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Rhythmomachia Is A Complex Strategic Game Played On A Board: The Rules of The Game
Rhythmomachia Is A Complex Strategic Game Played On A Board: The Rules of The Game
The Moves
For making a move, use your mouse to drag pieces to their new
position according to the following moves:
Infantry, represented by a circle, moves exactly 2 fields in
horizontal or vertical direction.
Cavalier, represented by a triangle, moves exactly 3 fields in
diagonal direction.
Chariot, represented by a square, moves exactly 4 fields in any
direction, horizontally, vertically, or diagonally.
The Pyramid, represented by a pyramidal tower, contains six or
less units and can choose like which of its pieces it wants to move or
attack, every time. If a figure contained in the pyramidal tower is
attacked successfully, then it is removed and cannot be used for
moving, any more.
Important: The number of fields moved includes the starting and
ending position! So a Cavalier has moved three fields if it has simply
stepped over one empty field in between. This unusual calculation is
important for attacks.
Each figure has a rating that determines its combat values, whereas
hardly any two figures have the same ratings.
If a pyramid looses one of its components and an identical duplicate of
the same league is still in play, the player can choose to swap them out.
The figure in the pyramid which was lost is removed and the duplicate
takes its place in the pyramid, instead.
The Attacking Options
Though every player can only do a single move per turn, each can
attack as many times as possible, before and/or after their move. Each
figure can attack as many times as possible and attacks can be lead by
as many figures as necessary. To attack an opponent's figure
successfully, you must reduce its rating exactly to 0 (each figure that
still has a negative or positive rating at the end of the opponents turn,
will regenerate to its full rating).
Various possibilities for a single attack of a figure do exist, each with
the goal of reducing the target's rating to 0. They can be combined
freely:
Direct confrontation is used if a movement of a figure would lead
exactly onto the target figure and the ratings are equal.
Combat formation in joint attack
Choose the kind of attack:
Destroying Attack uses reduction/subtraction for altering. A figure's
combat value will be subtracted from the target's rating.
Reinforcement Attack uses addition for altering. A figure's combat
value will be added to the target's rating.
Choose combat value for an attack:
Assault or Multiplying Attack alters the target's rating by
multiplication. The combat value of a figure that uses this attack will
be ownRating * distance.
Infiltration Attack or Division Attack alters the target's rating by
division. The combat value of a figure that uses this attack will
be ownRating / distance.
Ambuscade also allows multiple figures in a joint attack to contribute
by Direct Confrontation if they could move directly to the target and
their respective ratings add up to the target rating. Enable this option
via direct configuration->also joint.
Seige captures pieces that are fully surrounded by enemies (optional).
When attacking, you must respect that:
a figure can only lead an attack into those directions that it can move
to. So for example, a Cavalier can only attack in diagonal directions.
a figure can attack one distinct figure only once, even though it may
take part in attacks of any number of different figures each turn.
the distances are calculated like for moves (including the starting
and ending position).
Options capturing->False will also disable capture of pieces and
remove pieces off the board after a successful attack instead
The Winning Harmonies
A player can win if he has arranged three piecesin a distinct shape and
a distinct order (according to their ratings). Such an arrangement must
be located entirely on the opponent's yard (the half the board where the
opposite player starts). At most one of the three pieces can be an
opponent's piece. The figures playing a role in such an arrangement
must be located in a regular mathematical shape without other pieces
in between like:
with hn := c / n.
Such as: {12,6,4}.
The name is derived from the harmonic series b+c* i-r where
mostly it is r=1.