Game Rules

Conflict 2026: Israel vs Iran in the Balance — Rules

1. Game overview

Conflict 2026 is a turn-based political strategy game for one or two players, re-enacting the intricate struggle between Israel and Iran. Players combine diplomacy, economic pressure, information campaigns, military operations, recovery, and long-term investment while managing the danger of escalation and crises.

Each side has four victory paths. You rarely have enough resources and specialists to pursue everything at once, so success depends on choosing a strategy, preparing for it, and reacting when the opponent threatens a faster victory.

2. Winning the game

Victory conditions are checked at the end of each week.

Israel victory paths

Path Requirement
Remove Nuclear Material Reduce Iran's Nuclear index to 0
Iranian Government Overthrown Keep Iran's Government at 0 for 2 consecutive weeks
Hezbollah De-weaponization Reduce Hezbollah's Military to 10 or less and raise Israel–Lebanon relations to 7 or more
Iranian Economic Collapse Reduce Iran's Economy to 0

Iran victory paths

Path Requirement
Israeli Political Isolation Reduce Israel's International Standing to 10 or less
Devastating Military Attack Reduce Israel's Military or Air Defense to 0
Civilian Unrest Reduce Israel's Domestic Support to 0
Israeli Government Collapse Keep Israel's Government at 0 for 2 consecutive weeks

If both sides complete at least one victory track at the same victory check, the player who won initiative that week wins the game; the winning player's first completed track is recorded as the victory path. If both sides offer a ceasefire to one another and neither side completes a victory track, the game ends in a mutual ceasefire. More than one victory track can be completed at the same check.

3. The weekly turn

Each week follows the same sequence:

  1. Weekly news and production: review previous week's most consequential actions, side-player moves, crises, and political or military changes. Weekly Budget and staffed-building production is updated as well.
  2. Initiative bid: secretly bid Budget to gain the initiative for the turn. The highest bid wins and get to acts first and to drafts specialists first; ties use the rotating first-player order.
  3. Specialist draft: alternate choosing specialists from the shared market.
  4. Specialist assignment: assign specialists to buildings or leave them available for strategic actions.
  5. Action planning: secretly plan up to five actions within your Action Points and available resources.
  6. Action results: resolve both main players' plans and apply successful effects.
  7. Side-player results: regional actors, global powers, and organizations take AI-controlled actions.
  8. Crisis: aggressive activity may can trigger a crisis such as a leak, civilian casualties, cyber blowback, an exposed arms shipment, or domestic protest. A crisis immediately damages the responsible side's indexes or resources.
  9. Victory check: resolve victory paths and mutual ceasefire. If nobody has won, begin the next week.

Plans are submitted simultaneously. Initiative determines resolution order. Targets and actions that become invalid during resolution may fail to produce their intended result.

5. Choosing actions and targets

Players have 5 Action Points and can plan up to five actions. Each action cost 1 Action Point in addition to their required resources and specialists.

Actions are grouped by the game core indices:

Protecting these indexes does more than keep the nation standing—it keeps its actions effective.

Target selection matters in two ways:

  1. It can change the success chance. The selected actor's indexes and defensive bonuses can affect the roll. Meet Partner, Request Mediation, Trade Agreement, and Narrative Campaign also become more likely to succeed when relations with the selected actor are stronger.
  2. It determines what military damage affects. Military and intelligence attacks route damage according to the selected target:
Target type Index damaged
Headquarters Government
Airport, Energy, Port, Infrastructure, Commercial Vessel Economy
City Domestic Support
Nuclear Nuclear
Non-Iranian Air Defense Air Defense
Iranian Air Defense and other military targets Military
Any Lebanese target Hezbollah Military

The target menu only offers targets allowed for that action and faction.

6. National indexes

Indexes describe the long-term condition of a country. They affect action success, survival, production pressure, and victory. Indexes range from 0 to 100 and do not recover automatically between weeks; recovery requires an action or another explicit game effect.

Index Purpose
Government Leadership political stability and state authority
Military Conventional strength and readiness
Economy Economic resilience and weekly Budget income
Domestic Support PPublic willingness to sustain the conflict
International Standing Diplomatic legitimacy and international support
Air Defense Israel only. Protection against air, missile, and drone attacks
Nuclear Iran Only. Measures it's nuclear program survival

7. Resources

Resources are stored and spent. They do not replace indexes: an index represents national condition, while a resource represents usable capacity for a plan.

