Gridhammer

Forged on the Grid

Five ancient dwarven houses. One battlefield. Corner-forged combat where placement is everything and every card bears the mark of its clan. Master tactical positioning, exploit house advantages, and hammer your way to victory.

Strategy · Cards · Conquest

Game Overview

What is Gridhammer?

Gridhammer is a strategic digital card game where five dwarven houses clash on grid-based battlefields. Players place cards with unique corner values to flip and seize control of their opponent's cards through clever positioning and house-specific abilities. Every card is unique, every placement matters, and every match tells a different story.

What Makes Gridhammer Unique

Corner-Based Combat — Each card has 4 corner values that determine attack and defense on every side. No random dice, no luck — pure tactical calculation.

Clockwise Flip Resolution — Flips resolve in clockwise order starting from the top, enabling multi-card chain reactions from a single placement.

Five Dwarven Houses — Each house has its own playstyle, exclusive mechanics, and 51 uniquely named cards with fixed abilities.

Dynamic Card Generation — Every card instance has a unique UUID. Corner values are generated within rarity ranges, so no two copies play exactly the same.

No Energy, No Mana — Place one card per turn, no resource management. Every turn is a meaningful decision, not a waiting game.

Two Game Modes — Accord Format 4x4 battles test all-around strategy, while War Format 4x4 raises the stakes with a 150-point victory condition.

The game is built in Godot 4.3 with a Node.js backend and MySQL database. All card generation is server-authoritative to prevent cheating, with real-time WebSocket synchronization for multiplayer battles.

🔄

Turn Structure

How a turn flows

Gridhammer uses a streamlined turn structure with no resource management. Each turn is one decisive action — draw a card, place it, resolve the consequences.

1 Draw Phase Draw 1 card from your deck. If you cannot draw, you lose (deck out).
2 Place Phase Place 1 card from your hand onto any empty grid slot. Aura and Placement abilities activate immediately.
3 Resolve Phase Check flips clockwise (Top → Right → Bottom → Left). Capture abilities trigger on successful flips.
4 End Phase Turn-duration abilities expire. Check for win conditions. Pass to opponent.

Trigger Resolution Order

1 Card Placed PLACEMENT abilities fire immediately when the card enters the field.
2 Corner Comparison Clockwise resolution (Top → Right → Bottom → Left). Each side sum is compared — the attacker gets +1 or -1 based on house matchup. If the attacker's modified sum is higher, the adjacent card is flipped.
3 Before Each Flip Target card's DEFEND abilities fire. These can prevent or modify the flip.
4 After Each Flip Attacker's CAPTURE abilities fire once per flipped card.
5 Ongoing AURA abilities are continuously active while the card remains in its owner's control.
📐

The Corner System

Foundation of all combat

Every card in Gridhammer has four corner values arranged in a 2x2 grid. These corners are the heart of combat — when two cards are adjacent on the battlefield, the touching corners are summed to determine which card flips.

[TL]───[TR] │ │ [BL]───[BR]
[TL] = Top-Left — corners[0]
[TR] = Top-Right — corners[1]
[BL] = Bottom-Left — corners[2]
[BR] = Bottom-Right — corners[3]

Values range from 0–10 depending on rarity.

When comparing two adjacent cards, the touching side is calculated by summing the two corners on that edge:

Side Your Corners Their Corners Formula
TOP (you attack upward) TL + TR BL + BR Your [0]+[1] vs Their [2]+[3]
RIGHT (you attack rightward) TR + BR TL + BL Your [1]+[3] vs Their [0]+[2]
BOTTOM (you attack downward) BL + BR TL + TR Your [2]+[3] vs Their [0]+[1]
LEFT (you attack leftward) TL + BL TR + BR Your [0]+[2] vs Their [1]+[3]
Side Value Range

Since each side is the sum of two corners, side values range from 0 (two 0-corners) to 20 (two 10-corners on a Legendary card). Most Common cards will have side values between 2–10, while Legendaries can push 14–20.

