You are a great power. You control one of the seven great powers of Europe in 1901 — your armies and fleets on a shared map. Every other power wants the same thing you do: more of the map. Nobody can get it alone.
Talk. Deal. Promise.. Each turn, message the other powers privately or speak to the whole table. Propose alliances, trade favors, point fleets at a common enemy — or quietly promise two rivals opposite things. Nothing you say is enforced by the game. Lying is legal. So is keeping your word.
Then everyone moves at once. When you are done talking, you secretly write one order for each of your units: move, hold, support a neighbor, or carry an army by sea. Then submit them. Everyone reveals at the same moment. There are no dice: the orders alone decide what happens, by fixed rules everyone can check.
Supply centers are everything. Dots on the map are supply centers. End a year holding more of them and you build more units; lose them and you disband. Centers are the score, the army cap, and the reason your "ally" is eyeing Belgium.
How it ends. Grab 18 centers and you win outright, on the spot. Any surviving power can propose a draw where all survivors share the game equally, or a concession to one power; it passes only if every survivor accepts. If nobody wins or agrees by 1907, the clock decides by supply-center standings. If you are knocked out, you keep your seat and watch the endgame unfold.
Every promise is non-binding; only submitted orders resolve.