How to play
Ashfall 2126 is a text war game. You run one nation by spending turns. Everything below fits in about two minutes of reading.
- 1Turns refill on a clock. Spend them; each one runs your nation for one tick.
- 2Grow cash, food or tech to make that resource x1.5.
- 3Explore for land, then build on it. Empty land pays nothing.
- 4Train an army with cash. Then attack nations near your size.
- 5Climb the networth ladder before the era ends.
What you are
You are the warlord of one nation in the Ashlands, a century after the bombs. Everyone starts equal:
- New nations are protected for 48 hours or 300 turns spent. Attacking anyone ends it at once.
- Networth is your score. Land counts most (500 per acre), then buildings (100 each), army and tech.
Turns
- One new turn every 15 minutes (Express and Beta eras: every 10 minutes).
- Your bank holds 30 hours of turns, then stops filling. Play once a day and you lose nothing.
- Late joiners get a one-time bonus bank, so the door stays open all era.
Demo clock: one turn every 15 seconds, bank of 180, start with 90.
- 1Produce: taxes, cash, food, oil, tech.
- 2Pay upkeep: cash for every unit, oil for machines.
- 3Eat: people and Infantry eat food.
- 4Grow: people move toward your housing limit.
- 5Train: queued units count down one turn.
- 6Recover: morale +1%.
Resources
- from
- Taxes ($0.45 a person) and Enterprise Zones
- for
- Land, buildings, units, upkeep
- if 0
- Units desert, 2% a turn
- from
- Farms, 80 a tick
- for
- People and Infantry eat it
- if 0
- Starvation: 5% of people and units die
- from
- Oil Rigs, 50 a tick
- for
- Each Drone and Mech burns 1 a tick
- if 0
- You run dry: machines fight at half
- from
- Labs, 1 a tick
- for
- +1% attack and defence per 1,000, max +25%
- from
- Housing: 5 per acre, 40 per Residence, 10 per other building
- for
- Pay taxes. Infantry take their houses.
- from
- +1% every tick
- for
- Each attack costs 5%. Low morale weakens your attacks.
- The Exchange always trades food, oil and tech: it buys at 60% of base price and sells at 160%. Player-to-player listings come with the live game (on the site).
Land and building
- Explore finds new, empty acres: about 3% of your land a turn at 250 acres, slowing to 0.5% past 10,000. Each acre costs cash.
- Build fills empty acres instantly. Cost per building rises with your size. 10 buildings a turn, +2 per Construction Site.
- Demolish turns a building back into an empty acre. No refund.
- Free empires stop at 2,000 acres.
Army
- Training costs cash, not turns. Units are ready after 6 of your own turns. Queued units neither attack nor defend.
- Foundries cut unit cost (up to -30%). Barracks add defence (up to +40%). Tech adds to both sides (up to +25%).
- Release units to cut upkeep. No refund.
Attacks
- You can hit nations with 60% to 200% of your networth. Neither side may be protected.
- An attack costs 2 turns. Send 25, 50, 75 or 100% of your army.
- You win if your offence beats their defence at home. A dice roll moves it 10% either way. Low morale weakens you.
Takes land (about 5% to 8% of theirs) and keeps 70% of the buildings on it.
Drones only. Burns 2% to 4% of their buildings. No land moves.
Takes 10% of their cash and food, capped by your own production.
- Both sides lose units. Losing an attack costs you double.
- Hitting the same nation again pays less each time, and you get at most 3 wins on one target a day.
- Retaliation: if someone hits you, you get +15% against them for 6 hours, even if they are much smaller.
- Nukes exist only in the endgame, only between clans at war, and only once per era.
Demo clock: every in-game hour is 90 seconds, so retaliation windows last minutes.
The news feed
- The Ashfall Gazette writes headlines from the real battle log. An AI writes the words; the engine decides every outcome.
- The advisor names the one thing most likely to hurt you first (starving, running dry, empty land) and has a one-tap fix.
- Lines in amber involve you.
Eras and prizes
- The game runs in eras with a fixed end date. Everyone starts equal on day one.
- Day one: settle. The middle: growth and raids. The last days: the endgame, with clan wars and nukes.
- When the era ends the ladder is final. Titles and medals carry over; empires do not.
- 7 days
- a turn every 10 min
- free, no token
- top 50: Founding Warlord title
- 7 days
- a turn every 10 min
- lock tokens to enlist
- prizes in SOL
- 14 days
- a turn every 15 min
- lock tokens to enlist
- prizes in SOL
No token exists yet. The free Beta comes first. These are design defaults and can change before launch. Free players can play every era, capped at 2,000 acres and not prize-eligible. 18+.
- Every action goes into a public, hash-chained log. The era's random seed is revealed at the end, so anyone can replay the whole era and check the results.
Playing in a post
Post the game link on X and the post becomes a small playable card. Same game, four tabs:
- 1Read three headlines.
- 2Tap the advisor's fix.
- 3Spend 20 turns on Grow cash.
- 4Pick a target and raid.
- 5Share the battle report. The victim can hit back from the same thread.
- Lost inside the card? Tap in its top corner for the short version.
- On a phone the card opens full-screen in X's browser. If X ever turns Player Cards off, the link still opens the game here.
- Site only: the market, clan management, war declarations, the detailed build planner and anything with a wallet.
Icon key
Every icon means one thing, everywhere in the game.