Board generated. Each of the 32 faces (hex/pent) subdivided into 6–7 sections (192 total territories).
Hover to inspect. Populate to begin.
Hover over any section to see details. Click anywhere on the board to inspect.
Use the buttons above to randomly populate territories (one piece at a time, cycling through teams).
Implementation Notes & Design
Globe topology: Orange dotted lines illustrate example long-range connections that wrap around the "sphere".
In a full implementation these would be precise edge identifications from the truncated icosahedron net.
The current layout uses a compact grid arrangement with mixed pentagons & hexagons for visual clarity and even distribution.
How sections are produced (procedural): For every face a regular N-gon (N=5 or 6) is created. An inner scaled N-gon (42% size) becomes the center section. The space between inner and outer is divided into exactly N radial trapezoidal outer sections. This guarantees 6 sections for every pentagon and 7 sections for every hexagon — meeting the "at least 6" requirement while staying geometrically clean and symmetric.
- Visual style: Clean vector polygons, thick white outer face borders (like Risk country outlines), thin internal dividers, unit counts centered in each section.
- Interactivity: Accurate point-in-polygon hit testing for hover/click. Highlight on hover.
- Population: Round-robin assignment (one territory per team in sequence) + extra random units. This simulates the "randomly populated one piece at a time from each of the teams".
- Current mechanics (v1): One-battle-at-a-time simulator (free-for-all style). Later you can define exact turn order, attack rules, the "rear vulnerable / front strong" facing system, trade moves, and line-formation bonuses.
Future extensions you can request: Precise net layout with edge-matched faces + full adjacency graph, zoom/pan, drag-to-move units, dice-based combat, macro "face control" bonuses, animated attacks, fog of war, or even a 3D Three.js spherical view with the same logic.