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How SeedWars is played: the basics in pictures, what is on the screen, every key, and the rules worth knowing. Pick a topic, or read from the top.

How it works

The whole game in seven pictures

Everything below is explained at length further down. This is the short version, drawn.

Ground is taken a layer at a time
Ground is taken a layer at a timeOrder an attack and your men eat the border in front of them, tile by tile, all the way round rather than punching one hole inwards. Order it again and more men join the same push.
Battalions are the men on the map
Battalions are the men on the mapA camp turns out a battalion. It walks where you send it and takes what it walks onto. Press T to raise them at the camp nearest your pointer.
Gold comes out of the ground you hold
Gold comes out of the ground you holdEvery tile pays a little; factories, farms, ports and oil pay more. Gold buys buildings and ships. Upkeep grows with the army, so a big army on small ground earns nothing.
The sea is the only way to a separate island
The sea is the only way to a separate islandNo land border means no attack. Build a port, then right-click their shore and send a troop ship: it carries the invasion force and lands it there.
Defence posts and air defence cover a circle
Defence posts and air defence cover a circleA defence post multiplies what it costs an enemy to take ground near it. An air defence site shoots down missiles inside its ring. Both cover further with every level, and the ring is shown while you place one.
Right-click puts every order round the pointer
Right-click puts every order round the pointerOn their ground: attack, or land troops. On open ground: take it. On your own: build, upgrade, send ships, launch. Anything you cannot afford or cannot reach is greyed, and says why. The middle button is Look: everything about the country under the pointer, without the ring.
Flat view turns the board 2D
Flat view turns the board 2DPress V, or the FLAT button by the camera controls. The height leaves the picture entirely and the map becomes a plain square grid: no blocks, no sides, nothing hiding behind a hill. You can still pan and zoom; the angle is locked while it is on, which is the point. Press it again for the angled view you were in.

Game UI

What is on the screen

The classic build, piece by piece. Every other build carries the same pieces in other places.

The bar
The bar

Numbers on the left, orders on the right. Nothing on it is decoration.

  • Troops: what you have now over the most you can hold, and how fast they grow
  • Gold: what you have and what comes in each second
  • Land: your share of the world
  • Built: how many structures you hold
  • Elapsed: how long the war has run
  • Advancing: men out on the march; the X calls them off
  • Battalion: how many men one order sends
  • DEPLOY: turn men out of your camps; AUTO does it every ten seconds
  • EXPAND: take the open ground along your whole border
  • Attack: the share of your troops an attack sends
  • Gold to troops: how the economy is split
The rail
The rail

Everything you can build, in four groups, with its key on each tile. Point at a tile to read its price.

  • Construct: army tent, factory, port, defence, silo, AA site
  • Army: the doctrine that arms your men, and the general
  • Navy: warships, troop ships, submarines and carriers, from a port
  • Arsenal: cruise, ballistic, heavy, cluster and atomic warheads, from a silo
The powers
The powers

Every nation in the war, in order of strength.

  • Rank, land and army: the bar behind the name is how strong they are against the leader
  • Click a row: the camera goes to them
  • ALLY: propose an alliance; allies never take ground from each other
The map
The map

The whole world in the corner.

  • The frame: what your screen shows; click anywhere to jump there
  • M: the whole map, flat, full screen
The settings bar
The settings bar

The buttons at the top.

  • ?: the controls
  • The cog: the settings, HUD builds included
  • Music and sound: each with its own switch
  • The door: leave the war; you can come back
The camera bar
The camera bar

Turn and tilt the world, or press the keys written on the buttons.

  • Turn: left and right, about the ring it draws
  • Tilt: from higher up or lower down
  • Home: back to your capital
  • Flat: straight down, the map as a map
Notices
Notices

What just happened, in the corner over the map.

  • Attacks: who is coming and from where; click to look
  • Offers: an alliance proposed, with the answer on it
  • Quiet: fewer and softer notices, in the settings
The ring
The ring

Right-click anything and its orders come up around the pointer.

  • Your ground: build, deploy, upgrade, place the general
  • A rival: look, attack, propose an alliance
  • The sea: ships, ports, invasions

Keys

Every key

The game's own keys. Change any of them on the settings page; this list shows yours.

