⚔ TerraFeud
Classic Rules Full rules →
TERRAFEUD
Feudal Lands
Classic Match
Players: 2
Age: 12+
Duration: 20–35 min
Condition: Feudal's death

About the Game

TerraFeud is a strategy game for two players on a hexagonal board of 91 hexes. Two feudals face off for control of lands divided by a river. Bridges and fords become the key points of every battle.

The Classic match is the best place to start. It includes the core mechanics and a single victory condition. To master the full rules, play 5–10 classic matches first.

Key Difference from Chess
  • Hexagonal board — 6 directions instead of 4, more room to maneuver
  • The attacker always survives — no exceptions. A piece that attacks never dies together with its target
  • A river with bridges and fords divides the board and shapes tactics
  • Infantry is weak alone but deadly in pairs — and gets a double move near its own feudal

Components

The Board

A hexagonal grid with a side of 6 hexes — 91 hexes total. Gliński coordinates: files a–l horizontally, ranks 1–11 vertically. The central hex is f6. The river divides the board horizontally.

The board is unified — themed sets all use the same base. Tiles overlay the corresponding hexes.

Pieces (14 per player)

PieceCountRole
⚜ Feudal×1The key piece — its loss loses the game
⚔ Heavy Knight×1The most mobile combat piece
⚡ Pikeman×2Passive space control
🐴 Light Cavalry×2Mobile L-shaped attack
🏹 Archer×2Ranged combat — a threat marker
🛡 Infantryman×6The backbone of the army — coordinated attack

Terrain Tiles (6 per player)

Two-sided tiles — each side has its own theme but identical mechanics. A player chooses 4 of 6 and places them in their own half.

Tile Types
🌲 Forest — blocks cavalry and shots
🌿 Swamp — stops everyone
⛰ Hill — archer bonus
Unused Tiles
The 2 leftover tiles are placed openly beside the board — both players see what their opponent did not place

Markers

  • Archer markers — 4 different colors: each archer has its own color (2 colors per player)
  • Castling token — shows that the feudal's castling has already been used

Before the Game

A match in the computer version has fixed parameters:

ParameterValue
Victory conditionAll 3 at once — details
RiverAlways impassable without a crossing (bridges or fords) — there are no seasons or freezing
SetupClassic mirrored
Army compositionStandard — 14 pieces per side

Terrain Building

1
Preparation
Each player takes 6 tiles from their set. Both are visible — in the classic match tiles are laid out openly.
2
Orienting the Crossings
Each player determines the vector of their flank bridge and the ford vectors (summer and winter). This is fixed immediately.
3
Alternating Placement
Players place one tile at a time. Each turn is a reaction to the opponent's move. Tiles cannot be placed on river hexes, bridges, fords, or the opponent's setup zone.
4
Completion
Each player places 4 tiles. The 2 leftover tiles are placed openly to the side. Whoever placed the last tile moves second in the combat phase.

Piece Placement

The classic match uses a mirrored setup — fixed, both players know the positions of all pieces.

⚠ Restriction for All Variants
The feudal cannot stand on the front rank — in no setup variant.
Setup Zones
Rear (e1, f1, g2) — the Feudal is placed here
Middle — Knight, Pikemen, Archers, Cavalry
Front — 6 Infantrymen as a living shield

Pieces

Each piece performs one action per turn: move OR attack OR a deferred action (archer). Moving onto an enemy piece's hex = attack.

