Strategy · Tactics

Rapid Dominance

Spend action points each turn to attack adjacent fields, raise barracks and mines, and topple rival townhalls in a free open-source Risk-style conquest for up to sixteen players.

Overview

You swallow the map one field at a time, spending a thin pool of action points to shove your borders into neighboring tiles until every rival townhall has collapsed. Rapid Dominance is a free, open-source turn-based strategy game built in Phaser 3 and TypeScript by the developer wenta, openly a clone of Bartłomiej Baron's Enemy Flag and trimmed to a single-player campaign against AI. A match opens on a tiled grid — Hex by default, with maps shaped for two to eight players — where you are player one and the remaining two-to-sixteen seats fill with computer rivals in deathmatch or team formations. Each tile is a resource or fortification in waiting: blank ground, a gold deposit, or a townhall that serves as your capital. What makes the loop distinctive is that everything — marching on an enemy, raising a barracks, abandoning a field — draws from the same per-turn action-point budget, so conquest becomes a question of what you can afford to push this round, not how large your army is. It reads as Risk's map-painting married to a build economy, aimed at players who like their conflicts turn-paced and their borders visibly growing every few minutes.

How to Play

Click a field to drop the selection cursor on it — arrow keys nudge it one tile — then pick an action from the right panel or its hotkey. Press A to attack the selected adjacent enemy tile for two action points, L to leave a tile for one, and F to end your turn. To build, select an empty owned tile and press T for townhall (500 gold), M for mine (150), B for barracks (100), W for wooden wall, or S for stone wall. Townhalls, mines, and barracks generate troops and gold each round; you start with 10 troops, 300 gold, and 8 of 14 action points. The catch is adjacency: a tile is only assaultable when at least two of your tiles or one of your townhalls borders it, and every swing costs troops that a barracks must replace. Turns pass clockwise through every living player until only one remains.

Tips & Strategy

Open by raising a barracks beside your starting townhall before pushing outward, because attacks burn troops and the not-enough-troops wall hits faster than new players expect. Spend early gold on a mine atop a deposit — the 16 to 20 gold-per-round bonus doubles a standard mine and funds the stone walls and second townhall you will need once the AI closes in. Respect the adjacency rule: a tile touching only one of yours cannot be taken, so fan into shapes with two or three fronts instead of a single column that cannot widen. A 200-gold stone wall in front of your capital buys the turns a barracks needs to refill the garrison, and walls are cheaper than losing a townhall. Mind the fog of war — enemy stacks appear the instant your border touches them, so keep a screen of owned tiles between your capital and the unknown. When a rival is down to one townhall, dump your whole action-point pool into the kill; the elimination snowballs you toward the next opponent.

Controls

Keyboard
Arrows — move selection cursor one tileA — attack selected adjacent enemy field (2 AP)L — leave field (1 AP)F — finish turnT — build townhallM — build mineB — build barracksW — build wooden wallS — build stone wall
Mouse
Click a field to select it, then click an action button in the right panel (Attack, Leave, Finish, or a build action) — full mouse-only play is supported
Touch
Tap-select and tapping the right-panel buttons work, but the dense UI is sized for a desktop screen

Features

  • Turn-based conquest for one human plus up to fifteen AI opponents on maps scaled from 1v1 to eight-player free-for-alls
  • Single action-point pool per turn funds every attack, leave, and build, so each round is a budgeting puzzle
  • Six buildable structures — townhall, mine, barracks, wooden wall, stone wall, observation tower — each with gold and AP costs
  • Adjacency attack rule: a field is only assaultable when at least two of your fields or one of your townhalls neighbors it
  • Deathmatch and team modes from 2v2 up to 4v4 across seven maps including Hex, Flower, Eagles Nest, and Stones
  • Fog of war that hides enemy positions until your owned border pushes up against them