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Battleboard

Build. Muster. Rule the hex. A turn-based hex wargame where your buildings drip-feed an army of unit cards — deploy them across six biomes, master four asymmetric factions, and let the dice decide who holds the line.

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About the Game

Battleboard is a turn-based hex wargame with a card-driven heart. You don't recruit units from a menu — you construct buildings, and the buildings produce the unit cards that become your army. Deploy them onto the hexes, use the terrain, and resolve the fighting with dice.

It looks like a war table because that's what it is: painted miniatures on hexes, a research tome open beside the board, and a campaign that expects you to think about next turn.


The loop is three moves long and every one of them is a real choice.

  • Build — put up structures that drip-feed cards into your hand. Every build is a bet on the kind of army you'll want six turns from now.
  • Muster — spend those cards onto the board, inside a point budget, with a formation that has to survive contact.
  • Rule the hex — take ground, hold the terrain that matters, and grind the other side's economy down until the dice stop saving them.

Construction competes with research for the same resources, so a turn spent building an engine is a turn not spent on the board — and the other side is making the same trade.


Four asymmetric factions — Iron Pact, Verdant Choir, Ashen Legion and Sunforged — with their own units, their own research and their own temperament. They are tuned to land between 48% and 52% against each other, so there are no mirror matches and no throwaway picks.

Bring tactics and spell cards to break a stalemate: Fireball, Smite, Shield Wall, Plunder. Build the list in the Army Builder against a point tracker, then find out on the hexes whether it holds together.


A 48-node research tree per faction and an eight-resource economy underneath it. This is where the long game lives — the players who win consistently are the ones building engines rather than stacks, and the tree is deep enough to make that a genuinely different way to play.


A seven-mission campaign, plus open skirmish across six biomes, every map a puzzle of terrain, economy and tempo. Play at your own pace against the AI — no clocks, no queues, no one waiting on your turn.


FEATURES

  • Card-driven armies: buildings produce your unit cards
  • 4 asymmetric factions, tuned to 48–52% against each other
  • 7-mission campaign plus skirmish across 6 biomes
  • 48-node research trees per faction and an 8-resource economy
  • Dice-resolved combat with tactics and spell cards
  • Painted-miniature tabletop look — a war table brought to life

BUILD · MUSTER · RULE THE HEX