Introducing the kings in all their ancient power. Each player has three which do the work of building your ringforts. They move like the knight in chess and add many more twists and turns to the game, taking it to another dimension altogether. Kings can capture enemy ringforts and kings, but they can also be immobilised.
LAST REVISED – 22nd February 2014
|fig. 1: Red to move. Ticks are legal moves but crosses are not.||fig. 2: Blue to move but D7 is immobile||fig. 3: Red to move but E2 is immobile||fig. 4: All Blue kings are immobile so Blue proceeds to Battle.|
fig. 5: Blue starts Battle. Blue’s only moves are either F5 or G2 to E3. Blue’s D7 is immobile, but only until both Blue’s other kings are immobile too.
fig. 6: All (both) Blue’s kings are immobile, so D7 backtracks to C5.
|fig. 7: Capturing a Red king with a new ringfort.||fig. 8: Red backtracks to capture a Blue king from an existing ringfort.||fig. 9: The Red king is safe from the Blue king above, but it doesn’t prevent another Blue king from making the capture.||ig. 10: Capturing a Red king from a besieged hill / ringfort.|
|fig. 11: Red captures Blue’s king F7 from a besieged hill / ringfort. Note: if there had been a Red ringfort on C7, Blue’s king D7 would have been captured also, making it a double capture in one move.|
|fig. 12: Capturing a Red ringfort.||fig. 13: Blue is immobile, so is able to capture Red’s ringfort E7.|
|fig. 14: Finished game: Red has 6 kingdoms and Blue has 7, so Red wins. Red scores 2 points (for the win) plus 1 bonus point (for the difference between 6 and 7) plus 1 point (for the captured king) which equals 4 points.|