What's new
v4 4 Nov 2026
- The win target now falls as the game goes on, so long games come to an end:
- Rounds 1 to 20: 75% of the map's land territories, as before.
- From round 21: 2% less each round.
- From round 38: 40%, and it stays there.
- The table of players shows this round's target and next round's.
- New way to win, with 3 or more players: when only two players still hold land, the one holding more land wins.
- A player who conceded still counts while their troops hold land.
- If more than one player wins in the same round, the one holding the most land wins, then the most troops, then the most fortresses. Players level on all three share the win.
- New map: Riftwater, for 4 to 6 players, with sea you can sail.
- Ships: sail the water with fleets that carry your troops. Build shipyards to buy ships. Pirates and sea beasts hold some water. See Ships.
- New cards, only on maps with water:
- Tier 1: Press Gang. Given to a fleet, 3 troops board its ships after all battles.
- Tier 2: Broadside. A Support given from a fleet. It reaches a battle next to the fleet or 1 step inland, and rolls as if the fleet carried at least 4 troops.
- Tier 3: Fair Winds. Ships of one fleet sail up to 3 water territories in one order, then land troops or attack.
- New card, tier 3: Stronghold (1 copy, 9 gold). Builds a fortress on empty ground or a barracks in one go, without the barracks first.
- Command is free (was 1 gold) and moves from tier 3 to tier 2, with 2 copies (was 1).
- Bounty moves from tier 2 to tier 1.
- A Palisade breaks only when one attack of 4 or more troops fights it. Smaller attacks still face its extra die and leave it standing. Once broken, it lasts the rest of that round, then ends.
- A Palisade goes on land only. It can't be given to a fleet.
- Sortie replaces Withdraw (tier 1, 2 copies, 1 gold).
- Pick any adjacent land territory and a number from 2 to 6.
- When a battle drops your troops to that number, all but 1 leave. The last troop stays and fights on.
- If you hold the territory they go to, they join it. If not, they attack it at once, even the territory the attack came from.
- Griffin Riders are now a move to any land on the map, costing 2 gold (was 1).
- They can attack ground you don't hold, or reinforce your own, like a normal move.
- They carry up to 4 troops (was 8), and go with the other moves, not after all battles.
MeepWars is a game of conquest planned in secret. Each round, everyone spends gold on troops and orders, then locks their plan. When the last player locks, all plans are revealed and play out together. Talk, scheme and ally as you like. Nothing is binding.
Objective
There are 3 ways to win. Each is checked at the end of every round.
Last Player Standing
Lose your last territory and you're out. The last player still in the game wins.
Win Target
Hold the target share of the map's land territories at the end of a round and you win at once. Neutral territories count toward the total. This round's target is shown next to each player's territory count. It starts high and falls as the game goes on:
- Rounds 1 to 20: 75%.
- From round 21: 2% less each round.
- From round 38: 40%, and it stays there.
Last Two Standing
With three or more players, the game ends when only two players still hold land, and the one holding more land wins. A player who conceded still counts while their troops hold land.
Ties
If more than one player wins in the same round, the one holding the most land wins, then the most troops, then the most fortresses. Players level on all three share the win.
Conceding
You can concede from the menu. Your troops stay on the board, your cards go back into the deck and your gold is lost. You can keep watching, but you can't play.
Fortress Draft
First, territories are dealt evenly at random, with 1 troop on each. No player starts with all, or all but one, of a region that pays a bonus, unless the region is too small to share out.
Then each player places a fortress on one of their territories, one at a time, in reverse seat order. The last to pick goes first in the game. No two fortresses can be within 3 steps of each other, unless a player has no valid spot left. Paths through mountains do not count.
- Some maps have neutral territories, held by bandits and the like. They aren't dealt, never move and give no orders, but they defend. A region with one pays no bonus until it is cleared. Taking one counts as a capture.
- Some neutrals are beasts: trolls and dragons on land, krakens and sea serpents at sea. They are drawn as their own figure ringed in brass. Kill all of a beast in one round or it heals to full when the round ends. Attacks from several players in the same round add up. Only the attack that kills a beast counts toward your card tier, and it counts the beast's full strength.