The mouse
ClickAttack the ground you clicked; on open ground, expand
DragPan the world
Right-dragTurn and tilt the camera
Right-clickThe ring: every order round the pointer
MiddleLook at the country under the pointer
WheelZoom
Shift-dragSelect battalions in a box
SpaceDragPan, whatever the button does
Camera
QTurn the world left
ETurn the world right
RLook from higher up
FLook from lower down
CJump back to your capital
VLook straight down
WMove the map up
SMove the map down
AMove the map left
DMove the map right
MThe big map
PPause
Orders
TDeploy
OExpand
XCall off the last advance
BFall back
ZGuard
NStand down
UUpgrade the army
GPlace or find the general
HControls
ShiftShow the men on the battalions
LSound
YOffer a pact to the land under the pointer
Build
1Army Tent
2Factory
3Port
4Defence
5Silo
6AA Site
7Warship
8Troop Ship
JSubmarine
KCarrier
9Cruise
0Ballistic
-Heavy
=Cluster
.Atomic

Field manual

Everything on the board

The rail, explained. Point at any icon and the stage shows what it is for and how it is used; click to keep it there.

Construct

Army Tent

Raises the ceiling on your army and turns out battalions.

Men come from the nearest camp, so where your tents sit is how fast a far border gets help.
Factory

Multiplies the gold half of your income.

Gold buys everything: ships, warheads, every other building.
Port

The only place a ship can launch from.

Neutral traders dock here and pay you for the privilege.
Defence

Makes the ground around it far dearer to take.

A line of them turns a border into something an attacker bleeds against.
Silo

Required before you can fire anything at all.

Each launch puts it on a cooldown - warheads in the air is a count of silos.
AA site

Shoots down warheads near it.

Heavy ones get through more often. Cover beats count.

Army and navy

Battalions

Men on the map, walking where you send them.

They take every tile they cross and pay for it in men. Left standing, they make that ground dear.
General

A commander who makes the front around him cheaper.

He gains rank as your armies win. On Attack he rides to your biggest advance by himself. Click him for his orders: three for the ground, three for the fleet.
Warship

Hunts other ships and shells the coast.

Park one on an enemy port and the trade income funding them stops.
Troop ship

Carries an invasion to a coast you do not border.

The men are paid for when it sails. A landing that cannot be made is refused before anything is paid.
Submarine

Invisible until it strikes.

The answer to a fleet you cannot beat in a straight fight.
Carrier

Launches aircraft that raid coastal ground on their own.

Expensive, and worth it against a long shoreline.
Missiles

Cruise is cheap and small. Ballistic trades cost for radius.

Heavy warheads cost the most and are the hardest to shoot down.
Cluster missile

Opens over the target and drops a dozen small bombs across a wide area.

Each hit is small, and the ground round it is easier to take for a while. Air defence can stop it only before it opens. Needs a level 3 silo.

How a war is fought

Taking ground

Click land and your whole border creeps into it.

Or march battalions: slower, visible to everyone, and the only way to take ground off somebody defending it.
Attack force

One slider decides how much of your army each order commits.

Commit too much and the border behind you is empty.
Calling it off

Click an advance in the operations list to stop it.

Every man not yet spent marches home.
Alliances

Absolute while they stand. Neither side can touch the other.

Offer one from the powers list, or point at a rival and press Y.
Supply

Ground cut off from your capital is far weaker to hold.

To join it back up: take the ground between, hold a port on each side, or send your general into it.
Oil fields

Fixed points that pay while you hold them.

Usually worth more than everything around them.
Places worth taking

Villages, farmland, training camps, field hospitals, wildlands.

Each does something different to the ground it sits on, and they are the only places anyone lives.
Fleet yards

Three or four vast shipyards in deep water, flying nobody's flag.

Hold a ship alongside and it is yours, flying cargo home until somebody takes it back.

What it looks like

One world, three scales

Same simulation from end to end. Pull out until nations are colours on a map, or push in until you can count the men holding a hedge.

The whole world map, sixty-two nations in their own colours
The whole world

Sixty-two nations, real continents, every border drawn where it actually is.

Territory · Alliances · Warheads in the air
An archipelago with fleets, oil rigs and rival colours between the islands
The water in between

Islands are apart on purpose. A fleet parked off a coast is a siege you never had to land for.

