Knight's Gambit Games
← Points of Conflict

Tile Reference

Every tile in the game, in its faction's own colours.

30 tiles 5 factions 18 traits in play

Ready and exhausted

Every tile has two faces. Taking an action turns it over; it comes back at your Refresh. The number is the tile's Move value — an ✕ means the tile has no Move value at all.

Faction
Kind

Command Tent HQ
Command Tent, ready
Ready
Command Tent, exhausted
Exhausted
No Move

⚙ Summon Unit: select a friendly, ready unit anywhere on the board and place it adjacent to Command Tent.

⚙ Recruit: draw two tiles from your bag. Deploy one of them, readied, and add the other to your hand.

⚙ Conscript: draw three tiles from your bag into your hand, then return one tile from your hand to the bag.

⚙ Deploy: place up to two units from your hand on empty spaces adjacent to this HQ — they arrive exhausted.

The Kingdomkingdom-command-tent
Archer
Archer, ready
Ready
Archer, exhausted
Exhausted
Move 2 Ranged

After Attack, Archer may Move.

The Kingdomkingdom-archer
Knight
Knight, ready
Ready
Knight, exhausted
Exhausted
Move 2

On Move, Knight may jump over one other unit. If it does, Knight's Move value increases by 1 and the jumped unit is flipped to its other side.

The Kingdomkingdom-knight
Scout
Scout, ready
Ready
Scout, exhausted
Exhausted
Move 2 UnhinderedEvasive

Before or after Move, Scout may swap places with any adjacent unit.

The Kingdomkingdom-scout
Soldier
Soldier, ready
Ready
Soldier, exhausted
Exhausted
Move 2 Guardian

After Move, a friendly unit that was adjacent to Soldier at the start of the action may Move.

The Kingdomkingdom-soldier
Standard Bearer
Standard Bearer, ready
Ready
Standard Bearer, exhausted
Exhausted
Move 2 Pacifist

After Move, ready all adjacent friendly units except other Standard Bearers. One of those units must Move, Attack, or Charge if possible.

On elimination, ready a friendly unit in Standard Bearer's territory. It may then Move, Attack, or Charge.

The Kingdomkingdom-standard-bearer
Arcane Tower HQ
Arcane Tower, ready
Ready
Arcane Tower, exhausted
Exhausted
No Move

On Conscript, choose one of the three drawn tiles to place in your reserve instead of your hand.

⚙ Bank Unit: place a friendly unit within a range of two from Arcane Tower into your reserve.

⚙ Conscript: draw three tiles from your bag into your hand, then return one tile from your hand to the bag.

⚙ Deploy: place up to two units from your hand on empty spaces adjacent to this HQ — they arrive exhausted.

The Mysticsmystics-arcane-tower
Fire Priest
Fire Priest, ready
Ready
Fire Priest, exhausted
Exhausted
Move 2

After Move, a friendly, exhausted unit adjacent to Fire Priest may Move, Attack, or Charge.

Immolate: on Attack or Charge, you may eliminate Fire Priest to eliminate two adjacent opposing units instead of one.

The Mysticsmystics-fire-priest
Illusionist
Illusionist, ready
Ready
Illusionist, exhausted
Exhausted
Move 2 Obscured

⚙ Switch Places: place Illusionist in your hand and then replace it with a readied unit from your reserve. Then, activate that unit.

The Mysticsmystics-illusionist
Monk
Monk, ready
Ready
Monk, exhausted
Exhausted
Move 2 RetaliationPacifist

After Move, push one unit that is adjacent to Monk one space farther away from it. If there are no valid spaces for the push, the unit is eliminated.

The Mysticsmystics-monk
Portal
Portal, ready
Ready
Portal, exhausted
Exhausted
No Move Forward DeploymentIndependentPacifist

⚙ Bank Unit: place a friendly unit within a range of two from Portal into your Reserve.

⚙ Recall Unit: place a friendly unit from your reserve, exhausted, adjacent to Portal.

The Mysticsmystics-portal
Wizard
Wizard, ready
Ready
Wizard, exhausted
Exhausted
Move 1

⚙ Swap Units: Wizard swaps the position of two other units within a range of 2. If either unit is ready, they exhaust.

⚙ Blink: place Wizard adjacent to any other friendly unit or Arcane Tower in its territory. Wizard may then Move or Attack.

