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.
Solution notes
A one-move edge
In one move, capture the enemy Captain (3) and keep your Colonel (5) safe.
| Side | Piece | Position |
|---|---|---|
| Your side | Colonel 5 | C7 |
| Opponent's side | Captain 3 | D7 |
Move sequence
One worked solution; other legal solutions may also work.
- 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.
| Side | Piece | Position |
|---|---|---|
| Your side | Major 4 | A7 |
| Opponent's side | Major 4 | E7 |
Move sequence
One worked solution; other legal solutions may also work.
- 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).
| Side | Piece | Position |
|---|---|---|
| Your side | Bomb | A7 |
| Opponent's side | Field Marshal 9 | E7 |
Move sequence
One worked solution; other legal solutions may also work.
- 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.
| Side | Piece | Position |
|---|---|---|
| Your side | Engineer 1 | A7 |
| Opponent's side | Landmine | E11 |
Move sequence
One worked solution; other legal solutions may also work.
- 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.
| Side | Piece | Position |
|---|---|---|
| Your side | Lieutenant 2 | B4 |
| Opponent's side | Field Marshal 9 | A4 |
Move sequence
One worked solution; other legal solutions may also work.
- 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.
| Side | Piece | Position |
|---|---|---|
| Your side | Engineer 1 | A6 |
Move sequence
One worked solution; other legal solutions may also work.
- 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.
| Side | Piece | Position |
|---|---|---|
| Your side | Colonel 5 | A7 |
| Your side | Lieutenant 2 | C7 |
| Opponent's side | Captain 3 | E7 |
Move sequence
One worked solution; other legal solutions may also work.
- Lieutenant 2: C7 → C8
- 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.
| Side | Piece | Position |
|---|---|---|
| Your side | Lieutenant 2 | D11 |
| Opponent's side | Flag | D12 |
| Opponent's side | Field Marshal 9 | B12 |
Move sequence
One worked solution; other legal solutions may also work.
- Lieutenant 2: D11 → D12 · Captures: Flag
Why this works
Even if the enemy has strong pieces, capturing the Flag wins.