The original single-player dice conquest game: no accounts, no sound, no explanation, and still a perfect twenty minutes.
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Dice Wars sits in Strategy & Conquest under Play, and we have it filed as coffee break — five to fifteen minutes of proper attention. It reads as brainy and nostalgic.
Territory control, base building and turn-based scheming. Slower than the arenas and considerably harder to walk away from.
The Second World War version of the same slow, sprawling map game, with research trees and alliances that rarely survive contact.
Risk on hundreds of user-drawn maps, played slowly against a community that has been arguing about dice odds since 2006.
A fantasy city builder with elves, humans and a genuine research tree, played entirely in a browser tab and unusually pretty.
City building from the Stone Age to the near future, with a tactical battle grid and guilds fighting over a shared continent.
Real-time fog-of-war conquest on a grid, one army tick every half second. Simple rules, brutal depth, matches under ten minutes.
Castle building and siege warfare with the exact aesthetics of an advert you have definitely been served, and better strategy underneath.
Dice-based territory conquest at a table of five strangers, where what happens in the chat matters more than the actual odds.
Hex-based territory war where every unit costs upkeep, so overextending will kill you considerably faster than the enemy does.