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.
- 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)
| Piece | Count | Role |
|---|---|---|
| ⚜ Feudal | ×1 | The key piece — its loss loses the game |
| ⚔ Heavy Knight | ×1 | The most mobile combat piece |
| ⚡ Pikeman | ×2 | Passive space control |
| 🐴 Light Cavalry | ×2 | Mobile L-shaped attack |
| 🏹 Archer | ×2 | Ranged combat — a threat marker |
| 🛡 Infantryman | ×6 | The 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.
🌿 Swamp — stops everyone
⛰ Hill — archer bonus
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:
| Parameter | Value |
|---|---|
| Victory condition | All 3 at once — details |
| River | Always impassable without a crossing (bridges or fords) — there are no seasons or freezing |
| Setup | Classic mirrored |
| Army composition | Standard — 14 pieces per side |
Terrain Building
Piece Placement
The classic match uses a mirrored setup — fixed, both players know the positions of all pieces.
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.
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.
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 (even if an enemy is standing on the bridge — kills it "en passant"). Regardless of season | Jumps over with no special effect |
| Fords ×2 | Freely passable | Summer: full blockade, cannot cross it at all. Winter: passable, like ordinary land | Jumps over with no special effect |
| Regular River | Summer: impassable. Winter: passable | Summer: impassable (except at the bridge). Winter: passable | Jumps onto a free hex or with an attack — no restrictions, the same in both seasons |
Combat System
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:
| 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 | Only captures a pikeman by landing directly on it |
| ⚡ Pikeman | 3 | Anyone | + passive zone of control (12 hexes) |
| 🏹 Archer | 2 | Anyone up close, or at range with a marker | Dies automatically to an adjacent piece |
| 🛡 Infantryman | 1 | Only an archer or an infantryman | Everything else only in pairs or more |
Special Combat Rules
Victory Condition
The match ends instantly as soon as any one of these occurs:
- Destruction of the feudal — by a normal attack, an infantry coordinated attack, an archer's marker, or a knight's "kill on the bridge"
- "Checkmate" of the feudal — it is threatened and has no safe hex (including via castling), even without direct destruction
- Capture of the castle — any friendly piece stands on the central hex of the enemy castle (f1 or f11)
Draw
Disputed Situations
Quick Reference
| Piece | Move | Strikes Alone | Special |
|---|---|---|---|
| ⚜ 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 | L-move 2+1 or charge 2 straight | Anyone | Pikeman — only by landing directly on it |
| 🏹 Archer | 1 hex | Anyone up close | Threat marker · Dies alone in melee |
| 🛡 Infantryman | 1 hex (2 in the feudal's aura) | Only an archer or an infantryman | Coordination 2+ · Promotion |
- 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