← BACK TO WAR ROOM
01
⊕ Registration & Login
  • Enter your Commander Callsign (your in-game name) and a valid email address on the home page.
  • Click ⚡ SEND MAGIC LINK — a secure one-time login link is emailed to you. No password is created or stored.
  • Open the email and click the link within 1 hour. The link is single-use — after clicking it is void.
  • Returning commanders just enter their email again — your callsign and win stats are preserved across sessions.
⊕ Open Join: New commanders can join a session at any time — even mid-war. They receive 6 draft picks to claim territories and jump straight into the fight.
02
◆ Draft Phase — Claim Your Territories
  • Once 2 or more commanders have joined, the game starts automatically and enters the Draft Phase.
  • Each commander receives 6 draft picks. All players draft simultaneously — no waiting, no turns.
  • Hover over any territory to see its allied nations (green highlight) and conflict zones (red highlight).
  • Click any glowing unclaimed territory on the map to claim it as your starting nation. Each claimed territory starts with 3 armies.
  • Conflict rule: You cannot claim a territory that geopolitically conflicts with one you already own (e.g. holding Iran locks out Israel and vice versa).
  • When all commanders have used all 6 picks, the draft ends and the War Phase begins immediately.
Strategy tip: Draft territories that form a geographic cluster — controlling every nation in a continent grants a substantial bonus army income every round.
03
⚡ Parallel War — How Turns Work
  • Unlike classic board games, all commanders act simultaneously. There is no queue, no waiting for your opponent to move.
  • Each player independently manages their own cycle: Reinforce → Strike → Airlift → End Turn, and then immediately starts the next round.
  • The map updates in real time as other players place armies or strike territories — you will see army counts change live without refreshing.
  • Your own territories glow gold when it is time to place armies. Enemy territories glow red when you are in strike mode.
  • The Operations panel on the right shows your armies left to place, current phase, and active war doctrine.
Important: Because turns are parallel, two commanders can strike the same territory at the same time. Army counts update as saves arrive — the map is always live.
04
① Reinforce — Deploy Armies
  • Each round starts in Reinforce phase. The Operations panel shows how many armies you must place.
  • Army income formula: (your territory count ÷ 3), minimum 3 armies, plus continent bonuses for any continent you fully control.
  • Your territories glow gold. Click any of them to place one army at a time. Each click places one army on that territory.
  • You must place all armies before you can strike. The counter in the Operations panel counts down to zero.
  • Continent bonuses: Americas +5, W.Europe +7, E.Europe +8, Mid East +7, Africa +6, S.Asia +4, E.Asia +6, Oceania +2.
Strategy tip: Stack armies on a border territory you plan to attack from. A concentrated strike is far more effective than spreading thin across all your nations.
05
② Strike — Attack Enemy Nations
  • Click ⚔ STRIKE in the action panel once all armies are placed.
  • Step 1: Click one of your territories with 2 or more armies — this is your attack origin.
  • Step 2: Click any enemy territory on the map to launch your strike. A modal appears asking you to choose your strike type:
✈️
AIR STRIKE
Precision bombardment.
Attacker loses 0 armies.
Defender loses 2–4 armies.
A cinematic plays on launch.
⚔️
GROUND TROOPS
Full ground assault.
Attacker loses 1–3 armies.
Defender loses 4–8 armies.
Higher damage, higher risk.
  • War doctrines (Casus Belli) can multiply damage — see Step 8.
  • You can attack as many times as you like in one round. Each strike consumes armies on both sides.
  • You can abort a pending attack selection at any time with ✕ Abort Strike.
☢️ Nuclear States: The USA, Russia, UK, France, China, India, Pakistan, North Korea and Israel each hold a Nuclear Deterrence Card. Any attack on a nuclear state has a 12% chance of being deflected — your attacking territory loses 2 armies and the strike fails. Each state can only use this card once per game.
