#A Game of Knights
A Game of Knights
In this King of the Hill, you control 10 Knights. You need to surround your enemy before they surround you.
Each Knight has 3 possible actions:
- Dash: Move 3 squares in a cardinal direction. If there is a knight in your path, move as far as you can.
- Leap: Move 2 squares in a cardinal direction. If there is a knight on your destination square, don't move at all.
- Push: Move 1 square in a cardinal direction. If there is a knight on your destination square, and no knight or wall behind him, you both move 1 square.
Each round will have a Planning Phase and then an Action Phase.
Planning:
During the planning phase, players will alternate creating a plan until both players have created 10 plans.
- A plan consists of either an action type or a cardinal direction (not both).
- A plan also includes the knight that will perform the action
- All plans are revealed to both players
Action:
- Actions occur in the same order that they were planned.
- If you planned an action type, you will be able to choose the direction. If you planned a cardinal direction, you will be able to chose the action type you want.
After the action phase, if any knights are on the same location they started at (at the start of the round) are captured and removed from the game. You win by capturing all other knights.
Other info:
- Cardinal means North, East, South, or West
- The board is a 10x10 board. Your knights start as a line at the bottom of the board.
- Walls block movement and cannot be pushed.
- You don't have to plan an action for every knight, and a knight can take multiple actions.
- There are a maximum of 1000 rounds. After those 1000 rounds, the winner is the player with the most knights. (A tie is allowed).
- The starting player for a game is randomized, and that player starts every round.
You have won the game when you opponent cannot make any mobility actions.