HOUR OFCONQUEST Play the demoPlay

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

Armies6–8
Players a season60–480
A season16 cycles
Your entry tokensReturned in full

Seasons

Sixteen cycles. Over two weeks. Check in once a day.

Each cycle lasts 21 hours. Check in once a day to see what changed, talk to your army and set your orders. The planning happens in between.

  1. Sign up

    Sign-up opens at a set time, announced in advance with a countdown. Lock TROOPS, the game's token, to take a seat, alone or as a squad of 2–3. Each season has a smallest sign-up, roughly US$50 worth of TROOPS when the season is set, so seats go to real players. The seats, up to 480, fill first come, first served, in the order sign-ups land on the blockchain. If fewer than 60 players sign up, the season is called off and every token comes straight back.

  2. Armies are balanced

    When sign-up closes, no one wallet counts for more than 15% of an average army and no squad for more than 25%. Anything over that comes straight back. Then the largest sign-ups are placed first, each into the weakest army with room, by a fixed rule published in advance.

  3. Play sixteen cycles

    Plan with your army, defend attacks, take ground. Your locked TROOPS are your troops on the board, and losses come off the board only.

  4. Take it all back

    When the season ends, every TROOPS you locked returns to your wallet in full. Your history and the pact record carry into the next season.

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.

Orders · 18 hours

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.

Response · 2 hours

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.

Resolution · 1 hour

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.

Response · 1:57 left
Targets revealed: attack arrows across the world map, each marked with a question mark instead of a size

Response window. Every arrow is on the map. None of them shows its size.

Resolution · round 2
A three-way battle for Alaska in its second round, with the troop counts still hidden

Resolution. Battles play out in three rounds. Numbers show only at the end.

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.

The in-game army chat for Teal Corsairs: players coordinating a rally on Alaska, a feint at Greenland and a defence of Western Canada
Army chatFrom the game. Only your army can read it, and it lasts the whole season.
Phone: a territory card with the defender's last known strength and where you can attack it from
ScoutTap any territory to see what was there at the last reveal and where you can attack from.
Phone: the war room with an open attack rally, named pledges and pledge buttons
RallyPledge to your army's rallies from the war room. Every pledge is named.
Phone: targets revealed, with attack arrows across the map and a response timer
RespondTwo hours to read the arrows and rush defenders where the real blow lands.
Phone: a three-way battle in round two with the troop counts still hidden
ResolveWatch your battles play out round by round, or catch the replay later.

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.

Pact record · Season 1Example
  1. Cycle 3Teal Corsairs+Olive FusiliersSigned
  2. Cycle 5Garnet Raiders+Teal CorsairsSigned
  3. Cycle 7Bronze Regiment+Olive FusiliersSigned
  4. Cycle 9Garnet Raiders→Teal CorsairsBrokenAttacked Alaska four cycles after signing.
  5. Cycle 12Teal Corsairs+Olive FusiliersKept 9 cycles

Your move

Read the arrows.

Now try one yourself. Enemy armies have attacked three of your territories. You can see who is attacking but not with how many troops, and one of the attacks is a feint. Read the intel on each, add troops from your reserve where you think the real attacks are, then press Fight.

Response windowScenario 1 of 3 Your reserve 70,000

Your defence is your troops there plus what you add, with a 5% bonus for holding ground. Ties go to you.

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.

Example season
30 ETH

400 players · paid in ETH
≈ $75,000 at $2,500 per ETH

Frontline21 ETH≈ $52,500

70%, shared by the players who keep their troops on contested ground, cycle after cycle.

Power4.5 ETH≈ $11,250

15%, shared by the top 40% of players by score.

Army4.5 ETH≈ $11,250

15%, shared by the army that held the most ground.

War room

Simulated example

Prizes are paid in ETH, 100% at season end, by score. Every name and payout is published permanently.

Frontline21 ETHGround facing a rival
Power4.5 ETHTop 40% by score
Army4.5 ETH Top army
You · rank 47 of 400Score 2.31M · frontline ≈$498 · power ≈$82≈$580

Payouts if the season ended now · approx. USD

#PlayerScore≈ Prize
1StoneRook6.12M$3,270
2QuietTalon5.83M$2,520
3iron_marshal5.55M$2,130
4Marcus5.28M$1,820
5lone_mortar5.03M$1,610
6GoldenMarshal4.79M$1,480
7Priya4.56M$1,360
8grim_jackal4.34M$1,270
9DustyFalcon414.13M$1,190
10RustyCobra3.93M$1,130
11steady_corsair3.74M$1,080
12Sofia3.56M$1,030
13Kwame3.39M$990
14StoneRanger3.23M$950
15Tariq3.07M$920
16Lena2.93M$890
17Diego2.79M$850
18Hana squad2.65M$830
19Mei squad2.52M$810
20Jonno squad2.40M$780
…
47You2.31M$580
21st–50th≈$570 each
51st–100th≈$320 each
101st–200th≈$135 each

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

TROOPS are your troops.

TROOPS is the in-game utility token. Every TROOPS you lock becomes one troop on the board for the season, and every one comes back to your wallet when the season ends.

Close-up of the game board: teal troop pieces in formation on Eastern United States beside the army's flag, with 97k shown above
97,000 TROOPS locked.97,000 troops on the board. These are the pieces you play with.
Where to get TROOPSInfo

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.

Official TROOPS contractPublished here at launch

This is the only real TROOPS. Paste it into the exchange and check it matches before you trade.

Network
Base
Pool
TROOPS/ETH (v2)
Fee
2% on every trade, fixed forever
Slippage
Set about 3% for a smooth tradeThe 2% fee plus a little room. If a trade fails, try slightly higher.

Take a seat

Lock TROOPS to sign up for a season. While they're locked they are your troops on the board. When the season ends, all of them return to your wallet.

Nothing hidden

The fee, the pool and the season rules are all in public contracts anyone can read. The company holds no TROOPS. The contract address will be published here at launch.

Supply100,000,000 TROOPS, fixed. No one can create more.
PresaleNone
Company holdsNone
Liquidity100% of supply in the pool. The liquidity tokens are burned.
Fee2% on every transfer, fixed forever, paid out as ETH. Signing up for a season and getting your TROOPS back are free.
LaunchFor the first hour, at most 0.25% of supply per buy.
Not an investment

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.