Fieldsof Fire

A game of conquest for 3 to 6 players. You win by arms, by temples or by diplomacy.

How the game works

Each player takes on a lord with a power of their own. Every turn, you collect your income, recruit units, move your troops and build. There are three ways to win. A player who attacks with no diplomacy left becomes a tyrant, and everyone else can then attack them for free.

3 to 6players
7territories per player on the map
10lords with distinct powers
94unit cards in the deck
Freeno account needed
A four-player game of Fields of Fire: the archipelago map in the centre, the lords on the left, the five-card market in the centre.

A four-lord game, running in the browser.

Winning the game

There are three ways to win: military, religious or diplomatic. The first player to reach their threshold wins straight away.

Military victory

Hold enough territories.

Your lord claims neutral territories. To take other players’ territories, you attack with elite units, and every assault costs diplomacy. An enemy building has to be pacified before it comes under your control.

  1. with 3 players 11
  2. with 4 players 12
  3. with 5 players 13
  4. with 6 players 14

Religious victory

Hold enough temples.

A temple costs 7 gold and takes up a slot. It brings in nothing by itself, but it lets you recruit certain units, and whoever destroys it loses diplomacy.

  1. with 3 players 8
  2. with 4 players 9
  3. with 5 players 10
  4. with 6 players 11

Diplomatic victory

Reach 12 diplomacy.

Diplomacy comes mostly from special units. An embassy in your capital strengthens the effect of some cards. Other cards ask you to deter the other players from attacking you.

  1. with 3 players 12
  2. with 4 players 12
  3. with 5 players 12
  4. with 6 players 12

These thresholds are still changing: we adjust them after each playtest.

How a turn plays out

Collect

You receive 1 gold per territory and 1 more per city, plus what some special units bring in. Your units’ pay is then taken off.

Recruit

Five cards are laid face up, the same for every player. You may buy one and discard one, in whichever order you like.

Military

You move your pieces, claim a neutral territory, attack, pacify and use your units’ powers.

Build

Your capital has three slots, other territories two. You can build camps, forts, ports, cities, temples and the embassy. A territory cannot hold the same building twice, except camps, and a building can be replaced by another.

The map

You play on a randomly drawn map or on a historical one. There are four terrains (plains, forest, mountains, marsh), and an elite unit’s strength depends on the terrain.

A random map has one or two more islands than there are players, and two capitals are always at least three spaces apart. The historical map shows the English Channel.

The archipelago map in the military phase: one token per player per space, and on hover, the cards of the units standing there.

Crossing the sea

The sea is divided into zones. Each zone borders four territories at most.

You cannot walk across the sea: you have to set out from a port, except for a few units that do without one.

The game map in the Illumination style: deep lapis sea, jewel-toned lands, a gold rule around the board.
Illumination style
The same map in the Old map style: watercolour terrains, ink motifs, grey-blue sea.
Old map style

The market

Five cards are on show, and every player buys from the same market. Each turn, you may buy one and discard one. Elite units fight, and their strength depends on the terrain. Special units do not fight: they convert a temple, carry a message to a foreign court, scout the map or raze a building. To recruit a card, you need the building it asks for, then you pay its upkeep at each collection. Because the market is shared, a discard can also deprive an opponent of the card they were waiting for. You can look through the deck and the discard pile during the game.

Five unit cards with artwork, strength per terrain, pay, recruitment requirement and number of copies in the deck.

A few cards from the deck. The border gives the type (yellow: special, red: elite) and the number in the green frame, the movement speed. Bottom left, the upkeep; bottom right, the building required; top right, the number of copies.

Lords

Your lord is a piece apart. It is the only one that can claim a neutral territory, and its power often shapes your whole game. If it loses a fight, you give up one more territory.

  • Odon the Brave

    Each of his elite units in an assault gives him +1, whether or not he leads it.

  • Gustave the Irascible

    All his territories: +1 defence. His cities cost 6 gold.

  • Edward the Wise

    Once per game, in peacetime, with 5 diplomacy or less: 1 gold for 1 diplomacy point.

  • Mathilda the Beloved

    Her first city costs 4 gold.

  • Adele the Pious

    Her temples cost 6 gold and give +1 defence.

  • Henry the Strategist

    All his elite units move one tile further.

  • Hugh the Builder

    His forts and ports cost 1 gold less.

  • Alinor the Admiral

    Her ports cost 2 gold and have +2 defence.

  • Yusuf the Merchant

    Once per game, he can buy 3 cards from the market.

  • Zaynab the Wanderer

    All her special units move one tile further.

Diplomacy

Diplomacy is a victory condition, and you also spend it on war. Each assault costs 1 point, plus 1 for each enemy special unit destroyed. An envoy sent to a foreign capital earns its master 2 points and the player who receives it 1. An ambassador posted with a rival seals a non-aggression pact, and the other player pays dearly if they break it. A slanderer makes its target lose diplomacy.

  1. Out of diplomacy

    A player who launches an assault with no diplomacy left becomes a Tyrant.

  2. No diplomatic victory

    A Tyrant never gains diplomacy again. They can now only win by arms or by temples.

  3. A target for all

    Attacking a Tyrant or destroying their temples costs nothing. Every turn, one of their territories revolts, and they can never take it back.

Play the prototype

The game opens straight in your browser, free and without an account. We record each game anonymously (length, number of rounds, lords, victory type) to balance the game.

On one screen

  1. Pick the number of lords, from 3 to 6.
  2. Everyone takes a lord and a colour.
  3. Empty seats are played by bots.
Start a local game

Everyone at home

  1. Create a room: you get a five-character code.
  2. Share the code or the link; your friends join from their own computer.
  3. Everyone marks ready, the host starts the game.
  4. If someone drops out, the host can remove them: the computer takes their seat.
Create a room

An online game can stay paused for 48 hours and resume with the same code. The game is in English and French. During other players’ turns, seven mini-games (solitaire, minesweeper, sliding puzzle…) help pass the time.

Your feedback

Fields of Fire is still a prototype, and your feedback helps us tune it. You can write to us here, or report a bug during a game with the insect-shaped button.

We use these details only to reply to you, and we do not sell them. More in our privacy policy.