Initial Deployment
Each player secretly places their free starting troops on territories they hold, then locks. Unplaced troops are lost. All deployments are revealed together, then Round 1 begins.
Gold
Gold buys troops and some orders. Unspent gold carries over.
You start with no gold. Your first income comes at the start of Round 1.
You can hold 7 gold, plus 5 per fortress. Gold over the cap is lost.
- Orders are paid for when the round resolves, even if they fail.
- Troop From Round 1, troops can only be placed on a fortress or barracks you hold, unless a card says otherwise.
Income
Each round you earn 1 gold per territory for your first 5, then 1 gold for every 3 more.
- Hold every territory in a region to earn its bonus. Regions are outlined on the map. Turn on Regions in the menu to see each bonus.
- Some territories, such as mountains and marshes, pay their own bonus, shown in brackets after the name.
- Bonuses can be negative, but income is never below 0.
Structures
Build orders put up buildings on territories you hold. Capturing a territory destroys its building.
- Fortress
- Troops may be placed here
- Defenders roll 1 extra die on rolls 1-3 of every battle here
- Holds 5 more gold
- Founded in the draft
- Upgraded from a barracks
- Or raised in one go by a Stronghold card
- Barracks
- Troops may be placed here
- Camp
- Troops may be placed here
- Removed 3 rounds after it is built
- Only built by a Field Camp card
- Shipyard
- Only on maps with water, on water next to land you hold
- Ships are bought here with your troops
Planning & Locking
Each round you secretly choose troops to buy and orders to give, both paid from the same gold. You can change your plan until you lock it.
- You can see each opponent's gold, but not how they spend it.
- When the last player locks, all plans are revealed and the round resolves.
Orders
Each round you get a fresh set of order slots. You don't have to use them all. Each order is given to one territory, and each territory takes one order per round.
Only Moves send troops. One Move can go to any number of adjacent territories you hold, plus at most 1 you don't, each with its own troop count and retreat threshold.
- Deploy is listed with the orders but isn't one. It buys troops, has no limit, and doesn't use a territory's order.
- Move Send troops to adjacent territories: any number you hold, plus at most 1 you don't hold when you give the order. Each destination has its own max troops and retreat threshold, where the attack stops. Destinations go in the order you set, each taking the troops left, so a later one may get none. 1 troop always stays behind. Moving into your own territory is a transfer; otherwise it is an attack. On maps with water, troops board and land from fleets, and fleets move too: see Ships.
- Moves can chain. Move into a territory, then give a second Move from it, even before you hold it. Your Moves go one per turn, in the order of your plan, so the second goes after the first has landed. If the first fails, the second is skipped.
- Defend Your troops there roll 1 extra die on rolls 1-2 of every battle. Lasts all round while you hold the territory.
- Support Give 1 extra die to 1 player in 1 adjacent territory, for their first battle there, attacking or defending. The more troops your territory holds when the battle starts, the more rolls it covers. Losing troops first weakens it, and losing the territory ends it. Every Support in a battle adds its own dice.
- 1-3 troops — 1 roll
- 4-6 troops — 2 rolls
- 7 or more troops — 3 rolls
- Build In a territory you hold, build a barracks on empty ground for 4 gold, or upgrade a barracks to a fortress for 7 gold. It is built after all battles if you still hold the territory. The gold is spent either way. On maps with water a Build on water can also raise a shipyard: see Ships.
Cards
Capture at least one territory in a round to draw a card. You can hold up to 4, and a full hand draws nothing. You can discard cards while you plan.
Each card is an extra order on top of your slots. It is used up when played.
Your card's tier depends on how many enemy troops your attacks killed that round, won or lost. Kills while defending don't count.
Up to 5 troops: Tier 1
6-14 troops: Tier 2
15 or more troops: Tier 3
- A Move card goes to one territory only.
- Lasting cards (Levy, Palisade) stay on their territory across rounds. They end if the territory is captured or you give another order there. A Raid also ends a Levy.
- Some cards are played from your hand rather than on a territory. They use no territory's order.
- Everyone sees that you drew, and which tier, but not which card.
