What this site publishes
tiletake.win is not an empty play lobby. The join button starts a match; the writing below — and the guide and dev journal — explain why the rules look this way, where a capital is worth taking, and how buildings and weapons move a front.
Plenty of games let you paint a map. Here the grid follows GeoJSON terrain instead of a pure square lattice, so peninsulas, islands, and inland corridors change every match. There is no account and no personal ladder. The monthly board is country-versus-country, scored from the connection country.
Ads sit on the home page and some document pages so the game can stay free. They are not meant to cover the battle HUD or to sit on screens with no publisher writing. Full tables and hotkeys live in the guide; design decisions live in the journal.
How a match actually ends
A public match starts when enough players pick the same map — when the room fills or the wait timer ends. Capitals are not any tile: you only choose from the cities marked that match. Skip and you spawn at random. The capital starts at a high level so early production and defense have a fixed anchor.
In battle, troops flow from a source tile to a target along a path — not only to a neighbor. Capture cuts every stream tied to that tile. To win you grow land occupancy, become the hegemon, and hold that status for a set time. If no hegemon appears before the clock, highest occupancy wins. Lose every tile and you fall; you can still spectate.
Gold buys barracks, cities, ports, rail, forts, factories, and THAAD. A factory can queue precision strikes, EMP, bio, nukes, smoke, and supply to shake a distant front. Allies can reinforce you; betrayal has a cost. Numbers and exceptions are tabulated in the guide.
Why the board is by country, not by player
Without accounts, the same nickname can appear in many matches, so a personal ladder would be easy to game. The monthly board therefore sums score by connection country — time survived, occupancy, weapons used. Very short matches do not count, so a drop-in-and-leave does not shove the ranking.
The country list on the right is not only a trophy table. It records how the nations on this server fought the month, not who the strongest individual is. A new season resets the totals.
How to pick a map
You can play East Asia, Southeast Asia, the Middle East, Asia, Europe, Africa, the Americas, or the world. Tight maps collide early. The world map spends more time crossing seas and continents. A long sea trip without a port arrives late and is easy to cut.
For friends only, create a room and share the link. Unlike public match, the host starts the war. You pick a nickname and color; near-duplicate colors ask for a second look.
- Tight maps: space around the capital is the opening fight.
- Continent and world: rail and ports change the mid-game tempo.
- Island spawns: early isolation — or an instant brawl if two nations share the island.
Questions about the site
- Do I need an account?
- No. A nickname is enough. Letters and numbers only; leave it blank for a temporary name.
- Can I play on a phone?
- Yes, in the browser. Pan, pinch-zoom, then tap source and target. The guide’s mobile section lists the gestures.
- Why are there ads?
- To keep the game free while we run servers and map data. The privacy policy describes cookies and Google ads.
- Who runs this?
- GIT_IN (Junhyeok Shim) in the Republic of Korea. Email is on the about page.
- Do I fight bots or people?
- Public rooms start with whoever queued; bots may fill empty seats while you wait. A private room is invite-only.