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There are several, related but sligtly different sets of rules. Below, you find common rules for the different variants, and specific rules, as I received them from Richard Tan and Maarten Bodlaender.


Note the railroads, which are the dotted lines. The circles are called `army camps', and at each side of the board, there are two positions that form the `main camp' of a player.
Most pieces have a rank. Except when noted differently, higher ranked pieces capture lower rank pieces.
Each player has the following `ranked pieces':
All the fifty pieces are mixed, and randomly placed on the board. I.e., one cannot see which pieces are red and which pieces are green, in addition to the type of the pieces. The pieces are placed on the positions which have a rectangle or are a main camp position. (If you count, you can see there are exactly 25 of them at each side of the board.)
Each turn, a player either may turn a piece or move a piece. The first piece turned by the first player shows with which color he plays.
You may not enter the square with the flag of the opponent until all his mines are taken. In this variant and the next, soldiers may, when moving across railroads, turn corners.
When moving, you may never move to a position with a piece that is not yet revealed. By moving a piece of higher rank to the position of a lower ranked piece of the opponent, you take that piece. If you move a piece to a position with a higher ranked piece of the opponent, your piece is lost (not a clever move.) If you move a piece to a position with the same piece of the opponent, both pieces disappear.
Missiles are special pieces: they can move like any other piece, and they can take any piece of the opponent except the flag. However, when a missile takes a piece, it is removed from the board itself also.
Landmines cannot move, and there are three variants for taking a bomb:
There are two variants of this variant, concerning the rule when this game is won:
Players place their own pieces in a way, only visible for themselves, at the positions with a rectangle or a main camp at their own side of the board. The flag must be placed in one of the two main camp squares.
A player can try to take a piece of the opponent by moving (following the normal movement rules) a piece to a square that contains a piece of the opponent.) Then, the referee compares the two pieces, without revealing the identities of the two pieces to the players, and then removes the pieces that are taken. The players do not see which piece was of the opponent, whether or not it was taken.
If a player loses his general (sili), then he must show the opponent the position of his flag.
The flag can always be taken. However, missiles may not enter the main camp squares of the opponent.
Winning conditions are as in variant one (I would recommend playing until the flag is taken.)
In this variant, when a piece moves to a square with a mine, then it, and the mine are destroyed, except for soldiers, which survive moving to a square with a mine (the mine still is destroyed.)
Purpose of the game is to capture the flag. In this variant, missiles can also capture enter the main camp squares of the opponent, and hence capture the flag. Also, pieces can be captured at `camps' (the positions with a circle).
Moving and taking pieces is further as in variant two.
For author and/or inventor information on this item see: this item's information page.
Last modified on: January 04, 2001.
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Last modified: Monday, December 22, 2008