COGNITIVE TERRAIN
PLAYTEST BUILD 0.22
NEW BUILD 0.22 Lessons Learned is aimed at a node and its links, and defences spread across the map like nerves, blue for yours and red for theirs. What's new ↓

An educational wargame of cognitive warfare

No shots fired.
Sixteen weeks to win a mind.

Blue and its opponent, Olvana or Donovia, each try to cloud the other's judgment while keeping their own clear. The board is two decision-making systems drawn as brains, networks of connected nodes. Every node is a newsroom, a cabinet, a crisis team or a public's trust. Four crises decide who comes out ahead.

No account, no install. Works on any computer with a modern browser. Your progress stays on your own machine.

A turn of play: Blue picks Plant Stories and hovers Olvana's News Media, where the preview shows a push of +45, the node going from Olvana 100 to Olvana 55, and LIKELY · 10% CHANCE TO FAIL. Blue strikes and the result card opens under Their edge on you, follows up with Bot Swarm on the same node, ends the turn, and Olvana's moves light up on Blue's map with a card for each beside the side panel.

A turn in Typhoon Ines: Blue strikes Olvana's entry points, then Olvana answers. (A still picture shows instead if your device asks for reduced motion.)

What's new

0.2214 Oct 2026 · browserLATEST
  • Defences you can read at a glance. A Watch Team or Prebunk now spreads like nerves: glowing fibres run from the node it was played on to every node it covers, blue for Blue's and red for Red's, with a faint signal travelling outward. A tag says how many nodes and how many weeks. Pick a card and hover a node, and the same nerves, in your colour, show what it would cover.
  • Lessons Learned is aimed. You play it on one of your nodes: that node and every node linked to it are pulled back a little, lose any framing, and are trained for the rest of the game. Trained nodes recover faster every week and start to come back by themselves even once the other side holds them. A node can be trained up to three times; a book badge and a ring marked in steps show it. The opponent's version works the same way at half strength.
Blue's mind with a Watch Team on Social Media: glowing blue fibres run from Social Media to the five nodes linked to it, each with an eye badge, under a tag reading WATCH TEAM · 6 NODES · 3 WK. Several nodes also carry a book badge for Lessons Learned.
A Watch Team spreading like nerves
  • All three manuals, the map key and the card text are updated, with the pictures retaken.
  • Two-player codes from 0.21 builds do not work in 0.22.