🔁

Flip Resolution

How cards change control

When you place a card adjacent to one or more enemy cards, flip checks occur. Flips are resolved in clockwise order starting from the top: Top → Right → Bottom → Left.

For each adjacent enemy card on a given side:

Flip Formula

Attacker Sum = Your two corner values on the touching side + Active Aura/Ability modifiers

Defender Sum = Their two corner values on the touching side + Active Aura/Ability modifiers

If Attacker Sum > Defender Sum → Card Flips!

Ties do NOT flip. The defender holds on a tie.

Chain Flips: When a card flips to your control, it does not automatically re-check its own neighbors. However, certain house abilities (particularly Embercrest) can trigger chain flips — causing a flipped card to immediately check its adjacent enemies as if it were just placed.

Capture Abilities: When your placed card successfully flips an enemy card, any Capture ability on your placed card triggers. Capture abilities activate once per flip event, and if you flip multiple cards in one placement, the Capture ability triggers for each flip.

Example

You place an Stillforge card with corners [6, 4, 3, 7]. An enemy card sits to the right with corners [2, 5, 1, 4].

Your RIGHT side: TR + BR = 4 + 7 = 11
Their LEFT side: TL + BL = 2 + 1 = 3
Result: 11 > 3 → Card flips to your control!

If your card has a Capture ability like "Bolster +1 to an adjacent friendly card's corners," it triggers now.

Scoring & Points

How points are tracked

Every card on the battlefield contributes to a player's score. Understanding how points work is essential, especially in War Format where reaching a point threshold wins the game.

Corner Total

A card's Corner Total is the sum of all 4 of its corner values. For example, a card with corners [6, 4, 3, 7] has a Corner Total of 20. This total represents the card's point value on the battlefield.

Flip Points: When you flip an enemy card to your control, you gain points equal to that card's Corner Total. Flipping high-value cards is worth significantly more than flipping weak ones, making target selection a key part of strategy.

War Format (150 Points): In War Format 4x4, the first player to accumulate 150 points wins the match. Points are earned by flipping enemy cards and placing your own cards on the board. The game continues beyond board fill — when the board is full, all cards are cleared and play resumes until the point threshold is reached or a player decks out.

Accord Format: In Accord Format 4x4, points are tracked but the primary win condition is board control — the player controlling the most cards when the board fills wins. If the board is full and both players control equal cards, Sudden Death resolves the tie.

🃏

Card Anatomy

What makes up a Gridhammer card

Every card in Gridhammer is a Shard — a battlefield unit with corner values, a house allegiance, and (depending on rarity) one or more abilities. There are no separate spell or trap cards. All special abilities are built directly into cards across four display categories: Aura, Placement, Defend, and Capture.

Anvil Sentinel ⚔️
🛡️
Stillforge • Rare Shard
Aura: Anchor
This card cannot be moved by Push, Pull, or Swap abilities.
Capture: Forge
On flip, grant +1 to one corner of an adjacent friendly card.
6
4
3
7
"The anvil does not flinch."
Card Name Every card has a unique, named identity. This name is fixed — "Anvil Sentinel" always has the same abilities.
House One of five dwarven houses. Determines available abilities and matchup interactions.
Rarity Common, Uncommon, Rare, Legendary, or Heroic. Determines corner value ranges and ability power.
Ability Badge Displays the card's ability category: Aura (cyan), Placement (gold), Defend (orange), or Capture (magenta). Cards may have multiple badges or none.
Corner Values Four integers (TL, TR, BL, BR) generated within the card's rarity range. Each card instance has unique values.
Flavor Text Lore text adding personality and world-building. No gameplay impact.
UUID Every card instance has a globally unique identifier. No two cards in the game are identical.
Ability Display Categories

Abilities are shown on cards using 4 display categories, each with a distinct badge color:

AURA (Cyan #00D4FF) — Continuously active while the card is on the field. Covers ALWAYS_ACTIVE, TURN_START, and ADJACENT_PLAY triggers. Examples include "cannot be moved," "adjacent friendly cards gain +1 to a corner," or "enemy cards adjacent to this cannot activate abilities."

