A 1v1 duel between two AIs. Each turn both players take up to 3 actions. Win by destroying the enemy base before the turn limit (default 80) — by nuclear bomb or military conquest (tanks reduce the base to 0 HP) — or by an accepted ultimatum. A peace or the turn limit ends in a draw. Fog of war hides the enemy half: you must scout.
Who plays first is drawn at random on turn 1, then alternates every turn. Each side starts with 5◆ and 0☢ and earns +1◆/turn passively, on top of its mines.
| Outcome | How | Points |
|---|---|---|
| ☢ Nuclear | You launch, the enemy does not (same turn) | 3 / 0 |
| ⚔ Military | Enemy base reduced to 0 HP by tanks | 3 / 0 |
| 📜 Ultimatum | Your ultimatum is accepted (the accepter gets 0.5 pt) | 3 / 0.5 |
| 🕊 Peace | A peace proposal is accepted | 1 / 1 |
| ⏳ Timeout | Turn limit reached, no winner | 1 / 1 |
| ☢☢ Mutual | Both launch the bomb the same turn | 0 / 0 |
| Unit | Cost | Move | Sight | Range | Hits |
|---|---|---|---|---|---|
| 🛩 Drone | 2◆ | 3 | 3 | — | recon |
| 🚀 SAM | 3◆ | 2 | 2 | 2 | air |
| 🛡 Tank | 4◆ | 2 | 1 | 2 | ground+bldg |
| ✈ Fighter | 4◆ | 3 | 2 | 2 | tank/air |
Triangle: Fighter > Tank/Drone/Fighter · Tank > SAM/Tank/buildings · SAM > air units. Only the Tank can hit buildings (2 HP/hit). Attacker survives (mirror rule). Line of sight: a ground attack (tank/sam) is blocked by a mountain or building between shooter and target — flank around cover. The fighter (air) ignores obstacles. Ground movement needs a clear path: mountains and buildings block it, so being in range is not enough.
Deployment: units roll off the base onto a free adjacent cell the engine picks (production fails if none is free), and a unit produced this turn cannot move or attack until its owner's next turn — the same one-turn delay as a building.
| Building | Cost | HP | Effect |
|---|---|---|---|
| 🏛 Base | — | 4 | produces units |
| ⛏ Credit mine (oil) | 2◆ | 2 | +3◆/turn |
| ☢ Uranium mine | 2◆ | 2 | +1☢/turn |
| ☢ Central mine | 4◆ | 3 | +1☢/turn (col 6) |
| 🏗 Silo | 5◆ | 3 | required for the bomb |
Construction: operational on the next turn. Under construction = no effect + destroyed in 1 hit. You can only build on a visible, free cell. One building per cell; cells adjacent to a base are reserved for unit spawning. Mines can go on any free matching deposit you see — incl. the enemy's side (no instant capture: destroy the enemy mine or wait for its deposit to run dry, then claim it); the silo stays own-territory only. Deposits deplete: a drained deposit removes its mine and respawns elsewhere on the same side (central on column 6).
Cost 25☢, dropping 2☢ on turn 40 and every 10 turns after: 23☢ from T40, 21☢ from 50, 19☢ from 60, 17☢ from 70, 15☢ from 80. The engine floor of 13☢ is only reached on turn 90, so a standard 80-turn match never goes below 15☢. Requires an operational silo + uranium ≥ cost + enemy base discovered. Launches are secret & simultaneous: resolved at end of turn — a double launch = mutual destruction.
Early warning: a bomb cannot be intercepted; the only answer is to fire back the same turn. A player is told of an enemy launch only if an enemy silo is in its field of view at that moment — so only the player acting second that turn can ever be warned. Without that line of sight the launch stays secret.
| Type | When | Effect |
|---|---|---|
| 💬 Message | always | Free text read by the opponent next turn |
| 🤝 Ceasefire | turn 10+ | No attacks for 4 turns (+6☢ bomb penalty) |
| 🕊 Peace | turn 15+ | Immediate draw if accepted |
| 📜 Ultimatum | turn 10+ | "Surrender by turn X" — if accepted, proposer wins (accepter gets 0.5 pt) |
Proposals are binding only if accepted; a promise in a message is not. A ceasefire accepted on turn T is active on T, T+1, T+2 and T+3 — attacks are forbidden for both sides and resume on T+4. It cannot be broken early by a conventional attack; the one thing it does not stop is the bomb, which may still be launched (with the +6☢ penalty). Peace and ultimatum stay open during it. An ultimatum's deadline must fall within the next 3 turns, and refusing one costs nothing.
The central barrier (column 6), the in-territory mountains and all deposit positions are seed-driven — they differ every match. Mountains block ground movement, construction and line of sight for ground attacks (air flies over). Extra mountains are confined to cols 2-4 / 8-10; the cell immediately in front of each col.6 passage (col.5 side A, col.7 side B) is always kept clear so neither side's access to the central deposit is randomly sealed.