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A playable strategy exercise · Free without an account

Three Turns.
A plan that holds.

Six people. One camp. A road that must be finished. Choose your objective and assign the group — then see the consequences.

The sample exercise is not saved when you close the page. No AI calls are needed to play.

Playing together? A guide for two people on one screen →

New: play three turns and create a link to challenge a friend. They play the same scenario before you compare plans. Free on separate screens, without an account.

What do you want to achieve?

Both objectives require defence every turn and food never falling below zero. Your objective is locked when the attempt begins.

Chapter 1 · variant 1

The first crossing

0 of 3 turns played

A caravan waits at the pass. Six people can defend the camp, gather supplies, clear the road or build lasting shelters. You have three turns. You know the turn conditions and choose what the mission should prioritise.

Your objective: Open the whole route7 road by turn 3, at least 0 food left after turn 3. Defend the camp and avoid food shortages every turn.
Food in store4
Completed road0
Completed shelters0
People each turn6
Turn 1 · now

Quiet morning

Light pressure leaves room to prepare for the next turn.

Threat
1
Food per gatherer
2
Group rations
4
Road lost at the start
0
Turn 2

The pass narrows

Two defence are needed. A shelter built last turn already counts.

Threat
2
Food per gatherer
2
Group rations
4
Road lost at the start
0
Turn 3

Final departure

The caravan needs a finished road and the camp needs food.

Threat
3
Food per gatherer
2
Group rations
4
Road lost at the start
0
How each turn works
  1. Weather removes up to the stated number of existing road sections.
  2. Defenders plus existing shelters face this turn's threat. New shelters only help from the next turn.
  3. Gatherers produce food. The group consumes its rations, and each shelter builder costs 1 extra food.
  4. Each road builder adds 1 road section and each shelter builder adds 1 shelter. Unassigned people wait.

This is a simplified exercise with visible conditions. Shortages and defence gaps are recorded without removing people. You can finish and see the consequences. Later gathering cannot erase an earlier shortage.

Assign your group for turn 1

6 of 6 people remaining
Unassigned people wait this turn.

Continue through three chapters

01 · Foundations

Supply and reserve

Four exercises about meeting today's needs while keeping something for tomorrow.

02 · Timing and change

The right decision on the right turn

Four exercises with tighter deadlines, weather and changing food yields.

03 · Interactions and trade-offs

Plan for multiple objectives

Four exercises where roads, shelters and reserves need to work together.

When you return

Learn from your own attempts

Three variants per exercise, saved turns and a personal note to take into your campaign. Included in Pro and Business.

Open my training →

These exercises are authored for this simulator. They do not read your game or replace its own rules.