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Crown of Codex.

Chess moves. Checkers jumps. Dungeons & Dragons dice. Every capture is a d20 attack roll, every piece has hit points and levels up, and any piece can leap an enemy checkers-style. Bring down the enemy Commander to take the crown.

How to play

Chess moves

Every piece moves like its chess counterpart: Commander like a king, Captain like a queen, Hauler like a rook, Navigator like a bishop, Pilot like a knight, Cadets like pawns. No check rules: the Commander can be attacked like anyone.

D&D attacks

Moving onto an enemy is an attack, not an automatic capture. Roll a d20 plus your attack bonus. Meet or beat the defender’s armor class and you deal damage. A natural 20 doubles it. Only a defeated defender gives up its square.

Checkers jumps

Any piece can jump a diagonally adjacent enemy into the empty square beyond. Jumps always hit for 1d4 and you land beyond. If another jump is open, you may keep chaining with the same piece.

Level up and crown

Each defeated enemy earns 2 XP; at 2 XP a piece levels up: +1 attack, +2 max HP, healed 2. A Cadet that reaches the far rank is crowned a Captain with full health.

Victory

Bring the enemy Commander to 0 HP. A side with no legal moves loses.

Roster
Commander12 HP+3AC 14d6
Captain10 HP+4AC 13d8
Hauler12 HP+2AC 15d8
Navigator8 HP+3AC 12d6
Pilot8 HP+3AC 12d6
Cadet5 HP+1AC 10d4