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⚠ WARNING
Shinoki is a two-player strategy game played on a 16×8 board. Each player builds an army, deploys it, and fights to destroy the opponent's Base Camp. Victory requires managing movement, facing, and coordinated attacks across a wide battlefield.
| Piece | Cost | Description |
|---|---|---|
| ⛳ Base Camp | Free | Your headquarters. Cannot move. 50 HP. If destroyed, you lose. Must be placed before confirming setup. Can be optionally fortified (see Fortify Base Camp below). |
| ⚔️ Elite | 6 pts | Powerful melee unit. Gets two moves per turn — one standard move and one free extra move. Cannot move backward or diagonally backward from their current facing. |
| 🏰 Fortification | 4 pts | Stationary defensive structure. Cannot move once placed. 50 HP. Has an integrity rating that grows +4 each round while undisturbed. Friendly units (except Cavalry) can move onto the fort square to gain its protection. Cannot attack. Can be placed in any of the 4 rows closest to your end of the board. |
| 🏹 Archer | 3 pts | Ranged unit. Fires up to 2 squares in any direction. Cannot move and attack in the same turn. Deals 50% extra damage to Cavalry. |
| 🐴 Cavalry | 3 pts | Fast melee unit. Gets two moves per turn — one standard and one free extra. Cannot move backward or diagonally backward. Facing updates between moves, so the restriction resets after the first move. Cannot enter Fortifications. |
| 🤺 Infantry | 1 pt | Basic melee unit. One move per turn. Cannot move and attack in the same turn, and cannot attack after reorienting. Deals double damage to Archers. Cheap and expendable — the backbone of most armies. |
1. BUY PHASE
Each player has 36 points to spend. Use the shop to buy pieces for your army. You start with a Base Camp for free. You can also purchase the Fortify Base Camp upgrade (3 pts) to give your Base Camp integrity and ranged attack. Click Buy and Sell to adjust your roster. When satisfied, click Confirm Purchase. White buys first, then Black.
2. SETUP PHASE
Place your pieces on the highlighted rows at your end of the board. Click a piece in your reserve, then click a highlighted square to place it. Click a placed piece to pick it back up. Fortifications can be placed in any of the 4 rows closest to your end — further forward than other pieces. You must field your Base Camp before you can confirm. Click Confirm Setup when ready.
3. PLAYING PHASE
Players alternate turns. White moves first. Each turn you have 7 moves to spend. Moving a piece costs 1 move. Attacking is free — you can attack at any point during or after your moves.
Moving
Click a piece to select it — legal move squares are highlighted with dots. Click a highlighted square to move. Most pieces cost 1 move per turn. Cavalry and Elites get a second free move on top of that, usable even at 0 moves remaining.
Facing
Every piece faces a direction shown by a small arrow. Facing determines which way a piece attacks and — for Cavalry and Elites — which directions it can move. Click a selected piece again (without moving) to rotate its facing one step clockwise. Infantry that reorient cannot attack that turn.
Advance / Withdraw All Infantry
Advance All Infantry moves every eligible infantry one square forward in a single action, costing 1 move. Withdraw All Infantry moves all infantry one square backward, even those currently in combat. Each can only be used once per turn. Advance All Infantry moves all infantry regardless of General command radius.
Fielding Reserves
During the playing phase, pieces still in your reserve can be deployed. Click a piece in your reserve, then click a valid square on your back row (or, for Fortifications, anywhere in the 4 rows closest to your end). This costs 1 move.
Merging Units
Two friendly units of the exact same type that are adjacent to each other can be merged. Select one, then click the other. A confirmation window shows the resulting HP (the sum of both units' HP, capped at 100). The source unit disappears; the clicked unit absorbs the HP. Merging costs 1 move and the surviving unit cannot move again that turn.
Initiating Attack
When you're ready to fight, click Initiate Attack. The board enters the attacking phase. Most non-combat buttons are hidden. Melee units facing an enemy show red arrows — these attacks are pending. Ranged units with enemies in range become available to assign targets.
Assigning Ranged Targets
Click an Archer or Fortified Base Camp to select it, then click an enemy within its range to assign a target. If no target is manually assigned, the nearest enemy in range is targeted automatically. Ranged units fire only along straight cardinal or diagonal lines and cannot fire through other pieces.
Disengaging
To stop a melee unit from attacking, click it to select it, then click Disengage. The unit takes a small hit for pulling back but will not deal damage. You can disengage as many units as you like before finalizing.