PLACEMENT (Gold #FFD700) — Fires when the card is placed on the field. Covers ON_PLAY and ON_TARGET_FLIPPED triggers. Examples include "boost a corner," "draw a card from your deck," or "select a target for a hidden trap." Trap abilities receive an additional purple TRAP sub-badge, marking them as hidden triggered abilities exclusive to Shadowmine.

DEFEND (Orange #FF6B35) — Fires when this card would be flipped by an opponent. Covers the ON_FLIPPED trigger. These abilities can prevent or modify the incoming flip, enabling defensive reactions and counter-play.

CAPTURE (Gold #c8922a) — Fires after this card successfully flips an enemy card. Covers the ON_FLIP trigger. Abilities activate once per flip event; if you flip multiple cards in one placement, the ability triggers for each flip.

A card may have abilities from one or more categories, or none (vanilla Commons).

💎

Rarity System

Five tiers of power

Card rarity determines corner value ranges, ability complexity, and copy limits in a deck. Higher rarity cards are more powerful but harder to obtain and limited in copies.

Rarity Corner Total Max Single Corner Max Copies in Deck Abilities
Common 4-10 3 2 None — pure corner combat (vanilla)
Uncommon 7-14 4 2 1 ability (Aura, Placement, Defend, or Capture — Tier 1 of escalation chains)
Rare 10-17 5 2 1–2 abilities across categories, or 1 strong ability (Tier 2 of escalation chains)
Legendary 14-19 6 2 Powerful multi-category abilities (Tier 3 of escalation chains, or unique)
Heroic 17-20 7 1 Heroic multi-category abilities. Multiple powerful abilities attached to each card.

Each house has 51 cards: 18 Common, 15 Uncommon, 10 Rare, 5 Legendary, 3 Heroic.

Corner Total

Corner Total is the sum of all four corners. A Common with corners [3, 2, 1, 4] has a total of 10. A Legendary with [5, 5, 4, 5] has a total of 19. Corner values are randomly generated within the rarity's range when a card instance is created — so two copies of "Anvil Sentinel" will have different corner values.

Ability System

12 abilities per house — Chains and standalone

Each house has 12 unique abilities, organized into two categories: 3 escalation chains (3 tiers each, for 9 chain abilities) and 3 standalone abilities that exist outside the chain structure.

Escalation Chains

Each chain represents a core mechanic that grows in power across three rarity tiers: Uncommon (Tier 1), Rare (Tier 2), and Legendary (Tier 3). The same keyword escalates — modest at Uncommon, strong at Rare, devastating at Legendary.

Uncommon • Tier 1 Bolster Grant +1 to one corner of an adjacent friendly card
Rare • Tier 2 Rally Grant +1 to all corners of an adjacent friendly card
Legendary • Tier 3 Warlord's Command Grant +2 to all corners of all adjacent friendly cards

The example above shows Stillforge's Bolster chain. The Uncommon version is modest, the Rare version is strong, and the Legendary version is devastating. Each card in the chain has a unique name and fixed ability text, but they all belong to the same keyword family.

Standalone Abilities

In addition to the 3 chains, each house has 3 standalone abilities that appear on various Uncommon and Rare cards outside the escalation structure. These provide utility, flexibility, and secondary strategies that complement the chain mechanics.

12 Abilities Per House

9 Chain Abilities: 3 chains × 3 tiers (Uncommon, Rare, Legendary). These are the house's signature mechanics at escalating power levels.

3 Standalone Abilities: Additional abilities (Aura, Placement, Defend, or Capture) that appear on various Uncommon and Rare cards outside the escalation chains. These provide utility, flexibility, and secondary strategies.

