⚜ Covenant ChessTM — Skirmish

Gold to move · Round 1

Recruit — place beside a royal, acts next turn

The Apostle stands over the fallen…

Proofs — the engine restates the spec and is checked against it

The unit table and every rule number are parsed live from the embedded spec CSV (v1.4). The damage matrix below is recomputed in JS and compared id-by-id with the table baked at build time by an independent Python restatement. The Python simulator remains the referee for the shared core: the scripted cross-check ran green at build time, blow for blow.

tap to begin the turn

Covenant Chess — Skirmish
Rule Book · rules version 1.9.3

1 · The field and the turn

  • Two armies, Gold and Blue, meet on a field of flat-top hexes. Gold moves all its pieces, then Blue — that is one round.
  • To act, a piece is activated and receives Movement Points (MP) equal to its Speed.
  • Walking costs 1 MP per tile, and 2 MP to enter forest, hill or desert.
  • A melee blow ends the piece's movement. Shooters and holy strikers fire while MP remains and may walk with what is left.
  • Each piece acts once a turn unless a power grants it more.

2 · Combat

  • Damage = Attack − Defence + 4, never less than 1. A piece whose Blood reaches 0 falls.
  • Every attack on an adjacent piece is answered by one counter-blow. A piece counters at most once per round. A kill draws no counter.
  • An attack from two tiles or more (arrows, holy strikes) draws no counter — except from the Angel, whose wrath reaches 4 tiles.
  • Holy strikes deal flat damage that ignores Defence. Three pieces are of the holy kind: the Apostle (strike 6), Elias (strike 7) and the Angel (wrath 7 + 4).
  • The Apostle and Elias cast their holy strike as an attack; the Bastion's wall turns it (he keeps his Defence). The Angel's holy strike is a counter only — she never attacks first — and because her wrath comes straight from heaven it breaks even the Bastion's wall.
  • Arrows cost MP per shot (see each shooter) and may be loosed as often as MP allows.

3 · The land

  • Forest +1 Defence.
  • Hill +1 Attack when striking a lower tile.
  • Desert −1 Defence.
  • Holy City — the marked hex and its six neighbours — +1 Defence.
  • Rough ground (forest, hill, desert) costs 2 MP to enter.

4 · Holy Cities, Grails and recruiting

  • A royal (King, Queen, Heir, Princess, Maiden) standing in a Holy City earns its side 2 Grails at the start of its turn.
  • A city yields at most 2 Grails per turn, and nothing while any enemy piece stands in it.
  • Grails recruit new pieces at the prices in the table. A recruit is placed on a free tile beside any of your royals and acts from the next turn.
  • Royals and Legends (★) are one-of-a-kind on the board. The King is never recruited.

5 · Auras of the court (allies within 4 tiles)

  • King — +1 Attack.
  • Queen — +1 Defence.
  • Heir — +2 Speed; he takes the crown if the King falls.
  • Princess — allies recover 2 Blood each turn.
  • Maiden ★ — For the Kingdom! each ally may buy one extra action a turn for 4 Blood.

6 · Special powers

  • MilitiaShield wall: +1 Defence for each adjacent Militia.
  • Pikeman
    • Charge: +1 Attack per tile moved this act, up to +3.
    • Set pike: +1 Attack against riders.
  • Archer
    • Arrows: range 4, 3 MP a shot, shoots while MP remains.
    • Bastion's height: +1 range when standing beside a Bastion.
  • BladeSweep: strikes up to 3 adjacent foes at once; only the first target counters.
  • VanguardBulwark: +2 Defence to every adjacent ally.
  • BerserkerFury: strikes the same foe 2 times; only the first blow is countered.
  • Bastion
    • Bolts: range 2, 2 MP a shot, shoots while MP remains.
    • Stone wall: his Defence is never ignored, not even by holy strikes.
  • Apostle
    • Holy strike: flat 6 damage at range 2, 2 MP a cast, ignores Defence.
    • Convert: on a kill, may spend 1 Grail to raise the fallen under your banner (never royals or Legends; the convert stands idle its first turn).
  • ProphetHealing: fully heals one ally within 4 tiles each turn (himself allowed).
  • LancerCharge: +1 Attack per tile moved this act, up to +7.
  • TemplarSacrifice: may act a second time in a turn, then loses 4 Blood.
  • RangerArrows: range 4, 3 MP a shot, shoots while MP remains.
  • Angel
    • Wrath (holy strike, counter only): the Angel never attacks first. When attacked — by blade, arrow or holy fire — she answers any attacker within 4 tiles with a holy strike of attack 7 straight from heaven: it ignores all Defence and breaks even the Bastion's wall.
    • Grace: when an ally falls within 4 tiles, its recruiting price is refunded in Grails.
  • Paladin ★ — Sacrifice: may act a second time in a turn, then loses 4 Blood.
  • Attila ★ — Arrows: range 4, 3 MP a shot, shoots while MP remains.
  • Wayfarer
    • Two acts: acts twice every turn.
    • Pass-through: walks through other pieces (must land on a free tile).
    • Untouchable: no piece can counter him.
  • Elias ★ — Holy strike: flat 7 damage at range 2, 2 MP a cast, ignores Defence.
  • Levite ★ — Curse: every enemy within 4 tiles has Defence 0.

7 · Victory

  • Fell the enemy King and you win.
  • If their Heir stands, he becomes King and the battle goes on.
  • 30 rounds without a capture is a draw.