Resource Main use
Budget General funding for actions and initiative bids. Weekly base income is 4 at Economy 61–100, 3 at 41–60, 2 at 21–40, 1 at 1–20, and 0 at Economy 0.
Diplomacy Access to partners, mediation, coalition work, trade, and political packages. Produced by staffed Foreign Ministries and some arena rewards.
Intelligence Cyber operations, targeting, and strategic preparation. Produced by staffed Intelligence Networks and Cyber Command.
Legal Sanctions and institutional pressure. Produced by staffed Legal Bureaus and Legal Warfare Networks.
Narrative Media campaigns and public messaging. Produced by staffed Media Centers and some arena rewards.
Munitions Weapons, interceptors, drones, and military supplies. Produced by staffed Munitions Industries and Missile/Drone Complexes.
Operations Planning, logistics, command capacity, and execution readiness. Produced by staffed War Rooms, Air Defense Command, Precision Strike Doctrine, and Proxy Channels.

Controlled arenas and special actions can grant additional resources. A blockade can reduce Budget and Munitions income. A submitted plan must remain affordable, and each action pays its resource costs when it executes.

8. Specialists

Specialists are persistent personnel drawn from a scarce shared market. The market supplies roughly just around third of projected demand each week. Spending Budget on initiative can therefore secure personnel needed for a particular economic or strategic plan.

Specialist Main role
Diplomat Staffs the Trade Office, Foreign Ministry, and Israel's Regional Security Compact; also fulfills specialist requirements on selected diplomatic breakthrough or recovery actions.
Legal Team Staffs the Legal Bureau and Legal Warfare Network; supports legal and economic pressure packages.
Intel Cell Staffs the Intelligence Network and Cyber Command; supports nuclear, cyber, and government-crisis plans.
Media Team Staffs the Media Center; supports isolation and unrest campaigns.
Industrial Engineer Staffs the Revenue Office, Munitions Industry, Air Defense Command, and Iran's Missile/Drone Complex.
Military Planner Staffs the War Room, Israel's Precision Strike Doctrine, and Iran's Proxy Channel; supports major military and proxy operations.

A specialist assigned to a building activates one staffing slot but is unavailable for action requirements that week. Leaving specialists unassigned preserves them for actions.

9. Buildings and National development

Buildings are permanent investments. Basic buildings can reach level 3 and advanced buildings level 2. A building's level determines its staffing capacity; each staffed level produces its listed resource. Upgrade costs increase with the destination level, and each faction can own up to 12 distinct buildings out of the available 13.

Basic buildings

Building Staff Production per staffed level Base upgrade cost × new level
Revenue Office Engineer +1 Budget 4 Budget, 1 Legal
Trade Office Diplomat +1 Budget and an improved trade reward 5 Budget, 1 Diplomacy
Foreign Ministry Diplomat +1 Diplomacy 3 Budget, 1 Diplomacy
Intelligence Network Intel Cell +1 Intelligence 3 Budget, 1 Intelligence
Legal Bureau Legal Team +1 Legal 3 Budget, 1 Legal
Media Center Media Team +1 Narrative 2 Budget, 1 Narrative
Munitions Industry Engineer +1 Munitions 3 Budget, 1 Munitions
War Room Planner +1 Operations 2 Budget, 1 Operations

The Trade Office requires Revenue Office level 1.

Advanced buildings

Building Requirement Staff Production per staffed level Base upgrade cost × new level
Cyber Command Intelligence Network 2 Intel Cell +1 Intelligence; improves Military related action success 3 Budget, 2 Intelligence, 1 Operations
Legal Warfare Network Legal Bureau 2; Media Center 2 Legal Team +1 Legal; improves International Standing related action success 3 Budget, 2 Legal, 1 Narrative
Air Defense Command Munitions Industry 1; War Room 1 Engineer +1 Operations; improves defense against air and missile attacks 3 Budget, 2 Munitions, 1 Operations
Precision Strike Doctrine (Israel) Intelligence Network 2; Munitions Industry 1; War Room 1 Planner +1 Operations; improves Military related action success 3 Budget, 2 Intelligence, 2 Operations, 1 Munitions
Regional Security Compact (Israel) Foreign Ministry 2; Legal Bureau 2 Diplomat +1 Diplomacy; improves International Standing related action success 3 Budget, 2 Diplomacy, 1 Legal
Proxy Channel (Iran) Foreign Ministry 1; Intelligence Network 1 Planner +1 Operations; improves International Standing- and Domestic Support related action success 2 Budget, 1 Intelligence, 1 Diplomacy, 1 Narrative
Missile/Drone Complex (Iran) Munitions Industry 2; War Room 2 Engineer +1 Munitions; improves Military related action success 4 Budget, 2 Munitions, 1 Operations

10. International arenas, relations, and side actors

Actions such as meeting partners, legal campaigns, narrative campaigns, and trade agreements affect relationships or influence in international arenas. Control requires at least 5 influence and a lead of at least 2 over the opponent.

