Ninelands

Duels: strength & attack

In a duel two realms share one board – against the computer, against a friend on the same device, or online. The goal changes: rule more lands than your opponent. If both rule the same number, gold decides.

Strength

Every piece puts its strength on its own cell and on every cell it claims:

Castle Knight Farmer Bishop
3 2 1 1

Strength from several of your pieces adds up. A cell belongs to whoever is stronger there; a tie means the cell is contested and belongs to nobody. A land belongs to whoever holds more of its cells.

A duel after ten moves
A duel after ten moves. Flags show who rules each land; the green frames are where the player to move may place a farmer – crossed swords mark attacks.

Attack

You may not build on your own land. You may build on enemy or contested land – if you are stronger there afterwards. Then that cell and every cell where you are now stronger become yours. Pieces are never removed; only their land changes hands.

Preview of an attacking knight
An attack preview: the outlined cells would be taken from the opponent.

Turn order

The players take turns in a snake: A places a castle, B places a castle, B moves again, then strictly alternating. B also starts with 5 gold as a small head start. If you can't move, you pass. If one player is stuck and behind, the game ends at once – the stuck player's land can only shrink.

A duel between two computer players
Two "Hard" computer players, eighteen moves.

Online duels

  • Quick play pairs you with another searching player. Between two accounts the duel is rated and changes your glory. If nobody shows up, the computer is offered after a few seconds.
  • Invite links and challenges to friends are unrated and may use map size, bandits, fog and a chosen law.
  • Every move has a time limit; when it runs out the server plays a simple move for you. Two missed moves in a row lose the duel.