Gambonanza cover artGame file / ROGUE BY ROGUE
One more run.

Gambonanza

Turn-based strategyStrategy & tactics

Gambonanza is a tactical roguelike that sets chess pieces on a tiny board. Forget traditional chess and embrace the chaos of breaking the balance! Spend your money on rule-bending upgrades, board tiles and pieces. Experiment with illegal combinations and face off against iconic bosses!

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Core gameplay25%—
Builds & strategy25%—
Replayability20%—
Randomness & fairness20%—
Polish & usability10%—
Scoring methodology ↗
YOUTUBE + BILIBILI / VIDEO

Video reviews

2 videos

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Review sources

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Excluded from our score

Archived third-party reviews and community material may refer to different versions. External opinions and ratings are presented separately; consult the original videos for their full context.

Community discussion

A Balatro-style chess roguelike where you fight on a tiny board, buy rule-bending Gambits (joker equivalents), board tiles and pieces, and must capture every enemy piece rather than just the king.

Gambonanza launched May 1, 2026 (Steam, iOS, Android) from Blukulele, co-published by Sidekick and Stray Fawn, and sits at Mostly Positive on Steam (about 74-76% of roughly 1,700 reviews; recent reviews ~73%). Critics are split: Metacritic shows a 64 Metascore from 5 reviews, ranging from 90 (DualShockers) to 40 (Destructoid), with a user score of 7.3 from a small sample. Fans enjoy the addictive synergy-building loop, the presentation and the chess-meets-Balatro hook. Detractors find it shallow and unbalanced, with a weak AI, permanent piece loss that discourages trading, and a few dominant builds. It is a full release that still has an active Steam forum with bug reports and difficulty-balance questions, not abandoned, but I found no concrete patch notes in the pages I could read.

What players praise

  • Strong high-concept hook: Balatro-style run building applied to chess, with Gambits that change piece and board rules (150+ advertised)
  • Slick, polished presentation: CRT pixel-art look, smooth animations, catchy music and a clean interface
  • Addictive 'one more run' synergy building when a combo lands, e.g. mass-producing pieces or chaining skipped enemy turns
  • Easy to pick up for people who only know basic chess moves, and some players say it quietly teaches chess tactics
  • Unlockable Gambits and higher difficulties extend replay beyond the first win
  • Tiles, enemy modifiers and boss fights add tactical puzzle variety; some reviewers call bosses and tile upgrades the highlight
  • Short-session friendly, especially on mobile and Steam Deck
  • Mobile and PC versions exist, and several players like the low mobile price

What players criticize

  • Enemy AI is weak or effectively random unless it can capture, so the optimal play is often to burn turns and wait for it to blunder a piece
  • Permanent loss of captured pieces across the run means trades and sacrifices, the heart of chess, are punished and the economy drains on replacing pieces
  • Balance: queens outclass other pieces, duplication and skip-turn Gambits are overpowered, phantom-to-gold tile combos dominate, while many Gambits are weak or rely on 1/3 to 1/5 random triggers
  • Crumble mechanic (tiles falling away to end stalling) and some enemy modifiers feel random and can decide or ruin a run
  • Unskippable animations and boss cutscenes with no speed-up option make the game feel slow on PC
  • Repetition: identical starting board layouts per stage, builds locking in early, low variety in pieces and tiles
  • Heavily derivative of Balatro in art, UI, sound and loop, which some reviewers saw as near copy-paste
  • Bugs and rough edges reported: achievement and Gambit interaction bugs, lost progress in one review, resolution shared across devices, no cross-save
  • Price: several top-voted reviews (85 and 161 helpful votes) say $14.99 on Steam is too high for the content, especially since the mobile version is about $6 and includes a PC copy

Distinctive features

  • Win condition is capturing every enemy piece, not checkmate, which removes check and pin logic
  • Gambits rewrite chess rules and piece behavior, and a reserve system lets you deploy pieces from off the board
  • Pieces are a permanent run resource: losing one removes it for the whole run, tying chess tactics to a shop economy
  • Tiles on the board (trap, gold, ghost, blessed) plus a crumbling-board timer that forces action
  • Gacha, pachinko and slot-style mini-games for acquiring pieces and items
  • Mobile-first origin (simultaneous iOS/Android release with a port by Ateo) with a Steam version that has controller and Steam Deck support

