TOTAL DOMAIN WAR
The strategy game

You are losing a war you cannot see.

Twelve domains. Thirty-six stratagems. Three actions a turn. Your opponent plays face down, and one domain holds the lever that decides the war. Name it before the opponent consumes the whole system.

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Four ways in

Choose your war.

Each game runs on the same engine. Pick the century. Every operation comes from the documented record or from the near future the record points to.

The war as it stands now

2026

Twelve domains. Nineteen operations.

Play the contest as it stands in the autumn of 2026. Each operation makes one domain the lever, from the coast guard’s circles around Pratas to the data a health authority will not hand over. Every one of the thirty-six stratagems appears. Updated 13 October 2026 with a watch on Taiwan’s 28 November vote and two new operations.

19 operations12 domainsAll 36 stratagems

Updated 13 October 2026.

Play 2026 →
1784 to 2051

The full game

From the Canton gate to the futures of 2051.

Run 220 operations across fourteen campaign arcs. Take a lens and a doctrine card. Climb seven tiers of difficulty. Learn all thirty-six stratagems by capturing them.

220 operations14 campaignsDaily operation
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1931 to 1949

The long war in China

From Mukden to the gold yuan.

Defend the Nationalist government against two enemies at once. The Chinese Communist Party recruits the people your state relies on. Imperial Japan wins quickly and cannot finish. Push Japan hard enough and the rivals are forced into a truce, and the truce has a price.

3 factions11 operationsLeaders and legitimacy
Play 1931 →
2021 to 2032

A contest among three

From the gas valve to the orbits.

Lead the United States and its allies. You hold the dollar rails and the frontier models and you are slow to act as one. The Party-state holds the data and the factories. The Kremlin breaks what it cannot build.

3 powers10 operationsRecord and near future
Play 2030 →
How it plays

Three actions. Then the cards land.

A turn takes a minute. An operation takes a handful of turns. The pressure builds whether you are ready or not.

Read the board

Twelve domains carry pressure, shields and slopes. Your opponent’s cards sit above them and name where they will land. Some arrive face down.

Spend three actions

Detect a hidden card. Disrupt a card you can see. Defend a domain with a shield. An idle action costs you coherence, and coherence buys actions.

Name the lever

One domain carries the whole operation. Name it right and leverage drops and your Disrupts there cost less. Name it wrong and the opponent gains.

A new operation every dayEveryone plays the same one. Compare how you held the line.
Challenge a friendSend a link. You both face the same opening, and the game checks every result by replay.
See what went wrongEvery finished run ends with a replay and a report on where the leverage came from.
Take the first move

The attack is already moving.

Start with the war as it stands now, or step into any other.

The book behind the game

Total Domain War, by James Rogers

How the Chinese Communist Party wages war without fighting, and why the West keeps losing. The game runs on the framework in the book. Ten dimensions, twelve domains and thirty-six stratagems, applied to the documented record.