Table of Contents

King's Valley

Designed by Mitsuo Yamamoto

Get your king to the center space, but your pieces must always move as far as they can. Teamwork is essential.

In all versions of King's Valley, the goal is to move your king to the specially marked center space of the board (his valley). No mere soldier is allowed to occupy that space.

If your king is ever trapped and unable to move, you lose, even if your soldiers can still move.

Soldiers and kings move in the same way: as queens, but they must move as far as possible until an obstacle stops them. Obstacles are the sides of the board, other pieces, and, in King's Valley Labyrinth, the pillars.

Pieces normally begin lined up on opposing edges of the board with the king in the middle, but there is a variant, Retrieve the King, in which the king starts in the opposite position, in the middle of his opponent's soldiers.

King's Valley Labyrinth has a variant (called moon labyrinth in the Abstract Play interface) with a slightly different layout of pillars, in which each player also starts with three moon tokens for moving pillars. Pillar movement is only one space orthogonally.


AI generated

King's Valley

Slide pieces as far as they can go. Get your king onto the centre valley, or lock the enemy king.

Inventor: Mitsuo Yamamoto

Rules

See Logy Games: King's Valley.

Goal

Win if your king occupies the centre cell. Lose if it is your turn and your king has no legal slide.

Setup

5×5. Centre is the valley. Player 1 on rank 1: pawns, king on c1, pawns. Player 2 mirrored on rank 5 with king on c5.

Pieces always slide the full distance to the last empty cell in an orthogonal or diagonal line (blocked by pieces).

Variants

Retrieve the King

Kings start on the opponent's side.

Labyrinth

7×7 with four towers.

Moon Labyrinth

7×7, towers in slightly different cells; towers may be moved.

Further details

Version history