Divided opinions

  • Whether a chess game should lean on chance: fans say it's a chaotic synergy builder, not Stockfish chess, while others say randomness removes skill
  • The Balatro comparison: some love it as 'Balatro but chess', others say it is only a thin clone or that it is a different game entirely
  • AI difficulty: some call it easy and dumb, others say reviewers did not get past stage 3 and later stages punish mistakes hard
  • Price: $14.99 Steam feels too high to some given a cheaper mobile version and Balatro's price, while others call it a fair buy, and Steam-specific discussion notes mobile is cheaper

Repetition and friction

  • Waiting moves and passing turns until the AI hangs a piece, which some players describe as effectively AFK play
  • Long unskippable animations, especially the roughly 15-second boss intros, plus a gacha opening delay
  • Rerolling the shop and chasing specific pieces or Gambits via gacha RNG to complete a build
  • Repetitive runs because stage layouts repeat and the same strong Gambits get picked every time
  • Higher difficulties (queen strain and above) that feel more like RNG or forced resets than tactical depth, with Gambits expiring
  • Text is small and hard to read on Gambit tooltips

Hoped-for improvements

  • Add an animation and game speed option or skippable boss cutscenes
  • Make the enemy AI play to win and rework the stalling meta (for example make piece loss partial or chance-based, or restore pieces between stages)
  • Rebalance the economy, especially strain 2 price and income changes and queen-strain perishable Gambits
  • Buff or redesign weak Gambits, reduce low-probability triggers, and nerf the dominant queen/duplication/tile combos
  • Add more pieces (e.g. fairy pieces), upgrades, tiles, board layouts and music for replay variety
  • Add an undo or confirm-move option, larger or clearer text for tooltips, and cross-save between platforms

Launched May 1, 2026 on Steam (Windows/Mac/Linux, $14.99) alongside iOS and Android. Steam ratings stayed steady at Mostly Positive (about 74-76% overall, about 73% recent), so reception has not collapsed or recovered much. The most-upvoted negative review (about 390 helpful votes) and several others complain about slow unskippable animations, economy balance and AI, and many positive reviews recommend it on sale. Several reviewers note the mobile version is cheaper and feels better suited to short touch sessions, and a few Steam reviews mention needing a speed option on PC. The Steam forum has 291+ topics with bug reports (achievements, specific Gambits, graveyard, Steam Deck) and questions about difficulty plans; I could not confirm specific patch notes or developer responses. OpenCritic could not be verified, and Reddit was not accessible to fetch. Steam revenue estimates from the local dataset are zero/unavailable, so no sales figure is stated. Steam lists owners in the 0-20,000 range per the SteamSpy field, which is not meaningful.

Archived creator commentary 1

Third-party summaries based on automatic captions may contain transcription or interpretation errors.

Tier list Part 5 (2026)

Gambonanza is a chess-based roguelike often described as a Balatro-like chess game, with blind-style boards, a shop for jokers-equivalents (gambits), new pieces and board upgrades. He feels the roguelike layer dominates and the chess itself gets lost quickly, leaving him with a muddled in-between design. Randomness, permanent piece loss, hard-to-assemble builds and a dumb random AI annoy him. He enjoys the tutorial, bosses and music, but calls it an inferior chess roguelike to Below the Crown and places it low B.

What the creator praises

  • Tutorial is great and explains everything clearly
  • Bosses are unnecessarily cool and impressive
  • Music copies Balatro's layered, iconic-feeling soundtrack successfully
  • Unique concept with a great vibe that many people enjoy
  • Some builds where everything clicks feel great
  • Board upgrades are a cool substitute for Balatro's tarot cards

Issues raised by the creator

  • Lots of randomness, including the board crumbling, which can help or hurt a lot
  • Losing pieces permanently makes strategy and build-paths feel costly and annoying
  • Builds and gambits are too specific and hard to synergize, especially early in shop
  • Chess thinking is lost quickly; fast pacing conflicts with chess, caught between being chess and being a roguelike
  • AI moves randomly and unpredictably, so you can't outplay it; you often just wait for a safe capture
  • Queen is always best, undermining piece diversity despite gambits

Design observations

  • Balatro-style blinds and shop pacing applied to chess, with gambits as jokers
  • Board itself is upgradable via special spots
  • Crumbling board pressures you to clear fast, unusual for chess
  • Design lesson: he would rather it fully lean into roguelike and drop chess purism
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