瓷磚世界大戰 遊戲指南

How to play

Game guide

No install, no account. Type a nickname and you are on the world map. The ? button on the home screen is a short card deck. This page covers controls, buildings, weapons, alliances, private rooms, and sharing a result.

What is this game?

A browser strategy game on a tiled world map. Send troops from your land, clash with other nations, and shift the front with buildings, weapons, and alliances. A match usually lasts a few to about fifteen minutes. When it ends, your result counts toward this month’s country war board.

Getting started

  • Open tiletake.win.
  • Enter a nickname (letters and numbers). Leave it blank for a random name.
  • Pick a map — East Asia, Southeast Asia, Middle East, Asia, Europe, Africa, the Americas, or World.
  • Tap Join the war (public) or Create room (friends).

Join the war puts you in a public room on that map. The match starts when the room fills or the wait timer ends. In-game language follows the country you connect from.

A match, start to finish

StageWhat you do
LobbyPlayers gather on the same map. Public matches start when the room fills or the timer ends. Bots may join while you wait.
Pick a capitalAbout 30 seconds. Only the marked candidate cities can be chosen — not any tile. Skip and you spawn at random. Your capital is level 5.
BattleGrow troops, attack, defend, and paint the map. Buildings, weapons, and alliances shift the front.
EndWin by holding 20%+ as hegemon for 90 seconds. If no hegemon after 15 minutes, highest occupancy wins. Lose every tile and you fall.
ResultsReplay the match as a timelapse. A card shows rank, peak tiles, and favorite weapon. You can copy a link.
SpectateAfter a loss you can keep watching, or start a new game.

How do you win?

If this happensResult
First to 25% landBecome hegemon
Hegemon holds 20%+ for 90 consecutive secondsWin
Drop below 20% during the holdHegemon clears · 30s cooldown to reclaim
15 minutes with no hegemonHighest occupancy wins
You lose every tileDefeat. You can still spectate.

Occupancy counts land tiles only. Sea does not count.

Controls — computer

There are no 1–4 keys to pick a send percent. Click your tile, then click a destination. Troops keep flowing while the route is open. At 0 troops the route stays active; production refills the source to 20, then departures resume. Reinforcing a tile that is already at max troops does not stop the stream — excess arrivals are lost.

InputAction
Click your tile, then the destinationSend troops. Attack enemies, reinforce yourself, or pick reinforce/attack for allies. A route is enough.
Click the destination first, then your tileSame order. Either sequence works.
Left-dragPan the map
Mouse wheelZoom
W A S D or arrow keysPan the map
Right-clickClears selection and menus only. Does not pan.
SpaceJump the camera to your capital
EscCloses menus, then cancels all of your troop streams
XCancels all of your troop streams
Click a tileHighlights troop lines leaving that tile.
Click a troop lineCancel that route only
CaptureAny capture cuts every stream that starts or ends on that tile — yours or anyone else's. Send again on the same route if you still want pressure.
Long-press your tile (~0.5s)Empty tile: build / SOS. Factory: weapons. Other building: info and SOS.
Team colorsToggle in the side panel to paint you and your allies in similar tones.

Controls — phone

InputAction
Tap source, then targetTwo taps send, reinforce, or set up a cancel. Either order works.
One-finger dragPan only. Troops do not leave.
PinchZoom
Long-press your tileBuild / SOS, or the factory weapon menu
Tap a tileHighlights troop lines leaving that tile.
Tap a troop lineCancel that route only
Battle intel button (bottom right)Minimap, occupancy rank, alliances, team colors

Tiles show troop count, level, and a flag. Use the flag when colors look alike. Dragging only moves the camera — send troops with two taps.

Tiles, troops, gold

Every tile has a level from 1 to 5. Higher levels hold more troops (cap 100–500) and make more gold. The capital you pick is always level 5. Other levels are scattered across the map.

  • You start with 200 gold and 100 troops on the capital.
  • Troops grow by 1 every 0.5s on your land. Growth continues even while under attack. Only EMP and bio halt it.
  • Higher levels allow more simultaneous outgoing streams from the same tile (level 1→1 … level 5→5).
  • After capture: 100 garrison troops and 50% less combat damage taken for 10 seconds.
  • Gold comes from land and buildings. Spend it on buildings and weapons.
  • Land routes are the default. Crossing the sea is slower, and longer trips take more time.
  • A port speeds sea travel. Two rail stations make troops leave much more often.

Buildings

A short tap on your tile selects it as a troop source. Building takes a long-press. On an empty tile the wheel offers Build or SOS. One building per tile. Gold is spent up front. Cancel construction and you get half the gold back. Ports only work on the coast.

BuildingWhat it does
FactoryBuilds and stores weapons. One in production plus one ready shot. Launch from here.
CityDoubles gold income on that tile.
BarracksDoubles troop growth on that tile.
FortHalves combat damage when this tile is attacked.
THAAD90% intercept just before a missile hits. Smoke, supply, and carpet bombs are not stopped. 30s cooldown after an intercept.
PortCoast only. A port at either end: 2× sea speed. Origin port: 0.3s departures (2 troops).
RailIf both ends have rail, departures are 0.2s apart (2 troops).
Familiar routeAfter 20+ seconds of streams on the same from→to pair, movement and departures on that route are 1.5× faster, with ›› markers on the line.

