Dot Conquest

Every Doctrine in Dot Conquest, explained

All eight Doctrines with their exact effects from the game's rules, what each one is for, when to pick it, and which cards go well with it.Updated 13 October 2026

A Doctrine is the first choice of every battle with Councils, and the biggest. It lasts the whole battle and sets the plan your later cards build on.

There are eight Doctrines. Each has a strength and, almost always, a cost. Here they all are, in the game's own words, with what each is for.

All eight at a glance

Swarm
Cities produce 35% faster. Lights −20% HP
Iron Legion
Every 3rd spawn is a Heavy. Cities produce 20% slower
Blitz
All units move 25% faster. Capture 30% faster. All units −15% HP
Swift Council
Councils come 60% faster. −15% army size
Bastion
+25% damage on your land. −15% damage on enemy land
Veteran Corps
+100% XP from kills. Cities produce 25% slower
Field Hospitals
Every 6th spawn is a Medic. Medics heal 50% more
Siege Doctrine
Every 7th spawn is a Siege. Sieges count ×3 when capturing

Swarm: more dots, sooner

The simplest plan in the game: out-produce everyone. Your Lights are frailer, but there are many more of them. Pick it on maps with plenty of neutral cities close by, where more dots early means more cities sooner. Cards that fit: Forges, Muster, Conscription, Swarm Tactics.

Iron Legion: a wall of Heavies

Heavies hold lines and charge Lights. Iron Legion gives you many more of them, at the cost of slower cities. Pick it against rivals heavy on Lights, and on maps where you will defend. Watch out for Sieges and Scouts, which Heavies are weak against. Cards that fit: Tempered Steel, Heavy Blows, Steadfast, Phalanx.

Blitz: speed

Faster dots and faster captures, with frailer dots. Blitz wins by being somewhere first: neutral cities, ruins, a rival's empty city. Pick it on big maps and in races. Cards that fit: Forced March, Pathfinders, Siege Ladders, Momentum.

Swift Council: more cards

More Councils means more cards, and over a battle that adds up. The cost is a smaller army early. Pick it when you expect a long battle and can hold on early. Cards that fit: Treasury, Envoys, Diplomat, Strategist. More on the countdown in ruins, mines and the council countdown.

Bastion: strong at home

Your dots hit much harder on your own land and weaker on enemy land. Bastion is a defensive plan: let rivals come to you, win the fights on your ground, then expand. Pick it when a rival is aggressive. Cards that fit: Homeland, Hold the Line, Garrison Oath.

Veteran Corps: experience

Dots that fight rank up much faster, at the cost of slower cities. Veteran Corps rewards keeping groups alive and falling back when hurt. See veterans and city levels. Cards that fit: Sergeants, Field Medics, Hold the Line.

Field Hospitals: healing

More Medics, and stronger healing. Field Hospitals makes your armies hard to grind down: good for holding lines and for long marches on enemy land. See when support units are worth it. Cards that fit: Field Dressing, Stretcher Bearers, Quick Reload.

Siege Doctrine: break cities

More Sieges, and Sieges that count for more when capturing. Siege Doctrine is a city-taking plan, strongest against Heavies and in the siege phase. Protect your Sieges from Lights and Scouts. Cards that fit: Long Barrels, Siege Crews, Grand Battery, Quick Reload.

How to choose

  1. Look at the map. Many neutral cities close by: Swarm or Blitz. Few, far apart: Swift Council or Veteran Corps.
  2. Look at your rivals. You can see their armies; there is no fog. Lots of Lights: Iron Legion. Lots of Heavies: Siege Doctrine. An aggressive general: Bastion.
  3. Pick a plan you will follow. A Doctrine is worth the most when your later cards build on it. See how to pick one of three.

In the campaign, a level may only offer some Doctrines, and some teaching levels start you with one. In the Gauntlet, your Doctrine is the start of your whole run's build.

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Numbers on this page are read from the game's own rules (game commit a751efd7), so they change when the game does.