Ironmask — how to play

Forty companies a side, every rank turned away, won by reading the other line.

How to begin

Open the game and choose how the Corvel house will play: Recruit, Officer or Spymaster. Take the field and the deployment opens with a staff deployment already laid out. Change anything you dislike, then begin the action. If you saved an action earlier, the title sheet offers to resume it instead.

Controls

Click a rank in the tray and then a home square to place a company; click a placed company to lift it. In the action, click one of your companies and then a lit square. Click any Corvel counter, at any time, to open its dossier card — reading the papers is not a move and is allowed while the machine is thinking and after the action has closed.

By keyboard: move the cursor, Enter picks up and puts down, Esc lets go, D opens the Dossier, L the Ledger, J the Journal.

On a desktop, information stays in the left sidebar and commands stay in the right sidebar, leaving the field centered between them. On a smaller screen the panels stack below the field; use Show information in the header to open or close the information panel.

Turn order

Vane moves first, then Corvel, one move each, until the action ends. There are no phases inside a turn and nothing to confirm: the move is the turn. While the machine considers, the strip under the board says so.

Movement

Combat

Move onto an enemy company to strike it. Both ranks are shown to both houses; the lower rank is removed and equal ranks remove each other. The table below is the whole of it.

MarkRankNumberNotes
10Marshal1Beats everything except a Charge, and loses to the Assassin that strikes it.
9General1Second only to the Marshal.
8Colonel2
7Major3
6Captain4
5Lieutenant4
4Sergeant4
3Sapper5The only rank that lifts a Charge instead of dying on it.
2Outrider8Runs any distance down an open rank or file and may strike at the end of the run.
1Assassin1Loses to everything, but takes the Marshal if it strikes first.
XCharge6Never moves. Destroys any company that strikes it except a Sapper.
SStandard1Never moves. Lose it and the action is over.

Winning

Walk a company onto the Corvel standard. That ends the action at once. If every Corvel company that could march is gone, the standard falls by default and the field is yours.

Losing

The same two ways, in the other direction. If neither standard falls and no strike happens for a long while, the action is adjudged on the weight of what each house has left, or drawn if the two are close.

Saving and restarting

The action saves itself after every Corvel move, and Save writes it out at once. One saved action is kept, under a single browser key (tronsoft_ironmask_save). Resume it from the title sheet. Finishing an action clears the save; Fresh action returns to the title sheet, and Concede ends the current action and shows the account.

Reading the field

The Dossier does the bookkeeping. It knows which ranks are still unaccounted for, and it knows what each Corvel counter has done: a company that has marched is neither a Charge nor the Standard; one that ran a whole file is an Outrider; one that has never left the back rows, with the ranks running out, is very probably a Charge. When it has narrowed a counter to something worth saying, it prints the band on the counter itself — X?, S?, 6–10. Nothing is printed while nothing is known, which is the honest state of the opening. Open any card for the full spread and, with one of your own companies selected, the odds it faces.

Your own counters can be read as well. An eye marker appears on a Vane company when Corvel has discovered its exact rank, whether through combat, an Outrider's long run or deduction from the ranks still unaccounted for. The information sidebar keeps a running count of surviving Vane ranks Corvel knows.