Pawn
Marches straight forward, but captures only on the diagonal. From its home row it may step two.
How to Play
Wardlock is chess-like: two armies take turns, one move at a time. But each side is led by a Ward — a golden-bordered champion, different every game — and you win the moment one Ward falls or reaches the far side. Here’s everything you need for your first game.
The goal
Destroy the enemy’s golden champion and the battle ends at once.
Or walk your own Ward onto the enemy’s back row.
The basics
Your army
You start with five Pawns, two Sentinels, two Archers, and your Ward. Each moves its own way.
Marches straight forward, but captures only on the diagonal. From its home row it may step two.
Your sturdy guard. Strikes any adjacent tile — even sideways, where a Pawn can’t — and charges two tiles straight, leaping over blockers to run down a ranged attacker. Shields nearby allies from spells.
Deadly at range, helpless point-blank. It steps one tile, but only strikes targets two or more tiles away.
Ranged fighters — the Archer and the mage Wards — can’t hit point-blank. Get right next to one and it’s helpless.
Your champion
One piece wears the gold border: your Ward. It’s drawn fresh each game from the rotation below, so no two matches play the same. It’s immune to spells — but not to enemy pieces, so it’s both your win condition and the piece you’ll defend hardest.
Steps one tile up, down, or sideways — then stomps every tile around it when it lands. Corners are the only safe approach.
Moves one tile any direction and hurls a cross-blast of fire two tiles away. Stand on a diagonal and you’re safe from it.
Moves one tile, then fires a piercing beam in five directions — forward, the forward diagonals, and straight out to the sides.
Fuel
The glowing center row is a vein of the world’s core. At the start of your turn, every piece you hold there harvests +5 mana — on top of the +5 you gain each turn anyway.
Mana is the only thing gating your spells. Contest that row and you’ll always out-cast a passive foe.
Magic
Each game deals three spells — one cheap, one mid, one costly — and both players get the exact same three. Nothing is chosen and no hand is luckier than the other; it comes down to who casts them at the right moment.
Freeze one enemy solid — it can’t move for two turns.
Poison an enemy — it’s destroyed next turn unless it moves.
Strike down an enemy Pawn.
Shove an enemy one tile away. Costs no turn.
Drop a boulder on an empty tile — it blocks the way for three turns.
Summon a Ram: a cheap attacker that charges one tile straight forward.
Drag an enemy one tile toward you. Costs no turn.
Freeze every enemy in a cross-shaped blast for two turns.
Strike a single enemy piece down outright.
Make a friendly piece indestructible for two turns.
Call a flying Phoenix that explodes when it falls.
A cross-shaped blast that scorches everything around the target — friend and foe.
The full pool — every match deals you three of them (one cheap, one mid, one costly), cast as often as your mana allows.
Reinforcements
Some spells don’t hit — they build. Spend mana to drop new fighters onto your half of the board.
Flies two tiles in any direction, ignoring blockers — and detonates in a cross when it dies.
A cheap summoned attacker. Moves and captures one tile straight forward — nothing fancy, just pressure.
Conditions
Can’t move for two turns.
Dies next turn unless it moves.
Immune to all harm for two turns.