Gomoku
Be first to line up 5 stones in a row on this 15×15 board against a tactical AI.
25 games
Reviewed:
Strategy offers board decisions in Gomoku and Reversi, squad turns in Pocket Tactics and active defense in Last Banner. Decide whether you want time to inspect a board or pressure while moving a commander.
Gomoku uses a 15 by 15 board. Click or tap an intersection to place a stone and try to make a line of five before the tactical opponent does. Look for the opponent's immediate threat before extending your own line; one unchecked open approach can matter more than several isolated stones elsewhere. A useful move can defend one route while beginning another.
Reversi highlights valid cells. Click or tap one to place a disk and flip the opponent's disks that it outflanks. Counting your current disks is only part of the position: consider which moves your placement leaves available afterward. Read the resulting lines rather than assuming the largest immediate flip is always the strongest choice. These two games share a board interface but require different judgments about what a move accomplishes.
Pocket Tactics gives a three-member squad twelve compact grid missions. Click a member and then a highlighted destination or target; on a keyboard, arrows move the cursor and Enter or Space selects and acts. Tab cycles ready members, E ends the turn and Escape cancels a selection. Touch uses the same unit and cell choices on a six-by-six board.
Before spending the last action points, look at cover and the positions of the other squad members. Moving into range without enough resources left to act can expose a unit unnecessarily. End the turn after considering the squad as a group, rather than using every member's points independently.
Last Banner defends a beacon and three outposts across six waves. Move with WASD or arrows; Q rallies, E triggers Shockwave and F repairs structures. Recruitment drafts offer three choices, with number keys or cards for selection. Autonomous squads handle their own fighting, while your commander positions skills and manages defense. Choose this for real-time pressure; choose Pocket Tactics when you prefer explicit turns and a chance to inspect highlighted actions.
Be first to line up 5 stones in a row on this 15×15 board against a tactical AI.
Command a three-member squad across twelve compact grid missions, spending action points to move, fire, exploit cover, and outthink deterministic enemies.
Guard a beacon and three outposts against six waves of machine raiders, drafting autonomous squads and turning fights with rally, shockwave and repair skills.
Harvest crystal, build power plants, barracks and a war factory, and send riflemen, rocket troops and tanks to flatten the enemy command hall before it flattens yours.
Assign villagers to berries, trees and rocks, grow your population with houses, research Age III for knights, and raze the enemy town center before its raids raze yours.
Arc stones, fire pots and bolts through ten destructible block castles; kill the defenders or smash the gold banner block while enemy archers pick off your five engineers.
Build farms, huts, lumber camps and storehouses on a forest grid, feed a growing settlement through four seasons, and survive five winters of wolves and cold.
Position three gun escorts around a self-driving truck convoy, trigger and repel dune ambushes, and spend kill salvage on armor and gun upgrades across eight escalating routes.
Hold three steel-pumping islands, build destroyers, stealth submarines and plane-launching carriers, and sink the enemy harbor before their fleet sinks yours.
Assemble a mech from chassis, weapon, armor and engine under a weight-versus-power tradeoff, then watch it auto-battle up a ten-rank arena ladder funded by bounty-unlocked parts.
Reverse tower defense: buy shield, archer, cavalry and ram waves that march a fixed road into arrow towers and cannons, counter their types, and break twelve castle gates.
Spend self-rising morale on infantry charges, suppression and artillery barrages to take three trench lines while enemy reinforcements refill and counterattacks push back.
Turn-based hex tactics: capture cities for gold, deploy five unit types with counter matchups, call a rechargeable strike, and rout the enemy across eight maps.
Theme-park tycoon on a 12x8 lot: build coasters, Ferris wheels, snack stalls, and restrooms, keep guests happy, and earn $5,000 profit before Year 3 ends.
Haul six trade goods between eight star systems, buy low and sell high as your own trades move prices, upgrade your freighter, and bank one million credits by day 360.
Grow my little kingdom from a hamlet to a crowned realm: build farms, lumber camps, markets and barracks, seal edicts, repel raids and collect offline gold.
Climb three floors of a sunken tower with a nine-card deck: spend 3 energy a turn, draft one of three cards per win, and rest or cut cards between bosses.
Zone homes, shops and factories beside roads, wire every lot with power and water, tune the tax rate, and grow a river-valley hamlet into a 2,000-citizen metropolis in ten years.
Dig a dungeon out of living rock, build lairs, vaults and training pits, recruit an imp horde, and hold the Dungeon Heart through ten waves of heroes.
Buy units from a five-slot shop, set front and back rows, then watch eight auto-battles play out; merge triples into stars and ride interest and win streaks.
Build GP offices, pharmacies and wards, hire doctors and nurses, move patients through the queues, and keep reputation high while the bills get paid.
Lay track across hills and rivers to link six cities, buy three generations of locomotives, haul passengers and freight, and build a fortune in ten years.
Pick topic, genre and platform, balance staff across code, art and sound, ride review scores to sales, and turn a garage studio into a hit factory in ten years.
Command three worms against an AI team, aim wind-driven shells, blast craters into the hills, and use a grappling rope to reposition between turns.