Player 1: Knights
Mines Captured: 0 / 3
Captured Soldiers: 0
A medieval strategy duel between the Crimson Knights and Azure Lords
Blog - Knowledge about GoldMines Captured: 0 / 3
Captured Soldiers: 0
Mines Captured: 0 / 3
Captured Soldiers: 0
Rules highlight: Soldiers move 1 square. Commanders move 1 or 2 squares. Captures occur by adjacency rules after each move.
All commanders and soldiers must follow these laws of battle.
Win by capturing the enemy commander, or by capturing all 3 enemy gold mines.
Player 1 (Knights / Red) moves first. Players then alternate one move per turn.
Soldiers move exactly 1 square in any direction. Commanders move 1 or 2 squares in any direction. A 2-square commander move cannot pass through blocked or occupied middle tiles.
Units cannot move onto forests, towers, or gold mines. They also cannot move onto occupied squares.
A soldier is captured when adjacent (including diagonals) to an enemy commander, or to 2 or more enemy soldiers.
A commander is captured when adjacent (including diagonals) to 3 or more enemy soldiers, or to an enemy commander plus at least 1 enemy soldier.
No capture occurs if a commander is adjacent (including diagonals) only to the enemy commander. No capture occurs if a commander is adjacent only to exactly 2 enemy soldiers.
A tower is destroyed by 3 adjacent (including diagonals) enemy soldiers, or by 1 adjacent enemy commander plus 1 adjacent enemy soldier.
When you destroy an enemy tower, one of your previously captured soldiers is returned to the board if a legal tile is available.
After a move, only the side that moved may capture mines. A mine flips ownership if that side has commander adjacency (including diagonals) or 2+ adjacent soldiers, and the enemy does not contest with the same pressure.
In The Gold Battle, gold mines are more than side objectives. They shape movement, force defensive commitments, and pressure your opponent into uncomfortable trades. Strong players do not chase captures only; they control the map economy and convert mine pressure into winning endgames.
Early mine threat is a positioning tool. Commander tempo beats reckless aggression. Tower pressure makes it possbile to restore captured soldiers. Even without immediate captures, mine pressure can split defenses, create tactical weaknesses, and open your path to a decisive finish.
Your commander is the center of every serious plan. Because it can move 1 or 2 squares, it controls tempo, contests mines quickly, and creates capture threats that soldiers alone cannot produce. Strong commander play means staying close enough to support your front line while avoiding overextension into enemy soldier nets. Use the commander to force reactions, break defensive formations, and decide when to shift from mine pressure to direct enemy commander-hunt opportunities.
The Gold Battle is a turn-based medieval strategy game played on an 11x11 board. You command the Crimson Knights while the computer commands the Azure Lords. Victory comes from tactical movement, in order to capture the enemy gold mines, or capturing the enemy commander. The game emphasizes strategic positioning, adjacency rules for captures, and careful planning to outmaneuver your opponent. Enjoy the challenge of leading your forces to glory!