Knights Gambit Games
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Points of Conflict

Five asymmetric factions, one contested centre.

1, 2 or 4 players 2v2 team play Complexity not yet rated Solo supported

The shape of the game

Five territories, and strategic locations inside them worth fighting over. You command one of five factions and contest those points directly — there is no long build-up phase to hide behind. Win by claiming the central control point, or by seizing the headquarters locations.

Ready, or exhausted

Every tile in the game has two faces: a ready one and an exhausted one. Activating your units and your headquarters spends from a tight action-tile economy, and the whole game turns on when you spend and when you refresh.

Knowing when to spend a tile is the whole game.

A faction at full readiness has options and no progress. A faction that has committed everything has progress and no answer to what comes next. The interesting turns are the ones where neither is comfortable.

The five factions

None of them plays like the others, and each has its own headquarters that shapes how its units reach the board.

The Kingdom Command Tent

Drills and repositions. The disciplined option, and the one that rewards knowing where you want to be two turns early.

  • Soldier
  • Scout
  • Knight
  • Archer
  • Standard Bearer

The Mystics Arcane Tower

Treat the board as optional. They bank their forces through the Tower and erupt them somewhere else entirely.

  • Wizard
  • Monk
  • Fire Priest
  • Illusionist
  • Portal

The Hive Nest

Spreads. Tunnels. The Nest itself walks, so the place you cut them off from today is not where they come from tomorrow.

  • Spider
  • Bloat Fly
  • Brood Mother
  • Colony
  • Larva

The Monstrous Hut

Spends its own. Bodies spill endlessly from the Hut, which makes losses a cost rather than a catastrophe.

  • Goblin
  • Orc
  • Giant
  • Shaman
  • Dire Wolf

The Undead

Raises what it loses. Killing them is rarely the end of the conversation.

  • Lich
  • Skeleton
  • Ghost
  • Vampire
  • Zombie

Two, four, or one

Head to head for two. For four, it becomes two teams of two, with your partner seated in the corner beside you: your units count together for control, allies cannot be attacked, and the victory targets are shared.

But the partnership stops at the action economy. Every ability that readies or activates a friendly unit still reaches only your own tiles — so you share the win condition without ever being able to spend your partner's turn for them.

Playing alone, take on the computer one against one, or choose 2v2 with an AI partner.

Where it stands

Playable in the browser now, and still being tuned. Complexity hasn't been formally rated yet, which is why the scale above is empty rather than guessed at.