Rampart’s rules

Everything the game does, in the order it does it.

This is the reference, not the tutorial — every phase, every condition, every figure. If you are here to learn the game rather than to look something up, how to play is the shorter road.

Figures set in bold are read from the game itself. Several are still being tuned and will move.


01

The battlefield

One shared grid covers both banks and the water between them — a single coordinate space for the whole match. Its atomic unit is the Tile: placement, damage and enclosure are all reasoned about per tile.

Every tile is either land or water, and terrain is fixed for the whole match. Nothing changes it.

Home Ground is the region a player may build on. It is fixed at the start and never changes hands. You may place blocks and cannons only on your own ground; when a player is eliminated, theirs is scored for nobody and nobody may build on it.

Grounds are separated by water
No land path may connect two players’ ground, or one player’s wall could enclose another’s castle.
No ground is fully ringed
A ground cut off from the board’s edge would be enclosed from the first instant, and its player could never be eliminated.

02

What stands on it

Castle
A permanent 2 × 2 structure placed by the map. Indestructible and immune to all fire. Several stand on every ground. A castle is never owned — you hold it during a round only in the sense that it is enclosed.
Home Castle
The castle you nominate at the start. Worth two units where every other is worth one, for both cannon awards and score. The nomination is fixed for the match and survives losing the castle.
Default Castle
One per ground, marked by the map, given to a player who does not nominate in time. A neutral baseline — neither a good pick nor a punishment. Where the pointer rests at the deadline is irrelevant.
Bonus Square
A marked region scoring extra for the player who takes it wholly inside their territory, worth more the larger that territory is. Anything standing on it — wall, cannon or rubble — forfeits it.
Wall
A tile occupied by fortification, and the only structure players build. Blocks enclosure, destructible by fire.
Cannon
A 2 × 2 structure that fires during the Battle Phase. Blocks enclosure.
Rubble
What a destroyed cannon leaves: its tiles, permanently unbuildable for the rest of the match. Rubble does not block enclosure — it is dead ground inside a perimeter, not a substitute wall.

03

The clock

Time is counted in ticks at 30 a second. Both players are inside the same phase at the same instant; nothing pauses.

NominationCannonBattle → Build → Cannon× up to 7

Nomination is not part of any round. A round is Battle → Build → Cannon, so the first thing anyone does in a round is fire. The last round’s trailing Cannon Phase does not run: score is already paid, and no battle follows it.

Nomination
10s — ends early once every player has chosen.
Cannon Phase
10s — ends early once every player has signalled done.
Battle Phase
30s to cease-fire, then a drain while shots land.
Build Phase
30s, −1.5s a round, 21s by the last. The rule carries a floor below that, which the current round cap never reaches.
Grace period
4s after the build timer expires.
Round cap
7. The last permitted round is announced as the final battle as its Battle Phase opens, so a player who is ahead knows they need only survive it.

The Battle Phase does not end at its timer. At the timer it reaches cease-fire: no new fire is accepted, but everything already in the air still lands, and the phase ends only once the last one has. No damage ever falls outside the phase that caused it.

Each round two things get harder: the build timer shrinks, and the block supply shifts toward larger, more awkward shapes. The second is the bigger lever.


04

Nomination

Every castle on the board stands bare, with no walls anywhere. Each player picks one on their own ground as their Home Castle, under a 10-second timer, and is then given a starting wall and an opening cannon grant.

Starting wall
A uniform ring, placed identically wherever the castle stands: 8 × 8 on the outside, standing 2 tiles off the castle, enclosing 32 tiles of open ground.
Why it stands off
Cannons are placed inside the ring and are 2 × 2, so a ring flush against the castle would enclose nothing a cannon could stand on. A stand-off of one leaves a band no cannon fits in and is as useless as none.
Opening grant
three cannons — a constant, not the award formula. The ordinary award for holding only a Home Castle is two.

05

The Build Phase

Players place blocks to repair and extend their walls. A player who ends it holding no enclosed castle is eliminated.

One polyomino arrives at a time, from a shuffled bag drawn in order rather than sampled at random — so a round’s supply is something you can reason about. There is no queue and no lookahead. The bag is rebuilt at the start of every Build Phase from that round’s composition, which is what makes the escalation exact.

