Grow your army, conquer the map, take down every rival commander.
Tap-select, then tap an adjacent tile to attack. Neutral tiles have no owner yet β take them for free economy.
Doodle Front translates the online territory-war genre onto a hand-drawn hexagonal map -- a 4-radius hex grid of 61 tiles, split between you and three rival commanders (Crimson, Emerald, and Amber), with neutral tiles scattered between everyone's starting corners.
The core mechanic is deliberately simple but has real tension: tap one of your tiles, then tap an adjacent tile to send troops at it, and sending an attack always leaves exactly 1 troop behind to hold the tile you attacked from. That means every attack is also a small defensive gamble -- push too many fronts at once and a rival can walk straight through a tile you just emptied out.
Grabbing neutral tiles early is almost always worth more than an early fight with a rival commander, since neutral tiles cost nothing to take and immediately start growing your troop economy. Watch your borders as much as your front line -- because every attack leaves the launching tile down to 1 troop, an overextended push on one side of the map is often exactly when a different rival commander takes tiles from your other side.
It's always left with exactly 1 troop behind, no matter how many troops you send on the attack. That makes every attack a small trade-off -- you're strengthening one border while weakening another.
The map is a hex grid of 61 tiles (radius 4 from center), and you're competing against three rival commanders -- Crimson, Emerald, and Amber -- each independently expanding across the same board.
Yes, and usually before fighting a rival commander -- neutral tiles are unowned and effectively undefended, so claiming them early is a free way to grow your troop economy before the map gets contested.