Earlier versions

0.21.114 Oct 2026 · browserRulesInterfaceShow what changed in 0.21.1
  • A less one-track Standard opponent. Red no longer hammers one area all campaign. When three weeks on an area have gained it nothing, it moves to another, and the longer it stays on one, the more it looks elsewhere.
  • It digs in when it falls behind. Once clearly behind on Decision Health it plays more defence, so taking the initiative no longer settles the game on the spot. Veteran and Elite, which already move their aim between crises, are unchanged.
  • Tabs in their side's colours. INFLUENCE (SHAPE in Military words) is framed in red and PROTECT (DEFEND) in blue, like the attack and defence cards.
The two tabs at the top left: INFLUENCE OLVANA framed in red and selected, PROTECT BLUE · 2 framed in blue.
INFLUENCE in red, PROTECT in blue
  • The manuals' description of Standard is updated.
  • Two-player codes work between 0.21 builds.
0.2114 Oct 2026 · browserRulesInterfaceManualsShow what changed in 0.21
  • Lessons Learned is worth buying. Against a strong Bot Swarm, nodes you lost never came back by themselves, and one Official Statement a turn could not keep up. Now Lessons Learned gives every node of yours a bigger push when you play it, makes them recover faster every week, and lets nodes the other side has taken start to come back by themselves. The opponent's version gets the same boost, still at half strength.
  • The five areas are outlined on the map from the first turn, so you can see where each attack will land. Settings › Display › Decision-loop overlay turns the outlines off.
  • New players start on Recruit. A difficulty you already picked is kept.
  • The in-game Guide matches the PDF. Numbered lists, bullet lists and the screen key on several pages had lost their layout in the game.
Olvana's mind in week 6 with the decision-loop outlines on: thin sand lines divide the brain into NOTICE, INTERPRET, DECIDE, ACT and TRUST, with arrows showing the order of the loop.
The five areas, outlined from the first turn
  • All three manuals, the tutorial and the card text are updated, with every picture retaken.
  • Two-player codes from 0.20 builds do not work in 0.21.
0.2013 Oct 2026 · browserRulesInterfaceShow what changed in 0.20
  • A new hardest level: Elite. Red plays like a Veteran under four harder rules, set out on the start screen when you pick it.
    • It learns your playbook. Play the same attack card three weeks running and its people recognise the trick: the card pushes less until you rest it for a week. Their edge on you warns you a week ahead.
    • Hidden defences. You cannot see its Watch Teams and Prebunks until you attack into one; then the whole group appears.
    • Dug in. A node it wins back from you is harder to push until you hold it again. A bunker marks it.
    • Blowback. Each of your attacks on it that fails gives it a point.
Elite in play: Their edge on you warns that Olvana is ready for Plant Stories and is starting to recognise Frame the Story, and that it has dug in on a node. The move preview on Government Contacts shows a bunker icon, the lines Dug in: it pushes less here and Olvana recognises this card, and If it fails: Olvana gains 1 point.
Elite: a read playbook, a dug-in node and blowback, all in plain words
  • A smarter opponent. On Standard, Red now guards the nodes you frame, goes after the nodes that pay you and saves its extra moves for crisis weeks; campaigns are as evenly matched as before. On Veteran and Elite it also thinks about your likely answer and keeps its real aim hidden until late.
  • An easier week in review. The same move twice on one node reads as one line (×2), each reason is given once, and every attack says what helped it and what held it back.
  • Your result card opens flush under Their edge on you and moves up when you fold that panel; Red's move cards stand beside the right side panel. Neither covers the panel you are reading.
The week in review: Blue's failed Plant Stories, then Olvana's hidden defence and Bot Swarm ×3 on Social Media, with the line Hit about as expected (C). What helped: TRUST suits Bot Swarm, and the reason Olvana is concentrating on TRUST.
The week in review: what helped, what held it back
  • The Field Manual, Practitioner's Manual and Quick Reference cover the four difficulties and the dug-in symbol. Recruit is unchanged.
  • Two-player codes from 0.19 builds do not work in 0.20.
0.19.213 Oct 2026 · browserManualsInterfaceShow what changed in 0.19.2
  • Three manuals, rewritten for playing on a PC.
    • The Field Manual teaches the game screen by screen: the idea, every part of the screen numbered, a turn in four steps, a whole turn played out with pictures and Red's answer, the cards and ten tips, in plain game words. It is also the in-game Guide.
    • The Practitioner's Manual keeps the research and the maths, and now holds every rule with its exact numbers. Its campaign pages show the new crisis order.
    • A two-sided Quick Reference replaces the player aid: mouse and keyboard, a turn in five steps, the cards, symbols and scoring.
Four pages side by side: the Field Manual cover, its page A turn, played out with screenshots of Plant Stories on News Media, the Practitioner's Manual cover, and side 1 of the Quick Reference with a table of controls and a turn in five steps.
The Field Manual, a worked turn, the Practitioner's Manual and the Quick Reference
  • A clearer area of effect. Watch Team, Prebunk and the move preview ring every covered node in sand and draw a sand line along each link between them, pulsing gently. No node is left out.
  • The replay shows the real crisis score next to each result, and its two maps name the entry points and Top Leadership with each one's lean.
  • The side panel fits in Military words at every text size, and Red's move cards stop above budget and moves.
  • The tutorial panel has the same frame as every other window.
Part of Blue's mind with a Prebunk previewed: sand rings round five nodes joined by sand lines, labelled 5 nodes covered, beside a Watch Team already in place.
The area of effect: rings and lines
  • No rule changes. Two-player codes work between 0.19 builds.
0.19.113 Oct 2026 · browserInterfaceShow what changed in 0.19.1
  • Tidier nodes. A node's statuses (watched, prebunked, framed) now show once, as the row of icons under it. The extra rings, corner brackets, blinking dot and status words on its label are gone; hover the node for the details.
  • A node's name never sits on its own status icons, and area names, such as a crisis test or a lost area, step clear of named nodes.
The same node before and after. Before: Social Platforms with a dashed ring, corner brackets and a dot, the area name CHRONIC crossing it, its name cut by a status icon and the words INOCULATED and PRIMED under it. After: the name and Blue 52 held beside the node, its gauge ring, one row of three status icons under it, and CHRONIC clear above.
Before (left) and after (right)
  • The Field Manual's symbol key and pictures are updated.
  • No rule changes. Two-player codes work between 0.19 builds.
0.1913 Oct 2026 · browserRulesInterfaceLayoutShow what changed in 0.19
  • Every campaign's crises follow the decision loop. Week 4 tests Notice, week 8 Interpret, week 12 Decide and week 16 Act, which counts double. Trust is no longer tested last. Some crisis stories swapped weeks to fit their area. Balance was checked over 200 computer-vs-computer games per campaign: Blue wins between 42% and 60% on Standard, and Collision at Varrin Reef is much fairer than before.
  • A clearer screen, with more of the map in view, without going to the Minimal layout. Decision Health is two glowing bars under the crisis bar, Blue and Olvana mirrored, number in the middle, then the state, then the bar. The side panel is narrower and flush to the right edge, budget and moves sit bottom right, and the log sits bottom left.
Week 6 in both versions. Left, 0.18.3: health bars, Their edge on you and budget and moves down the left side, and a tall side panel with the log on the right. Right, 0.19: two glowing health bars under the crisis bar, a short left side, a narrower side panel on the right with budget and moves under it, and the log closed in the bottom left corner.
Before (0.18.3, left) and after (0.19, right)
  • Gauge rings show how firmly each node is held. The ring around a node fills clockwise from the top in the colour of the side it leans to; a full ring is 100. A contested node's empty ring is dashed amber.
  • Areas taken replaces LEAD 0/2: a bar from Olvana +2 to you +2 shows the race to an early win, and how many areas each side holds of the other's.
  • Under the small map, only what to do: each node under pressure and the card that helps. Lessons Learned shows as three diamonds, with what your level buys.
Part of Olvana's mind: each node wears a ring; Olvana's held entry points have full red rings, and Social Media, contested, has a short red arc on a dashed amber ring.
Gauge rings: how firmly each node is held
  • The log, bottom left. WHAT HAS HAPPENED opens and closes from its header, which shows the latest week. Inside, moves are grouped by week, each week folds, and ◉ on any move opens its full story. New technologies are rows in the week they arrived. This week's moves always sit just above it.
  • Their edge on you folds, and now also says where Olvana's attacks have been landing.
The log open in the bottom left corner: its header reads WHAT HAS HAPPENED, week 6 · new technology; week 6 is open and lists Social Bots, which both sides use; weeks 5 to 1 are folded with their move counts.
The log, open, bottom left
  • Card tooltips say what a card does, in plain words. The hotkey numbers are gone from the cards; keys 1 to 8 still work.
  • The decision-loop overlay is drawn on top of the map, so its outlines and arrows read clearly.
  • More info stays reachable: the node preview in the side panel waits while you move the pointer onto it.
  • The speed setting is now called Red turn speed.
  • The tutorial and all three manuals are updated, with every picture retaken.
  • The crises changed, so two-player codes work only between 0.19 builds.
