A strategy game on Base
Strategy is a team sport.
Up to eight armies fight over one world map. Your army plans together for 18 hours, every attack is revealed at once, and the stronger plan takes the ground.
Demo open now with short cycles · Season 1 sign-up coming
Seasons
Sixteen cycles. Over two weeks. Check in once a day.
A cycle lasts 21 hours. Log in, see what changed, talk to your army and set your orders.
Sign up
Sign-up opens at a set time, announced in advance. Lock TROOPS, the game's token, to take a seat, alone or as a squad of 2–3. Each season has a minimum TROOPS holding to keep out bots. Seats fill first come, first served, in the order sign-ups land on the blockchain. Fewer than 60 players and the season is called off, with every token returned.
Armies are balanced
When sign-up closes, armies are balanced by a fixed rule published in advance. No wallet counts for more than 15% of an army, and no squad for more than 25%. Anything over comes straight back.
Play, then take it all back
Sixteen cycles of planning, defending and taking ground with your army. Losses come off the board only: when the season ends, every TROOPS you locked returns to your wallet.
The cycle
Plan for 18 hours. React for 2. Fight in 1.
Every army moves on the same clock. It keeps running when you close the page, so you check in, talk to your army, set orders and get on with your day.
Make the plan
Open a rally your whole army can see and pledge to, or launch an attack only you know about. Reinforce the front, dig in, or send a feint to pull defenders the wrong way.
Read the board
Every attack arrow appears at once, with no sizes on any of them. Decide which ones are real and rush defenders from your reserve to meet them.
Every battle at once
All battles resolve together against the map as it stood. The stronger side wins and ties go to the defender. The same orders always give the same result.




Teamwork
No one wins alone.
An army is up to 60 players. A good attack needs a lot of them to commit to the same plan at the same time, and that happens in your army's own channels.
Rallies
Anyone can open a rally on a target. The whole army sees it and pledges troops to it by name, so you know who showed up.
Army chat
Every army has its own chat for the season. Only your army can read it.
Squads
Sign up with one or two friends and you're placed in the same army for the whole season.

Your move
Six moves. Make them count.
Every cycle you decide what your troops do. Reinforcing, fortifying, defending and pledging to a rally are free. Attacks, attack rallies, breakthroughs and feints each use one of your 6 orders, so the game is choosing which, together with your army.


Attack Private · 1 order
Send troops at a neighbouring territory. Only you know about it until the reveal.
Rally Attack or defend
Open a call your whole army can see. Everyone pledges troops by name and it moves as one.
Breakthrough Private · 1 order
Win the first battle and 70% of your force pushes straight on into the next territory.
Feint Private · 1 order
An arrow with almost nothing behind it. It looks real and pulls defenders the wrong way.
Reinforce Free
Add troops from your reserve to any territory your army holds.
Fortify Free
+25% defence for the cycle, but nobody can rush troops in. The players with troops there decide.
Then read the arrows.
When orders close, every attack arrow appears on the map at once, with no sizes on any of them, and some are feints. Your army has two hours to work out which are real and rush reserve troops into the territories under attack. Rushed troops fight at 75%.

Diplomacy
Pacts are public. So are betrayals.
Armies vote on non-aggression pacts. Every pact made, kept and broken goes on a permanent record that every player can read.
The map resets every season. The record doesn't.
- Cycle 3Teal Corsairs+Olive FusiliersSigned
- Cycle 5Garnet Raiders+Teal CorsairsSigned
- Cycle 7Bronze Regiment+Olive FusiliersSigned
- Cycle 9Garnet Raiders→Teal CorsairsBrokenAttacked Alaska four cycles after signing.
- Cycle 12Teal Corsairs+Olive FusiliersKept 9 cycles
Prize seasons
A fixed prize. Set before sign-up.
Each prize season has a fixed prize pool in ETH. The company funds it and sets it aside in a public prize wallet before sign-up opens, and prizes are paid in ETH when the season ends.
70%, shared by the players who keep their troops on contested ground, cycle after cycle.
15%, shared by the top 40% of players by score.
15%, shared by the army that held the most ground.
War room
Simulated examplePrizes are paid in ETH, 100% at season end, by score. Every name and payout is published permanently.
Payouts if the season ended now · approx. USD
| # | Player | Score | ≈ Prize |
|---|---|---|---|
| 1 | StoneRook | 6.12M | $3,270 |
| 2 | QuietTalon | 5.83M | $2,520 |
| 3 | iron_marshal | 5.55M | $2,130 |
| 4 | Marcus | 5.28M | $1,820 |
| 5 | lone_mortar | 5.03M | $1,610 |
| 6 | GoldenMarshal | 4.79M | $1,480 |
| 7 | Priya | 4.56M | $1,360 |
| 8 | grim_jackal | 4.34M | $1,270 |
| 9 | DustyFalcon41 | 4.13M | $1,190 |
| 10 | RustyCobra | 3.93M | $1,130 |
| 11 | steady_corsair | 3.74M | $1,080 |
| 12 | Sofia | 3.56M | $1,030 |
| 13 | Kwame | 3.39M | $990 |
| 14 | StoneRanger | 3.23M | $950 |
| 15 | Tariq | 3.07M | $920 |
| 16 | Lena | 2.93M | $890 |
| 17 | Diego | 2.79M | $850 |
| 18 | Hana squad | 2.65M | $830 |
| 19 | Mei squad | 2.52M | $810 |
| 20 | Jonno squad | 2.40M | $780 |
| … | |||
| 47 | You | 2.31M | $580 |
The prize pool is 30 ETH per season. The company funds it and sets it aside in a public prize wallet before sign-up opens, and prizes are paid in ETH. Dollar figures are approximate, at $2,500 per ETH, and move with the ETH price. This board is a simulated example of a 400-player season with made-up names. It shows how the pool is shared and is not a promise of any amount.
Scores count holdings at slightly less than full size, so an army that fights the front can outscore a bigger one that sits still. Prize seasons are 18+. Claiming any prize needs an identity check (KYC), and sign-up is not open in sanctioned countries.
The token
One token. One troop.
TROOPS is the game's utility token. Lock it to take a seat: every TROOPS is one troop on the board for the season, and every one comes back to your wallet when the season ends.
- 100MFixed supply. No one can create more.
- 0Held by the company. No presale.
- 100%Of supply in the pool. Liquidity burned.
- 2%Fee on every transfer, fixed forever.

