Angels and Archangels

Each angel (Piece1.jpg or Piece2.jpg) can capture any opponent’s piece (including the opponent’s archangel) located on one of the “Gates of Heaven” squares, if the dice roll allows such movement (see Capturing a Gate of Heaven).  When an opponent's piece is captured there, it is banished to a vacant “Sheol” square.  The capturing player decides which vacant “Sheol” square should be used for the banishment. 

 

If no “Sheol” square is vacant (due to capturing actions of previous turns), the capturing player can release any of its own pieces that are currently imprisoned in “Sheol”, as explained in the next section.  Capturing on other locations of the board is prohibited for angels (see also: Escaping from the Sheol).

 

Each archangel (Piece3.jpg or Piece4.jpg) can move and capture exactly like an angel (depending on the dice roll result), but it also has the following special abilities:

 

For example:

If the dice rolls 1, an archangel on Remiel 7 can capture the opponent’s archangel on Raguel 6, and the captured archangel is placed on Remiel 7.

Move7.jpg

Such a replacement is not allowed when the captured archangel is on a “Gate of Heaven” (in such a case, the opponent’s archangel is banished to a “Sheol” square like any other piece, as previously described).