V / G
A FIELD GUIDE TO THE UNKNOWN

VeilguardHidden Standard

Violetthe concealed regiment
Youthe amber regiment
A–J west to east · 1–10 south to north · lakes are impassable
FIELD GUIDE / VEILGUARD

What you cannot see
can change everything.

Capture Violet's flag, or leave Violet with no legal move. Your own flag must survive. The computer sees only your revealed ranks and public move history.

Before the expedition

Choose Patrol (12 pieces) or Classic (40). Your amber pieces occupy the bottom four rows. Click two amber pieces to swap them before beginning. Shuffle makes a new arrangement for your own army. Violet's arrangement stays secret.

Move, discover, remember

Click an amber piece, then a highlighted square. Movable pieces step one square horizontally or vertically. Scouts (2) can travel any unobstructed straight distance. Lakes and friendly pieces block movement. Flags and bombs cannot move.

Move onto an enemy to attack. Both ranks become public. The higher number survives; equal ranks remove both. A miner (3) defuses a bomb. A spy (S) wins only when it attacks a marshal (10), or captures a flag. A spy defending against a marshal loses. Any movable piece captures a flag.

Short learning drills

Three tiny positions teach scout reach, miners and spies. Enemy ranks are revealed in drills; capture the enemy flag to finish. Violet still takes turns. Choose a drill from the Expedition menu and press Load drill.

House rules

A piece cannot shuttle along the same pair of squares more than three consecutive turns. 200 moves without battle, or 2,000 total moves, draw. Tournament continuous-chasing adjudication is omitted. Undo restores your previous turn, including hidden information; use it as a learning aid. Suggestions use public information and can take risks. This is a casual local edition, not the upstream trained AI.

New board starts a fresh arrangement. Choose an expedition and press its load button to replace the saved game. Your current board, journal and last turns save only in this browser.