UFP Recreational Simulation 47-A · Rules & Tutorial

STRATEGEMA Field Manual

The complete rules of the four-level holographic game, exactly as the simulation plays them. Start with the narrated tutorial, then keep the rulebook and quick reference open while you play.

0:00 / 0:00

Narration is off until you press Voice on, and that choice is remembered. Press Esc, or switch tabs, to silence it instantly. The voice is recorded audio from the voice folder beside this page, falling back to your browser's speech engine if those files are missing. “Save as video” records the tutorial with burned-in captions to a .webm file, and includes the narration when the page is opened from a local server.

    1Objective

    Two commanders, Cerulean and Amber, fight for control of a three-dimensional holographic lattice. You win by capturing the enemy Command Core, by owning most of the lattice, or by cutting the enemy Core off from every source of supply.

    • Active Victory. Capture the enemy Command Core. The game ends at once.
    • Systemic Victory. Control at least 70% of all cells, which is 180 of 256, at the end of any turn.
    • Isolation Victory. Remove or neutralize both enemy Nexuses and seal the enemy Core inside your territory.

    Games can also end in a draw or a resignation. See section 13.

    2The board

    The board is four 8 × 8 grids stacked on top of each other, 256 cells in total. The levels are numbered from the bottom.

    LevelNamePosition
    L1AlphaBottom
    L2BetaHome of both Command Cores
    L3Gamma 
    L4DeltaTop

    Files run A–H from left to right and ranks run 1–8 from Cerulean's side to Amber's side. A cell is written as level, file, rank: L3-D5 is Level 3, file D, rank 5.

    Adjacency is three-dimensional. Every cell has up to 26 neighbours: 8 around it on its own level, 9 on the level above and 9 on the level below. Cells off the edge of the board simply don't exist. Distances for influence and combat use the largest of the three coordinate differences, so a unit with range 2 reaches a 5 × 5 × 5 cube centred on itself.

    3The forces

    Each side fields 39 units of five types.

    UnitCountStrengthInfluence rangeRole
    Command Core112Your king. Lose it and you lose.
    Nexus214Supply source and the widest aura.
    Guardian832Heaviest fighter. Holds lines.
    Striker423Fast raider with long reach.
    Control Node2411The lattice that holds territory.

    In the 3D game the Core is a ringed octahedron, the Nexus an icosahedron, the Guardian a hexagonal prism, the Striker a pyramid and the Node a sphere.

    The five Strategema pieces in a row: ringed octahedron, icosahedron, hexagonal prism, pyramid and sphere
    Core, Nexus, Guardian, Striker, Control Node. Amber fields the same five.

    4Deployment

    Cerulean deploys on ranks 1 and 2 of every level. Amber's setup is the same arrangement rotated 180°, on ranks 7 and 8, so Cerulean's D1 becomes Amber's E8.

    LevelRank 1 (Cerulean)Rank 2 (Cerulean)
    L1 AlphaGuardians B1, G1 · Strikers D1, E1Nodes B2–G2
    L2 BetaGuardians B1, F1 · Nexuses C1, E1 · Core D1Nodes B2–G2
    L3 GammaGuardians B1, G1 · Strikers D1, E1Nodes B2–G2
    L4 DeltaGuardians C1, F1Nodes B2–G2

    Amber's Core therefore starts on L2-E8, with Nexuses on L2-D8 and L2-F8. At the opening each side controls exactly half the board.

    5Turns and actions

    Cerulean moves first. Against a computer opponent you are always Cerulean.

    The two-action rule. Every turn you take exactly two actions. The same unit may take both. Each action is one of:

    • Move one of your units (section 6). Moving between levels is part of a move.
    • Project Influence, a surge on one unit (section 8).
    • Hold, which spends one action doing nothing.

    End Turn gives up whatever actions you have left. When both actions are spent, the turn ends automatically and the end-of-turn checks run (section 12).

