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AtWar Mini

  • 3d
  • strategy
  • territory-conquest
  • turn-based
  • risk-like
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Conner madden built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about AtWar Mini yet. Play it, then tell Conner madden what you would add next.

Make your own game

AtWar Mini was built by Conner madden with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix AtWar Mini opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for AtWar Mini

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-based 3D turn-based territory conquest game titled “AtWar Mini,” using a dark navy interface and a Three.js-style isometric/elevated board. The main play area should show a flat, textured equirectangular Earth/world map viewed from above at an angle, with subtle blue grid lines and fog/vignette. Place 17 raised rectangular territory tiles over approximate real-world positions: North America West, North America East, Central America West, Caribbean, South America West, South America East, Brazil, Western Europe, Northern Europe, Eastern Europe, Russia, Africa West, Africa East, India, China, Southeast Asia, and Oceania. Each tile is a thick beveled-looking rectangular block with a bright owner-colored material, pale outlined edges, and a floating black translucent rounded label facing the camera. Labels must show territory name, “Armies: N,” and owner name; selected attack/move sources may also show an ATTACK or MOVE badge. Draw dark rectangular regional boundary lines on the map beneath tiles and faint light-blue adjacency connector lines between neighboring territories.

There are three players: human “You” in green, “AI Alpha” in orange, and “AI Beta” in blue. Initialize ownership and armies randomly so the board begins contested, with each territory holding 1–5 armies. The game is won when a single player owns every territory. Use these adjacency connections: NAW–NAE, NAW–CAW; NAE–CAR, NAE–WEU; CAW–CAR, CAW–SAW; CAR–SAE; SAW–SAE, SAW–BRA; SAE–BRA, SAE–AFW; WEU–NEU, WEU–AFW; NEU–EEU; EEU–RUS; RUS–CHN, RUS–AFE; AFW–AFE; AFE–IND; IND–CHN, IND–SEA; CHN–SEA; SEA–OCA.

Implement a clear three-phase turn loop: Reinforce, Attack, Move. At the start of a player’s turn calculate troops as max(3, floor(number of owned territories / 3)) plus continent bonuses. Continent groups and bonuses are: Americas (the seven American territories) +3, Euro-Asia (Western/Northern/Eastern Europe, Russia, India, China, Southeast Asia) +5, Africa (Africa West/East) +2, and Oceania (Oceania) +2. During Reinforce, clicking an owned tile spends one available reinforcement and adds one army; clicking an enemy tile is rejected. Next Phase cycles to Attack, then Move, then Reinforce. It is allowed to advance while forfeiting unplaced troops, with a log warning.

During Attack, click an owned source tile with at least 2 armies, then click an adjacent enemy tile. Highlight the selected source and valid enemy targets with emissive/bright outlines. Resolve Risk-style dice: attacker rolls min(3, source armies−1), defender rolls min(2, target armies), sort each high-to-low, compare paired dice; ties favor defender. Each comparison removes one army from the losing side. Keep the attacker at least 1 army. If the defender reaches zero, transfer ownership to the attacker and automatically move a number of troops into the conquered territory, capped by the attacker’s available movable troops and the attacker dice count, with at least one moved. Write rolls, losses, and conquest to the event log.

During Move, select an owned source and click an adjacent friendly destination. Move one army by default, or three when Shift-clicking, always leaving at least one army behind. Reject nonadjacent or enemy destinations and log the reason. Highlight valid friendly destinations. The End Turn button is available only to the human and passes control among You, AI Alpha, and AI Beta. AI turns should be automatic and brief: reinforce border territories first, make several probabilistic attacks from stronger border sources against the weakest adjacent enemies, then make a few one-army moves from interior territories toward friendly neighbors near borders, and advance to the next player. Disable human controls while an AI is acting.

Build a right-hand sidebar taking about one-fifth of the screen width, with a status panel showing current turn/player, phase, owned count, continent bonus, troops left, selected source, and a small tip. Under it place a scrolling event/game log with system messages in red and player chat messages in pale lavender. Include a Chat input and Send button, supporting Enter to send. At the bottom put large Next Phase and End Turn buttons. In the upper-left of the board overlay a translucent rounded help panel explaining Reinforce, Attack, Move, Drag to rotate, and Wheel to zoom. Support orbit-camera drag rotation with damping and mouse-wheel zoom, while keeping the board at an elevated angle. Use hover highlights, selection highlights, valid-target highlights, and continuously face floating labels toward the camera. Use a dark futuristic strategy-game visual style: navy background, blue map/ocean, green/orange/blue territory colors, white text, subtle transparent panels, rounded borders, and soft fog. Do not add unrelated units, cards, weapons, sound effects, or game systems.

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