WarGameLLM
Free tool · v1
Free AI wargame prompt generator · strategic-level · runs in your own Claude

Run a serious AI wargame inside Claude.

Twenty-two scenarios, from Hannibal's Italy to the Taiwan Strait. Pick one, take a side, and this tool assembles a disciplined Game-Master prompt — turn structure, a thinking opponent, fog of war, and a save-state system — that you paste into a new Claude chat — or ChatGPT, Gemini, any capable LLM. No account, no API, nothing leaves your browser.

01
Select
Choose a scenario and your side
02
Configure
Difficulty, realism, fog of war
03
Deploy
Copy the prompt into Claude
01

Scenario board

22 free scenarios · from Rome to tomorrow's wars
02

Command settings

Defaults are tuned — change only what you want
Operational parameters
Your side
Select a scenario above first.
You command this side at national-command level. Claude runs every other actor with independent intent.
Difficulty
How hard the opponent punishes mistakes — from forgiving to ruthless.
Realism
Grounded sticks strictly to real capabilities and politics. Cinematic allows bolder swings.
Fog of war
Heavy fog means fragmentary, sometimes wrong intelligence — you must order collection to see clearly.
Campaign length
Orders format
Staff menu ends each turn with structured options across five domains plus an optional leader's statement. Free orders lets you write commands in plain language.
Form of address
Select a scenario and a side to generate.
03

Transmission

Paste the whole thing into a new Claude chat
Flash OPERATIONAL TASKING — FOR CLAUDE

      
DEPLOY 1
Open Claude

Start a fresh chat at claude.ai or in the Claude app. A model with extended thinking gives the best adjudication.

DEPLOY 2
Paste & send

Paste the full prompt as your first message. Turn 1 begins with an intelligence briefing and your first options.

DEPLOY 3
Resume anytime

Every turn ends with a STATE block. To continue a long campaign in a fresh chat, paste this prompt again followed by your latest STATE block.

04

Scenario briefings

The full strategic briefing each game is built on

Every scenario ships with a researched strategic briefing and a set of live tensions the Game Master plays against you — from a Taiwan Strait quarantine and a Baltic Article 5 test to the attritional drone war in Ukraine. Ten historical campaigns — Hannibal in Italy, the Rubicon, 1066, the Armada, Napoleon in Russia, July 1914, Britain alone in 1940, the Cuban Missile Crisis and more — sit alongside the modern flashpoints. Read them here before you choose a side.

SCN 01 Ukraine: The Long War Eastern Europe · 2026 · Ongoing

The full-scale war has settled into a long attritional contest dominated by drones, electronic warfare, deep-strike campaigns against infrastructure and logistics, and a parallel campaign of sabotage and disruption across Europe that stays deliberately below any clean escalatory threshold. Manpower, industrial output and allied political will are as decisive as any single battle. Western support continues but is contested in allied capitals, and every deep strike or cross-border operation is weighed against partner tolerance.

Key dynamics

  • Drone / counter-drone and EW adaptation cycles measured in weeks, not years
  • Manpower and matériel attrition versus industrial mobilisation on both sides
  • Allied cohesion, aid packages and election politics in supporting capitals
  • Deep-strike escalation thresholds and partner tolerance for them
  • Russian sabotage, GPS interference and infrastructure attacks across Europe
  • Negotiation signalling: both sides probe for terms while preparing to fight on

Playable sides: Ukraine · Russia · NATO / US coordinator

SCN 02 Kyiv: The First 72 Hours Ukraine · February 2022 · Recent

It is the opening morning of the full-scale invasion. Columns are moving on multiple axes, airborne forces are attempting to seize airfields near the capital, and missile strikes are hitting air defence and command nodes nationwide. The government must decide where leadership stays, how to mobilise, what to ask of Western partners in the first hours, and how to fight the information war while the military fights for time. History recorded one outcome; the player is free to find another.

