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MELEE: OFFICIAL RULES

Designed by Ronald Van Hook and Nathan Van Hook • Patent Pending 2026

TABLE OF CONTENTS

  1. Introduction
  2. Equipment
  3. Set Up, Piece Descriptions & Fundamental Objectives
  4. Pathways & Limitations
  5. Rules of Play • The Wall
  6. Reinforcements
  7. Declarations
  8. Killing Mechanics
  9. Wounding Mechanics
  10. Jumping Rules & Throne Restrictions
  11. Trapped Pieces
  12. Repeat Moves Restricted
Appendices: A (Handicaps) • B (Timed Matches) • C (Ratings) • D (Invention Disclosures)

1. Introduction

Melee is a deterministic (zero luck), strategy board game of perfect information (no hidden pieces) played between two opponents on a grid-based battleground to capture an opposing Sovereign's Throne, Kill the opposing Sovereign, or gain the most tactical advantage before the game's conclusion.

2. Equipment

2:1. Uniform Point-Grid: A battleground composed of evenly spaced, identical position markers (squares, nodes, or dots) that accommodate piece placement.

2:2. Game Pieces: Denoting Fighters (smallest), High Guards (mid-sized), and Sovereigns (largest).

2:3. Optional Timer: Shot Clock Timing Device for regulated competitive play.

3. Set Up, Piece Descriptions & Fundamental Objectives

3:1. Board Orientation

3:1.A. Board is arranged in a diamond configuration, corner-to-corner relative to opposing players.

3:1.B. Game play begins from a narrow perspective, expands outward across center board, and targets the opposing corner.

3:2. Kingdom and Throne — Starting Points

3:2.A. Opposing corner zones are designated as Kingdoms; all starting pieces must deploy within their respective home Kingdom.

3:2.B. The absolute corner coordinate of each Kingdom is designated as the Throne.

3:3. Kingdom Sizes • Pieces and Placement

3:4. Rank and File

3:4.A. The Sovereign occupies the Throne coordinate nearest to its controlling player. No other unit may ever finalize a move on a Throne coordinate.

3:4.B. High Guards deploy in direct contact with the Sovereign, with additional High Guards deploying in direct contact with other High Guards.

3:4.C. Fighters deploy in direct contact with High Guards, filling all remaining designated home Kingdom coordinates.

3:5. Objectives

3:5.A. Regicide: Eliminate the opposing Sovereign.

3:5.B. Usurpation: Maneuver your Sovereign to occupy the opposing Sovereign's Throne.

3:5.C. Draw Resolution: In the event of an agreed draw, the winner is determined by the highest total active piece point value remaining (Fighters = 1 pt, High Guards = 3 pts). Sovereigns are not counted.

3:6. First Move: An equal game of chance decides who goes first (coin toss).

4. Pathways and Limitations

4:1. Orthogonal Movement: Fighters and High Guards move only in a Squared Fashion (orthogonal), strictly in 90-degree directions (forward, back, left, right). Diagonal moves are prohibited.

4:2. Sovereign Movement Dynamics

4:3. High Guard & Sovereign Escort

4:3.A. A single High Guard squarely connected to the Sovereign may move in unison with the Sovereign in a single move, provided both move from and land upon legal spaces.

5. Rules of Play • The Wall

5:1. Touch-Move Rule: Once a piece is touched, the player is committed to moving it. If an illegal move is attempted, the player gets one chance to place the touched piece on a legal position; if none exists, the piece returns and the turn is forfeited.

5:2. The WALL Hazard: The outer board border acts as a permanent 1-hit hazard. If an opposing unit strikes a piece pressed against the wall from the side opposite the wall, it creates 2 opposite hits and results in an instant kill.

6. Reinforcements

6:1. Shield Formation: Two friendly pieces directly connected on 90-degree spaces are Reinforced, providing a temporary defensive shield.

6:2 – 6:4. Compromised Shield: A piece can only lend reinforcement if it is completely uncompromised. The moment a reinforcing unit becomes engaged by an opposing strike from any direction, its ability to support neighboring units is immediately severed.

