LIGHT β5
TO MOVELight
DARK β5
TURN1
Your move
Runes in 4 steps
You win!
Roll the dice.
π How to play Runes
Runes is a new board game, invented for this chapter. Two wizard schools fight on a board, and dice decide what magic you get.
Your turn
- Roll two dice. Then pick one die and spend it on one action. (Roll doubles and you get both dice: two actions.)
- Step (any die): move one piece 1 square in any direction, even diagonally, onto an empty square or onto an enemy to capture it. You may not step straight back to the square you just left.
- Or cast the spell for the die's number:
β 1 π‘ Wardfrom the safe squares of Ur: one of your pieces cannot be captured or charmed until you act again.
β 2 π Swapfrom Senet: swap the places of two of your pieces.
β 3 π΄ Leapfrom chess: move one of your pieces like a knight (it can capture).
β 4 β¨ Summonfrom shogi: put a lost Apprentice on an empty square next to your Mage.
β 5 π Charmfrom Othello: turn an enemy Apprentice next to your Mage into yours.
β
6 β‘ Boltfrom xiangqi's cannon: destroy the first enemy Apprentice in a straight line from your Mage, up to 3 squares away.
Pieces and winning
- Each side has one Mage (tall hat) and some Apprentices (small hats).
- Only a Mage can capture a Mage (by a step or a Leap). Apprentices cannot, but they block the way.
- Win by capturing the enemy Mage, or by ending your turn with your Mage on the β Throne (the centre of the enemy back row) and still being there when your next turn starts. The enemy gets one turn to chase it off or capture it.
- After 60 turns each side, the player with more Apprentices wins (equal is a draw).
Tips
- Two dice mean a choice: a 6 is strong, but a 2 may be exactly the Swap you need. Look at both before you pick.
- Ward is best as your last action of the turn (any later action of yours ends it), so use it on a Mage on the Throne.
- Keep your Mage a knight's move and a step away from the enemy Mage, or be ready to chase theirs.
- π‘ Hint suggests a move. β© Undo takes back your last action and the computer's reply (the dice stay the same, no re-rolls).
Where the ideas come from
- Backgammon, Ur, Senet, Ludo: rolling dice and choosing what to do with them. Dice choose, you decide.
- Chess, shogi, Othello, xiangqi: one spell each (Leap, Summon, Charm, Bolt). Senet and Ur: Swap and Ward.
- Jungle chess and xiangqi: the goal square and winning by taking the leader. Flock (chapter 59): no stepping back and a turn limit so games end.
It is a new game, so the computer's levels come from trying them against each other (a deeper search beats a shallower one clearly, but dice still make upsets).