Your turn: one or two actions, each with a different piece. After the first action you may take a second with another piece, or press End turn. White's very first turn has only one action. Click a piece to see what it can do.
- Setup: White's three pieces start at random on ranks 1–2; Black's are the same, rotated 180°.
- Tank: steps 1 square in any direction, or shoves an adjacent piece (friend or foe, diagonals too) 1 square further in the same direction. Shoved off the board or into a wall = dies (your own pieces too); you can't shove into another piece, or shove a warded 🛡 enemy. Stun 💫: an enemy you shove (and that survives) can't act during its owner's next turn.
- Healer: knight jump. Ward (always on): every ally next to the Healer (8 directions) can't be shot or shoved by the enemy. The Healer itself is never warded. Twice per game it can revive a dead Tank/Damage next to itself (a revived piece can't act until your next turn).
- Damage: moves like a rook, or shoots in a straight line (not both in one turn). The first piece in line is hit and dies if it's an unwarded enemy; your own pieces and warded enemies block the shot.
- The arena shrinks: after round 12 the outer ring becomes wall, after round 24 the next ring (leaving c3–e5). No piece dies to the shrink — every piece on a falling ring slides one square inward (diagonally, or straight in on the middle line; else straight in along the row, then the column; else the nearest empty inner square, chosen automatically). White's pieces slide first, then Black's.
- Win: kill the enemy Healer (immediately, even mid-turn). That is the only way to win.
- Draw: 300 actions in total (~75 rounds). There is no repetition rule — the shrinking arena forces a result.
AI levels: Easy, Medium, Hard (alpha-beta search); Expert and Master (neural-net MCTS, 1600 simulations per action, final rules only). Master uses the long-run network trained on the final rules.