0.18.312 Oct 2026 · browserInterfaceShow what changed in 0.18.3
  • A new start screen. Campaigns sit in a column on the left, grouped by opponent, with the opponent's mind live on the map behind them. The chosen campaign's story and its four crises, on a 16-week calendar with the area each one tests, sit at the bottom, with Words, Difficulty and START in one bar. Two players, Campaigns, Guide and Settings are four buttons under the list.
The new start screen: a column on the left with the game title, Choose a campaign, Olvana's four campaigns and Donovia's four, and four buttons for Two players, Campaigns, Guide and Settings. On the right, Olvana's mind as a red star map, and below it Typhoon Ines with its story, twist and a line of 16 weeks with sand diamonds at weeks 4, 8, 12 and 16 labelled Notice, Interpret, Act and Trust. The bottom bar has Words Plain, Difficulty Standard, Skip tutorial and Start with tutorial.
The new start screen
  • Every dialog in one frame. A short line says what each one is for, then a big title, clean sections and one sand button. Settings now has five sections: Display, Words, Sound, Briefings and Pace.
  • The full story shows the spread-grade formula, worked through with the move's own views, likes, comments and shares, and the score and push for every grade from F to A+. The result card after each move stays.
The full story of a move: on the left what happened and what it changed; on the right a C grade, the F to A+ scale with each grade's score and push, and a box with the score-per-post formula and this move's numbers: (398 + 39 + 8 + 13) ÷ 12 = 38, a C, push ×1.
How far a move spread, worked out
  • New technologies show how disruptive the research scores them: each of the four attributes rated 1 to 3 with what it measures, and the total on a meter with the flag at 9.
  • Crisis results, Week in review, Two players, Campaigns and the debrief follow the same layout; the debrief keeps every section, including the replay with both minds.
The new technology window for Social Bots, 1999: four attribute rows rated with diamonds, a total S of 9 on a meter marked at the flag, and two large choices, Use it and Prepare defences.
A new technology and its disruption score
  • The tutorial and all three manuals are updated, with every picture retaken.
  • No rule changes. Two-player codes work between 0.18 builds.
0.18.212 Oct 2026 · browserInterfaceShow what changed in 0.18.2
  • A centred scoreboard. The top bar now reads Blue's points, the next crisis, then the other side's points, in the middle of the bar. The week counter is gone: the timeline lights the current week. In the Minimal layout each side's Decision Health sits beside its points.
  • The next crisis stands out. A sand badge names the crisis, marks the four crises, counts down the weeks and names the area it tests. It turns amber the week before and pulses in the week itself.
Week 1 in both versions. Left, 0.18.1: the week, points, both health scores and the next crisis run along the top bar as small text. Right, 0.18.2: the middle of the top bar reads BLUE 0 PTS, a sand CRISIS 1 badge with IN 3 WEEKS and NOTICE, then OLVANA 0 PTS; the health bars on the left are full width, labelled .5, .72, .86 and 1; the small map at top right is brighter.
Before (0.18.1, left) and after (0.18.2, right)
  • Clearer health bars. Name and score above a full-width bar from 0.5 to 1, with the crisis cut-offs labelled.
  • Dialogs in the same frame. The start screen, Settings, Week in review, new technologies and crises use the framed panels, headings and buttons of the rest of the screen. In a crisis, Blue's result is edged blue and the other side's red.
The Crisis D2 window, The Blackout, tests Interpret: Blue's result edged in blue, DELAYED, +1 point; Olvana's edged in red, SOUND, +3 points; a sand-framed CONTINUE button.
A crisis result in the new frame
  • This week's orders sit at the foot of the left side instead of over the timeline.
  • The small map is bright again, as it was before 0.18.1.
  • On small screens the top bar shortens a few labels to stay on one line, and the music and sound buttons move to Settings only.
  • The tutorial, Field Manual and Player Aid are updated, with every picture retaken.
  • No rule changes. Two-player codes work between 0.18 builds.
0.18.112 Oct 2026 · browserInterfaceLayoutShow what changed in 0.18.1
  • A new screen layout. Panels now run down both sides of the map. The left side holds the mind you are looking at, Decision Health, budget and moves; the right side holds the other mind and What is happening. The map sits centred between them.
Week 1 of the same campaign in both versions. Left, 0.18: the health bars float at the top of the map, budget and moves sit under the right-hand panel, and the moves are three dots. Right, 0.18.1: the brain title, Decision Health, Their edge on you, and budget and moves with a large 3 and three diamonds run down the left side, the other mind and What is happening down the right, with the map centred between and zoom buttons at its top right.
Before (0.18, left) and after (0.18.1, right)
  • Default or Minimal. Settings › Screen layout. Minimal gives the map the whole screen and keeps only budget and moves in view; two buttons next to the view tabs open the side panels. Narrow screens always use Minimal.
The same week 1 screen in both layouts. Left, Default: the brain title, Decision Health, Their edge on you, and budget and moves down the left side, the other mind and What is happening down the right, the map between. Right, Minimal: the map fills the screen, with budget and moves at the bottom left, two panel buttons beside the view tabs and the zoom buttons at the bottom right.
Default (left) and Minimal (right)
  • Move the map. Drag to pan, scroll to zoom, double-click or ⌖ to recentre.
  • Their edge on you. A new panel lists every advantage the other side has right now: technologies that make its moves spread further, Bot Swarm hitting every neighbour at full strength, your lost TRUST, and moves that cost it less than they cost you.
  • Moves as a number, with a diamond for each move left. Attack cards are edged in red, defence cards in blue, and both health scores sit in the top bar.
  • The tutorial and both manuals are updated, with every picture retaken.
  • No rule changes. Two-player codes work between 0.18 builds.
0.1812 Oct 2026 · browserMapsTutorialShow what changed in 0.18
  • A new layout of the mind on every map. The five areas no longer sit in the same place every game. Trust is always in the middle; Decide is a lobe somewhere on the rim; Act, Notice and Interpret follow it around the ring. The loop always runs in order, Notice → Interpret → Decide → Act, and each area borders the next.
    • Every map has the same area sizes: Notice, Interpret and Act 6 nodes, Decide 8, Trust 4.
    • Entry points sit at the outer edge of their area; Top Leadership sits deep inside Decide.
    • Balance was checked over 200 computer-vs-computer games per campaign: overall win rates, early wins and Veteran are close to 0.17.4's. The Lake Referendum and The Valmora Vote got easier for Blue; Collision at Varrin Reef and Winter Grid harder.
Three of Olvana's maps from three different games, with the decision-loop overlay on: the areas sit in different places each time, Trust in the middle and 1 Notice, 2 Interpret, 3 Decide, 4 Act in a ring around it.
Three maps, three layouts, always in loop order
  • A shorter, steadier tutorial. Eleven short steps, one idea each, updated for this build.
    • The panel stays in one corner above the timeline instead of moving around the screen.
    • Steps never move on by themselves. A task ticks when it is done; BACK, NEXT and the step dots go to any step, including ones you clicked past.
    • ✕ CLOSE ends it; Settings ⚙ › TUTORIAL reopens it.
The tutorial panel at step 3 of 11, Nodes are people, docked at the bottom left of the map, with its task ticked Done and a row of step dots between BACK and NEXT.
The tutorial panel, docked, with its task ticked
  • Effects that stack. When a node has more than one effect, the Watch Team and Prebunk tags stack instead of printing over each other, and the node's label gives each status its own line.
  • A decision-loop overlay that matches the map. Its outlines are worked out from each map's own nodes, so every node sits inside its own area and no other.
Olvana's Social Media with a Watch Team and a Prebunk: their tags stacked one above the other, and the node's label reading Olvana 100 held, then WATCHED and PREBUNKED on lines of their own.
Two effects on one node, stacked
  • Immersive Briefings never start by themselves. The broadcast in the week in review waits for ▶ LISTEN. Before, it started as soon as the week in review opened and could carry on into your next turn.
  • Browser only. Cognitive Terrain is supported in the browser for now: play it online, or download the HTML file. There are no installers for this version; earlier installers stay on the Releases page.
  • Both manuals are updated, with every picture retaken from this build.
  • Maps are laid out differently, so two-player codes work only between 0.18 builds.
0.17.412 Oct 2026 · all platformsInterfaceAccuracyShow what changed in 0.17.4
  • A clearer move preview. Hover a node with a card picked and the card now shows how far the move pushes it as one big number, who the node leans toward now and after the move on a red and blue bar with a gold arrow, a verdict such as "Gets a foothold", arrows for what helps or hurts, and the odds in words: Almost guaranteed, Likely, Risky or Long shot, with the chance to fail. The words describe the game's dice, not real-world odds.
    • The push shown is for the usual audience the move would reach, so a watched node shows how much weaker an attack there usually is. The side panel shows the same figure.
    • Each move's result and full story, with the research formula, are unchanged.
The new preview for Plant Stories on Olvana's News Media: COST 2, a big +45, the lean bar with a gold arrow from Olvana 100 now to Olvana 55 after this move, the verdict DENTS IT, arrows for Best area for this card, Entry point and Censored internet, and LIKELY · 10% CHANCE TO FAIL.
