Four pieces are drawn from an unlimited supply and dropped on an empty hex. The other three are built — each by one specific piece, which is spent raising it. Every structure is also a door: it deploys its owner's pieces straight onto the hexes beside it.
Pays 1 / 2 / 3 / 4 / 7 in Global Influence every turn
Three turns to repay itself anywhere — but the centre pays 7 and repays in two
One per player per minor power
Your Diplomats deploy onto any empty hex beside it
Trade HubStructure
BlueOrangePurpleGreenIris
Built by a Trade Representative
Built by a Trade Representative
Costs its minor power's size, plus 1
Pays 2 / 3 / 4 / 5 / 6 in Income every turn in a 2 / 3 / 4 / 5 / 7-hex nation
It repays in under two turns anywhere, and the bigger the nation the better
Your Trade Representatives deploy onto any empty hex beside it
Military BaseStructure
BlueOrangePurpleGreenIris
$18Built by a Tank
Built by a Tank
Costs a flat $18 wherever it stands, and pays nothing
Takes $3 off your Income every turn it stands — you rent position, you do not buy it
Strikes an enemy PIECE 2 or 3 hexes away, never a building, and its reach ignores what stands between
Kills outright, and cannot fire at anything beside it
ONE ACTIVATION A TURN, and deploying through it spends that: open the door, or fire, or sell — not two
The turn you raise it, that was its action
Your Tanks and Bombers deploy onto any empty hex beside it
Raising one costs 1 regard with every rival already holding an Embassy or Hub in that nation
Sell any building for half its price rounded up — and a Base alone gives those rivals' regard back
The maps
Both boards are hexagons of nations around a single centre. A table of three plays the three-power board by default; everyone else plays the four-power one, and a solo player may choose. Click a map to open it full size.
Four powers
127 hexes · 15 nations · four corners
Hexes in play
127
Minor powers
15
Radius
6
Default for
One, two or four players
BlueOrangePurpleGreen
Blue upper-left, Orange upper-right, Purple lower-right, Green lower-left — four of the six corners, with east and west left empty.
1 player
You hold Blue; the computer takes the rest
2 players
Blue and Purple — opposite corners, so neither player has the computer on both flanks
3 players
Blue, Orange and Purple, with the computer on Green
4 players
All four corners
Three powers
91 hexes · 13 nations · three corners
Hexes in play
91
Minor powers
13
Radius
5
Default for
Three players
BlueIrisGreen
Blue upper-left, Iris east, Green lower-left — alternate corners, 120° apart, so every seat meets the same arrangement turned.
1 player
You hold Blue; the computer takes the rest
2 players
Blue and Iris — any two of three interchangeable corners