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Borderlines

  • 2d
  • strategy
  • territory-management
  • resource-management
  • turn-based
  • map-editor
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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. Saad Alrumaih built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Borderlines yet. Play it, then tell Saad Alrumaih what you would add next.

Make your own game

Borderlines was built by Saad Alrumaih 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 Borderlines 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 Borderlines

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 single-player territory management and expansion game titled “Borderlines: Trade & Conquest” (the visible brand should read “Borderlines”). Use a dark, polished 2D strategy interface with a full-height map canvas on the left and a dark command sidebar on the right on desktop; on screens narrower than about 760px, stack the map above a shorter bottom control panel. The page background is near-black blue-green, with a subtle radial teal glow behind the map and scattered soft-edged dark teal circular sea/ambient shapes.

The map is a fixed 4-column by 3-row arrangement of 12 irregular, chunky six-sided polygon territories, with small gaps between them. Center each polygon’s name in light cream text and a second line showing terrain and population, such as “plains · pop 10.” Use these territory names in row order: Alder Reach, Brine Coast, Cinder Vale, Dawnmarch, Ember Pass, Frostmere, Gilded Steppe, Hollow Crown, Ironwood, Juniper Plain, Kestrel Bay, Larkspur. Start with Alder Reach and Brine Coast controlled by the player and colored ochre/gold; Cinder Vale through Juniper Plain are neutral and muted slate-green; Kestrel Bay and Larkspur are enemy territories in muted red. Give Alder Reach a brighter pale-yellow outline to indicate the initial selection. Selected territories should receive a clear light outline. Show small building markers beneath the selected territory’s text: farm grid symbols, mine diamond symbols, and crossed-sword/barracks symbols; forts are represented by a small outlined square above the territory label. Draw trade routes between connected friendly territories as dashed pale-gold lines.

Initialize the campaign with turn 1, 125 gold, 80 food, 35 iron, and army 18. Alder Reach is the capital and starts with one farm and one barracks; other territories start with no buildings. Terrain is one of plains, forest, or mountain and populations are small values generated for each territory; the starting map can use the visible values/style, including Alder Reach plains pop 9, Brine Coast plains pop 10, Cinder Vale plains pop 9, Dawnmarch mountain pop 5, Ember Pass plains pop 9, Frostmere plains pop 7, Gilded Steppe plains pop 7, Hollow Crown plains pop 6, Ironwood forest pop 4, Juniper Plain mountain pop 4, Kestrel Bay plains pop 8, and Larkspur plains pop 8. The exact terrain/population setup may be seeded and deterministic, but preserve the 4x3 layout, ownership colors, and initial resources.

At the top-left of the map overlay, show pill-shaped HUD chips for Borderlines, Gold, Food, Iron, Army, and Turn with live values. At the bottom-left, show an instructional overlay: “Click a territory to select it. In Map Studio, click tiles to shape terrain. Select a border to expand, then use economy and military actions.”

The right command panel should contain the heading “Command table” and subtitle “Shape your realm, connect markets, and push the frontier.” Include a selected-territory card showing its name, ownership/type, and details in the form “terrain · population N · farms N · mines N · barracks N · fort N.” Include these sections and controls:
- Realm controls: a prominent “End turn” button, “Map studio,” and “Trade routes.”
- Map save codes: explanatory text, a text input, “Generate code,” “Copy code,” and “Load code.” Implement save/load using an encoded code containing campaign resources, turn, selected territory, territories, routes, and map seed; invalid codes should produce a command-log hint rather than crash.
- Develop selected land: “Build farm,” “Build mine,” “Build barracks,” and “Build fort.” These only work on player-owned land. Costs are farm 30 gold and 5 food; mine 45 gold and 5 iron; barracks 50 gold and 10 iron; fort 65 gold and 15 iron. Deduct resources, increase the selected building count, redraw the map, and add a log message. If resources are insufficient or the territory is not player-controlled, show a helpful log message.
- Border & diplomacy: “Expand border” (danger/red styling), “Create route” (green styling), and “Recruit army.” Expansion only works when a friendly territory is selected, finds an adjacent non-player territory on the 4x3 grid, costs 70 gold, 20 food, and 8 army, changes that territory to player ownership, increases its population by 2, selects it, and logs that the borders expanded. If there is no adjacent available territory, log that fact. Recruitment costs 35 gold, 15 food, and 5 iron and adds 8 army.
- Command log: a scrolling list of recent messages, with newest first. Use subdued gray text, pale yellow hints, and green success messages.

Implement the turn economy exactly as follows: when End turn is pressed, count farms, mines, and routes in player territory; add gold equal to 18 + 10 per farm + 12 per trade route, add food equal to 15 per farm minus 0.35 per army unit, add iron equal to 8 per mine, increment the turn, clamp army to zero if it falls below zero, and log an income message. There is no combat resolution or enemy AI; expansion is the border-growth mechanic.

Implement interaction directly on the canvas with pointer/touch support. Clicking a polygon selects it. In Map Studio mode, clicking any territory cycles its terrain through plains, forest, and mountain and logs the change. In Trade Routes mode, clicking a first friendly territory and then a second friendly territory creates a dashed route between them if one does not already exist, then exits the mode; clicking invalid choices gives a hint. The Create route button can also connect the selected friendly territory to another friendly territory for 25 gold, avoiding duplicate routes. Update all HUD values, selection details, buttons, map labels, routes, and log messages immediately after actions. Style buttons as rounded dark blue-gray controls, with gold primary actions, green positive actions, and red danger actions; use cream text and muted gray-green secondary text throughout.

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