's share of the world's military spending and its share of the world's armed forces, averaged, both by their square roots, so that no superpower owns it: an empire of middling armies can outrank one giant. The Missions tab shows who holds each title, their figure and yours, and each holder's name carries the title's token.
Reaching the target
The campaign is won the moment anyone reaches 10, whether a mission scored or a title moved. When several players reach it with the same change, the highest total wins, and equal totals share the victory.
The campaign then ends and can no longer change: wars still underway are cancelled without a winner (their moves are kept), tokens held back as tribute or paid for a counter still unanswered go back, offers of peace lapse, and every secret mission is revealed in the final results.
The last round
Round 25 is the last (the host can choose another, or none, in the lobby). If nobody has reached 10 by the time the host moves on from it, the campaign ends as if someone had won, and the most victory points win, then the largest population, then the most land, then the largest GDP. Players level on all of it share the victory. Wars still underway then are called off, with nothing changing hands. Points count as they stand then: titles held at that moment count, but claims still waiting to score don't, so a position has to be complete by round 23 to score in time.
The host can also end the campaign sooner, at the foot of the war room: it ends the same way, on points as they stand. Once a campaign is over, everyone has 7 days to look over the results, and then it is deleted for everyone.
Diplomacy
ContentsTalk
The Diplo tab has a channel for the whole campaign, private messages between any two players, and dispatches reporting every war, accord and new round.
Accords
An accord is a promise between two players not to attack each other, for 1 to 10 rounds. Propose one under Accords in the Diplo tab; only the two of you see the proposal. The other player signs or declines within 24 hours (5 minutes in live campaigns), or it lapses. Signed accords are public, and while one holds, neither partner can declare war on the other. Wars already underway carry on.
Terms are optional: everyone can read them, but the game doesn't enforce them. To extend an accord, sign a new one with the same partner. Accords can be signed from the start of the draft. An accord can also come with peace terms, signed the moment they're accepted.
Breaking an accord
Either partner can Renounce an accord at any time. It ends at once and everyone is told. The breaker loses 20 reputation and can't declare war on the former partner for the rest of the round, but the betrayed player may strike straight away.
Reputation
Everyone starts with 100. Each whole round an accord holds earns both partners 2, paid when the next round starts; breaking one costs 20. Reputation doesn't change what you can do. It shows everyone who keeps their word.
Playing with bots
ContentsIn the lobby, the host can fill seats with bots and choose each one's chess level. A bot plays the whole game like anyone at the table: it drafts, chooses a secret mission, declares and answers wars, fortifies, makes and breaks accords, and plays its own games. It sees only what a player in its seat would see: no one else's secret mission until it's revealed, and no proposals or peace terms between other players.
How fast
Bots answer straight away. In a correspondence game a bot replies to your move within seconds, so you can play the whole game in one sitting; in a live game it takes a few seconds a move. A bot can play several games at once.
Levels
The level sets only how well a bot plays chess; every bot plays the map the same way. The host can change a level until the draft starts, and everyone sees each bot's level. Ratings are rough: the levels played one another, and the results are pinned to Stockfish's own calibration of level 3, which is measured against other engines. Take them as a guide rather than a match for your online rating.
| Level | Rating | Plays |
|---|---|---|
| 1 · Beginner | about 750 | Knows how the pieces move and often leaves them hanging. |
| 2 · Novice | about 1100 | Takes what you leave loose, and still loses pieces now and then. |
| 3 · Casual | about 1400 | Plays sensible moves but misses tactics a move or two deep. |
| 4 · Club player | about 1650 | Rarely blunders outright; punishes loose play. |
| 5 · Strong club player | about 1950 | Calculates a few moves ahead and converts a won game. |
| 6 · Expert | about 2300 | Hard to beat without a real plan. |
| 7 · Master | about 2550 | Strong in every phase of the game. |
| 8 · Engine | about 3000 | Stockfish at full strength. |
Standing in for a player
If a player goes quiet, the host can hand their empire to a bot, from the draft on: open the player's empire page (their name in the standings) and choose Hand to a bot. The bot plays the empire as its own, and everything stays the player's: countries, wars, accords, secret mission and points. Meanwhile the player can read everything and chat, and gets no notices the bot deals with. They take the empire back with Take it back whenever they return, and the host can hand it back too.
Dealing with a bot
Bots don't read messages. To deal with one, propose an accord or offer peace terms: it signs or accepts when that's worth more to it than war. Offered a draw, a bot takes it when a draw wins it the war, refuses when a draw loses it, and otherwise takes it unless it's doing better on the board.
Deadlines at a glance
ContentsSilence is an answer too. Live campaigns run on much shorter times than correspondence ones, so both are given.
| Waiting for | Correspondence | Live | If time runs out |
|---|---|---|---|
| A player takes their turn to declare | 24 hours | 5 minutes | They pass, and are done declaring for the round. |
| The defender answers a declaration | 24 hours | 5 minutes | The war goes ahead as declared. |
| The attacker replies to a raise or redirect | 24 hours | 5 minutes | The war is called off, and the token is spent. |
| The defender answers the attacker’s raise | 24 hours | 5 minutes | They back down: the target goes to the attacker. |
| The attacker answers a raise after raising | 24 hours | 5 minutes | They back down: the stake as declared goes to the defender. |
| A player answers peace terms | 24 hours, or before their next move in the game | 5 minutes, or before their next move in the game | The offer lapses. |
| A player answers an accord proposal | 24 hours | 5 minutes | The proposal lapses. |
| A player moves | 1 day per move | On the clock, 5+3 | They lose the game. |
| A player answers a result reported over the board | 24 hours | 5 minutes | The result stands. |
| A player chooses a secret mission | 24 hours | 5 minutes | The option that fits them best is chosen for them. |
Turn on Notifications on this device in the Wars tab to hear about wars declared on you, counter-offers and your moves. On an iPhone, add Geo Chess to your home screen first.
Host settings
ContentsThe host picks these in the lobby, and they're locked once the draft starts. The rules here use the standard settings:
- Victory
- First to 10 points, with titles
- Last round
- Round 25, then the most points win
- Level on points
- The largest population, then the most land, then the largest GDP
- Claims are held
- Until everyone has had their turns in a later round
- Time to choose a secret
- 24 hours
- Players
- Up to 8
- Draft
- Contiguous
- Pace
- Correspondence
- Time control
- 1 day per move
- Rounds
- Started by the host
- Declaring
- In turns, 24 hours each
- Time to answer
- 24 hours
- Draws
- Defender holds
- Clock modifiers
- On
- Rating handicap
- Off
- War tokens
- 1 a round, up to 3
- Least stake
- 110% of the target
- Raising the stakes
- Matched: a country worth 50–100% of the target, raised back and forth up to 3 times
- Raised stake
- 150% of the target
- Redirects
- Near the target, for a token
- Fortifying
- A token, until the round after next
- Peace terms
- Until the game ends
- Calling off a declaration
- Until the defender answers
- Truce after a war
- 1 round
- Lock on won countries
- 2 rounds