The Mysticsmystics-wizard
Nest HQ
Nest, ready
Ready
Nest, exhausted
Exhausted
No Move

⚙ Move Nest: move 1 (Nest may not leave its starting territory).

⚙ Store Under Colony: place a readied friendly unit in Nest's territory under any Colony.

⚙ Conscript: draw three tiles from your bag into your hand, then return one tile from your hand to the bag.

⚙ Deploy: place up to two units from your hand on empty spaces adjacent to this HQ — they arrive exhausted.

The Hivehive-nest
Bloat Fly
Bloat Fly, ready
Ready
Bloat Fly, exhausted
Exhausted
Move 2 Flying

When eliminated, draw two tiles.

Bloat Fly may be Carried by adjacent, friendly units.

The Hivehive-bloat-fly
Brood Mother
Brood Mother, ready
Ready
Brood Mother, exhausted
Exhausted
Move 2 Armored

Brood Mother does not exhaust when it becomes a Host and may Move before it takes a Spawn action.

The Hivehive-brood-mother
Colony
Colony, ready
Ready
Colony, exhausted
Exhausted
No Move ObscuredIndependent

Friendly units adjacent to Colony gain Obscured.

⚙ Burrow: place Colony in any open space in its current territory.

⚙ Release Unit: deploy a unit under Colony adjacent to it.

The Hivehive-colony
Larva
Larva, ready
Ready
Larva, exhausted
Exhausted
No Move Endless

Start of Turn: As a free action, you may place one Larva from your reserve under a readied friendly unit in a territory with a friendly Nest. Then, exhaust that unit. That unit is considered a Host.

Hosts gain the Spawn action: return the Larva under this unit to your Reserve and Deploy a unit from your hand adjacent to this unit.

The Hivehive-larva
Spider
Spider, ready
Ready
Spider, exhausted
Exhausted
Move 2 Ranged

Before Move, Attack, or Charge, Spider may exhaust an adjacent readied unit. If it does, Spider does not exhaust.

After an attack or charge, if the target is eliminated, place Spider in that unit's space.

The Hivehive-spider
Hut HQ
Hut, ready
Ready
Hut, exhausted
Exhausted
No Move

On Deploy, you place only one unit.

Start of Action Phase: If this Hut is ready, deploy a Goblin from your reserve in a free space adjacent to it.

⚙ Conscript: draw three tiles from your bag into your hand, then return one tile from your hand to the bag.

⚙ Deploy: place up to two units from your hand on empty spaces adjacent to this HQ — they arrive exhausted.

The Monstrousmonstrous-hut
Dire Wolf
Dire Wolf, ready
Ready
Dire Wolf, exhausted
Exhausted
Move 2 Unhindered

When a Goblin is deployed in Dire Wolf's territory, it may be placed under Dire Wolf. There may only be one unit under Dire Wolf at any time.

⚙ Prowl: move one space. Then, you may place a Goblin that is under Dire Wolf adjacent to it, exhausted.

The Monstrousmonstrous-dire-wolf
Giant
Giant, ready
Ready
Giant, exhausted
Exhausted
Move 2

After Move, you may exhaust all adjacent units.

⚙ Throw Goblin: throw a friendly adjacent Goblin onto any space within 2.

The Monstrousmonstrous-giant
Goblin
Goblin, ready
Ready
Goblin, exhausted
Exhausted
Move 2 SlyEndlessEnergized

No card text — the Goblin is all traits.

The Monstrousmonstrous-goblin
Orc
Orc, ready
Ready
Orc, exhausted
Exhausted
Move 2

After Move, you may place an adjacent opposing unit up to two spaces further from Orc in the direction of your choosing. Then, exhaust that unit.

⚙ Threaten: eliminate a friendly adjacent Goblin. Then, ready all other friendly units in Orc's territory.

The Monstrousmonstrous-orc
Shaman
Shaman, ready
Ready
Shaman, exhausted
Exhausted
Move 2 PacifistSly

⚙ Empower & Store: activate an exhausted friendly unit in Shaman's territory. Then, place it under Shaman. There may only be one unit under Shaman at any time.

⚙ Consume: eliminate a unit under Shaman to activate a friendly, ready unit in Shaman's territory without exhausting it.

The Monstrousmonstrous-shaman
Graveyard HQ
Graveyard, ready
Ready
Graveyard, exhausted
Exhausted
No Move

If an opposing unit is eliminated in Graveyard's territory, deploy a Skeleton or Zombie adjacent to Graveyard.

