|
For a Militant, Sovereign, Cavalier, Dreadnaught, Archer or Assassin that reaches Ground Zero, on the piece's next move, its movement doubles. The player has the option to use the doubled capability of the piece or the normal capability of the piece
as his strategy dictates.
Dashed lines indicate the expanded move |
|
The Militant
If a Militant lands on Ground Zero without promotion, its next movement may be across two flats in any flat axis, including a move of one space and a capture.
The Militant still may not move two spaces then capture.
After moving off of Ground Zero, the Militant is Hatted (see Hatted Militant) and its movement and capturing becomes the same as that of the Sovereign for the remainder of the game (see The Sovereign).
If a previously Hatted Militant lands on Ground Zero, its movement is that of the Sovereign on Ground Zero (see below).
|
|
The Sovereign
The normal Sovereign move is one space along any of the flat or line axes available from its current position.
The Ground Zero Sovereign move is two spaces along any of the flat or line axes available from its current position.
|
|
The Cavalier
The normal Cavalier movements
|
|
Cavalier Area of Influence
Blue spaces are the doubled Area of Influence.
|
|
The Dreadnaught
The normal Dreadnaught move is four flats, capturing all pieces along the axis.
The Ground Zero Dreadnaught move is eight flats, capturing all pieces along the axis.
Note: The Dreadnaught may still not capture its own Sovereign.
|
|
The Archer
The normal Archer move is one flat or one line in any direction and capture four flats away.
The Ground Zero (#gz) Archer move is two flats or two lines in any direction and capture eight flats away.
The normal Archer move is one flat or one line in any direction and capture four flats away.
The Ground Zero (#gz) Archer move is two flats or two lines in any direction and capture eight flats away.
|
|
The Archer Field of Fire
Blue spaces are the doubled Field of Fire.
|
|
The Assassin
The normal Assassin move is one flat and two lines or one line and two flats, in any direction.
The Ground Zero (#gz) Assassin move is two flats and four lines or two lines and four flats, in any direction.
The normal Assassin move is one flat and two lines or one line and two flats, in any direction.
The Ground Zero (#gz) Assassin move is two flats and four lines or two lines and four flats, in any direction.
|
|
The Assassin Area of Influence
Blue spaces are the doubled Area of Influence.
|
| First | Previous | Next | Order |