Feudal (Commander)
The equivalent of the king in chess — but more active: it has its own aura and can give orders
×1
Move
1 hex in any of the 6 directions. The river without a crossing is impassable
Attack
Strikes any adjacent enemy piece — no rank restrictions. Exception: feudals do not strike each other
Kings' Rule
The feudal cannot become adjacent to the enemy feudal — and vice versa. Both hexes of approach are blocked for both sides
Aura — Infantry Bonus
Radius 2 hexes around the feudal. A friendly infantryman in this zone moves 2 hexes in a straight line instead of one. The bonus takes effect starting the next move after entering the zone; leaving the zone removes the bonus immediately
The feudal's aura highlights only friendly infantry within radius 2 — no other pieces are highlighted
The dashed gold ring highlights only friendly infantry within radius 2. The enemy knight on the right, within the same radius, receives no highlight — the aura has no effect on it
Castling
Once per game. The feudal swaps places with any adjacent friendly infantryman — both pieces stay on the board alive, they simply trade positions. No threat is required — available at any moment until used. Whichever piece ends up in the feudal's spot takes on all the ensuing risk — castling escapes one specific threat, it doesn't make anyone invulnerable
Order
Instead of a normal move. If there are 2+ friendly infantrymen in the aura zone (radius 2), the feudal orders exactly TWO of them to move 1 hex each. Crucially, with this move each ordered infantryman may attack any enemy piece alone — even a knight, pikeman, cavalry, or feudal. Unlimited uses per game. Details
1. Choose candidates Clicking the feudal and the Order button highlights two candidate infantrymen with an orange dashed outline
Click the feudal → "Order" — both infantrymen in the zone are highlighted
2. Result of the order After the order, one infantryman simply moved to a new hex, the other attacked and captured the enemy knight
One infantryman simply moved, the other attacked and captured the knight — alone, something a normal attack could never do
Special
The feudal's death = defeat. "Checkmate" — the feudal is threatened and has no safe hex (including via castling) — is also a defeat, even without directly destroying the piece
↑ Back to piece list
Heavy Knight
The most expensive combat piece — moves like a rook/queen in a straight line
×1
Move
Any number of hexes in a straight line along 1 of the 6 axes. Stops before a friendly piece; strikes an enemy piece and takes its hex
The knight's legal moves are highlighted along all 6 straight lines, up to the nearest piece
Movement lines in all 6 directions at once, until they run into a piece — like a rook in chess
River
Only via a bridge. Always stops on the first hex right after the bridge. If an enemy piece is standing exactly on the bridge, the knight kills it "en passant" and still stops right after the bridge (if that hex is free). A ford is a full blockade — the knight cannot cross it at all
Before the move Enemy infantry is standing exactly on the bridge, the knight has chosen a move through the bridge
The enemy is standing exactly on the bridge — the knight chooses a move through it
After the move The enemy piece on the bridge has disappeared, the knight stands on the first hex right after the bridge
The piece on the bridge was killed "en passant," the knight stopped right after the bridge
Pikeman's Zone
An enemy zone of control stops the knight's move on the first hex where its trajectory crosses the zone
Combat
Strikes any piece within reach of its move, no rank restrictions
Special
There is no special protection at all. When the knight comes under threat, the player decides for themselves whether to withdraw it or not; if it isn't withdrawn, the opponent captures it with a normal attack on the next move, like any other piece
↑ Back to piece list
Pikeman
Passive zone control — costs no move
×2
Move
Exactly 1 hex in a straight line, in any of the 6 directions (no diagonals)
Direct Attack
Strikes any adjacent piece, no rank restrictions — including the knight and feudal
Zone of Control ("long spear")
A "flower" of 12 hexes: the 6 adjacent hexes + 1 further hex in each of the 6 straight directions. Acts passively, at no cost to the pikeman's move
The pikeman's zone of control forms a flower shape of 12 hexes around the piece
The control "flower" — always visible on the board, even before any move
Effect of the Zone
The zone doesn't kill by itself — it only stops further movement, the same for any type of enemy piece (infantry, archer, pikeman, knight, or cavalry). Death only comes from direct combat: a piece that stopped right up against it (ring1) is struck by the pikeman on the next move; a piece on the far hex (ring2) must first be approached by the pikeman — which gives its owner a full move to retreat or counterattack
Blind Spots
The diagonal hexes of the second ring (not along the straight axes) are not part of the zone — pieces enter them freely
↑ Back to piece list
🐴
Light Cavalry
L-move or straight charge — like the knight in chess, but more flexible
×2
Move ("gallop")
