NATIONS ROYALE

BUILDING TODAY'S WAR

DAY1 ALIVE137
AWAITING COMMAND
COUNTRY CHALLENGE
WAR CLOCK PAUSED TAP A COUNTRY, OR JUST PRESS PLAY
TAP A COUNTRY TO GIVE AN ORDER

137 NATIONS

CHOOSE YOUR FLAG

LIVE WORLD

WAR INTELLIGENCE

WORLD POWERS
ARMY
WAR FEED
DAY 1

    THIS WEEK

    WEEKLY LEADERBOARD

    YOUR FIRST RUN WITH A DAILY FLAG COUNTS. HARDER COUNTRIES SCORE MORE (EASY ×0.5 · MEDIUM ×1 · HARD ×1.5 · EXTREME ×2). RESETS MONDAY.

      GAME MENU

      YOUR COUNTRY IS THE CHALLENGE

      WORLD POWER EASY · 2,800 ARMY · 4 SUPPLY · 5 CHEST · 3 POWER · +30% RECRUITS · +12% ATTACK · +18% DEFENSE · +20% / LOWER TIER MAJOR POWER MEDIUM · 1,950 ARMY · 3 SUPPLY · 4 CHEST · 2 POWER · +15% RECRUITS · +6% ATTACK · +10% DEFENSE · +20% / LOWER TIER REGIONAL POWER HARD · 1,300 ARMY · 1 SUPPLY · 3 CHEST · 2 POWER · +20% / LOWER TIER UNDERDOG EXTREME · 900 ARMY · 1 SUPPLY · 2 CHEST · 2 POWER

      Every country plays by the same rules. Bigger ones just start with more of everything, and rivals think twice about attacking them.

      Only four countries are World Powers. Nothing is hidden — the numbers you see are the whole story.

      HOW TO PLAY

      TAP. ATTACK. LAST.

      01
      TAP A COUNTRY

      Tap any country next to yours, pick INVADE, RAID or ENTRENCH, and it happens tonight.

      02
      PRESS PLAY

      The war runs on its own. Step in whenever you want to change what happens next.

      03
      WATCH YOUR MORALE

      Attacking costs Morale. At zero your country falls apart, so ENTRENCH before it runs out.

      04
      BE THE LAST ONE LEFT

      Spend the Power you earn on permanent upgrades, take land, and outlast all 136 rivals.

      MORE DETAIL
      YOUR COUNTRY IS THE DIFFICULTY

      Big countries start with more army, land and Power. Small ones are the hard mode.

      NEW LAND STARTS IDLE

      Land you capture doesn't produce recruits until you ENTRENCH and put it to work.

      PLANS ARE OPTIONAL

      Hit PLAN to run the same order for 2-3 days straight instead of deciding every night.

      PACTS

      A pact protects both countries for three nights. Break one early and the world hunts you for five days.

      THE WAR GETS BIGGER

      Regional War starts on day 6, Great Powers on day 13, Total War on day 21. Small countries fall in one short push; a country that once held a lot of the world takes several.

      HOW COUNTRIES FALL

      Once twelve powers remain, three lost front days can force capitulation; DEFEND repairs one. Nobody can take more land in a day than they started it with, so a big conquest needs a second front. A developed Last Stand absorbs one finishing blow per war.