How to Play
◀ Back to gameIn Eimono Wars, you lead English Story characters as up to 10 nations compete for control of a 5×5 map. Just read this Basic section from the top and you're ready to play.
🏆 How to Win
Take 20 tiles (80% of the map) to win!
If nobody gets there in 15 min, the nation holding the most tiles wins.
📖 DetailsHow to win ›
🗺️ Flow of a Match
- 1StartUse "⚔️ Random Match" on the top page to play with strangers, or "🏰 Play with Friends" to create a room and play with friends. CPU players fill any empty slots.
- 2Pick your starting territoryWithin 15 sec, tap any tile you like.
- 3Prepare during the truceThe first 30 sec is a truce, and only the gray "barbarian" tiles can be attacked. Take barbarian tiles to raise your income, and use gacha to get more characters.
- 4Invade neighboring nationsOnce the truce ends, you can attack any nation. The match is decided when someone takes 20 tiles, or after 15 min.
📖 DetailsFlow of a match ›
⚔️ Attacking and Defending
- Tap a tile next to one of yours to attack it (tiles showing the "⚔️ Attack" banner).
- A battle is a one-on-one duel between your "⚔️ Attack" starter and the opponent's "🛡 Defense" starter. The one with the higher attack power strikes first, and if there is no winner after 5 rounds, the defender wins.
- Lose on defense and you give up half of your territory. Losing on attack costs you no territory.
- A character whose HP reaches 0 can no longer be used for the rest of the match.
📖 DetailsHow to attack ›Battle ›If you lose ›
✊ Rock-Paper-Scissors (Types)
- Every character has Rock, Scissors, or Paper (the round mark next to the name).
- Strong against the arrow's target: damage dealt is 1.5×. The other way around it is 0.5×.
- You won't know the opponent's defense hand until you attack and the battle begins.
📖 DetailsRock-paper-scissors ›
💰 Money, Gacha and Lineup
- You receive war funds every 15 sec. More tiles means more income, and stronger characters cost more upkeep (cost). You start with 1500G.
- Characters you pull from gacha (Plum 150G·Bamboo 400G·Pine 1000G·Ultimate 3000G) go to the "bench". Drag them into Attack or Defense slots (or tap a card to select it) to build your lineup.
- Only the starter fights in battle. When a starter gets hurt, swap in the backup and let them rest.
- Characters that win a battle level up. A pre-evolution character at Lv2 can evolve for 100G, and a final-form character at its max level can Limit Break (from its card in the lineup).
🆘 When You're Stuck
- Can't attack: the yellow guide at the top shows why (the opponent is in a battle, regrouping, etc.). Tap anyway to queue the attack, and it starts as soon as they're free.
- You can't attack if your Attack starter slot is empty. Move a character from the bench into the empty slot.
- Reading the screen: during a match, you can review it anytime from "💡 Guide" in the top bar. To practice, try "🔰 Tutorial" on the top page (all CPU opponents).
📖 Detailed Rules (Advance)
Alliances, Random Match and ratings, rulesets, room settings, the change log and more are in Advance. Tap one to open that section.
Everything in detail: numbers, alliances, rulesets, rankings and the change log. If you're new, start with .
🏆 How to win
Take 20 tiles (80% of the map) and you win on the spot! (If you are defending at that moment, you win once you hold off the attack.)
If nobody gets there within 15 min, the nation holding the most tiles wins. If tied, the nation with the higher total of war funds plus character costs wins.
🗺️ Flow of a match
- 1Choose how to playPress "⚔️ Random Match" on the top page to play with strangers (your rating changes), or "🏰 Create a room" to play with friends. Creating a room gives you a room code and an invite link to send to your friends (you can also send them via "Send on LINE" or your device's "📤 Share"). Friends join by entering the room code on the top page or by opening the link.
- 2Enter your nation's name, then "Join" → "Battle start!"Only the person who created the room (the host) can start the battle, change the rules, or send everyone back to the lobby after the match (once the host has left, others can send everyone back too). Empty slots are filled by CPU nations. In Random Match you just pick a name and wait; the match starts automatically.
- 3Choose your first territoryTap any tile you like within 15 sec. CPU nations are already on the map from the start, so you can pick a spot away from them. If you don't choose, one is picked for you automatically.
- 4You start with 2 Plum charactersYour Attack and Defense starters each hold one ★1 character, like the ones from the Plum gacha. They're ordinary characters, so you can release them if you don't want them. The backup slots and the bench are empty, so use your 1500G of war funds to roll the gacha right away.
- 5Attack, grow, and defendFor 30 sec after the start there is a truce, and you can only attack the gray "barbarian" tiles. Use that time to roll the gacha for more characters and set up your lineup. Once the truce ends, you can march on neighboring nations too. Other nations' Defense strength isn't shown on the map, so you won't know until you fight.
