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, REINFORCE, 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.
REINFORCE PHASE — Deploy ICBMs to your cities by clicking them. Each click places one ICBM.
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 — ICBM counts and structures show as "?" until scouted. Satellites orbit visibly above their target and can be destroyed when the city they orbit is conquered.
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: 0 credits, 1⛽. Uses your attack slot.
Requirements: Source city has 3+ ICBMs, target has 2 or fewer ICBMs, target is connected and not a capital.
Success: Source loses 2 ICBMs, target captured with structures intact. If target has active interceptors, 40% chance the assault is repelled (source loses 1 ICBM). 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.
Enemy city ICBMs, structures, and charges are hidden unless you own the city, have an aligned neutral nearby, or have satellite coverage. Own and allied cities are always visible.