Control the center ring or capture the opponent’s Commander. If neither happens by turn 20, highest score wins. Components (printable / common items) Board: one-page concentric-ring board (see page 2). Dice: 2D6 (two six-sided dice). Pieces (per player): up to 3 kinds (use pawns, coins, beads, or checkers): Commander — 1 piece. Represents your leader; capture ends the game. Guard — 3 pieces. Strong at holding rings; can push (see Rules). Soldier — 8 pieces. Mobile units for capture and control. Use two colors (e.g., red vs blue). You may have fewer pieces for shorter games. Setup Print the board (page 2). Place it between players so sectors 1–4 face Player A (bottom), sectors 5–8 face Player B (top). Starting placement (standard): Outer ring, sectors 1–4: place your 8 Soldiers (2 per sector) and 1 Guard in sector 2; Commander in sector 1. Outer ring, sectors 5–8: opponent mirrors this (Commander in sector 5, Guard in sector 6). Remaining Guards (2 each) placed on outer ring adjacent sectors as desired by each player. Decide who goes first by mutual agreement or highest single die roll. Mehr sehen