- 6The finishThe match ends when a nation takes 20 tiles or when 15 min is up.
⚔️ How to attack
- You can only attack tiles next to your own tiles. Attackable tiles show a "⚔️ Attacking" banner.
- You can't see the opponent's Defense character or the rock-paper-scissors matchup until you attack and the battle begins.
- Tapping a tile creates a queued attack, and the battle starts right away if the opponent is free. You can have only one queued attack, and you can cancel it before the battle begins.
- Queued attacks against the same nation are handled first come, first served (a nation can only defend one battle at a time, so attacks line up per nation even when they target different tiles). Your place in line appears at the top right of the queued tile, like "① You" or "② CPU3". Re-queuing the same tile doesn't change your place in line.
- You can also queue an attack on an allied nation ("🤝 Queue"). The battle starts the moment the alliance expires or either side breaks it.
- In the middle of the queued-attack arrow you'll see an estimate of when the battle will start ("12s left", "waiting for ②", "soon").
- If the queued tile changes hands to another nation (or the barbarians) before the battle, your queued attack moves to another tile of the nation you were targeting, as long as one is adjacent (you keep your place in line). If none is adjacent, the queued attack is canceled rather than fighting a different opponent (both show up in Events).
- When the battle doesn't start right away, the yellow guide at the top tells you why: your own attack battle is still going, the opponent is being attacked by another nation, they're regrouping right after losing on defense (10 sec), they're on respite right after holding off an attack (3 sec), and so on.
🤺 Battles (duels)
- The attacker's "⚔️ Attack" starter and the defender's "🛡 Defense" starter fight one on one.
- An attack battle and a defense battle can happen at the same time. The screen shows "⚔️ Attack battle" and "🛡 Defense battle" side by side. You can attack only one target at a time, and a nation can be attacked by only one nation at a time.
- One round is each side attacking once. Every round, the character with the higher attack power strikes first. If attack power is equal, the defender goes first in round 1, and after that the side that strikes first alternates each round. A battle lasts up to 5 rounds.
- Base damage is attack power ÷ 2 × the rock-paper-scissors matchup × a random factor of 0.9–1.1, and right now everything is multiplied by 0.5. During a battle, each hit shows its breakdown (matchup advantage or disadvantage, round multiplier).
- From round 3, damage dealt rises to 1.5×, 2×, then 3×. If there's no winner after 5 rounds, the defender wins.
- Under "🗡️ Battle" in the room settings you can change the attack order (Alternate first attacker / Random), the per-round power boost (half / none), and the round limit (10 rounds / none) (⚙️ Room settings). The "/5" in "R3/5" in the battle panel is that room's round limit (rooms with no limit show "R3").
- Leader skills and yuru skills aren't used. Battles are decided by HP, attack power, and rock-paper-scissors alone.
- A character that wins a battle and survives gains 1 level, with HP and attack power each growing by 10% (up to Lv5).
- Characters that have grown can be made stronger. A pre-evolution character at Lv2 can evolve for 100G (it goes back to Lv1), and a final-form character at its level cap can use Limit Break to raise the cap by 1 (⚙️ Room settings).
- A character whose HP hits 0 dies and can't be used again that match. Survivors keep their wounds and recover 20% of max HP every 15 sec (no recovery while in a battle).
✊ Rock-paper-scissors (types)
Every character has one of Rock, Scissors, or Paper. It's the round mark next to the character's name.
- Strong against the one the arrow points to: damage dealt is 1.5×.
- Weak the other way: 0.5×.
- Same hand against same hand: 1×.
You can't see the opponent's Defense hand until you attack and the battle begins. Remember the hands of opponents you've fought before.
Depending on the room settings, dual-type characters (with two hands, like Rock-Paper) and all-type characters (with all three) can also appear. The matchup is the average across their hands, so all-type characters are always 1×.
😣 When you lose
- If another nation invades and you lose, half of your territory (rounded up) goes to the attacking nation. Starting from the battle site, tiles are chosen so that both your remaining territory and the attacker's territory stay as connected as possible. Losing an attack doesn't cost you territory (you lose only the fallen character).
- A nation that loses on defense can't be attacked by other nations for 10 sec (regroup). There's no regroup after losing an attack.
- A nation that holds off an attack also can't be attacked by other nations for 3 sec (respite). This keeps it from being worn down by back-to-back attacks.
- Losing to barbarians doesn't cost territory (only the character dies).
- When your territory drops to 0, you're out on the spot (you spectate). Being the last nation standing also counts as a win.
- However, if your last territory is taken while your own attack battle is still going, you don't fall right away. Win that battle and take the tile and you survive; lose it and you fall at that point.
