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Realm Conquest

  • 3d
  • strategy
  • turn-based
  • territory-conquest
  • board-game
  • mobile-friendly
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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. Baratov Bekzodjon built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Realm Conquest was built by Baratov Bekzodjon 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 Realm Conquest 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 Realm Conquest

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 mobile-friendly 3D turn-based territory-conquest strategy game titled “Realm Conquest.” Use a dark navy background (#07111f) with subtle fog and a high, angled perspective camera looking down on a floating strategic map. The camera should be orbitable by dragging horizontally and vertically, and zoomable with the mouse wheel (or pinch-style equivalent), with the view constrained to a moderate range. The map consists of 30 low-poly, raised octagonal territory tiles arranged into five loose six-tile regions/continents: Aurelian Reach, Ember Coast, Verdant Expanse, Sunken Isles, and Frostmarch. Place the regions in the same scattered arrangement as a board map: Aurelian toward the left, Ember upper/right, Verdant left-middle, Sunken right-middle/lower, and Frostmarch across the bottom. Each tile is a short beveled/cylindrical octagonal platform with a pale gold rim, soft shadows, and a colored top/side. Use region-inspired base colors, but show ownership using three strong player colors: blue for You, red for Rhea, and green for Orin. Initialize ownership cyclically among the three players and initialize each territory with 3–6 troops. Each territory has a dark translucent rounded rectangular floating nameplate above it, cream text, and a small diamond marker tinted to its owner. Name territories from their region’s first word plus sequential letter-style identifiers (for example Aurelian A, Ember G, Verdant M, Sunken S, Frostmarch Y), matching the generated board labels. Add gentle idle rotation/animation to the tiles.

Overlay a full-screen HUD on top of the 3D view. At the top, show the large cream/gold serif title “REALM CONQUEST.” Beneath it display status text in pale blue-gray: “Turn 1 • Reinforce • Weather: Clear” (with the live turn, phase, and weather changing as gameplay proceeds). At the upper right, show colored circular player markers and each player’s current territory count: You, Rhea, and Orin. Keep the visual style dark fantasy/board-game: navy-black panels, cream/gold typography and outlines, muted blue-gray secondary text, and warm lighting.

At the bottom, draw a dark translucent instruction/action panel. If no territory is selected, show “Tap a territory to inspect it” and “Drag to rotate • pinch/scroll to zoom • choose an action below.” If one is selected, show its name, owner, and troop count, followed by text indicating that connected territories are highlighted by gold rings and prompting the player to choose an action. Include four large rounded buttons with thin gold borders: “Reinforce” in blue, “Attack” in dark red, “Fortify” in green, and a wider brown-gold “End Turn (8)” button whose number reflects remaining reinforcements.

Interaction rules: tapping a territory selects it and changes the phase to Attack. Reinforce adds one troop to the selected territory and consumes one reinforcement point while points remain, then sets the phase to Reinforce. Attack looks for another territory close to the selected tile (within roughly 3.2 map units); if one exists, resolve the attack randomly with about a 62% success chance. On success, transfer the target to You (blue), set its troops to at least 1 and otherwise the attacking territory’s troop count minus one, and set phase to Capture. On failure, remove one troop from the selected territory, never dropping below one, and set phase to Attack failed. Fortify only changes the phase to Fortify. End Turn advances the turn, cycles the current player indicator, calculates new reinforcements as 3 plus one for every three territories owned by You, resets phase to Reinforce, and randomly chooses weather from Clear, Rain, Fog, or Snow. Recompute and display every player’s territory and total troop counts whenever ownership or troops change. Keep all controls and text legible over the map, with the map visible behind the HUD and no invented combat animations or extra mechanics.

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