Compare Four Kings One War prices across 50+ stores and find the best deal. Developed by StaplesVR. Published by StaplesVR. Released on 7/25/2021. Available on PC, Mac. Genres: Strategy.

Chess with two armies per player and two moves per turn sounds like a neat twist. A 54% mixed reception on Steam suggests the execution has a few gaps the concept doesn't cover.

I'll be straight with you: I'm a shooter guy, and a chess-derived turn-based strategy game is about as far from my lane as it gets. But I've spent enough time with Four Kings One War to give you a real read on whether the central mechanical idea holds up. The pitch is genuinely interesting. Each player commands two full armies on a 192-square colosseum-style board, and you get two moves every turn. That double-move structure is the whole game, and it does shift how you think. You can't rely on memorised openings the way you can in standard chess, because the state-space after just a few turns is wildly larger, and coordinating two armies across one turn opens up legitimate flanking and feint opportunities that standard chess physically can't produce. The win condition is capturing both of your opponent's kings, not one, which forces a more distributed attack and makes turtling harder to sustain. Piece movement carries over from chess but with some modifications. Pawns can advance one, two, or three squares per turn. Knights can double-hop. The queen-and-knight combination in the endgame seems to be the community's consensus closer, and getting there feels satisfying when it clicks. The AI runs on multiple difficulty tiers, easy through extreme, so solo players have something to calibrate against before stepping into online PvP, which is cross-platform between PC and Mac. Where things get complicated is in the community and production side. Steam reviews sit at a mixed 54% across roughly 195 reviews, and the player count is thin enough that finding a live online opponent requires either scheduling or patience. The game has a real-money VR DLC and the environments, New Zealand bush, waterfall arena, underground abyss, glow worm cave for replays, are genuinely distinctive and well-themed. But a small developer building a ranked multiplayer ecosystem around a novel chess variant is a hard sell in 2024 when the matchmaking pool is this sparse. The solo AI gets you only so far, and the concept probably shines brightest as a two-player pass-and-play or arranged online session, not a drop-in competitive ladder. For the specific type of person this targets, someone bored with how solved classical chess has become, willing to learn a new ruleset from scratch, and already has a friend to play with, there is a genuinely fresh strategic experience here. The double-move mechanic is not a gimmick; it changes how you read the board, and the designer has clearly thought seriously about it since the concept's original inception back in 1999. The production is indie-tier and the online population is not healthy, but the core idea is sound. Go in with realistic expectations about finding live opponents and this can be a quietly rewarding niche pick. Fred, Scout Team

Four Kings One War
Strategy

Four Kings One War

Jul 25, 2021StaplesVR
GamerScout Says

Chess with two armies per player and two moves per turn sounds like a neat twist. A 54% mixed reception on Steam suggests the execution has a few gaps the concept doesn't cover.

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About Four Kings One War

I'll be straight with you: I'm a shooter guy, and a chess-derived turn-based strategy game is about as far from my lane as it gets. But I've spent enough time with Four Kings One War to give you a real read on whether the central mechanical idea holds up. The pitch is genuinely interesting. Each player commands two full armies on a 192-square colosseum-style board, and you get two moves every turn. That double-move structure is the whole game, and it does shift how you think. You can't rely on memorised openings the way you can in standard chess, because the state-space after just a few turns is wildly larger, and coordinating two armies across one turn opens up legitimate flanking and feint opportunities that standard chess physically can't produce. The win condition is capturing both of your opponent's kings, not one, which forces a more distributed attack and makes turtling harder to sustain. Piece movement carries over from chess but with some modifications. Pawns can advance one, two, or three squares per turn. Knights can double-hop. The queen-and-knight combination in the endgame seems to be the community's consensus closer, and getting there feels satisfying when it clicks. The AI runs on multiple difficulty tiers, easy through extreme, so solo players have something to calibrate against before stepping into online PvP, which is cross-platform between PC and Mac. Where things get complicated is in the community and production side. Steam reviews sit at a mixed 54% across roughly 195 reviews, and the player count is thin enough that finding a live online opponent requires either scheduling or patience. The game has a real-money VR DLC and the environments, New Zealand bush, waterfall arena, underground abyss, glow worm cave for replays, are genuinely distinctive and well-themed. But a small developer building a ranked multiplayer ecosystem around a novel chess variant is a hard sell in 2024 when the matchmaking pool is this sparse. The solo AI gets you only so far, and the concept probably shines brightest as a two-player pass-and-play or arranged online session, not a drop-in competitive ladder. For the specific type of person this targets, someone bored with how solved classical chess has become, willing to learn a new ruleset from scratch, and already has a friend to play with, there is a genuinely fresh strategic experience here. The double-move mechanic is not a gimmick; it changes how you read the board, and the designer has clearly thought seriously about it since the concept's original inception back in 1999. The production is indie-tier and the online population is not healthy, but the core idea is sound. Go in with realistic expectations about finding live opponents and this can be a quietly rewarding niche pick. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcross-platformtier:indieChess VariantDouble-Move MechanicAI Difficulty TiersAsync-FriendlyVR CompatibleColosseum ArenaEndgame TacticsLow Playerbase

System Requirements

Minimum

OS
Windows 10
Memory
8 GB RAM
Network
Broadband Internet connection
Storage
5 GB available space
Graphics
Nvidia GTX 1060 6gb
Processor
i7 3.0 ghz

Reviews & Ratings

No ratings available

Game Info

Developer
StaplesVR
Publisher
StaplesVR
Release Date
Jul 25, 2021

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