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Live Rampart play will appear here.
Classic 5x9 live games are planned for online play.
XL 7x9 live games will use their own Elo pools.
Rampart is an abstract strategy game of capture, pressure, and enclosure.
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.
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.
Rampart uses a circular capture system:
A piece may not directly capture outside this cycle.
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.
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.
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.
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.
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:
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.
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.
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.
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.
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.
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.
Learn the basic ideas behind strong Rampart play: center control, defense, exchange counts, surround traps, forks, x-rays, and positional awareness.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Practice against Rampart opponents from beginner level to advanced tactical play.
Rating: 300
Beginner
A basic training opponent that knows legal moves and simple captures, but often misses danger.
Rating: 500
Easy Tactical
A cautious tactical bot that sees basic captures, threats, and simple danger.
Rating: 700
Intermediate
A solid defensive bot that protects formation, contests the center, and values blocker structure.
Rating: 950
Hard
A strong positional bot that fights for space, uses blockers meaningfully, and punishes loose pieces.
Rating: 1150
Expert
A hardened tactical bot that holds ground, builds pressure, and converts mistakes.
Classic and XL Elo standings will appear here.
Classic Bullet, Blitz, and Rapid leaderboards coming soon.
XL Bullet, Blitz, and Rapid leaderboards coming soon.
Casual variants, experimental boards, and unrated Rampart modes.
A hidden-throne Rampart variant played on a 7x13 board. Each side has three thrones, but only one is real. Kings can claim the real throne, fake thrones explode, and armies can overthrow a throne by surrounding it.
A fast arcade-style Rampart variant played on a 13x13 arena board. Pieces respawn after captures, players score by occupying the central scoring squares, and the winner is decided by Arena score at the move limit.
A fog-of-war Rampart variant played on 16x16 maze maps. Each side has a King, Queen, and Knight. Walls block movement and sight, tar walls also stop Knight jumps, and the winner is the first player to reach the enemy start square.
Live Fun Zone lobbies are coming soon. These games will become available for casual player-versus-player matches after live play is installed.
A hidden-throne Fun Zone variant for learning against bots.
King's Throne is a casual Fun Zone variant of Rampart played on a larger 7x13 board. It uses the normal Rampart pieces, movement rules, capture cycle, enclosure rules, and material rules, but adds hidden throne objectives.
Each player has three throne squares behind their Queen row. Bottom's thrones are on b2, d2, and f2. Top's thrones are on b12, d12, and f12.
Only one throne on each side is real. The other two are fake explosive thrones. All three thrones look the same, so the attacking player does not know which throne is real.
Only Kings may enter an enemy throne square. Queens, Knights, and Blockers may not enter throne squares.
A throne can also be overthrown by surrounding it. If all four orthogonal squares around a throne are occupied by the attacking player's pieces, the throne is surrounded.
Blockers count as surrounding pieces. This means a player can still win by surrounding the real throne even if they have lost all of their Kings.
King's Throne adds a hidden-objective layer to Rampart. Kings are the only pieces that can directly claim a throne, but the whole army can help overthrow one. Queens often become throne guards, Knights are dangerous anti-King pieces, and Blockers are useful for building surrounds.
The direct path is fast but risky. The surround path is slower but safer. Strong play usually means balancing both: pressuring multiple thrones, defending your own throne row, protecting your Kings, and deciding when to gamble.
Challenge a throne-aware bot and learn the basic ideas before live Fun Zone lobbies are available. Results are casual and do not affect Elo ratings.
A fast score-based Fun Zone variant for arcade-style Rampart battles.
Rampart Arena is a casual Fun Zone variant played on a larger 13x13 board. It uses the normal Rampart pieces, movement rules, capture cycle, and enclosure rules, but changes the goal: instead of winning by material, players score points by occupying the central scoring squares.
The arena contains impassable wall squares, side gates, and a central scoring zone. Pieces may move through open gates, but may not move onto wall squares.
After each move, the moving player scores 1 point for each of their own pieces currently standing on a scoring square.
The game is decided by Arena score when the move limit is reached. Material does not decide the winner in Arena.
Pieces are not permanently removed in Arena. When a piece is captured directly or removed by enclosure, it respawns.
Each side begins with 12 pieces: 3 Queens, 4 Knights, 3 Kings, and 2 Blockers.
Blockers remain powerful because they cannot be directly captured, but Arena uses only two blockers per side so that scoring squares do not become too permanently locked.
Arena is faster and more arcade-like than Classic Rampart. The main idea is simple: fight into the center, stand on scoring squares, knock enemy scorers off the red zone, block gates, and keep sending new waves forward after respawns.
Longer games give players enough time to try tactics like blocking an opponent's door, rerouting through side gates, sacrificing pieces to clear scoring squares, and staging late comeback waves.
Challenge an Arena bot and learn the score-race, respawn, gate-control, and center-fighting ideas before live Fun Zone lobbies are available. Results are casual and do not affect Elo ratings.
A fog-of-war Fun Zone variant built around scouting, walls, tar walls, hidden enemies, and racing to the opponent's start square.
Rampart Maze is a casual Fun Zone variant played on randomly selected 16x16 maze maps. Each side begins with three pieces: a King, a Queen, and a Knight.
Win by moving one of your pieces onto the opponent's start square. Red tries to reach Green's start. Green tries to reach Red's start.
You always see your own pieces. Enemy pieces are visible only when one of your pieces has line of sight to them. Walls and tar walls block line of sight.
Maze uses the core Rampart capture cycle:
Captured pieces respawn at their own start square if it is open. If the start square is occupied, the piece respawns at the nearest open walkable square.
Maze is about scouting, memory, and controlled risk. You need to infer hidden enemy positions, protect your own start square, and find a safe route into the enemy home area before the opponent reaches yours.
Challenge a Maze bot on a random maze map. Results are casual and do not affect Elo ratings.
Practice Rampart Maze against a bot on a random 16x16 maze map.
Local replay details and move list.
Select a replay from Recent Game History.
Open a replay from Recent Game History.
Customize how Rampart looks and feels on your board.
Choose between the competitive board and the medieval board skin.
Choose between simple letter pieces and medieval crest pieces.
Profile, live ratings, bot achievement, and recent game history.
Log in or register to view your Rampart profile, ratings, achievements, and saved history.
Title: New Defender
Status: Guest / Local
Joined: Coming Soon
Email is private for login. Username is your public Rampart identity.
Rating summaries will link to detailed format stats later.
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.