Heavy Attack
During the attacking phase, click Heavy Attack to enter heavy attack selection mode — the button changes to Confirm Heavy Attack. Click any eligible melee attacker to toggle it for a heavy attack (its direction indicator gains an orange border). Click multiple pieces to designate several. Click Confirm Heavy Attack when done.
Heavy attacking units deal 300% damage on that attack. In exchange, they take 200% damage from all sources for the next two turns. The orange border on the direction indicator persists for those two turns as a reminder.
Ranged units can also heavy attack, but only if an enemy is in an adjacent square. A heavy-attacking ranged unit's effective range is reduced to 1 square for that attack.
Finalizing Attack
Click Finalize Attack to apply all damage simultaneously. Melee units deal damage and receive counter-attack damage in return. Ranged units deal damage but take no counter-attack damage. Each unit can only attack once per turn.
Flanking
When two or more units attack the same target, flanking bonuses apply based on the angle of attack relative to the target's facing. Attacking from behind deals significantly more damage.
Fatigue
Any piece (except Fortifications and Fortified Base Camps) that falls below 33% of its maximum HP becomes fatigued. Fatigued units take 40% more damage for the rest of the game. This penalty does not expire.
Fortifications & Fort Occupancy
Fortifications are stationary defensive structures. They have an integrity rating starting at 1 that grows +4 each round as long as the fort is undisturbed. Any attack — melee or ranged — halts construction (integrity stops growing).
Friendly units (except Cavalry) can move onto a fort square, becoming its occupant and gaining its protection. The occupant can attack freely from inside the fort and can move out at any time.
Attacking a fortified unit (melee): 80% of melee damage goes to the fort's integrity and 20% to the occupant's HP.
Attacking a fortified unit (ranged): all ranged damage goes directly to the occupant's HP, but is halved if the fort's integrity is greater than zero.
Cavalry attacking a fortified unit suffer a 10× multiplier on the defense damage they receive in return. Infantry attacking a fortified unit suffer a 3× multiplier on their return defense damage. Plan your assaults accordingly.
If either HP or integrity falls to 20% of its peak value, the structure is considered heavily damaged and becomes easier to destroy.
Fortified Base Camp (Shop Upgrade — 3 pts)
Purchased during the Buy Phase, this upgrade gives your Base Camp integrity and a ranged attack of 2. Once placed, it starts building integrity (+4/round) and can fire up to 2 squares in any direction. The icon shows a faint fortification outline behind the flag.
Fortified Base Camp damage rules differ from regular forts: melee attacks deal 80% to integrity and 20% to HP; ranged damage is halved if integrity is above zero. These are the same as the old fort rules and are unaffected by the standard fort occupancy mechanics.
If a Fortified Base Camp is converted to a General, integrity resets to 0 permanently and the General's HP is doubled from the Base Camp's current HP (capped at 100).
Type Bonuses
Ranged units (Archers, Fortified Base Camp) deal +50% damage against Cavalry.
Infantry deal +100% damage (double) against Archers.
Cavalry and Elites deal triple damage against Archers.
General Command Radius
Once a player has converted their Base Camp to a General, only friendly pieces within a 5×5 area centered on the General (Chebyshev distance ≤ 2) can be moved to a different square. Pieces outside this radius can still rotate and attack, but cannot change position. Clicking a piece outside the radius shows an "Out of order range" message. Advance All Infantry is exempt — it moves all eligible infantry regardless of the command radius.
Cavalry & Elite Extra Move
After their first move, Cavalry and Elites remain selected so you can immediately use their free extra move. The restriction for the extra move is based on whichever direction the piece is facing after the first move — not where it started the turn.
Convert Base Camp to General
A Convert Base Camp to General button appears during your turn as long as your Base Camp is still on the board. Using it transforms the Base Camp into a General — a powerful unit that moves like an Elite (two moves per turn, no backward movement) but hits harder and inspires nearby troops.
The General's attack is higher than that of an Elite. All friendly units within a 5×5 square centered on the General receive a 25% attack bonus. Your move allowance remains at 7 moves per turn after conversion.
Starting HP: if the Base Camp is at full HP (50), the General starts at full General health (100 HP). Otherwise the General inherits the Base Camp's current HP. For a Fortified Base Camp, HP is doubled at conversion (capped at 100).
The General becomes your new win condition — if the General is killed, you lose. The conversion is irreversible.
The game ends immediately when a player's Base Camp (or General, if converted) is destroyed. Protect yours and hunt down your opponent's.