06
③ Airlift — Move Armies
  • Click ✈ AIRLIFT at any point during your round to enter airlift mode.
  • Step 1: Click one of your territories with 2 or more armies — this is the source.
  • Step 2: Click any other territory you own as the destination. Each click transfers 1 army — click multiple times to move more.
  • The source territory always keeps at least 1 army. When all movable armies are transferred, the selection resets automatically.
  • You can airlift as many times as you want during your round. Click ► END TURN when done, or select a new source.
Strategy tip: Use airlift to rapidly reinforce a front under attack, or to mass armies on a border before a multi-strike offensive.
07
► End Turn & New Round
  • When you are done reinforcing, striking, and airlifting — click ► END TURN.
  • Your armies are immediately recalculated for the next round. You do not wait for other players — your new round begins at once.
  • Other commanders continue their own rounds in parallel. The map updates live as their actions arrive.
  • The round counter in the top bar increments with each End Turn you perform — not a global counter shared with opponents.
Reminder: You cannot end your turn if you still have armies to place. Place all armies first, then click End Turn.
08
🎯 Casus Belli — War Doctrine
  • At the start of your round during Reinforce phase, a 🎯 PICK WAR DOCTRINE button appears in the sidebar.
  • A War Doctrine (Casus Belli) is optional — but it provides a powerful bonus applied to every attack you make that round.
  • Once you pick a doctrine it is locked for the entire round. You can only pick one per round.
🗽 EXPORT DEMOCRACY
+40% attack damage this round
⛽ SECURING OIL
+4 bonus armies if you own oil territories, +2 otherwise
✝️ HOLY WAR
No geopolitical rebellion this round — claim any territory freely
💸 ECONOMIC WAR
Target loses 1 extra army before engagement (+20% damage)
🛡 SELF-DEFENSE
+4 bonus armies + 30% attack damage
☣️ WMD INTEL
Blitz: attack same territory twice. +80% damage. One time only.
🏥 HUMANITARIAN
Captured territory gains +2 armies immediately
🤝 TREATY OBLIGATION
+40% attack damage. Article 5 — allied forces mobilise.
09
☢️ Nuclear Deterrence
  • Nine territories are designated nuclear states: USA, Russia, UK, France, China, India, Pakistan, North Korea, and Israel. They are marked with a ☢️ icon on the map.
  • Each nuclear state holds a Deterrence Card — one per game session, controlled by the commander who owns that territory.
  • When a nuclear state is attacked, there is a 12% chance of automatic deflection — the attack fails, the attacker loses 2 armies, and a red alert is shown to all players.
  • The deflect only works if the defending player still has their card — it is consumed on use.
  • To bypass nuclear deterrence: use the ☣️ WMD INTEL war doctrine — it neutralises the nuclear card and hits at +80% damage.
Commander's note: The 12% deflect applies to any attack on that territory, not just the first. Every strike roll is independent — be cautious stacking many attacks into a single nuclear state in one round.
10
⚡ Infinite War — The War Never Ends
  • Strike Nations uses an Infinite War doctrine — there are no eliminations and no final victory screen. The conflict runs forever.
  • When a territory's army count is reduced to zero or below, it does not change owner — instead the count goes negative (shown as a red circle on the map). The owner must reinforce it back on their next round.
  • Territories never change hands from combat damage alone — you hold what you claimed in the draft unless someone uses a doctrine that triggers rebellion.
  • Geopolitical Rebellion: Capturing a territory that geopolitically conflicts with one you already hold causes the conflicting territory to revert to neutral. Use the Holy War doctrine to bypass this rule.
  • New commanders can join at any time during an active session — they receive 6 draft picks and jump into the war.
  • The global War Crimes counter tracks total strikes fired across the session — a measure of the conflict's intensity.
Goal: Dominate the map by maintaining the highest territory count and keeping your armies from going deep into the red. Coordinate alliance selections during the draft to avoid attacking your allies.