The new move preview
  • Show the numbers in Settings adds the arithmetic under the preview.
The same preview with Show the numbers on: Plant Stories 20, area (NOTICE) ×1.5, entry point ×1.5, audience (grade C, usual) ×1, push +45, and chance to fail 8% plus 2% for censors, 10%.
Show the numbers: the arithmetic under the preview
  • Numbers that add up. A node's lean is rounded the same way everywhere, and the push in a move's preview and result is the change you see on the map. A push of 22.5 from Olvana 100 now reads +23 and Olvana 77; before, the map showed Olvana 78.
  • The Field Manual's move and push pages show the new preview.
  • No rule changes. Two-player codes work between 0.17 builds.
0.17.311 Oct 2026 · all platformsManualsPlayer aidShow what changed in 0.17.3
  • Both manuals rewritten as numbered rulebooks. Every rule has one number (such as 10.3) and is stated once, so you can find it. Tricky rules get a worked example, and advice is kept to one-line player's notes. The in-game Guide is the new Field Manual.
    • How hard a move lands, what moves its audience and what happens at the end of each week are explained in plain words, with pictures of worked examples and the game's own hover card.
    • Field Manual: sections 1.0 to 15.0 in the order a week is played, then reference tables, a glossary with plain and military terms side by side, the player aid, and sources.
    • Practitioner's Manual: the eight campaigns, sessions, the White Cell, the debrief, the model in numbers, the editor, designer's notes keyed to the Field Manual's rules, and a new section on sources and limits, with a facilitator's checklist and debrief questions for each campaign.
    • The Practitioner's Manual's worked examples come with pictures: one week at the White Cell console, the scoring arithmetic, reading a balance check, and a session timeline.
Two pages of the rulebook edition: Field Manual page 14, 7.3 and 7.4 Area fit and push, with numbered rules and a worked example using the game's hover card; and page 34, side 1 of the player aid: each week, your turn as numbered steps, the sixteen weeks, control, reach, how hard a move lands, crises and knockout.
Numbered rules with a worked example (p. 14), and side 1 of the player aid (p. 34)
  • New: a two-sided player aid. The sequence of play, your turn, the cards and the areas on one sheet. It is the Field Manual's Appendix C, and its own PDF to print.
  • Fixes. Humanoid Robots now says it also gives Plant Stories +1 grade, as it always has. General edits to documentation for clarity.
  • No rule changes. Two-player codes work between 0.17 builds.
0.17.211 Oct 2026 · all platformsAccuracyShow what changed in 0.17.2
  • Every number checked. All the numbers and worked examples in both manuals, the in-game Guide and the game's own text were checked against the rules.
    • Official Statements restore 22 for Blue while its Trust holds, and 7 once it is lost (the card said 14).
    • A framed node takes 40% more from every push while it is framed. Frame then Plant gives you a foothold on a well-held node, not a capture.
    • A Watch Team cuts an attack's reach to a tenth, usually a grade or more; a lost Trust multiplies the other side's reach by ten.
    • Show of Force pushes 24 on ACT and 20 on DECIDE. The income table, grade bands, crisis bands, the area-loss rule and the extra-move condition now say exactly what the game does.
    • The Practitioner's Manual's math pages add the terms they had left out, and use the same balance band as the campaign editor.
  • Fixes in the game. A woken dormant narrative is described as hitting twice as hard, as it does. The debrief counts Donovia's nine capabilities. An opponent player's hover cards show their own odds of failure.
  • This page. Each picture now sits beside the note it illustrates.
  • No rule changes. Two-player codes work between 0.17 builds.
0.17.111 Oct 2026 · all platformsAccuracyManualsShow what changed in 0.17.1
  • Every page checked against the game. Both manuals, the in-game Guide and the install notes were read line by line against the game's code, and anything that had drifted was put right.
    • Defence cards work the same in every area of your own mind. The card tooltip, the Field Manual and the quick reference no longer claim an area bonus the rules never applied.
    • The Field Manual lists all seven technologies the campaigns use, and says that a framed node takes 40% more from every push, that the extra-move button needs at least 4 points, that captured nodes don't drift back on their own, and that Recruit gives the opponent 2 fewer points a turn.
    • The Practitioner's Manual describes the "Who decided better" verdict correctly, notes that Show of Force has no audience roll, and explains the budget cap.
  • White Cell notices, timed correctly. Blue sees them before its turn and Red sees them when Blue's code arrives. The manuals and the White Cell's console now say so.
  • Small fixes in the game's text. The debrief chart names Donovia in Donovia campaigns (it always said Olvana). The opponent page now says Blue's free press makes statements 60% stronger while Trust holds, not 25%.
  • Install notes. The README inside every download has the right file and button names, and new sections on structured sessions and Immersive Briefings.
  • Documentation. General edits for clarity.
  • No rule changes. Two-player codes work between 0.17 builds.
0.1711 Oct 2026 · all platformsWhite CellManualsShow what changed in 0.17
  • The White Cell, for structured sessions. A facilitator can now join a two-player game as a third person who sees both sides and steers the exercise once a week, after Red and before Blue.
    • Only when you choose it: Blue starts a New structured session · with White Cell. Ordinary two-player games are unchanged.
    • Codes go round a circle, Blue → Red → White Cell → Blue. The White Cell joins with Red's first code.
    • Its console has eight tabs: the situation (both sides' health, budgets, hidden facts and what the computer would play next), the board, budgets and moves, crises and new technologies, a breaking story, a ruling, a teaching note, and its own limits.
The White Cell console before week 2: tabs along the top, both sides' health, budget and next crisis, last week's moves with STRIKE buttons, and on the right this week's changes with a preview and RELEASE TO BLUE.
The White Cell console, with three changes queued for week 2
  • Point and click. Almost everything in the console is a button.
    • Click a node on the map and the console opens on it: one click shifts control, sets or clears a status, or plants a dormant narrative.
    • Budgets and extra or fewer moves are one click each, for either side.
  • Stories with pictures. Browse for a picture, drop it or paste it. It is shrunk to fit inside the code, so it still travels by email or chat.
The White Cell notice both players see: a breaking story with its picture of dockworkers picketing a container port, a ruling, and the change that Blue gains 2 budget points.
The White Cell notice: Blue sees it before its turn, Red when Blue's code arrives
  • Nothing is secret. Every change is listed with a preview of its effect before it is released, and both players see a White Cell notice: Blue before its turn, Red when Blue's code arrives.
    • A move that breaks the exercise's rules can be struck, with a reason. Every copy rebuilds itself without it.
    • The debrief and its replay show every White Cell change and teaching note, week by week.
  • Manuals. The Practitioner's Manual has two new pages on running the White Cell, with suggested injects. The Field Manual says what players see in a structured session.
  • New code format: two-player codes work between 0.17 builds.
0.16.211 Oct 2026 · all platformsManualsShow what changed in 0.16.2
  • Guide matches the game. The quick reference at the back of the in-game Guide and the Field Manual now includes the crisis bonus: when one side's crisis goes ERROR, the other side gets 1 extra point. Week 16 doubles it, like everything else.
  • Both manuals checked against the code. Every number in the Practitioner's Manual's math section was checked against the game itself.
    • Donovia's dormant narratives hit twice as hard (not 1.5×), its framing lasts three weeks, and prebunking cuts its attacks to 0.45×.
    • The tie-break, flooding and the Show of Force rules are now spelled out, and the Field Manual says how ties are settled.
  • Easier-to-read notes. Longer notes on this page now open with one line and list the details underneath. The animation at the top of the page has its full colour back: it had been saved with too few colours.
  • No rule changes. Two-player codes work between 0.16 builds.
0.16.111 Oct 2026 · all platformsManualsShow what changed in 0.16.1
  • Quick reference card, with the game's icons. The cut-out card at the back of the Field Manual (and the last page of the in-game Guide) now uses the same icons as the game.
    • Every card and area has its icon, and a new map legend covers entry points, contested and leadership nodes, nodes under pressure, the watched, prebunked and framed status icons, coverage outlines, this week's orders and the ON AIR tab.
    • Donovia's Show of Force is listed too.
Side 2 of today's player aid, which grew out of the quick reference card: each card with its icon, cost and effect, each area and what losing it does, the map legend, the statuses and the chances to fail.
The quick reference card, now side 2 of the player aid (Field Manual page 35)
  • Practitioner's Manual, easier to read. The design notes are now colour-coded cards.
    • Each has an icon, a "how I got there" line, and tags that separate what comes from the research from the designer's assumptions.
    • A new two-page section, The math, sets out every formula with worked examples: Decision Health, crises, the spread score, odds of failure, the weekly budget, and how far to trust a balance check.
  • No rule changes: two-player codes between 0.16 builds still work. 0.16's Immersive Briefings and the two manuals are below.
0.1611 Oct 2026 · all platformsImmersive BriefingsManualsShow what changed in 0.16

