W.O.M.D. is a turn-based nuclear warfare strategy game. You command one of four factions fighting for global dominance on a 3D globe. Each turn has three phases: BUY, FORTIFY, and ATTACK. The last faction standing wins.
BUY PHASE — Spend credits and resources to purchase missiles, structures, satellites, and chemical weapons. Use diplomacy on neutral cities. Click owned cities to install structures, or neutral cities for diplomacy.
FORTIFY PHASE — Strengthen city defences by clicking them. Each click adds one defence unit, making the city harder to capture.
ATTACK PHASE — Select a source city, choose a warhead type, then click an enemy city to strike. You get 3 attacks per turn. Each launch costs 1 FUEL.
Cities produce one of four resources each round:
⛽ FUEL — Required to launch any missile or ground assault (1 per launch).
⚒ STEEL — Build missile bases (2), interceptor batteries (1), city hardening (1).
⚡ ELECTRONICS — Launch satellites (2), missile upgrades (1), interceptor batteries (1).
☢ URANIUM — Purchase heavy missiles (1) or chemical weapons (1).
Not all factions start with every resource — conquer or trade to fill gaps!
Neutral cities (gray) can be influenced during the BUY phase:
SEND AID ($8) — +15 loyalty, guaranteed.
PROPAGANDA ($3) — +12 loyalty, but 25% chance of backfire (-8).
TRADE ($5) — Buy 1 resource from an aligned neutral (loyalty 50+).
At 50 loyalty a city becomes ALIGNED (trade access). At 80 it JOINS your faction voluntarily with structures intact. Connected owned cities passively generate +5 loyalty per round. Nuking neutrals causes severe loyalty penalties with ALL neutrals.
Cost: $12 + 2⚡. Requires a missile base. Lasts 3–6 rounds (random — satellites may deorbit, malfunction, or be hit by debris). Max 2 active.
Reveals stats of the target city and all connected cities (removes fog of war). Enemy city stats are hidden by default — defence counts and structures show as "?" until scouted. Satellites orbit visibly above their target and can be destroyed when the city they orbit is conquered.
STRIKE RELAY: Satellites also extend your attack range. If a satellite orbits a city connected to one of yours, you can strike any city connected to the satellite's target — using it as a relay point. This lets you hit targets far beyond your normal reach.
Cost: $6 + 1☢. Launch cost: 1⛽. Intercept chance: 45%.
Does not capture — instead contaminates the target for 2 rounds: income halved, interceptors disabled, resource production stopped. Low casualties. Chemical attacks on neutrals cause -20 loyalty with ALL neutral cities.
Cost: $7 (no resources). Launch cost: 1⛽. Intercept chance: 40%.
Does not damage or capture — instead disrupts the target city for 2 rounds: interceptor battery disabled, missile base offline. No casualties. Non-lethal — minimal diplomatic consequences.
Cost: $10 + 1⚡. Requires a missile base.
Destroys an enemy satellite orbiting a specific city. Select during the BUY phase — click ASAT MISSILE, then click a city with an enemy satellite overhead. The satellite is permanently destroyed.
Cost: 0 credits, 1⛽. Uses your attack slot.
Requirements: Source city has 3+ DEF, target has 2 or fewer DEF, target is connected and not a capital.
Success: Source loses 2 DEF, target captured with structures intact. If target has active interceptors, 40% chance the assault is repelled (source loses 1 DEF). No loyalty penalty — ideal for taking neutral cities without diplomatic backlash.
MISSILE BASE ($18 + 2⚒) — Enables heavy missile launches, provides reinforcement bonus.
INTERCEPTOR BATTERY ($12 + 1⚒ + 1⚡) — 2 charges/round, chance to intercept incoming missiles.
CITY HARDENING ($10+ + 1⚒) — +2 defense per level (max 2 levels).
TACTICAL ($5) — Fast, cheap, easily intercepted.
BALLISTIC ($8) — Balanced attack power and speed.
HEAVY ($14 + 1☢) — Powerful, hard to intercept, requires missile base.
CHEMICAL ($6 + 1☢) — Contaminates, doesn't capture.
EMP ($7) — Disables interceptors and missile base for 2 rounds. No damage.
During the BUY phase, you can propose an alliance with another faction for $3. Only one alliance per faction at a time. The target faction can accept or reject next round.
Alliance benefits:
— STRIKE RELAY: Allied cities act as relay nodes, extending your attack range through your ally's network — just like satellite relays, but free.
— SHARED INTEL: Full visibility of allied city stats (defences, structures) — no fog of war between allies.
— SECURE COMMS: Send encrypted messages to your ally via the alliance chat. Other factions see only ************ in the log.
WARNING: Alliances provide NO attack protection. Your ally CAN nuke you at any time. Attacking an ally auto-breaks the alliance, brands you a BETRAYER, and makes every other faction prioritize targeting you. Trust no one.
Every faction has a World Opinion score (0 to -100). Controversial actions damage your reputation:
-25 — Nuking a neutral city. -15 — Chemical strike. -20 — Betraying an ally. -5 — Nuking enemy cities or attacking neutrals.
Positive actions (Send Aid +5, Trade +3) slowly improve opinion. Opinion recovers +3 per round naturally.
Thresholds:
— CONDEMNED (-30): Neutral cities harder to recruit (+20% loyalty needed). Income reduced by $1/round.
— SANCTIONED (-60): Neutrals refuse to join. Trade blocked. Income reduced by $2/round.
— PARIAH (-90): All the above, plus enemies get +2 attack power against you. Cannot propose alliances.
Satellites don't just reveal enemy cities — they extend your strike range. When a satellite orbits a city connected to one of your cities, you can attack any city connected to the satellite's target — using it as a relay point.
Combined with alliance relays, you can chain connections across the entire globe: your city → allied city → satellite target → enemy city.
Enemy city defences, structures, and charges are hidden unless you own the city, have an aligned neutral nearby, have satellite coverage, or are allied with the city's owner.