- When another nation falls, you'll hear a sound effect and see "💀 XX has fallen! n nations left". The number of surviving nations is always shown in the top bar.
🤝 Alliances
- Forming one: press 🤝 in Nations, or right-click another nation's territory on the map (long-press on phones; a tap also works for non-adjacent nations) and choose "Propose an alliance". The terms are set by the room settings; the default is 1 min, 100G tribute. The proposer pays the tribute when the other side accepts.
- Tribute rises when you ally again: each time an alliance with the same nation is formed, the tribute for the next alliance with that nation rises by 50G (no matter who proposes). Extensions don't raise it. The room settings let you choose the increase from 0, 50, or 100G.
- A proposal expires after 15 sec. Incoming proposals appear at the edge of the screen; press "Accept" or "Decline".
- If a nation declines your proposal, you can't propose to that nation again for 60 sec (extensions too). This also applies to CPU nations.
- While allied, neither side can invade the other (you can still queue an attack, and it starts the moment the alliance ends). Allied nations' tiles wear a "🤝 Alliances" sash.
- Extending: you can extend once less than 20 sec remains (not before). An extend card also appears at the very top of the screen on phones and at the bottom right on PC. It proposes the same terms, and if the other side accepts, the time is added to what's left (you pay the tribute again; extensions don't raise the tribute).
- Breaking one: "Break the alliance" on the alliance screen lets you invade right away (if you had an attack queued, the battle starts on the spot). For the rest of the alliance period, the breaking nation's income stops. If the side that received the tribute breaks it, it returns that tribute. Any proposals between the two nations are also canceled.
- During battles and after breaking: while two nations are in a battle with each other, they can't propose or accept an alliance (when a battle starts, any proposals between them are canceled). After an alliance is broken, the same two nations can't ally again until it would have ended.
- Alliances in effect, including those between other nations, are listed in Nations. CPUs also send proposals and accept them. CPUs (and stand-ins for absent players) decline proposals from a nation that just attacked them (while it is attacking, while it has an attack queued on their tiles, or within 60 sec after an attack ends).
💰 Money and gacha
War funds come in every 15 sec
Stronger characters have a higher cost (upkeep), so holding too many lowers your income. You start with 1500G of war funds.
- You can roll the gacha at any time, and it opens after 3 sec. Until it opens you can't roll the same gacha again (but you can roll Plum and Bamboo at the same time).
- Characters you draw go to the bench and aren't placed in the lineup automatically. Even on phones, you can press and hold a card and drag it into an Attack or Defense slot. You can also tap a card and choose an action like "⚔️ To Attack starter". Once a character is in the lineup it can't go back to the bench, so think carefully about who to place. You can't roll the gacha while your total is at the cap, so release characters you don't need.
- The gacha and the starting characters never give characters already in this match (held by someone or fallen). Once every character of a given ★ has been drawn, the ★ ratios stay the same, and fallen characters and pre-evolution characters (or, failing those, characters someone holds) can appear again. Two or more of the same character only happens through evolution or after a ★'s characters run out.
- You can hold up to 8 characters, lineup and bench combined. Empty lineup slots mean more room on the bench. When you hit the cap, free up space with "🗑 Release" (to prevent mistakes, you press it a second time to confirm. When full, the weakest bench character is marked "release candidate"). Releasing refunds 10× the upkeep in gold (about 60G for ★1, about 460G for ★5. Less than the gacha cost).
- Characters that joined your nation in a match are recorded in "📖 Collection", and gacha notices show "NEW" for characters you get for the first time. The record stays in this device's browser. Collected characters of ★3 and above can be chosen as your banner (★1 and ★2 can't).
★5 and ★6 characters each have their own page in the 📚 Character Dex (a short bio, skills, and gacha drop rates). ★4 characters also appear in the list with their face and stats.
🃏 Lineup
- "⚔️ Attack" and "🛡 Defense" each have one starter (fights in battles) slot and one backup (resting) slot.
- Press "Attack ⇅ Defense" in the lineup panel ("⇅ Swap" on PC) to swap the Attack starter with the Defense starter (or the two backups) on the spot. Characters already in the lineup can also be swapped by dragging. Bench characters can only go into empty slots. You can also tap an empty slot and pick from the bench. Once a character is in the lineup it can't return to the bench. You can move characters between lineup slots, but to empty a slot you have to "🗑 Release". The only slot you can't move is one that's in a battle. Swapping starter and backup with the "⇄" button works even during a battle: the fighting character stays as is, and the new starter comes out from the next battle.
- Swap a wounded starter with the backup and let it recover while resting.
- When a starter falls, only a backup already in the lineup moves up to starter automatically. If the backup is empty too, the slot stays empty; nothing is pulled from the bench. Place the character you want into the slot yourself.
