How to play

GAME OF THE GENERALS

RULES

Command 21 hidden pieces on a 9×8 battlefield. Digital play replaces the neutral arbiter with a server-side judge, so enemy ranks stay hidden until battles are resolved.

SETUP

Each player secretly arranges 21 pieces within the nearest three rows. There is no fixed formation; deception begins before the first move.

MOVEMENT

Players alternate turns. One piece moves one square forward, backward, left, or right. Diagonal movement is not allowed.

CHALLENGES

A challenge happens when a piece moves onto an enemy square. The lower-ranked piece is removed; equal ranks eliminate each other.

ARBITER

Traditional games use a neutral arbiter who knows all ranks. Here, the server plays that role and reveals only the result.

SPIES & PRIVATES

The Spy defeats officers and the Flag, but only a Private can eliminate a Spy. A Private can also capture the Flag.

VICTORY

Win by capturing the enemy Flag, or by marching your own Flag into enemy territory under the game’s flag-reach condition.

Chain of command — higher eliminates lower

SPY beats all officersPVT beats the SpyFLAG beats the enemy Flag

GAME MODES

Same board, same ranks. Each mode changes one thing about how a game is won or played.

STANDARD

Classic rules: capture the enemy Flag, or march yours to their back row.

GAUNTLET

Beat all twelve CPU ranks in a row with one army. Every piece you lose stays lost for the next stage.

DAILY CHALLENGE

One opponent, one deployment, the same for everyone today. Win it in as few moves as you can.

CLOCKS

Each side gets one time bank for the whole game, chess-style. Run out and you lose. Standard (10m), Blitz (1m), Bullet (30s) — or any whole-minute bank up to 30 minutes in a room's match setup. Short banks turn deduction into instinct.

TAKE THE FIELD

9×8 board · 21 pieces · 3m / 5m / 10m / 15m banks · custom up to 30m · server-authoritative, cheat-proof