Blockades · Submarines · Rigs in open water
Three nations meeting at a contested border, with a fight under way
Where it is decided

Ground goes one tile at a time, and it costs more through forest, uphill, and into anyone dug in.

Supply lines · Generals · Ground you can lose
Street level: infantry, a commander's standard, a field hospital and a trader
All the way down

Keep zooming and it keeps going. Two ranks of infantry firing across a border, stalls in the market, lights coming on after dark.

Four doctrines · Day and night · Nothing is a sprite

Systems

What you are actually managing

Four things decide most wars. All of it is in the build today, and a Discord account is the whole sign-up.

A nation's holdings: factories, ports and camps across a province
Land feeds men

Your army is capped by the ground under it. Take more, or build cities and raise the ceiling without moving a border. One dial splits what that ground gives you between gold and troops.

A fleet sitting off a rival coastline
A coast can be closed

Ports pay harbour dues and merchants run between them. Park a fleet outside one and that money stops, with nobody landing and nothing taken.

Two nations meeting along a contested border
Everything is somebody's

Ground is owned a tile at a time and costs more uphill, through forest and into anyone dug in. Cut a province off from its capital and it folds.

Pacts that holdNeither side can touch the other while it stands. Rivals gang up on whoever is winning, then tear it up when their partner starts.
Islands that fight backMinor powers hold the outer archipelago. They never march out and they dig in hard.
A camera with no railsSpin it, tilt it, and zoom from the whole world down to one villager. All of it drawn in real time.
One clock, no pauseSame simulation, same seed, same tick for everybody in the room. Nobody can stop it.

Alliances

An alliance is worth more than the peace

Signing one used to be a promise not to fight and nothing else, which is a thing you do out of fear. These are the reasons to do it out of interest.

+1.15 gold a second, per port
Their harbours pay you

Every port either of you holds pays both of you, a little over a gold a second each. Six ports between you is six paying two nations, not three paying one. It lands in your income figure, not in a promise.

Allied merchants pay ×1.5 dues
Their ships are worth having

An allied merchant calling at your quay pays half again the dues a stranger does, and still lands most of its cargo at yours instead of losing the lot. Two nations with fleets are worth more together than apart.

0 tiles change hands on the way
Your armies may cross their country

March a column straight through a friend and out the far side. Not one tile of theirs changes hands on the way: it is a road, not a conquest, and you arrive at a border you do not share with anybody.

Which is the whole pointYou can reach a war you are not next to. Help an ally who is actually being attacked, or come at somebody from the side they left open because nothing of yours touches it.
It is still their countryYour column takes nothing while it walks. And the day the alliance ends, it is standing in the middle of somebody else's ground with no border behind it.
Absolute while it standsNeither side can take a tile from the other, or fire on them, or land on them. There is no partial alliance.
Offered two waysFrom the powers list on the right, or point at a rival and press Y. Breaking one is a click and it is remembered.

Signals

Talk to your allies without a word

Marks on the map, big and flashing, that your allies see and nobody else does: a place to attack, a call for help, a warning, a request for troops or gold, and a count to attack together.

Right-click the map, then Signal: seven signals, at the spot you pointed at.
What your ally sees: the mark, whose it is and what it means.
Attack here

A target, at the spot you pointed at. Your allies see where to hit.

Help

You are in trouble here and want someone to come.

Danger

The enemy is coming this way. A warning, before it hurts.

On my way

You are coming, or you will hold this spot.

Attack together

A ten-second count on the map. Allies press “I’m in”, their names appear on the mark, and at zero everyone who is in gets one button to send their attack there.

Need troops

Every ally gets a card asking for troops, with the amount ready to send.

Need gold

The same, for gold.

Where to find itRight-click the map (on a phone: the Actions button; on a tablet: hold a finger on the map) and choose Signal. It appears only when you have an ally. Alt with a right-click puts Attack here straight away.
The request cardThe two green buttons send 10% or 25% of what you can give, the same way as aid from the ring. Not now puts the card away.
Off the screenA mark you cannot see shows as an arrow at the edge of the screen, pointing to it. Press it and the camera goes there. The small map blinks where it is.
Only your alliesAn enemy never sees your marks. You can put up three marks in five seconds, and ask for troops or gold every fifteen.

