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.
Start a fresh chat at claude.ai or in the Claude app. A model with extended thinking gives the best adjudication.
Paste the full prompt as your first message. Turn 1 begins with an intelligence briefing and your first options.
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.
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.
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
Playable sides: Ukraine · Russia · NATO / US coordinator
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
Playable sides: Ukraine · Russia
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
Playable sides: Taiwan · United States · China (PRC) · Japan
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
Playable sides: Estonia & NATO Baltic command · Russia
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
Playable sides: Norway & NATO · Russia
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
Playable sides: Philippines · China (PRC) · United States
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
Playable sides: South Korea · United States / Combined Forces · North Korea
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
Playable sides: Israel · Iran · United States
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
Playable sides: US-led maritime coalition · Houthi movement / aligned axis · Egypt & regional stakeholders
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
Playable sides: India · Pakistan
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
Playable sides: Guyana & partners · Venezuela · Brazil (regional broker)
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
Playable sides: NATO crisis cell · Russia (covert directorate)
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
Playable sides: Rome · Carthage
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
Playable sides: The Senate & Pompey · Caesar
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
Playable sides: Byzantine Empire · Ottoman Empire
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
Playable sides: Harold of England · William of Normandy · Harald Hardrada of Norway
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
Playable sides: England · Spain
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
Playable sides: Russia · France & the Grande Armée
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
Playable sides: United States (Union) · Confederate States
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
Playable sides: Germany · Austria-Hungary · Russia · Great Britain
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
Playable sides: United Kingdom · Germany
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
Playable sides: United States · Soviet Union
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.
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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.
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.
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.
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.
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.
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.
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.
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.
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] →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.
| Faction | Era | Strength | This month's temperament | Field note |
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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.
Richer opponent behaviour — doctrine, bluffing, internal politics and personalities that make the other side feel genuinely alive.
Expansion packs reaching into fresh conflicts, regions and periods — widening the catalogue well beyond today's 222.
New layers of play — economy, logistics, intelligence and multi-front command — for those who want the full staff-officer experience.
Smoother long-game tools so your wars carry across sessions with less friction and more memory of what came before.
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