Key dynamics

  • Speed versus friction: ambitious axes of advance against logistics reality
  • The fight for airfields and the approaches to the capital
  • Mobilisation, territorial defence and arming the population
  • Leadership visibility and morale as strategic weapons
  • The first Western weapons pipelines and sanctions wave
  • Refugee flows, communications and the global information battle

Playable sides: Ukraine · Russia

SCN 03 Taiwan Strait: Quarantine Indo-Pacific · near future · Hypothetical

Following a political pretext, Beijing declares an 'enhanced customs inspection' regime around Taiwan: vessels must submit to PRC inspection or be turned away. It is framed as law enforcement, not war. Shipping insurance rates spike, some carriers comply, and the first container ship is boarded. US naval groups reposition while allies debate whether this is a blockade in all but name. Every actor is trying to make the other side fire the first shot — or back down without one.

Key dynamics

  • Quarantine versus blockade: the legal framing fight and who honours it
  • Escalation ladder management — boarding, escorting, blockade-running, first shot
  • Semiconductor leverage and global market panic as weapons and constraints
  • US alliance activation: Japan basing, Philippines access, Australia
  • PLA readiness and signalling versus actual intent to escalate
  • Taiwan's internal resilience: energy stocks, food, civil morale, cyber attacks

Playable sides: Taiwan · United States · China (PRC) · Japan

SCN 04 Baltic Trigger: Article 5 Test Baltic states · near future · Hypothetical

After months of GPS interference, infrastructure sabotage and migrant instrumentalisation, an ambiguous armed incident occurs near the Narva border: unmarked armed personnel, contested footage, casualties, and immediate Russian denial. The pattern recalls past deniable operations. NATO must decide what this is and what to do — too little normalises armed probing of Alliance territory, too much hands Moscow an escalation pretext and may fracture consensus. The Alliance's credibility is the actual battlefield.

Key dynamics

  • Attribution under time pressure with contested evidence
  • Article 4 consultations versus invoking Article 5 — and what either unlocks
  • Enhanced Forward Presence tripwire forces and reinforcement timelines
  • The Suwałki corridor and Kaliningrad's anti-access bubble
  • Alliance consensus mechanics: 32 capitals, several of them hesitant
  • Russian goal: normalise sub-threshold armed pressure without triggering war

Playable sides: Estonia & NATO Baltic command · Russia

SCN 05 High North: The Svalbard Question Arctic · near future · Hypothetical

A dispute over Svalbard treaty rights escalates: Moscow asserts protection of its nationals and 'research' presence on the archipelago, fisheries-protection vessels begin aggressive patrolling, and two undersea data cables to the mainland are severed within a week. A Northern Fleet exercise closes broad sea areas and keeps extending. Norway must defend sovereignty and keep allies engaged without militarising a treaty zone first; Russia probes whether the High North flank can be pressured cheaply while attention sits elsewhere.

Key dynamics

  • Svalbard treaty law: demilitarised status, equal access, and its grey zones
  • Dual-use 'research' and fisheries presence as deniable footholds
  • Undersea cable and pipeline vulnerability across the High North
  • Winter and maritime patrol operations under extreme conditions
  • Finland and Sweden integration changing the whole northern flank
  • Northern Sea Route politics and Sino-Russian Arctic alignment

Playable sides: Norway & NATO · Russia

SCN 06 South China Sea: The Shoal Indo-Pacific · present day · Ongoing

A grounded Philippine outpost on a contested shoal must be resupplied by sea. Each resupply run is met by coast guard blocking manoeuvres, water cannons, military-grade lasers and ramming by maritime militia swarms. Manila publicises every incident; Beijing asserts indisputable sovereignty. The US mutual defence treaty covers armed attacks on Philippine public vessels — meaning every collision is one misjudgement away from invoking it. The contest is to win the gray zone without leaving it.

