Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
In Field Command each player controls an army of 40 units comprised of Artillery, Cavalry, Infantry, a General, and Guerillas. Cavalry and Infantry are divided into 3 ranks, denoted by a triangle, a circle, or a square.
Core mechanisms
Key systems that shape the decisions players make.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Action Queue
Place actions into an ordered queue that resolves now or on later turns.
Simultaneous Action Selection
Choose actions secretly or concurrently before revealing them together.
Rock-Paper-Scissors
Resolve choices through a circular set of strengths and weaknesses.
Square Grid
Use an orthogonal grid where position and adjacent spaces shape movement or placement.
Read the full game description
In Field Command each player controls an army of 40 units comprised of Artillery, Cavalry, Infantry, a General, and Guerillas. Cavalry and Infantry are divided into 3 ranks, denoted by a triangle, a circle, or a square. The battlefield is an 11x11 grid which contains forests and plains across 3 levels of elevation. Players can move up to 12 units per turn and movement is simultaneous. Battle is resolved with a rock-paper-scissors system which is modified by both rank and terrain. The goal of the game is to remove the other player's general from the battlefield.