
Table of War
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Description
A tactics roguelike deckbuilder where you command an army, not a hero. Units move and fight on their own action points; your deck calls in reinforcements, ordnance and orders. Every soldier has a name, a rank, and exactly one life. Build the army. Read the board. Lose them anyway.
About
YOU COMMAND THE ARMY, NOT A HERO
Most deckbuilders hand you one fighter and a stack of verbs. Table of War hands you a company.
Your units move and fight on their own action points — walk them, flank them, hold a ridge with them,
no card required. The deck sits on top of that as your [b]command channel[/b]: reinforcements, ordnance,
standing orders, structures, and the fuel for your general's signature power. Two systems, two jobs.
The board is the tactics. The deck is the strategy.
EVERY SOLDIER HAS A NAME
Your roster is persistent and it is permanent. Troops carry their name, rank, experience and scars from
battle to battle, promote through a branch-specific rank ladder, and earn permanent perks at camps.
They do not come back. A rifleman you have carried since Act 1 — three promotions, a medal, a nickname
you gave him yourself — dies to one badly-read artillery arc, and the next battle starts without him.
The run economy is built around that: survivors carry forward, salvage buys what you can afford to
replace, and every reckless push is a decision about who you can stand to lose.
THE BOARD FIGHTS BACK
Battles are fought on procedurally generated, non-rectangular maps — eight silhouettes carved out of
void, so no two fronts have the same shape.
- Zones of control — you cannot sprint past an armed enemy. Lines have to be broken, not dodged.
- Flanking — a second body adjacent to the target, not to you. Positioning is a two-unit problem.
- Fog of war — with a movement rule that stops you sleepwalking into the dark.
- Terrain and cover — forest, hills, water and rock; some of it carveable, most of it not.
- Environmental hazards — inferno, toxic, mire and EMP fields, plus drifting storms that wander the board and hurt whoever is standing in them. Including the enemy. There is a whole pacifist toolkit built on that fact.
- Friendly fire — artillery splashes. It does not check whose uniform it is landing on.
- Objectives that are not "kill everything" — survive N turns, hold a position under contest.
- Raiders — a fast thief that crashes a skirmish, grabs your salvage and runs for the map edge. Kill it before it gets there or the money is gone for good.
And you can see it coming. Enemy intent is telegraphed on your turn: ghosted enemy positions, projected
attack arrows, damage numbers, and a two-tier danger overlay separating "they can reach here" from
"they can shoot you from here" — all of it updating live as you move. Turn it on, turn any layer of it
off, play it blind if you want the fear.
THREE COMMANDERS, THREE DIFFERENT GAMES
- The Warlord— cheap reinforcements and a Wrath gauge that fills on every kill and every loss. Spend it on Rally the Horde: two free riflemen, deployed at the front, right now.
- The Engineer — the first structure each turn is free, and adjacent power plants charge a gauge that fires Overcharge: every turret double-fires, command points surge, damage repairs.
- The Nomad — the HQ is a vehicle. There is no fixed base to defend because there is no fixed base. Movement builds Momentum; spend it on Break Camp and the whole army acts again.
Each brings its own starting army, deck skew, and a dozen strictly exclusive cards nobody else can draft.
BUILD A RUN THAT BREAKS THE GAME
- 150 cards across six categories, 34 of them commander-exclusive, nearly all upgradeable.
- 38 relics with compounding effects — and eight of them are cursed, which you will find out.
- 53 events with real double-edged choices, some gated behind relics you are carrying.
- Curses the enemy injects into your own deck, removable only at an Outpost, for a price.
- Four acts — First Contact, Two Fronts, Encirclement, Conquest — on a branching node map with seven node types.
- Eight hand-authored bosses, each with its own mechanic: endless waves, halved damage unless you flank, a curse every single turn, and one that changes the rules at half health.
- Fourteen elite variants and five enemy archetypes that reshape a battle before it starts, and tell you which one you are facing before you commit.
THEN RAISE THE STAKES
Twelve rungs of Ascension, each stacking one more rule on top of the last, themes rotating as you climb.
Seven run modifiers you can stack yourself for score. A Daily Commission everyone plays on the same seed.
Fifty-five achievements, sixteen collectible board chips, and a seeded-run field so you can hand somebody
an exact run and dare them.
AT A GLANCE
- 3 commanders · 4-act branching expedition · 7 node types · permadeath roster
- 150 cards · 38 relics · 53 events · 55 achievements · 12 ascension rungs · 7 run modifiers
- 32 unit and structure classes · 14 elite variants · 5 enemy archetypes · 8 bosses
- Procedural non-rectangular battlefields · fog of war · zones of control · hazards · friendly fire
- Seeded runs · Daily Commission · save and resume mid-run
- Fully offline. No account, no launcher, no telemetry, no ads, nothing to buy.
TRY IT BEFORE YOU WISHLIST
The demo runs in your browser — no download, no install, no account: @