Key dynamics

  • Gray-zone tactics versus the 'armed attack' threshold in the US treaty
  • Lawfare: the arbitral ruling, UNCLOS and the battle of legitimacy
  • Escort dilemmas: civilian, coast guard or naval protection of resupply
  • Maritime militia swarms and attribution games
  • EDCA base access and US posture as background leverage
  • Domestic politics in Manila and Beijing driving risk appetite

Playable sides: Philippines · China (PRC) · United States

SCN 07 Korea: Provocation Cycle Korean Peninsula · near future · Hypothetical

After a failed satellite launch and weeks of balloon and jamming provocations, North Korean coastal artillery fires near a South Korean island along the Northern Limit Line, causing casualties. Seoul's response doctrine calls for immediate, proportionate-plus retaliation. The combined command must respond firmly enough to restore deterrence, while reading whether this is calibrated signalling from a pressured regime or the start of something larger — all under a nuclear shadow and with two allied capitals that must stay in step.

Key dynamics

  • Retaliation doctrine versus escalation spiral with minutes-long decision windows
  • Alliance coordination: national pride, US restraint, combined command
  • Reading regime intent: signalling, internal pressure or preparation
  • China's leverage and interest in stability over chaos
  • Civil defence, evacuation politics and a capital within artillery range
  • Cyber and information operations running beneath the kinetic exchange

Playable sides: South Korea · United States / Combined Forces · North Korea

SCN 08 Iran–Israel: Shadow to Strike Middle East · present day · Recent

Direct strike exchanges have broken the old rules of the shadow war: long-range drone and missile salvos, layered air defences under real test, and strikes on military and program-linked targets. Proxy lines are strained — some degraded, some still potent — and the nuclear program sits near threshold, giving every strike package a second meaning. Washington wants deterrence without regional war; Gulf capitals quietly pass messages while hedging. Each side believes one more well-judged blow restores deterrence. Each may be wrong.

Key dynamics

  • Strike-package design: targets, visibility, deniability and signalling
  • Layered air and missile defence economics under salvo attack
  • Proxy activation calculus across multiple fronts
  • The nuclear-threshold clock shadowing every decision
  • US force posture as both restraint and commitment
  • Quiet Gulf mediation channels and off-ramp brokerage

Playable sides: Israel · Iran · United States

SCN 09 Red Sea: Shipping War Red Sea / Gulf of Aden · present day · Ongoing

An anti-shipping campaign of drones, cruise and anti-ship ballistic missiles has rerouted much of global trade around the Cape, gutted canal revenues and driven war-risk insurance to punishing levels. Coalition naval forces intercept most attacks and strike launch infrastructure ashore, but the campaign persists and adapts, supplied through a calibrated external pipeline. Interceptors costing millions defeat threats costing thousands. The coalition must decide whether to escalate ashore, restructure the defence, or change the political equation that sustains the campaign.

Key dynamics

  • Cost-exchange ratio: cheap munitions versus expensive interceptors
  • Strike escalation ashore versus risk of wider regional war
  • Convoy models, transit corridors and insurance-market behaviour
  • The external supply pipeline and interdiction options
  • Regional politics: canal revenue, humanitarian crisis, local legitimacy
  • Campaign endurance: political will measured against adaptation speed

Playable sides: US-led maritime coalition · Houthi movement / aligned axis · Egypt & regional stakeholders

SCN 10 Kashmir: Two Nuclear Neighbours South Asia · near future · Hypothetical

A mass-casualty attack on Indian soil is claimed by a militant group long alleged to operate from across the border. Islamabad denies involvement and warns against aggression. Both doctrines now favour early, forceful action below the nuclear threshold — precision strikes, limited incursions — and both publics demand resolve. Hotlines exist but trust does not. With flight times measured in minutes and third parties scrambling to mediate, the task is to act decisively while keeping a ceiling on a crisis that has no margin for misread signals.

