About the game

What is Game of Minds?

Game of Minds is a two-player, turn-based tactics game on a 6×6 grid, and it's tense in a way turn-based games don't usually get to be. You draft from ten champions, fight for board control, and race to capture the flag. Underneath all of it runs the mechanic the whole game is named for: one of your champions is secretly your captain, and if it falls, you lose.

That single rule turns every match into a bluffing game. Guarding your captain too obviously gives it away. Sending it into danger is madness, unless your opponent has already ruled that out for exactly that reason. Power-ups and champion abilities layer on top, but the mind game is the heart of it.

Why it hooks people

No two matches start the same

13.1MPossible starting setups, per player
1.71 × 10¹⁴Distinct match openings, both sides combined

Every team you could draft, every tile you place them on, your hidden captain pick, and your power-up loadout all multiply together before either player makes a single move. You could play every day for the rest of your life and never see the same opening twice.

That count is built on twelve draftable units, not ten. The roster shows ten champions because Commoner is one page, but her three variants (Attack, Heal, Diag) each draft as their own unit.

No draws, ever

GOM has no draw condition. Stall too long and the board starts forcing your hand: movement gets restricted, safe tiles get blocked off, and both sides get pushed into a fight. Every match ends in a winner.

The clock never stops for you

Turn-based doesn't mean unhurried. Each player gets a ten-minute chess clock that only runs on their own turn. Overthink it and you can lose the match without ever losing the board.

How a match works

From draft to flag capture

The GOM team draft screen: power-ups, team placement by level, and a captain pick
Before the match

Build your team

Every match starts the same way. Build a team worth exactly 10 points from champions leveled 1 to 4 (3 to 6 champions, no duplicates), choose one of them as your hidden captain, then pick 3 power-ups to bring with you. Once both players are ready, the match begins.

Opponent's starting tilesYour starting tiles
The board

A 6×6 grid, two rows of secrets

Each player's closest row is their starting tiles, used to place champions before the match and to capture the flag during it. Nothing on the board points to who's carrying the crown, your captain moves and fights like anyone else until the moment it matters.

Every turn

Three steps, then it's their turn

1

Power up, optional

One power-up per turn, used before you move or attack.

2

Move or attack

Pick one. A handful of champions can do both in a single turn.

3

Turn ends

Moving, attacking, or healing all close out your turn.

Two ways to win

Flag capture

Walk your hidden captain onto any of your opponent's starting tiles, then bring them home to one of yours. That's the match.

Captain kill

Eliminate the champion your opponent quietly chose as their captain. There's no marker on the board, you have to read the game to find out who it is.

Bring 3 into every match

Power-ups

Each one is single use, one per turn, and enough to flip a losing position if you time it right.

Block

Block

Drop up to two walls on the board. They stop movement and ranged attacks cold, for both sides, until someone attacks one down.

Paralyze

Paralyze

Freeze an enemy champion for a full turn. They can't move, act, or be healed, but they can still be hit.

Player Swap

Player Swap

Swap two of your opponent's champions on the board. No damage, just chaos, right when they don't want it.

Security Guard

Security Guard

Redirect an incoming attack onto a different one of your champions before it lands.

Speed Boost

Speed Boost

Add one tile to a champion's movement range for a turn. Enough to close a gap nobody saw coming.

Vanish

Vanish

Dodge an incoming attack entirely. Stay put or slide one tile to the side, the hit never lands.