Move History

    Rampart Rules

    Rampart is an abstract strategy game of capture, pressure, and enclosure.

    1. Board

    1. Rampart Classic is played on a 5 by 9 board. Columns are labeled a-e, and rows are labeled 1-9. Rampart XL is played on a 7 by 9 board. Columns are labeled a-g, and rows are labeled 1-9.

    Bottom moves first.

    2. Starting Position

    Each player begins with 12 pieces: 3 Queens, 3 Knights, 3 Kings, and 3 Blockers.

    Bottom begins on rows 1 through 4. Top begins on rows 6 through 9. Row 5 begins empty.

    3. Pieces and Movement

    • Queen: Moves up to 3 squares in any of the 8 directions. Queens cannot jump.
    • Knight: Moves 1 or 2 squares horizontally or vertically. Knights can jump.
    • King: Moves 1 square in any direction.
    • Blocker: Moves 1 square horizontally or vertically. Blockers cannot directly capture.

    4. Direct Capture Cycle

    Rampart uses a circular capture system:

    • Queen captures Knight.
    • Knight captures King.
    • King captures Queen.

    A piece may not directly capture outside this cycle.

    5. Blockers

    • Blockers cannot directly capture.
    • Blockers cannot be directly captured.
    • Blockers can only be removed by enclosure.
    • Blockers count as surrounding pieces for enclosure.
    • Blockers do not count as game material for win/loss adjudication.

    6. Enclosure Capture

    After a player completes a legal move, all opposing pieces are checked for enclosure. An opposing piece is removed if it is surrounded on all four orthogonal sides by the moving player’s pieces.

      X
    X O X
      X
              

    In this diagram, O is enclosed by four opposing pieces marked X.

    • Only orthogonal squares count: up, down, left, and right.
    • Diagonal pieces do not help create enclosure.
    • Only the moving player’s pieces count as enclosing pieces.
    • Edges are not walls. A piece on the edge cannot be enclosed unless all four orthogonal adjacent squares exist.
    • Enclosure can remove Queens, Knights, Kings, and Blockers.

    7. Enclosure Timing and Suicide Moves

    Enclosure is checked only against the opponent’s pieces after a player moves. A player’s own pieces are not checked for enclosure on that player’s own turn.

    Therefore, a player may legally move a piece into a square where it is surrounded by enemy pieces, provided the movement itself is legal. The piece is not immediately removed.

    If that piece remains enclosed after the opponent moves, it may then be removed by enclosure.

    8. Game Material

    Game material determines the official win/loss result at adjudication. Every Queen, Knight, and King counts as 1 game material point. Blockers count as 0.

    • Queen = 1 game material
    • Knight = 1 game material
    • King = 1 game material
    • Blocker = 0 game material

    Tactical piece strength may differ from game material. For example, a Queen may be more powerful than a King in play, but both count as 1 game material point for deciding the result.

    9. Terminal No-Capture States

    A player does not win merely because the opponent has pieces that are no longer directly capturable. The game ends early only when no direct capture relationship remains for either player.

    When no direct captures remain for either player, the game is adjudicated by game material:

    • The player with more game material wins.
    • If game material is equal, the game is a draw.

    Examples

    • 3 Queens vs 2 Queens: No direct captures remain. The player with 3 Queens wins 3-2 on game material.
    • 3 Knights vs 3 Knights and 1 King: The game continues because the Knights can still capture the King.
    • 3 Knights vs 2 Knights: No direct captures remain. The player with 3 Knights wins 3-2 on game material.
    • Material pieces vs Blockers only: Blockers count as 0 game material. The side with remaining Queens, Knights, or Kings wins.

    10. Insufficient Capture Potential

    In rare positions, direct captures may technically remain, but those captures cannot change the final material result. If the losing player's remaining possible direct captures are insufficient to reduce the material score to at least a draw, the game is adjudicated immediately by game material.

    Example: Bottom has 3 Queens and 1 King, while Top has 2 Knights. Top's Knights can still capture Bottom's King. However, even after that capture, the material score would still be Bottom 3 - Top 2. Since Top has no remaining direct-capture path to equal material, Bottom wins immediately on material.

    Possible enclosure tactics involving blockers are not enough to keep the game alive under this rule, just as theoretical blocker tactics do not prevent adjudication when no direct captures remain.

    11. Move Limit and Time Limit

    If the selected move limit is reached, the game is adjudicated by game material. The move limit forces a material decision and helps avoid non-terminal positions where an endless chase may otherwise occur, such as certain King and Queen endgames.

