Pathbind
Setch
The clash of blades and slaughter

Descending from Chess, reborn as a new art of strategy and command. Deploy your army, spell their targets, capture the enemy King.

Choose your army

YOUR TURN
Enemy Camp
Battlefield
Your Camp
Battle Log
Select a card to begin.

Pathbind: Setch

1. Components & Goal

Two players, 16 cards each: King, Queen, 2 Rooks, 2 Bishops, 2 Knights, 8 Pawns. All face-up. Goal: capture the enemy King.

2. Cards & Targets

Each card displays non-repeating letters (A–H) and numbers (1–8) that spell its target. Letters precede numbers.

3. Standard Targets

Pawns: AF7, B13, B14, C15, D16, E12, F18, G17  ·  Knights: DG14, EH16
Rooks: ACD345, BDFG12  ·  Bishops: AEF67, BCH18
Queen: ACEGH57  ·  King: A1

4. Zones

Camp: all cards start here. Battlefield: shared, max 8 cards per side.

5. Actions (one per turn)

Advance: move one Camp card to the Battlefield.

Retreat: move a Battlefield card back to Camp. Pawns cannot retreat; cannot retreat your last BF card.

Attack: select one or more of YOUR Battlefield cards whose targets together spell an undefended enemy card's target. That card is captured. If the enemy card was in their Camp, sacrifice one of your attacking BF cards.

Pawn Promotion: if a Pawn is sacrificed in a Camp attack, revive one of your previously captured non-Pawn cards to your Camp.

Pass: if no valid action, you must pass. Both sides passing consecutively = Draw.

6. Defence

A card is protected if its allies in the same zone can together spell its target.