OPTIONALImmersive Briefings is an optional setting that needs a free voice pack, downloaded separately. The game is complete without it, and nothing changes unless you load it.

  • Immersive Briefings · hear the week. With the voice pack loaded, the week in review opens with a short broadcast, read aloud. The broadcaster is whichever side is ahead on Decision Health: Blue Public Broadcast, Olvana Central Television or Donovia First.
The week in review with an ON AIR strip at the top: Blue Public Broadcast's short report on the week, with the sentence being read highlighted like a caption.
The broadcast at the top of the week in review, with the line being read lit as a caption
  • Built from your week. Each broadcast uses that week's real moves: the leader's best story, the other side's failures, areas won or lost, and the crisis ahead. The words appear as captions while it plays.
  • On your computer, offline. The voice ("Emma, UK") is synthetic speech, made on your own computer by an open-source model.
    • Nothing is sent anywhere.
    • The game checks every file in the pack before using it.
  • How to add it. Download the voice pack below (111 MB), then Settings › Immersive Briefings › Load voice pack…
    • With an installer, you can instead put the zip beside the game before you start it.
    • You can turn it off or remove it at any time.
  • It plays on. Continue whenever you like: the broadcast carries on into the next week, with a small ON AIR tab to stop it.
  • Two manuals. The Field Manual now holds only what a player needs, plus a new page 20 on Immersive Briefings.
    • The new Practitioner's Manual is for facilitators and instructors.
    • It covers running a session, choosing campaigns, leading the debrief, the campaign editor and setting up the room.
    • It ends with design notes on how each mechanic works and why.
    • Pick either one from Read the manual above.
  • No rule changes. Two-player codes work between 0.16 builds.