Key dynamics

  • Precision strike versus ground action: doctrine meeting reality
  • Escalation control with compressed decision timelines
  • Crisis communications: hotlines, back-channels, deliberate ambiguity
  • Third-party mediation by Washington, Beijing and Gulf capitals
  • Water-treaty and economic leverage as pressure instruments
  • Information operations and domestic fury constraining both leaderships

Playable sides: India · Pakistan

SCN 11 Essequibo: Oil and Borders South America · present day · Ongoing

Caracas has revived its claim to the Essequibo region with a referendum, new maps and military movements near the border, as major offshore oil discoveries transform the stakes. Georgetown internationalises the dispute — courts, partners, naval visits — while regional powers reinforce frontiers and push de-escalation. The question is whether this is domestic theatre, salami-slicing toward a fait accompli, or the prelude to something larger, and how a small state defends itself through partners without becoming a bystander in its own crisis.

Key dynamics

  • Domestic-politics drivers behind external escalation
  • Jungle and riverine geography making large operations hard — and gray zones easy
  • Oil-major risk calculus and offshore security
  • Legal track (ICJ) versus facts-on-the-ground track
  • Partner signalling: regional brokers, US presence, CARICOM solidarity
  • Sanctions-relief bargaining as both carrot and stick

Playable sides: Guyana & partners · Venezuela · Brazil (regional broker)

SCN 12 The Cable War North Atlantic / Baltic · near future · Hypothetical

Within forty-eight hours, multiple undersea data cables and one power interconnector are damaged across the Baltic and North Atlantic. Aging tankers from a sanctions-evasion shadow fleet were near several sites; anchors drag, transponders flicker, owners shrug. Markets wobble as redundancy thins. The Alliance must attribute under uncertainty, surge maritime patrol and repair capacity, and design a response to sabotage that sits deliberately below the threshold of armed conflict — knowing that doing nothing sets the new normal.

Key dynamics

  • Attribution standards: legal proof versus political confidence
  • Shadow-fleet vessels as deniable instruments
  • Private-sector repair-ship scarcity as a strategic constraint
  • Maritime patrol surge and critical-infrastructure protection mechanics
  • Response design below the armed-conflict threshold — and declaratory policy
  • False-flag risk and the danger of attributing wrongly at speed

Playable sides: NATO crisis cell · Russia (covert directorate)

SCN 13 Cannae's Shadow: The Second Punic War Mediterranean · 218 BC · Historical

Hannibal has crossed the Alps into northern Italy with a veteran army and war elephants, and the Gallic tribes of the Po valley are rising to join him. Rome commands unmatched reserves of citizen and allied manpower, but its consular armies fight by political calendar as much as by strategy. Carthage holds Iberia's silver and soldiers, yet its senate is divided on how much to feed a war it did not all want. The true center of gravity is the loyalty of Rome's Italian allies: Hannibal means to shatter the confederation battle by battle, while Rome must decide between meeting him in the field and starving his campaign of victories.

Key dynamics

  • Roman manpower depth and recovery versus battlefield genius and veteran quality
  • The loyalty of the Italian allies as the war's true center of gravity
  • Fabian attrition versus the political demand for decisive battle — and consular election cycles
  • Iberia as the Barcid base: armies, silver and the second front
  • Naval control, reinforcement routes and the geography of a three-theatre war
  • Carthaginian senate politics and the will to resource Hannibal — or hedge
  • The African endgame: when and whether to carry the war to Carthage itself

Playable sides: Rome · Carthage

SCN 14 The Rubicon: Caesar's Civil War Roman Republic · 49 BC · Historical

Caesar stands at the Rubicon with a single legion; the Senate has stripped his commands and made him an outlaw. Pompey holds legitimacy, the treasury's promise, command of the sea and the resources of the East — but Italy itself is nearly undefended, and recruits are not veterans. Caesar's weapons are speed, the devotion of his legions, and a deliberate policy of clemency that turns enemies into neutrals and neutrals into supporters. Pompey's are depth, time and the ability to make the war long and wide: Spain, Greece, Africa, Egypt. Both men claim to defend the Republic; whichever wins must also decide what survives of it.

