The Pieces

The Token Token
The Token is not a playing piece.

It identifies the player with the Move.

The Move remains with the player until the Token is passed to the next player.

While in possession of the Token, a player may move and return any number of his pieces, one at a time, to determine which move is the best.

The player with the Move may not pass the Token without moving one of his pieces from the position it was in before receiving the Token.

The Token is considered to be passed when the player with the Move places it in front of the next player in the play sequence, and releases it.

At this instant, the Move has passed to the next player and can not be returned to the previous player.


The Militants Militant Movement
The Militant moves one space foreword across a flat or performs a capture on a diagonal of one space. The capture may only be on a diagonal, either across a flat or along a line.

Optionally, on only the first move, the Militant can move two spaces foreword across two flats, including a move of one space and a capture. The Militant can never move two spaces then capture.

There is no Militant move that is the equivalent of the En Passant move in Chess.

Promotions

A Militant may be promoted when it achieves its Center Line or a Base Line. The Promotion must be perfromed before the Tokin is passed.

If a Militant advances onto or across its Center Line, it is the player's choice to promote it to any higher powered sibling piece except the Sovereign. The promotion is not limited to pieces that have been captured.

If the game is scored the player receives the point value equal to the capture points for the promoted piece (see Scoring The Game).

If the promoted piece is a Prelate, the next move of the piece qualifies as the Prelate first move (see The Prelates).

Hatted Militant

Militant Hat If a Militant reaches its Center Line and is not promoted, a Militant Promotion Hat is placed on the unpromoted Militant. The Militant is then referred to as a Hatted Militant. Hating is delayed until after the Militant moves if the Center Line spa ce is Ground Zero (see The Militant on Ground Zero).

If the game is scored, the Hatted Militant has twice the point value of a normal Militant (see Scoring The Game).

The movement and capturing of a Hatted Militant is the same as the Sovereign for the remainder of the game (see The Sovereign).

If a Hatted Militant reaches a Base Line, the player must choose one of three options before the Token is passed:

  1. Promote the Hatted Militant to one piece

    The promoted piece may be any capital (non-Militant) playing piece including a captured or removed Sovereign.
    The promotion is not limited to pieces that have been captured.

    The promoted piece is a sibling
    In this case, the promoted piece takes the place of the Promoted Militant on the board.

    If the game is scored the player receives the point value equal to twice the capture points for the promoted piece (see Scoring The Game).

    The promoted piece is not a sibling
    In this case, the promoted piece may take the place of the Promoted Militant on the board or it may be placed on any empty Base Line space of the promoted piece's color.

    If the game is scored the promoting player and the promoted player receive the point value for the promoted piece equal to the retention points for the promoted piece for a draw game (see Scoring The Gam e).

    The promoted piece is a Sovereign that is not on the board (see Sovereign Resurrection)
    In this case, the resurrected Sovereign may take the place of the Promoted Militant on the board or it may be placed on any empty Base Line space of the resurected Sovereign's color.

    If the game is scored the player receives the point value equal to twice the capture points for the resurrected Sovereign (see Scoring The Game).

  2. Promote the Hatted Militant to two pieces

    The promoted pieces may be any capital (non-Militant) playing pieces excluding a captured or removed Sovereign.
    The promotion is not limited to pieces that have been captured.

    Both promoted pieces are siblings
    In this case, one of the promoted pieces replaces the Hatted Militant. The other promoted piece is located in any empty space on the promoting Base Line or in any empty space on the Hatted Militant's home Base Line.

    If the game is scored the player receives twice the point value equal to the capture points for both of the promoted pieces (see Scoring The Game).

    Both promoted pieces are from other active Sovereigns
    In this case, one of the promoted pieces replaces the Hatted Militant. The other promoted piece is located in any empty space on the promoting Base Line or any empty space on the promoted piece's home Base Line.

    If the game is scored the promoting player receives the point value for both the promoted pieces equal to the retention points for those pieces for a draw game and the promoted players each receive the point value for their promoted piece equal to th e retention points for their promoted piece for a draw game (see Scoring The Game).

    One promoted piece ia a sibling and one promoted piece is from some other active Sovereign
    In this case, the promoted sibling piece replaces the Hatted Militant. The other color promoted piece is located in any empty space on the promoting Base Line or any empty space on the promoted piece's home Base Line.

    If the game is scored the promoting player receives twice the point value equal to the capture points for the sibling promoted piece and the promoting player and the promoted player each receive the point value for the promoted piece equal to the ret ention points for a draw game (see Scoring The Game).

  3. Do not promote the Hatted Militant

    In this case the movement and capturing of the Hatted Militant remains unchanged.

    If the game is scored no scoring occurs.

Sovereign Resurrection

If the promoted piece is a captured or removed Sovereign, the Sovereign is said to have been resurrected. In this case, all of the resurrected Sovereign's pieces that remain on the board return to play. The player that executed the resurrection mus t play his own and the resurrected Sovereign's pieces (in normal playing order) for the remainder of the game. The resurrected Sovereign does not have to be that of the achieved Base Line. The resurrected Sovereign may be placed on any available spac e in its own base line or in the space of the Militant that resurrected the Sovereign.

