What grows on the new branch
Four ideas of its own
The moves of the Ashva, the Gaj and the Sipahi will feel familiar. These four are where Vyuhh becomes its own game.
The Durg
It never moves, yet it rules the ground
Each side has two Durgs that never move. An enemy can't stop on an empty
square of a Durg's 3×3 zone, and a capture made inside an enemy zone costs the
attacker its own piece too — unless the target is the Durg itself.
Mantri succession
When a Rath falls, a Mantri rises
Lose your Rath and a Mantri enters on a free c, d, f or g square. He moves only
diagonally, so the square you pick fixes his colour for good — and d or f
costs you castling on that side.
The Raja's call
A Rani held in reserve
The Rani isn't on the board at the start. Once four of your back-rank pieces
have fallen, the Raja may summon her — once per game, at the cost of a whole turn,
and never while in check.
Sun against moon
Surya Sena and Chandra Sena
Two armies, two Rajas — one crowned with the sun, one with the crescent.
The two may never stand side by side. Checkmate wins; stalemate is a draw.