Every option you can configure when creating a game, what it does, its default, and whether
it's locked in Ranked. The same Create-Game screen powers Single Player, Casual,
and Ranked.
Choose the shape of the match:
- FFA (free-for-all): 3–8 players, default 6.
- 1v1: exactly 2 players.
- Teams: see Team Size — players step in multiples of the team size,
up to 8.
The maximum in any game is 8 players. Starting armies
scale with the count.
How the game is won — four cards to swipe between:
- Domination (default) — own every territory on the map.
- World Domination % — hold a set share of the map at the same time, instead of all of
it. You choose the share with Territories to Win.
- Capital Conquest — own every capital at the same time (checked from round 3). Adds a
Capital Selection phase and +2 reinforcements per
capital.
- King of the Hill — one territory, the Hill, is
voted on before round 1 and turned into a neutral 10-troop tile. From round 3, holding it at
the end of a round scores a point; first to the target wins.
Whichever you pick, an online match also ends the moment only one side is still in it — the
last side standing wins on the spot, without having to capture the tiles a quitter left behind.
Full details: Win Conditions. Selectable in Ranked, and each
win condition has its own ranked ladders — except World
Domination %, which counts on the Domination ladders.
Only shown for King of the Hill — the number of Hill points that wins the match.
|
Range |
Default |
| FFA / 1v1 |
3–10 |
5 |
| Teams |
3–10 |
5 |
A Correspondence match that was already running when this range changed keeps the target it
was created with.
Points are scored from round 3 onward, one per completed round, by whoever holds the Hill
when the round ends. See The Hill.
Locked in Ranked to the competitive target: 10, or 15 in Teams.
Only shown for World Domination % — labelled Territories to Win % in the lobby. It's the
share of the map one side has to hold at the same time to win.
|
Range |
Default |
| Territories to Win % |
60–95%, in steps of 5 |
70% |
- The share is measured against the ownable map — every territory except
firestorm dead zones, which nobody can ever own. So on a map with firestorms you
need fewer territories than the same percentage of the total tile count would suggest.
- The territory count is rounded up, so the percentage shown is always genuinely reached
(70% of 24 ownable tiles is 17, not 16).
- Your territory readout shows the goal all match: held / needed (e.g.
17 / 24) plus your
current share of the ownable map.
- There's no waiting period — the win lands the moment a side is holding the target, in any
round. Owning the whole board still wins as well.
- In Teams, it's the team's combined territories that have to reach the target, and the
whole team wins together.
Locked in Ranked to 70% — the box is still shown, just greyed out, and a ranked lobby
plays at 70% no matter what target it was set up with.
How long each player's turn can last.
- Range: 45–120 seconds, in steps of 15. Default 60.
- Single Player: the timer is off entirely — take your time.
- Online: always on (you can set the length).
- On expiry you are not turned into a bot for that turn — the game just auto-finishes
your current phase (placing any remaining reinforcements randomly, skipping attack/fortify).
(Repeated time-outs can trigger fair-play flags, though.)
- Setup turns count too. In Semi-Auto and Manual Troop Placement, each
placement turn is timed. If it runs out, that turn's armies go down for you (one army in
Manual, all your remaining armies in Semi-Auto) on the best tiles for you — the same pick a
bot makes: toward the continent that's cheapest for you to complete, onto chokepoints and
threatened borders, next to your own territories — and the next player goes.
- Capital picks count too. In Capital Conquest,
each capital pick is timed like a turn. If yours runs out, a capital is picked for you the way
a bot picks one — favouring chokepoints and tiles deep inside a continent you hold, away from
enemy armies — with the usual +3 armies, and the next player picks.
- It's a hard limit. There are only two ways to get more time: eliminating a player or
being forced to trade cards. Either one tops your clock back up to half a turn's
length (it never takes time away). Once a turn has run four times its normal length, no
further top-ups are given.
- Bots play by the same clock. Online, a bot's turn is timed exactly like yours, and a bot
that runs out of time has its turn ended the same way — unplaced troops go down
automatically and the turn passes. A bot that takes over for a player who left or went
idle keeps whatever time was left on that turn; the clock doesn't restart. (Bots trade
cards instantly, so in practice only an elimination buys a bot extra time.)
