
Three ways to play the same book. Climb the platformer and answer to refuel.
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← → to move, Space to jump, ↓ + Space to drop through. 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.
Every key idea of the book, mapped. Unlock it branch by branch as you answer.
Some of the core ideas
What's inside
31 maps, 151 characters and 515 questions, all generated from the book.
Forest of Foundational Principles
Introduces the five constant factors governing war and victory estimation.
5 characters · 17 questions
Castle of the Sovereign's Command
Explores the relationship between ruler, general, and army authority.
5 characters · 17 questions
Desert of Deception
Covers misleading the enemy through feints and false appearances.
5 characters · 17 questions
Caverns of Hidden Intentions
Examines concealing true plans from the enemy's spies.
5 characters · 17 questions
Ruins of Economic Cost
Analyzes the financial and resource burden of prolonged warfare.
5 characters · 17 questions
Ice Fields of Swift Campaigns
Stresses speed and brevity to avoid draining national resources.
5 characters · 17 questions
Volcano of Victory Without Fighting
Teaches winning by subduing the enemy without battle.
5 characters · 17 questions
Ocean of Stratagem
Covers attacking plans, alliances, and armies in order of preference.
5 characters · 17 questions
Forest of Force Ratios
Explains tactics based on relative troop strength comparisons.
5 characters · 17 questions
Castle of the Bulwark General
Discusses how a weak or strong general affects the state's fate.
5 characters · 17 questions
Ruins of the Three Misfortunes
Identifies ruler errors that bring disaster upon an army.
5 characters · 17 questions
Desert of the Five Essentials
Lists the five conditions that predict who will win.
5 characters · 17 questions
Caverns of Tactical Dispositions
Explores invincibility through defense and timing of attack.
5 characters · 17 questions
Ice Peaks of Concealed Strength
Shows how hiding one's dispositions confuses enemy spies.
5 characters · 17 questions
Volcano of Energy and Momentum
Covers combined force, energy, and the use of direct and indirect tactics.
5 characters · 17 questions
Ocean of Flow and Formlessness
Compares military tactics to water's adaptive, formless nature.
5 characters · 17 questions
Forest of Weak and Strong Points
Teaches striking enemy weakness while avoiding their strength.
5 characters · 17 questions
Castle of the Heaven-Born Captain
Describes the adaptable general who modifies tactics to win.
5 characters · 17 questions
Ruins of Manoeuvring
Explores turning the devious into the direct for advantage.
5 characters · 17 questions
Desert of Timing and Pace
Covers the critical role of speed and timing in maneuvers.
5 characters · 17 questions
Caverns of the Six Defeats
Examines the six causes that lead armies to military defeat.
5 characters · 17 questions
Ice Fields of Variation in Tactics
Explains adapting plans flexibly to changing circumstances.
5 characters · 17 questions
Volcano of Troop Discipline
Covers balancing humanity and iron discipline to motivate troops.
5 characters · 17 questions
Ocean of Rewards and Punishment
Explores using incentives and penalties to maintain order.
5 characters · 17 questions
Forest of the Army on the March
Teaches reading enemy signs and behavior while advancing.
5 characters · 17 questions
Castle of Terrain Classification
Classifies types of ground and their tactical implications.
5 characters · 17 questions
Ruins of the Nine Situations
Covers the nine varieties of strategic ground and their handling.
5 characters · 17 questions
Desert of Desperate Ground
Explores tactics for hemmed-in, critical, and desperate terrain.
5 characters · 17 questions
Caverns of United Resolve
Shows how to unify an army's spirit like a single body.
5 characters · 17 questions
Ice Peaks of Fire Attack
Covers the methods and conditions for attacking with fire.
5 characters · 17 questions
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.
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.
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.
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.