Help H to close
Controls
Tap enemy land = attack along that whole border · tap an enemy ✂ pocket = attack just that pocket · drag from your land onto the enemy = blitz (a narrow, fast push)
Attack ratio (T / Y or the slider): the share of that front's flags AND of your reserve that goes. The front's flags go at once, the reserve marches in. Shift+tap = everything, this once. Wait (Q) or Ctrl+tap = the front holds until the reserve arrives, then all attack together
Hover enemy land: what a tap would do (≈ tiles, your losses, theirs). Attacks list (top-left): one row per country, click it to look there, ✕ cancels it
WASD / arrows / right-drag / two fingers: pan · wheel or pinch: zoom · Space: your capital · minimap / leaderboard / event feed: click to look there
Tab: look at the next attack on you, biggest first (Shift+Tab: your own attacks) · hold L (or the logistics button, bottom right): how fast your reserve reaches each place · the terrain button: the land without country colours
✂ yellow dashed line: a cut that would pocket part of a neighbour (click it) · your pocket: tap it twice to break out
Right-click (or hold) a neighbour: how much of your army stands at that front, and ↩ fall back 10 / 20 / 30 tiles to a line
P pause · + / − speed ·Esc menu (resume, settings, restart, leave) · B show / hide the build menu (bottom left; a ghost shows where a building can go) · 1-8 pick a building (the numbers on its cards; again = put it away) · H this help
Gold (B or the gold chip): 1,000/s + a bit per tile, trains, and all the gold of nations you conquer. City (troop cap, upgrade by building on it), Factory (railroads + trains; your reserve rides rails ×3; builds tanks for your pushes), Defense Post. Buildings sit 15 tiles apart and take a few seconds to build. Also: Supply Depot (a reserve base: the reserve marches out from there), Barracks (+growth), Airfield (next to your capital or a depot: the reserve flies anywhere at 16 tiles/s), Mine (hills: gold). Captured defense posts are destroyed
Hover over a country: its soldiers. Over a pocket: how many are trapped; after 15 s they lose 2% a second
Land just cut off gets 10 s first (striped, with a countdown and a warning): retake the gap and nothing happens; part of your reserve already marches there. The first 2 minutes your capital is shielded: if it falls, it only moves
Plains fastest · highland slower · mountain slowest & costliest · water: only by boat
Boats & islands
⚓ Build a Harbor (8) on your coast, then tap land on another island: a ⛵ boat carries your attack % of the reserve (at most 3 at sea) and lands on the coast nearest where you tapped. Every boat first boards for 6 s at its harbor (you see enemy boats coming). Tap your boat (or ✕ in the attacks list) to turn it back: it loses a quarter of its troops (nothing while still boarding). When a nation lands on you, part of your reserve marches to the beach, and a landing within 30 tiles of one of your harbors fights as against a Defense Post
Land across the water is supplied through a port: land joined (by land) to a Harbor, or to a Supply Depot near that coast. A fresh beachhead has 30 s to get one (the ⚓ next to its banner builds it, and Auto-harbor does it for you), then it is cut off. Your reserve sails only to such a port. Cut a country's land over the sea off from its port, or take the port (a red ring marks it), and that land is a pocket. On a capital's own island a harbor never holds a pocket.
Flags
🚩 one flag = one stretch of border; bigger = more troops
Hollow red banner: nobody there. Red trim: thin
▲ outnumbered by the enemy stretch opposite
White dot under a pole: placed by hand (Even releases it)
Sandbags: dug in (up to +25%; hills +10%, mountains +20%)
Banner: your troops / theirs, green-red strength bar, ⚠ count, ▶ advancing, ↑↓ priority; red frame = they are massing
How flags work
Flags place themselves. Tap an enemy to attack: that front's flags go at once, your reserve marches in from the capital (or the nearest Supply Depot; Airfields fly it in) and joins when it arrives
Enemy flags opposite yours use the same scale: bigger = more troops there, hollow red = nobody there
A blitz is fought where it hits, by the flags on those stretches. Attacking back is a normal attack (it does not cancel theirs)
✂ cut off (hatched land): no road to the capital. No troop cap or growth there, flags inside are trapped (red ring), it defends at a third of its strength. A pocket of 60 tiles or less surrenders at once (its flags are lost). Reconnect it, or cut the enemy the same way
Reserve slider: how much stays home (it expands into free land and defends anywhere). Even: back to automatic
Advanced controls
F or Select: drag a box around flags (Shift-drag works anywhere), then click a front, a banner or the reserve camp
Click a banner: select that front. Right-click: Reinforce, Pull back, Priority, Hold/Advance
Shift+1..9 save group, Alt+1..9 select (twice: look at it). Ctrl+Z undo (5 s). Esc cancel