8×8 board. The inner 4×6 rectangle is highlighted; its four corners are fortresses.
Red at bottom (row 7), Blue at top (row 0). Colored back rows indicate each side’s territory.
Initial pieces: each side begins with a King on the middle dark square of their back row and a Pawn on the adjacent middle light square. Remaining pieces begin in the hand.
Turn Structure & Scoring
Each turn: either move one piece, place from hand, or recover one eliminated piece.
After a valid action, the turn immediately switches to the opponent.
Scoring: +1 for moving, +1 for capturing, plus any collected die’s value.
Placement (from Hand)
Legal squares: any empty square in your back row or adjacent to your King.
Spawn‑capture allowed only on your back row (onto an enemy on your back row). Placing adjacent to your King never captures.
You cannot place on a die. Costs: P1, B2, N3, R4, K4, Q5 (deduct from points).
Movement
Standard chess movement; knights jump. Sliding pieces cannot pass through dice.
Pawns move forward; from back row they can move two squares if the mid is clear and may move onto a die straight ahead.
Dice
Two dice occupy inner squares. They block sliding; landing on one collects it for points and it respawns elsewhere (never overlapping).
Recoveries
When a pawn reaches the opponent’s back row, return it to hand and immediately choose two eliminated pieces to recover.
Placing a pawn adjacent to your King on the opponent’s back row also triggers the choose two recovery (pawn stays on the board as normal).
Fortresses & Win
Capturing a piece on a fortress costs 5 points (no move/capture points that turn).
Win by occupying all four fortresses simultaneously.
Territory
Territory is exactly each player’s back row; the rest is neutral.