TROOPS trade on public exchanges on Base, in the TROOPS/ETH pool. We don't sell TROOPS and we don't run a buy or sell service.
Published here at launchThis is the only real TROOPS. Paste it into the exchange and check it matches before you trade.
- Network
- Base
- Pool
- TROOPS/ETH (v2)
- Slippage
- About 3%The 2% fee plus a little room. If a trade fails, try slightly higher.
How it works
- Locked, never spent. Signing up and getting your TROOPS back are free. Battle losses come off the board, never your wallet.
- Fee paid out as ETH. The 2% sells itself for ETH automatically. The company never receives TROOPS.
- Fair launch. The whole supply goes into the pool at once. For the first hour, no single buy can take more than 0.25% of supply.
- Public rules. The token, the pool and every season's rules are public contracts anyone can read.
TROOPS is for playing Hour of Conquest. It is not an investment, and we don't sell it. Only get what you need to play. We make no promises about what it will be worth, and if you sell it you may get back less than you paid.
Questions
Before you sign up
Can I play now?
Yes. The demo is open with short cycles so you can learn the game in an evening. It's free and needs no wallet.
How are battles decided?
By strength, and nothing is random. Each side's troops are multiplied by published bonuses: holding ground, fortifying, digging in, and a boost for the smaller army. The stronger side wins and ties go to the defender. The same orders always give the same result, and full replays are published when the season ends.
How much time does it take?
A few minutes a cycle to check the map, read army chat and set your orders. Most of the game is the planning you do with your army in between.
What if I miss the response window?
Your auto-defend setting rushes reserve to whatever's attacked. The next time you open the game you get a short report of what happened, and you can watch the battles if you want.
What's a feint?
An arrow with almost nothing behind it, sent to pull defenders away from the real attack. Nobody can tell a feint from a real attack until the battle.
Where do I get TROOPS?
TROOPS trade on public exchanges on Base, in the TROOPS/ETH pool (for example Uniswap or Aerodrome). We don't sell TROOPS and we don't run a buy or sell service. Copy the official contract address from this page (it's published here at launch), paste it into the exchange, check it matches, and set slippage to about 3% (the 2% fee plus a little room). You'll need some ETH on Base to swap and to pay network fees.
How does sign-up work?
Sign-up opens at a set time, announced in advance with a countdown. Seats, up to 480, fill first come, first served, in the order sign-ups land on the blockchain. The smallest sign-up is roughly US$50 worth of TROOPS, set in tokens when each season is created. Sign-up is not open to people in sanctioned countries. A season needs at least 60 players: if fewer sign up, it is called off and every token comes back to your wallet. Prize seasons are 18+, and claiming any tournament prize needs an identity check (KYC).
Can I lose my TROOPS in battle?
No. Battle losses come off the game board only. Every TROOPS you lock comes back to your wallet when the season ends, and no one, including us, can move locked TROOPS anywhere else.
Which wallets work?
Any wallet that supports Base, such as Coinbase Wallet, MetaMask or Rabby. On a phone, open the game in your wallet app's browser.
Season 1 sign-up is coming
Get your army together.
Learn the game in the demo, find your squad, and be ready when sign-up opens.