    When the move limit is reached, the player with more game material wins. If game material is equal, the game is a draw.

    • The player with more game material wins.
    • If game material is equal, the game is a draw.
    • The end of the move limit forces a material decision.

    Time works differently. If a player runs out of time before a material decision has been made, that player loses and the opponent wins, regardless of the current material state.

    • The player who runs out of time first loses.
    • The opponent wins on time.
    • Material count does not save a player who has run out of time.

    12. Sterile Draws and Elo

    If a game ends in a draw with no material loss by either player, the result is treated as a sterile draw.

    Sterile draws produce zero Elo change for both players. This prevents unfair or non-competitive rating behavior where a player avoids engagement purely to force a rating gain against a higher-rated opponent.

    Draws with material loss are rated normally, because those games show actual engagement, trades, attacks, enclosure attempts, or successful defense.

    If one player runs out of time before their opponent, and no material has been captured by either player, this will also count as a sterile draw.

    13. Supported Game Types

    Rampart supports the Classic and XL versions of the game as official rated Elo play variants. While Classic is the first form of Rampart to be invented, XL adds enough strategic and gameplay variation to be worth supporting as its own official game type.

    Other forms of Rampart may be offered and played recreationally in the Fun Zone, but they do not affect Elo ratings in either of the two official forms available on the main Play page.

    14. Fair Play Principle

    Rampart rewards active strategic play: pressure, capture, enclosure, defense, and conversion. The rating system is designed to reward honest competitive results while protecting the ladder from sterile non-engagement.

    Rampart Tutorials

    Learn the basic ideas behind strong Rampart play: center control, defense, exchange counts, surround traps, forks, x-rays, and positional awareness.

    1. Fight for the Center

    Opening strategy usually begins with contesting the center, especially with blockers. Blockers help control space, restrict enemy movement, support enclosure threats, and give your own pieces more freedom.

    This is important in both Classic and XL, but it is especially important in Classic. Since Classic has only five files, there are fewer ways to move around a central blockade. In XL, the board is wider, so flank play is easier, but the center still matters.

    2. Defend Your Pieces

    Just like in chess, it is dangerous to leave pieces hanging. If an enemy piece attacks one of your pieces, ask whether your piece is defended, whether you can recapture, how many attackers there are, and how many defenders you have.

    A defended piece may not need to retreat. Sometimes holding an advanced square is better than giving up space.

    3. Count Exchanges

    Rampart material is simple for scoring: Queens, Knights, and Kings each count as 1. Blockers count as 0. But tactical value is not always equal. Queens are highly mobile, Knights can jump, Kings attack Queens, and Blockers control space.

    Before entering a trade, count both the official material exchange and the tactical value of the pieces involved.

    4. Watch for Surround Patterns

    Surround captures are one of the easiest tactics to miss. A piece is enclosed if all four orthogonal adjacent squares are occupied by enemy pieces.

      X
    X O X
      X
        

    The most dangerous surround patterns are often not complete yet. A three-piece surround is a trap waiting to be sprung. Watch for V-shapes, upside-down V-shapes, left-facing traps, right-facing traps, and three-sided cages.

    5. Set Your Own Surround Traps

    A good surround trap does not need to capture immediately. It can control space by making certain squares dangerous for the opponent. If the opponent cannot safely enter a key square, you may control that square without occupying it.

    Blockers are especially useful for this because they cannot be directly captured.

    6. Space, Aggression, and Defense

    In Rampart, especially in Classic, space must be fought for. You often gain space by creating threats and forcing your opponent to retreat.

    But retreat is not always automatic. Sometimes defense is stronger than retreat. If a defended King is attacked by a Queen, you may allow the capture if your defender can then capture the Queen.

    7. Protect Your Last Piece Type

    Losing your last Queen, Knight, or King can be very serious. If you lose your last King, you lose the ability to capture enemy Queens. If you lose your last Knight, you lose the ability to capture enemy Kings. If you lose your last Queen, you lose the ability to capture enemy Knights.

    If you are behind in material and no longer have enough capture potential to reach a draw, the game may end early by insufficient capture potential.

    8. Forks

    A fork happens when one piece attacks two or more enemy pieces at once. A Queen can fork Knights, a Knight can fork Kings, and a King can fork Queens.