- Everyone sees the same hourglass. The hourglass shows the real time left on the current
turn to every player — on your turn and everyone else's, whether you're still in the
game, eliminated and watching, or reconnecting mid-turn — and any top-up shows up for
everyone at once. If it reaches 0:00 a moment before the turn actually ends, it simply
stays at 0:00 until the turn passes. The one exception is the
King of the Hill vote: it lasts a turn's length, but no
hourglass is shown while the vote is open.
Length selectable in Ranked. Not used at all in
Correspondence — those matches use a
Turn Deadline instead, and the two are never both in play.
Only shown when you're creating a
Correspondence match. It's how long each
player has in real time to take their turn — a wall clock that keeps running whether or not
you have the game open, in place of the Turn Timer.
|
Options |
Default |
| Turn Deadline |
5 minutes · 8 hours · 24 hours |
24 hours |
- On expiry the turn is finished for you exactly as a turn-timer expiry would be — unplaced
reinforcements go down at random, attack and fortify are skipped — and play moves on.
- Miss 3 deadlines in a row and your seat is handed to a bot, so the match can carry on for
everyone else. Taking a turn yourself resets the streak to zero.
- Not available in Ranked — Correspondence is casual only.
See Combat & Dice for how the dice play.
Changed: there used to be a second control here, Dice Type, choosing the die's faces
— Defensive (d4), Standard (d6) or Aggressive (d8), locked to Standard in Ranked. It was
removed. Every match now rolls a d6, so there is nothing to pick and nothing to lock.
Dice Mode below is unaffected and is still yours to choose, Ranked included.
| Option |
Effect |
| Classic (default) |
Normal dice every round. |
| Calculated |
Full Send gets a commit-slider + a conquest-chance readout, and that exact % is what gets rolled. A loss spends all committed troops; a 0% attack is harassment (both sides lose troops, you never take the territory). |
Selectable in Ranked.
How the game starts. See Setup.
| Option |
What happens |
| Auto (default) |
Territories dealt out and armies scattered randomly — jump straight into play. |
| Semi-Auto |
Territories dealt out; each player places all their starting armies in one turn (round 0), with troop counts visible to everyone. |
| Manual |
Classic Risk: claim territories by clicking, then place armies openly. (Group bonuses apply from turn one.) |
Selectable in Ranked.
Controls how card trade-ins are valued.
- Card Type:
- Fixed (default) — set value by type (Land +4, Sea +6, Air +8, Mixed +10).
- Progressive — trade values escalate in steps (a Step Value, default 5, sets how
fast).
- Exponential — trade values multiply each time (a Modifier, default ×1.30).
- Bonus Scope (only for Progressive/Exponential):
- Lobby (default) — one shared trade counter for the whole table.
- Per Player — each player escalates on their own.
Card Type & Scope are selectable in Ranked, but the Step/Modifier values are locked to
defaults.
A teleport network between territories. See Portals.
| Setting |
Options / range |
Default |
| Portal Mode |
Off / Fixed / Random |
Off |
| Portal Count |
Default, or 4 up to territories − players |
Default |
| Portal Chaos |
on/off — attacks can be redirected to a random portal |
Off |
| Chaos Chance |
5–25% |
10% |
Default scales the portal count with the map's size — bigger maps get more portals. Portals
also never spawn on two bordering territories (unless the map is too small to avoid it).
Every hazard count is capped at territories − players, so at least one territory per player
survives. On a small map that cap can fall below 4, and the list then offers Default only —
there is no valid specific number to pick. Default is capped the same way, so what it shows
is what the match will use.
Mode is selectable in Ranked, but count is locked to Default and chaos is off.
- On/Off — enables non-aggression pacts between players. Default
off. Selectable in all modes.
- A pact is a social agreement with one concrete perk: while it's active, the two partners see
each other's total troops and territories, even under Fog of War. Troop
positions are never revealed, and the pact never stops either side attacking.
- On/Off — limits each player's vision to their territories + neighbors. Default off.
See Fog of War. Selectable in all modes.
- Under fog, every other player's troop/territory totals read ??. Portals, firestorms, and
the King of the Hill tile stay visible to everyone, and an active pact reveals your
partner's totals.
