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.
Victory conditions are checked at the end of each week.
| 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 |
| 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.
Each week follows the same sequence:
Plans are submitted simultaneously. Initiative determines resolution order. Targets and actions that become invalid during resolution may fail to produce their intended result.
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:
| 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.
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 |
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.
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.
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.
| 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.
| 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 |
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.
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.
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.
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.
| 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 |
| 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 |
| 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 |
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 |
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.