A turn-based hex strategy game set in cursed colonial Caleb's Hollow.
Two asymmetric factions clash across a procedurally-generated map:
| ⚔ Hero | Explores buildings, recruits survivors, and fortifies positions. Survivors grant extra actions each round. |
| ✦ Witch | Summons undead minions and golems, and seizes Power Nodes. Minions grant extra actions each round. |
The game follows an 8-round day/night cycle that shifts the balance between factions — daytime favors the Hero, nighttime favors the Witch.
Each round uses simultaneous planning: both sides independently queue their actions, then all plans are resolved together. You never wait for a turn — both factions act at once.
| 🌅 Dawn | Hero +1 bonus action. Scoring checkpoint. Attrition damage increases each cycle. |
| ☀ Day (×3) | Hero +1 bonus action. |
| 🌇 Dusk | Scoring checkpoint. |
| 🌙 Night (×3) | Witch +1 bonus action. All witch units +2 ATK. Hero survivors caught in the open take attrition damage. |
Scoring
At each Dawn and Dusk, whichever faction controls more Power Nodes scores +1 point. Ties score nothing. The first faction to reach 4 cumulative points wins.
If a faction controls every Power Node at a scoring checkpoint, they win instantly — regardless of the point total.
Attrition
At night, hero survivors caught in the open take attrition damage that rises each cycle. Keep your forces sheltered during the night.
Cursed power nodes are scattered across the map. They serve two purposes:
| Scoring | The faction holding more nodes scores a point at each Dawn and Dusk. |
| Bonus Actions | Each node your faction controls grants +1 bonus action during planning. Controlling multiple nodes dramatically increases your tempo. |
| Move | Step to an adjacent hex (2 hexes with a horse). |
| Explore | Uncover loot, weapons, or survivors in buildings. |
| Attack Hex | Attack any adjacent hex. Works through fog of war — hits a random enemy if multiple occupy the hex, skips if empty. |
| Guard | Take a defensive stance. Each use adds a charge. When an enemy acts nearby, a charge is consumed for an automatic reactive strike. |
| Fortify | Hero only. Spend 🪵 Wood (+1 DEF) or ⚙ Metal (+2 DEF) to fortify your hex, up to +4 DEF. |
| Summon | Witch only. Spend resources to summon a minion or golem. |
| Use Item | Herbs (+2 HP) · Food (+1 action) · Silver (+1 ATK) · Scripture (ward). |
| Equip | Free. Equip a found weapon for permanent stat bonuses. |
Both sides roll dice, add their stats and any modifiers, then compare totals:
| Hit | Attack > Defense → 1 damage |
| Crush | Attack ≥ 2× Defense → 2 damage |
| Counter | Defense ≥ 2× Attack → 1 damage to the attacker |
Modifiers
| Night Bonus | All witch units +2 ATK during Night |
| Gang-up | Each adjacent ally adds a bonus die (max 3) |
| Fortification | Up to +4 DEF from fortified terrain |
| Fatigue | -1 DEF per 2 defenses this round (hero-side only) |
| Silver | +1 ATK (consumable, one use) |
| Inspire | +1 ATK (survivor ability) |
Weapons
| Sword | +2 ATK |
| Axe | +1 ATK, +1 DEF |
| Shield | +2 DEF |
| Bow | +1 ATK |
| Dagger | +1 ATK |
| Staff | +1 ATK, +2 bonus ATK vs undead |
Fortification level decreases by 1 when the defender takes damage.
Active when any AI is present. Enemies outside your sight range are hidden.
| Day | Sight range 3 |
| Dawn / Dusk | Sight range 2 |
| Night | Sight range 1 |
SCOUT survivors extend sight by 1.
Choose your path into Caleb's Hollow.
Choose a story to play.
No saved games.
No completed games yet.
A persistent 10v10 battle that runs for two weeks. Turns resolve at noon and midnight. Join either faction and fight for control of five Power Nodes. Points are scored every round. The faction leading when time runs out wins.
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| Date | Result | Rounds |
|---|
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Two players share one screen, taking turns on the same device.
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