Nuke Em / Your Commander briefing

Field
Guide.

The map. The arsenal. The move you only get once.
A better plan starts with a proper briefing.

Begin your briefing Serious Strategy, Outrageous Generals
The illustrated Nuke Em Field Guide with a compass, map, and dice
Nuke Em gameplay map with detailed terrain, territory borders, continent banners and Commander panels

01 / Opening territory draft

Buzz first.
Claim wisely.

Every territory begins unclaimed. The draft cycles through available territories one at a time. Buzz for the highlighted territory: the first valid buzz received by the game server wins it.

Each Commander claims exactly one territory per draft round. Once everyone has claimed one, eligibility resets and the next round begins. Drafting continues until all territories are claimed. Normal turn order does not decide the draft.

The surprise beneath the strategy

Bonus armies are assigned before the draft and hidden during territory selection. You know the territory you're choosing; you don't know whether a bonus is waiting there.

One highlighted territory is won by the first valid buzz
Opening draft · One claim per Commander, per round
Ground Command headquarters

02 / Armies & combat

Build pressure.
Hold your ground.

Turn order is established by dice after the draft. Initial deployment rotates through the Commanders: place up to two armies on your territories each time, together or split between two territories.

Owned territory and complete continent control contribute to reinforcements. A Region organizes territory identities and rocket targeting; it does not grant a standard reinforcement bonus.

Army combat uses attacker-versus-defender dice comparisons. An attacker can roll up to three dice when enough armies are available. At least one army must remain in the attacking territory.

Aggression can fuel your arsenal

With exactly three attack dice, any triple earns V1 rockets. Triples from 2–2–2 to 6–6–6 award one V1; 1–1–1 awards two. The reward applies whether the comparison is won or lost.

⚀⚀⚀→V1 rocketV1 rocket

1–1–1 → TWO V1 ROCKETS
Other attack triples award one V1.

Three attack dice showing triple ones award two V1 rockets
Attack triples · Combat and rocket rewards resolve together

03 / Strategic weapons

Escalate the stakes.

Everyone's V1, V2, V3, and Nuke counts are public. Build pressure, react to a threat, or hold a weapon as deterrence.

Nuke Em gameplay map with detailed terrain, territory borders, continent banners and Commander panels
TARGETING BRIEF

V1 / Region targeting

Shortest range. Your first step into the public arsenal.

REACHShortest rangeTARGETRegion

Select a weapon to inspect its reach and target. Everyone can see your arsenal.

Target selection isn't an impact guarantee. Duds, off-target results, scatter, and a very rare catastrophic return to the launch territory keep absolute confidence in check.

COMBINE / 01
+→
2 V1 → 1 V2
COMBINE / 02
+→
2 V2 → 1 V3
COMBINE / 03
+→
2 V3 → 1 Nuke

Combining is your choice. It consumes the source weapons and happens only at the start of your turn. Once you leave that phase, your arsenal configuration is fixed for the rest of that turn.

Leave a personal impression.

Custom inscriptions make the launch your own. Paint, nose art, decals, exhaust trails, liftoff flourishes and explosion styles stay cosmetic.

PERSONAL DELIVERY / COSMETIC SHOWCASE
A customizable Nuke Em missileWish you were here.
SPECIAL DELIVERY.
Custom inscriptions · Paint · Trails · Launch effectsYour words. Same firepower.

04 / Fortification & Fast Move

One move.
Make it count.

Normal end-of-turn fortification transfers armies from one owned territory to one directly adjacent owned territory. Leave at least one army behind.

Your Fast Move is different: once in the entire match, move armies between owned territories connected by an uninterrupted path of your own territory. It replaces normal fortification for that turn, leaves at least one army at the origin, and is consumed permanently.

READY → USED

Fast Move status is public. You can see who still has their one decisive reposition available.

FAST MOVE / CONNECTED OWNED TERRITORIESREADY
AAAA
One decisive reposition.One army stays at the origin. The route stays yours.

READY · One Fast Move per match

Intelligence Command headquarters

05 / Diplomacy

Make an agreement.
Read the terms.

Commanders can propose and respond to temporary agreements. Active agreements carry explicit restrictions enforced by the same game rules as every other action. Human and Computer Commanders operate within those same restrictions.

The strategic pressure comes from territories, visible arsenals, and decisions—not from purchasing a combat advantage. Commander and rocket customization stays cosmetic.

COMMAND CHANNEL / TEMPORARY AGREEMENTS
The AdmiralNAVAL COMMANDProposal outgoing
EXPLICIT
TERMS
AGREED
The Intelligence ChiefINTELLIGENCEAwaiting proposal
  1. 01 / PROPOSE
  2. 02 / ACCEPT
  3. 03 / AGREEMENT

A proposal starts the conversation.