- Each tier has its own deck. When a deck runs out, its discards are shuffled back in. If a tier's deck and discards are both empty, you draw from the tier below.
Tier 1 (30 cards)
- Assault Send troops into 1 adjacent territory. Your attackers roll 1 extra die on rolls 1-2 of the battle.
- Mass Muster Add 3 troops to that territory after all battles.
- Second Wind Send troops into 1 adjacent territory. If it captures, 2 more troops join.
- Levy Add 1 troop to that territory this round and each of the next 3 rounds. Ends early if the territory is captured or raided, or you give another order there.
- Ambush Pick 1 player and 1 adjacent territory. The first time they defend there this round, the attacker rolls 1 fewer die on rolls 1-2, never fewer than 1.
- Requisition Gain 3 extra gold for this round only. It is spent before your own gold and can take you over your gold cap. Any of this 3 gold you don't spend is lost. You draw no card this round.
- Strong Support Give 1 extra die to 1 player in 1 adjacent territory, for their first battle there.
- 1-3 troops — 2 rolls
- 4-6 troops — 3 rolls
- 7 or more troops — 4 rolls
- Fortify Your troops there roll 1 extra die on every roll of every battle.
- Field Camp Build a camp on empty ground in a territory you hold. It is built after all battles if you still hold the territory. For the next 3 rounds, troops may be placed there. Then it is removed. Capturing the territory destroys it.
- Tithe After all battles, gain 1 gold for each territory you captured this round.
- Sortie Pick an adjacent land territory and a number from 2 to 6. When a battle drops your troops to that number, all but 1 leave for that territory; 1 troop stays behind and fights on. If you hold the territory, they join it. If not, they attack it at once and fight to the last troop. Works only while you hold this territory, and not on ground a Sanctuary or Ceasefire shields. Troops lost to Siege Engines before a battle do not trigger it.
- Bounty Pick 1 player. This round, each of their troops destroyed by your attacks counts as 2 for your card tier. It does not change Spoils of War.
- Press Gang Only on maps with water. Give it to a fleet you hold. After all battles, 3 troops board its ships, filling them in order up to 8 a ship, if you still hold the fleet.
Tier 2 (20 cards)
- Raid Cancel all orders from 1 adjacent territory this round, before anything else resolves. Ends a Levy there, but not a Palisade.
- Vanguard Send troops into 1 adjacent territory. Your attackers roll 1 extra die on every roll of the battle.
- Feint Send troops into 1 adjacent territory. It goes before all other moves this round.
- Palisade Stays until one attack of 4 or more troops fights it. Until then, your troops there roll 1 extra die on every roll of every battle. After that attack it lasts the rest of the round, then ends. Smaller attacks and Siege Engines don't break it. Ends early if the territory is captured or you give another order there. Raids don't trigger or end it. Land only: it can't be given to a fleet.
- Mercenaries Add 3 troops to that territory before any battle.
- Rally After all battles, add 1 troop to that territory for each adjacent territory you hold, at most 4.
- Pincer Pick 1 enemy territory. If 2 or more of your Moves attack it this round, all of those attacks roll 1 extra die on every roll. Two Moves from a Command count as 2 Moves.
- Command Give 2 orders to 1 territory this round, even a territory you don't hold yet. Both can be Moves, to one destination or two, and the second uses the troops the first left. Two Defends or two Supports stack: each adds its own dice.
- Broadside Only on maps with water. Give it to a fleet you hold. Give 1 extra die to 1 player in 1 territory next to the fleet, or 1 step inland from it, for their first battle there. It rolls as if the fleet carried at least 4 troops.
- 1-6 troops — 2 rolls
- 7 or more troops — 3 rolls
Tier 3 (11 cards)
- Sanctuary 1 territory you hold cannot be attacked this round.
- Blitz Send troops into 1 adjacent territory. If it captures, the survivors may attack 1 more territory next to it.
- Siege Engines Send troops into 1 adjacent territory. Before the battle, the defender loses 3 troops. At least 1 troop stays. A Withdraw does not fire on these losses. The defender gets no extra dice from fortress, Defend, Fortify or Palisade.
- Call to Arms This round, you may buy troops on any territory you hold.
