LAST RESERVE

Prototype 0.11 · a fictional war, circa 1933
← About this project Solo demo
THE AGE OF STEEL · ALTERNATE 1930s

LAST
RESERVE

PROTOTYPE v0.11

A browser strategy card game of infantry, armor, artillery, and impossible machines. Build a 40-card force, match Characters with compatible Ammo, reshape the battlefield, and wear down the enemy war effort.

YOUR FORCE

Last Reserve is set in a fictional interwar world where 1930s industry pushed armored warfare a little too far. Cards in Spent can return. Cards in Lost are gone for the rest of the battle. The result is a game about both winning the fight in front of you and deciding how much of your future you are willing to spend to do it.

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Deck Builder

Build exactly 40 cards. Tune the balance between troops, ammunition, tactics, and Battlefields.

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Battlefields

Change the rules for both armies with terrain such as Open Fields, Ruined Town, and Trench Line.

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Multipart Units

Assemble Tanks and the enormous three-card Landship before paying their deployment cost.

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Actions & Reactions

Use the recyclable Discard effect—or permanently Lose the card for its stronger option.

CARDS FROM THE FRONT

Build a force that works together

SoldierInfantry · Loss 0

Simple, expendable, and able to use broad ammunition classes.

Field GunArtillery

Shells fired by this unit punish Vehicles especially hard.

LandshipThree-card experimental machine

Assemble all three pieces, control another Vehicle, then Lose two cards from hand to deploy it.

Supply ColumnSupport

Logistics matter: drawing, recycling, and permanent losses shape the long game.

HOW IT PLAYS

Three ideas are enough to start

1
Deploy Characters

Put Infantry, Vehicles, and Artillery onto six battlefield spaces. Large machines are harder to assemble and deploy.

2
Fire matching Ammo

Each ready Character can attack once. Character specialties make the same ammunition perform differently in the right hands.

3
Outlast the enemy

Spent cards recycle. Lost cards do not. End your turn with no Characters in play and your army is Routed.

Full prototype rules
  • Deckbuilding: exactly 40 cards. Each card has a copy limit; multipart units must be included as complete matching sets. There is no special total limit on Battlefield cards.
  • Start with 6 cards; opening hands redraw until they contain ordinary Infantry.
  • There are 6 battlefield positions. Normally deploy 1 Character per turn. Newly deployed Characters cannot fire that turn.
  • You may freely rearrange your own deployed Characters during your turn while no attack is resolving. Multipart units move as one block.
  • Tank requires both halves plus Discard 1 from hand before deployment. Heavy Tank requires both halves plus Lose 1.
  • The three-card Landship requires all three components, another Vehicle already in play, and Lose 2 other cards from hand before deployment.
  • Ammo compatibility uses four broad symbols: Small Arms, Explosives, Shells, Heavy Ordnance. Individual Ammo cards still have different damage profiles.
  • Character specialties: some units modify the ammunition they fire, protect allies, resist certain attacks, or manipulate Supply.
  • Play up to 1 Action per turn unless an effect says otherwise. The defender may use 1 applicable Reaction against each attack.
  • Battlefields: each player may establish 1 Battlefield per turn. Only one is active at a time and it affects both players.
  • Destroyed Character cards go to Lost. Multipart Characters lose every component. Printed Loss values cause additional permanent losses.
  • At End Turn, you may normally discard up to 1 card to Spent, then refill to 6. Supply Depot raises this to 2 for both players. If you control no Characters after the refill, you are Routed and lose.
  • When Supply is empty, shuffle Spent into a new Supply. If you must draw and both piles are empty, you lose.