Hidden Front
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Puzzles · Easy
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A one-move edge

In one move, capture the enemy Captain (3) and keep your Colonel (5) safe.

Moves left 1 / 1

  • ○ Take out the enemy Captain 3 D7
  • ◇ Keep the Colonel 5 safe

Tap one of your pieces, then tap where it should go.

The opponent stays put

Only your pieces move in this problem. Enemy pieces stay where they are, and combat works just like in a real game.

Opponent's side
MountainMountain
Your sidePractice with the pieces on red bases
Solution notes
A one-move edge

In one move, capture the enemy Captain (3) and keep your Colonel (5) safe.

Initial position
SidePiecePosition
Your sideColonel 5C7
Opponent's sideCaptain 3D7

Move sequence

One worked solution; other legal solutions may also work.

  1. Colonel 5: C7 → D7 · Captures: Captain 3

Why this works

The Colonel (5) outranks the Captain (3), so it survives the fight.

An even trade

In one move, take out the enemy Major (4) at the end of the railway.

Initial position
SidePiecePosition
Your sideMajor 4A7
Opponent's sideMajor 4E7

Move sequence

One worked solution; other legal solutions may also work.

  1. Major 4: A7 → E7 · Captures: Major 4 · Removed

Why this works

You took out the enemy with an even trade. Also check whether a puzzle needs your piece to survive.

The Field Marshal's weakness

In one move, take out the enemy Field Marshal (9).

Initial position
SidePiecePosition
Your sideBombA7
Opponent's sideField Marshal 9E7

Move sequence

One worked solution; other legal solutions may also work.

  1. Bomb: A7 → E7 · Captures: Field Marshal 9 · Removed

Why this works

Even when the Field Marshal fights a Bomb, both are removed.

Defuse the Landmine with the Engineer

In one move, defuse the Landmine and keep your Engineer safe.

Initial position
SidePiecePosition
Your sideEngineer 1A7
Opponent's sideLandmineE11

Move sequence

One worked solution; other legal solutions may also work.

  1. Engineer 1: A7 → E11 · Captures: Landmine

Why this works

The Engineer turns railway corners, defuses the Landmine and survives.

Shelter

In one move, get the Lieutenant (2) to safety in the glowing camp.

Initial position
SidePiecePosition
Your sideLieutenant 2B4
Opponent's sideField Marshal 9A4

Move sequence

One worked solution; other legal solutions may also work.

  1. Lieutenant 2: B4 → B3

Why this works

The Lieutenant can't be attacked inside the camp. You can duck in there to avoid strong enemies.

Around the corner

In one move, send the Engineer to the target on the opposite railway.

Initial position
SidePiecePosition
Your sideEngineer 1A6

Move sequence

One worked solution; other legal solutions may also work.

  1. Engineer 1: A6 → E11

Why this works

The Engineer can go around corners along railways, but it can't pass other pieces in its path.

Make way

Within two moves, capture the enemy Captain (3) and keep your Colonel (5) alive.

Initial position
SidePiecePosition
Your sideColonel 5A7
Your sideLieutenant 2C7
Opponent's sideCaptain 3E7

Move sequence

One worked solution; other legal solutions may also work.

  1. Lieutenant 2: C7 → C8
  2. Colonel 5: A7 → E7 · Captures: Captain 3

Why this works

Once the Lieutenant clears the way, the Colonel can ride the railway and capture the enemy.

Aim for the Flag

In one move, capture the enemy Flag. You don't need to capture the enemy Field Marshal.

Initial position
SidePiecePosition
Your sideLieutenant 2D11
Opponent's sideFlagD12
Opponent's sideField Marshal 9B12

Move sequence

One worked solution; other legal solutions may also work.

  1. Lieutenant 2: D11 → D12 · Captures: Flag

Why this works

Even if the enemy has strong pieces, capturing the Flag wins.