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KYRRAS

The rules

How to play Kyrras

Shape the battlefield, marshal your army and take the enemy King. Everything you need to play your first game, with every move drawn by the game itself.

  • 2–6 players
  • 8 kinds of piece
  • Free in your browser
On this page
  1. What is Kyrras?
  2. The pieces
  3. Setup
  4. Turns and rotation
  5. Capturing and check
  6. The Viceroy rule
  7. Rabble promotion
  8. Winning and draws
  9. Three or more players
  10. Strategy tips
  11. Notation

Overview

What is Kyrras?

Kyrras is a strategy game for two to six players on a board of hexagons, inspired by the Cyvasse of A Song of Ice and Fire. Before a single piece moves, the players raise Mountains and deploy their armies in plain sight, so no two battles start alike. Then you take turns moving one piece at a time. Your aim is simple: capture the enemy King and protect your own. Think of chess, played on a battlefield you helped to build, with Dragons that fly, Elephants clad in steel and a peasant levy that can rise to become Raiders.

The army

The pieces

Each player commands eighteen pieces. Elephants and Spears face a direction and carry a steel plate on that edge; every other piece can move in all six directions. Each diagram below is a real position: the lit hexes are the moves the game allows, computed by the same rules engine you play against.

King

1 per player

Your sovereign. Lose it and you are out.

Moves. Steps one hex in any of the six directions.

An Ivory King in the centre, a Mountain to its west. The Onyx Rabble beside it reaches the hex to the south-east, so the King may not step there (hatched). It can capture that Rabble, because no other enemy guards its hex.
  • Never steps onto, or captures on, a hex that an enemy piece could reach.
  • Capturing a King needs support: a second piece, not the defender’s, that could also reach the King’s hex.
  • Rabble can never capture a King, and Kings never capture Kings.
  • No King can be captured until every player has taken a first turn.
Try the King

Viceroy

1 per player

Your second in command.

Moves. Slides up to three hexes in a straight line, in any of the six directions.

An Ivory Viceroy slides up to three hexes in any of the six lines. It passes through the Ivory Rabble to the east, stops at the Onyx Rabble to the north-west (which it can capture), and the Mountain to the south-west closes that line.
  • Passes through its own pieces, but not through enemies.
  • If it falls while your King lives, you may crown a replacement (see the Viceroy rule).
Try the Viceroy

Dragon

1 per player

The fastest piece on the board.

Moves. Flies up to four hexes in a straight line, in any of the six directions.

An Ivory Dragon flies up to four hexes in a straight line, over friends and enemies alike: past the Ivory Rabble to the east and the Onyx Spear to the north-west. It can capture the Onyx Rabble to the south-east, and even the Spear, through its steel plate. Only the Mountain to the south-west stops its flight.
  • Flies over every piece, friend or enemy. Only Mountains stop it.
  • Breaks through an Elephant’s or Spear’s steel plate.
  • A lone Rabble cannot take it: a Rabble may capture a Dragon only when at least two enemy Rabble or Raiders, itself included, stand beside it.
Try the Dragon

Elephant

2 per player

Armoured and hard to stop head on.

Moves. Charges up to two hexes straight ahead, the way it faces. Turn it first, for free, to face any direction.

An Ivory Elephant facing north-east, its steel plate on that edge. Dots are moves along its facing; rings are moves after a free turn, which is committed with the move. It can break the Onyx Spear head on. The Ivory Rabble to the west and the Mountain to the south-east block it.
  • Its steel plate guards the hex edge it faces: from that side, only an Elephant, a Knight or a Dragon can capture it.
  • It can break a Spear or another Elephant head on.
  • Cannot pass through pieces.
Try the Elephant

Spear

3 per player

A shield wall, one hex at a time.

Moves. Thrusts up to two hexes straight ahead, the way it faces. Turn it first, for free, to face any direction.

