This document describes the same game as the Classic rules in more depth — it has more explanations and examples, not a separate, more complex mode. Only one ruleset is implemented — there are no "advanced" variants (the Summer/Winter season is not a separate rules variant, but a toggle on the start screen — see River and Crossings)
About the Game
TerraFeud is a strategy game for two players on a hexagonal board (91 hexes, side 6), close in spirit to chess but with its own system of pieces and mechanics. Two feudal houses fight for victory through one of three simultaneously active conditions: destroying the enemy feudal, checkmating him, or capturing the enemy castle. The board is divided by a river with bridges and fords.
Components
Pieces — Full List
| Piece | Count | Role |
|---|---|---|
| ⚜ Feudal | ×1 | Key piece — loss upon death |
| ⚔ Heavy Knight | ×1 | Most mobile combat piece |
| ⚡ Pikeman | ×2 | Zone control |
| 🐴 Light Cavalry | ×2 | Fast leaping attack |
| 🏹 Archer | ×2 | Ranged combat — threat marker |
| 🛡 Infantryman | ×6 | Backbone — coordinated attack |
Markers and Tokens
- Archer markers — 4 colors (2 per player). Each archer has its own color
- Feudal castling token — ×1 per player
Game Parameters
In the computer version, a game has almost fixed parameters — from the main screen you can only toggle the hill and swamp on/off and choose the season (Summer/Winter); nothing else needs to be agreed upon in advance:
1. Victory Condition — All 3 at Once
2. Setup
Classic mirrored setup — fixed, both players see the positions of all pieces from the start.
Combat Phase
- Players take turns alternately, White starts
- One action per turn: move OR attack OR a deferred archer action (a shot) OR castling OR the feudal's Order
- Moving onto a hex with an enemy piece = attack
- After a move — turn passes to the opponent
Pieces — Full Description
Terrain
1 hill and 1 swamp per side, in the gap between the pieces' starting zone and the river. The position is randomly rolled once per game (when a new game is created) from 3 candidate hexes per type/side, independently for White and Black — deliberately NOT mirrored, to give more board variety. A saved game restores that exact rolled position, rather than re-rolling a new one. Placement is automatic, with no separate board-building phase with tiles — a deliberate simplification for this version (a full setup phase would belong to a physical tabletop version). Forest, the third terrain type from the original paper concept, is not implemented yet.
River and Crossings
| Crossing | Infantry / Pikeman / Feudal / Archer | Heavy Knight | Cavalry |
|---|---|---|---|
| Bridges ×3 | Freely passable | Always stops on the first hex right after the bridge (an enemy exactly on the bridge is killed "en passant"). Regardless of season | Leaps over with no special effect |
| Fords ×2 | Freely passable | Summer: total blockade, cannot be crossed at all. Winter: passable, like ordinary land | Leaps over with no special effect |
| Ordinary River | Summer: impassable. Winter: passable | Summer: impassable (except via bridge). Winter: passable | Leaps over onto a free hex or with an attack — no restrictions, identically in both seasons |
Combat System
THE ATTACKER ALWAYS SURVIVES
- The attacking piece never dies together with its target — no exceptions whatsoever (mutual destruction between pikeman and cavalry was removed from the final balance)
- The only "strikes alone" restriction — belongs to the infantryman (alone it strikes only an archer and an infantryman; everything else only with coordination) and to the "feudal doesn't strike feudal" rule
- The pikeman, cavalry, heavy knight, and archer strike any piece alone, with no rank restrictions
Piece Strength and Weight Coefficients
There is no formal "rank hierarchy" — almost all pieces strike each other with no restrictions. The weight coefficients below are an internal reference the computer AI uses to evaluate piece value when choosing a move (not a player's "score"):
| Piece | Weight (AI) | Strikes Alone | Nuance |
|---|---|---|---|
| ⚜ Feudal | ~1000 | Anyone except the enemy feudal | Death = defeat |
| ⚔ Heavy Knight | 4.5 | Anyone | No special protection — no check or checkmate |
| 🐴 Light Cavalry | 3.5 | Anyone | Takes a pikeman only by direct landing |
| ⚡ Pikeman | 3 | Anyone | + passive zone of control (12 hexes) |
| 🏹 Archer | 2 | Anyone at point-blank range, or from afar with a marker | Dies automatically from an adjacent piece |
| 🛡 Infantryman | 1 | Only an archer and an infantryman | Everything else only in twos or more |
Special Combat Rules
Victory Conditions
All 3 conditions are active simultaneously — the game ends immediately as soon as any one of them occurs:
| Condition | Description |
|---|---|
| Feudal Destroyed | By a regular attack, a coordinated infantry attack, an archer marker, or a "bridge kill" by a knight |
| "Checkmate" on the Feudal | The feudal is under threat and has no safe hex (including castling) — the game ends without direct destruction |
| Castle Captured | Any of your own pieces reaches the central hex of the enemy castle (f1 or f11) |
Draw
Disputed Situations — Official Rulings
These rulings take priority over general interpretation.
Quick Reference
| Piece | Move | Strikes Alone | Key Mechanic |
|---|---|---|---|
| ⚜ Feudal | 1 hex anywhere | Anyone except a feudal | Aura · Castling · Order |
| ⚔ Knight | ∞ in a straight line, like a rook | Anyone | Bridge stops it · No special protection |
| ⚡ Pikeman | 1 hex straight | Anyone | Zone of control — 12 hexes |
| 🐴 Cavalry | Gallop 2+1 or charge 2 straight | Anyone | Pikeman — only by direct landing |
| 🏹 Archer | 1 hex | Anyone at point-blank range | Threat marker · Dies alone in melee |
| 🛡 Infantryman | 1 hex (2 in the feudal's aura) | Only an archer and an infantryman | Coordination 2+ · Promotion |
- The attacker survives — always, no exceptions
- 2+ infantrymen adjacent to a knight/pikeman/cavalry/feudal = the target dies, 1 infantryman is sacrificed
- Cavalry takes a pikeman only by landing exactly on its hex
- Pikeman's zone — 12 hexes, kills no one by itself, only stops anyone's movement; death comes only from direct combat on the next turn
- The archer doesn't strike — it mines the terrain. The enemy walks into the arrow itself
- The feudal gives +1 hex to infantry within radius 2, castles once, and gives "Orders" without limit
- The knight always stops after a bridge, never crosses a ford, and has no check or checkmate
- Hill and swamp are implemented (forest is not); both can be toggled off with separate checkboxes on the start screen
- Summer/Winter season — a toggle on the start screen; in winter the river and ford are passable for everyone