Two options to choose from each move: a) L-move — 2 hexes along a straight axis + 1 hex at a 60° angle (12 variants — 6 directions × 2 turn sides); b) straight charge with no turn — simply 2 hexes along the same axis (6 variants, one per direction) — a more cautious alternative, so you don't land on an unpredictable hex. In both cases it jumps over any pieces along the way. It can only land on a free hex or a hex with an enemy piece
18 cavalry move options highlighted around the piece in a star pattern - 12 L-shaped and 6 straight
All 18 options at once — 12 L-shaped (gallop) + 6 straight (charge)
Combat
Strikes the piece on the hex it lands on, no rank restrictions. The attacker always survives
Against a Pikeman
Exactly 2 cases, in this order (the same for the L-move and the straight charge): 1) landing exactly on the pikeman's hex — a normal attack, this is the only way to capture a pikeman with cavalry; 2) otherwise, if an intermediate hex of the trajectory crosses an enemy zone of control — the cavalry stops on the first hex of the zone, short of the target. A pikeman that only lies on an intermediate hex (not the landing point) is simply jumped over, like any other piece
Case 1 — exact landing Cavalry has a legal move landing exactly on the pikeman's hex - the only way to capture it
The landing point coincides with the pikeman's hex — it can be captured
Case 2 — stopped in the zone Cavalry stops at the edge of the pikeman's zone of control, short of the intended point
An intermediate hex fell inside the zone — the cavalry stopped early, short of the pikeman
↑ Back to piece list
🏹
Archer
Controls space with a marker — does not strike instantly
×2 (different marker colors)
Move
1 hex in any direction, only onto a free hex — a move never attacks
Action per Move
Move OR shot — never both at once. This is a separate, standalone action instead of a move
Shot (Threat Marker)
Places a marker on any piece or empty hex within radius 2, with line of sight — any piece standing between the archer and a target at distance 2 blocks the shot. Cannot be placed on a friendly piece. Cannot shoot while standing on a ford
Marker — 1 Maximum
Each archer has 1 marker at a time, in its own color. The marker has no effect on friendly pieces
🎯 Situation 1
Marker on an empty hex — a mine. Waits indefinitely. An enemy piece that walks onto it dies instantly, with no right to react
🎯 Situation 2
Marker on an occupied hex — an ultimatum. The opponent has exactly 1 move to get the piece out of there — fail to, and the piece dies
Situation 1 — mine A threat marker on an empty hex waits until an enemy walks onto it
A marker on an empty hex — waits indefinitely
Situation 2 — ultimatum A threat marker stands on a hex with an enemy piece - it has 1 move to escape
A marker on a hex with an enemy — it has exactly 1 move to leave
How Long It Lasts
The marker stays armed indefinitely, until it triggers or until this same archer changes its state itself — with a new shot or a move
Melee
The archer is helpless in melee — any enemy piece that ends up adjacent to it destroys it automatically. Shooting point-blank is also not allowed
Before Enemy infantry is still 2 hexes from the archer, a move adjacent to it has been chosen
The enemy is one step away from becoming adjacent to the archer
After The archer disappeared immediately after the enemy became adjacent
The archer disappeared automatically — no separate attack was needed
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🛡
Infantryman
The weakest alone — the most dangerous in numbers
×6
Move
1 hex in any direction. In the feudal's zone (radius 2 hexes) — 2 hexes in a straight line. The bonus takes effect starting the next move after entering the zone. Leaving the zone removes the bonus immediately. The river without a crossing is impassable
Solo Combat
Only against an archer or an infantryman. Does not attack a heavy knight, pikeman, cavalry, or feudal alone
Coordinated Attack
2+ infantrymen simultaneously adjacent to a knight, pikeman, cavalry, OR feudal — the target dies, 1 infantryman dies with it (the rest remain). Triggers after any move, regardless of whose move created the encirclement
Before One infantryman is already adjacent to the enemy knight, the second is moving to also become adjacent
One infantryman is already alongside, the second is just moving in from the other side
After The knight and one of the infantrymen disappeared immediately after the encirclement was completed, only the second infantryman remains
The knight and one infantryman disappeared at once — only the second one remains
"In the Zone" Exception
A knight or cavalry stuck in the zone of control of the infantryman's OWN pikeman is finished off even by a single infantryman alone, without coordination — the zone makes them vulnerable enough
Feudal's Order
If the feudal gives an order (details), this infantryman moves 1 hex and may attack any enemy piece, even alone
Promotion
An infantryman that reaches the enemy's castle zone transforms into any friendly piece already destroyed. Cannot become a feudal. The new piece does not move this same turn
Before An infantryman 1 move from the enemy's castle zone, the castle visible nearby
An infantryman one step from the enemy's castle zone
After An archer now stands on that same hex instead of the infantryman
The same hex — now there's an archer instead of the infantryman (from among the previously destroyed)
↑ Back to piece list

