Public beta — practice only. No deposits, wagers, prizes or withdrawals.

Games & rules

Best of three, stop at two wins. Fresh 20s bank per round, 5s max per turn, no increment. Starting roles alternate by round. Service failures void the match — no coin tosses, no hidden tiebreaks.

CategoryEngineModeBoardStatus
ConnectionCircuitRelay4 × 4 HexPlayable
ConnectionCircuitBridge5 × 5 HexPlayable
ConnectionCircuitNexus6 × 6 HexPlayable
ConnectionCircuitOverload7 × 7 HexPlayable
ConnectionCircuitGrid8 × 8 HexPlayable
TacticsBreachScout5 × 5, one row eachPlayable
TacticsBreachCrossfire5 × 5, two rows eachPlayable
TacticsBreachWidefront7 × 5, one row eachPlayable
TacticsBreachLongmarch5 × 7, two rows eachPlayable
Resource planningCacheStack5 × 4Playable
Resource planningCacheReserve6 × 4Playable
Resource planningCacheCascade7 × 5Playable
Resource planningCacheStaircaseHeights [6,5,4,3,2,1]Playable
Territory (flagship)BarrageBarrage8 × 8, four pieces each · 60 s bank, 10 s turnsPlayable
Siege (flagship, 3D)CitadelCitadel5 × 5 × 7 tower · 60 s bank, 10 s turnsPlayable
Strategy (flagship)FrontlineFrontline9 × 9 field, ore, 3 orders per turn · 90 s bank, 20 s turnsPlayable
Strategy (flagship)ImperiumImperium9 × 9 field, 7 nations, 3 orders per turn · 90 s bank, 20 s turnsPlayable
Real-time (flagship, 3D)Imperium RTSImperium battle48 × 32 battlefield, 7 nations, ends within 7 minPlayable
Duel (flagship, 3D)GladiusGladius4 gladiators, simultaneous beats, best of 3 rounds of 30 beatsPlayable

Mixed category: one mode from each engine. Board settings are prototypes and may change after playtesting.

Circuit (Hex)

Rhombus of hexagonal cells in axial coordinates; neighbours (1,0), (−1,0), (0,1), (0,−1), (1,−1), (−1,1). Players alternate placing one stone on an empty cell. Red connects top and bottom; Blue connects left and right. A connected path wins immediately. After the opening stone, the second player may swap to take the opening role instead of placing. Agent actions: place(q,r) or swap.