    6Movement

    A unit always ends its move on an empty cell. Units never share a cell, and there is no capturing by moving onto an enemy. Fighting happens through combat (section 10). Neutralized units cannot move.

    Control Node

    One step to any of the 8 cells around it on its own level, or one step straight up or straight down. It never moves diagonally between levels.

    Guardian

    Up to two orthogonal steps. Each step goes north, south, east, west, up or down, so a Guardian may change level mid-move. It never moves diagonally and cannot pass through any unit, friend or foe.

    Striker

    Up to three steps. Each step may go to any of the 26 neighbouring cells, so Strikers move freely between levels. A Striker may pass through cells held by friendly units but must land on an empty cell. Enemy units block its path completely.

    Nexus

    One step to any of the 26 neighbouring cells.

    Command Core

    One step to any of the 26 neighbouring cells, but never into a cell the enemy controls.

    7Influence and territory

    Every active unit projects an aura: a cube of cells around it whose radius is its influence range, reaching across levels as well. A Nexus with range 4 touches almost half the board.

    1. Each cell counts how many Cerulean auras and how many Amber auras cover it.
    2. Opposing influence cancels one for one.
    3. If one side has more, that side controls the cell. A tie, including zero against zero, leaves it neutral.

    Territory is recalculated after every single action. Neutralized units project no influence. On the board, blue cells are Cerulean, amber cells are Amber and dark cells are neutral.

    8Influence surge

    Project Influence costs one action and gives one of your active units +1 influence range. The boost lasts from the moment you surge until the start of your next turn, so it holds through your opponent's whole turn. A unit that is already surging cannot surge again until the boost expires.

    A surge is often the second half of a good turn: move a unit into position, then surge it to flip the cells around it.

    9Supply and isolation

    Every unit must be able to trace a supply line back to one of its own active Nexuses or its Command Core. The line runs from cell to neighbouring cell in any of the 26 directions, and may only pass through cells that you control or that are occupied by your own units.

    • A unit with no supply line is ISOLATED. It pulses yellow and shows a counter.
    • At the end of every turn, yours and your opponent's, each isolated unit's counter goes up by one. A unit that is supplied again resets to zero.
    • When the counter reaches 3, the unit is permanently NEUTRALIZED. It turns grey, cannot move, projects no influence and gives no combat support. It still occupies its cell and can still be attacked.

    Command Cores and Nexuses are supply sources themselves and are never isolated. Being supplied is also worth +1 in combat.

    10Combat

    Combat happens only when a unit moves. When your unit finishes a move next to one or more enemy units, it engages each of them in turn, strongest base strength first. Retreats and surges never start combat.

    Each side's combat strength is:

    STRENGTH = Base
      + Support   adjacent active friendly units, max 3
      + Influence your auras − enemy auras on your own cell, 0 to 3
      + Elevation +1 if you are on a higher level than your opponent
      + Supply    +1 if you are supplied
    • Higher total wins. The loser must retreat one cell to an empty neighbouring cell that is not enemy-controlled. The game picks the retreat that takes it farthest from the winner, preferring its own territory.
    • No legal retreat means capture. The unit is removed from the game. A neutralized unit that loses is always captured.
    • Equal totals are a standoff. Both units hold their cells.
    • If your moving unit is repelled or captured, it fights no further engagements that action.

    The Tactical Log prints every engagement with its breakdown, for example [7] vs [5] (2+2+1+1+1 | 3+1+0+0+1).

    11Encirclement

    After every move and every surge, every unit on the board is checked. A unit is captured by encirclement when every neighbouring cell that exists is either occupied by an enemy unit or empty and enemy-controlled.

    • A single friendly unit next to it, or a single neutral or friendly-controlled empty cell, breaks the ring.
    • Off-board cells don't count, so units on edges and corners need fewer enemies to be surrounded.
    • Captures can cascade, because each removal changes the map. This chain reaction is called the Litana stratagem, and it resolves automatically.