Terrain

1 hill and 1 swamp per side, in the gap between the pieces' starting zone and the river. Its position is randomized once per match (when a new game is created) from 3 candidate hexes for each type/side, independently for white and black — deliberately NOT mirrored, for greater board variety. A saved game restores that exact randomized position. Placement is automatic, with no separate board-building phase — a simplification for this version. Forest is not yet implemented.

Hill
White — h4, i3, or k2; black — b6, c6, or d6
Effect
An archer standing on a hill places its threat marker at radius 3 instead of the usual 2. This is only a range boost for the same single marker — not a new zone and not a second marker. Everything else in the archer's rules is unchanged
Who Feels It
Only the archer. For every other piece, a hill is a regular passable hex, with no effect at all
An archer stands on a hill — purple dots show the marker range of radius 3 instead of the usual 2
An archer on a hill — marker range increased to radius 3
🌿
Swamp
White — c3, e4, or g4; black — e7, g7, or i6
Effect
Similar to a ford, but only for the enemy. An enemy piece can step onto the swamp hex, but cannot continue moving further that move (the same principle as a pikeman's zone of control or a ford). Your own swamp does not hinder you at all — your own pieces know the way through
Who It Stops
Any enemy piece with a trajectory longer than 1 hex (infantry with the aura bonus, a knight moving in a straight line, cavalry on a mid/far move). Cavalry jumps over its OWN swamp with no effect, like a ford or bridge
An enemy knight moves in a straight line and stops exactly on an enemy swamp hex, without reaching further
An enemy knight stops exactly on the swamp hex — it goes no further this move

River and Crossings

❄ Season — Summer / Winter
Chosen once on the start screen (the "Summer" / "Winter" radio button in the "Additional Elements" block), fixed for the whole match. Summer (default) — the regular river is impassable without a crossing, as described below. Winter — the river freezes SOLID: both the regular water and the fords render as the same single image and become passable for absolutely every piece, like ordinary land. In winter, a ford stops existing as a separate terrain type — all its summer quirks disappear with it too (the ban on archers shooting from a ford, infantry being forced to stop on a ford). The one thing that does not depend on the season is the bridge: the knight still never stops on the bridge itself, always on the first hex right after it (a property of the structure itself, not of the water beneath it)
CrossingInfantry / Pikeman / Feudal / ArcherHeavy KnightCavalry
Bridges ×3Freely passableAlways stops on the first hex right after the bridge (even if an enemy is standing on the bridge — kills it "en passant"). Regardless of seasonJumps over with no special effect
Fords ×2Freely passableSummer: full blockade, cannot cross it at all. Winter: passable, like ordinary landJumps over with no special effect
Regular RiverSummer: impassable. Winter: passableSummer: impassable (except at the bridge). Winter: passableJumps onto a free hex or with an attack — no restrictions, the same in both seasons
The Archer and the River
The archer can place a marker on a river or ford hex within radius 2, but cannot shoot itself while standing on a ford — this restriction applies only in summer: in winter the ford merges with the ordinary frozen river and stops being a separate terrain type, so the ban disappears along with it

Combat System

⚔ The Main Principle

THE ATTACKER ALWAYS SURVIVES

No exceptions. A piece that attacks never dies together with its target and always remains on the board, taking its hex (or standing next to it — for the pikeman/feudal).

The only "attacks alone" restriction applies to the infantryman (alone it strikes only an archer or an infantryman, everything else only through coordination) and to the "a feudal doesn't strike a feudal" rule. The pikeman, cavalry, heavy knight, and archer strike any piece alone, with no rank restrictions.

Relative Strength of Pieces

There is no longer a formal "rank hierarchy" — almost every piece can strike any other without restriction. But for reference, below are the weight coefficients the computer opponent (AI) uses to evaluate piece value when choosing a move:

PieceWeight (AI)Strikes AloneNuance
⚜ Feudal~1000Anyone except the enemy feudalDeath = defeat
⚔ Heavy Knight4.5AnyoneNo special protection — no check or checkmate
🐴 Light Cavalry3.5AnyoneOnly captures a pikeman by landing directly on it
⚡ Pikeman3Anyone+ passive zone of control (12 hexes)
🏹 Archer2Anyone up close, or at range with a markerDies automatically to an adjacent piece
🛡 Infantryman1Only an archer or an infantrymanEverything else only in pairs or more
How to Read the Weight
This is not a player's "score," but an internal reference for piece strength: a heavy knight is valued at 4.5 infantrymen, cavalry at 3.5, a pikeman at 3, an archer at 2. The feudal has no "price" in the usual sense — its loss ends the match

