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.
No two matches start the same
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.

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.
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.
Three steps, then it's their turn
Power up, optional
One power-up per turn, used before you move or attack.
Move or attack
Pick one. A handful of champions can do both in a single turn.
Turn ends
Moving, attacking, or healing all close out your turn.
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.
Power-ups
Each one is single use, one per turn, and enough to flip a losing position if you time it right.
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
Freeze an enemy champion for a full turn. They can't move, act, or be healed, but they can still be hit.
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
Redirect an incoming attack onto a different one of your champions before it lands.
Speed Boost
Add one tile to a champion's movement range for a turn. Enough to close a gap nobody saw coming.
Vanish
Dodge an incoming attack entirely. Stay put or slide one tile to the side, the hit never lands.