The newest mechanics

What arrived with the latest wars

Everything below is live. Each one is a rule of the world, not a menu option: the bots play by them, the checksum counts them, and a room can switch most of them off if it prefers the older war.

The general · click him
The general's orders, on the ground and at sea

Click your general and he asks what you want. On the ground, one of three: ATTACK sends him to your biggest advance, and attacks near him cost fewer troops; DIG IN keeps him at his headquarters, where your ground costs the enemy far more and every battalion lasts longer; HOLD THE BORDER keeps sending free battalions to stand guard along your borders with rivals. At sea, one of three or none: HUNT sends free warships after enemy warships; PATROL puts one beside each of your oil fields and fleet yards; BLOCKADE parks them off enemy ports, which then send no trade and earn nothing. Press the lit order again and the fleet chooses for itself. Moving his headquarters is on the card too, and Standing orders, the switch at its foot, makes any click on the map an order for whoever is free.

Send aid · 45 s cooldown per ally
Aid to an ally

Right-click an ally's ground and choose Send aid: a card opens in the middle of the screen with a slider for troops or gold. Up to half of what you hold, never more troops than they have room for, and a 45-second cooldown per ally. Both of you see it land. It is an order like any other: the bots see it, the checksum counts it.

The store · coins buy paint
The store: paint, never power

Coins bought through PayPal buy cosmetics: seven ground skins that repaint your land for everyone on the map, four missile trails, and a bot that wears your name. Nothing in it sells an advantage - the map is the map for everyone on it. What you own is on your account, on every device you sign in on.

Wear it · Try it
Wear it, try it

Own a skin or a trail and Wear it puts it on for every war you play; the first one you buy is worn at once. Try it opens a fitting room - a private war with bots that nobody can join or be invited to - with your nation in that skin, and a silo ready if it is a trail you are trying.

The named bot
A bot in your name

Buy the named bot and one ordinary AI nation in every war you play carries the name you entered in the room. Same difficulty, no side, no advantage; the label is the perk, and everyone sees the same one.

Starting position · 10, 30 or 60 s
You choose where to begin

Before the war opens the map holds no ground of yours. Click any free land and your capital is founded there, with your starting country grown around it. Run out the clock and you take the randomly dealt spot. The room dial offers 10, 30 or 60 seconds, or plain Random.

A whole continent · +15% income
A continent held whole pays

Hold every tile of a continent and your economy and enlistment both rise fifteen per cent, per continent, for as long as you hold all of it. The feed announces it won and announces it lost. Islands are worth their tiles; continents are worth a campaign.

A sealed pocket · ×0.55 to take
A pocket collapses

Surround a nation completely - no neutral border, no second enemy, no working harbour - and its ground costs you barely half the usual price to take. Only you: a third party attacking the same pocket pays full rate. Seal a bot in long enough and it may hand you the whole country.

Betrayal · the brand lasts 3 min
Betrayal is worn in public

Tear up an alliance and you are branded TRAITOR - on the ladder, in the feed, on your next offer. No bot signs with you while it lasts, every bot trusts you less, and your ground pays double gold to whoever takes it. The brand fades; the count underneath never does.

The Atomic · a 10-tile blast
The Atomic

The fourth warhead. A tenth of the map in one flash, 68% through interception, a cooldown you plan a war around - and the one weapon that leaves fallout: the ground it takes earns nothing for anyone and is cheap to walk over for a long while. It fires only from a silo raised to level 5.

Blockade · the port pays 0 g
A blockade you can see

Park warships off an enemy harbour and it is strangled: no convoys sail, and the port pays none of its standing income while the ships sit there. The harbour pulses red on every screen - the owner sees what is bleeding them, the blockader sees it working.

Alt + right button · a mark for allies
A finger on the map

Alt over the right button drops a mark only your allies can see - HERE, in your colour, on their map and nobody else's. The cheapest coordination there is: no chat, no typing, one gesture.

Hold Space · the outline view
The outline view

Hold Space and the war becomes a chart: every nation outlined in its own colour, coasts included, you heaviest with a pale glow and anyone you are fighting glowing red beneath theirs - over a lettered grid for calling positions out loud.