- When the Defense starter slot is empty (for example after a character dies), a free stand-in (Keibi, or Muryoku after moving a backup up to starter) defends instead.
- You can't attack while the Attack starter slot is empty. If your Attack character dies and the backup is empty too, place one from the bench into the empty slot yourself.
⏱️ Waiting times
| 💤 Regroup | A nation that loses on defense can't be attacked for 10 sec |
|---|---|
| 🍵 Respite | A nation that holds off an attack can't be attacked for 3 sec |
| ⏳ Re-attack wait | You can't attack the same nation again for 10 sec after the battle ends (queue it and the attack starts when the wait is over) |
| ⚔️ In battle | Only one attack at a time, and only one incoming attack at a time. Queue it and it starts when they're free |
📺 Reading the screen
- Guide: "🔰 Tutorial" on the top page is a practice match against CPUs (10 nations. Truce 30 sec, match 15 min, win at 20 tiles, the same as Random Match. Your rating doesn't change). Follow the speech-bubble guide and actually try choosing your first territory, rolling the gacha, placing a character in the lineup, attacking barbarians, and defending against an attack. Doing each step moves you on, or you can press "Skip". While the guide is open the CPUs don't attack on their own; once you close it they attack as usual. In normal matches, "💡 Guide" in the top bar explains the screen. You can review it anytime via "💡 Guide" in the top bar.
- Layout: the screen doesn't scroll. On PC the map is on the left, battles and lineup in the middle, and the "Nations / Events / Alliances" tabs on the right. On phones the map, Attack and Defense battles, lineup, bench, and gacha are all shown at once. On short screens the battles sit to the right of the map. Tap a card to choose actions such as move or release. "Nations / Alliances / Events" open from the bottom of the screen, and long lists scroll only inside themselves.
- Top bar: time left, number of surviving nations (colored dots per nation, 💀 for fallen nations), your tile count, war funds and next income (base / territory / upkeep breakdown; next to war funds on phones), and attack power. In Random Match your rating also shows. 🔊 mutes sound effects. Touch another nation's or barbarian tile on the map to see that nation's CPU strength, aggression, and tile count (Defense strength for barbarians) in the guide line for a few seconds.
- Guide bar (yellow text): what you can do now, and why a queued attack hasn't started and your place in line. A red bar appears when your territory is being targeted.
- Map marks: ⚔️ Attackable can attack now, ⏳ Re-attack wait / regroup / respite / in battle queue and wait, 🚫 can't attack now, 🛡 13s your nation can't be attacked, 🕊 truce, 💤 regrouping, 🍵 respite after holding off an attack, ①② place in the queue.
- Nations: ranking by tile count, status (in battle ⚔️, regrouping 💤, respite after holding off an attack 🍵, fallen 💀), CPU strength and aggression (per nation), rating and this match's change in Random Match, and alliances in effect. 🤝 opens the alliance screen. For nations you've fought before, it shows their Defense (🛡) and Attack (⚔️) characters at the time, their hand, remaining HP, and how many minutes ago (the alliance screen shows more detail).
- Events: battle results, gacha pulls, alliances, fallen nations, and more. Events involving you appear in white and also at the bottom left for a few seconds. Other nations falling and the characters from your own gacha also appear briefly in small text at the top of the screen.
- Stamps: from 💬 at the bottom right of the map you can send 👋 Hello / 👍 Nice / 🙏 Thanks (and GG (Good game) after the match ends or after your nation has fallen). A speech bubble appears for about 3 sec from the sender's tile (or from its face, for fallen nations). During a match you can send one every 15 sec; spectators can only watch. Turn off "Show stamps" under 💬 to hide other players' bubbles.
- Salute a good fight: when the match ends, the results screen shows the faces of everyone who played and the stamps (to the right of the results on a computer, below your place on a phone; CPU nations are shown only when all your opponents are CPUs). Press a stamp and a bubble appears from your face. After the match you can send without waiting, but each stamp only once. Players who sent GG keep a "GG" tag on their face.
- Fallen nations: fallen nations' faces are shown in black and white in the order they fell (earliest first). On PC they're beside the map (below it if there's no room); on phones they're at the left of the row just above the map. The frame color is the nation's color, and your own nation has a yellow border.
- "Ver" at the bottom right is the screen version. When a new version is released, the page reloads automatically unless you're in a match.
🏆 Random Match and rating
- Pick a name on the top page and press "⚔️ Random Match" to search for players with a similar rating while staying on the top page (press "Cancel" to stop). If not enough people gather, the match starts after about 15 seconds with CPUs filling the empty slots. The rules alternate every hour between standard and a ruleset (see "🎲 Rulesets" below).
