Bots fill single-player games and any empty seats online. Each bot has two independent
dials:
A bot's difficulty and personality combine, so a "Brutal Taker" and an "Easy Noob" both exist
and play very differently.
Every bot attacks with Full Send,
and there's no rubber-banding — a bot's strength is fixed by its difficulty for the whole
match.
You set difficulty per-bot in Single Player, or one shared level for all
bots online. Normal is the default.
| Neutral | Easy | Normal | Hard | Brutal | |
|---|---|---|---|---|---|
| Attacks at… | never | only with a big edge (+3) | a small edge (+1) | even odds (0) | even when outmatched (−2) |
| Attacks without a dice advantage? | no | 60% of the time | 10% | never | never |
| Target smarts | none | basic | basic | values groups & capitals | values groups & capitals |
| Push after a win | — | holds most back | holds ~¼ back | pushes everything | pushes everything |
| Capital defense (Capital mode) | 50% | 20% | 40% | 60% | 80% |
| Trades cards early | no | no | no | 25% chance | 50% chance |
| Speed | medium | slowest | medium | fast | fastest |
Speed up bots: an in-game toggle makes all bot turns play out ~5× faster — handy once
you've seen enough of their deliberation.
When a match starts, every non-Neutral bot is secretly assigned one of four personalities
that shapes its strategy. These aren't shown on screen — they're how the bot thinks — but
you'll feel the difference.
How likely a bot is to be a clueless Noob depends on its difficulty:
| Difficulty | Chance of "Noob" |
|---|---|
| Easy | 50% |
| Normal | 25% |
| Hard | 10% |
| Brutal | 1% |
If it's not a Noob, it becomes a Card Stacker (20%), a Breaker (40%), or a
Taker (40%). So harder bots are far more likely to have a real strategy — but any
personality can appear at any difficulty.
Attacks completely random targets, ignoring army counts entirely, and never stops
voluntarily. Dumps reinforcements on a random tile and often skips fortifying. Unpredictable
precisely because there's no plan. This is what makes Easy games forgiving.
Plays to bank cards. Hunts the weakest neighbor it can cheaply conquer,
usually takes just one territory a turn, then sits on a fortified stack. Slow to expand,
but it quietly accumulates cards and troops — dangerous if ignored for too long.
Lives to deny enemies their continent bonuses. It heavily prioritizes attacking into
complete or nearly-complete enemy groups to crack them open. If you're about to lock down a
continent, expect the Breaker to come knocking.
The opposite of the Breaker: it wants to complete its own continents. It targets the exact
tiles it needs to finish a group, patches its weak borders, and rounds out territory bonuses.
Leave a Taker alone and it snowballs into a monster.
So a Hard Breaker attacks methodically (only with an edge) but laser-focuses on smashing
your continents, while a Brutal Taker steamrolls forward and fixates on completing its
own — a genuine threat.
Bots only ever use free, default cosmetics — never premium store items. They get a random
default avatar, a random default troop model, the default dice, and a free attack sound. (A
human who gets converted to a bot keeps their own chosen look.)
See also: Single Player · Combat & Dice · Match Settings → Bot Difficulty