Decoy Patrol

Turn Based Strategy × Active Vision Fog of War × Decoy Deception

Balanced — decent tactics

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Your Turn Turn 1
Enemy Pieces: 0

Your Pieces

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Deployment Phase
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Rules — Decoy Patrol

Goal

Destroy the enemy Commander, or destroy all 5 enemy Decoys.

The Board

10 × 10 grid, coordinates 0–9.

Setup

Each player secretly places 12 pieces anywhere in their 3 home rows (Cyan: rows 0–2, Magenta: rows 7–9). The opponent cannot see your layout.

Your Army (12 pieces)

PieceCountMoveP / HVision
★ Commander11 sq, any dir5 / 53
+ Scout2up to 3 sq, orthogonal2 / 24
✦ Guardian2up to 2 sq, any dir4 / 42
× Infiltrator2up to 3 sq, diagonal3 / 32
☆ Decoy51 sq, any dir1 / 11

Hidden Identity

All enemy pieces look identical — you see only a magenta (or cyan) diamond ◆. You must deduce what each piece is by watching how it moves and how much damage it deals. Note: the Commander (★) and Decoys (☆) move identically (1 sq, any direction) — telling them apart is the core challenge.

Movement (3 points / turn)

Each turn you spend up to 3 movement points. Each square costs 1 point. Split them however you like across your pieces, but each piece can only move up to its max range per turn.

Combat

  • After moving, every piece adjacent (including diagonals) to an enemy may attack one adjacent enemy. Each piece attacks once per turn.
  • Your piece deals its Power as damage to the target's Health.
  • If Health hits 0 → destroyed. You see "Destroyed!" but not what type it was.
  • If it survives, you see "Hit!" — no type or HP info. Deduce from the damage you dealt!
  • Enemies do not counter-attack — damage is one-way.
  • You can skip individual attacks or end the attack phase early.

Healing

All damaged pieces regenerate 1 HP at the start of each player's turn. So a piece damaged this round will have healed 1 HP before it can be attacked again next round.

Fog of War

Each piece reveals a radius equal to its Vision stat. You cannot see enemy pieces outside your vision. Scouts have vision 4 — great for recon.

Surrounding (Go-style)

If a group of pieces has no adjacent empty squares (no "liberties"), it is captured and removed. This can trigger a win if Commander or all Decoys are captured.

Victory

  • Assassination: Destroy the enemy Commander
  • Attrition: Destroy all 5 enemy Decoys

Game Over!

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