7. Declarations

Combat and tactical declarations must be audibly announced immediately:

8. Killing Mechanics

A living unit is immediately killed and inverted into a dead terrain piece under the following conditions:

9. Wounding Mechanics

9:1. Wounding Scenarios: Unit attacked on 2 adjacent (L-shaped) sides unreinforced; attacked on 2 opposite sides while reinforced; or positioned against the wall and attacked on a single side unreinforced.

9:4. Defender's Tactical Options:

10. Jumping Rules & Throne Restrictions

10:1. Standard Units: May never jump standard living units or friendly corpses. However, living units may pass through a Sovereign (friendly or enemy) or enemy corpses, provided the final landing space is open and valid.

10:2. Sovereign Jump: Sovereign cannot jump standard units, but may jump directly over an opposing Sovereign (2-space leap) if landing on an open space.

10:3. Throne: Only a Sovereign may finalize a move on a Throne space.

11. Trapped Pieces

11:1. Outside its home Kingdom, a piece with no legal or safe move is Trapped.

11:3 – 11:4. Audible announcement required: "Trap 1", "Trap 2", "Trap 3". If trapped for three consecutive declared turns, the piece is killed.

12. Repeat Moves Restricted

12:1. No move or sequence may be repeated 3 times consecutively (no stall loops). The opponent must audibly declare repeats upon touchdown.

12:2.D. Upon a third declared repeat, a 2-turn trap sequence initiates.


Appendix A. Handicap Matches

Handicaps are established by mutual agreement by substituting High Guards for Fighters (or vice versa). Handicap matches yield no official rating advancement points.

Appendix B. Timed Matches

1. Shot Clock: Standard pace is 30 seconds per turn; Blitz is 15 seconds. Hitting 0s immediately ends the turn.

2. Max Move Limit: Agreed before start (e.g., 30, 40, 50 moves). If uncompleted, winner is determined by Surviving Piece Proximity Tally:

Appendix C. Ratings

All players start at Rating 500. Adjustments equal 10% of the rating spread (minimum flat adjustment of 10 points if spread < 10).

Rating Range Official Class Title / Rank Status & Description
Below 400Class HInitiateEntry-level / Learning mechanics
400 – 449Class GApprenticeDeveloping board awareness
450 – 499Class FContenderApproaching baseline competency
500 – 549Class EChallengerOfficial Baseline / Proven Player
550 – 599Class DVeteranExperienced tactician
600 – 649Class CChampionTop-tier local competitor
650 – 824Class BParagon / ApexMaster-level strategic excellence
825 – 899Class AHigh MarshalElite competitive authority
900+Master ClassOverlordAbsolute board dominance

Appendix D. Unique & Non-Obvious Features (Invention Disclosures)

1. Board Geometry & Spatial Setup

Diamond Corner-to-Corner Orientation: 45-degree rotation producing narrow-wide-narrow dynamic battlefields.
Orthogonal Movement on Diamond Grid: Orthogonal 90° movement visually traces diagonal lines across the table.
Throne Anchors: Corner victory hubs reserved exclusively for Sovereign occupation.

2. Piece Design & Inversion Mechanics

Dual-Sided Inversion: Fallen pieces flip in place to become physical terrain modifiers rather than being removed.
Asymmetric Corpse Physics: Shields/passable vectors for the conqueror; impassable blockers for the victim.
Sovereign's Highway: Fast-travel vector allowing monarchs to traverse continuous enemy corpse chains.

3. Unit Pathing & Movement

3-Step Orthogonal Continuous Vector: 90° turns without retracing paths or leaping live units.
Dual-Pace High Guards: Choice between 3-step sweeps or 1-step tactical crawls.
Unison Escort: Synchronized 2-piece Sovereign + High Guard maneuvers.

4. Tactical Combat & Environmental Physics

3-Sided Siege vs 2-Sided Lateral: 3-sided attacks bypass all reinforcement shields.
Severable Reinforcement: Attacking a supporting unit severs its defensive shield instantly.
The Wall Hazard: Board edge functions as an active 1-hit hazard.
Audible Auditing System: Real-time verbal declarations turn combat auditing into an active game mechanic.