How to play Cyvasse, the board game from A Song of Ice and Fire: two players, a board of 91 hexes, and an army of 19 pieces each, set up in secret. Start with the short version, then read on for how every piece moves and fights. When you are ready, play the computer for free in your browser.
The Short Version
- Goal
- Capture your opponent's king, so hide yours!
- Setup
- Each player secretly creates an opening array with their army.
- First move
- The first turn is awarded to the army whose king is closest to the front line.
- Game
- Players trade moves until a king is captured. If neither side can move, it is a draw.
- Combat
- An Attacker takes a Defender of equal or lower Strength. A Trump wins on attack only, and Range units defend at Strength 1.
Goal
The goal of Cyvasse is to capture your opponent's king.
Pregame
Before the first move can be made, each player must place all their pieces on the board. Each hex on the board may hold only one unit at a time.
When both players are satisfied with the arrangement of their army, the game can begin.
Who Goes First
The first move is awarded to the player whose King is closest to the middle row of the board. In the case of a tie, the first move is chosen at random. Now the game is ready to begin.
Game
Now players exchange moves until one of the kings is captured. A move is made up of moving one of your units to a new space, or attacking an enemy.
No Legal Move
If it is your turn and none of your units can move or attack, your turn passes to your opponent. The game tells you when a turn is passed.
If neither player can move, the game ends in a draw.
Moving
All units have a Movement attribute, which explains how they may traverse the board. The magnitude of a unit's movement is how many jumps it can make in one turn. For all non-Range units, an attack counts as a jump.
Units may not move through other units. The exception to this rule is the Dragon, which may fly over all units and mountains, unless they are enemy Range units (Crossbowman, Catapult and Trebuchet) or the enemy Dragon.
Combat
With the exception of the Range units, a combat is made by moving to the hex occupied by an opponent's piece. Range units instead choose to attack or move, but may not do both in one turn.
A combat is fought between two pieces, an Attacker and a Defender. The Attacker is the unit initiating the combat; the Defender is the unit being attacked.
When the Attacker attacks a Defender, the Strength of the Defender is compared to the Strength of the Attacker. The piece with the higher Strength wins, and in the case of a tie, the Attacker wins.
There are two exceptions to this rule. The first is a Trump. Some units have a Trump against other units, and it works on offense only: when a unit attacks a unit it trumps, the Attacker wins, whatever the Strengths. A Rabble that attacks a King takes it, even though the King has more Strength. A Trump never protects the unit that holds it, so a Dragon that attacks a Trebuchet still takes it, though the Trebuchet trumps the Dragon. The second exception is that Range units defend at Strength 1, whatever they attack with, so any unit can take one.
A Range unit may attack an enemy within its Range, unless a Mountain blocks the direct path between the Range unit and its target. Every Mountain blocks a shot, whichever army placed it, and no Range unit can shoot over one.
Besides the Trebuchet and the Catapult, the King is the one unit that trumps the Dragon: a Dragon that comes within the King's Movement can be taken by it. The Dragon can still take the King, and the Rabble, which trump the King, can take it too.
Units
Each player's army has 19 pieces: 17 units of 10 kinds, and 2 Mountains. Each kind of unit has its own attributes, which it uses to interact with the map and enemy units. Below is a description of every unit and its attributes, grouped by class.
Vanguard
Cavalry
Range
Unique
Mountain
- Strength
- Impassable
- Movement
- Immovable
- Trump
- —
Special Rules
Four rules worth knowing before your first game.
Range Units
Range units shoot from a distance, and each turn they move or shoot, never both. They defend at Strength 1.
Trebuchet
- Range
- 4
- Strength
- 1
- Movement
- 0
- Trump
-
Cavalry Units
Cavalry units move or attack twice a turn: a Light Horse up to 4 hexes, then 1 more; a Heavy Horse 3, then 1.
Heavy Horse
- Strength
- 3
- Movement
- 3 + 1
- Trump
- —
Your Dragon
A Dragon flies any distance in a straight line, and only a Trebuchet, Catapult, King or Dragon can take it. Taking a Range unit ends its flight.
Dragon
- Strength
- 5
- Movement
- Moves any distance in a straight line
- Trump
- —
Trumps
Trumps work on attack only: a Rabble that attacks a King wins.
Rabble
- Strength
- 1
- Movement
- 3
- Trump
-
Rule Changes
The unit stats above include every change below.
Implemented on September 29, 2026
- Trebuchet range rose from 3 to 4. Mountains still block its shots.
- Kings now trump Dragons: a Dragon within the King's move can be taken.
- Elephants now move 2.
- Trumps now work on offense only: a unit takes a unit it trumps when it attacks, but a trump never protects the unit that holds it. A Trebuchet can take a Dragon, and a Dragon can still take a Trebuchet.
- Strength is every unit's attack: Rabble 1, Trebuchet 1, King 2, Light Horse 2, Crossbowman 2, Spearman 3, Heavy Horse 3, Catapult 3, Elephant 4, Dragon 5. Range units still defend at 1, so any unit can take one.
- New trumps: Rabble trump the King. Trebuchets trump only Dragons, and Spearmen and Crossbowmen trump nothing.
- Light Horse now move 4 then 1, and Heavy Horse 3 then 1 (were 3 then 2, and 2 then 2).
- Catapults now move 1.
Implemented on April 14, 2015
- Spearmen no longer trump Heavy Horse.
- Catapult strength dropped from 4 to 3.
- Trebuchets can no longer move.
- Crossbowmen now trump Elephants.
- Catapults now trump Dragons.