the Art of War: rules
DON'T PANIC. The rules are very simple (and they give rise to a very rich gameplay) just create or join a new game and learn by playing! If you have any questions, post something on the forum.Aim of the game
You have three objectives, in the following order:-
To win the game, by conquering two-thirds of the map or forcing all other players to surrender.
If this is not possible, to share the win with other players in a draw through diplomacy.
If even this is not possible, to eliminate the other non-winning players to be the only survivor.
How to play (giving orders)
You start the game with a certain number of units and territories, depending on the game type (see below).Giving orders
For every territory you own you can give one order, specifying which territory your armies should move to, and how many armies you are moving.
For every territory you own you can give one order, specifying which territory your armies should move to, and how many armies you are moving.
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Ordering your armies to move to a territory you already own is considered a transfer, and can be useful in defense (see below): the units transferred will defend the new territory if it is attacked.
Ordering your armies to move to a territory owned by another player will result in a skirmish and/or in a invasion (see below).
Diplomacy
You should also specify your diplomatic attitude towards the other players, choosing between
no mercy (the default),
offer mercy,
propose draw and
surrender.
See the box below for more details on diplomacy.
You should also specify your diplomatic attitude towards the other players, choosing between




Private messages


What happens next (how turns are adjudicated)
-
When all the players in a game have submitted their orders,
all the following phases are solved one by one, in the order listed, automatically
by the server.
Within a single phase, all the players' orders are executed simultaneously.
(0: Treaties) First of al, the system checks if the game can end through diplomacy, without war.
-
If all the surviving players agree, the game ends with a treaty signed, and the turn is not run.
Otherwise, the war rages on.
(1: Transfers)
Transfers usually have a defensive purpose:
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![]() USA transfers units to Alaska, Greenland transfers to Canada. |
(2: Skirmishes)
Skirmishes are fights on the border between two territories. They are solved before the invasions.
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![]() A skirmish between the yellow and white players. |
(3: Invasions)
These are the major, bloodiest battles, which happen when a territory is invaded by another territory.
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![]() Several invasions in South America. |
(4: Advance)
After invasions have been carried out, the winners advance to the conquered territories.
After invasions have been carried out, the winners advance to the conquered territories.
-
If all the defenders in a given territory have been destroyed, the territory
gives in and the attacker that used the greatest number of units advances and conquers the territory.
If two (or more) attackers are equally strong, a randomly selected one advances.
If no attacker has any units left, no-one advances.
Notice that if a player attacks a territory from different directions, his/her armies are not added up for advancement purposes.
(5: Return)
Defeated units return home.
-
All the attackers which did not advance, bounce to their starting territories.
If the starting territory has been conquered in the meanwhile, the attacking units are disbanded:
all the units are lost. This occurs rarely, but when it occurs, it can be disastrous... be very careful!!!
(6: Build)
New units are built.
-
A territory is protected if it borders only on territories which are owned by the same player.
All protected territories build a number of units equal to the territory's population.
(The population of a territory is indicated in parentheses in the image's title. Just hover the number of armies
with the cursor, and you will see the population of that territory).
all unprotected territories build just one unit, regardless of their population.
The new units are assigned in one of two ways, depending on the game type.
-
With automatic placement, the new units are placed immediately in the territory which generates them.
With free units placement, the new units can be distributed at will among the owned territories.
You should really use all of the units which you can build: you are not allowed to carry over unused builds.
Winning the game
A player who owns more than two-thirds of the territories is declared the winner.
Another possibility is to end the game through diplomacy: see the box below.
Diplomacy options.
You may choose one of the following options.




Examples:
- Three surviving players:
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No mercy!
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I surrender!
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I surrender!
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- Four surviving players:
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Offer mercy,
-
I surrender!
-
I surrender!
-
I surrender!
eliminated. -
- Two players:
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Offer mercy.
-
Offer mercy.
-
- Two players:
-
Offer mercy.
-
Propose 2-way draw.
-
- Four players:
-
Propose 2-way draw.
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Propose 3-way draw.
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Propose 4-way draw.
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I surrender.
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- Four players:
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Propose 3-way draw.
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Propose 3-way draw.
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Propose 4-way draw.
-
I surrender.
eliminated. -
Game options
Initial territories
There are two options:
There are two options:


Initial armies


Independent territories
All the other territories start out as independent (or neutral), and are displayed as grey on the map. Dependending on the setting they may
All the other territories start out as independent (or neutral), and are displayed as grey on the map. Dependending on the setting they may


Diplomacy
There are two options here:
There are two options here:
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with free diplomacy, you can set your diplomacy settings at will;

Tactical tips.
Organise your territories (or find an ally)
The key to victory lies in being able to conquer a set of territories
that can be easily defended, minimising the number of borders
and maximising the number of "inner" territories.
Particularly on the larger maps and with the "fill" option
it can be very difficult to achieve this without an ally.
Diplomacy
Particularly if you haven't been lucky in the lottery of starting territories, you may find yourself
with little hope to win. In this case, try to find an ally immediately! All players have bad luck;
the best ones can recognise a bad situation, and find allies quickly.
Plan ahead or risk
Very often it should be possible for you to be able to fend
off any possible attack (or combination) if you compute the
damage you can receive in a territory and transfer
armies wisely.
When this is not sufficient, a good tactic may be to concentrate
your forces in just one territory, the one you feel is most likely
to be attacked.
As a last resort, look up under attack is the best defense.
Attack is the best defense (sometimes)
Consider the following situation:
the enemy has 20 units and wants to attack your territory
which only has 10.
- If you do not attack the enemy, you will be invaded. You will deal a damage of about 10 * 0.8 = 8 and receive a damage of about 20 * 0.6 = 12, and lose the territory.
- But if you do attack the enemy, you will engage him in a skirmish, probably inflict a damage of only 10 * 0.4 = 4 and receive a damage of about 20 * 0.4 = 8, keeping the territory!
Interface features
Active games: players who must move are in boldface.
Eliminated players have their names struck through.
Ended games: winners are in boldface.
Treaty signers (players participating in a draw) are indicated in italics.
Players that surrendered and survived are written in normal characters.
Eliminated players have their names struck through.
Titles: hover with your mouse on a territory's units. A title
will appear, detailing the territory's events in the last turn.
Also, if you hover with your mouse over a player's name, you will see that player's current diplomacy option. This is very important: a player's diplomacy option is visible to everyone as soon as it is chosen, unlike orders.
Submitting orders:
if any players must still move, you are taken back
to the Art of War main page. Otherwise, if you are the last player to move,
the turn is run and you are taken back to the game's page to see what happened
and submit your new orders.
Mails.
If you activate system mails
in your profile you will receive an e-mail whenever it's your
turn to move, or when another player sends you a private message.
This is extremly useful to sharpen your diplomacy knives!