Balance of Power beta

Balance of Power beta

A turn-based game of economy & war for 2–6 nations. Grow your people's welfare, expand by conquest, and finish with the highest score.

Press New game to choose players, computers and a map size, or Quick start to jump straight into a 4-player small game. The map behind this card is just a preview.

Help

New here? Take the guided tour — it walks you through a turn on the real board.

Goal

You lead one of 2–6 nations. Each round you score your people's welfare; these add up over the game (20 rounds by default) and a bonus rewards how strong you finish — the highest total score wins. Welfare for a tile is its scarcest civilian good ÷ its population; your nation's score is these totalled across your tiles and divided by your total population, so every citizen counts equally — and a balanced nation beats a lopsided one.

You can also win by being the last nation standing — but beating a single rival isn't enough on its own: with 3–4 players you must outlast every rival, or simply finish ahead on score.

Using the screen

The bar across the top is your turn: the round, whose turn it is, the four phases, and the button that ends the current one. Click one of your territories to select it — its numbers appear in the right-hand panel, and the map glows to point at what's worth doing.

  • Expansion: click your tile, then click an adjacent enemy or neutral tile to attack it. Each target shows your win odds for that clash. Units that haven't gone in yet glow; press Esc to stand down.
  • Build: click your tile and the state purse opens out in the right-hand panel — one row per good, saying what it buys, what it costs and what it costs you afterwards. Click a row to spend it. Goods you can spend right now glow on the map, and the tile carries small shortcut buttons for the same actions. Roads ask you to click the neighbour afterwards.
  • Redistribute: use the right-hand panel to shift goods between the two piles and load a convoy. Once anything is loaded, your reachable tiles glow — click one to send it. Watch for soldiers glowing orange (their upkeep is about to be taken out of your civilian goods) or red (nothing can feed them), and purse tokens glowing gold (nothing left to buy with them).

Standings and Chronicle live in the drawer on the left.

Two piles on every tile

  • Civilian goods (left pile) feed your people — all welfare and growth come from these.
  • State purse (right pile) is your treasury — it pays for soldiers, roads, research and moving things around.

Civilian goods can't be spent directly — tax them into the state purse first. The four goods each do one job: food feeds soldiers, iron recruits them, stone builds roads, gold funds research.

Your ruler

Besides soldiers you command one ruler. It eats no food and is shielded — soldiers are always lost first, so it only fights when it's the last unit on a tile. While it sits on a tile it also adds +0.1 to that tile's defending roll, even when shielded behind soldiers. It can attack, move and retreat like a soldier. Losing it is permanent, but it does not eliminate you; only losing your last territory does.

A turn: four phases

  1. Growth (automatic, at the start of your turn). In order: tiles grow or shrink in population (welfare above 1 → +1, below 1 → −1, kept between 1 and 4); each soldier eats 1 food (paid from state food first, then your other state goods, then civilian goods — a soldier that can't be fed is lost); tiles harvest goods (more when the tile is prosperous or you have higher tech); then road trade runs.
  2. Expansion. Each tile may attack one adjacent enemy or neutral tile, once per turn (attacks need adjacency — roads don't extend range). Only a single unit goes in — one soldier, or your ruler if the tile has no soldiers. An undefended tile is captured at once; a defended one lets the defender fight (a dice roll, ties favour the defender) or retreat. Selecting one of your tiles shows a win chance chip on every tile it can hit — your combat tech raises it (+0.1 per level), the enemy's tech and a defending ruler (+0.1) lower it. The chip is the odds for one clash, so a stack of defenders means several. Every resolved battle costs each side 1 civilian good. A tile you just captured can't act again until your next turn.
  3. Build (spend from the state purse — as many actions as you can afford). Recruit a soldier: 1 state iron, and the tile's population drops by 1 (needs population 2+). Build road: 1 state stone on an edge to a neighbour (you need own only one end; roads are permanent and survive conquest). Research: spend 1 state gold to roll for technology — most attempts fail, so it's a slow, long-term investment, but higher tech lifts both your battle rolls and the harvest on every tile you own.
  4. Redistribute. Tax moves 1 good civilian → state; Subsidize moves 1 good state → civilian — do these as often as you like. Move sends a convoy (soldiers + state goods + optionally your ruler) to one of your own tiles, adjacent or along your roads; each tile may send only one convoy per turn.

Roads & trade

A road links two tiles' civilians, who automatically swap goods at the start of each turn — one good for one, and only when the trade leaves both sides more balanced. Trade runs a couple of sweeps, so goods can ripple several tiles along a chain of roads. It even works across borders (you need own just one end), so a road is often faster and cheaper than taxing one tile and subsidizing another to even out resources. Because each tile makes only one good, roads are the main way to balance — and balance is what welfare rewards.

Roads are also your highways. A continuous road running through your own land lets a convoy move armies, your ruler and state goods rapidly across the empire in one hop — without roads a convoy reaches only an adjacent tile you own. A good road network doubles as a military road: rush reinforcements to a threatened front, or shift your ruler to safety.

Timing

Harvest and road trade happen at the start of your turn. A convoy leaves the moment you send it but only arrives at the start of your next turn. If its destination has been lost by then it returns to its origin (if you still hold it); if both ends are lost, it's destroyed.

Plan a turn ahead. You tax in Redistribute — after you Build — so you recruit, build roads and research with the state purse you start the turn holding. You can't tax this turn to pay for this turn's building; tax now to fund next turn's recruiting. And a tile you just captured is in disarray — until your next turn it can't build, recruit, tax, subsidize, research or attack (it can still receive incoming convoys), so don't count on a fresh conquest to pay for anything this turn.

Tip: welfare is capped by your scarcest good — keep all four balanced rather than hoarding one.

Map symbols

Farmland · food
Ironlands · iron
Quarry · stone
Goldfields · gold
Wastes — barren (no resource)
Sea — impassable
Mountains — block travel between tiles
Road — links cities for movement & trade
City size = population (1–4)
One figure = one soldier
Coloured outline = territory's owner
Spire on a city = that nation's technology level
Banner = your ruler (tinted by owner)
Resource pills: civilian goods left, state purse right (number = how many)

Each resource appears as a coloured land tile and a matching token in the pills — wheat = food, ore = iron, block = stone, coin = gold. A tile's owner is the coloured outline around it; the banner marks the tile holding your ruler. Tax moves civilian → state; subsidize moves state → civilian.

What the glowing means

The board lights up whatever is worth your attention this phase. It's a hint, not a rule — the action itself will always tell you if it can't be done.

Expansion: this soldier or ruler still has its attack this turn
62% Expansion: your win odds for one clash against that tile
Build: you can spend this state good on this tile right now
Redistribute: the state purse can't feed these soldiers — the upkeep will be taken out of your civilian goods, costing welfare
Redistribute: nothing here can feed them — some soldiers disband at the next harvest
Redistribute: nothing left to buy with this state good here — consider subsidizing it back to your people

Selecting one of your tiles arms that phase's action: in Expansion it readies an attack, and in Redistribute, loading a convoy lights every tile you could send it to. Press Esc — or click the tile again — to stand down.

New game

Choose how many nations play, how many are computers, and the map. Set computers equal to players to watch a computer-only battle.