Official Digital Adaptation

A digital adaptation of a classic two-player strategy game, with clear rules, hard choices, and a setting you can learn in an afternoon.

“A sharp, moreish contest that keeps inviting one more match. The kind of design that earns a permanent place on the table.”

Field Notes 95%

“The campaign is wide, but the decisions that carry it are few and exact. What looks like a sprawling war settles into a clean argument about timing, bluff, and when to spend your hand.”

Table and Map

“A welcoming way into a serious strategy game. New players can find the shape of a turn quickly, and the same position still has something to say on the tenth play.”

Campaign Journal 5/5
Tactical Depth • Elegant Rules

One Season, Two Armies

A short war over a river valley, played out across a handful of weeks. Hold the roads, read the stacks you cannot see, and decide which promises you can still afford to keep.

01

Fog of War

Armies march as stacks of hidden blocks. Your opponent sees how large a force is, not which captains are inside it. A tall stack may be a bluff. A short one may be the veterans you cannot afford to reveal early.

  • Hidden information carried over from the tabletop game
  • Clear markers for what you have seen and what is still unknown
  • A threat can hold a town without a battle ever being fought
02

Cards, Movement, and Loyalty

No dice are rolled. Cards are both your marching orders and your proof that a captain will actually fight. Spend them to cross the map, or keep them so your line holds when the battle starts.

  • Outcomes come from the cards you saved, not from a die roll
  • Question an enemy captain’s loyalty before the fighting begins
  • Every card used to march is one fewer commitment left for battle
03

Two Different Ways to Win

Each side is its own puzzle. One army is compact and loyal, pushing along a single road. The other is a wide coalition that must be held together as carefully as it is aimed at the enemy.

  • Win outright, or still be ahead when the season ends
  • Towns, bridges, and passes each change what a march is worth
  • Key locations add cards to your hand as well as points on the map
04

Solo, Live, and Play by Turn

Practice against a solo opponent that will call a bluff, sit down for a live match, or leave several games open and answer each one when you have the time.

  • A guided first game for players new to the tabletop version
  • A full record of the match, and a reveal of every hidden stack at the end
  • The rules are enforced for you, so the attention stays on the plan
05

Made to Feel Like the Board

The screen should feel as considered as a printed board. Blocks settle onto the map, the interface stays out of the way, and a short glossary explains the places and people you will actually meet.

  • Switch between tactile blocks and flat counters when you want a clearer read
  • Notes on the towns, roads, and captains in the campaign
  • Room to slow the animations down or turn them off
Ashmere
Coming to Steam

Coming soon

  • Win
  • Mac
  • Linux
About Us

Lazy Marmot Games

Lazy Marmot Games is an independent studio focused on deep strategy games.

Founded by a former Google engineer who left Big Tech to pursue a lifelong passion for tabletop strategy games, the studio bridges the gap between classic board gaming and modern digital design.

Our first release is a two-player strategy game brought to the screen with the same decisions as the board, and with the bookkeeping handled for you.

Get in Touch

Contact Us

Questions about the game, press requests, or an idea for working together.