2017Brad Andres, Erik Dahlman (I), Nate French, Tyler Parrott
- Videos
- 57
- Creators
- 26
2 players45 - 90 minVery heavy weight

2023Ryan Collins
Mainly reviews and how-to-play. Siege Command is covered on BoardGameVideo.com by 1 reviews, 1 how-to-play guides, 1 recorded sessions, 1 unboxings, and 1 other video.
From BoardGameGeek
Siege Command is a two-player, lane-based strategy game containing a mixture of simultaneous planning and turn-based strategy. Deploying a variety of Units and casting powerful Spells, players battle for control over the Turrets in each of the 4 lanes in order to destroy their opponent's walls. In the simultaneous Planning Phase, both players place a Unit card from their hand face-down in front of each of the 4 lanes (or a Bluff card to hide their intent) and Spell cards off to the side of the battlefield. Once both players are ready, they reveal their played cards, pay the combined energy cost, and attempt to predict their opponent's strategy before proceeding to the turn-based Action Phase. In the Action Phase, both players alternate resolving a single card at a time until all cards on the table have been resolved. Players can choose to resolve any Spell or Unit on the table in any order they wish. When resolving Units, players must resolve all of its Action Points in a single activation and then exhaust that Unit for the duration of the round. The main objective during this phase is to establish and maintain control over the battlefield and Turrets, while trying to keep Units alive long enough to reach the opponent's walls. After the Action Phase, any captured Turrets deal damage directly to the controller's opponent and the game proceeds to the next round following a quick Refresh Phase. Gameplay continues in this manner over several rounds until one player (or both) reach 0 health. If one of the players remains with at least 1 health, they are declared the winner - if not, the game ends with both players standing among the smoldering ashes of their outpost in a draw.
Siege Command has 5 videos from 5 creators: 1 review, 1 how-to-play guide, 1 playthrough, 1 unboxing and 1 other video. They date from 2021 to January 2024.
To learn the rules, start with "Siege Command: A 1 Minute Tutorial" by 1 Minute Board Games, which runs 1 min.
For an opinion before you buy, start with "Siege Command - DT Preview with Mark Streed" by The Dice Tower. To see it played, watch "Siege Command | Round Playthrough" by LonelyMan BGs.
If you like it, try Legend of the Five Rings: The Card Game, The Guns of Gettysburg, Julius Caesar: Caesar, Pompey, and the Roman Civil War or Pax Hispanica, which share several of its mechanics.
2017Brad Andres, Erik Dahlman (I), Nate French, Tyler Parrott
2 players45 - 90 minVery heavy weight
2013Bowen Simmons
2 - 4 players180 minHeavy weight
2010Grant Dalgliesh, Justin Thompson
2 players60 - 180 minMedium weight
2025Phil Eklund
1 - 5 players60 - 150 minVery heavy weight
From BoardGameGeek:
Siege Command is a two-player, lane-based strategy game containing a mixture of simultaneous planning and turn-based strategy. Deploying a variety of Units and casting powerful Spells, players battle for control over the Turrets in each of the 4 lanes in order to destroy their opponent's walls. In the simultaneous Planning Phase, both players place a Unit card from their hand face-down in front of each of the 4 lanes (or a Bluff card to hide their intent) and Spell cards off to the side of the battlefield. Once both players are ready, they reveal their played cards, pay the combined energy cost, and attempt to predict their opponent's strategy before proceeding to the turn-based Action Phase. In the Action Phase, both players alternate resolving a single card at a time until all cards on the table have been resolved. Players can choose to resolve any Spell or Unit on the table in any order they wish. When resolving Units, players must resolve all of its Action Points in a single activation and then exhaust that Unit for the duration of the round. The main objective during this phase is to establish and maintain control over the battlefield and Turrets, while trying to keep Units alive long enough to reach the opponent's walls. After the Action Phase, any captured Turrets deal damage directly to the controller's opponent and the game proceeds to the next round following a quick Refresh Phase. Gameplay continues in this manner over several rounds until one player (or both) reach 0 health. If one of the players remains with at least 1 health, they are declared the winner - if not, the game ends with both players standing among the smoldering ashes of their outpost in a draw.
Designer
Ryan Collins
Artist
Rob Nix
Publisher
Outland Entertainment
Categories
Mechanics