FORTRESS
OF FLAGS
A strategic fantasy battle game by John A. Reder Jr., (c)2026, John A. Reder Jr.
Based on his original PC version developed in 2003.
v1.0.14
A strategic fantasy battle game by John A. Reder Jr., (c)2026, John A. Reder Jr.
Based on his original PC version developed in 2003.
v1.0.14
Host a new game
Share this code with your opponent:
Join a friend's game
Select a piece from the counter above, then click your deployment zone (highlighted in blue).
Use mouse controls and arrow keys to adjust views and perspectives as needed
As a kid, my best friend and I spent every free moment lost in strategy games. Our favorite was a classic battlefield of hidden information—rows of numbered pieces, each concealing its strength. The twist made it unforgettable: the weakest could defeat the strongest, and victory belonged to whoever could outthink, not overpower. The ultimate goal was simple—capture the enemy's flag—but the path there was anything but.
Over time, though, even that beloved game began to feel familiar. We wanted more—more complexity, more uncertainty, more room for creativity. So we did what kids do best: we broke the rules and rebuilt the world. We combined our sets into one massive battlefield, stretching far beyond the original design. We introduced terrain that shaped movement, forced new strategies, and turned every match into something unpredictable.
It was everything we had hoped for—deeper, more intense, and endlessly engaging. But it came with a cost. These games didn't last hours—they lasted days. The board took over entire rooms, constantly at risk of being cleared away by parents reclaiming space. And during the long pauses between turns, there was always that quiet, unspoken temptation—what if someone peeked?
Despite it all, those matches became some of my most vivid memories. Not just because of the game itself, but because of what it represented: creativity, rivalry, trust, and the joy of building something together.
Life moved on. My friend now lives hundreds of miles away, and those long, immersive battles belong to another time.
This game is my attempt to bring them back.
Using modern technology, it recreates not just the mechanics we loved, but the feeling—the tension, the strategy, and the shared experience. It's an invitation to relive that kind of play, where every move matters, every decision carries weight, and every game tells a story.
Capture the enemy's Army King to win. If you lose your Army King, you lose.
| Piece | Notes |
|---|---|
| Great Dragon (1) | Strongest mobile piece |
| Lesser Dragon (2) | Very powerful |
| Sea Monster (3) | Moves on Grass and Water tiles |
| War Horse (4) | Moves on Grass and Mountain tiles |
| Demon (5) | Strong mid-rank fighter |
| Undead Fighter (6) | Mid-rank fighter |
| Swordsman (7) | Standard infantry |
| Unlock Trap (8) | Only piece that can neutralize a Death Trap (both are destroyed) |
| Serpent (9) | Scout — moves any number of squares in a straight line |
| Dragon Slayer (11) | Defeats Great Dragon when attacking; loses all other combat |
| Death Trap (10) | Immovable — destroys any attacker except Unlock Trap |
| Army King (12) | Immovable — protect at all costs |
| Terrain | Who can enter |
|---|---|
| Grass | All mobile pieces |
| Strategic Grass | All mobile pieces (AI favours these tiles for the Army King) |
| Water | Sea Monster only |
| Mountain | War Horse only |
| Stone | Impassable — no piece can enter |
You cannot see enemy piece types until they are revealed. Pieces are revealed when:
Select a piece from the flag counter on the left, then click any tile in your deployment zone (highlighted in blue). You may place any piece on any tile regardless of terrain — terrain only restricts movement during battle.
Use Auto-Place to have the computer arrange your army, then adjust manually if desired. Click a placed piece to remove it and return it to the counter.
Click one of your pieces to see valid moves (green = move, red = attack). Click the destination to execute. The AI plays as Red.
Use the Rank Guide button to see a live count of all pieces remaining in each army, along with their combat strengths.
Use the Camera buttons in the right-hand panel to change your view:
Two human players can face each other online using a peer-to-peer connection — no account or server required. Both players must have the game open in a browser at the same time.
Access the Map Editor from the Main Menu to build your own battlefields.