Duel Hall

Profile — Vanguard

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Rules

  • Setup: secretly arrange your 16 pieces in your own back two rows. Flag and Bombs must go in your very back row.
  • Your turn: move one piece one square (orthogonally) into an empty square, or onto an adjacent enemy piece to attack it. Flag and Bombs never move.
  • Scout can slide any number of empty squares in a straight line before stopping or attacking.
  • Combat: higher rank wins and the loser is removed; equal ranks destroy each other. Both pieces are revealed to both players the moment they fight.
  • Infiltrator is the weakest piece, but defeats the Commander specifically if it attacks it (not if it's attacked).
  • Sapper safely defuses a Bomb when attacking it. Anyone else attacking a Bomb is destroyed instead.
  • Win by capturing the enemy Flag, or if your opponent has no legal move left on their turn.
  • Stalemate: 80 moves in a row with no capture ends in a draw.

Lobby

Play

Vanguard is local & vs-CPU for now. Online play is on the way once hidden-info matches are wired up.

Vanguard

A hidden-rank capture game — sixteen pieces a side, secretly arranged, revealed only when they fight. Read your opponent's advance, protect your Flag, and never let them see your Bombs coming.

Hidden Setup

Sixteen pieces, ten ranks, arranged in secret across your own back two rows. Where you hide your Flag decides the game before a single move is made.

Combat & Reveal

Attack an enemy piece and both are revealed — higher rank wins, equal ranks trade. Every fight teaches both players a little more about the board.

The Infiltrator

The weakest piece on the board — unless it attacks the enemy Commander, in which case it wins outright. A single well-placed upset can flip a whole game.

Bombs & the Sapper

Bombs destroy anything that attacks them — except the Sapper, who defuses them safely. Everyone else learns the hard way.

The Roster

Vanguard You Win!
Vanguard

Get Ready…

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