Gameplay / Strategy

Territory is pressure. Influence is victory.

Yspanor is an asymmetric turn-based strategy game with board-game structure and deckbuilding depth. Players control factions, nodes, villagers, buildings, resources, orders, and combat tempo.

Core Pillars

A board that remembers every choice.

Hidden Orders

March, Defense, Support, Raid, Production, and Influence Orders are prepared face down, turning every turn into a contest of timing and nerve.

Influence And Territory

Villagers, buildings, workers, and military presence decide control across a connected node map of villages, ruins, fronts, and corrupted ground.

Deckbuilding Pressure

T0 fallback Orders keep players alive, but they pollute the deck. Strong faction cards create power at the cost of commitment.

Battle With Consequence

Physical attack, magical attack, defenses, HP, Champions, Casters, spells, equipment, Engines, and Terrain all reshape the board state.

Systems

Built for a playable vertical slice.

The first production target stays strict: validate the loop with a reduced map, House Gladius, a simple opponent, readable turns, and enough feedback to make every action feel consequential.

Reach And Insurgent

Reach factions build territorial power through nodes, workers, buildings, resources, units, and influence. Insurgent factions act with mobility, infiltration, sabotage, quests, and duel preparation.

Influence Victory

Influence is the central win pressure. A Reach faction that reaches 70% influence wins through domination. If no one reaches that threshold by the end, the game resolves by mode-specific end conditions.

Connected Node Map

Villages, ruins, fortifications, routes, resources, and strategic sites are represented as connected nodes. Each node can hold villagers, units, buildings, influence, and objectives.

Hidden Orders

March, Defense, Support, Raid, Production, and Influence Orders are placed face down. The Plot Phase is about threat, bluff, timing, and constrained command.

Combat Resolution

Battle separates physical attack, magical attack, physical defense, magical defense, and HP. Champions, Casters, spells, shields, and casualties make every fight costly.

Vertical Slice

The current production target is a playable prototype with House Gladius, a reduced node map, a simple AI opponent, clear turns, usable cards, victory conditions, and strong feedback.

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