DESIGNER'S NOTECognitive warfare is a contest of narratives, and every week in this game happens twice: once on the board, and once in how each side tells it. Immersive Briefings let you hear that second version. When you are winning, you hear your own side's calm account. When you are losing, you hear the other side's broadcaster telling your public that its leaders cannot decide, built from the moves you just watched. I made it optional on purpose. The base game has to stay small, quiet and offline for the classrooms, exercise rooms and locked-down networks where it is played. The voice is for players who want the war of narratives in their ears as well as on the map.

Get the voice pack (optional, 111 MB)

0.15.111 Oct 2026 · all platformsTwo playersStoryShow what changed in 0.15.1
  • Two players against Donovia. The two-player screen no longer assumes Olvana. You join as Red, and Blue's first code tells your game which campaign and which opponent you are playing.
  • Stories name the right opponent. A few of Blue's story lines still said "Olvana" in Donovia games. They now name the opponent you are actually facing.
  • No rule changes: two-player codes between 0.15 builds still work.
0.1511 Oct 2026 · all platformsBalanceInterfaceStoryTerminologyShow what changed in 0.15
  • A much harder Veteran. On Veteran, Olvana and Donovia now plan two moves ahead: they try their best options, let the week play out, and keep the move that leaves them best placed for the next crisis.
    • They play fair: no extra budget, no hidden information, and their trial runs never peek at the game's own dice.
    • Recruit and Standard are unchanged.
  • Node status at a glance. Tiny icons under each node show whether it is watched, prebunked or framed, and its label names them in their own colours.
    • A Watch Team or Prebunk is drawn as one outline around every node it covers, with the weeks left; pick the card and hover a node to preview what it would cover.
Blue's brain with a Watch Team and a Prebunk each outlined around the nodes they cover, status icons under nodes, and a preview of a new Watch Team covering eight nodes.
Status icons and the nodes each defence covers
  • This week's orders. Above the timeline, each move this week stacks up as an icon, like a strategy game's queue. Click one for its story.
Donovia's turn on Veteran: this week's orders stacked as icons on the left, and Donovia's move cards on the right with a few lines of the story each.
This week's orders, and the story on each move card
  • More story per move. Move pop-ups and the opponent's move cards now tell you what was done and what it changed, without opening the full story.
  • Decision Health, explained. The side panel shows how your health is made: areas × trust − lost areas − flooding. Difficulty never changes it.
  • "Dots" are now nodes everywhere. Two-player codes work between 0.15 builds.
0.14.211 Oct 2026 · all platformsAccuracyOpponentsManualShow what changed in 0.14.2
  • Source check. Every real-world claim in the game and the field manual was checked again against the cited research.
    • A few lines were tightened to say exactly what the sources say, and anything that is a game assumption is now labelled as one.
  • How Olvana fights. Olvana now gets the same treatment as Donovia: its own cards in the game's "How Olvana fights" panel and its own field manual page, showing what each rule does, where it comes from and where Olvana is weak.
Field Manual page 26, 13.3 Olvana: its rules, where it is weak, and player's notes.
How Olvana fights (today: Field Manual p. 26)
  • Both opponents side by side. The manual's "Know your enemy" pages now set out the rules both opponents share, then what is unique to each, with tips for beating them and a designer's note on how each should feel to play.
Field Manual page 27, 13.4 Donovia: its rules, where it is weak, and player's notes.
How Donovia fights (today: Field Manual p. 27)
  • No rule changes: two-player codes between 0.14 builds still work.
0.14.111 Oct 2026 · all platformsSiteCreditsShow what changed in 0.14.1
  • Music on this page. Night Watch, the game's main theme, now plays here too.
    • It fades in when you arrive, or at your first click if your browser holds sound back until then.
    • The Music button in the top bar turns it off, and the page remembers your choice.
    • It pauses when you switch tabs.
  • How the game was made. The start screen, the field manual's credits page and the project notes now set out how the game was made: the concept, design, rules, sources, opponents and campaigns are mine, and AI tools helped with code and drafting under my direction and review.
    • No AI runs while you play.
  • No rule changes: two-player codes between 0.14 builds still work.

