Glowball Politics

GLOWBALL
POLITICS

© 2026 INVENTED WORLD COMPUTING · NOT A REAL WORLD
Choose your leader

GoalBe the last nation standing. The game only ends when one country is left. If you get vaporized, you watch the rest.
Peace, then warThe first 3 turns are peacetime (DEFCON 5 to 3): build, ally, propagandize and spy. Then the world war starts and the weapons unlock.
Each turnPick one order. Everyone acts at once: defenses first, then building and diplomacy, propaganda, then strikes.
WeaponsA missile carries your biggest warhead. Bombers burn 2 oil. The red NUKE button fires every missile you own at once.
AlliancesPropose a pact with Ally. Allies join your attacks and may avenge you. Hitting an ally is a betrayal.
SabotageSend a spy (or a man in a cardboard box) to blow up silos, torch oil, hack teleprompters or swap warheads for confetti. Spies get caught sometimes.
OilEvery nation burns 1 barrel a turn. Run dry and the fuel riots start.
Shoot them downWhen missiles fly at you, the action slows down. Click the incoming missiles on the map to fire interceptors. Each shot uses one defense.
Super-weaponsAfter 300 megatons, every nation unlocks one absurd super-weapon: an orbital magnifying glass, a giant robot or a cow catapult.
Watch the skiesThe Galactic Homeowners Association may confiscate missiles or zap whoever is being loudest.