Key dynamics

  • Speed and audacity versus strategic depth and command of the sea
  • Clemency as strategy: winning the peace while fighting the war
  • Legion loyalty, veterans' pay and the personal bond of command
  • Grain and money: Sicily, Africa, Egypt and the treasury
  • The East's client kings, levies and fleets behind Pompey
  • The legitimacy war: Senate decrees, tribunes' rights and each side's constitutional story

Playable sides: The Senate & Pompey · Caesar

SCN 15 1453: The Last Siege Constantinople · 1453 · Historical

Mehmed II, twenty-one years old, has brought an enormous army and the largest bombards yet cast against the Theodosian Walls. Constantine XI defends the city with a few thousand soldiers, Genoese professionals under Giustiniani, and the great chain closing the Golden Horn. Western relief is promised, conditional on church union, and perpetually late; Ottoman patience is finite, with viziers whispering that a failed siege invites crusade and coup alike. The defender must husband men, repair by night what falls by day, and stretch diplomacy and hope; the attacker must convert overwhelming force into a breach before time, weather and politics close the window.

Key dynamics

  • Bombards versus the triple walls: breach, rubble and the assault cycle
  • The Golden Horn: the chain, naval sorties and the overland portage gambit
  • Giustiniani's professionals and the politics of Genoese and Venetian help
  • Western relief: church union, promised fleets and the price of waiting
  • Manpower arithmetic on the walls against waves that can be replaced
  • Morale, omens and the factions inside both camps as the siege grinds on

Playable sides: Byzantine Empire · Ottoman Empire

SCN 16 1066: Three Crowns, One Throne England · 1066 · Historical

Edward the Confessor is dead and Harold Godwinson wears the crown — claimed also by William of Normandy, armed with a papal banner and an invasion fleet, and by Harald Hardrada of Norway, sailing with the exiled Tostig. The English fyrd is formidable but can be held in the field only so long before harvest and service limits dissolve it. Channel weather pins fleets and makes timing a weapon. Each contender faces the same brutal geometry: two enemies, one army, and the certainty that whoever fights first weakens themselves for whoever fights last.

Key dynamics

  • The two-invasion sequencing problem and the limits of forced marches
  • Fyrd service, harvest season and keeping an army in being
  • Channel weather as a strategic actor pinning and releasing fleets
  • Legitimacy: papal banner, oaths and coronation against possession of the crown
  • Housecarls, knights and the shield wall: when to accept battle risk
  • Exploiting the victor's exhaustion: the third player's timing problem

Playable sides: Harold of England · William of Normandy · Harald Hardrada of Norway

SCN 17 1588: The Enterprise of England English Channel · 1588 · Historical

Philip II has launched the Armada with a single operational purpose: sweep up the Channel, join the Duke of Parma's veteran army in Flanders, and shield its barges across the narrow seas. The plan's weakness is the junction itself — no deep-water port, Dutch flyboats blockading Parma's embarkation, and an English fleet that refuses to grapple, preferring the weather gauge and stand-off gunnery. England must break the enterprise without ruining its own fleet or emptying its magazines; Spain must hold formation, solve the rendezvous, and force or sneak a crossing before storms, shot shortage and disease decide the matter instead.

Key dynamics

  • The fleet–army junction problem: rendezvous, ports and Parma's barges
  • Boarding doctrine versus stand-off broadsides and the weather gauge
  • Fireships, anchorages and the moment a formation breaks
  • Shot, supply and disease as silent killers on both sides
  • The Dutch blockade and the invasion's land-side arithmetic
  • Invasion politics: militia musters, hoped-for risings and the long way home around Scotland

Playable sides: England · Spain

SCN 18 1812: Napoleon in Russia Russia · 1812 · Historical

The Grande Armée — French corps and a dozen allied contingents — crosses the Niemen, the largest force Europe has assembled. Napoleon needs what he has always manufactured: a decisive battle, early, that breaks the Tsar's will. Russia's generals quarrel but its geography does not: space, scorched earth and the calendar fight without orders. Every week the invader marches, horses die, magazines fall behind and garrisons bleed the line of communication. Moscow glitters ahead as prize, trap and negotiating chip in one. The defender must trade land for time without trading away the army or the Tsar's resolve; the invader must force decision before the army he brought no longer exists.

