Corps & Columns

A Strategy Card Game for Two Players

Marshal your forces, fortify your wall, and breach the enemy's defenses to capture their King.

I. Overview

Corps & Columns is a two-player strategy card game played with a standard 54-card deck (including two Jokers). One player commands the Red suits (Hearts & Diamonds) and the other commands the Black suits (Spades & Clubs).

Players arrange their forces into Columns separated by a fortified Wall. Through careful positioning, cunning use of Generals, Spies, and Engineers, each player maneuvers to breach the enemy wall and ultimately capture the opposing King.

The game unfolds across repeating cycles of four Seasons — Fall, Winter, Spring, and Summer — with combat only permitted during Summer.

II. Components

A standard 54-card deck is split by color. Each player's half contains the following key pieces:

PieceCardsRole
King1 King of your colorYour objective to protect — the enemy wins by capturing it
Queen1 Queen of your colorPlaced at the bottom of Column 2 during setup
Generals2 JacksEnable row movement when placed at the end of a row
Engineer1 JokerLocks a Wall brick permanently, blocking that column from attack
Spies3 cards (dealt randomly)Replace cards on your board or remove enemy cards
TroopsRemaining cardsFill columns and the wall; their values determine attack & defense strength

Card Values

For all totaling purposes: Ace = 1, numbered cards = face value (2–10), Queen & King = 10. Jacks (Generals) and Jokers (Engineers) have no numerical value.

III. Setup

  1. Separate by color. Split the deck into Red (Hearts + Diamonds + 1 Joker) and Black (Spades + Clubs + 1 Joker). Each player takes their color.
  2. Remove Generals. Pull out both Jacks from your half and set them aside in your Fort.
  3. Set aside King & Queen. Remove one King and one Queen of your color — these will anchor the bottom of Columns 1 and 2.
  4. Deal the Wall. Deal 5 cards face-up in a horizontal row — these are your Bricks. One Brick per column. Set your Engineer (Joker) aside.
  5. Deal Spies. Deal 3 cards face-up and set them aside as your Spies.
  6. Deal the Columns. Deal the remaining cards face-up into 5 columns. The King and Queen anchor the bottom (Row 1, farthest from the Wall), and Troops fill rows toward the Wall:
    Row 1 (bottom): King in Col 1, Queen in Col 2
    Row 2: 2 Troops (Cols 1–2)
    Row 3: 3 Troops (Cols 1–3)
    Row 4: 4 Troops (Cols 1–4)
    Row 5 (closest to Wall): 5 Troops (Cols 1–5)

Board Layout

Each player's side mirrors the other across the Wall. The columns taper — Column 1 is the tallest (5 rows, anchored by the King at the bottom), and Column 5 is the shortest (1 row). Each player has their own Wall of 5 Bricks plus their Engineer. The King and Queen sit at the farthest point from the Wall (Row 1), with Troops filling rows toward the Wall.

Col 1
Col 2
Col 3
Col 4
Col 5
Row 1
King
Queen
Row 2
Troop
Troop
Row 3
Troop
Troop
Troop
Row 4
Troop
Troop
Troop
Troop
Row 5
Troop
Troop
Troop
Troop
Troop
GEN
Red Wall
Brick
Brick
Brick
Brick
Brick
ENG
Black Wall
Brick
Brick
Brick
Brick
Brick
ENG
Row 5
Troop
Troop
Troop
Troop
Troop
GEN
Row 4
Troop
Troop
Troop
Troop
Row 3
Troop
Troop
Troop
Row 2
Troop
Troop
Row 1
King
Queen

Board layout — Red (top) vs. Black (bottom). Each player has their own Wall. King & Queen sit at Row 1 (farthest from the Wall). Generals start in the Fort (off-board).

IV. Determining Turn Order

Both players reveal their three Spies and total their values (Ace = 1, 2–10 = face value, Queen/King = 10). The player with the lower total goes first.

Jacks (Generals) and Jokers (Engineers) are never used for totaling and have no point value.

V. The Seasons

The game is played in repeating cycles of four seasons. Each player takes one turn per season, then the season advances. After Summer, the cycle restarts at Fall.

