Everything you need to know about the game
Trap enemy discs between two of yours and everything in between turns. The rules are exactly Othello - what changes is the squares.
Some squares give a sword, some a shield. Flip a disc and the weapon beneath it changes hands too, so "how many you flip" gains a second question: which ones.
Land on a battle square and two knights clash. The duel is decided by the attacker's swords against the defender's shields - you can hold more swords than your opponent and still lose to their shields. On a tie, the shield wins.
Fail to move within ten seconds and the turn passes. The Hourglass adds ten more; the Scout writes the outcome on every legal square - items only do the counting for you, they never change the result.
9 missions reset every midnight. Complete them all for maximum rewards!
Reach the required level to permanently unlock a title. Titles are displayed on your profile and are never revoked.
Three commanders hold three stages each, so across the nine-stage ladder you never meet the same face twice. Five things grow harder: how many moves ahead he reads, whether the board is 6x6 or 8x8, how many battle squares there are, how many weapons a single square grants, and how exactly he solves the ending. All five say "the opponent is stronger", but each is countered differently. When the armour colour changes, so do the discs he plays - red for the Squire, steel for the Lancer, moss green for the Axe Knight.
This is you. The board is yours as far as the blue discs reach.
Sword and shield. He reads nothing ahead and simply grabs the most discs - in Othello that is the first mistake every beginner makes. The board is 6x6 with only two battle squares.
Grey steel armour. He reads two or three moves ahead, the board grows to 8x8, and battle squares rise from four to six. From here a single square starts granting two swords or two shields.
Mossy green armour. When few squares remain he solves the ending exactly - over the last ten moves he never errs. Eight battle squares, and one square can grant as many as three.
Swords and shields are not a resource you bank - they are the running total of the squares your discs currently sit on. Flip a disc and the weapon beneath it changes hands, so one move can swing the numbers hard, and that swing is the tension of the game. The layout differs every match but is rotationally symmetric, so both sides start on exactly equal terms. H Coins come from the bonus round and the daily missions, and buy the items.
Sword
Shield
Blue Disc
Red Disc
Steel Disc
Moss Disc
H Coin
Earn items by watching a rewarded ad. Each item occupies one slot and activates for one round (unless stated otherwise).