Ground Zero

For a Militant, Sovereign, Cavalier, Dreadnaught, Archer or Assassin that reaches Ground Zero, on the piece's next move, its movement doubles. The player has the option to use the doubled capability of the piece or the normal capability of the piece as his strategy dictates.

Dashed lines indicate the expanded move


The Militant Militant Ground Zero Movement

If a Militant lands on Ground Zero without promotion, its next movement may be across two flats in any flat axis, including a move of one space and a capture.

The Militant still may not move two spaces then capture.

After moving off of Ground Zero, the Militant is Hatted (see Hatted Militant) and its movement and capturing becomes the same as that of the Sovereign for the remainder of the game (see The Sovereign).

If a previously Hatted Militant lands on Ground Zero, its movement is that of the Sovereign on Ground Zero (see below).


The Sovereign Sovereign Ground Zero Movement

The normal Sovereign move is one space along any of the flat or line axes available from its current position.

The Ground Zero Sovereign move is two spaces along any of the flat or line axes available from its current position.


The Cavalier Cavalier Ground Zero Movement

The normal Cavalier movements

  1. Three flats along any flat axis, then two flats diagonally away from the third space.
  2. Two flats along any flat axis, then one flat diagonally away from the second space.
The Ground Zero Cavalier movements
  1. Six flats along any flat axis, then four flats diagonally away from the sixth space.
  2. Four flats along any flat axis, then two flat diagonally away from the fourth space.

Cavalier Area of Influence Cavalier Ground Zero Area of Influence

Blue spaces are the doubled Area of Influence.
Light blue spaces are the normal Area of Influence.


The Dreadnaught

Dreadnaught Ground Zero Movement

The normal Dreadnaught move is four flats, capturing all pieces along the axis.

The Ground Zero Dreadnaught move is eight flats, capturing all pieces along the axis.

Note:   The Dreadnaught may still not capture its own Sovereign.


The Archer

Archer Ground Zero Movement by Flats

The normal Archer move is one flat or one line in any direction and capture four flats away.

The Ground Zero (#gz) Archer move is two flats or two lines in any direction and capture eight flats away.

Archer Ground Zero Movement by Lines

The normal Archer move is one flat or one line in any direction and capture four flats away.

The Ground Zero (#gz) Archer move is two flats or two lines in any direction and capture eight flats away.


The Archer Field of Fire

Archer Ground Zero Field of Fire

Blue spaces are the doubled Field of Fire.
Light blue spaces are the normal Field of Fire.


The Assassin

Assassin Ground Zero Movement by Flats

The normal Assassin move is one flat and two lines or one line and two flats, in any direction.

The Ground Zero (#gz) Assassin move is two flats and four lines or two lines and four flats, in any direction.

Assassin Ground Zero Movement by Lines

The normal Assassin move is one flat and two lines or one line and two flats, in any direction.

The Ground Zero (#gz) Assassin move is two flats and four lines or two lines and four flats, in any direction.


The Assassin Area of Influence

Assassin Ground Zero Area of Influence

Blue spaces are the doubled Area of Influence.
Light blue spaces are the normal Area of Influence.

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