FallMove & Position
WinterMove & Position
SpringMove & Position
SummerAttack or Move
Attacking is only permitted during Summer. During Fall, Winter, and Spring, players may only reposition their forces.

VI. Moves & Actions

On your turn, you perform one action. After your action, the other player takes their turn. The following actions are available:

Swap in a Column

Move a card to any of the 5 slots within its column. If the destination slot is occupied, the two cards swap positions. If the destination is empty, the origin slot becomes empty. The King at the bottom of Column 1 can never be moved.

Place a General

Take a General from your Fort and place it at the end of a row. You may also move one card within that row on the same turn. Once placed, that row stays unlocked for card movement on future turns.

🏰

Recall a General

Move a General from a row back to your Fort. This uses your entire turn. On a subsequent turn, you can redeploy that General to a different row.

Move in a Row

If a General is stationed at the end of a row, you may move a card within that row (swap with another card or move to an empty slot).

🕵

Play a Spy

Place one Spy card onto the board. See the Spies section for full details. Limited to one Spy per turn.

Attack (Summer Only)

Declare an attack against an opposing column. See the Attack section for full rules. Attacking is your entire turn — you cannot move and attack on the same turn.

VII. The Wall

The Wall is a row of 5 Bricks (cards) that separates your forces from the enemy's. Each Brick sits at the end of a column and serves as a defensive barrier.

Wall Movement

On your turn, you may swap cards within your own wall — rearranging which Brick defends which column. You may also play a Spy onto your wall to replace a Brick.

The Engineer

Your Engineer (Joker) starts at the end of your wall. At any point, you may place the Engineer onto one of your Bricks to permanently seal that column crossing. The enemy can never attack through that Brick.

Caution: Once you place your Engineer on a Brick, your wall is frozen. You can no longer swap, move, or replace any cards in the wall for the rest of the game. Choose wisely.

VIII. Spies

Each player has 3 Spy cards set aside during setup. Playing a Spy is a powerful but limited action — you may play only one Spy per turn.

Spy on Your Own Board

Place the Spy onto your side of the board, replacing one of your existing cards. The replaced card is removed from the game entirely (set aside, out of play).

Spy on the Enemy Board

Place the Spy onto the opponent's side of the board, removing one of their cards from the game. However, once a Spy is placed on the opponent's board, it is locked in place permanently — neither player may move it for the rest of the game.

Spies placed on the enemy's board become immovable obstacles, but they also add to the column's total since they have a card value. Use them strategically.

IX. Attacking

Attacking is the core combat mechanic and is only permitted during Summer. Attacking uses your entire turn.

Attack Requirements

To attack an opposing column, two conditions must be met:

  1. You need a card in your column with a value equal to or higher than the opposing wall Brick. If the Brick guarding the column is a 10, you must have at least a 10 in your attacking column.
  2. Your column total must exceed the enemy column total plus their wall Brick. Your attacking total is only the cards in your column (your own wall Brick does not count toward your attack). The defender's total includes their column cards plus the wall Brick protecting that column.

Attack Calculation

Your Column
23
Attack total
vs.
Their Brick
7
+
Their Column
15
Defense total = 22

23 > 22 — Attack succeeds!

Defense: Your wall Brick does count toward your total when you are the one being attacked. So the wall strengthens defense but not offense.

Successful Attack

When an attack succeeds, all cards in the defeated column are flipped over. That column becomes a Path — an open corridor. From a Path, the attacker may now launch attacks against the columns to the left and right of the breached column, as long as they meet the numerical requirements.

The Engineer's Block

If the defending player has placed their Engineer on the Brick guarding a column, that column cannot be attacked through, permanently. The attacker must find another route.

X. Victory

The game ends when a player successfully attacks and captures the enemy King at the bottom of Column 1. Since the King cannot be moved, the defending player must protect it by strengthening Column 1's defenses, fortifying the wall, and using Generals, Spies, and the Engineer strategically.

Capture the King. Win the war.

Quick Reference

CardValueSpecial Role
Ace1
2 – 10Face value
Queen10Anchors Column 2
King10Anchors Column 1 — capture target
JacksN/AGenerals — unlock row movement
JokersN/AEngineers — permanently seal a wall Brick