- Your starting rating is 1500. When the match starts, your rating provisionally drops by what a last-place finish would cost, and it's restored to match your placement once that's decided. Placement goes: the winning nation, then surviving nations (by tile count), then by who fell latest.
- Players who fall get their placement on the spot (below surviving nations, above nations that fell earlier). The winner and the nations that survive to the end are placed when the match ends. Once decided, the screen shows something like "1500 → 1512 +12".
- Finishing above stronger opponents gains you more, and finishing below weaker ones loses you more. CPUs also have ratings by strength (Weak 1450 to Very Strong 1840).
- Even without winning, finishing in the top half raises your rating. Rough guide for a new player (1500, 10 nations):After 10 matches, the changes shrink to about two-thirds of this (about +30 for 1st place).#1+47#2+36#3+26#4+15#5+4#6-6#7-17#8-28#9-38#10-49
- CPU strength varies per CPU, and the higher the gathered players' ratings, the more strong CPUs are mixed in. CPU aggression also varies per nation, as in the room default (Cautious / Normal / Aggressive). Nations shows human nations' ratings and CPU strength and aggression.
- If you leave mid-match, a CPU takes over your nation after 30 seconds (🤖). If you don't return within 1 minute, you're placed last and the provisional drop stands.
- 🏆 Rankings has daily, weekly, season, all-time, and Hall of Fame boards. The ranks are 🪖Ashigaru → ⚔️Samurai → 🎌General → 🏯Daimyo → 👑Ruler.
- Seasons: Players with 5 or more Random Match games in the season, ordered by rating. Seasons are 1 months long (ending at midnight on the 1st, Japan time; before 2027/1/1 at 0:00 is the preseason). When a season ends, the top 10 players go into the Hall of Fame and everyone's rating moves halfway toward 1500 (1700 → 1600,1300 → 1400). Results up to the first season boundary are treated as the preseason (α), and its top players stay in the Hall of Fame.
- Daily / weekly: you earn points based on your Random Match placement (#1: 10/#2: 7/#3: 5/#4: 4/#5: 3/#6: 2/Below #7: 1. CPU nations count too. Matches you left mid-way score 0). Rankings use the total of your best 3 matches that day or best 10 matches that week; ties go to whoever has more 1st places that day (or week), and if that's also tied, to whoever got there first. They close at midnight Japan time every day (Monday midnight for weekly), and you can also see yesterday's and last week's results.
- All-time: players with 5 or more matches, ordered by total wins (ties go to the player with fewer matches).
🎲 Rulesets (special Random Match rules)
- Random Match rules switch at the top of every hour, Japan time. ⚔️ Standard, ⏩ Speed and the other rulesets (special rules) take turns hour by hour, and the sequence shifts by one each day, so the same time of day doesn't always have the same rules.
- The match uses the ruleset shown while you were searching (even if you started searching just before the switch, that ruleset stays).
- There's a single rating across all rulesets, and the rules for gains and losses are the same.
- The current ruleset and the time until it changes are shown inside the Random Match button on the top page, and the next ruleset just above the button.
- ⏩ SpeedOnly 3s waits between battles
- Regroup after defeat 3sec (default 10sec)
- Re-attack wait for the same nation 3sec (default 10sec)
- ⚡ Blitz10 min, win at 15 tiles, no truce
- Opening truce 0sec (default 30sec)
- Match duration 10min (default 15min)
- Tiles needed to win 15tiles (default 20tiles)
- 💰 ProsperityTerritory income ×4, upkeep ×2
- Income: territory 4× (default 1×)
- Upkeep 2× (default 1×)
- 🔥 Path of FireMax Lv10, HP recovery halved
- Max level 10 (default 5)
- HP recovery (every 15 sec) 10% (default 20%)
- 🏯 Rival NationsNo alliances. You can rely only on yourself
- Alliance Off (default On)
- ✊ Rock NationRock characters' attack power +25%
- Rock-paper-scissors boost Rock (default Off)
- Attack boost +25% (default +15%)
- 🌟 Final FormationOnly final-form characters appear
- Character pool forms Final forms only (default All)
- 🌈 Beyond the TriangleDual-type and all-type characters also appear
- Character pool types Include dual and all types (default Single type only)
- 🌱 Evolve to GrowPre-evolution only, alternate first strike
- Character pool forms Unevolved characters only (default All)
- Battle attack order Alternate first attacker (default Highest attack first)
- 🥊 Free-for-All10 nations crammed onto a tiny 4×4 map
- Map size 4×4 (16 tiles) (default 5×5 (25 tiles))
- Tiles needed to win 13tiles (default 20tiles)
- 🗼 Tall MapA tall 5×7 map with bigger tiles
- Map size 5×7 (35 tiles) (default 5×5 (25 tiles))
- Tiles needed to win 28tiles (default 20tiles)
- 🗾 JapanFight for the realm across Japan's 47 tiles
- Map size Japan (47 tiles) (default 5×5 (25 tiles))
- Tiles needed to win 38tiles (default 20tiles)
🗓 Daily Challenge
- A solo match you can play from "🗓 Daily Challenge" on the top page. The board changes at midnight Japan time, and for that day everyone starts from the same map (CPU nations' positions, strength, aggression, and starting characters) and the same barbarians.