⚙ Conscript: draw three tiles from your bag into your hand, then return one tile from your hand to the bag.

⚙ Deploy: place up to two units from your hand on empty spaces adjacent to this HQ — they arrive exhausted.

The Undeadundead-graveyard
Ghost
Ghost, ready
Ready
Ghost, exhausted
Exhausted
Move 2 FlyingHidden

Ghost may not enter the center territory in any way. If Ghost is somehow forced into the center, eliminate Ghost.

⚙ Ghost may Move up to one space and then activate an opposing ready unit adjacent to Ghost as if you were its owner. Then, place Ghost adjacent to a friendly Graveyard.

The Undeadundead-ghost
Lich
Lich, ready
Ready
Lich, exhausted
Exhausted
Move 2

After an Attack or Charge that eliminated an opposing unit, ready a friendly, exhausted unit in Lich's territory.

⚙ Move 1 space. Then, deploy a Skeleton or Zombie from your reserve adjacent to Lich.

The Undeadundead-lich
Skeleton
Skeleton, ready
Ready
Skeleton, exhausted
Exhausted
Move 2 EndlessEnergizedUnworldlyCumbersome

When Activating any Skeleton, you may activate any number of other friendly, readied Skeletons on the board.

The Undeadundead-skeleton
Vampire
Vampire, ready
Ready
Vampire, exhausted
Exhausted
Move 2 Bloodthirsty

After eliminating an opposing unit, you may replace it with a Vampire from your hand.

The Undeadundead-vampire
Zombie
Zombie, ready
Ready
Zombie, exhausted
Exhausted
Move 1 IndependentUnhinderedBloodthirstyEndlessUnworldly

After an Attack or Charge, Zombie does not exhaust.

The Undeadundead-zombie

Traits

A trait is printed on the tile and always on. 18 of the game's 20 traits appear on a tile today.

Armored

If eliminated while ready, exhausts instead.

Bloodthirsty

Charges at full movement.

Cumbersome

Cannot Charge.

Endless

When eliminated, returns to its owner's reserve.

Energized

Arrives ready when deployed.

Evasive

Cannot be attacked while ready.

Flying

May pass through units; ignores border costs.

Forward Deployment

May be deployed in a starting space in the territory of the HQ that takes the Deploy action.

Guardian

May die in place of an adjacent friendly unit.

Hidden

Cannot be attacked while exhausted.

Independent

Doesn't hold up your all-exhausted refresh.

Obscured

Cannot be targeted by ranged attacks or charges.

Pacifist

Cannot Attack or Charge.

Ranged

May Attack targets up to 2 spaces away.

Retaliation

If killed by an Attack or Charge, the attacker dies too.

Sly

May pass through (not stop on) occupied spaces when Moving.

Unhindered

Territory borders cost no extra movement.

Unworldly

May never enter the central Control Point.

Defined in the rules but on no tile yet: Steadfast, Anchored.

The common pieces

Every player has these, whatever faction they command.

Outpost

The Kingdom Outpost
Kingdom
The Mystics Outpost
Mystics
The Hive Outpost
Hive
The Monstrous Outpost
Monstrous
The Undead Outpost
Undead

One per player · Switchable

A unit adjacent to an unoccupied outpost site may establish this Outpost there if you have more units adjacent to the site than your opponent.

You gain that site's dual-territory action tile (it arrives exhausted). Establishing a new site relocates your Outpost and returns the old tile.

Universal Action Tile

One activation per turn

Activates one ready tile of yours anywhere on the board.

Spend it during your Action phase: the chosen tile takes one action, then both exhaust. All your action tiles ready at the start of your turn.

Territory Action Tile

One activation per turn

Activates one ready tile of yours in its own territory.

Spend it during your Action phase: the chosen tile takes one action, then both exhaust. All your action tiles ready at the start of your turn.

Outpost Action Tile

One activation per turn

Activates one ready tile of yours in either of the two territories flanking its outpost site.

Spend it during your Action phase: the chosen tile takes one action, then both exhaust. All your action tiles ready at the start of your turn.

Control Token

Claim two to win

A unit standing on the central Control Point may exhaust to claim this token. Claiming your second token wins the game immediately.

A claimed token works like a universal action tile — once. It arrives exhausted, readies at your next Refresh, and after being spent it never readies again (but still counts toward victory).

A fresh token appears at the center the moment one is claimed.