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VANGUARD

Asymmetric Chess — Nine Armies. One King. No Mercy.

Overview

VANGUARD is a chess-inspired strategy game on an 8×8 board. You command one of nine asymmetric armies, each with unique pieces and movement rules. The AI commands a different army. Win by capturing the enemy King. There is no checkmate — if your King is taken, you lose immediately.

Each army fights differently. Learn your pieces. Exploit your opponent's weaknesses. Strike the King.

Setup & Turns

Victory Condition

Capture the enemy's King (or Alpha for WILDS, Dragon Lord for PYRE, Reflector for MIRRORS, Anvil for FORGE, Specter for ECHO, or Dealer for DEALT). There is no check or checkmate — you can move into danger freely, and the King can be taken like any other piece. Play aggressively.

Promotion

When a front-rank piece (Pawn, Acolyte, Cub, Cinder, Mirage, Spark, Wisp, or Suit) reaches the back rank of the enemy side, it automatically promotes:

The Nine Armies

⚔ KINGDOM
Classic balanced army. Standard chess with familiar pieces — the reliable choice.
PieceMovement
K King1 step in any direction
Q QueenAny number of squares in any direction
R RookAny number of squares orthogonally
B BishopAny number of squares diagonally
N KnightL-shape jump (2+1), ignores pieces in the way
P Pawn1 forward (2 on first move), captures diagonally forward. Promotes to Queen.
🔥 HORDE
Swarm of brutes. No Queen, no Bishop — just raw aggression and numbers.
PieceMovement
K King1 step in any direction
W WarlordQueen-like, but limited to 3 squares max per move
Br Brute1 or 2 squares orthogonally. The 2-square move is a jump — ignores pieces in between
P PawnStandard pawn movement. Promotes to Warlord.
✨ ARCANE
Mages and cannons. Tricky to fight against — Cannons can jump over allies to snipe enemies.
PieceMovement
K King1 step in any direction
M ArchmageQueen — any number of squares in any direction
S SeerSlides diagonally (like Bishop) plus 1 step orthogonally
Cn CannonSlides orthogonally through empty squares freely. To capture, it must jump over exactly one piece (a "screen") and land on the first enemy beyond it. Cannot capture by direct contact.
Ac AcolyteStandard pawn movement. Promotes to Archmage.
🐾 WILDS
Savage beasts. No standard King — the Alpha rules. Hard-hitting Ravagers and nimble Trackers.
PieceMovement
Al AlphaKing moves (1 step any direction) plus can move 2 squares orthogonally — but only if the intermediate square is empty (not a jump)
Rv RavagerRook-like, but limited to 5 squares max per move
Tr TrackerKnight L-shape jump plus 1 step diagonally
Cb CubLike a pawn, but also captures straight forward (not just diagonally). Promotes to Ravager.
🔥 PYRE
Dragons and fire — precise, brutal, hard to stop. No standard King — the Dragon Lord rules.
PieceMovement
Dl Dragon LordKing moves (1 step any direction) plus alfil leap — jumps exactly 2 squares diagonally (ignores pieces in between)
Dk DrakeSlides diagonally any range (Bishop) plus L-shape knight jump. Covers both square colors.
Fb FirebornSlides orthogonally any range (Rook) plus 1 step in any diagonal direction
Ci CinderMoves 1 step diagonally forward (2 on first move if path clear). Captures 1 step straight forward only. Promotes to Drake.
🪞 MIRRORS
Illusionists who swap and deceive. No capture — only confusion.

Swap mechanic: MIRRORS pieces never capture — instead they swap positions with the target piece. Both pieces remain on the board; they simply exchange squares. Swappable targets are shown with a cyan outline. Swapping with the enemy Reflector is legal but does not win the game — you must still capture it.

PieceMovement
Rf Reflector1 step in any direction (King). Swap with any adjacent friendly.
Il IllusionSlides orthogonally up to 4 squares (Rook, max 4). No swap.
Ph PhantomSlides diagonally any range (Bishop). Swap with any friendly anywhere on the board.
Ln LensL-shape knight jump plus 1 step orthogonally. Swap with any enemy in the same column.
Mi Mirage1 forward (2 on first move), no diagonal captures. Swap with any enemy ≤2 squares orthogonally or ≤3 squares diagonally. Promotes to Phantom.
🔨 FORGE
Capture to temper your pieces. Build heat, grow stronger, unleash fury.

Temper system: Each time a FORGE piece captures an enemy, it gains 1 temper (shown as orange pips, max 3). The total temper across your army increases the range of Crucibles and Tongs. Individual piece temper unlocks bonus attacks for the Hammer and extends the Anvil's reach.