06 / Competitive ranking

Your place.
Your points.

Ranking points come from final placement, not individual in-match actions. In an N-player match, first place earns N points, then one fewer for each lower place.

4 players4 / 3 / 2 / 1
3 players3 / 2 / 1
2 players2 / 1

The competitive leaderboard counts qualifying all-human matches. Medals, awards, and lifetime statistics do not add ranking points.

TOP 100

Seasonal competition.
All-time history.

The Hall of Command recognizes the Top 100. A seasonal reset starts a new race; your all-time points and career rank stay with you.

Career ranks & earned rewards

Earn your stripes.
Keep your history.

Career rank follows your all-time placement points. It never resets with the season, and it cannot be purchased.

Ⅰ
RECRUIT / 0 CAREER POINTS

Your career begins.

Unlock: Recruit profile insignia

EARNED.
NOT BOUGHT.
Visit the Hall of Command
GAME FACE™YOUR FACE. YOUR GENERAL.
Fictional player photograph
YOUR FACE
The same identity with the Signal Marshal’s uniform and style
YOUR GENERAL

07 / Your Commander identity

A familiar face.
An outrageous General.

Choose from ten Generals: six included from the start, plus four available as DLC. Each has a distinct personality and signature look. General identity never changes combat rules or grants a gameplay bonus.

BBS Game Face™ Technology

Using our proprietary technology, your face becomes the face of your General. Game Face is available as an individual purchase for any General. It is purchased per General and does not include ownership of a DLC General.

Inspect all 10 Generals
Customizable missile

08 / DLC, currency & rewards

Build your
collection.

Generals, exclusive maps, costumes, missile customizations, Game Face, and profile decorations are available through Nuke Em’s collections. Seasonal DLC adds themed looks and content throughout the year.

A loadout with personality.

COLLECTION / 01War Paint missile cosmetic collection

War Paint

6 pattern designs

Hazards, field stripes, camouflage and shark-mouth decals. Olive, sand, charcoal and cream palettes.

COLLECTION / 02Hot Rod missile cosmetic collection

Hot Rod

6 pattern designs

Flames, racing checks, speed stripes and nose art. Candy red, burnt orange, ivory and black palettes.

COLLECTION / 03Midnight Brass missile cosmetic collection

Midnight Brass

4 metallic finishes

Ink navy, polished brass, brushed bronze and gunmetal. Fine chevrons and geometric accents.

Nose & fin kits: rounded, pointed or ogive front ends; broad, swept or delta tails. Paint & pattern packs: multiple coordinated designs and palettes in a single collection. Message kits: custom inscriptions, lettering styles and colors. Effects Collection: choose your liftoff flourish, exhaust trail and explosion style independently. Pyrotechnics pairs Hot Start, Ember Trail and Classic Boom; Showboat pairs Halo Launch, Corkscrew Smoke and Atomic Bloom; After Dark pairs Spark Shower, Ion Stream and Neon Shockwave. These change presentation only.

Liftoff flourishes
Exhaust trails
Explosion styles
Preview the Missile Studio ↗
The Saboteur’s three Beautiful Trouble costumes
THE OFFICER’S WARDROBE

One General.
One signature collection.

Every General has a distinct three-outfit costume pack. Each pack belongs to its named General; it cannot be transferred to a different character. DLC General ownership is separate. Outfits grant no combat or ranking bonuses.

Browse all ten costume collections ↗
BUYCommand Credits

Purchase in-game currency to spend on eligible DLC. Direct-purchase DLC is also available in the in-game Store or from Nuke Em’s Steam store page.

EARNCareer-rank unlocks

Build lifetime placement points to climb the career ranks. Selected outfits, decals, missile finishes, trails, and profile decorations are earned through rank progression.

Check each item’s acquisition route in the Store. Owned seasonal content remains in your collection after the season. Currency, cosmetics, and Game Face never improve combat power or add ranking points. Map collections give you additional battlefields under the same rules.

Explore DLC & collections
Nuke Em gameplay map with detailed terrain, territory borders, continent banners and Commander panelsBBS
STUDIO
SELECTED
WARFORGE / GAMEPLAY MAP PREVIEW

Game of the Week

A new world.
A shared battlefield.

A studio-selected battlefield puts fresh geography in the spotlight. Discover the layout, consider your approach, and bring your own very questionable plan.

42 territories1 shared layout∞ bad ideas

Discover Game of the Week in Nuke Em's battlefield selection.

Coming to Steam / Spring 2027

Serious Strategy, Outrageous Generals.

Explore Nuke Em