Siege warfare was heavily in use in the time of Kublai
Khan (mid-late 13th century AD)
|
In the early days of his rise, Kublai was a prime target for
kidnapping and sabotage. In retrospect, it is amazing that he eluded
catastrophe to a ripe old age. In this Mongol simulation, however,
Kublai has been captured and imprisoned in an enemy tower, under
governship of the Sung army of Northern China--enemies of the Mongols.
Similarly, the Sung have captured a rival Mongol tribe's khan, Ariq
Boke, Kublai's nemesis. Ariq Boke is kept in the opposite tower
(black or white), depending on which side you are playing. |
Khan Siege rescue khan picks up from historical possibilities
that might have occurred in the middle 13th century. The Sung have captured
your khan. Your job, playing white or black, is to rescue the khan from
the tower. You must bring him back to a safe haven, one of the healing
gers governed by the resident Mongol shaman. At this point, your khan
becomes part of your army again, and helps you to crush your enemy, the
warring Mongol tribe...
The enemy army waits for liberation of your khan, hoping to capture him
and destroy him, as well as liberating their own leader from the opposite
tower and defeating you on the open battlefield.
The best strategist wins...
*Khan siege rescue khan uses all the piece movements and rules of Khan.
The following initial board shows the Sung towers and the archers' range
as they fire from the enemy tower:
Opening board : rescue
khan
(Choosing
Game..Players..Game type..Rescue Khan
Start
new game will select the siege 2 game for play):
Note the absence of the khans on both sides. Each khan has been captured
and imprisoned in the white and black towers respectively. Tribes are
led by their respective first bondsman, at G1 and B8 respectively.
The white and black triangles at A1 and H8 denote the healing gers where
each khan must be taken to recover from their ordeal in captivity.
If you are playing white, you bring your white khan to square A1. If you
are playing black, you bring your black khan to square H8.
If you are playing white you might also want to thwart black's attempt
to rescue his khan and transport him to H8.
Likewise, if you are playing black, you will want to thwart white's attempt
to rescue his khan and transport him to A1.
So goes the struggle...
Strategy: Undermine the
tower first
Develop your pieces to put a magician within spell casting range of any
of the archer-manned red tower squares
White wants to let his power magician cast a spell from F5 to H5
Black wants to let his power magician cast a spell from C5 to A3:
Rescue the prisoner
Once a pickup square has been established, move a piece to the vulnerable
area of the tower and 'pickup' your khan. Choose a piece of the highest
mobility.
For white, this would be the Warrior moving from F4 to H5
For black, this would be the Power magician moving from C3 to A3
Transport the captive
to safety
It suffices to manoeuvre your pieces such to get the captive to the dropoff
square, in this case, A1 for white, and H8 for black.
Note that the dropoff squares are configurable under
Game..Setup
position
In this simplified example, you can see some obvious routes to get the
captives to their respective safe havens.
Of course, in a real game, this may take many moves, and via unobvious
routes, but for the purposes of an example, this depiction suffices:
![](khan_images/129/ww.gif)
B2 -> A1 drops
off the white khan. The white warrior, holding the white captive (green
circle), brings the khan to the healing ger at A1.
![](khan_images/129/bh.gif)
F7 -> H8 drops
off the black khan. The black power magician, holding the black captive
(green square), brings the khan to the healing ger at H8.
Release the captive
After having moved the captive to A1 for WHITE and/or H8 for black, the
player need only move the same piece
away from the dropoff square
to release the healed khan. This is depicted by black and white moves
below:
![](khan_images/129/ww.gif)
A1 -> C2 releases
the white khan which manifests itself at A1.
![](khan_images/129/bh.gif)
H8 -> H7 releases
the black khan which manifests itself at H8.
Picking up an enemy captive
It is possible to pick up the enemy captive as shown in the board below.
This is a tactical move, which prevents your enemy from acquiring his
own khan himself. You can 'guard' the enemy captive throughout the game,
even kill the captive by deliberately walking into an armed tower square.
Of course, you sacrifice your own piece.
It is important to take care, because if you unwittingly move this enemy
captive to a dropoff square (A1 for WHITE, H8 for black) the enemy khan
will manifest and this will likely lose you the game.
![](khan_images/129/wa.gif)
B3 -> A3 White
archer picks up the black captive khan at A1
![](khan_images/129/bw.gif)
F6 -> H5 Black
warrior picks up the white captive khan at H5
Capturing an enemy captive
Interesting game play can result from capturing an enemy captive in the
battlefield. Specific rules apply.
Rule 1: If a piece holding its own captive captures a
piece holding its own captive, the enemy captive dies
![](khan_images/129/ww.gif)
White warrior
captures the black archer and keeps its own captive while killing the
enemy captive:
![](khan_images/siege2_capture_enemy_captive2_1_short.jpg)
aftermath=>
Rule 2: If a piece holding the enemy captive captures
a piece holding its enemy captive, the capturing piece acquires its own
captive while letting the enemy captive die that it was holding
![](khan_images/129/bw.gif)
Black warrior
captures the white archer and acquires its own captive while killing the
enemy captive
![](khan_images/siege2_capture_enemy_captive4_short.jpg)
aftermath=>
Siege transfer
A piece can pass on the captive to any adjacent friendly piece. The piece
may be holding its own khan or the enemy khan:
![](khan_images/129/wa.gif)
The white
archer at E2 can pass the white khan to any of the adjacent pieces at
D1, D2, D3
![](khan_images/129/bh.gif)
The black
power magician at C5 can pass the black khan to any of the adjacent pieces
at B6, D5
Walking into the enemy
tower
Any piece other than a magician that tries to breach a tower will die:
![](khan_images/129/ww.gif)
at G4 or
![](khan_images/129/wa.gif)
at G7, if they move into RED archer armed section of the tower, they die.
![](khan_images/129/bw.gif)
at A6 or
![](khan_images/129/ba_flipped.gif)
at G5, if they move into RED archer armed section of the tower, they die.
Legend:
Khan dropoff square for white
Khan dropoff square for black
The red squares denote
the tower kill zone. Anything venturing here dies.
The green circle denotes
that the piece is carrying the white khan.
The green square denotes
that the piece is carrying the black khan.
Black circles denote
home base squares.