- The rules are the same as the Random Match standard, except that CPUs have no personalities and their strengths are mixed differently. In Random Match the mix depends on the players' ratings, but the Daily Challenge always uses the same mix (Weak, Normal, Strong, and Very Strong at 15, 35, 35, and 15%), so strong CPUs appear more often than in a newcomer's Random Match. The match waits until you choose your first territory (after 30 min, one is picked automatically). The match starts 15 sec after you choose (you can change your choice and use the gacha in the meantime).
- Only your first attempt of the day is recorded. From the second attempt on it's practice and isn't recorded. It doesn't affect your rating or the rankings.
- Your record, streak, and fastest conquest are kept in this device's browser (not synced with other devices or browsers).
- Your first attempt's result shows your placement among that day's players (your place out of how many, and the top what %) and how the results were distributed. No names are shown. Faster conquests rank higher; timeouts rank by placement and tile count. Placements shift during the day and are finalized just after 0:30 the next day, once matches that crossed midnight are no longer accepted. If you're logged in and also play on another device, the result from the device that submitted first counts.
- You can share the result as an emoji map on 𝕏 or LINE (your nation is 🟨, barbarian tiles are ⬛). Only the final map is shown, not where you started.
- It runs entirely in your browser, so the match clock stops while the page is hidden.
- Take on today's board anytime from the 🗓 Daily Challenge page (in Japanese).
⚙️ Room settings
The person who created the room can change the rules before the battle starts. In the lobby the rules are split into 8 groups, and anything changed from the default shows in yellow. Pressing a preset such as a Random Match ruleset sets everything in one go (people who join see the differences from the default as tags). The numbers on this page are the default rules. When and why the defaults changed is in the 📝 Revision history.
- Level-up (default ON): a character that wins a battle and survives gains 1 level, with HP and attack power each growing by 10% (up to Lv5).
- Type bonus: characters with the chosen hand (barbarians and stand-ins too) get higher attack power (by +10 to 50%). Dual-type characters get half the bonus, all-type characters one third.
- Available characters: you can mix in dual-type (two hands, like Rock-Paper) and all-type characters, allow only final forms, or allow only pre-evolution characters. This applies to the gacha, starting characters, and barbarians (stand-ins don't change). During the match, the rules in effect appear with "📜" in the guide line while you choose your first tile and during the truce.
- Pre-evolution only: only first-stage characters that have an evolution (★1 to ★3) appear, and evolved characters (second stage and beyond) can only be obtained by evolving. Since ★4 and above don't appear, the Pine and Ultimate gachas are grayed out and can't be rolled in that match ("No characters available"). Plum and Bamboo split the share of the missing ★ across the remaining ★ by ratio (for Bamboo, ★2 54.5% and ★3 45.5%). There are few characters per ★ (about 70 for ★3), so they can run out mid-match, but the ★ ratios don't change afterward. To get stronger, win battles to level up and evolve.
- Evolution (default ON; only in rooms with level-up): when a pre-evolution character reaches Lv2 (Lv3 or max level can also be chosen), it becomes its evolved form for 100G. It goes back to Lv1, keeping the same HP ratio. You can evolve even if the evolved form is already held by another nation (or your own). Upkeep and release refunds use the evolved form's cost.
- Limit Break (default ON; only in rooms with level-up): when a final-form character is at its level cap, pay ★×100G to raise the cap by 1. You then earn the extra levels by winning. The number of uses is set per character: about 4 for ★1, up to 7 for ★4 and above. Strong and Very Strong CPUs use Limit Break whenever they can; Normal CPUs only occasionally, when they have spare war funds (Weak CPUs never do).
- The evolve and Limit Break buttons appear with prices on lineup and bench cards. ⬆ is evolve and 💥 is Limit Break; on phones it's the price tag at the right edge of the card ("⬆ 100G"), on PC it's next to "🗑 Release" ("⬆ Evolve 100G"). Press it and it turns red with "Really evolve?" ("Again" on phones); press again within 3 seconds to confirm (same as release). When unavailable it stays grayed out and shows what's missing, like "200G short", "💥 Break from Lv5", or "7/7 done" (on phones, tap the gray price tag to see the reason in the details). Characters in a slot that's in battle can't use them.