Unlike the other capital pieces, there may not be more than one Sovereign of each color active on the board. So promotion notation does not apply to a resurrected Sovereign.

If the game is scored, the player that originally captured the resurrected Sovereign is not penalized any points for the resurrection (see Scoring The Game).


The Alcazars Alcazar Movement
The Alcazar moves an unlimited number of spaces along any of the six flat axes available to it from its current position.

The move ends at the edge of the board, at a piece or a capture.

The Alcazar may not move over other pieces.

The Alcazar also has a special move option in combination with its Sovereign (see The Sovereign).


The Cavaliers Cavalier Movement
The Cavalier has two 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 Cavalier can move over other pieces. This is not a capture.

The Cavalier can not move over the Out of Bounds areas.

A capture can only occur in the finishing space.


The Prelates Prelate Movement
The Prelate moves along any of the six line axes that are available from its current position, up to ten spaces.

The Prelate may not jump other pieces.

Movement ends:

  • after ten spaces
  • at the edge of the board
  • at a piece
  • with a capture

There are three mutually exclusive sets of line axes on the board. With patients you can verify this by examining the board.

Example 1: From their starting positions, neither Prelate can get to Ground Zero with any combination of moves.

Example 2: From any space on the board, there is no combination of moves that can end with the Prelate in any of the six spaces that adjoin the starting space.

Both of your Prelates begin on the same line axis.

Prelate Flower Move

A special move is allowed each Prelate as the last element of its first move. This move is called a Prelate Flower.

This move exists to allow you to shift the Prelate to a line axis other than the one it begins on.

On the first move only, the Prelate has the option of changing to any adjoining space at the end of his line movement. Prelate Flower Movement

The Prelate Flower may include a capture.

The Flower movement is performed after the movement along the current line axis is ended.

The line axis movement may be from 0 to 10 spaces.


The Sovereign Sovereigh Movement
The Sovereign moves one space along any of the flat or line axes available from its current position.

The move may include a capture.

Seeking Sanctuary

The Sovereign may Seek Sanctuary with the Alcazar to its left or right.

This move can occur if:

  1. Seeking Sanctuary is the first move for both pieces.
  2. The spaces between the Sovereign and the Alcazar are empty.
The Sovereign finishes the move in the Cavalier starting space.

The Alcazar finishes the move in the Prelate starting space.

Sovereigh Sanctuary Movement


The Archers Archer Movement by Flats
The Archer moves one flat or one line in any direction and captures four flats away.

The capture is also called a shot.

The Archer must move before it can capture.

The Archer shoots over intervening spaces and pieces. These are not affected by the shot.

The Archer may only capture on a shot. He can not capture by moving into a space occupied by another piece.

Movement is blocked if the move space is occupied.

The Archer can not shoot over the Out of Bounds areas between Base Lines.

To avoid clutter, the illustrations describe only one possible move.

This diagram illustrates the moves that begin across flats.

In the first part of the move, the Archer moves to one of the spaces numbered 1, 2, 3, 4, 5 or 6.

In the second part of the move, the Archer shoots to one of the six yellow spaces with the same number as the one that ended the first part of the move.

Archer Movement by Lines

This diagram illustrates the moves that begin along lines.

In the first part of the move, the Archer moves to one of the spaces numbered 1, 2, 3, 4, 5 or 6.

In the second part of the move, the Archer shoots to one of the six yellow spaces with the same number as the one that ended the first part of the move.

The next illustration is the Archers full field of fire.

Archer Field of Fire Archer Field of Fire

This diagram illustrates the full Field of Fire for the archers.

Remember, the Archer can not shoot over the Out of Bounds areas.


The Dreadnaughts Dreadnaugnt Movement

The Dreadnaught ALWAYS moves across four flats in one direction along any flat axis available to it.

The move does not stop at a piece.

The Dreadnaught captures EVERY piece along the path of the move.

The Dreadnaught capture is a clean sweep.

The capture includes ALL pieces, no matter which player they belong to.

The exception is its own Sovereign.

The Dreadnaught may not capture its own Sovereign.

No Sovereign suicide!

If the Dreadnaught's own Sovereign would be captured, the move along that flat axis is not allowed.


The Assassin Assassin Movement

The Assassin moves one flat and two lines or one line and two flats, in any direction.

The two lines or two flats must be in the same axis.

Like the Cavalier, the Assassin may jump pieces.

The jump is optional.

The Assassin may not cross the Out of Bounds areas.

The Assassin may capture at any point in the move.

The move ends with a capture or at the limit of the Assassin's Area of Influence (see Assassin Area of Influence below).

To avoid clutter, the illustrations show one possibility.

In the first part of the move, the Assassin moves to one of the light yellow spaces numbered 1, 2, 3, 4, 5 or 6.

In the second part of the move, the Assassin moves to one of the six yellow spaces with the same number as the one that ended the first part of the move.

Note: The Assassin is the only piece that can reach the same destination by different routes.

Assassin Area of Influence

Assassin Area of Influence

This diagram illustrates the full Area of Influence for the Assassins.

Remember, the Assassin may not cross the Out of Bounds areas.


The Regent Regent Movement

The Regent moves along any line axis or flat axis available to it.

The move ends with a capture, at a piece or at the edge of the board.

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