Knights Gambit Games
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Fields of Amon Tar

Early playtest build

A two-player card battle fought in columns.

1–2 players ~45 minutes Complexity 3 / 5 Solo supported

Take command

Four armies to choose from — the Soldiers, the Rogues, the Wizards or the Priests — and one field to cross.

Deploy, reveal, pay

You lay your army out face down across five columns before anything happens. Then you reveal it, pay for it, and send it forward over the Fields of Amon Tar. Commitment comes before information, which means the shape of your line is a bet placed in the dark.

Attack patterns

Every card strikes the cells of the attack pattern printed on it — a single square ahead, a sweep, a wide fan — counted forward from where it stands.

No attack passes through an enemy card, so position decides everything.

A card in the wrong column is not a weaker card; it is a card whose pattern falls on empty ground. And a single enemy standing in the way can blank a fan that would otherwise have cleared three cells.

Tire, or exhaust

A Unit can tire to step one space, or exhaust itself to cross the board entirely — but moving spends your action for the turn. Every card must be tired or exhausted to act at all, so the question is never just what to do; it is what that card will still be able to do afterwards.

Meanwhile your Supply is squeezed from both ends: by waste, and by enemy interdiction.

Taking the Fields

Clear the enemy from a column and your Leader can claim its Field. Capture three Fields to force the final turn — and when the dust settles, the most Victory Points wins. Forcing the ending and winning it are two different achievements.

Where it stands

This is the newest of the four and the roughest: an early playtest build. It is playable end to end, but rules and balance are actively moving. If something feels broken, it may well be.