Key dynamics

  • Logistics over distance: horses, forage and stragglers as the campaign's real arithmetic
  • Trading space for time versus court pressure to stand and fight
  • The decisive-battle chase: bringing an unwilling army to bay
  • Moscow as prize, trap and bargaining chip — and what burning it means
  • Winter, partisans, Cossacks and the long road back
  • Coalition politics: Austria and Prussia's reluctant corps, Britain's money, Spain's drain

Playable sides: Russia · France & the Grande Armée

SCN 19 1862: The Union in the Balance North America · 1862 · Historical

The war's middle game has arrived. The Union holds the numbers, the industry, the navy and a tightening blockade, but its eastern armies keep finding generals who will not fight; the Confederacy holds interior lines, battlefield audacity and the hope that one more victory brings European recognition or Northern exhaustion. Emancipation waits in a desk drawer for a victory to carry it. The rivers of the West are highways for whoever can use them; Richmond and Washington sit a hundred miles apart with armies between. Elections, conscription and home-front politics make time itself a contested resource on both sides.

Key dynamics

  • East versus West: where the war is actually won and where it is merely famous
  • The blockade, cotton diplomacy and the European recognition question
  • Emancipation as moral, military and diplomatic weapon — and its timing
  • The generalship lottery: finding commanders who will fight, and firing those who won't
  • Manpower, conscription and home-front politics as strategic constraints
  • Railroads and rivers: the logistics that make invasion possible — or fatal

Playable sides: United States (Union) · Confederate States

SCN 20 July 1914: The Crisis Europe · 1914 · Historical

The Archduke has been murdered in Sarajevo. Vienna wants a reckoning with Serbia and asks Berlin what it will underwrite; Petersburg must decide whether a Slav cause is worth partial or general mobilization; London weighs whether ambiguity deters or invites. Every general staff insists that mobilization, once begun, cannot safely pause — the timetables themselves have become actors. Played well, the crisis can end as a contained Balkan war, a conference, or a humiliating climb-down for someone; played as history played it, the lamps go out. Each capital pursues advantage while sitting on a machine built to run away.

Key dynamics

  • Mobilization timetables versus diplomacy's pace: the machine that wants to run
  • Blank cheques and ultimatums: what is underwritten and how demands are worded
  • Alliance entrapment versus restraining a reckless partner
  • British ambiguity: deterrent value against the risk of miscalculation
  • Publics, military lobbies and crowned cousins' telegrams as crosswinds
  • Off-ramps: conferences, halt-in-Belgrade formulas and who can afford to accept them

Playable sides: Germany · Austria-Hungary · Russia · Great Britain

SCN 21 1940: Britain Alone Britain & the Channel · 1940 · Historical

France has fallen and the army came home from Dunkirk without its equipment. Invasion barges gather in Channel ports, but the threat is real only if the Luftwaffe wins the air — and Fighter Command's integrated defense of radar, sector stations and squadrons must merely continue to exist to deny it. Britain's task is to survive the summer: husband pilots, keep the fleet and the empire in the war, and court Washington. Germany's is to force decision — by air battle, by blockade, or by political collapse — before autumn weather closes the invasion window and the war becomes long.

