Doodle Front

Grow your army, conquer the map, take down every rival commander.

πŸ—ΊοΈ Tiles: 1
βš”οΈ Troops: 0

Doodle Front

Tap one of your blue tiles, then tap a neighboring tile to attack it.

Sending troops always leaves 1 behind to hold the tile.

Beat all 3 rival commanders to win the map!

Defeated!

Tap-select, then tap an adjacent tile to attack. Neutral tiles have no owner yet β€” take them for free economy.

🚩 About Doodle Front

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.

How to Play

  1. Tap one of your controlled (blue) tiles, then tap a neighboring tile to send troops and attack it.
  2. Sending troops always leaves exactly 1 troop behind on the tile you attacked from, so an all-out attack still leaves that tile lightly defended.
  3. Neutral tiles have no owner and no real defense -- take them early for free economy before rivals do.
  4. Grow troop counts on tiles you already hold over time, then use that accumulated strength to push into contested or enemy territory.
  5. Beat all three rival commanders -- Crimson, Emerald, and Amber -- to win the map; losing all your tiles knocks you out first.

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.

Frequently Asked Questions

What happens to the tile I attack from?

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.

How big is the map and how many rivals are there?

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.

Are neutral tiles worth taking?

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.