TURN-BASED CONQUEST & DIPLOMACY

A game of maps, armies & promises.

Diplomacy meets Heroes of Might & Magic — claim provinces of a hand-drawn world, raise armies and cities on your turn, and bind rivals with treaties that hold only as long as trust does. Every order on the map resolves together when the turn ends.
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THE BRONZE SEA — TURN 14
CORVIUM
31
PELLA
3
KADMOS
26
March on Pella — 9 legions committed · resolves at end of turn
3/5
Diplomacy meets Heroes of Might & Magic.
A slow game of fast betrayals — played on a hand-drawn world.
HOW IT PLAYS
A turn in three acts
Daily turns, hour-long sittings, or quick games against bots
I
Build in the moment
Your action budget spends instantly — raise barracks, recruit legions, found markets the second your turn opens. No waiting on rivals.
II
Scheme in the open
Treaties, joint attacks, promised spoils. Every pact on the table is real — right up until the moment it isn't.
III
The turn resolves
When the turn ends, every march on the map resolves at once. Ambushes land, alliances hold or shatter — together, simultaneously.
TURN ENDS IN
6:12:44
LIVING WORLD
The map is alive
Every province is its own prize. Where you expand shapes how you win — and what your rivals will kill to take from you.
Iron mines
feed your forges with materials every tick
Harbors
open trade routes and coastal invasions
Old ruins
hide relics that bend the rules of an age
Vineyards
keep your court loyal and your coffers full
THE WESTMARCH · TURN 47
4 PLAYERS · 23 PROVINCES
Kadmos
Iron mines · +5 materials per tick · garrison 26
Inspect
TREATY PROPOSAL
EXPIRES IN 6H 04M
kestrel_9
proposes
Joint War Pact on Thornfell
Combined assault on Thornfell at the next tick
Spoils divided — provinces to me, the harbor to you
Mutual non-aggression for three turns
Sealed by the hand of kestrel_9
Accept
Counter
Decline
PACTS & BETRAYAL
Diplomacy is the sharpest weapon
Steel wins battles; words win wars. Propose joint strikes, split the spoils before a single sword is drawn, and bind your neighbors with non-aggression pacts.
But every treaty is only as strong as the ambition behind it. Betrayal is always on the table — and so is being betrayed. The best players know exactly when a signature stops meaning anything.
FROM THE FRONT
Field dispatches
DISPATCH · TURN 41
“We held the harbor for three turns while the pact held. On the fourth night the tick came — and so did our allies' banners, at our own gates. I have never respected an enemy more.”
petr
Age XI champion
DISPATCH · TURN 41
“Every empire I have built began with a promise I meant to keep. Most of them ended with one I didn’t. That is the whole game, and it is glorious.”
AureliusIX
Keeper of the Iron Age
DISPATCH · TURN 41
“I won my first age without winning a single battle. Words, grain, and patience — the map does the rest if you let it.”
night_raven
The quiet diplomat
RACES & NATIONS
Choose your people
Playable peoples with their own strengths are on the way. Today you conquer under your own banner — handles like petr and AureliusIX already hold the map.
The Stonekin
A mountain race — holds carved into living rock, all but impossible to break.
The Tidesworn
A seafaring nation — faster fleets and mastery of every coast.
The Gilded League
A trade republic — wins with coin, contracts, and quiet leverage.
The Vashkar
Horse-lords of the steppe — they strike before word of them arrives.
THE NIGHTLY TICK
At midnight, every order in the realm resolves at once.
Build in seconds during the day. Scheme with your allies by dusk. Then hold your breath for the tick.
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No download · Free to play · A turn a day is all it takes
DIMENSIONS & AGES
© Age XII · Dimensions & Ages