Key dynamics

  • Target-set choices: radar chain, airfields, aircraft industry or cities
  • The Dowding system and the attrition arithmetic of pilots versus aircraft
  • Invasion credibility: barges, the Royal Navy problem and the autumn weather window
  • Blockade and the Atlantic as the slower strangle
  • Political tracks: peace feelers, Washington, destroyers and dollars
  • Intelligence and deception: reading the other side's losses — and lying about your own

Playable sides: United Kingdom · Germany

SCN 22 1962: Thirteen Days Cuba & the Atlantic · 1962 · Historical

U-2 photography has revealed Soviet ballistic missiles under construction in Cuba. The American leadership must choose along a ladder from quiet diplomacy through naval quarantine to airstrike and invasion, while the missile sites race toward operational status. Moscow's gamble sought cheap strategic gain and leverage over Berlin and Turkey; it now needs an exit that looks like something other than defeat. Beneath the public moves run back-channels, face-saving trades and the terrifying autonomy of pilots, ship captains and submarine commanders neither leader fully controls. The task on both sides is to win what can be won without the war the gamble risked.

Key dynamics

  • The escalation ladder: quarantine, airstrike, invasion — and what each forecloses
  • Missile readiness clocks: acting before warheads go operational
  • Back-channels and face-saving trades: Turkey, no-invasion pledges, public versus secret terms
  • The players neither leader controls: pilots, captains, submarine commanders
  • Alliance optics: Berlin, NATO, the OAS and the wider board
  • Ending it: domestic politics, declared victories and what the settlement teaches both sides

Playable sides: United States · Soviet Union

05

Monthly editions

Per scenario, per month, subscribe, or lifetime
Free forever — everything above this line

The 22 scenarios, the prompt generator and every briefing above are free forever, running static strengths and temperaments. The tiers below unlock the dynamic catalogue — 222 scenarios on a meta that changes every month.

Each month: 222 scenarios running on that month's meta — 50 current flashpoints, 100 historical campaigns, 50 stranger things (alt-history, near-fiction and the gloriously odd), plus dynamic editions of the 22 free scenarios. Buy any month outright with no commitment, or subscribe and save — either way you download standalone edition files and keep them forever.

Monthly · best value
$16/mo

Every month's edition delivered as it drops — about 7¢ a scenario. Cancel anytime; keep every edition you've received.

Subscribe →
Month pack · no commitment
$17

All 222 scenarios as one standalone edition file — under 8¢ a scenario, with this month's strengths and temperaments wired into every prompt. Just this month, no commitment.

Buy JULY 2026
Lifetime · all 222
$199

One payment, never again. All 222 scenarios now — plus every future monthly edition, every new drop and every new version, forever. Your library keeps growing; your price never changes.

Go lifetime →
Pro & custom
from $500

Custom scenarios, facilitated exercises and site licences for teams, classrooms and crisis-sim programmes. Invoiced.

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Partner hardware
AIOD

Can be delivered alongside hardware configured and supplied by our partner brand AIOD — purpose-built for wargaming, simulation and AI play. Anything is possible.

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Countless hours of in-depth play — 222 campaigns, every side playable, a new meta every month.

Prices in USD. Scenarios run in your own AI account (Claude, ChatGPT, Gemini or similar) — AI subscription and usage costs are separate and not included. Checkout, delivery, payment-processing and any applicable taxes are handled by our payment partner at their rates and terms. Editions are digital downloads.

Editions are digital products licensed for personal, non-commercial use — not for resale, redistribution or public posting. Because delivery is immediate, sales are final and non-refundable except where the law requires or the product is faulty. By purchasing you agree to our Terms of Sale, Privacy Policy and Cookie Policy.

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06

Field manual — FAQ

How the tool and the games work
What is WarGameLLM?

WarGameLLM is a free AI wargame generator. You pick a geopolitical scenario, choose a side and difficulty, and it assembles a structured Game-Master prompt that turns Claude, ChatGPT or any capable LLM into a disciplined strategic wargame umpire — with a fixed turn loop, a thinking opponent, fog of war and a save system.

Is it free?

