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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)
| Piece | Count | Move | P / H | Vision |
| ★ Commander | 1 | 1 sq, any dir | 5 / 5 | 3 |
| + Scout | 2 | up to 3 sq, orthogonal | 2 / 2 | 4 |
| ✦ Guardian | 2 | up to 2 sq, any dir | 4 / 4 | 2 |
| × Infiltrator | 2 | up to 3 sq, diagonal | 3 / 3 | 2 |
| ☆ Decoy | 5 | 1 sq, any dir | 1 / 1 | 1 |
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