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.
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Match strength key:80+65+50+<50Table of War
SteamAbout Table of War
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.
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
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
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
TRY IT BEFORE YOU WISHLIST
The demo runs in your browser — no download, no install, no account: @
Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.
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