Knights Gambit Games

Tabletop design studio

Four games. One bargain underneath all of them.

A gambit gives up material to buy position. Every game here runs on some version of that trade — a tile you exhaust, an income you cut, an embassy you can't defend. All four are playable in the browser, solo or against a friend.

Eight moves from one square, and usually only one of them is any good. Design is the part where you work out which.

The games

Four ways to lose something useful

Complexity rated 1–5

Gambit: The Pyre Wars

Two empires manoeuvre around a fire that will not stay still.

Hold the ground the Pyre walks over, or cut down the enemy leader. Knights and assassins, druids and zealots, ghosts, necromancers and shapeshifters, all circling an ancient world-scarring power that empires fear and covet in equal measure. Play a friend, or take the field alone against the computer.

1–2 players ~60 min Complexity
Play in browser

Points of Conflict

Five asymmetric factions, one contested centre.

Command the Kingdom, the Mystics, the Hive, the Monstrous or the Undead across five territories, running a tight action-tile economy where every tile has a ready face and an exhausted one. Win by claiming the central control point or seizing headquarters. Head to head, as two teams of two, or solo — with an AI partner if you want the 2v2.

1, 2 or 4 players Complexity not yet rated
Play in browser

By Other Means

Armies don't score. Money doesn't score. Only embassies score.

Four superpowers hold the corners of a hexagonal world, and the only thing that scores a point is an embassy standing in one of fifteen neutral minor powers — the most fragile thing you own. Grow an income, watch a popular support track that never drifts back, and race to 100 Global Influence. Every corner you don't hold is played by the computer, in five temperaments.

1–4 players 45–90 min Ages 12+ Complexity
Play in browser

Fields of Amon Tar Early playtest

A two-player card battle fought in columns.

Deploy Soldiers, Rogues, Wizards or Priests face down across five columns, then reveal, pay, and send them forward. Every card strikes the attack pattern printed on it, counted from where it stands, and no attack passes through an enemy card — so position decides everything. Clear a column and your Leader claims its Field. Take three and the final turn begins.

1–2 players ~45 min Complexity
Play in browser

What connects them

Three habits, four games

Every one plays solo

All four ship with a computer opponent, so none of them needs a second player to get to the table. By Other Means fills every corner you don't hold; Points of Conflict will even take the seat next to you in 2v2.

Spend it or keep it

Ready faces and exhausted ones, action tiles, supply that runs short, an income you can cut to hurt someone else. The question is rarely what you drew — it's what you can afford to activate this turn.

Position is the argument

Attack patterns counted forward from where a card stands. Columns that block. Hexes a base can reach and structures it can never touch. Where a piece sits decides more than what it is.

Play them

All four run in the browser

These are living builds, not boxed products — they change as they're playtested. Nothing to install: pick a game, pick a seat, and the computer takes the others.