NINE CITIES

First to 9 of the 12 cities wins build v2.44.0 (2026-08-21 19:09)
LOG
HOW TO PLAY
Your turn has two phases, always in this order. Phase 1, reinforcements: every empty city you hold rolls one die, and only the top face recruits (a 6 for a Troop, a 12 for a Tank). Nothing may move until every roll is settled. Phase 2, actions: every one of your units gets 2 actions, and you spend each unit's pair however you like. Two different things (move up, then attack) or the same thing twice (attack twice, or hit and then pull back out of reach). Leaving a unit alone and spending nothing is a perfectly good choice too. Click one of your units, then a highlighted tile to move, or a red-ringed enemy to attack. The dots above a unit are the actions it has left. Grey rock is impassable. Take a city by walking any unit into it while it stands empty. Swimming costs a troop 1 health to enter, and a unit ringed in red is in the water, where it takes double damage. A wounded unit heals whenever a city of yours is within 3 tiles: +1 in the field, +2 while it stands in the city itself. Nothing else is required, not even room from the enemy.
Roll for reinforcements first: use the glowing panel
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Legend
NINE CITIES
Outthink. Outmarch. Outlast.
The best plan on the table takes the map.
Twelve walled cities. Hold nine and the map is yours. But a city only sends reinforcements while it stands empty, so every garrison you post is an army that has stopped growing, and every city you leave open is an invitation to the player across the table. Combat has no dice: a good plan lands exactly as you drew it, and the move that beats you today is yours to keep for tomorrow.
Bring a friend who will make you think.
First to hold 9 cities wins
The Story
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Language
English