

King's Chess
None Studio · 2027 · Strategy, Deckbuilding, Tabletop, Turn-Based Strategy, Board Game
PC
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About King's Chess
Awaken the slumbering legion; your desk is the battlefield. King's Chess is a strategy game that fuses the macro-decision making of an RTS with the tactical depth of a turn-based wargame. In 15-minute matches, you are immersed in a miniature sandbox world devoid of digital health bars or floating windows. Open the drawer, take out those exquisite pieces and cards, and to the sound of precision clockwork gears whirring, a pure contest of wits begins.
Core Gameplay: Tangible Physical Wargaming- Cruel Law of SurvivalForget those lengthy health bars. As a commander, you possess 5 "Defense Lines," visually represented by 5 gray "X" marks on the base. Every time a line falls, a gray X is dyed a piercing crimson. When the 5th X turns red, it marks the fall of your dynasty.
- Ever-Changing Card Tactics
The tide of battle is defined by the cards in your hand. - Instant Class ChangeTactics countered? Don't panic. When your infantry is suppressed, slap down a \ card, and they instantly pick up bows to return fire; need to tear through a defense? A \ card instantly transforms them into cavalry.
- Environmental StancesSimilar to the "Stance Switch" mechanism in classic Roguelike deck-builders. You can order an all-out berserk advance during \ (at the cost of armor), or utilize cover for tactical maneuvering during \.
- Newton is Your AdjutantTerrain isn't just a background; it is your weapon. Utilize the laws of physics: command cavalry to use kinetic energy to send enemies flying and disarm them, detonate unstable walls to bury opponents, or push them directly into the abyss. Here, position and angle matter more than stats.
- Dual-Track Resource SystemDrawing from the essence of classic RTS but bidding farewell to tedious micromanagement. You must balance AP (Action Points) to maneuver troops and eliminate enemies, with TP (Technical Points) to construct defensive towers or key structures. Every decision determines whether you can guard that final "X" mark.
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