- Under fog the battle log reports a fight only when you can see both territories
involved. Your own attacks always qualify, as do fights on fog-piercing tiles (portals,
firestorms, the Hill) — as does any fight you're in, attacking or defending. Reinforcements
and card trades are unaffected. Replays aren't restricted by the rule; for an online match,
watch the server's copy from the ☁ Cloud tab rather than the host-only one saved locally.
See Fog and the battle log.
- In Capital Conquest, the 🏰 Capitals X / Y counter stays accurate under fog — it shows
the real total for the whole map, but never reveals which capital moved or where it is.
- In World Domination %, the number of territories needed stays
visible under fog (it comes from the map, not from who owns what), but a hidden player's held
count reads ?? like every other total.
- On/Off — scatters permanent dead-zone territories across the
map. Default off.
- Count: Default, or pick a specific number (up to territories − players). The
Default scales with the map's size — bigger maps get more firestorms. On a map with one
territory per player that cap is 0, and the list offers Default only.
On/off is selectable in Ranked, but the count is locked to Default.
Sets how the bots play (Neutral / Easy / Normal / Hard / Brutal):
- Single Player: set per bot (each opponent can be a different difficulty).
- Online: one shared difficulty fills any empty seats.
- Default: Normal.
Only in the Teams lobby type:
- Team Size: Teams of 2, 3 or 4.
- Players step in multiples of the team size, up to 8 players and 4 teams:
Teams of 2 → 4/6/8 players (2, 3 or 4 teams), Teams of 3 → 6 players, Teams of 4 → 8 players.
- Play with friends (Casual): in a Casual Teams lobby, each player can pick a team for
their own seat — 1 Red, 2 Blue, 3 Yellow or 4 Green — or leave it on Random. A full team can't be
picked. When the match starts, everyone on Random is dealt into the open spots at random.
(If too many people picked the same team, the extras are moved at random.)
- Ranked teams are always random — there is no team picker in a Ranked lobby.
- Turn Order (Casual):
- Teams alternate (default) — turns rotate between teams (1, 2, 1, 2… or 1, 2, 3, 4, 1…),
so no team ever takes two turns in a row. Which team goes
first is random.
- Fully random — the whole turn order is shuffled, so teammates may play back to back.
- Ranked always uses Teams alternate.
- Each team has a number and a colour — 1 Red, 2 Blue, 3 Yellow, 4 Green — shown on the
point of every player's banner at the top of the screen, below a gold line. The banner above it
keeps the player's own colour. Hover a banner to see the team's name.
- Colourblind-friendly: the team number is always on the banner, so you never have to tell
teams apart by colour. The colours are also used in the order that is easiest to tell apart —
a two-team match is always Red vs Blue; Green only appears in four-team games.
- If a match starts before every seat is filled, the teams are dealt as evenly as the players
allow (for example 3 players in Teams of 2 play 2 v 1). Friends who picked the same team stay
together even if that colour isn't in play at the smaller table.
- In teams, friendly fire is allowed (you can still attack a teammate's territory), but you
share the victory — you win when your team owns the whole board, holds every capital, or
reaches the Hill points target first. Teams have their own
ranked ladders.
These aren't configurable in the lobby — they're the same in every match:
- Attacker rolls up to 3 dice; defender up to 2 (capitals defend with 3).
- The defender wins ties.
- Reinforcements:
floor(territories ÷ 3), minimum 3, plus group & capital bonuses.
- Fortify: one move per turn, between connected territories.
- Card hand limit: 5 (forced trade above it).
- Territory card bonus: +2.
See Combat & Dice and Game Rules for the why.
So games stay comparable, Ranked fixes the "magnitude" knobs but lets you choose the match
shape.
Still your choice: win condition, FFA/1v1/Teams (+ team size), player count, official map,
Dice Mode, turn-timer length, pacts, fog, troop placement, card type & scope, and the
on/off toggles for portals/firestorms.
Locked: card Step/Modifier → defaults; portal count → Default & chaos →
off; firestorm count → Default; maps → official only; King of the Hill Points to Win
→ 10 (15 in Teams); World Domination % Territories to Win → 70%; Teams are
random (no team picks) and Turn Order → Teams alternate.
See also: Game Rules · Combat & Dice · Ranked & RP