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World Trench (talk | contribs) (→The Units and Movement Directions: Added Movement Overlays per Unit) |
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*'''Units cannot jump over other units.''' | *'''Units cannot jump over other units.''' | ||
==Player Turns== | ===Movement Overlays per Unit=== | ||
Caption: selected player unit (in blue); possible moves (in green) | |||
{| class="wikitable mw-collapsible" | |||
|+ | |||
!Rank | |||
!Movement Directions | |||
Digital (Square) Orientation | |||
!Movement Directions | |||
Classic (Diamond) Orientation | |||
|- | |||
|Soldier | |||
|[[File:Soldier Movement Overlays - Digital (Square).png|none|thumb]] | |||
|[[File:Soldier Movement Overlays - Classic (Diamond).png|thumb]] | |||
|- | |||
|Sergeant | |||
|[[File:Sergeant Movement Overlays - Digital (Square).png|thumb]] | |||
|[[File:Sergeant Movement Overlays - Classic (Diamond).png|thumb]] | |||
|- | |||
|Captain | |||
|[[File:Captain Movement Overlays - Digital (Square).png|thumb]] | |||
|[[File:Captain Movement Overlays - Classic (Diamond).png|thumb]] | |||
|- | |||
|Colonel | |||
|[[File:Colonel Movement Overlays - Digital (Square).png|thumb]] | |||
|[[File:Colonel Movement Overlays - Classic (Diamond).png|thumb]] | |||
|- | |||
|General | |||
|[[File:General Movement Overlays - Digital (Square).png|thumb]] | |||
|[[File:General Movement Overlays - Classic (Diamond).png|thumb]] | |||
|} | |||
==Player Turns == | |||
* Players take turns moving '''one unit at a time'''. | * Players take turns moving '''one unit at a time'''. | ||
* '''Black plays first.''' | *'''Black plays first.''' | ||
*Units move only in '''one direction per turn''' (ex.: a unit cannot zig-zag). | *Units move only in '''one direction per turn''' (ex.: a unit cannot zig-zag). | ||
*Units may move, per turn, '''any number of squares, up to its maximum allowed''' (ex.: a captain can move 1, 2, or 3 squares). | *Units may move, per turn, '''any number of squares, up to its maximum allowed''' (ex.: a captain can move 1, 2, or 3 squares). | ||
**Note that the maximum number of steps a unit may move equals to the number of points you gain from capturing such unit. | **Note that the maximum number of steps a unit may move equals to the number of points you gain from capturing such unit. | ||
*A '''player's''' '''turn ends after a move or a capture'''. | *A '''player's''' '''turn ends after a move or a capture'''. | ||
* A player '''cannot pass''' their turn. | *A player '''cannot pass''' their turn. | ||
== Capturing Units == | == Capturing Units== | ||
* A player captures an enemy unit by '''moving their unit onto the enemy unit's square'''. | *A player captures an enemy unit by '''moving their unit onto the enemy unit's square'''. | ||
* Only one capture per turn — unless you're exiting the trench (see The Trench Line). | *Only one capture per turn — unless you're exiting the trench (see The Trench Line). | ||
*Captured units are removed from the board. | *Captured units are removed from the board. | ||
==The Trench Line == | ==The Trench Line== | ||
Colonels and Generals can '''move along the trench''' (since those are the only units that can move sideways). | Colonels and Generals can '''move along the trench''' (since those are the only units that can move sideways). | ||
=== Advantages === | ===Advantages=== | ||
* Units can '''capture multiple units while exiting the trench and moving forward'''. | *Units can '''capture multiple units while exiting the trench and moving forward'''. | ||
* A unit '''in the trench is protected from frontal and trench attacks''' — an enemy unit cannot capture it by advancing from its own side, nor can it capture another unit if both are in the trench. | *A unit '''in the trench is protected from frontal and trench attacks''' — an enemy unit cannot capture it by advancing from its own side, nor can it capture another unit if both are in the trench. | ||
=== Disadvantages === | ===Disadvantages=== | ||
*A unit '''in the trench can be captured from behind''' — if a player has a unit on the enemy's side, it can '''move backwards and capture an enemy unit that is inside the trench'''. | *A unit '''in the trench can be captured from behind''' — if a player has a unit on the enemy's side, it can '''move backwards and capture an enemy unit that is inside the trench'''. | ||
* A unit in the trench '''cannot move backward to capture''' a unit in its own friendly territory. | *A unit in the trench '''cannot move backward to capture''' a unit in its own friendly territory. | ||
==End of the game == | ==End of the game== | ||
* '''The game ends when a player reaches 25 or more points, after both players have completed the same number of turns.''' | * '''The game ends when a player reaches 25 or more points, after both players have completed the same number of turns.''' | ||
* Since Black plays first, if Black reaches 25 points, '''White still gets a final turn''' to respond and try to tie or win. | *Since Black plays first, if Black reaches 25 points, '''White still gets a final turn''' to respond and try to tie or win. | ||
Revision as of 09:02, 15 July 2025
This page is based on the Official Trench Rules by Rui Alípio Monteiro.
Concept
- Trench is a two-player abstract strategy game inspired by World War I trench warfare, notably on the Western Front.
- Each player commands an army of military units, navigating a diamond-shaped battlefield divided by a dangerous central trench line.
- The mission: outmanoeuvre the enemy and claim control of the field through tactical combat.
Goal of the game
- A player wins by strategically defeating their opponent’s army.
- Through careful movement and combat, the player will gain the upper hand by capturing enemy units and earning points.
The Board and Setup
- The board is 8x8 diamond-shaped*.
- The board is divided by a trench line, separating both armies.
- Each army starts in formation, mirroring each other across the trench.
*Note: for the digital version, there is also the option of orientating the board like a square, in order to use the maximum amount of space available on the screen.
The Units and Movement Directions
- Each player controls a total of 16 units.
- All units can move along the columns and rows (both ways). These are the only directions the soldiers can move.
- Units cannot jump over other units.
Movement Overlays per Unit
Caption: selected player unit (in blue); possible moves (in green)
| Rank | Movement Directions
Digital (Square) Orientation |
Movement Directions
Classic (Diamond) Orientation |
|---|---|---|
| Soldier | ||
| Sergeant | ||
| Captain | ||
| Colonel | ||
| General |
Player Turns
- Players take turns moving one unit at a time.
- Black plays first.
- Units move only in one direction per turn (ex.: a unit cannot zig-zag).
- Units may move, per turn, any number of squares, up to its maximum allowed (ex.: a captain can move 1, 2, or 3 squares).
- Note that the maximum number of steps a unit may move equals to the number of points you gain from capturing such unit.
- A player's turn ends after a move or a capture.
- A player cannot pass their turn.
Capturing Units
- A player captures an enemy unit by moving their unit onto the enemy unit's square.
- Only one capture per turn — unless you're exiting the trench (see The Trench Line).
- Captured units are removed from the board.
The Trench Line
Colonels and Generals can move along the trench (since those are the only units that can move sideways).
Advantages
- Units can capture multiple units while exiting the trench and moving forward.
- A unit in the trench is protected from frontal and trench attacks — an enemy unit cannot capture it by advancing from its own side, nor can it capture another unit if both are in the trench.
Disadvantages
- A unit in the trench can be captured from behind — if a player has a unit on the enemy's side, it can move backwards and capture an enemy unit that is inside the trench.
- A unit in the trench cannot move backward to capture a unit in its own friendly territory.
End of the game
- The game ends when a player reaches 25 or more points, after both players have completed the same number of turns.
- Since Black plays first, if Black reaches 25 points, White still gets a final turn to respond and try to tie or win.