An Ivory Spear facing north-west. The Onyx Elephant ahead faces it, so the Elephant’s steel plate turns the thrust: no capture there. Turning east first, the Spear can take the Onyx Rabble.
  • Its steel plate guards the faced edge: from that side, only an Elephant, a Knight or a Dragon can capture it.
  • Cannot pass through pieces.
Try the Spear

Knight

2 per player

The only piece that leaps mountains.

Moves. Leaps to any of the six hexes one step and one bend away.

An Ivory Knight leaps to the six hexes one step and one bend away, over the Mountain and the pieces around it. It can capture the Onyx Spear even through its steel plate. It cannot land on the Mountain to the west.
  • Jumps over pieces and Mountains alike, but cannot land on a Mountain.
  • Ignores steel plates.
Try the Knight

Raider

2 per player

Quick, and hard to block.

Moves. Races up to three hexes in a straight line, in any of the six directions.

An Ivory Raider races up to three hexes in a straight line, through any piece: over the Onyx Rabble to the north-west to capture the one behind it (or the near one), and past the Ivory Rabble to the east. The Mountain to the south-west blocks it.
  • Passes through any piece, friend or enemy. Mountains stop it.
  • Rabble that reach the far side of the board become Raiders.
Try the Raider

Rabble

6 per player

Many hands. Some of them rise.

Moves. Steps one hex in any of the six directions.

An Ivory Rabble steps one hex. With a second Ivory Rabble also beside the Onyx Dragon, it may capture the Dragon. It can never capture the Onyx King. The tinted rows are where it promotes to a Raider.
  • Can never capture a King.
  • Two together can bring down a Dragon.
  • Promotes to a Raider on reaching the far side of the board.
Try the Rabble

Mountain

4 per player with two players; 2 each with more

Terrain you place before the battle.

Moves. Never moves.

Mountains are terrain. Even an Ivory Dragon, which flies over every piece, stops at a Mountain: its line east ends one hex short of the peak in the centre, and the other two Mountains close its north-east and south-east lines.
  • Cannot be captured.
  • Blocks every line of movement. Only the Knight leaps over one, and nothing can land on one.

Before the battle

Setup

A game of Kyrras begins on an empty board. Setup happens in two stages, and every placement is visible to everyone.

  1. Raise the Mountains. Starting with the first player and going clockwise, each player places one Mountain at a time on any empty hex, until all are placed: four each in a two-player game, two each with more players. Use them to wall off your King, or to choke the roads your rival will need.
  2. Deploy your army. Then, again in turn, each player places two pieces at a time. Pieces go in your home territory, the rows nearest your edge of the board. Once your home territory is full, you may also use the rest of your half, but never past the centre line.

Never start a King in check. A setup must not leave any King threatened by an enemy piece. Random and automatic deployments always respect this, and if you place pieces by hand, the game warns you before a King would start threatened.

The board grows with the table: a radius of four hexes for two players, five for three, six for four and seven for five or six. You can also choose a smaller or larger board.

Play

Turns and rotation

Players take turns clockwise. On your turn you move exactly one piece, and you may capture with it. A piece moves only within its pattern, and most cannot pass through others; see each piece above.

Elephants and Spears turn for free. Before moving one, you may turn it to face any of the six directions, then it moves straight ahead along its new facing. The turn is part of the move: you commit both together, only the piece you move can turn, and you cannot turn a piece without moving it or after it has moved. A piece that does not move keeps its facing, and with it the side its steel plate guards.

Combat

Capturing and check

You capture by moving onto a hex held by an enemy piece, which leaves the board. Mountains and your own pieces can never be captured. Some pieces resist certain attackers:

  • Steel plates. An Elephant or Spear cannot be captured through the hex edge it faces, except by an Elephant, a Knight or a Dragon.
  • Dragons fall to Rabble only when at least two enemy Rabble or Raiders, the capturing Rabble included, stand beside the Dragon.
  • Kings can never be taken by Rabble or by another King, and a King capture needs a supporting piece that could also reach the King.

A hex is threatened when an enemy piece could reach it on its next move. Elephants and Spears can turn before they move, so they threaten in all six directions, not only the way they face. A King that is threatened is in check.