For complete ability details, see the Abilities Reference.

🏰

The Five Dwarven Houses

Choose your allegiance

Each house represents a distinct philosophy of warfare, reflected in unique mechanics, visual identity, and playstyle. There are no hard elemental counters — matchups are soft (~55/45) based on how each house's mechanics interact with the others.

⚔️

Stillforge

The Anvil Guard

Playstyle: Raw Power & Immovable Defense
Stillforge cards hit hard and stay put. Their abilities boost corner values, anchor cards against displacement, and create resonance fields that strengthen nearby allies. They win through overwhelming stats and unshakeable board presence.

Core Mechanics: Temper, Bolster, Crush (chains) — Forge Seal, Rivet, War Tempo (standalone)

Hero: Thorgrim, the Anvil King — "I am the mountain. The mountain does not move."
🔮

Runeweaver

The Glyph Weavers

Playstyle: Control & Debilitation
Runeweaver doesn't fight fair — they weaken, silence, drain, and seal. Their cards strip enemy abilities, reduce corner values, and lock down the opponent's strategy. They win by making the enemy's cards worthless.

Core Mechanics: Mark, Suppress, Siphon (chains) — Calibrate, Dispel, Backlash (standalone)

Hero: Aelindra, the Rune Weaver — "Your strongest card? Allow me to read its fortune. Oh dear."
🔥

Embercrest

The Flame Callers

Playstyle: Aggressive Combos & Chain Flips
Embercrest fights like wildfire — one flip ignites the next. Their cards trigger chain reactions, force flips regardless of corner values, and echo abilities across the battlefield. High risk, massive reward.

Core Mechanics: Spark, Ignite, Static (chains) — Stoke, Kindle, Firestorm (standalone)

Hero: Kaelith, the Ash Herald — "One spark. That's all it takes to burn a kingdom."
🛡️

Stoneheart

The Deep Wardens

Playstyle: Endurance & Protection
Stoneheart outlasts everything. Their cards resist flips, shield neighbors, reclaim lost cards, and control zones of the battlefield. They don't need to attack — they just need to survive until the grid fills.

Core Mechanics: Fortify, Endure, Roots (chains) — Ward, Reclaim, Mountain's Ward (standalone)

Hero: Brynhild, the Warden — "The mountain does not yield."
🗡️

Shadowmine

The Unseen

Playstyle: Deception & Displacement
Shadowmine fights from the dark. They push, pull, and swap cards across the grid, set hidden traps on targets, and discard from enemy hands. Their mechanics create uncertainty and punish predictable play.

Core Mechanics: Push, Snare, Counter (chains) — Mirage, Pilfer, Shadow Swap (standalone)

Hero: Vex, the Phantom — "You were looking at the wrong corner. What a shame I moved it."

House Matchup Dynamics

No hard counters — every matchup is winnable

Gridhammer uses a house bonus system where each card's house determines a +1 or -1 modifier applied to the attacker's side sum during flip comparison. This bonus is calculated only at the moment of comparison — it is never stored on the card or accumulated. No matchup is worse than ~55/45 — skill always matters more than house selection.

vs. ⚔️ Stillforge 🔮 Runeweaver 🔥 Embercrest 🛡️ Stoneheart 🗡️ Shadowmine
⚔️ Stillforge Mirror Unfavored (-1) Slight Edge (+1) Favored (+1) Even
🔮 Runeweaver Favored (+1) Mirror Unfavored (-1) Even Favored (+1)
🔥 Embercrest Slight Edge (+1) Unfavored (-1) Mirror Unfavored (-1) Even
🛡️ Stoneheart Unfavored (-1) Even Favored (+1) Mirror Unfavored (-1)
🗡️ Shadowmine Even Favored (+1) Even Unfavored (-1) Mirror
How House Bonus Works

When your card attacks an adjacent enemy card, a +1 or -1 bonus is added to your attacking side's sum based on your card's house vs the defender's house. This bonus is applied only at the moment of comparison — it is never stored on the card, never accumulated, and never modifies corner values. It simply tips the scale during the flip check.