    If neither target is defended, the attacker is likely to win one piece for free. Even if one target is defended, the fork may still force the opponent to spend a move defending, retreating, or accepting a worse exchange.

    9. X-Rays and Overprepared Threats

    Advanced players often prepare threats before they are immediately available. A piece may line up against a target even if the target is currently defended or blocked.

    Later, the board may change. A defender may move, a line may open, or another attacker may arrive. Good players and strong bots often overprepare threats this way.

    10. Maintain Positional Awareness

    Positional awareness means understanding whether your pieces are coordinated and safe. A lone excursion into enemy territory can look exciting, but it may become a problem if the piece gets cut off, isolated, or surrounded.

    Before advancing a piece, ask whether it is defended, whether it has escape squares, whether it can be surrounded, and whether it helps your other pieces.

    11. Make Small Improvements

    Not every move needs to be a capture or a direct threat. If the center is clogged and nothing immediate is happening, improve your worst piece.

    • Move Queens to better lines.
    • Move Knights to better defensive squares.
    • Improve King support.
    • Prepare a surround trap.
    • Create an x-ray threat.

    12. Understanding Tactical Value

    Rampart counts each regular piece as equal game material. Kings, Knights, and Queens are each worth 1 material point. This is what matters when deciding who is currently ahead on material, and it is what determines the result when the game is decided by material.

    Tactical value is different. Tactical value means how useful a piece is likely to be during the course of play. It does not directly decide who is winning or losing. Instead, it helps explain how useful a piece may be for movement, pressure, threats, defense, and advancement.

    If you look at the opening setup from front to back, the pieces form a useful rough ladder of tactical value: Blocker, King, Knight, Queen. Blockers usually have the least tactical value, but they are still very important because they control space and help create enclosure threats. Kings come next because their mobility is limited. Knights are usually more flexible because they can jump and move one or two squares horizontally or vertically. Queens are usually the most tactically valuable because they can move up to three squares in any direction.

    However, Rampart is not chess. A piece with more mobility is not always more valuable in every situation, because each piece can only directly capture one specific enemy piece type. Queens capture Knights, Knights capture Kings, and Kings capture Queens. This means tactical value depends not only on mobility, but also on capture ability and the current position.

    For example, a Queen may usually be more tactically useful than a King. But if you only have one King left and your opponent still has Queens on the board, that King may become extremely important. Losing it would mean losing your ability to directly capture enemy Queens.

    In general, when all pieces are still present, Kings are often your cheapest regular material piece tactically. Trading a King for a Knight or a Queen is usually favorable. Because of that, protected Kings can make useful frontline or advancing pieces. Your opponent may not want to retreat, but they also may not want to trade a more useful piece for your King.

    Just as pieces of lesser value can sometimes drive back pieces of greater value in chess by creating unequal trades, the same idea exists in Rampart as a matter of tactical advancement. A protected lower-value piece can sometimes push a higher-value piece backward because the exchange would be unfavorable for the opponent.

    Tactical value also changes between Classic and XL. In XL, Queens may become even more valuable because the wider board gives them more open space to use their movement ability. In Classic, Queens are often more restricted early because the board is crowded until pieces start coming off and more space is created.

    In summary, all pieces have tactical value, even Blockers. Pieces with greater mobility are generally more useful, but mobility is limited by capture ability, board space, and the current position. Cheaper tactical pieces can often be used to create advancement threats through asymmetric trade opportunities.

    13. Endgame Considerations When Trading Down

    When you trade pieces during the game, you should think about what kind of endgame the trade may create. In Rampart, a trade is not only about material count. It also changes which capture abilities remain on the board.

    For example, if you trade down into a position where you have two Kings and your opponent has two Queens, you are the only player with direct capture ability. Kings can capture Queens, while Queens cannot capture Kings. Technically, only you can win by direct capture.

    However, that does not mean the win will be easy, or even practical. On a wide XL board, Queens may be too mobile for Kings to chase down. The Kings have the only capture relationship, but the Queens may have enough space and movement to escape indefinitely. In that kind of ending, a draw may be the most likely result.

    Other trade-down endings are more dangerous. If you trade into two Knights versus two Kings, a capture is often more likely, because Knights can attack Kings from one or two squares away along ranks and files. The same is often true for two Queens versus two Knights, where the Queens have the range and mobility to create serious pressure.

    Mixed-piece endings can be even more complicated. For example, if you trade down into King and Knight versus Queen and Knight, or King and Knight versus Queen and King, you may be at a disadvantage if your opponent’s pieces can coordinate their attacks more easily than yours.

