Turn-Based Strategy · Political Wargame

Zambala – A Heart of Darkness

A fictional nation on the cusp of civil war. Seven factions — six provincial warlords and the incumbent government — all vie for control of Zambala's resources, population, and the hearts and minds of its people.

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Zambala in-game screenshot showing the national hex map with faction positions, terrain types, and the capital Kampala

Introduction

Zambala is a turn-based strategy game set in a fictional nation on the cusp of civil war, where various factions, leaders, and their international backers all vie for control and dominance of the nation, its resources, and the hearts and minds of its people.

Players & Factions

There are seven players: six provincial warlords and the incumbent government president. The computer AI controls all factions not under human control. Warlord players begin in a semi-random town within their starting province; the government player always begins in the capital city, Kampala.

Each warlord starts with a small force of military and political resources. The government begins with control of the nation's key facilities — mines, power stations, and airstrips.

Winning the Game

The game is played over a set number of turns, with the winner being the player holding the highest National Will score when the game ends.

National Will is earned by achieving in-game objectives: combat success, your leader's reputation, control of population centres, facilities, and international influence. The path to victory is rarely purely military.

The Map

Zambala is represented by a hex map of 39 × 43 hexes covering a range of terrain types. Scattered throughout are urban centres where the population lives, works, and gets taxed for the benefit of the warring factions.

Terrain Types

Each hex contains one dominant terrain type that affects movement, combat, and line of sight.

Clear Woods Hills Jungle Water Swamp City Village Town

Special Off-Map Hexes

A small number of hexes are "off map" and represent international bodies that factions can lobby for support and resources.

The United Nations The World Bank The Churches NGOs The Arms Markets

Resource Management

Players must manage resources, national infrastructure, and foreign aid to fund their faction's logistical and military operations. There are three core resource types.

Resource Points (RP)

Hard Currency

Loosely represents cash, gold, and contraband. Used to procure arms, bribe officials, repair facilities, and fund operations.

Influence Points (IP)

Political Capital

Your standing in national, international, and popular circles. Used to sway political events, population groups, and foreign factions.

Facilities

Wealth Infrastructure

Mines, power stations, airstrips, and ports. Military control of a facility earns varying amounts of RP and IP each turn.

Factions, Leaders & Political Alignment

Players can choose to play as the government or as a warlord seeking to overthrow it. Each faction is led by a Leader unit — your in-game avatar — whose calling determines their special bonuses.

Leader Callings

Politician

Political Leader

Bonus to population loyalty.

Bishop

Religious Leader

Bonus to population loyalty and unit morale.

General

Military Leader

Bonus to combat effectiveness.

Diplomat

Diplomatic Leader

Bonus to foreign aid and espionage.

Economist

Economic Leader

Bonus to arms prices, foreign aid, and income.

Humanitarian

Humanist Leader

Bonus to population loyalty and foreign aid.

Engineer

Technical Leader

Free repairs on facilities and infrastructure.

Cartel

Criminal Leader

Free agents, improved sabotage operations.

Bonus effects are applied at the end of each turn for the hex the leader unit currently occupies. Each leader also selects a political alignment — Right Wing, Centrist, or Left Wing — which affects international relationships.

If Your Leader is Killed

A new leader will rise from among the people to fill the void. The replacement will be a random calling, placed in an uncontested population centre, your HQ, or stacked with an existing unit.

Headquarters

Each player starts with a nominated hex as their Headquarters and command post. A leader can issue a Move Headquarters order to relocate the HQ to their current position. Several orders — such as Train — require the issuing unit to be located within the HQ hex.

Urban Centres

Urban centres are the villages, towns, and capital city of Zambala — where the people live, work, and are taxed. They start the game controlled by the government, with the exception of each warlord's starting town.

Political vs Military Control

A centre is politically controlled by the player with the highest influence there — they receive full resource production. If a hostile player occupies the hex with military units, they hold military control — both the political and military controllers each receive half the production until the hostile units withdraw.

Production by Centre Type

Centre Type RP / Turn IP / Turn Recruit Chance Max Recruits
Village 2 RP 1 IP 20% (every 5 turns) 1
Town 6 RP 4 IP 50% (every 2 turns) 3
Capital City 20 RP 12 IP 80% (every turn) 3

Ports

Any urban centre adjacent to a lake hex is considered a Port, enabling it to support naval units and naval power operations.

Recruits

The population loyal to your faction slowly accumulates volunteers each turn. Each urban centre has a per-turn chance of generating a Recruit Point up to its maximum. Recruit points reset to zero when a population centre changes ownership.