    12End of turn

    When a turn ends, these checks run in order:

    1. Isolation. Isolated units' counters rise. Any that reach 3 are neutralized.
    2. Systemic Victory. A side controlling 180 or more cells wins.
    3. Isolation Victory. A side whose opponent has no active Nexus and whose Core is sealed inside hostile territory wins.
    4. Draw checks. Fivefold repetition and the 500-turn rule (section 13).
    5. Hand-over. The other side gets two fresh actions. Its surges from the previous turn expire now.

    13Victory and draws

    ResultHow it happensWhen it is checked
    Active VictoryEnemy Command Core captured in combat or by encirclementInstantly
    Systemic VictoryYou control 180 of 256 cells (70%)End of any turn
    Isolation VictoryEnemy has no active Nexus, and every cell around its Core is enemy-occupied or controlled by youEnd of any turn
    Draw by agreementA draw is proposed and acceptedAny time on your turn
    Draw by repetitionThe same position, with the same side to move, occurs for the fifth timeEnd of turn
    Draw by stasis500 consecutive turns without any change in territoryEnd of turn
    ResignationA player resigns, the Psychological Forfeit. The opponent wins.Any time on your turn

    14Opponents and modes

    • Two Commanders. Local hotseat. Cerulean and Amber share one screen, and a draw proposal is put to the other player.
    • Lt. Cmdr. Data. Plays the Stalemate Doctrine he used against Kolrami: patient, disciplined about supply, engaging only from strength and content to draw. He accepts a draw unless he judges himself clearly ahead.
    • Grandmaster Kolrami. Plays for velocity: deep Striker raids toward your Core, tempo over material, contempt for caution. He accepts a draw only when he is clearly losing.

    15Controls

    Do thisHow
    Select a unitClick it. Your unit shows green move markers and its aura. An enemy unit shows its telemetry.
    MoveClick a green marker
    SurgeSelect your unit, then Project Influence · 1 AP in the Selected Unit panel
    Hold or end the turnHold · 1 AP or End Turn
    Orbit, zoom, panDrag, mouse wheel, right-drag
    Lift one level outPress 1–4, the α β γ δ chips or a level tag. 0 or ALL returns.
    Deselect or close a dialogEsc
    Draw, resign, rulesPropose Draw, Resign, Protocols

    16Grandmaster notes

    • Pair your actions. Move a unit forward, then surge it. Tournament players call this Action Parity.
    • Guard the Nexuses. They are your supply spine and your widest auras. Losing both opens you to an Isolation Victory.
    • Attack downhill. Striking from the higher level is a free +1.
    • Move in formation. Up to three adjacent friends add +3, more than any single unit's base strength.
    • Plan the way home. A Striker deep in enemy territory has three turn-ends to reconnect before it is neutralized.
    • Respect the edges. A unit on the rim has fewer neighbours and is far easier to encircle.

    QRQuick reference

    Each turn

    • 2 actions: Move, Surge or Hold
    • Same unit may act twice
    • End Turn forfeits the rest

    Movement

    • Node: 1 on level, or straight up/down
    • Guardian: 2 orthogonal, no passing
    • Striker: 3 any way, through friends
    • Nexus, Core: 1 any way. Core never enters enemy space

    Strength · Range

    • Core 1 · 2    Nexus 1 · 4
    • Guardian 3 · 2    Striker 2 · 3
    • Node 1 · 1    Surge +1 range

    Combat

    • Base + Support(≤3) + Influence(≤3) + Higher level(1) + Supplied(1)
    • Loser retreats one cell, or is captured
    • Tie: standoff

    Supply

    • Trace to a Nexus or Core through your cells
    • Cut off: counter +1 every turn-end
    • 3 = neutralized for good

    Winning

    • Capture the Core
    • Own 180 of 256 cells at turn-end
    • No enemy Nexus and their Core sealed
    • Draw: agreement, 5× repetition, 500 static turns
    ◀  ARCADE