    Your King and Knight may be able to protect each other, but protection can fail if the opponent can focus both attacks on the same piece or square. If they take, you take back, and then they take back again, the game may be decided by that final capture. In those positions, mobility and coordination can matter more than the simple material count.

    The main lesson is this: before trading down, do not only ask whether the trade is equal in material. Ask what the endgame will look like afterward. Which pieces will remain? Which side will still have direct capture ability? Which side will have better mobility? Which side can actually force contact?

    In summary, late-game trades should be judged by both material and conversion potential. A side may technically have the right piece type to capture, but still lack the mobility or board control needed to force the win.

    Beginner Checklist

    • Is anything hanging?
    • Can I make a capture?
    • Can my opponent make a capture?
    • Am I walking into a surround trap?
    • Can I create a surround trap?
    • Is my advanced piece defended?
    • Am I giving up too much space by retreating?
    • Am I losing my last Queen, Knight, or King?
    • Can I fork two enemy pieces?
    • Can I make a small improvement?

    Basic Strategic Differences Between Classic and XL

    Classic and XL use the same pieces and rules, but the wider XL board changes the character of the game.

    In Classic, control of space is more critical because there is less of it. Pushing your opponent backward, forcing retreat, and stealing usable squares are central themes. Classic often feels like a crowded battle, where the center becomes tense quickly and every square matters.

    In XL, the wider board creates a more open battlefield. Since there is more room to move around, the game often becomes a tactical contest of cat and mouse. Piece defense, coordinated movement, forks, and counter-attacks become especially important. These ideas also matter in Classic, but XL gives both players more room to create and escape threats.

    XL offers more opportunities for advancement, but that also creates more opportunities to blunder. A group of two or three advanced pieces may look promising, but if they are not well defended, the advance can open the door to a counter-attack, a fork, or the loss of coordination.

    Since a Classic opening often leads to a mutual blockade near the center, one player may eventually need to make a strategic concession of space by moving a blocker or another advanced piece in order to make progress. In XL, this is less common because the wider board usually leaves more ways to maneuver around pressure.

    Finally, because XL has more squares and more possible movement paths, calculation can become deeper and more complicated. Players must watch not only the immediate threat, but also where each piece can move next, what it defends, and what counterplay it may allow.

    Bot Ladder

    Practice against Rampart opponents from beginner level to advanced tactical play.

    Gate Squire

    Rating: 300

    Beginner

    A basic training opponent that knows legal moves and simple captures, but often misses danger.

    • Takes obvious captures.
    • Likes the center slightly.
    • Misses many threats.
    • Good for learning movement and capture rules.
    🛡️

    Threat Guardian

    Rating: 500

    Easy Tactical

    A cautious tactical bot that sees basic captures, threats, and simple danger.

    • Prefers captures.
    • Avoids some immediate losses.
    • Creates simple one-move threats.
    • Still weak against traps and long-term pressure.
    🧱

    Stone Guardian

    Rating: 700

    Intermediate

    A solid defensive bot that protects formation, contests the center, and values blocker structure.

    • Defends loose pieces more consistently.
    • Uses blockers for central structure.
    • Understands simple enclosure danger.
    • Can become passive or over-defensive.
    🌌

    Space Guardian

    Rating: 950

    Hard

    A strong positional bot that fights for space, uses blockers meaningfully, and punishes loose pieces.

    • Controls central space.
    • Recognizes enclosure threats.
    • Sees many immediate tactical dangers.
    • Still retreats too often under sustained pressure.
    ⚔️

    Siege Guardian

    Rating: 1150

    Expert

    A hardened tactical bot that holds ground, builds pressure, and converts mistakes.

    • Defends in place instead of always retreating.
    • Understands exchange chains.
    • Creates compound threats.
    • Plays more aggressively with kings and blockers.

    Live Rating Summary

    Rating summaries will link to detailed format stats later.

    Highest Bot Defeated None Yet

    Recent Game History

    Bot games and live games will both appear here, with the most recent games shown first.

    Date Type Variant Time Result Opponent Moves Replay
    Today Bot XL Casual Draw Siege Guardian 150 Coming Soon
    Today Bot Classic Casual Loss Siege Guardian 64 Coming Soon
    Yesterday Bot Classic Casual Win Gate Squire 42 Coming Soon

    Later, each row will open a replay and engine review page.

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