FARM HEX

Imagine chess with an Age of Empires economy on a Civ map. Feudal strategy and warfare.

Early alpha. Turn-based 1v1 against the AI. PvP soon.

Brute
Brute30 · holds ground
Rogue
Rogue22 · hides in forest
Ranger
Ranger40 · reach 2
Druid
Druid45 · heals a radius
Knight
Knight50 · leaps
Mage
Mage60 · strikes a line
Giant
Giant70 · breaks walls

The whole roster — swipe to see them all

The board, up close

Zoom all the way in and the camera flattens and pulls focus. Whatever you are holding stays sharp while the ground in front of it and behind it falls away — a strategy board at arm’s length, a duel at eye level. Same camera, same turn, no cutscene.

A knight and a brute at the deepest zoom, the treeline soft behind them

A knight and a brute, mid-exchange. Depth of field is real here — the focal plane sits on the fighters, so the castle behind and the grass in front both go soft.

The game zoomed in on a rogue, the rest of the board soft, with the interface visible

Held on the piece you picked up. Brackets mark the focal subject; the interface stays sharp.

The whole hex board from above, two castles opposite each other

Pulled back, it is a diagram. Two castles opposite; the two prizes on the other diagonal.

Post-game report showing line charts of land, gold, farms and army over the match

Every match ends in a report. Land, gold, farms and army for both houses, round by round.

Six farms make a keep

This is the whole game in one rule. Farms are income, but they are also ground. Ring a single hex with six of your own and you may raise a Keep in the middle of it — which pays, musters troops, and widens how far you can plough next.

farmfarmfarm farmfarmfarm KEEP 6 × 25g groundwork  +  60g = a second capital

A keep is never bought, only earned. You commit 150 gold of farmland to a shape before you spend a coin on the keep itself — and every one of those farms is visible, undefended, and burnable while you do it.

That is where the tension lives. Your opponent can see the ring forming three turns out and ride to break it.

your farms — income and territory the hex they enclose

Every turn is a real decision

Melee walk two hexes. Archers walk one and buy that with reach. Step beside an enemy and your move ends there. Nothing crosses the board on tempo alone, so where a piece stands still matters three turns later — that is the whole design.

No fog, no dice, no hidden information. You lose because you were out-thought, and you can see exactly where.

The hex board: farmland spreading from a blue castle toward a red one, roads linking the keeps, forest and rock between them.
Two castles, opposite corners. Everything between them is the argument.

The loop

Plough

Farms cost 25 and pay every turn. Income and territory in the same object — you cannot hoard one without exposing the other.

Ring a keep

Six of your farms around one hex earns the right to raise a Keep there. It pays, musters, and extends your reach.

Field an army

Your castle musters a levy. A keep opens the trained arms. Two keeps bring the Giant. Every soldier is farmland you chose not to lay.

Three ways to win

Raze the castle
The short game. Bring a Giant — it hits walls three times as hard and is hopeless against people, so committing to it is a real bet.
Take half the land
The long game. Hold farms on 50% of the board. Your opponent watches it happening and rides out to burn it, which is exactly the point.
Lead when time runs out
The tiebreak. Broadest realm takes it, farmland weighed first.

Seven pieces, and two you have to earn

Rogue 22 · scout, hides in forest Brute 30 · tougher beside rock Ranger 40 · strikes from two hexes Knight 50 · vaults two, charges three Giant 70 · ×3 against walls Druid · claim the Grove Mage · kill the Warden

A skeletal Warden paces open country and strikes anything beside it, either army. Put it down and your house may raise Mages. A druid's Grove stands in the woods for whoever walks onto it first.

Neither is winner-take-all: claim one and it rises again elsewhere, so your opponent can go and earn their own. Being first still pays — you field the piece sooner, and you alone keep the relic.

A knight mid-swing against a brute, damage numbers and health bars above both pieces.
Pieces hold their weapons and swing them. Damage and counters read on the hex.

Play it however you like

It runs in a browser on a phone or a desktop, with no install and no account. Matches carry as a link — copy it, send it, and your opponent opens the position exactly as you left it. Correspondence play needs nothing but a chat window.

Or press Watch two AIs and let the thing play itself while you work out what it is doing.