Example: Your Stillforge card (side sum = 8) attacks an adjacent Stoneheart card (defending side = 8). Stillforge gets +1 vs Stoneheart, so the comparison is 9 vs 8 — your card wins the flip.

Why These Matchups?

Runeweaver beats Stillforge (+1 vs -1) — Mark and Suppress neutralize Stillforge's stat advantages. Siphon drains boosted corners.

Stillforge beats Stoneheart (+1 vs -1) — Raw power breaks through shields. Bolster overcomes Fortify. Temper resists Endure.

Stoneheart beats Embercrest (+1 vs -1) — Fortify prevents chain flips from cascading. Ward blocks Spark damage. Roots anchor against displacement.

Stillforge & Embercrest clash aggressively (both +1) — Raw power meets explosive tempo. Both houses get a bonus when attacking the other, leading to high-flip volatile games.

Runeweaver & Shadowmine clash aggressively (both +1) — Disruption meets deception. Both get a bonus, making these matchups fast and deadly.

Embercrest & Runeweaver grind (both -1) — Suppress dampens chain flips while Ignite punishes disruption. Both sides are penalized, leading to slower, more tactical games.

Stoneheart & Shadowmine grind (both -1) — Immovable defense meets displacement. Neither gains an edge, making these matchups attrition-heavy.

🎮

Game Modes

Two battlefields, two strategies

Gridhammer offers two distinct modes on the same 4x4 grid, each with different victory conditions and pacing. The core mechanics remain identical — what changes is how you win.

Accord Format

4 × 4 Grid • 16 Slots
Deck Size40 cards
Hand Size5 cards
VictoryBoard Control
Duration15–20 min
AbilitiesAll Enabled
Rewards100%

War Format

4 × 4 Grid • 16 Slots
Deck Size40 cards
Hand Size5 cards
Victory150 Points
Duration20–25 min
AbilitiesAll Enabled
Rewards125%
All Abilities in All Modes

All abilities across all four display categories (Aura, Placement, Defend, Capture) are active in every mode. This keeps house identity consistent regardless of mode. The difference is purely in victory conditions and pacing.

🏆

Victory Conditions

How to win a match

Condition Description
Board Control (Primary) When the battlefield is full, the player controlling the most cards wins. Cards in your hand also count as cards you control.
Deck Out If a player must draw but has no cards remaining in their deck, that player loses immediately unless in 'War', then the discard pile is reshuffled and put back in their hand.
Sudden Death If both players control equal cards when the board is full, each draws 3 cards. The player with the highest total corner values across those 3 cards wins.
Concession A player may concede at any time, forfeiting the match.
📦

Deck Building

Forge your arsenal

Players build decks from their card collection to compete in each mode. Deck building is house-locked — each deck must belong to no more than 2 houses. You cannot mix cards from more than 2 different houses.

Mode Deck Size Max Legendary Max Heroes
Standard (4×4) 40 2 2
War (4×4) 40 2 2
Deck Building Rules

Single House or Dual House Only: All cards in a deck must belong to no more than 2 houses. No cross-house mixing beyond 2 houses.

Copy Limits: Common, Uncommon, Rare, and Legendary cards allow up to 2 copies each. Heroic cards are limited to 1 per deck.

Card Pool: Each house has 51 unique card templates. You select a subset to fill your 40-card deck.

No Duplicate Instances: Even if you have 2 copies of "Anvil Sentinel" in your deck, each instance has different corner values generated within the Rare range.

Deck Strategy: Since every card in a house has fixed abilities, deck building is about choosing which combination of abilities best suits your strategy and the mode you're playing. A Standard deck might favor high-corner vanilla cards for raw flipping power, while a War deck can afford to include more specialized combo pieces since the game extends beyond a single board fill.