Chess moves. Checkers jumps. Dungeons & Dragons dice. Every capture is a d20 attack roll, every piece has hit points and levels up, and any piece can leap an enemy checkers-style. Bring down the enemy Commander to take the crown.
Every piece moves like its chess counterpart: Commander like a king, Captain like a queen, Hauler like a rook, Navigator like a bishop, Pilot like a knight, Cadets like pawns. No check rules: the Commander can be attacked like anyone.
Moving onto an enemy is an attack, not an automatic capture. Roll a d20 plus your attack bonus. Meet or beat the defender’s armor class and you deal damage. A natural 20 doubles it. Only a defeated defender gives up its square.
Any piece can jump a diagonally adjacent enemy into the empty square beyond. Jumps always hit for 1d4 and you land beyond. If another jump is open, you may keep chaining with the same piece.
Each defeated enemy earns 2 XP; at 2 XP a piece levels up: +1 attack, +2 max HP, healed 2. A Cadet that reaches the far rank is crowned a Captain with full health.
Bring the enemy Commander to 0 HP. A side with no legal moves loses.
| Commander | 12 HP | +3 | AC 14 | d6 |
| Captain | 10 HP | +4 | AC 13 | d8 |
| Hauler | 12 HP | +2 | AC 15 | d8 |
| Navigator | 8 HP | +3 | AC 12 | d6 |
| Pilot | 8 HP | +3 | AC 12 | d6 |
| Cadet | 5 HP | +1 | AC 10 | d4 |