A hidden tab · full speed
The war goes on without your eyes

Minimise the game, read something, come back: in multiplayer the war keeps stepping at full speed while the tab is hidden, and nobody waits on you. A machine that truly stalls hands its nation to the AI after ten seconds - and your first click takes command straight back.

And when it endsThe closing card draws the whole war: every nation's ground, second by second, your line heaviest. How close you came is a picture now, not a memory.
The room decidesStarting position, the Atomic, alliances, the lot - the host's panel switches whole systems off before the war begins, and everyone in the room sees the terms before they ready up.

Ranked, teams, streams

The ladder, and who you climb it with

Ranked is the same war with nothing to set: a small map, no bots, a short truce, every rule on. Teams are a room setting. Both are opening in stages; the streamer tier has them first.

Ranked · 1v1 and 2v2
Press once, the war begins

Pick 1v1 or 2v2 and press FIND A MATCH. The queue pairs you by Grape Points, in a window that widens every half minute, opens a private room and begins the war on its own: a small map, no bots, a random start. In 2v2 the four of you are dealt into two balanced sides, and a friend waiting with you is dealt to yours. The result moves both sides' points by the same amount and the room closes behind it.

Teams · 2 to 5 sides
Sides dealt, or placed by hand

A room setting. The host picks the number of sides and the board fills: dealt automatically, or by dragging commanders and bots between the columns, with a column for spectators who only watch. A team is an alliance nobody can break and no pact can cross; aid and trade flow inside it; each side wears one family of colours; the side's ground together is the victory.

The streamer tier
Made for a broadcast

Streaming the game? Ask the developers on Discord. The tier opens teams, private rooms that stay off the open list, streamer mode - which hides the room code, the link and the password on your own screen - and the two broadcast modes below, switched on from the room.

Seeds · the free currency
Win ranked, buy the shelves

Every ranked win pays 120 seeds, and every rung of the ladder you climb pays 600 more. Nothing else pays them: not a war against bots, not a plain room. Every item in the store but the named bot has a price in seeds beside its price in coins, dear on purpose - five thousand for the cheapest, twenty-seven thousand for the legendaries - so a season of ranked wins buys one thing worth wanting. The daily chest in the store adds a pinch a day, and once in a while something off the shelves.

The ladder · eight rungs
Grape Points, from a seed to the marshal's star

Everyone starts as a sprout at 1000. A win takes points from the other side, more when they were the favourite; the rung is on the Ranked screen, with the road to the next one, and the question mark beside it opens this list.

Seed0 Sprout950 Vine1050 Grape1150 Harvest1250 Deputy1400 Sheriff1550 Marshal1750
Broadcast mode · THE ZONE
The map closes in

After two and a half minutes a ring is drawn on the map, and it closes every 75 seconds, each time to three quarters of its radius. Thirty seconds before a close a horn sounds and the doomed ground blinks; in the last six seconds the ring is seen walking in, and the last five count out loud. What ends up outside it burns: nobody's, and nobody can claim it again. Battalions out there are lost, hulls sink.

Broadcast mode · DISASTERS
The sky has opinions

From the second minute, every minute or two: a siren, and a mark on the map twenty seconds ahead. A meteor is seen falling and takes the ground with fallout. A flood drowns the low ground and halves the men on it. A hurricane forms at sea, marches in tearing up every building it crosses, wrecks the place it was aimed at and blows on past. The last five seconds count out loud.

Watching · THE STREAMER'S POWERS
Knocked out, still running the show

In a room a streamer opened, the host whose own nation is gone gets buttons over the map: a meteor, a hurricane or a flood somewhere random, a shower of eight small meteors, fifty thousand gold for every nation, the war sped up for a minute, every army doubled, an earthquake, or the aliens called in early. One click each, each on its own cooldown, and every board is told the streamer sent it.

Community

Where everything happens

Patch notes land here first. Early builds get shown before they ship, and if something breaks this is the fastest way to reach us.

SeedWars on Discord

Find opponents for a 75-player map, argue about balance, and get told first when something ships.

Join the Discord

Updates

Every patch is posted the moment it goes live, with what changed and why. No waiting for a newsletter.

Leaks

Work in progress gets shown early: new systems, maps and art, long before they are finished enough for the site.

Support

Found a bug, lost a lobby, or something looks wrong? Post it there and it gets looked at faster than anywhere else.