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Official Shifting Court rules
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Rules overview
The Shifting Court
COMPONENTS
- 1 Board: 7 × 7 grid (a chess or checkers board with outer files trimmed).
- 22 Dice: 10 of one color, 10 of the other, 1 contrasting “King” die for each player.
- 2 Reference cards (movement table + decay cycle).
- Optional markers: to note variants or score if using extended play.
OBJECTIVE
Capture the opponent’s King die. When it is removed from the board, the game ends instantly.
SETUP
- Place the 7 × 7 board between players.
- Each player takes 11 dice (10 standard + 1 King).
- Front row: place seven dice showing 2 pips—these are your pawns.
4. Back row
- Leave the central square open for the King (showing 6).
- For the remaining six spaces, roll six dice and place them left → right in the order rolled.
- Whatever face is up is that die’s starting identity.
- This randomizes every opening, reducing first-move advantage.
- Choose a starting player by rolling; higher pip begins.
TURN STRUCTURE
Each turn a player must move one of their dice. There are no rest or skip actions.
- Select a die of your color.
- Move it according to its current pip identity (see Movement Table).
- Capture any enemy occupying the destination square.
- Decay (Shift) the die immediately by rotating it down one pip.
- 6→5→4→3→2→1→then back to 6.
- The King die never changes.
- End your turn. The opponent now moves.
MOVEMENT TABLE
| Pip | Role | Movement Pattern |
|---|---|---|
| 1 – 2 | Pawn | Move 1 forward. Capture forward. Cannot move sideways or backward. |
| 3 | Knight | Standard chess L-shape (two + one). May jump over pieces. |
| 4 | Bishop | Any distance diagonally until blocked. |
| 5 | Rook | Any distance orthogonally until blocked. |
| 6 | Queen | Any direction any distance until blocked. |
| King (unique color) | King | 1 square any direction. Cannot decay. |
CAPTURE RULES
- Landing on an opposing die captures it and removes it from the board.
- The moving die occupies the vacated square, then decays.
- Capturing the opponent’s King ends the game immediately.
SPECIAL RULES
- Blocking: Only Knights may jump. All other moves stop before friendly or enemy dice.
- Pawn wall: Two opposing pawns facing each other block movement; neither may move or capture forward until the other is removed.
- No rests, holds, or passes: every turn must change the board state.
ENDGAME & VARIANTS
- Standard victory: capture the enemy King.
- Timed play: 25 turns each; if no capture, most pieces remaining wins.
- Scored battle: 1 point per capture; 5 for King; first to 10 wins.
BOARD SIZE VARIANTS
6 × 6 Micro Mode – “Power Rush”
- Remove one pawn and one back-row die per side.
- Fast, tense duels (10-15 minutes).
8 × 8 Grand Mode – “Dominion”
- Restore full chessboard.
- Add one pawn and one back-row die per side.
- Longer, more positional match (30-45 minutes).
Questions and clarifications
Frequently asked questions
Q1. Does a die’s decay ever stop?
No. It loops forever 6→5→4→3→2→1→6.
Q2. Do I re-roll or re-orient dice mid-game?
Never. Only rotation from decay changes its top face.
Q3. Can I attack my own King?
No. He’s on your side—though you’ll sometimes wish you could.
Q4. If two pawns face each other, are they stuck?
Yes, until one side attacks from another angle. That standoff is intentional pressure.
Q5. How random is the back row?
Fully. Each die is rolled once during setup and remains that way until decay alters it. Every game opens differently.
Q6. Is there any “promotion”?
Optional: if a pawn reaches the farthest rank, immediately set it to 6 (Queen movement) before decaying on its next action.
Rules & resources
Keep the game close at hand.
Use the official links below for the printable rulebook, online play, and community listings.

