You lead one of 2–4 nations. Each round you score your people's welfare; these add up over the game (20 rounds) and a bonus rewards how strong you finish — the highest total score wins. Welfare for a tile is its scarcest civilian good ÷ its population, averaged across your populated tiles, so 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.
Click a territory to select it; its details and the actions you can take appear in this right-hand panel. Click an action button, then — for attack, build road or move — click the target tile. Which actions show up depends on the current phase (shown at the top of the panel). When you're done in a phase, use the button at the bottom of the panel to advance.
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.
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. 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 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.
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.
Tip: welfare is capped by your scarcest good — keep all four balanced rather than hoarding one.
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.