- Battle rules (🗡️ Battle. Default: Highest attack first, power boost on, 5 rounds):
- Battle attack order: "Alternate first attacker" ignores attack power: the defender goes first in round 1, and after that the side that strikes first alternates each round (one on one, the order is defender-attacker, attacker-defender, defender-attacker..., so the same side strikes twice in a row across a round boundary). "Random" draws lots (50/50) for each attack to decide who strikes, so the same side may strike several times in a row (every 2 attacks count as 1 round).
- Power increase per round: "Half (up to ×2)" is 1.25/1.5/2× from round 3, and "Off (always ×1)" stays at 1× throughout. From round 6 on, the multiplier stays the same as in round 5.
- Battle round limit: with "10 rounds", the defender wins if there's no result after 10 rounds. "None (until defeated)" continues until one side falls (at most 50 rounds; if still undecided, the defender wins). Battles between low-attack characters take longer.
- Map size (default 5×5): 4×4, 5×6, 5×7, and 6×6 are also available. The number of tiles needed to win keeps the same ratio for the map (29 tiles instead of 20 on 6×6).
- You can also change: income, starting war funds, gacha prices, release refunds, the length of the truce, regroup, and respite after holding off an attack, battle speed, match time, tiles needed to win, number of nations, CPU strength ("Mixed" gives each CPU a different strength) and aggression (default "Per nation", with each CPU different), and whether alliances are allowed, their duration, tribute, tribute increase, and income after breaking one.
📝 English learning (room settings)
- Set "Correct English word (per question)" in the room settings to 50–200G to turn the match into an English-learning match (default "None").
- From the start of the match until it's decided, you can answer multiple-choice English vocabulary questions at any time. Press "📝" in the bottom right corner of the map (next to the 💬 stamp button) to open a question; you see an English word and pick its Japanese meaning. 📝 shows a red dot when a question is waiting.
- A correct answer gives you war funds on the spot. After you answer, the correct answer is shown, and the next question appears after 6 seconds (9 seconds if you were wrong). While waiting, 📝 shows the seconds left. Up to 20 questions per match.
- You can choose the difficulty from EIKEN Grades 5–4/EIKEN Grade 3/EIKEN Grades Pre-2–2/EIKEN Grades Pre-1–1/Mixed (default EIKEN Grade 3). Words come from English Story's Eiken word lists.
- CPUs also answer every 6 seconds after the match starts (up to 20 questions; stronger CPUs are right more often). Answers are checked on the server.
- While waiting for a Random Match, you can practice with "📝 Vocabulary practice" on the top page (you can choose the difficulty. It doesn't add war funds, and the questions are separate from the match).
- Turn on "Auto-advance on correct answer" below the question, and after a correct answer the open bubble switches to the next question without pressing 📝 again; practice also moves to the next question after about 1.2 seconds (wrong answers work as before. The setting is shared between matches and practice and stays on this device only).
🔑 Login (optional)
- Log in with "Sign in with Google" under ⚙ on the top page (below the left menu on PC) to play with the same name, rating, and record on different devices, such as your phone and PC. Every feature is available without logging in.
- The record on the first device you log in from becomes the account's record. When you log in on another device, that device switches to the account's record. If that device has its own record, you're asked to confirm before switching (the device's record is kept separately, not merged, and comes back when you log out). If the account still has 0 matches, it's re-linked to the record of the device you log in from later.
- No switching happens during a Random Match. Reopen the page after the match ends and it switches.
- On shared devices such as at school, log out when you're done. You can delete your account at any time with "Delete account" in the login section under ⚙ on the top page (your record remains as a logged-out record).
- Login is available to people aged 13 and over.
- Google sign-in doesn't work inside apps like LINE. Open the page in a browser such as Safari or Chrome before logging in.
🎥 Streaming, videos, and streamer mode
- You're welcome to show Eimono Wars matches in live streams, recordings, and videos (monetization is fine too). See the Streaming and video guidelines for rules on thumbnail art and credits.
- Turn on "🎥 Streamer mode" under ⚙ on the top page (below the left menu on PC) or in the room lobby to hide room codes (in the lobby, address bar, input fields, and the Random Match wait) and board posts from the screen. To invite people, use "Copy invite link".
- This setting is for this device only; other people in the same room see no change. Other players' names aren't hidden.
💡 Tips
- Take barbarian tiles during the early truce to boost your income.
- The bigger the nation, the more tiles you get when you beat it. Losing an attack doesn't cost territory, but fallen characters don't come back, so attacking with a wounded character is risky.
- When the red bar says "XX is targeting your territory!", that's your chance to decide whether to send out your Defense starter or backup.
- Strong characters have high upkeep too, so release characters you aren't using to protect your income.