Special Combat Rules

Infantry Coordinated Attack
2+ infantrymen simultaneously adjacent to a heavy knight, pikeman, cavalry, OR feudal → the target dies, 1 infantryman dies with it, the rest remain. Checked after every move, regardless of whose move created the encirclement. See: infantryman
"Stuck in the Zone" Exception
A knight or cavalry stopped by the enemy in the zone of control of the infantryman's OWN pikeman is finished off even by a single infantryman alone — without coordination
Pikeman's Zone of Control
A "flower" of 12 hexes around the pikeman. It doesn't kill by itself — it only stops the movement of any enemy piece, the same for every type. Death comes only through direct combat on the next move. See: pikeman
Archer's Threat Marker
A shot is a separate action from a move (never both together). An enemy walking onto the marked hex dies instantly; an enemy already standing there has 1 move to leave. The marker stays armed until the archer itself changes its state. See: archer
Feudal's Order
Instead of a move, the feudal moves 2 of its infantrymen within the aura zone by 1 hex each — and each of them may, with this move, attack any enemy piece, even alone. No limit on uses. See: feudal
Feudal's Castling
Once per game: the feudal swaps places with an adjacent infantryman — both pieces stay alive. No threat is required. Details

Victory Condition

All 3 Conditions Apply at Once

The match ends instantly as soon as any one of these occurs:

  1. Destruction of the feudal — by a normal attack, an infantry coordinated attack, an archer's marker, or a knight's "kill on the bridge"
  2. "Checkmate" of the feudal — it is threatened and has no safe hex (including via castling), even without direct destruction
  3. Capture of the castle — any friendly piece stands on the central hex of the enemy castle (f1 or f11)

Draw

Not Available in the Current Version
Automatic draw detection (by a number of moves without active actions) is not yet implemented in the computer version. The match continues until one of the victory conditions above occurs

Disputed Situations

1. The Knight and the Ford — a ford is a full blockade for the heavy knight: it cannot cross it under any circumstances, only via a bridge
2. The Knight Has No Protection — the heavy knight no longer has any "check" or "checkmate." If it comes under threat, it's the player's decision: withdraw it or leave it to be struck on the next move, like any other piece
3. The Archer's Line of Fire — blocked by any piece (friendly or enemy) on the hex exactly between the archer and a target at distance 2. There are no terrain obstacles (forest, etc.) in the game
4. Who Dies in a Coordinated Attack — when 2+ infantrymen attack a target at the same time, the owning player does not yet choose which specific infantryman dies with it — currently it's always whichever one is found first (a planned interface improvement)
5. Infantry Promotion — Timing — Move A: entering the castle zone + promotion (end of move, the new piece does not yet act). Move B: the opponent's move. Move A: the new piece moves for the first time

Quick Reference

PieceMoveStrikes AloneSpecial
⚜ Feudal1 hex anywhereAnyone except a feudalAura · Castling · Order
⚔ Knight∞ in a straight line, like a rookAnyoneBridge stops it · No special protection
⚡ Pikeman1 hex straightAnyoneZone of control — 12 hexes
🐴 CavalryL-move 2+1 or charge 2 straightAnyonePikeman — only by landing directly on it
🏹 Archer1 hexAnyone up closeThreat marker · Dies alone in melee
🛡 Infantryman1 hex (2 in the feudal's aura)Only an archer or an infantrymanCoordination 2+ · Promotion
⚜ ✦ ⚜
🔑 Key Rules to Remember
  • The attacker survives — always, no exceptions
  • The archer doesn't strike — it plants a mine. The enemy walks into the arrow's path itself
  • 2+ infantrymen simultaneously adjacent to a knight/pikeman/cavalry/feudal = the target dies, 1 infantryman is sacrificed
  • The feudal gives infantry +1 hex within radius 2, can castle once, and can give "Order" with no limit — moving 2 infantrymen who can attack anyone
  • The pikeman's zone — 12 hexes, kills no one by itself, only stops anyone's movement; death comes only through direct combat on the next move
  • Cavalry only captures a pikeman by landing exactly on its hex
  • The knight always stops after a bridge and cannot cross a ford at all
  • The heavy knight has no check or checkmate — it's a regular piece
Full rules →