Each main player's card includes a Relations view showing its principal side-actor relationships on a 0–10 scale. Relations are separate from international-arena influence and control. Better relations improve the success chance of Meet Partner, Request Mediation, Trade Agreement, and Narrative Campaign:

Relations Success bonus
0–2 None
3–4 +5%
5–6 +10%
7–8 +15%
9–10 +20%

Each arena grants a visible reward for every week it is controlled. Success bonuses accumulate permanently each controlled week; resource rewards are received weekly. A success bonus applies to every action whose primary index matches the bonus. The United States and Russia improve Military success; the United Nations improves International Standing success; the Hague Court improves Government success; and Oman improves Domestic Support success. The European Union grants Diplomacy, Jordan grants Intelligence, Qatar grants Narrative, and China and Saudi Arabia provide their listed weekly resources. Lebanon remains a regional relationship central to Hezbollah De-weaponization but is not an international arena.

Trade Agreement is a once-per-partner economic action available with countries affiliated with the player's side or with neutral countries. China, Qatar, Saudi Arabia, and Jordan may also make trade agreements with the opposing player despite their political affiliation. Failed Meet Partner and Request Mediation actions reduce relations with the selected partner by 1.

Side actors are AI-controlled. Their behavior reflects their role—aggressor, defender, mediator, opportunist, proxy, or global power—and they may attack, supply, sanction, condemn, mediate, or aid the main factions. Their actions can directly change the board and victory progress, so relationships and regional actors are not merely decorative.

11. Crises and ceasefire

Military operations, intelligence actions, and other destabilizing plans can trigger a crisis. Crises immediately damage the responsible side's indexes or resources and appear in the following week's news.

A successful Offer Ceasefire improves the offerer's International Standing and Domestic Support. Mutual successful offers end the game. A later successful Military or Intelligence action cancels outstanding ceasefire offers involving its actor and target.

12. Strategic packages and faction identity

High-cost breakthrough actions convert several turns of production into large victory-track movement.

Israel can pursue Nuclear Removal, Regime Pressure, Lebanon Alignment, and Economic Siege. It can also secure United States joint operations after controlling the U.S. arena, unlocking allied Air Defense, suppression-strike, interdiction, and sanctions-enforcement support.

Iran can pursue Isolation Campaign, Military Shock, Civilian Unrest, and Government Crisis. It can defend its position with Nuclear Material Dispersal, Emergency Economic Stabilization, and Hezbollah reinforcement.

These packages are powerful but expensive, usually commit a specialist for the week, and can carry escalation or political costs. Opponents can see the economic and building preparation needed for them and should use recovery, defense, diplomacy, or counter-pressure accordingly.

13. Strategy by victory path

Israel

Iran

14. Action reference

Every listed action costs 1 Action Point. Effects apply on success unless described as launch effects. Damage is severity-scaled; explicitly listed index changes are fixed.

Shared main-player actions

Action Cost Target or requirement Effect
Trade Agreement Budget 1; Diplomacy 1 Eligible country; once per partner Economy +5; Budget +3; staffed Trade Office adds 1 Budget; arena partner adds 2 influence
Invest Varies by building and destination level Eligible building Guaranteed building upgrade
Emergency Funding Budget 1; Legal 2 None Economy +2; Budget +4
Meet Partner Budget 1; Diplomacy 2 Allied or neutral global/regional partner International Standing +3; Diplomacy +1; relation +1
Request Mediation Budget 1; Diplomacy 2; Narrative 1 Allied or neutral global, organization, or regional partner International Standing +5; Domestic Support +4; enemy International Standing −4; relation +1
Offer Ceasefire Budget 1; Diplomacy 1; Narrative 1 Opposing main player International Standing +2; Domestic Support +4; records an offer
Cyber Attack Budget 1; Intelligence 3; Operations 2 Eligible enemy map target Severity damage 10 routed by target type
Covert Op Budget 2; Intelligence 2; Operations 3 Eligible enemy facility Severity damage 8 routed by target type
Sanctions Budget 1; Legal 3; Diplomacy 1 Opposing main player Economy −6; International Standing −3; Government −1
Restore Readiness Budget 2; Operations 3 None Military +6; Domestic Support +2
National Mobilization Budget 2; Narrative 1 None Military +4; Domestic Support +8
Public Address Budget 1; Narrative 2 None Government +5; Domestic Support +3
Humanitarian Initiative Budget 1; Diplomacy 2 None International Standing +4; Domestic Support +1; Government +1
Legal Campaign Budget 1; Legal 2 Global or organization arena International Standing +2; relation +1; arena influence +2
Narrative Campaign Budget 1; Narrative 2 Global, organization, or regional actor Domestic Support +2; relation +1; arena influence +2 where applicable

