Gomo-Fu is Gomoku with a card layer laid over it. The board game underneath is untouched: place a stone each turn, five in a row wins, and nothing can undo a completed five.
The cards are what change. They slide stones, seal off intersections, burn clusters away, and let you read the hand your opponent is holding. A quiet game of shapes becomes a fight where every turn costs you something.
Energy banks between turns. Spend a little every turn, or sit on it and save for something that rearranges the whole board.
Plain Gomoku is solved. With perfect play the first player wins, which is why serious play leans on swap rules and restricted openings to patch the imbalance.
Cards break that certainty. A blocked four is no longer dead, a lost position is no longer lost, and the read on your opponent matters as much as the shape on the board.
This build is the combat core on its own. The wider game is an RPG: a semi-open world of towns and forests, regions to travel through, warriors to meet and recruit, and cards earned from opponents, shops and packs. Deckbuilding, ultimate cards, reactive cards played on your opponent's turn, and story mode are all still to come.
Five in a row, and everything that gets in the way
Place a stone each turn. Five in a row wins, and nothing can undo it. The cards are what change: they slide stones, seal intersections, burn clusters away, and let you read the hand your opponent is holding.
Two Birds Workshop · prototype