MARK THORP

The Rivalz brand and responsive game experience were built around an asynchronous premise: friends could play a strategic world-conquest game at their own pace, on any device.
Game-specific rules and secret missions are explained before play, reducing the cognitive load of variants such as airstrikes, trading values and alternate win conditions.
The world map, territory counts and trading cards share one responsive system. Colour, hierarchy and persistent phase controls keep the state of a long-running turn easy to read.
Combat compresses attacker, defender and dice outcomes into a focused overlay, keeping the player’s attention on the decision without losing the wider map context.
Victory states explain why the game ended and preserve the longer story through comparative player statistics, which is important for sessions that can unfold over days.