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ATLAS DOMINION

A WORLD WORTH FIGHTING FOR

Atlas
Dominion

A living globe. Six continents.
One commander left standing.

Turn this off to claim and deploy territory by territory.

When both armies have 20+ troops, resolve 3–5 comparisons per click. Each comparison still costs exactly one army.

2–6 commanders · Touch & mouse · Original 3D miniatures

Command the world.

Atlas Dominion uses the classic 2–6 player world-conquest rules, with its own artwork and miniatures.

  1. Deploy. The highest opening die starts. With 3–6 commanders, claim one unoccupied territory at a time, then place starting armies in turn: 35 / 30 / 25 / 20 each. Two commanders start with 40 each and a third, neutral army of 40; each group receives 14 random territories. Place two of your armies, then one neutral army. Auto placement performs these legal steps for everyone.
  2. Reinforce. Each turn receive one army per three territories (rounded down, minimum three), plus complete-continent bonuses.
  3. Trade cards. Three matching symbols, one of each, or a set completed by a wild card. Trade at the start of your turn; five or more cards require a trade. Sets pay 4, 6, 8, 10, 12, 15, then five more each time, shared across all players. A traded card picturing your territory adds two armies there, once per turn. Choose the matching territory when several qualify.
  4. Attack. Choose an adjacent enemy territory, including dotted sea links. Always leave one army behind. Attack with 1–3 dice; the defender chooses 1–2 before rolling. Compare the highest dice, then the second highest. Each comparison removes one army; ties favour the defender. Dice determine the result; animation shows the casualties.
  5. Occupy. Move at least as many armies as your final attack dice into conquered territory, leaving one behind. Eliminating a commander takes their cards. Six or more cards after elimination force trades down to four or fewer, and immediate placement of those armies.
  6. Finish. Capture at least one territory to earn exactly one card when attacks end. Then make one optional move between adjacent friendly territories, leaving one army behind.
  7. Win. Eliminate every other commander. In two-player games, neutral armies never attack or reinforce and need not be conquered; the other commander rolls for them.

Online rooms are private by code and pause for human decisions. Rejoin on this device using your saved room access. Rooms expire after 24 hours without activity. Solo/local campaigns are saved on this device. No money, credits or rewards are used.

Classic rules reference

Your territory cards

Exchange miniatures

Your army strength stays the same. On very large stacks, representative miniatures are shown; the labels always give the exact count.

Campaign menu

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Your cards stay hidden until you are ready.