Surround · Encircle · Conquer

Attack from every side.

A turn-based war game on a hex map. Twelve nations, a new continent every game, and one rule that decides most battles: hit them from more than one direction.

On the App Store for iPhone, iPad and Mac · No ads, no account, no in-app purchases

The attack panel: your 3K against 4.5K on hills, with a win chance and expected losses
Flank from several sidesPincers and encirclementsTwelve nationsA new map every gameContinent or archipelagoForests, hills and mountainsDig in for +25%Cut off supplyEvery coin on the mapRecruit in your citiesAI rivals with personalities50%, 70% or conquestSaves after every turnPlays offlineiPhone, iPad and Mac
The one rule

Two sides beat one big push.

Every army you have next to an enemy can join the same attack. Come in from two directions for +25%, from three or more for +50%, and from opposite sides for a pincer worth another 15%. Leave it nowhere to retreat and a beaten army is destroyed, not just pushed back.

Try it below: the numbers come from the game’s own combat rules.

3K4K
Attack
Hills
Sevannes Directorate
You
3K
3K troops
    vs
    Them
    7K
    4K troops
    • Hills +50%
    • Entrenched +25%
    Hopeless0%

    Expected: you lose ~2.5K, they lose ~600.

    Dug in on a hill, 4K defend like 7K. Bring a second army in from another side.
    Supply

    Don’t attack the salient. Cut it off.

    Land only counts if a path of your own hexes links it back to one of your cities. Take the neck of an enemy bulge and everything past it is on its own: weaker in battle, shrinking every turn, and its mines and farms stop paying.

    +3+3+23K3K4K2K3K
    In supply through the neck
    Out of supply
    No path home, no reinforcements.
    • Fights at −25%
      Attacking or defending, cut-off armies hit three quarters as hard.
    • Loses 10% every turn
      Taken off at the start of each of their turns.
    • Buildings stop paying
      The mine inside stops paying until the line is open again.

    One army in the right hex can do more than three in the wrong one.

    How a turn plays

    Four steps. Then they move.

    You play your whole turn, then each AI nation plays theirs. Anything that touches your land plays back on the map before it’s your move again.

    1. Capital +10 City +3 Mine +2 Farm +1
      1

      Collect

      Coins come from things you can see: your capital, cities, mines, harbours, farms, and 1 for every 10 hexes you hold.

    2. Oseka
      +3K for 30
      2

      Recruit

      Soldiers cost 10 coins per 1,000, paid once, with no upkeep. Only cities can recruit, so guard them.

    3. Send2K of 4K
      25%50%75%All
      3

      Move and attack

      Each army moves one hex or attacks once. Send 25, 50, 75% or all of it; the rest stays behind and can still act.

    4. END TURN
      4

      End turn

      The other nations move. Arrows, battle markers and flags show what they did, and the war report flies you to each event.

    Partial orders

    Split up. Come in from two sides.

    Every move and every attack can send a quarter, half, three quarters or all of an army. Troops left behind on a move keep their own move, so one big army can become two flanks in a single turn.

    Two halves from opposite sides hit about 22% harder than the whole army from one side. Nothing happens until you confirm: a dashed arrow and a ghost badge show what will arrive.

    • 25%
    • 50%
    • 75%
    • All
    A capture order sending 2K of a 4K army into a plains hex, with 25, 50, 75% and All buttons
    The board

    A toy diorama that reads like a map.

    Low-poly forests, hills and snowy peaks, sandy beaches and clear shallows, seen from above and rotatable with two fingers. Every hex is tinted in its owner’s colour, so the war still reads at a glance.

    Each army shows its strength, with a gold rim while it can still act this turn. Each city and building shows the coins it pays. Tap your strength in the top bar for a plain territory view.

    • Snowy pines
    • Savanna and palms
    • Lava lakes
    • Bridges between islands
    The board on turn 1: the purple Grand Duchy of Oseka, its cities, armies and the coin each building pays
    War report

    See what happened while you waited.

    After your turn the AI nations move. Anything that touches your land plays back on the map, nation by nation: arrows in each nation’s colour, battle markers, and flags on what they took.

    Tap an entry in the war report and the camera flies there and highlights the arrows involved.

    • Watch
    • Fast
    • Instant
    The war report: two enemy attacks on your land with the losses on each side
    Campaigns

    A new world every time you play.

    Every campaign generates a fresh map of 46 × 30 hexes, split between twelve nations from the first turn. Pick a continent with bays and inland lakes, or an archipelago of big islands joined by bridges.

    One end of the map is snowy, the other dry savanna. Win by holding half the land, 70% of it, or by being the last nation standing.

    • Continent or archipelago
    • Easy · Normal · Hard
    • 50% · 70% · Conquest
    The menu: Continent or Archipelago, Easy, Normal or Hard, and 50% land, 70% land or Conquest
    Rules of war

    Simple rules. Deep positioning.

    One resource, one kind of soldier, one army per hex. The depth comes from where you stand.

    • Plains
      +0%
    • Forest
      +25%
    • Hills
      +50%
    • Mountains
      +100%
    • City
      +50%
    • Dug in
      +25%

    Terrain decides the defence

    Defenders get the bonus of the hex they hold, plus the city and digging in. An army that stays put for a turn digs in until it moves. Peaks, lava and the sea can’t be crossed.

    • Capital+10
    • City+3
    • Mine+2
    • Harbour+2
    • Lumber mill+1
    • Farm+1
    • Village+1
    • 10 hexes of land+1

    Every coin is on the map

    Income is the sum of what you hold. Soldiers cost 10 coins per 1,000, once. A city or building you’ve just captured pays nothing for three turns.

    Likely victory92%
    Expected: you lose ~1.6K, they lose ~1.6K

    Know the odds first

    Before you commit, the attack panel shows your win chance and the losses to expect on both sides.

    AggressiveBalancedDefensive

    Rivals with a temper

    Each AI nation is aggressive, balanced or defensive, and lines up flank attacks a turn ahead. Hold over 30% of the land and they all turn on you.

    One kind of soldier

    Armour and artillery were tried and cut: coin for coin they lost to plain infantry. Position does the rest.

    The game

    Made for one hand and a long campaign.

    Drag to pan, pinch to zoom, twist to rotate. On a Mac, the trackpad does the same.

    • The attack panel with the win chance and expected losses

      Plan the attack

    • A capture order sending half of an army

      Split your armies

    • The purple Grand Duchy of Oseka on turn 1

      Your nation

    • The war report after the AI turns

      The war report

    • The campaign menu over a generated map

      Start a campaign

    FAQ

    Before you march.

    Anything else? Email m@matyasprochazka.cz.

    A single-player, turn-based war game on a hex map. You lead one of twelve nations on a freshly generated continent or archipelago and fight eleven AI rivals for the land. Each turn you collect coins, recruit in your cities, then move and attack. The rules fit on one screen. Where you attack from decides most battles.

    Twelve nations. Your move.

    Get Outflank on the App Store for iPhone, iPad and Mac. It plays offline, saves after every turn and has no ads, no account and no in-app purchases.