III. The High Command
The Sultan and Minister dictate the flow of the battlefield.
The Sultan
Moves one square in any direction. If the Sultan is lost, the game ends. Note: The Sultan is an "Acrobat," making him immune to the Bow's ranged snipes.
The Minister
The most versatile slider. it can traverse any number of empty squares in any of the eight directions.
IV. The Iron Bastion
These pieces create zones where violence is forbidden.
The Shield (Peacekeeper)
Slides orthogonally (like a Rook). No piece—friend or foe—can be captured if they are in the 8 squares surrounding a Shield.
The Wall (The Unstoppable)
The Wall cannot be captured and cannot attack. It serves as a mobile fortress that protects its neighbors from all harm.
V. The Mystics
Units that rely on agility and mimicry rather than raw force.
The Monk (The Mimic)
The Monk is a mirror. On its turn, it gains the movement and attack patterns of the piece your opponent last moved.
The Sword (The Striker)
A master of the "Wide Jump." It can leap over other pieces to land in a 2-square radius, making it perfect for surprise assassinations.
VI. The Common Front
The backbone of the army, capable of great evolution.
The Soldier (Pawn)
Moves forward, sideways, or backward 1 square. It attacks diagonally. If it reaches the far edge of the board, it can promote into any other piece.
En Passant & Double Advance
On their first move, Soldiers can push 2 squares forward. If an enemy soldier skips past your strike zone this way, you may capture them "in passing."