DESIGNER'S NOTEThis one is purely for fun. A wargame becomes memorable when it is engaging. Night Watch was written to sound like the quiet hours on an operations floor. It seemed a shame to keep it locked behind the start screen. If it isn't your thing, one click turns it off.

0.1411 Oct 2026 · all platformsNew opponentCampaignsManualShow what changed in 0.14
  • A second opponent: Donovia. Like Olvana, it is a fictional country from the US Army's training environment (DATE), and it plays by its own rules, each drawn from published research by NATO, ISW, IISS and Carnegie: it floods the zone (many attacks in a week slow your decisions), plants premises (its framing lasts longer), hides dormant narratives in your mind that hit twice as hard when switched on, and has a ninth move, Show of Force, that makes your next move cost more but can backfire.
    • It is also predictable and brittle, so prebunking works better against it.
A game against Donovia in The Vell Valley, week 3: Blue's mind, with Donovia's mind in the corner and what is happening in the side panel.
Playing against Donovia
  • Four new campaigns, all original fiction: Winter Grid, The Lake Referendum, The Silent Survey Ship and The Vell Valley, a story of annexation.
The start screen with eight campaigns, each marked VS OLVANA or VS DONOVIA.
Eight campaigns
  • Know your opponent. "How Donovia fights" on the start screen explains every rule and its source. Your side panel counts the dormant narratives still hidden in your mind.
How Donovia fights: each rule with what it does in the game and its source.
How Donovia fights, with sources
  • The campaign editor lets you choose Olvana or Donovia. The field manual has two new pages and the new sources.
  • Two-player codes work between 0.14 builds.
0.13.511 Oct 2026 · browserCampaign editorTechnologiesShow what changed in 0.13.5
  • 18 real technologies for your campaigns, past, present and future, all from the game's research: the eleven in Rushing, Umeokolo & Xu (2025), from e-mail in 1971 to AI synthetic media, and the paper's predicted Humanoid Robots, plus Autonomous AI Agents, AI Vulnerability Mapping, Brain-Computer Interfaces, Neuro-cognitive Weapons, Quantum Computing and Cognitive Biotechnology (from the NATO Chief Scientist, NIU and NeuroStrike reports).
The technology picker: presets grouped into past, present and future, each with its year, S score and what it does, plus a Build your own button.
Technology presets
  • Build your own technology, or change a preset: its name and year, the four attribute scores the research uses (with the total and whether the paper's model would flag it), the moves it boosts, by how much, and its special effects.
Editing a technology: name, year, era, attribute scores from low to high with the S total, the moves it boosts, and how much.
Build your own technology
  • A cleaner campaign editor with tabs, a roomier calendar and a tidier side panel.
The campaign editor with tabs for Calendar, Story, Sides and Start, and Headlines, a two-row calendar, and a crisis being edited on the right.
The cleaner campaign editor
  • Click any picture on this page to see it full size.
0.13.411 Oct 2026 · browserInterfaceCampaign editorReplayShow what changed in 0.13.4
  • Week in review. At the end of every week: both sides' health, your moves and what each achieved, Olvana's moves with the most likely reason, how each part of your mind moved, and what the next crisis needs.
    • SHOW ON MAP lights up the nodes that changed.
    • You can switch it off in Settings ⚙.
The week in review: health for both sides, your moves, Olvana's moves with reasons, how your areas changed, and looking ahead to the next crisis.
Week in review
  • See what Olvana does. While Olvana moves, the node it hit lights up on the map with a number and the rest of the map dims.
    • Each move card says why Olvana probably chose it, and the cards sit over the side panel so they never hide the map.
Olvana's second move lit up on Blue's map, with numbered move cards and reasons docked over the side panel.
Olvana's moves on the map
  • Looking ahead. From two weeks before a crisis, the side panel shows how each side would handle it today and where Olvana has been aiming.
  • Replay in the debrief. Step or play through the whole campaign: both minds week by week, the moves, the crises and the turning points.
The debrief replay: a week strip with crises and turning points, both minds as small star maps, and that week's moves.
Debrief replay
  • Campaign editor. Press CAMPAIGNS on the start screen.
    • Make your own campaign or copy a built-in one, place crises and new technologies on the calendar, write the briefing, set how strong each side starts, check its balance and test play it.
    • Share it as a file or a code; import other people's.
The campaign editor: a sixteen-week calendar of crises and new technologies, setting fields, and a crisis being edited on the right.
The campaign editor
  • Updated field manual with two new pages: After each week (16) and Make a campaign (21).
0.13.311 Oct 2026 · browserInterfaceGuideMusicShow what changed in 0.13.3
  • Cleaner panels. Hovering a node now shows a short card: who it is, a tug-of-war bar for who holds it, and the expected result of your move as three big numbers.
    • The longer real-life explanations fold away in the side panel until you want them.
The hover card and side panel as they look today (0.17.4): the move preview with one big push number and a lean bar, and the side panel with its result tiles.
Hover card and side panel, as they look in 0.17.4
  • A readable log. Each move is one row with its card icon, target and result badge; weeks, new technologies and crisis results have their own markers.
The new log: a week divider, a new technology row and move rows with icons and grade badges.
The log
  • The field manual is now the in-game Guide, page for page: the same magazine pages as the PDF, with a contents rail and page buttons. It works offline and remembers where you were.
The in-game Guide showing Field Manual page 12, 6.6 Making a move, with the contents rail on the left.
The field manual, inside the game (today's rulebook edition)
  • Updated field manual. Every screenshot is retaken from this build; the new PDF is in Downloads.
  • Three new music tracks in Settings ⚙: Undertow (a slow echoing arpeggio), Long Telegram (a lone voice over the drone) and Dead Air (radio pings in the night), alongside the original Night Watch.
The music track picker in Settings with four tracks.
Pick a music track
0.13.210 Oct 2026 · browserAccessibilityColour schemesShow what changed in 0.13.2
  • Twelve colour schemes in Settings ⚙, all keeping the star chart: Starmap, High Contrast, Dusk and Chart Room (a light paper chart for projectors and bright rooms), plus eight operations-floor schemes: Clear Signal, Narrative, OODA, Resilience, Friction, Grey Zone, Ground Truth and Cognitive Domain.
The same moment in the game in all twelve colour schemes.
All twelve schemes, same moment in the game
  • Easier-to-read text. The grey text is brighter everywhere; the dimmest text is now more than twice as readable.
  • Colour-safe mode and text size work with every scheme.
0.13.110 Oct 2026 · browserAccessibilityScreen sizesShow what changed in 0.13.1
  • The game fits your screen. On big monitors (1440p, ultrawide, 4K) everything grows instead of shrinking to tiny text; on small laptops nothing overlaps or gets cut off.
Before and after on a 4K screen: tiny interface in 0.13, scaled interface in 0.13.1.
Before and after on a 4K screen
  • New Interface size setting (Auto, Larger, Largest) in Settings ⚙.
  • Card names wrap instead of being cut short, and names on the map no longer print over each other.
  • The start screen keeps its Start buttons in view on short screens.
0.1310 Oct 2026 · all platformsTwo playersInstallersComputer opponentShow what changed in 0.13
  • Two-player games over copy-and-paste turn codes, with resume.
  • A sharper computer Olvana that concentrates on one area at a time.
  • Realistic engagement numbers (views, likes, comments, shares) behind each grade.
  • Installers for Windows, Mac and Linux, and the illustrated field manual.

