Standalone solitaire campaigns set in a world of combined arms conflict and political intrigue. This series of games uses a brand-new Solitaire Conflict System.
The Vangarian army has landed on the beaches of Siloam. You are a soldier turned political outsider, appointed to command the allied defense — not because you are the best candidate, but because you are the most expendable. The Council expects you to fail. The enemy expects you to break. A reluctant ally is looking for the exit. A kingdom is falling apart from within. And somewhere in the highlands, a resistance leader is building something that could save you or destroy everything. A solo hex-and-counter campaign where every decision shapes the war and no two playthroughs are alike.
Bigger map. Bigger conflict. Same streamlined system.
Coming Soon
Based in Southwest Missouri and working at a community college by day. Outside the classroom, he keeps busy with plenty of hobbies both indoor and outdoor — but his real passion is board games, and historical wargaming sits at the top of that pile.
It started with Combat Commander. One play and the hobby had its hooks in. Since then, the goal has been straightforward: make wargaming less intimidating without watering it down. Take what makes hex-and-counter games rewarding and strip away the reasons people bounce off them. The Solitaire Conflict System is that effort — a streamlined solitaire opponent that brings tactical depth to large-scale hex-and-counter wargames, deep enough to satisfy and clean enough to actually get to the table.
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