PieceMovement
An Anvil1 step any direction (King). At temper 3, gains +1 range (moves up to 2 squares in any direction).
Cr CrucibleSlides orthogonally. Base range 3, grows with total army temper (max 5).
To TongsSlides diagonally. Base range 3, grows with total army temper (max 5).
Hm HammerL-shape knight jump. At temper ≥2, also captures 1 step orthogonally.
Bw Bellows1 forward (2 on first move), captures diagonally forward or 1 step sideways. Gains temper on capture.
Sp SparkStandard pawn movement. Promotes to Crucible.
👻 ECHO
Your pieces leave ghost trails that block all movement for 3 turns — yours and theirs.

Echo trail: Every time an ECHO piece moves, it leaves a ghost square (purple tint) on the square it vacated. Slider pieces (Wraith, Shade) also leave echoes on every square they pass through. Echo squares block all movement — no piece from either side can enter or pass through them. Echoes fade after 3 turns.

PieceMovement
Sc Specter1 step any direction (King). Leaves echo on departure square.
Wr WraithSlides orthogonally up to 6 squares. Leaves echo on every square it passes through.
Sd ShadeSlides diagonally up to 5 squares. Leaves echo on every square it passes through.
Gh GhostL-shape knight jump. Leaves echo on departure square.
Ws WispStandard pawn movement. Leaves echo on departure square. Promotes to Wraith.
🃏 DEALT
Play power cards to amplify your moves. Skill over luck — read the hand, choose wisely.

Card system: You hold 3 cards from an 8-card deck. Before moving a piece, click a card in the right panel to activate its effect for that move. After the move, the card is discarded and you draw a replacement. The deck shuffles automatically when empty.

PieceMovement
Dr Dealer1 step any direction (King).
Ae AceSlides orthogonally up to 7 squares (powerful Rook).
Jk JackL-shape knight jump plus 1 step diagonally.
Te TenSlides diagonally up to 5 squares plus 1 step orthogonally.
Su SuitStandard pawn movement. Promotes to Ace.
CardEffect
Flush+3 movement range for this move
Straight+6 movement range for this move
High CardAfter moving, auto-capture one adjacent enemy
Full HouseAfter moving, one adjacent friendly piece advances 1 step
BluffNormal move (no special effect — saves a card slot for the hand)
WildThe next card played has doubled effect (+6 / +12 range)
CutSkip your turn, draw 2 new cards
Dead Man's HandPlace one of your captured pieces back on any empty square in your back 2 rows

Special Abilities

Each army has a unique ability usable once per cooldown during your turn. Click the ability button in the right panel to activate it. Gold mastery (10 wins) reduces the cooldown of repeatable abilities.

One-time abilities can only be used once per game. Repeatable abilities recharge after a number of full rounds.

ArmyAbilityEffectCooldown
⚔ KINGDOM Royal Decree All your pawns advance 1 square instantly 8 rounds (5 with Gold)
🔥 HORDE Warcry All your pieces gain +1 movement range for 3 turns 8 rounds (5 with Gold)
✨ ARCANE Arcane Surge Cannons can capture by direct contact (no screen needed) for 1 turn 8 rounds (5 with Gold)
🐾 WILDS Feral Charge Select one piece — it moves at double its normal range this turn 8 rounds (5 with Gold)
🔥 PYRE Dragon's Breath Destroy any enemy piece within 3 squares of your Dragon Lord One-time use
🪞 MIRRORS Grand Illusion Swap any two pieces anywhere on the board One-time use
🔨 FORGE Master Strike Mark one of your FORGE pieces — its next capture grants +2 temper instead of +1 6 rounds (4 with Gold)
👻 ECHO Resonance All echo squares explode — every enemy within 1 square of any echo is removed from the board, then all echoes clear One-time use
🃏 DEALT Reshuffle Discard your entire hand, shuffle the full deck, draw 3 fresh cards One-time use

Starting Layouts

Back row first, then front row (left to right, columns a–h):

ArmyBack Row (cols a–h)Front Row
KINGDOMR N B Q K B N RP P P P P P P P
HORDEBr W Br Br K Br W BrP P P P P P P P
ARCANECn S S M K M S CnAc Ac Ac Ac Ac Ac Ac Ac
WILDSRv Tr Tr Rv Al Rv Tr TrCb Cb Cb Cb Cb Cb Cb Cb
PYREFb Dk Fb Fb Dl Fb Dk FbCi Ci Ci Ci Ci Ci Ci Ci
MIRRORSIl Ln Ph Ph Rf Ph Ln IlMi Mi Mi Mi Mi Mi Mi Mi
FORGECr To Hm An Bw Hm To CrSp Sp Sp Sp Sp Sp Sp Sp
ECHOWr Sd Gh Sc Gh Gh Sd WrWs Ws Ws Ws Ws Ws Ws Ws
DEALTAe Jk Te Dr Te Jk Ae JkSu Su Su Su Su Su Su Su

AI Difficulty

LevelBehavior
EasyMoves completely at random. Good for learning your army.
MediumAlways takes the most valuable piece it can capture. Falls back to random if no captures are available.
HardLooks 3 moves ahead using minimax with alpha-beta pruning. Will set up attacks and defend actively.

Strategy Tips