Facilities

Before the outbreak of hostilities, Zambala was a productive nation with prestigious facilities boosting GDP and enriching the government. Controlling these facilities is key to sustaining a long campaign.

Unlike urban centres, facilities cannot be influenced politically. Control always belongs to whichever player last occupied the hex with a military unit. Income flows only to the player holding military control.

Sabotage & Repair

Facilities can be sabotaged by the owner or hostile operatives, reducing income to zero until repaired. Only the player with military control of the facility can pay the repair cost. Each facility has a Security Rating determining how easily it can be infiltrated — only the controlling player knows this value. The starting security value is 6 (or 4 for airfields).

Airfields

Airfields are special facilities that generate Air Power Points each turn for the controlling player. The Entebbe International Airport generates 4 AP per turn.

Agents & Operatives

Agents represent spies, informers, and agitators loyal to your cause. They do not require a recruit point to create, and can be posted to any hex at a cost of 2 IP and 4 RP. Agents can only be detected and attacked by rival operatives or special units such as Secret Police. They grow in ability through successful missions.

Arms Caches

Players can purchase arms from international dealers for delivery inside Zambala. Arms Cache units represent unarmed delivery personnel — they cannot garrison, train, or enter combat, and are captured by any enemy military unit that enters their hex unless protected by a friendly unit.

Heavy Equipment Cache

Cost: 8 RP

Created in a neighbouring country population centre. Transported by truck — uses wheeled movement rules.

Small Arms Cache

Cost: 4 RP

Created in any hex over the border. Transported on foot — uses infantry movement rules.

Stacking & Zones of Control

Units can stack up to a maximum of 8 units per hex. Stacked units move at the rate of the slowest unit in the stack. All active military units exert a Zone of Control into each adjacent hex, stopping hostile units' movement phase when entered.

Special Unit Types

Beyond standard infantry, nine specialist unit types provide unique tactical abilities that can change the outcome of an engagement.

1. Assault Troops

Grant +20% attack strength to all units stacked with them when attacking.

2. Special Forces

  • Negate urban terrain combat modifiers when attacking.
  • Attack strength doubled when attacking an enemy facility.

3. Engineers

  • No attack penalty for crossing rivers.
  • Attack strength doubled when attacking enemy facilities.
  • Can detect, move through, and demine minefield hexes.
  • Can create a minefield hex at a cost of 2 RP.

4. Marines

  • No attack penalty for crossing rivers.
  • Can execute a cargo move from a port hex adjacent to a lake (costs 1 NP).

5. Paratroopers

Units starting their turn at a controlled airstrip can use an Air Drop order to deploy to any valid terrain hex on the map at a cost of 1 Air Power Point.

6. Military Police

  • Garrison order value: 40% + (5 × Experience).
  • Chance to detect enemy agents in hex: 10% + (5 × Experience).

7. Guards

Grant +30% attack strength to all units stacked with them when defending.

8. Reconnaissance Units

  • Can detect adjacent minefield hexes.
  • Can move through a minefield without taking damage.

9. Partisans

All units stacked with Partisans negate non-urban terrain combat modifiers when attacking.

Air Power

Players who hold military control of airfields gain Air Power Points (AP) each turn. Air Power abstractly represents aircraft, facilities, and the infrastructure enabling fixed-wing transport operations.

Air Power Orders

  1. 1
    Heavy Air Lift — Deliver a heavy equipment cache directly to a controlled airfield.
  2. 2
    Small Arms Drop — Deliver a small arms cache to a population centre under military control.
  3. 3
    Air Drop — Relocate a Paratroop unit from a controlled airfield to any hex on the map. Paratroopers landing in hexes containing enemy units will immediately enter close combat — defenders attack first, then paratroopers return fire, with the side taking the highest losses retreating.
  4. 4
    Air Lift Troops — Relocate any infantry unit between any two airfields you own.

Sequence of Play

Note: Zambala is actively in development. Full details of the sequence of play will be documented here as mechanics are finalised.

1 — Economic Phase

Random events are resolved. External factions update their confidence levels with supported players based on prior-turn performance and activities such as sabotage. Each player then receives foreign aid based on their leader type, national will score, and standing with international factions.

2 — Movement Phase

Players issue movement orders to their units, including standard movement and special movement orders such as Air Drop, Air Lift, Cargo Transport, and Blockade.

3 — Combat Phase

Combat is resolved between opposing units. Relevant modifiers include:

Downloads

Preview of the Zambala hex tile set showing terrain types

Zambala Hex Tile Set

54 hex tile images in PNG format (509 × 443 px, 32-bit). Use these to build your own scenarios with the Ratbyte Hex Map Editor.

↓ Download Hex Tiles (.7z)