Israel-only actions

Action Cost Requirement Effect
Secure Joint Operations Budget 4; Diplomacy 3; Narrative 2 Control the United States arena; once per game Unlocks United States joint-operation actions
Air Strike Budget 3; Intelligence 1; Munitions 2; Operations 3 Eligible enemy map target Severity damage 18 routed by target type; International Standing −2
Nuclear Removal Package Budget 8; Intelligence 2; Munitions 2; Operations 2; 1 Intel Cell None Iran Nuclear −20; Military −6; Israel International Standing −3; Domestic Support +2
Regime Pressure Package Budget 10; Intelligence 1; Legal 1; Narrative 1; Diplomacy 2; Operations 2; 1 Diplomat None Iran Government −16; Economy −4; Israel International Standing +1
Lebanon Alignment Budget 9; Diplomacy 1; Legal 1; Narrative 1; Intelligence 1; Operations 2; 1 Diplomat None Hezbollah Military −16; Iran International Standing −3; Israel International Standing +2; Israel–Lebanon relations +3
Economic Siege Package Budget 8; Legal 1; Diplomacy 1; Intelligence 1; Narrative 1; Operations 2; 1 Legal Team None Iran Economy −20; International Standing −2
Repair Air Defense Budget 1; Munitions 4 None Air Defense +5; Military +2

Iran-only actions

Action Cost Requirement Effect
Missile Salvo Budget 3; Munitions 2; Operations 2 Eligible enemy map target On launch target Air Defense −3; severity damage 15; International Standing −2
Drone Swarm Budget 2; Munitions 2; Operations 2 Eligible enemy map target On launch target Air Defense −3; severity damage 10; International Standing −1
Isolation Campaign Budget 9; Narrative 1; Legal 2; Diplomacy 1; Intelligence 1; Operations 1; 1 Media Team None Israel International Standing −14; Government −2
Military Shock Package Budget 10; Munitions 2; Operations 2; Intelligence 2; 1 Planner None Israel Military −12; Air Defense −12; Iran International Standing −5; Domestic Support −3
Civilian Unrest Package Budget 9; Narrative 1; Diplomacy 2; Legal 1; Intelligence 1; Operations 1; 1 Media Team None Israel Domestic Support −15; Government −3
Government Crisis Budget 10; Intelligence 1; Legal 1; Narrative 2; Diplomacy 1; Operations 2; 1 Intel Cell None Israel Government −13; Domestic Support −2
Nuclear Dispersal Budget 7; Intelligence 2; Operations 2; Narrative 1; 1 Intel Cell None Nuclear +8
Economic Stabilization Budget 8; Diplomacy 2; Legal 1; Narrative 2; 1 Diplomat None Economy +20
Reinforce Hezbollah Budget 7; Intelligence 2; Munitions 2; Operations 2; Diplomacy 1; 1 Planner None Hezbollah Military +8

United States joint-operation actions

These actions become available to the United States after Israel secures Joint Operations.

Action Primary index Cost Effect
Integrated Air Defense Military Budget 1 Israel Air Defense +5
Suppression Strike Military Budget 2 Severity damage 10 against an eligible Iranian or Lebanese target
Maritime Interdiction Military Budget 2 Blockades Iran for 1 week
Sanctions Enforcement Economy Budget 1 Iran Economy −3; International Standing −2; Budget −1

Appendix: Success and severity

Investment is guaranteed. Other actions make a success roll:

Attack score = base attack for the action's primary index × (current primary index ÷ 100)
             + cumulative matching arena bonus + matching building bonus + relation bonus

Defense score = base defense × (defender's relevant index ÷ 100)
              + defensive building bonuses

Success chance = Attack score − Defense score, limited to 5%–95%

The same primary index determines the action's base attack family and its matching building and arena bonuses. Relation bonuses apply only to the actions described in the Relations section. Narrative Campaign receives no relation bonus when the relationship is untracked.

Successful scalable damage rolls one of four equally likely severity levels:

Severity Listed damage applied
Light 25%
Moderate 50%
Severe 75%
Strategic 100%

Launch effects and fixed effects do not scale with severity.