You may never make a move that leaves your own King threatened, and your King may never step onto, or capture on, a threatened hex. The one exception: capturing the last opposing King ends the game at once, so that capture is always allowed.

The first round is safe. No King can be captured until every player has taken a first turn. Check is still shown and you still may not leave your King threatened, but nobody can lose or draw before moving.

Command

The Viceroy rule

When your Viceroy is captured and your King still stands, the game pauses for you to crown a new Viceroy. Choose any of your pieces except the King. It stays where it is, gives up its own powers and moves as a Viceroy from then on.

You may also decline and play on without a Viceroy. Either way, the decision is made at once, before play continues, and declining is final. Crowning a humble Rabble keeps your strongest pieces exactly as they are.

Rising up

Rabble promotion

A Rabble that reaches the far side of the board, the two rows along the edge opposite its home, is promoted at once to a Raider as part of the same move, even when it arrives by capturing. The tinted rows in the Rabble diagram above show where that happens, as the engine computes it.

The end

Winning, eliminations and draws

  • Capture the King. Taking an enemy King wins a two-player game, and eliminates that player in a larger one.
  • Checkmate is a loss. A player whose King is in check and who has no legal move is checkmated. With two players left, the opponent wins; with three or more, the checkmated player is eliminated and play continues.
  • Surrender. Resigning eliminates only you. With two players left, your opponent wins.
  • Stalemate. A player who is not in check but has no legal move is stalemated. With two players left, the game is a draw.
  • Only Kings left. When nothing but Kings remains on the board (Mountains aside), the game is a draw, because a King can never capture a King.

There is no draw by repetition and no move limit.

Three to six

Three or more players

  • Play passes clockwise. Each player places two Mountains, and neighbours’ home territories may overlap: both may deploy in those shared hexes.
  • A player is eliminated when their King is captured, when they are checkmated, or when they resign or forfeit. Their remaining pieces leave the board (Mountains stay), and play skips them. The last player standing wins.
  • A stalemated player chooses to pass (skip the turn) or forfeit (and be eliminated). If every remaining player passes in turn with no move in between, the game is a draw.
  • Support for a King capture, and the two Rabble or Raiders needed to bring down a Dragon, may come from any player except the defender.
  • While more than one opponent remains, a King capture that would leave your own King threatened is not allowed.

Counsel

Strategy tips

  • Build your fortress first. Place Mountains to close the straight roads toward your King. Dragons, Raiders and the Viceroy all travel in lines, and a Mountain stops every one of them.
  • Face the danger. Turn Elephants and Spears so their steel plates meet the likeliest attack, and lock them together into a wall.
  • Count the supporters. A King falls only to an attacker with a second piece in range. Keep enemy pieces from lining up two attackers on your King.
  • Keep your Dragon clear of Rabble pairs. It is your fastest piece, but two Rabble beside it can bring it down.
  • March the Rabble. A Rabble that crosses the board returns as a Raider, and the threat of promotion ties up defenders.
  • Protect the Viceroy, but use it. Losing it costs you a piece’s powers to replace it, so trade it only for something better.

For the record

Notation

In the game’s move list, hexes are named like chess squares: a letter for the file and a number for the rank, counting up from the first player’s edge. Game records use the engine’s full notation, which you can safely skip if you just want to play.

Show the full notation

Hexes use axial coordinates (q,r), with (0,0) at the centre. Players are numbered clockwise from the south seat: P1 south and P2 north in a two-player game. Pieces are written with the player and a letter: K King, V Viceroy, D Dragon, E Elephant, S Spear, N Knight, R Raider, B Rabble (B, so it is not confused with the Raider) and M Mountain. Elephants and Spears add their facing after a dash: E, NE, NW, W, SW or SE.

Move
P1V(0,2)(0,4)
Facing piece
P1E-NE(0,2)(1,1)
Capture
P1D(0,2)xP2K(0,3)
Promotion
P1B(1,-2)(1,-3)=R
Mountain
M:(2,3)
Deployment
P1K(0,3)

The original plain-text rules, with the complete notation reference, are at /rules.md.

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