Beta season · Day 13/30 · War season

How to play BlocWar

BlocWar is a free text-based war game you play in your browser. You run a country for one season (a calendar month): grow your land, build an economy, raise an army, and take land from rivals, alone or with a clan. This guide covers everything you need for your first season.

Play free — no download

The basics

Everything you do costs turns. You get one every 12 minutes, so 120 a day, the same for everyone. You spend them to explore new land, construct buildings, attack, and run spy missions. There is no real-time grind: turns build up while you're away, so a short session or two a day is enough to compete.

Your score is your networth: land, buildings, army, and stockpiles combined. The highest networth at the end of the season wins.

Each country starts with 250 acres, $100,000 cash, 2,400 people, a small army and 90 buildings.

Your first day

  1. Pick a government. It shapes your whole season (table below). You can change it once per season, at a cost of 24 turns. Not sure? The Republic has no weaknesses.
  2. Explore. Spend turns on new land while it's cheap. The first 5 days of every season are a building phase with no attacks, so this is the safest time to grow.
  3. Build on your new land. Empty land earns almost nothing. Aim for a mix: enterprise zones and residences for money, farms so your people don't starve, and construction sites to build faster.
  4. Keep food above zero. Starving countries lose people and units every turn.
  5. Ask the advisor. Your country report shows what's holding you back, in plain words.
GovernmentEffects
Republic
Balanced. Good at everything, great at nothing.
+5% cash income, +5% max population
Military Junta
Built for war. The economy pays for it.
+10% offense, −10% unit prices, −10% cash income
Technocracy
Science first. Thin on the front lines.
+50% tech points, −5% building costs, −8% defense
Corporate State
Money talks. Armies cost more to keep.
+12% cash income, −10% building costs, +15% army upkeep
Fortress State
Hard to crack. Slow to grow.
+15% defense, −10% army upkeep, −25% land per explore
Agrarian Commune
Feeds the world. Not much of a fighter.
+20% food production, +3% max population, −10% offense
Frontier Republic
Always expanding. The borders are thin.
+20% land per explore, −10% defense
Shadow State
Eyes everywhere. Fewer people trust it.
+35% spy strength, +10% unit production, −2% max population

Turns

Turns build up while you're away. Free players bank up to 120 (one day). Premium players bank up to 360 (three days), so a missed weekend doesn't cost them. Turns can't be bought.

A good habit: log in once or twice a day and spend your turns. Logging in more often barely helps, because turns are capped.

Land, buildings and money

Land is the base of everything. You get it by exploring (turns plus cash, getting pricier as you grow) or by taking it from others. Each acre holds one building:

BuildingWhat it does
Enterprise zone+cash every turn
Residence+max population
Industrial complexProduces military units
Military baseCheaper units and upkeep
Research labTech points for research
Farm+food every turn
Oil well+oil every turn
Construction siteBuild more per turn, cheaper buildings

Bigger countries cost more to run per acre, so growth has to be backed by income. There is no single best build: in our simulations, the best plans that skip any one building type finish within about 15% of the best overall.

Your military

UnitOffenseDefensePrice
Troops11$180
Jets20$170
Turrets02$170
Tanks43$560

Troops do a bit of both, jets only attack, turrets only defend, and tanks are strong at both but cost the most to keep. Industrial complexes produce units for free every turn; military bases make buying and keeping units cheaper. Every unit has upkeep, and jets and tanks burn oil.

Attacking

An attack costs 2 turns and some readiness, which recovers over time. If your offense beats their defense, you take land, and some of the buildings on it come with it.

There are 4 kinds of attack. Each sends different units and meets a different part of their defense:

KindYou sendThey defend withA winReadiness
Standard striketroops, jets, tankstroops, turrets, tanks takes land; 40% of buildings on it captured intact 6%
Ground invasiontroops, tankstroops, turrets, tanks takes 30% more land; 70% of buildings on it captured intact 8%
Air raidjetsturrets, home guard destroys up to 5% of their buildings 4%
Raidtroopstroops, home guard steals up to 4% of their cash and food 4%

New countries that join mid-season get 72 hours of protection, and start close to the average size so they aren't easy prey.

Research

Research labs make tech points that you put into tracks. Each track tops out at +20%, with diminishing returns, and growing your land dilutes it, so bigger countries need more labs to keep up.

TrackWhat it does
Business+cash income
Residential+max population
Agriculture+food production
Industrial+unit production
Weapons+offense
Fortification+defense
MedicalFewer units lost in battle
Exploration+land per explore turn
Espionage+spy strength
Missile defenseChance to shoot down missiles
WarfareUnlocks missiles, +missile damage

Spies and missiles

Each spy mission costs 1 turn. Your chance depends on your spy strength against theirs; a failed mission loses some of your spies.

Missiles unlock with Warfare research. You can stock up to 10, and Missile defense research can shoot them down.

The market

Buy and sell food, oil, and units with other players. Player prices always sit between the public buy and sell prices, so trading with players beats the public market. Sales carry a 5% fee, and you can have 10 offers open at once.

Clans, wars and the map

Joining a clan is free, and so is founding one. Clans share a chat, a target board, and a treasury that funds projects every member benefits from:

Clans can declare war on each other. In a declared war, hitting smaller enemies still pays in full. Each clan picks a front on the war map; the clan that takes the most land there holds the region and every member gets its bonus:

Leaving a clan means a 24-hour wait before joining another, and you can't join a clan you were at war with until that war ends.

Find a clan that's recruiting

Seasons and rankings

Each season is one calendar month (UTC). Everyone starts fresh, so a new player has the same shot as a veteran.

At the end, the top countries and clans go into the Hall of fame, and players earn medals that stay on their profile. Results are checked for cheating before they're final. See the current rankings.

Independent nations are computer-run countries that keep the world busy. They're always labelled, and they never join clans.

Fair play and Premium

BlocWar is free to play and never sells power. Nobody can buy turns, cash, land, units, or resources. Premium banks more turns and adds cosmetics; that's all. One country per person, no bots or scripts. Read the fair-play rules.

Quick answers

Is BlocWar free?
Yes. Everything that affects winning is free.
Do I need to download anything?
No. It runs in any browser, on a phone or a computer.
How much time does it take?
A short session or two a day. Turns build up while you're away, and logging in more often barely helps.
Can I join in the middle of a season?
Yes. Late joiners start close to the average size and get 72 hours of protection. New countries can't be founded in the last 3 days.
Is it like Earth 2025?
It's in the same tradition of turn-based browser war games, with clans, seasons, and fair Premium. More here.

Play free — no download