- War Chest Gain 6 extra gold for this round only. It is spent before your own gold and can take you over your gold cap. Any of this 6 gold you don't spend is lost. You draw no card this round.
- Grand Raid Pick 1 player. Cancel all their orders from territories next to yours this round, before anything else resolves.
- Ceasefire Pick 1 player. Next round, neither of you can attack the other. Supports are still allowed. Everyone sees this card when the round resolves.
- Griffin Riders Send up to 4 troops to any land on the map. It is a normal move: an attack on ground you don't hold, or a transfer to your own. 1 troop always stays behind.
- Spoils of War After all battles, add 1 troop to that territory for each 3 enemy troops your attacks destroyed this round, at most 5.
- Fair Winds Only on maps with water. Ships of one fleet sail up to 3 water territories in one order, through empty water or your own fleets. Then they either land troops next to where they stop or attack that water if an enemy holds it, never both. If water on the way has filled by the time the order resolves, the ships stop at the last open one and land no one. If the attack fails, the survivors sail back to where they started.
- Stronghold Build a fortress on empty ground or a barracks in a territory you hold. It is built after all battles if you still hold the territory. The gold is spent either way.
Ships
Only on maps with water. Water is a territory only fleets go on. You hold it while your fleet is there. Sail away and it's empty again. It pays no income and doesn't count toward the win or toward staying in the game, but a region of water still pays its bonus.
A fleet is up to 3 ships on one water territory. Each ship carries its own troops, up to 8.
- Shipyards: a Build on water next to land you hold raises a shipyard there for 3 gold, if the water is empty or holds your fleet. It goes up after all battles. One shipyard per water. It is lost only if an enemy fleet takes the water, or if you are out of the game. Losing the land next to it doesn't matter.
- Ships: buy them at your shipyard the way you buy troops, 3 gold each, while its water is empty or yours. They go onto the water empty when the round starts, joining your fleet there up to 3. Buying doesn't use your Build slot.
- New ships: troops can board a ship the round it is bought, but it can't sail or land anyone until the next round.
- Boarding: a Move from the coast onto your fleet next door. You choose how many troops board each ship. If fewer troops are available, the ships fill in order.
- Sailing: a fleet's Move names the ships that go, each with its own troops. They can sail to empty water, join another of your fleets, or attack an enemy fleet, pirates or a sea beast. A Move that sends ships has no other destination.
- Landing: a Move from your fleet onto land. You choose how many troops leave each ship. The fleet stays where it is.
- A fleet can only move from water you held when you gave the order. It can't sail on from water it reaches this round.
- Sea battles: empty ships sink as the battle starts. Then each side's losses come off its emptiest ship first, and a ship left with nobody sinks. A failed attack's ships sail home.
- Sea beasts (krakens and sea serpents) hold some water. Only a fleet can attack one. Like any beast, it must be killed in one round or it heals.
- A player with only fleets left is out, and their fleets sink.
Resolution Order
Raids go first and cancel every order from the territories they hit. Next, lasting cards take effect and early troops arrive. Then Defends and Supports are set up and Feints march. Then Moves take turns: everyone's first Move in initiative order, then everyone's second, and so on. Musters and Builds come last. Each round, initiative passes to the next player still in the game.
A Move's destinations all march on the same turn, in the order you set, each taking the troops the source has left. Put the most important one first.
- The number on each player's HUD chip is their initiative this round. Players out of the game sit at the bottom with a dash.
- Orders use the board as it is when they resolve. If a territory changes hands, your order may do something different.
- A Move from a territory you don't hold is skipped. If there are fewer troops than requested, fewer are sent, possibly none.
Combat & Retreat
Moving into a territory you don't hold starts a battle. The attacker rolls up to 3 dice, the defender up to 2. Extra dice from a Defend, Support, card or building are rolled too, then the lowest are dropped back to the normal count. Dice pair highest against highest. Each pair's lower die loses a troop, and ties go to the defender.
- The battle goes on until the defender is wiped out or your force drops to its retreat threshold.
- If you capture the territory, your survivors move in. Its building is destroyed and any lasting card on it ends.
- If you retreat, survivors return home.