8 · The pieces

Kingmelee
Atk 3Def 4Blood 15Speed 4Grails Limit 1
aura: allies within 4 tiles +1 Attack; 2 Grails/turn in a Holy City; HIS FALL LOSES THE GAME (unless the Heir stands)
Queenmelee
Atk 1Def 1Blood 12Speed 4Grails 3Limit 1 on board
aura: allies within 4 tiles +1 Defense; 2 Grails/turn in a Holy City
Heirmelee
Atk 3Def 4Blood 15Speed 4Grails 3Limit 1 on board
aura: allies within 4 tiles +2 tiles speed; 2 Grails/turn in a Holy City; BECOMES KING if the King falls
Princessmelee
Atk 1Def 1Blood 12Speed 4Grails 3Limit 1 on board
aura: allies within 4 tiles recover 2 Blood per turn; 2 Grails/turn in a Holy City
Maiden melee
Atk 2Def 2Blood 12Speed 4Grails 4Limit 1 on board
aura: allies within 4 tiles +1 action per turn (each extra action costs 4 Blood); 2 Grails/turn in a Holy City
Militiamelee
Atk 2Def 3Blood 12Speed 4Grails 1Limit unlimited
each adjacent militia +1 defense
Pikemanmelee
Atk 2Def 2Blood 12Speed 4Grails 1Limit unlimited
CHARGE when move: +0/+1/+2/+3 by tiles moved; +1 Attack vs riders
Archershot
Atk 2Def 1Blood 12Speed 4Grails 1Limit unlimited
range 4; constant attack 2; shot costs 3 MP; shoots while MP remains; adjacent to Bastion +1 range
Blademelee
Atk 4Def 1Blood 12Speed 4Grails 1Limit unlimited
strikes 1-3 adjacent enemies at once; only the first target counters
Vanguardmelee
Atk 3Def 5Blood 15Speed 4Grails 2Limit unlimited
+2 Defense to any adjacent allied unit
Berserkermelee
Atk 5Def 3Blood 15Speed 4Grails 2Limit unlimited
can strike twice on the SAME target; only the first strike is countered
Bastionshot
Atk 1Def 7Blood 20Speed 2Grails 2Limit unlimited
range 2; constant attack 1; shot costs 2 MP; shoots while MP remains; his defense is never ignored by holy strikes
Apostleholy
Atk 2Def 1Blood 12Speed 4Grails 2Limit unlimited
holy strike: range 2; costs 2 MP; damage always 6 ignoring Defense; the Bastion's defense is never ignored; on a kill may spend 1 Grail to CONVERT the fallen (never royals or Legends; convert stands idle its first turn)
Prophetheal
Atk 1Def 1Blood 12Speed 4Grails 2Limit unlimited
fully recovers one allied unit within 4 tiles per turn (may include himself)
Lancermelee
Atk 3Def 4Blood 15Speed 8Grails 2Limit unlimited
CHARGE when move: +0/+1/+2/+3/+4/+5/+6/+7 by tiles moved (8th tile: 3+7=10)
Templarmelee
Atk 5Def 5Blood 15Speed 8Grails 2Limit unlimited
may act twice in a turn then loses 4 Blood
Rangershot
Atk 3Def 2Blood 15Speed 8Grails 2Limit unlimited
range 4; constant attack 3; shot costs 3 MP; shoots while MP remains
Angel holy
Atk 0Def 1Blood 12Speed 4Grails 4Limit 1 on board
within 4 tiles: when an ally is killed the recruiting cost is refunded in Grails; when attacked she counters any attacker within 4 tiles with a HOLY STRIKE of attack 7 ignoring defense (ranged attacks too) - her wrath comes straight from heaven and breaks even the Bastion's wall; she never strikes first - her holy strike is a counter only
Paladin melee
Atk 7Def 7Blood 15Speed 8Grails 4Limit 1 on board
may act twice in a turn then loses 4 Blood
Attila shot
Atk 4Def 3Blood 15Speed 8Grails 4Limit 1 on board
range 4; constant attack 4; shot costs 3 MP; shoots while MP remains
Wayfarer melee
Atk 5Def 3Blood 15Speed 4Grails 4Limit 1 on board
acts twice per turn; walks through other units (must land on a free tile); others cannot counter attack him
Elias holy
Atk 3Def 2Blood 12Speed 4Grails 4Limit 1 on board
holy strike: range 2; costs 2 MP; damage always 7 ignoring Defense; the Bastion's defense is never ignored
Levite melee
Atk 3Def 1Blood 15Speed 4Grails 4Limit 1 on board
within 4 tiles ALL enemy Defense drops to 0
Covenant Chess™ · © 2026 David Shiguang Zhu. All rights reserved. · The spec table is the law; this book restates it.

🎓 Quick Learning — play in five minutes

1 · What you are looking at. A hex field. Your army stands at your end, the enemy's at theirs. Between you: Holy Cities (the ✚ hexes) and rough ground — forest, hills, sand — that slows the march.
2 · Your turn. Tap a piece. Green hexes are where it can walk. Tap a green hex to walk there. Tap an enemy with a red ring to strike it now — or one with an orange ring, and your piece walks up and strikes in one click. When a piece has done all it can, it darkens by itself. Press End Turn when you are done; the other player takes theirs.
3 · Reading a fight. Point at an enemy before you commit: the board shows what your blow will do and what comes back. Adjacent blows are answered; arrows from two tiles away are not. The card on the right explains every bonus — and the ⓘ tells you who each piece is.
4 · The cities. March a royal — King, Queen, Heir, Princess, Maiden — into a Holy City and it earns Grails each turn. Grails buy new pieces (Recruit), placed beside a royal. The first city you hold is the first army you can grow.
5 · Win. Fell the enemy King. Guard your own — if your Heir stands he takes the crown, but that is a thin thread to hang a war on.
6 · Then discover. Charge a Lancer across open ground. Stand a Bastion in front of your Archers. Let the Maiden cry For the Kingdom! Convert a fallen foe with the Apostle. Every piece has a trick; the Rule Book has the letter of each one.