Weapons

Long-press a factory you own to open weapons. A short tap only selects it for troops. Pick a weapon to spend gold and start production. One ready shot sits in that factory. Long-press again to launch, then tap a target. Farther targets take longer. EMP, nukes, and supply may ask for confirmation.

WeaponWhat it does
PrecisionOne enemy or neutral tile. Removes 150 troops and destroys the building. If troops hit 0, you capture it.
EMPShuts down the hit tile and its neighbors for 30 seconds. Allies in range break the alliance and you become Traitor.
NukeWipes troops and buildings on the hit tile and neighbors; land goes neutral. Warns you if friends are in range. Does not auto-break an alliance.
BioFor 20 seconds troops stop growing and drop by 5/sec. If they hit 0, the attacker captures the tile and the building stays.
SmokeFor 30 seconds that tile takes half combat damage.
SupplyFriendly or allied tiles only. Instantly adds 150 troops, up to the cap.
Carpet bombCenter + neighbors: 16 bombs over 5s, 10 troop damage each (max 160). No buildings or capture. THAAD 0%.

Alliances and SOS

  • Tap a nation on the occupancy list to send or accept an alliance. Up to two allies per match. Mutual requests form instantly. Requests expire after 45 seconds.
  • From your tile to an ally’s tile, choose Reinforce or Attack. Reinforce sends troops with no friendly fire. Forming an alliance stops attack streams between you.
  • Attacking an ally or hitting them with EMP breaks the pact and marks you Traitor: 3 min of half gold and double damage taken. The victim deals double back and grows troops twice as fast on tiles bordering you.
  • You cannot re-ally the same player for 2 minutes after a break. A nuke only warns if allies are in range — it does not auto-break the pact.
  • Late in a match, a weaker player cannot ally a leader above about 50% occupancy.
  • If an ally betrays you, a toast shows their flag, color, and name. Long-press your land to SOS. 30-second cooldown.

Create a room — play with friends

Create room opens a private war. Only people with the link can join.

  • Pick a map. You can preview it first.
  • Set a player cap. Each map has its own maximum.
  • Confirm and you land in a room lobby with an invite link.
  • Copy the link. It looks like tiletake.win/room/code.
  • Everyone picks a nickname and a color. Duplicate names are blocked. Very similar colors ask for a second look.
  • The host starts the war. Others can ask the host to start.

Join the war — jump into a public match

Join the war looks for a public room on your map. If none exists, one is created. The match starts when the room fills (cap depends on the map) or the wait timer ends (cap × 5 seconds). Bots may join while you wait. Colors are assigned when spawn starts. Short how-to cards cycle on the wait screen.

Country war board

You do not pick a country. It follows where you connect from. The board ranks countries, not nicknames. A new season starts each month on Korea time.

  • Score = peak tiles ×5 + weapon launches ×20 + buildings started ×25. Finish place and final occupancy are not in the score.
  • Matches under about 45 seconds score nothing.
  • Win, loss, surrender, or leave all use the snapshot at that moment. Leaving does not apply an extra penalty.

Maps

Eight maps. The cap is humans plus bots. The world is wide. East Asia and Southeast Asia are quicker fights.

MapMax players
East Asia25
Southeast Asia15
Middle East30
Asia35
Europe25
Africa15
Americas20
World40

FAQ

QuestionAnswer
Do I need an account?No. A nickname is enough.
Can I play on a phone?Yes, in the browser. Pinch-zoom, then two taps: source and target.
Do I have to leave after a loss?No. Spectate or start a new game.
Play with friends only?Create a room and share the invite link. Pick a nickname and color. Very similar colors ask for a second look.
Can I share a result?Yes. After a match you get a timelapse and a result card. Copy the link. Links can expire.
What if I go idle?About 3 minutes in a match or 10 minutes in a lobby with no input disconnects you.
How do I change language?The game UI follows the country you connect from. Guide and journal follow /ko or /en in the URL.

Tips

  • Pick a capital with room to expand. It is always level 5.
  • A stream starts if the source has at least 1 troop. At 0 the route stays open; production refills the source to 20, then departures resume. Select a tile to see outgoing lines, then close dry fronts.
  • Support to a full tile keeps draining the source; troops above the cap are lost on arrival.
  • Any capture cuts every stream linked to that tile — whether you took it or lost it. Re-open the route after capture if you still want troops flowing.
  • Spend gold on barracks, cities, then a factory. Late missiles swing the map.
  • Allies are strong. Betrayal is expensive. A nuke only warns; EMP breaks the pact.
  • Do not trust a long sea trip without a port. Troops arrive late and often get cut off.
  • When the match ends, copy the result link and share it.
遊戲指南 | 瓷磚世界大戰 · tiletake