The fourteen shapes
Domino · straight-3 · corner-3 · square · bar · T · S · Z · L · J · P · U · W · X. The domino thins out and vanishes; the pentominoes arrive; by the final round the small forgiving pieces are gone.

Placement — overlap only

A block may go wherever every tile it covers is on the board, is within the placing player’s own ground, is land, and is clear of wall, castle, cannon and rubble. Nothing else blocks it. A bonus square may be built over.

Adjacency is not a criterion. A block dropped in open ground, connected to nothing, is a legal placement — which is what makes a summer home around a different castle, a decoy wall drawn to attract fire, and a detached battery of guns all real things to do.

Enclosure

Enclosure is decided by flooding inward from every tile on the board’s edge, moving only up, down, left and right — never diagonally — and blocked by wall, water, castle and cannon. Any land tile the flood cannot reach is enclosed. It asks only whether the outside can reach in; it never traces wall loops, which is how it handles thickness, branching and coastline with no special cases.

Enclosed
A property of an unoccupied land tile the flood fails to reach. Without that exclusion the open sea and every wall would qualify — and territory pays a point a tile.
A castle or cannon
Is enclosed only when every tile it occupies is.
Territory
The enclosed tiles a player controls, excluding the walls themselves — the ground inside the perimeter.
Water seals
A coastline acts as wall. This makes castle position relative to the water the core decision, and lets the dividing river double as a defensive asset.
No diagonal leak
A flood moving diagonally would slip between two corner-touching walls, so a diamond of blocks anyone can see is closed would silently fail. The original does leak diagonally; this is a deliberate trade of a rule for legibility.

When the timer expires there is a 4-second grace period, and then everything is settled at once: enclosure, territory, score, and who is still in the match.


06

The Cannon Phase

The award
2 units for a held Home Castle, 1 for any other. Cannons awarded is the sum over the castles that player has enclosed.
It never accumulates
The award is set, not added to, and is re-earned every round. Holding only your Home Castle pays two a round, forever.
Placement
A cannon is 2 × 2 and must sit entirely within the territory snapshot taken at the last Build Phase’s end — not live enclosure. Once placed, it never moves.
Ending early
A player may close their own Cannon Phase. The phase ends when everyone has signalled, or at the deadline.
Forfeit
Any cannon still unplaced when the phase closes is lost. Having nowhere to put one is the ordinary consequence of walling tightly, not an error.

07

The Battle Phase

Both players fire at each other’s walls, in real time, simultaneously.

Firing

You aim at a tile and fire. You never name a cannon and you never name a target player. The game picks the next eligible cannon in the order they were placed, skipping any that is destroyed, cut off, silenced, or already has a ball in the air — skipping, never waiting.

So your oldest guns are your most reliable, and both your firing rate and your firing positions were set by an ordering chosen several rounds ago. A cannon may have only one ball in the air at a time, so your rate of fire is bounded by how many cannons you hold.

Flight

Everything about a shot is decided the moment it is fired — where it lands and when. Nothing is revised in flight and nothing can be intercepted; the arc is only how a decided outcome is shown.

Flight time
A fixed 0.2s, plus about 0.07s per tile of distance. Longer shots take longer, which is what makes where a cannon stands a real decision.
A wall built after the shot
Can still be destroyed by it. The shot was already in the air.
A ball outlives its cannon
If the firing gun dies while the shot is airborne, the shot still lands and still scores.

The blast

A landing shell damages a fixed five-tile plus: the tile it hits and the four directly above, below, left and right. It destroys wall on those tiles, leaving clear, buildable ground, and it applies wherever it falls — open ground, already-destroyed wall, or the firing player’s own bank. There is no “did it hit a wall” test, so a shot landing one tile short genuinely chips the edge of what it was aimed at.

Castles are immune. Nothing can destroy a castle, ever.

A plus rather than a square, because against one-tile-thick wall the two are identical, and they diverge against double-thick wall: a plus removes four tiles and leaves a hole where a square would breach cleanly. Spending blocks on depth instead of width is a real strategy, and the plus is the shape that rewards it.