What you do

ATTACK

Plant stories, frame the narrative, swarm with bots and rebrand after takedowns to push the other side's nodes your way.

DEFEND

Watch for campaigns, prebunk your audiences, correct the record and learn from mistakes before the next crisis tests you.

DECIDE WELL

Crises in weeks 4, 8, 12 and 16 score each side on how well it can still notice, interpret, decide and act.

Who might enjoy it

Anyone curious how influence campaigns work on decisions rather than on poll numbers: students, analysts, wargamers, and people in military education or information operations who want to explore the ideas. It is an independent hobby project, not an official or endorsed course. Switch between plain language and military terms at any time.

What it is built on

The Multi-Horizon Cognitive OODA framework, the engagement-effectiveness metric and the disruptive-innovation forecast by Rushing, Xu and colleagues; US Army ATP 3-13.1; and open reporting on cognitive operations. Full credits are in the manual and the in-game guide.

The move preview on a prebunked News Media: a push of +23, a red and blue bar with a gold arrow from Olvana 100 now to Olvana 77 after the move, the verdict DENTS IT, arrows for what helps and hurts, and LIKELY · 18% CHANCE TO FAIL.

Pick a card and hover a node: one number for the push, where the node will lean after, and the odds in words.

Downloads

Version 0.22 runs in your browser: play it online with Play in your browser above, or download it as one HTML file that works offline. With it come the Field Manual and a two-sided Quick Reference for players, and the Practitioner's Manual for facilitators. The game is supported in the browser only for now. Every earlier version, with its files and notes, is on the Releases page.

If you want to…DownloadSize
Play offline on any computer: double-click to open in your browsercognitive-terrain-0.22.html3.0 MB
Read the manual: Field Manual (PDF)13.7 MB
Optional: Immersive Briefings voice pack (load it in Settings)CognitiveTerrain-Voice-Emma.zip111 MB

Play against a friend

Two-player games need no server and no account. Each turn ends with a short code you send any way you like: email, chat, Teams, even a file on a USB stick.

  1. Blue: Two players → New game as Blue, play a turn, press End turn · Get code, then Copy code.
  2. Red (Olvana or Donovia, set by the campaign): Two players, paste Blue's code, Join as Red.
  3. Keep swapping codes until week 16. Each player's game saves after every code.

Running it for a class or an exercise? Start a New structured session · with White Cell instead. A facilitator joins with Red's first code as the White Cell, sees both sides, and once a week can run a story, change a budget, move a crisis or strike a move. Codes then go Blue → Red → White Cell → Blue. The Practitioner's Manual explains how.

All 0.22.x versions play together, online or as the HTML file.

The turn-code window: your code with a copy button, and a box to paste your opponent's reply.

Feedback

This is a playtest. Please note which campaign and difficulty you played, whether you won, anything confusing, and anything that felt repetitive, and send it to whoever shared this page with you.