Yes. The tool runs entirely in your browser and generates a prompt you paste into your own AI account, so there is nothing to sign up for and nothing to pay. Premium scenario packs with deeper research are planned as a separate, optional product.

Does it work with ChatGPT and other models, or only Claude?

The prompts are tuned for Claude — models with extended thinking adjudicate best — but they work with ChatGPT, Gemini and any capable large language model. Paste the generated prompt as your first message in a new chat and Turn 1 begins.

How do long campaigns avoid drifting or forgetting?

Every turn ends with a compact STATE block recording forces, posture, alliances, escalation level and open threads. To resume a long campaign, start a fresh chat, paste the prompt again, then paste your latest STATE block — the game continues exactly where it stopped.

Are the scenarios real conflicts?

They are a mix. Some are grounded in ongoing or recent events; ten are historical campaigns, from the Second Punic War to the Cuban Missile Crisis; others — like the Taiwan quarantine — are clearly labelled hypothetical projections. Everything plays at the strategic, staff-briefing level and is fiction for education and entertainment, not prediction.

Can I give my own orders instead of picking from menus?

Always. The staff menu offers structured options across military, intelligence, diplomatic, political and industrial domains, but custom orders are adjudicated on their merits every turn — or switch to free-orders mode and command entirely in plain language.

What kind of wargame is this — like a matrix game?

Closest to a matrix-style or seminar wargame: you argue courses of action across all instruments of national power and an umpire adjudicates plausible outcomes. Here the LLM plays the umpire and every opposing actor, so the game runs solo at staff-exercise discipline.

What are the monthly dynamic editions?

Each month every faction — modern and historical — gets a fresh strength score and temperament drawn from current affairs, and the paid monthly editions bake that meta into all 222 scenarios, so the same scenario plays differently from one month to the next. Buy any single month outright with no commitment, or take the rolling monthly subscription and save — either way you download standalone edition files and keep them forever. A month pack is $17 (under 8¢ a scenario); the monthly subscription is $16 (about 7¢ a scenario); and a one-time $199 lifetime unlock covers all 222 scenarios plus every future edition, drop and new version, forever — one payment, with your library growing while the price never changes.

07

Contact

Questions, licensing, press & partnerships

Questions about the scenarios, the monthly editions, team and classroom licensing, or press and partnerships? We'd be glad to hear from you.

Email [email protected]
08

This month's meta — JULY 2026

Every faction rated · refreshed on the 1st

Each month every faction — modern and historical — receives a fresh strength score and temperament drawn from current affairs. The meta changes who is favoured: play when your enemies are weak and your allies are strong. The full board below spans the entire 222-scenario catalogue — modern flashpoints, a hundred historical campaigns, and the stranger things beyond. Free scenarios run static; monthly editions bake the live meta into every prompt.

FactionEraStrengthThis month's temperamentField note

Meta refreshes on the 1st of each month. Buying a month's edition freezes that month's board into your files — forever.

09

On the drawing board

In development · shipping to subscribers

WarGameLLM is only getting deeper. We're actively building new versions, scenario expansions and gameplay systems to make every campaign richer — sharper adversaries, more theatres, more ways to play. Everything we ship lands first with monthly subscribers, and lifetime holders get all of it, forever, at no extra cost. The library you buy into today keeps growing.

Under way

Deeper adversaries

Richer opponent behaviour — doctrine, bluffing, internal politics and personalities that make the other side feel genuinely alive.

Under way

New theatres & eras

Expansion packs reaching into fresh conflicts, regions and periods — widening the catalogue well beyond today's 222.

In design

Richer systems

New layers of play — economy, logistics, intelligence and multi-front command — for those who want the full staff-officer experience.

In design

Campaign continuity

Smoother long-game tools so your wars carry across sessions with less friction and more memory of what came before.

Timelines aren't fixed and features evolve as we build — but the direction is set: more depth, more scenarios, more ways to take command. Subscribe or go lifetime to get it as it drops.