The Warlords hold the high road behind three Towers and a Castle. The Knights ride up the valley with banners and lances.

Each side’s hero marches with its own Command and Tactic. Minions form Frontline and Backline. Equipment and relics harden the line. Spells break the walls.

The war is decided by who first reduces the enemy Castle to rubble — or the enemy Hero to zero.

Tone: epic fantasy siege, hot-seat tension, clear “break the walls or break the commander” fantasy.   changed , flip  tossed , catapulted across the lands and now back .  Just Warlords and Knights . Commanders , infantry .  Mechanical reshape and maybe working for the best . The return of the raids . prototype and refitted for war . Siege is here ! 

SystemHow it works
ModeHot-seat (pass the device) or You vs AI
SetupEach player picks a hero (15 Knights / 15 Warlords). Deck = hero + 29 cards.
WinEnemy Castle LP ≤ 0 or enemy Hero HP ≤ 0
Draw30 rounds with neither side winning
Jewels+turn number each turn (capped at 10). Draw 2 cards.
LanesFrontline 3 + Backline 3
Structures3 Towers (10 HP each) → then Castle (20 LP)
Boss ArmorTowers/Castle have Armor 1 (Breach ignores 2; Siege Engineer helps)
Hero actionsAttack, Command (2J, once/round), Tactic (1J, once/round), printed abilities
KeywordsTaunt, Intercept, Guard, Charge, Ranged, Formation, Death-Rattle, Breach, Siege, Oath, Quest… 

Warlords go first each round. Pass the device between turns in hot-seat. 

Development log