- Allying with a strong neighbor to cover your back while you expand in another direction is a good tactic. Queue an attack before the alliance ends and you can invade the moment it expires.
- CPUs act only on the same information people have (the map, battle results, and Events). They remember the characters of opponents they've fought and send out a character that can win next time.
- CPU aggression changes how they act. Cautious CPUs build up Defense, attack only nations that attacked them for a while after the truce ends, and don't attack with wounded characters. Aggressive CPUs target nations over barbarians, take on opponents that look a bit stronger, and queue their next attack mid-battle so they attack without rest. Cautious CPUs are more likely to accept alliance proposals; Aggressive ones are more likely to decline.
📝 Release Notes
During the alpha, rules change often based on how matches play out. Entries are grouped by release (each time a new version goes out), newest first.Rule: changes to match mechanics, default rules, or CPU behavior.
v2.67.011/5 (Thu)5 items
- RuleDefeating a country now seizes half of the gold it had left, shown as a big gold numberTo make finishing a country worthwhile and add a race for the last tile
- RuleThe heal button next to a deck character's HP restores 10% of max HP instantly for ★ × 100GSo you can shore up your defense with gold before a battle
- The gacha result now shows in a solid bar at the top of the screenIt used to overlap the guide line semi-transparently and was hard to read
- Character faces in the deck, gacha and battles now have the attribute-colored background and frame from English StorySo you can tell a character's attribute at a glance
- Deck cards show the name again and list STR, HP and the bar. Lv sits on the face and the time to full HP under the heal button (next to HP on phones)The new cards had lost their icons, and the time to full HP overlapped the HP number
v2.66.011/5 (Thu)2 items
- Fix gacha buttons hidden under the bottom tabs on phones; the aim is now a small button at the leftThe aim row pushed the gacha buttons down and made them hard to tap
- Deck cards now show only HP and STR; name and cost open on tapRead the HP and attack you need before a battle at a glance
v2.65.011/5 (Thu)2 items
- RulePick a gacha aim (rock, paper or scissors) during a match. Half of your pulls match it. CPUs aim at their banner's attributeBuild the deck you want and counter your rivals' attributes
- Recommended PvP hours at 12:00 and 21:00 JST, with a 60-second waitTo help human players join the same match
v2.64.011/4 (Wed)2 items
- Share daily challenge results with an image linkMake it easier to share your result and invite friends to the same challenge
- Choose whether to try the tutorial on your first visit to the top pageLet new players know they can practice the controls
v2.63.011/4 (Wed)2 items
- The game is now for people aged 13 and over; updated the terms and privacy policyTo match the age range of English Story and our sister game in the Eimono series
- Renamed the game to Eimono Wars in languages other than JapaneseTo align our English name with our sister game in the Eimono series. The Japanese name and URL stay the same
56 earlier releases
Loading…
What is Eimono Wars?
Eimono Wars is a real-time territory war strategy game: lead English Story characters, attack neighbors and expand your territory as up to 10 nations fight over the map. It runs in your browser with no download or sign-up, so you can start a CPU match at once. Matches take ~10 min.
Features
- Attacking a neighbor starts a one-on-one duel between characters. Win the type matchup (rock-paper-scissors) to deal 1.5× damage.
- Take 80% of the map to win. If nobody gets there in 15 minutes, the nation with the most tiles wins.
- Choose the map in a room's rules: 4×4 / 5×5 / 6×6 squares, 5×6 / 5×7 tall maps, or the shaped maps Japan (47 tiles) and World (50 tiles).
- Form alliances with other nations and team up against the strongest one.
- Play with friends in a room with a room code, or compete for ratings and ranks in Random Match. CPU nations fill any empty slots.
- An English-learning rule lets you earn gold by answering four-choice English vocabulary questions.
- A solo Daily Challenge where everyone takes on the same board each day.
FAQ
- What kind of game is it?
- A territory war (conquest) strategy game on a grid map. Attack neighboring nations to expand your territory, win duels between characters, and make alliances with other nations.
- Is it free to play?
- Yes, it's free. There's no app to install.
- Do I need to sign up?
- No. Just open the page and play. You can sign in with Google to sync your records across devices (optional).
- How many people can play?
- Up to 10 nations per match. CPU nations fill the empty slots, so you can also play alone.
- How long does a match take?
- Usually about 10 minutes, and 15 minutes at most.
- What devices can I play on?
- Any phone, tablet or computer with a web browser.
- Does it help me learn English?
- With the English-learning rule, you earn gold by answering four-choice English vocabulary questions during the match. The characters come from the English-learning game English Story.
- Who runs Eimono Wars?
- It is run by FreCre Inc., the developer of English Story.
Terms of Service · Privacy · Streaming & Videos · ©Frecre, inc.