The Art of War cover
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The Art of War

by Sun Tzu

An ancient Chinese military classic on strategy, deception, terrain, and leadership, teaching that victory comes from intelligence and positioning rather than brute force. In this world, you practise assessing strengths and weaknesses, reading terrain and enemy signals, timing attacks, and leading troops with a balance of discipline and care.

31 maps · 151 characters · 515 questions · free to try, no account needed · book links are affiliate links

Three ways to play the same book. Climb the platformer and answer to refuel.

Loading the demo…

Use the on-screen controls to run and jump. Orbs ask a question; a correct answer refuels the climb.

The mindmap

Every key idea of the book, mapped. Unlock it branch by branch as you answer.

🧭The Art of WarFundamentals ofStrategicAssessment+1Economic costs ofprolonged warfare+5Winning withoutfighting (strategyover brute force)+3Deception andmisdirection of theenemy+5Exploiting enemyweak points whileavoiding strength+5Energy and momentumof combined forces+5Principles foralliances andpreventing enemy c…+2Six causes ofmilitary defeat+2Qualities of aneffective general+5Use of rewards anddiscipline tomotivate troops+5Speed and timing inmaneuvering+4Adapting tactics tocircumstances+6Classification ofterrain and groundtypes+6
154 ideas in 13 branches

Every key idea of the book, mapped. Unlock it branch by branch as you answer.

Some of the core ideas

Five constant factors in warSeven considerations forecast victoryProlonged warfare exhausts resourcesNo lasting profit from prolonged warProlonged warfare destroys national resourcesWar's economic burden on the stateVictory through pre-battle calculationVictory emerges before battle
Open the mindmap

What's inside

31 maps, 151 characters and 515 questions, all generated from the book.

MAP 01

Forest of Foundational Principles

Introduces the five constant factors governing war and victory estimation.

5 characters · 17 questions

MAP 02

Castle of the Sovereign's Command

Explores the relationship between ruler, general, and army authority.

5 characters · 17 questions

MAP 03

Desert of Deception

Covers misleading the enemy through feints and false appearances.

5 characters · 17 questions

MAP 04

Caverns of Hidden Intentions

Examines concealing true plans from the enemy's spies.

5 characters · 17 questions

MAP 05

Ruins of Economic Cost

Analyzes the financial and resource burden of prolonged warfare.

5 characters · 17 questions

MAP 06

Ice Fields of Swift Campaigns

Stresses speed and brevity to avoid draining national resources.

5 characters · 17 questions

MAP 07

Volcano of Victory Without Fighting

Teaches winning by subduing the enemy without battle.

5 characters · 17 questions

MAP 08

Ocean of Stratagem

Covers attacking plans, alliances, and armies in order of preference.

5 characters · 17 questions

MAP 09

Forest of Force Ratios

Explains tactics based on relative troop strength comparisons.

5 characters · 17 questions

MAP 10

Castle of the Bulwark General

Discusses how a weak or strong general affects the state's fate.

5 characters · 17 questions

MAP 11

Ruins of the Three Misfortunes

Identifies ruler errors that bring disaster upon an army.

5 characters · 17 questions

MAP 12

Desert of the Five Essentials

Lists the five conditions that predict who will win.

5 characters · 17 questions

MAP 13

Caverns of Tactical Dispositions

Explores invincibility through defense and timing of attack.

5 characters · 17 questions

MAP 14

Ice Peaks of Concealed Strength

Shows how hiding one's dispositions confuses enemy spies.

5 characters · 17 questions

MAP 15

Volcano of Energy and Momentum

Covers combined force, energy, and the use of direct and indirect tactics.

5 characters · 17 questions

MAP 16

Ocean of Flow and Formlessness

Compares military tactics to water's adaptive, formless nature.

5 characters · 17 questions

MAP 17

Forest of Weak and Strong Points

Teaches striking enemy weakness while avoiding their strength.

5 characters · 17 questions

MAP 18

Castle of the Heaven-Born Captain

Describes the adaptable general who modifies tactics to win.

5 characters · 17 questions

MAP 19

Ruins of Manoeuvring

Explores turning the devious into the direct for advantage.

5 characters · 17 questions

MAP 20

Desert of Timing and Pace

Covers the critical role of speed and timing in maneuvers.

5 characters · 17 questions

MAP 21

Caverns of the Six Defeats

Examines the six causes that lead armies to military defeat.

5 characters · 17 questions

MAP 22

Ice Fields of Variation in Tactics

Explains adapting plans flexibly to changing circumstances.

5 characters · 17 questions

MAP 23

Volcano of Troop Discipline

Covers balancing humanity and iron discipline to motivate troops.

5 characters · 17 questions

MAP 24

Ocean of Rewards and Punishment

Explores using incentives and penalties to maintain order.

5 characters · 17 questions

MAP 25

Forest of the Army on the March

Teaches reading enemy signs and behavior while advancing.

5 characters · 17 questions

MAP 26

Castle of Terrain Classification

Classifies types of ground and their tactical implications.

5 characters · 17 questions

MAP 27

Ruins of the Nine Situations

Covers the nine varieties of strategic ground and their handling.

5 characters · 17 questions

MAP 28

Desert of Desperate Ground

Explores tactics for hemmed-in, critical, and desperate terrain.

5 characters · 17 questions

MAP 29

Caverns of United Resolve

Shows how to unify an army's spirit like a single body.

5 characters · 17 questions

MAP 30

Ice Peaks of Fire Attack

Covers the methods and conditions for attacking with fire.

5 characters · 17 questions

MAP 31

Volcano of Espionage

Examines the use of spies to gain critical intelligence.

1 characters · 5 questions

How the book becomes practice

Reading puts ideas in. Retrieval keeps them there. The game is the retrieval.

01

Walk the world of the book

31 maps, one per part of the book. Signs along the way hold its key ideas, so the walk itself is a refresher.

02

Battle the characters

151 characters, each a short quiz on one idea. Answer well and the map opens up; a boss guards the end of each one.

03

Missed ideas come back

Every question you get wrong is re-asked in rematches and boss fights, and the Flashcards mode schedules it with spaced repetition, until you get it right.

Keep what you learn

Sign up for free and your demo progress, XP, best tower stage and flashcard schedules move to your account. Come back whenever a chapter starts to fade.

Questions

Is this the actual book?
No. This is a quiz game built from the ideas in "The Art of War": 515 multiple-choice questions with explanations, spread over 31 maps. It works best alongside the book, which is why the page links to where you can get it.
Is it free to play?
You can play the demos on this page without an account (5 battles in the RPG, 10 questions in the tower and 12 flashcard grades). Sign up for free to keep going; premium worlds come with a preview and Lifetime Pro unlocks everything.
Do I need to have read the book?
It works either way. If you have read it, the game is spaced repetition for what you learned. If you have not, every question comes with an explanation, so the game is a fast tour of the main ideas.
Does my demo progress carry over?
Yes. Sign up from the game and the characters you beat, your XP, your best tower stage and your flashcard schedules move to your account.
Are the book links affiliate links?
Yes. If you buy the book through one of them we may earn a small commission, at no extra cost to you. It helps keep the free worlds free.