Turn and movement
You control the Player pawns from the bottom of the board. The Computer controls the opposing pawns and acts automatically.
Roll two dice. Use them individually, add them, or subtract the smaller from the larger when the result activates a legal pawn. Math consumes both dice.
Pawns cannot jump. Within one activation, a pawn may make only one left, right, or partial diagonal turn and cannot reverse an axis or zigzag around an occupied space. A new activation starts a fresh heading, but the pawn cannot revisit a space used earlier in that turn. Retreats are legal. When dice are used separately, a first route that would unnecessarily strand the second activation is not offered.
Only the opposing far edge is an exit. The final step across the edge is straight. A legal exit is always available on doubles; exiting may leave the second activation unused.
Combat and the Collector
Higher numbers capture lower numbers by exact landing. Equal strength removes both complete stacks. Captured pawns travel underneath the winner.
Unused individual dice pass to the Collector. It uses at most one exact raw die, jumps over pieces, and removes the highest-value reachable stack.
Command Victory: legally exit a stack carrying the opposing Officer to win immediately.
Pawn abilities
- 1 Champion: supports an adjacent attacker for +1, then is sacrificed.
- 2 Infiltrator: moves one or two spaces per activation.
- 3 Ranger: borrows one legally positioned adjacent teammate's value.
- 4 Brute: can break an opposing captured stack apart.
- 5 Officer: may command any one active teammate instead of moving.
- 6 Titan: strongest base pawn; no special ability.
Scoring and careers
Only legally exited chips score. Every chip in an exiting stack counts. Graveyard and Collector removals score nothing.
Safe exits and active survivors earn +1 career value for the next match. Rank changes scoring only—never combat.
An enemy-extracted character is replaced next match by a base-value Recruit of the same class.
Computer difficulty rises each match: Match 1 is a forgiving Training opponent, while Match 10 uses the full Brutal tactical evaluation with no deliberate mistakes.