Game rules

Learn Ridgeline

Five minutes of reading is enough to play. The app also has eight interactive lessons in Training.

Goal of the game

Two sides, Red and Blue, each have six pieces. You must get them across the board and out through the opposite edge. A piece that exits scores as many points as its strength.

As soon as two pieces have exited, whichever side they belong to, the game ends and the higher score wins. Red starts.

One exception changes everything: if a Guardian is the very first piece of the game to exit, its side wins immediately.

The board

A grid of 10 × 10 squares, each with a height. Two neighboring squares never differ by more than two levels. A new terrain is generated for every game, then checked so that both sides have paths of the same difficulty.

The pieces start on their side's row, in the middle, in this order: Guardian, Lancer, Runner, Runner, Lancer, Guardian.

Red starts at the bottom and exits at the top; Blue goes the other way. The lighter and more yellow a square, the higher it is.

The pieces

Each side has two pieces of each kind. Their movement and strength always add up to 6: the faster a piece, the more fragile it is.

PieceMovementStrengthSpecial
Runner51Diagonal step or two-square jump, ignoring height.
Lancer42Charge: +1 when attacking if the path to the target costs exactly 4.
Guardian33Instant victory if it is the first piece of the game to exit.

In the app, in 3D, the Runner is a cylinder, the Lancer a truncated pyramid and the Guardian a pyramid; in 2D, a pentagon, a diamond and a triangle.

Moving

On your turn, you move a single piece. It goes forward, backward or sideways, square by square, never diagonally (except the Runner). Each step costs movement points:

  • 1 point for a square at the same height;
  • the height difference + 1 to go up or down: from 2 to 4 costs 3, and coming back down from 4 to 2 also costs 3.

The path can turn, but it cannot pass through any piece, and the piece cannot end on its starting square.

From 2 to 2: 1 point · from 2 to 4: 3 points · from 4 to 3: 2 points · from 3 to 3: 1 point, 7 in all. With its 4 points, the Lancer can reach the square at height 4 (1 + 3), but no further.

Try it

Pick a piece: the squares it can reach light up, with their cost. The stars show the Runner's special moves.

Reachable square (total cost) Runner's diagonal step or jump The number at the top left of each square is its height. Other pieces block the way.

The Runner

Instead of its normal move, the Runner can:

  • take one diagonal step;
  • or jump two squares straight over an empty square.

These two moves ignore height: they are the best way to get past a cliff or slip through.

Attacking

Instead of moving to an empty square, a piece can attack an enemy piece it can reach. If the attack succeeds, the enemy piece is removed and the attacker takes its square. A losing attack is not allowed: strengths are compared before playing.

Attacker's strengthDefender's strength
its strength
+1 if it starts from a square higher than the target, −1 if it starts lower
+ the strength of each of your other pieces next to the target
its strength
+1 per friendly neighboring piece

The attack succeeds if the attacker is at least as strong as the defender.

Lancer 2+starts higher +1+neighboring Runner +1=4
Guardian 3+friendly neighbor +1=4
4 against 4: the attack succeeds. Without the red Runner, it would not be allowed.

The Lancer's charge

When the Lancer's shortest path to its target costs exactly its 4 movement points, it gets +1 when attacking. Building momentum takes calculation.

Exiting the board

A piece exits when it reaches the last row (the enemy's starting row) with at least 1 movement point left, or if it starts its turn on that row. Red exits at the top, Blue at the bottom. In the app, the possible exits light up beyond the edge.

A piece that exits scores its strength: 1 for a Runner, 2 for a Lancer, 3 for a Guardian.

End of the game

👑 Guardian first

If the very first piece to exit is a Guardian, its side wins at once.

🏁 Second exit

Otherwise, the game ends when the second piece exits: the higher score wins, a tie is a draw.

⚔️ No pieces left

If one side has no pieces left, the other scores its strongest remaining piece and the game ends.

⏳ 200 moves

After 200 moves: higher score, then the piece closest to the finish, then the strongest one.

🔁 Repetition

The same position three times: draw.

🚫 Blocked

A side that cannot move any piece passes its turn.

Online, you can also lose on time, resign or agree to a draw.

Tips for beginners

  • Read the terrain before rushing. The shortest path on the map is almost never the cheapest.
  • Protect your Guardians. An enemy Guardian approaching the edge is a threat of instant victory.
  • Move as a group. Each piece next to the target strengthens the attack, and each friendly neighbor strengthens the defense.
  • Attack from above. One extra point is often the difference between a forbidden attack and a capture.
  • Count the exits. The game ends at the second one: getting a Runner out too early can hand the win to your opponent.

To go further, the app's Training has 65 puzzles taken from real games.