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TAHTVEKAN: An Asynchronous Strategy Game Built Around Territory, Economy and Turn Pressure

A playable strategy project, not a concept page

TAHTVEKAN: Dynasty War is QUBU GAMES’ browser-based, two-player, turn-based strategy project. It is currently in closed beta. The game asks each ruler to expand across a hex-based map, defend a capital, and turn a limited number of decisions per turn into a long-term advantage.

This page describes systems that are present in the playable experience. It is not a roadmap or a promise of future features.

Territory is the board state

A match is played across connected hex regions. Blue regions belong to one ruler, red regions to the opponent, and neutral regions can be claimed. Each region has a practical role: it can hold a garrison, receive development, feed an attack route, or become the line that protects the capital. Capturing the opposing capital wins the match.

That rule makes territory more than decoration. Every expansion decision changes where an army can move, which border must be defended, and whether an economy is exposed to pressure.

Economy, armies and counters

Gold supports recruitment and development; grain supports armies; action points set the number of meaningful moves available on a turn. Players choose between immediate force and durable position: improve a fortress, grow an economic base, unlock technology, or convert resources into troops.

The core army includes spearmen, swordsmen and archers. Units have counters and synergies, so raw numbers are not the whole answer. Garrisons and fortifications add another layer to the decision: a visible border can be a threat, a bluff, or a deliberately expensive target.

Information and turn pressure

Attacks target adjacent enemy or neutral regions. Before committing, a player can use espionage to inspect an opposing garrison rather than attack blind. The result is a compact loop of scouting, spending, recruiting, moving and ending the turn.

Matches are asynchronous. Players do not need to be online at the same moment; the next turn waits for the other ruler and notifications can bring a player back when action is required. New games can be created with different turn durations, including 30-minute, two-hour and four-hour options.

Competitive and practice layers

TAHTVEKAN combines private or invited matches with ranked matchmaking. Ranked play uses MMR and seasonal rewards, giving the same core map-and-economy decisions a longer competitive context. A practice mode offers AI opponents at beginner, balanced and aggressive difficulty levels, so a player can learn the system without waiting for another human turn.

Daily and weekly goals, login progression, rotating daily events and a season-token economy create reasons to return without replacing the match as the central activity. Guilds add a social layer with membership controls, invitations, applications and guild chat.

What QUBU is learning through the project

TAHTVEKAN is a live product exercise in readable strategy systems: making resources legible, giving a player understandable trade-offs, keeping asynchronous turns meaningful, and connecting competitive progression to a clear match objective. The closed beta lets QUBU test those decisions in an environment where pacing, onboarding, interface clarity and player return behavior can be observed together.

Visit TAHTVEKAN to see the current closed-beta entry point, or read How to Play for the player-facing rules.