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- Store status
- Coming soon
- Scheduled release
- 29 October 2026
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- Release date
- 29 October 2026
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From 420 to 589 AD, China split into Northern and Southern Dynasties — the South cycling through Song, Qi, Liang and Chen, the North through Northern Wei, Eastern Wei, Western Wei, Northern Qi and Northern Zhou. Nine legendary rulers contend for the Central Plain across 120 cards drawn from the annals: generals, ministers, poets, formations, monks, crafts, items and stratagems. Nan-Bei Chao: War of Dynasties is a strategy card game built on that turbulent era, turning historical figures, legendary campaigns and military doctrine into matches anyone can pick up. Every ruler carries a distinct faction identity (Song · Purple, Qi · Cyan, Liang · Gold, Chen · Green against Northern Wei · Red, Eastern Wei · Blue, Western Wei · Grey, Northern Qi · Orange, Northern Zhou · Dark Gold), and every general has his own ink-wash portrait — all card art is AI-assisted ink-brush warrior illustration, built on ochre, gamboge and ink black with faction-colored highlights.
The battlefield splits into four rows, each scored independently:
Infantry — sieges, close-quarters fighting
Cavalry — raids, volleys, charges
Navy — warships, the Yangtze, fire attacks
Strategy — schemes, deployments, supply lines
Each row resolves on its own : higher row power takes the row.
Both sides have cards → compare row power
Only one side has cards → conceding the row loses it
Both empty → draw, not counted
Taking more rows wins the round ; on an even split, total round power breaks the tie.
General — the backbone, each with unique active and passive skills
Minister — court officers who strengthen you or disrupt your rival
Poet — commands by verse, chaos through literature
Monk — turns calamity through Buddhist rites
Craft — engineering, provisions and materiel
Formation — troop commands like the Beifu Army and the Queyue Formation
Item — chevaliers, fire oil and other oddities
Stratagem — cards that bend the game: card draw, Dark Passage, Linked Stratagem, Counterintelligence
Provisions are the core resource — every card costs provisions to play .
Both sides start with 20 provisions
From round two, each round adds +8 automatically (the second player gets 1 extra)
Provisions carry over — unspent supply rolls into the next round
Hand limit 20 cards
Running out of cards isn't a loss, but an empty treasury forces you to discard and pass — resource management is the real tension of every round .
The single most important rule: the board resets each round, but your hand does not.
Units on the board — all withdraw at round end; the next round starts from an empty field
Your hand is kept — whatever you didn't play last round is still in hand
From round two, 6 new cards arrive each round (into hand, up to the 20-card limit)
So the real wager isn't "who's stronger in this row" — it's "which cards do I still have to survive three rounds" . Your opponent sees the you who brought old cards into round two. Holding cards, hoarding provisions, managing the cap — all of it is strategy.
Only the first round deals 10 cards and offers a mulligan — discard up to 3 cards and draw the same number back. Rounds two and three have no mulligan phase, only new cards.
Trap cards hide in your hand and can be buried into any row:
Deer Antlers — destroys the opponent's first Cavalry card
Fire Oil Burnt Bridge — that row takes −4 power all round
Ambush — triggers on any card played in the row
Iron Caltrops — caps a row at 2 cards, stopping infinite burials
The rule is strict: only the player who buried them can see how many traps exist — the opponent gets no warning at all. When one triggers, the victim gets an on-screen alert. The entire mind game lives in that asymmetry.
Each player has 1 command point per round to play command cards (Redeploy, Change Guard, Clear the Road…). Commands occupy no row — they're tactical resources off the battlefield.
Each round draws a weather card (Snow · River · Heat · Fog · Drought · Clear) that alters the round's rules rather than adding raw power: row power modifiers, higher card costs in a row, changes to the hand limit, changes to provision income, and hiding a row's information (Fog). Some cards can dispel weather, at a cost in provisions.
Every deck carries 2 secret decrees (such as "Jiangnan" or "Northern Expedition"). They aren't played — both sides accumulate progress toward them together , and completing one grants a bonus. So beyond the contest, there's a shared destination.
Many generals carry counter skills (row suppression, faction matchups, linked counters), and there's an active counter card, Clear the Road . Information and prediction are the game's second layer of depth.
Each of the nine rulers has a signature passive:
Liu Yu (Emperor Wu of Song) — Infantry +2 power this round
Xiao Daocheng (Emperor Gao of Qi) — draw 1 extra card per round
Xiao Yan (Emperor Wu of Liang) — +4 provisions per round
Chen Baxian (Emperor Wu of Chen) — Navy +2 power this round
Tuoba Tao (Emperor Taiwu of Northern Wei) — Cavalry +2 power this round
Yuan Shanjian (Emperor Xiaojing of Eastern Wei) — opponent discards 1 card per round
Yuan Baoju (Emperor Wen of Western Wei) — all forces +1 power this round
Gao Yang (Emperor Wenxuan of Northern Qi) — strongest row +3, weakest row −1 (the double-edged tyrant)
Yuwen Yong (Emperor Wu of Northern Zhou) — 2 random cards in hand gain +2 power each
Randomized rulers : each AI match draws a random rival, keeping replays fresh. The AI farms provisions, holds cards, passes when it can't afford to play — it counts cards and reads your mulligan.
An ink-wash historical aesthetic.
Palette — deep brown #2A2018, gold highlight #D4A840, ink black #1E1812
Type — seal and clerical scripts for headings, Song typeface for body text
Sound — guzheng, drum, bamboo flute and chime; all original audio, no licensing issues
Music — each ruler has a theme derived from their faction color
Vs. AI — single player, jump in anytime to learn the systems
Hot-seat — 2 players on one PC, pass the mouse back and forth
Multiplayer — 2 players over Steam, across machines
Every mode is best of three (first to two wins). Each round shows a row-by-row score , and the board resets while hands carry over — so rounds two and three are played with an ever-thicker hand.
Round 1: Pick ruler → Mulligan (up to 3) → Play cards (spend provisions) → Row-by-row score Round 2: +6 cards (hand carries over) → Play cards (spend provisions) → Row-by-row score Round 3: +6 cards (hand carries over) → Play cards (spend provisions) → Row-by-row score ↓ Best of three (first to two wins)
Minimum : Windows 10 (64-bit), dual-core 1.6 GHz, 4 GB RAM, Intel HD 4000 or equivalent, 500 MB disk space, 1280×720 Recommended : Windows 10/11 (64-bit), quad-core 2.0 GHz or higher, 8 GB RAM, discrete GPU, 1 GB disk space, 1920×1080 Single-player and hot-seat are fully offline. No in-app purchases, no ads, no tracking. Multiplayer relays through Steam P2P and requires no networking service beyond your account.
16 Steam achievements:
First Victory, Veteran, All Crowns, No Retreat, Flawless, Lightning Strike, Combo King
One achievement per ruler for the nine factions
Independent developer. Launching on Steam, Windows desktop only (Electron 28).
Steam currently lists 29 Oct 2026 as the release date.