Big game feelings.Stupid simple rules.
FRONT concept package and component reference board
FRONT card game box standing beside representative cards
Overhead arrangement of the FRONT box and cards
A player holding cards during FRONT
People actively playing FRONT
Close detail of FRONT card typography and printing
FRONT ready for a casual game night
1 / 7

CONCEPT VISUAL. PACKAGE STYLING IS THE REFERENCE. THE WRITTEN RULES AND COMPONENT LIST ON THIS PAGE ARE CURRENT.

Small-box territory-control strategy

COMING SOON

FRONT

Take ground. Keep it.

Big-map strategy compressed into a small deck of territories, units and uncomfortable decisions.

The map is tiny. Your territorial ambitions do not have to be.

2–4

players

~20 MIN

play time

9 TERRITORIES

control five

IN PLAYTEST

prototype status

Join the first run

How it works

PROTOTYPE RULES

Control five of the nine territories at the end of your turn.

  1. 1

    Deploy

    Add one reserve cube to your Home territory while you still control it.

  2. 2

    Move

    Move one cube to an orthogonally adjacent empty or friendly territory.

  3. 3

    Attack

    Commit cubes, secretly choose reusable Commands and compare the totals. Tactics can interfere.

  4. 4

    Control Five

    At the end of your turn, control five of the nine territories and FRONT is yours.

FRONT is actively being balanced. The 3 × 3 map, five-territory objective and current Command values define the prototype; exact Tactic effects and final card count may still be tuned.

What makes it fun

Nine territories. Five is enough.

Nine cards make the map

Big territory-control decisions without unfolding anything the size of a dining table.

Commands leave clues

Used Commands stay visible until all five return to your hand. Opponents can make educated guesses.

Home matters

Lose your Flag territory and you cannot deploy reserve cubes until you take it back.

Tactics change the moment

Retreat, Reinforce, Forced March and Ambush create just enough trouble without creating a second rulebook.

Current prototype

Real rules. Still playtesting.

INFANTRY — 1/1CAVALRY — 2/1FORT — 0/3SPY — 0/1GENERAL — 2/2RETREATREINFORCEFORCED MARCHAMBUSH

These are the current roles, units and effects. Early visual mockup text may differ; the written rules on this page take priority while balance is refined.

Prototype components for FRONT

What’s in the prototype

Everything earns its spot.

  • 9 Territory cards
  • 20 wooden army cubes — 5 each in Blue, Red, Green and Yellow
  • 4 matching physical Home Flags
  • 20 reusable Command cards — Infantry, Cavalry, Fort, Spy and General in each color
  • 8 shared Tactic cards — 2 Retreat, 2 Reinforce, 2 Forced March, 2 Ambush
  • Player-aid / setup cards

Counts and balance reflect the current written prototype. Final production details may change after playtesting.

CONQUER THE MAP.

Still make dinner plans afterward.

A player holding cards during FRONT

Small box. Actual game.

Take the map.

FRONT is actively being balanced. The 3 × 3 map, five-territory objective and current Command values define the prototype; exact Tactic effects and final card count may still be tuned.

Join the first run

Keep me posted.

We’ll send prototype updates, first-run news and no imaginary release dates.

More card games

Keep playing.

RANK concept package and component reference boardCOMING SOON

TWO-PLAYER TACTICAL HIDDEN-UNIT BATTLE

Read the battlefield.

RANK

Hidden armies. Very visible mistakes.

2 ~15 min
Meet RANK