Hints and Tips...

The Subtleties of Game Play

When you choose to join or create a game, consider that each game can have a slightly different set of rules based on the adjustment of various options. By varying the rules of a game, you change which strategies are the most effective. The variations that can be manipulated fall into six broad categories.

Map Choice

Map choice impacts play considerably. Aside from the pleasure gained from sheer aesthetic qualities, a map represents the terrain on which you will stage your battles. Some maps have a greater number of defendable positions, others make it very hard to defend a country that you’ve conquered. Defendable positions typically have limited numbers of bordering territories. Often these positions have fortresses which increase your odds against invaders.
As you play more games you will become familiar with the different maps and begin to develop a taste for the type of terrains you like best.

Army Accumulation

The greatest variation in game play comes from how you add armies to your empire. In addition to the base number of reinforcements you receive each turn (number of territories owned divided by three), you can gain armies from trading in cards, owning continents, or having team members give them to you. Between those three methods, the most options lie with trading in cards.


A card represents a victory or a string of victories during a round of game play. After you have accumulated a number of cards, you can trade the cards in to receive additional armies.
You receive cards in three circumstances:
When you conquer at least one territory during your turn
When you eliminate another player from the game
When a team member transfers one or more cards to you
Depending on the game’s trade-in values, conquering a single territory can have more impact on your game than holding down a continent.
You should always check the trade-in settings for your game and adjust your strategy accordingly.  
For more information, go to the How It Works page and look for these topics:
Viewing Cards and Settings
Trade-In Values
Maximum Card Accrual
Owned-territory bonus

Owned-territory bonus

An owned-territory bonus may be given when a player owns a territory that a traded-in card refers to. There are three options that the game creator selects from when creating the game:

Whether or not to use owned territory bonuses (selecting zero will disable owned-territory bonuses).
How many armies are given for the bonus.
Whether or not the armies are immediately placed onto the territory that they refer to.

If this option is selected, the bonus armies will immediately and automatically be placed onto the territory for you.  if this is not selected, the bonus armies will be added to the total trade-in value.

One interesting note: 
If the game creator has selected "trade-in anytime", and has selected to use owned territory bonuses, where the bonuses are placed onto the territory, it is possible to place armies onto the board when it is not your turn. This can be used strategically to add defenses out of turn.

Continent-based vs. Area-based Bonuses

Depending on the game rules, you receive additional armies when you control an entire continent or a certain amount of area on the map.
Continent-based bonuses. When a game uses army bonuses based on owned continents, you can find the value of each continent in a color-coded Continents table under the map. The owner of the continent is also listed in this table. You must own every territory in a continent to receive the continent army bonus.
Area-based bonuses. Area-based army bonuses are determined by the amount of map area you control. For example, if an entire map is given the value of 40 armies, and you control 50% of the area of the map, you will be awarded 20 armies with area-based army bonuses. Map area is calculated as the area of the combined territories. (Water regions and other map regions that are not an active territories do not factor into the area calculation.)

Army Enhancements: Fortresses and Leaders

In addition to adding troops to your army, you can tip the odds of success in your favor by using fortresses and leaders. And obviously, when attacking against a leader or fortress, the odds are tipped against you.


Fortresses are areas on the map which are naturally easier to defend. Because of this, the defender's highest dice roll will always be increased by 1.
Fortresses cannot be moved. Placing a capitol on a fortress voids the fortress’s defensive bonus while the capitol exists. Fortresses are specified when creating the map.


What would any fight be without a leader? A Joan of Arc or a General Lee to lead the charge can change any battle. Leaders are used both offensively and defensively. And since leaders are inspirational and often hero figures, having a leader on a territory increases the highest dice roll for the territory by one.
Leaders are highly effective tools for tipping the odds in your favor.


When joining or creating a game, realize the impact that the fortification options create. The manner in which you fortify and the number of times you can fortify can change the way you and your opponents attack or defend a position.

Types of Fortification

Three options exist for fortification.
Path. This option allows you to move any number of armies from one territory to another, priovided a path of owned territories exists between the two. This is the most common fortification method.
Border. This option allows you to move any number of armies from one territory to another, but only on bordering territories.
Any. This option allows you to move any number of armies from one territory to another, anywhere on the board. Imagine the possibilities.

Number of Fortifications

When a game is created, the number of fortifications per turn is specified. A game can allow one or more fortifications per turn. The number of fortifications allowed impacts the game by changing your strategy.
The fewer fortifications available, the more strategic and well-planned an attack must be. 
To defend conquered territories, you need to distribute your armies as you are attacking rather than after you are done attacking. This makes your attacking force less strong since you need to leave a defending force behind.
The more fortifications available, the more flexibility you have with your armies to defend against ris­ing enemies and the more flexibility they have to prepare against you.


Capitals represent your center of power. If another player conquers your capital, your armies become leaderless and change allegiance. When your capital is conquered, you are removed from the game. Because of this, you will want to defend your capitol at all costs. In many cases, it is even a good idea to leave a leader with the defending army.
When a player's capital is conquered, the remaining territories and armies are assimilated into the conqueror’s dominion. However, there is some cost. Since tyranny is never pretty, there will be a "conversion ratio" (a number from 1 - 100 percent, chosen at random) that is applied to tell how many armies remain after the capitol is conquered.
For example, if Player A's capital is conquered by Player B, all of Player A's territories will convert to Player B. The conversion ratio is chosen at random, and for this example, we'll say it's 73%. If Player A has a territory with 10 armies, that territory will become Player B's with a remaining force of 7 armies. Partial armies are always rounded down, with a minimum of 1 army to hold the territory.

Capitals introduce a high level of complexity to your games.  For some principles on how to effectively use capitals, see the Capitals Page of this guide.

Rules for a Capital Game

Capitals are placed once, at the beginning of the game, and cannot be moved.
Capitals placed on a fortress remove the defensive bonus of the fortress while the capitol exists.
You can use a maximum of two dice when attacking a capital.
One (1) leader can aid the defense of the capital.
A conquered capital becomes a regular territory after it’s assimilated. If the territory contained a for­tress before the capital was placed, the fortress returns.

Partnering: Alliances and Teams


Alliances are temporary cease-fire agreements held on a one-to-one basis. These are typically arranged in private messages.
Unlike team play, all members of an alliance cannot win a game. There must be only one winner in a traditional game, and so an alliance will always be broken. Remember, although your alliance may be made with sincerity, you can be made more vulnerable by the alliance if your ally decides to break the deal before you are ready.
Not all games encourage alliances. When a game is created, there is an option to discourage alliance building by eliminating private messages between players.


If you like the idea of playing cooperatively but don’t want to end on bad terms with your allies, you can join or create team games. All members of the team win the game whether or not every member survives until the end, and team games offer a few more potential twists on the typical LandGrab game.
Team members can see each others cards and trade cards with each other.
Team members can fortify armies through each other’s territories.
Territories and armies can be transferred between members at the end of a turn. 
At the beginning of the game, the number of transferable territories and armies per round is set.

Note:For a territory to be transferred to another team member, the territory can contain only one army.

Player Muting:

In the Messages screen, there's a new button titled "Mute a Player".
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Pressing this button will allow you to mute a specific player (or un-mute a previously-muted player).
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The muting is only in effect for the specific game.

When you mute a player, the muted player will see a notification in the message screen telling them so.
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