Hitting a cannon

Counted per cannon
Never per tile. A shot landing squarely on a cannon is a single hit; a shot falling between two hits each of them once.
Hits survived
4. On the fourth the cannon is destroyed and leaves rubble, permanently unbuildable.
Silenced
A cannon hit but not destroyed stops firing for 2 seconds, then resumes undamaged in every other respect — so a hit is worth landing even when it cannot kill. Silence is always lifted at the cease-fire, however recently the hit landed.
Cut off
A cannon left outside its owner’s territory does not fire, but is not lost: it still occupies its tiles, still blocks enclosure, and can still be destroyed. Wall around it again and it fires from the next recomputation. Being cut off is not being silenced — silence is a wound that wears off, a cut-off gun is unhurt and stays quiet until its owner goes and builds.

08

Territory

Territory is recomputed from scratch at the end of every Build Phase and held unchanged until the next one. It is written by exactly two events: the end of a Build Phase, and nomination, once.

A castle is not captured
It is merely enclosed for one round, and pays cannons and score again every round it is enclosed.
Failing to enclose destroys nothing
Walls stand until a shell takes them down, castles are indestructible, and cannons are cut off rather than lost.
Ground is retaken by building
No rule is needed to permit it, because possession never existed to be transferred.

The Build Phase boundary is deliberately the damper. Recomputing live would punish a breach instantly and non-locally — one tile destroyed at a thin isthmus can silence a battery nowhere near the impact, with nothing on screen to explain it. A breach is punished, but only after its owner has had a phase to repair it.


09

Score

Paid at the end of every Build Phase and nowhere else, and banked permanently. A round that loses ground earns less; it never gives back what earlier rounds paid.

Territory
1 per enclosed tile held.
Castle bonus
Units squared, times 25 — quadratic on purpose. At the ordinary 2 units it pays 100, roughly what a starting wall’s ground is worth. A linear bonus would make a second castle worth exactly as much as the first, when the whole point is to reward a perimeter wide enough to be dangerous.
Bonus squares
50 plus 1 per tile of territory, per square held whole. The territory-scaled term is what makes it a reason to wall wider than survival demands.
Walls destroyed
5 per enemy wall tile destroyed since the last payment. Only enemy walls — paying for self-demolition would make knocking down your own walls a way to farm points. It is the only reason to keep firing at a player who is already losing.
When it is paid
At the end of a Build Phase, before elimination is applied — so a player banks the round they died in, and any tiebreak is over totals that include it. Nomination pays nothing.

10

Ending a match

A player who ends a Build Phase holding no enclosed castle, while another does, is eliminated. It is immediate and final — no lives, no continues. Their walls, castles and cannons stay where they stand and go inert: the guns never fire again, the ground is scored for nobody, and no survivor may build on it.

Failing to enclose is the only way to lose. Castles are immune to fire precisely so that this stays true.

Mutual failure
If the end of a Build Phase would leave no survivor, the phase is replayed once — same round, timer not re-escalated, blocks continuing from the same bag. If it happens again, the match ends there and is decided on score.
The final battle
If the round cap is reached with nobody eliminated, the highest score wins. The last round is announced as the last round as its Battle Phase opens.
Which ending it was
Elimination, running out of rounds and a mutual failure produce the same-looking scoreboard, so the ending is always named — a player who does not know which one happened does not know whether their score mattered.

11

Controls

There are exactly six things you can ask for.

Move
Move the pointer. Nomination, Build, Cannon, Battle.
Rotate
Turn the held block clockwise. Build only.
Place
Commit a block, or plant a cannon. Build and Cannon.
Fire
Fire at the pointer’s tile. Battle only.
Nominate
Choose a Home Castle. Nomination only — it also marks you ready, which is why there is no separate done.
Done
Close your own Cannon Phase.

Bindings as they currently stand — these are not fixed:

Place
Left mouse button, Space
Rotate
Q, right mouse button
Done
Enter
Speed-up (Battle, held)
Q, Shift
Move by keyboard
W A S D, arrow keys
Help
/, H

The game is playable with no pointing device at all — nothing in the scheme requires a mouse, and trackpads are common enough that nothing important is bound to a right button alone. Touch is out of scope deliberately rather than deferred: the Build Phase wants a precise pointer while the clock runs, and a finger hides the tile it is placing on.

The mouse is captured — hidden and locked to the window — which is what makes relative motion available. Losing that capture does not pause the match. The game keeps running behind whatever resume prompt appears; freezing is never something a player can invoke.

None of this is hard to hold once you have held a wall together.

The drill puts you on a board with a quiet opponent and walks you through a round. Two minutes, no account, nothing to install.