Cardinal aura
A cardinal projects an aura over the eight squares
immediately around it. Any piece on a square inside that
aura cannot be captured or claimed, regardless of side
(the aura is color-blind). The cardinal does not protect
itself. Opposing cardinals will shield each other if
they end up adjacent.
Visual marker. On the live board,
a small gold dot sits at the bottom-center of any
occupied square that is currently under a cardinal's
aura. Empty squares are protected too (a piece moving
in becomes shielded), but the dot is only painted
when there is something on the square to protect.
Puppeteer claim
Your puppeteer can claim an enemy
piece that shares its rank or file, as long as no
piece sits between them and the target is not
aura-protected. The claim is part of your staged
turn: it can layer on top of a piece move, stand
alone as a claim-only turn (the board does not
change), or target the same piece you are then
moving.
If your puppeteer already holds a piece, claiming a
different target replaces the existing claim (the
old piece is released, the new one is taken), all on
the same turn.
Eligibility is normally checked against the
post-move state. If you stage a
claim and then a piece move that puts your puppeteer
somewhere it can no longer see the target, the turn
is rejected outright and you pick again. The client
warns you about this before submission so you can
fix whichever half was the mistake.
One exception: if your claim's target is the same
square your moving piece starts from, eligibility is
checked pre-move (the puppeteer can
still see the piece from its current position). You
then move that piece on the same turn with full
claimer privileges, including capturing across
sides. A piece you just newly claimed can be moved
on the same turn under this rule.
Claims release automatically when line-of-sight is
broken later (by either side's movement, or by a
piece drifting into the path). A claimed leadership
piece counts as captured for the win check, but
stays physically on the board until it is actually
captured.
When a claim is established or re-targeted, the
room's chat shows a quiet system line
("Ember puppeteer claimed control of Frost's
horseman.") so the opponent and any spectators see
what happened.
Visual markers. When you press
Claim or Switch claim, every eligible
target is outlined with a dashed ring in your color.
After you pick one, that square shows a small dot of
your color with a soft halo around it (the "queued"
look) until you press End turn and the claim commits.
Use Undo to drop a staged claim before
committing. Once committed, the dot drops the halo
and matches the style of any active claim. A piece
that is currently claimed (in either direction)
shows a dot at the bottom-center of its square in
the claimer's color: your color if
your puppeteer is holding it, the opponent's color
if theirs is.
The mini-board below shows a puppeteer at the center.
The dashed rings are the squares it could currently
claim (the archer at A4 along the rank, the scout at
D6 along the file). The horseman at D7 is behind a
friendly sentinel, so line-of-sight is broken and it
is not eligible. The cardinal at F6 is off the
rank/file entirely.
Once a claim is committed, the
claimed piece looks like this (the small dot in the
bottom-center indicates who is holding it):
Witch inheritance
Whenever one of your pieces is captured, your witch is
offered that piece's moveset. You accept or decline on
the next turn. If both your general and your puppeteer
are captured (or claimed), the witch is
forced to inherit the next leadership
moveset she is offered; the offer cannot be declined.
The witch starts with no moves of her own. Until she
has inherited at least one moveset she is unable to
move.
Visual marker. Once the witch has
accepted an inheritance, a small tinted icon of the
inherited piece appears in the bottom-right corner of
her square. The corner badge updates whenever she
accepts a new offer, so you can always tell at a
glance which moveset she currently has. Her main
silhouette never changes — it is always the witch.
Scout promotion
A scout that ends its turn on the opponent's home rank
(rank 12 for Ember, rank 1 for Frost) is immediately
promoted. You choose one of:
dragon, sentinel,
archer, or horseman.
The scout becomes that piece for the rest of the game.