Tactical desk · the classic hunt & versus play

The
Cordon

The pickpocket can outrun any constable on the force — so don't chase. Two centuries-old hunt games, played whole in the bureau's dress: Fox and Geese on the traditional cross board, where the line advances in ranks and never backwards; and the classic trap game on the hex Lanes, where you post one constable a turn to wall in a runner racing for the edge — on nights certified winnable before they're dealt.

Open the board Free · two classic hunts · no sign-up
  1. 01
    Choose the tableThe classic hunt, or the full shift
  2. 02
    Advance in ranksForward or sideways — never backwards
  3. 03
    Never hang a bodyThe runner's jumps chain through gaps
  4. 04
    Pin the runnerNo step, no jump — the arrest writes itself

The hunt is on the desk

The classic Fox and Geese hunt on the bureau's board — or the full shift against a fair opponent who reads only the board you see.

Tactical desk You don't chase a runner — you close the net
Table
Rank

Rules of the hunt The classic game, whole. Constables step one point along a line — north, east, west, or diagonally forward where the cross-hatched points carry an alley — and never backwards. The runner steps one point along any line, in any direction, or jumps an adjacent constable to the empty point beyond: that constable is off the board, and the runner may keep jumping in the same turn while captures remain. Jumping is never compulsory. The watch wins by pinning the runner — no step, no jump, nowhere — inside the shift's move budget. The runner wins by cutting the watch below fighting strength, or by outlasting the shift.

Turn The Watch
Watch move 1 of 60
Constables lost — the watch breaks at 0 of 12

The old hunt board — cross-hatched points carry the diagonal alleys. Constables never step backwards.

Laying out the board…

The brass-ringed midnight pieces are constables; the oxblood piece is the runner. In the hunt, tap a constable and then a glowing point — remember the line only ever walks up or sideways, and only the cross-hatched points offer diagonals; never leave a constable where the runner can vault them, because a jumped body is off the board and jumps chain. In the shift, tap any empty hex to post a constable — the runner hunts the best road to the edge (and the sharper ranks count their roads before committing), so post where the roads narrow, wall them off, then tighten the pocket cell by cell, watching the wagon as you spend. Undo steps back to your last decision, even after the runner has replied; the Hint button reads the board aloud before it ever names a cell.

Bureau wire

Net closed

Bureau memo

Abandon this game?

The night on the desk is still running. A new game clears the board and the move count.

Filed by Brian Hamilton · Reviewed with Karan Hamilton for rules clarity, balance and player experience.

TACTICAL FIELD MANUAL · 02

How to play The Cordon

Everything you need at the tactical desk: the centuries-old rules of both hunts, why the line never steps backwards, how the runner's chain-jumps punish a careless watch, and what the bureau's winnable-night certificate promises on the hex Lanes.

What the game is

The Cordon is the second game on the bureau's tactical desk — strategy games, not case files — and it seats two classic hunt games, both played rule-for-rule, because centuries of playtesting beat anything a bureau could invent. The hunt is Fox and Geese on the traditional cross board. The shift is the classic trap game on a hex field. In both, you are the watch and the runner is the quarry — fast, sharp, and heading for the dark.

The hunt — the old game, whole

The board is a cross. Every point connects to its neighbours along the streets, and the cross-hatched points carry diagonal alleys too — exactly the alternating lines of the traditional board. Your constables are the geese: on your turn one of them steps a single point along a line, forward or sideways, never backwards. That discipline is the whole game — every step is a commitment, so the line must advance together: rank by rank, no gaps, nobody left a point ahead alone.

The runner is the fox. It steps one point along any line, in any direction — or it jumps: over an adjacent constable, along a line, to the empty point beyond. The jumped constable is off the board. And the runner may keep jumping in the same turn while captures remain, cutting a chain through every gap you left. Jumping is never compulsory — a sharp runner declines bait — and one loose constable rarely costs one constable; it costs three.

The watch wins by pinning the runner: no step, no jump, nowhere left — which in practice means herding it into an arm of the cross, where the lines run out. The runner wins by thinning the watch below fighting strength, by freezing the line so no constable has a legal move, or by simply outlasting the shift's move budget while you shuffle. Caution is safe; caution never made an arrest.

The three crosses

The Yard (Junior Constable) is the small cross — 21 points and ten constables. Fewer squares means less room for the runner and a faster squeeze; it teaches the no-backwards discipline and the jump rule in ten minutes, usually the hard way. The Crossroads (Night Sergeant) is the traditional board of the classic — 33 points, seventeen constables, the runner in the centre — the game as it has been played for centuries. The Rookery (Watch Commander) grows the cross to 45 points and twenty-four constables: more ground to cover, more flock to keep in step, longer arms for the runner to double back through, and the same sharp teeth.

The shift — the trap game on the hex Lanes

The second table is the classic trap-the-runner game on the traditional field: 121 hexagonal cells, eleven by eleven. Hexes are the whole point — six exits from every cell, no corners to argue about, which is exactly what makes the runner slippery and a wall worth building properly. Some constables are already posted when the night is dealt: sixteen at Junior Constable, twelve at Night Sergeant, eight at Watch Commander. Each turn you post one more constable on any empty cell; the runner then takes one step toward the edge. Seal all six cells around it and the cordon holds. Let it stand on the tinted rim and it is gone.

Rank raises the runner, and shortens the wagon. The Junior Constable's runner is the classic greedy fox of the trap game — always the shortest road out — and the wagon is bottomless, with the bureau's par shown so you can measure yourself. The Night Sergeant's runner counts its roads: wall one side and it swings for the broad side early, stretching your line across the board; the wagon carries the bureau's own certified line plus four spare posts. The Watch Commander's runner reads your best answer before it steps — it assumes the most damaging post you could make on its road and picks the step that survives it, refusing corridors while width remains — and the wagon carries the bureau's line plus a single spare. Run the wagon dry with the runner still standing and the night is lost.

Every dealt night is certified winnable inside its wagon. Because the runner is deterministic — same board, same step, always — the bureau plays each layout before dealing it: the generator finds an actual winning sequence of posts against that rank's runner, then spends extra effort shortening it so the par is honest, and the wagon is sized from that line. The promise on the sheet is therefore real at every rank: if the runner breaks the cordon or the wagon runs dry, a post went to the wrong cell — take the night back with Undo and find the cell it should have been. Nights carry numbers (CD-N4XK2 and friends) and the same number always deals the same night.

Reading the board like a watch commander

  • In the hunt: walk the wall, don't send scouts. A lone constable ahead of the line is not pressure, it is lunch — and the chain-jump means the constables behind them are lunch too. Advance the whole rank a step at a time and the runner has nothing to bite.
  • Watch the diagonals twice as hard. Half the points carry alleys and half don't. A line that looks solid on the streets can be wide open along a cross-hatched alley — check every marked point beside your line before you commit a step you can never take back.
  • Herd toward an arm, then shorten it. The runner cannot be pinned in open ground while it has lines to spare. Push it up an arm of the cross where the board itself closes two sides, and spend your wall on the rest.
  • Count the clock like a third player. The hunt's move budget punishes shuffling. If a move neither advances the wall nor covers a threat, it was the runner's move, not yours.
  • In the shift: cut the road, don't chase the runner. The runner always takes its shortest way out — so the winning post is rarely next to it. Post where its road squeezes between old posts, and one cell buys you three.
  • Build the wall before you build the cage. First sever every road to the rim — the moment no path reaches the edge, the runner is running on hope. Then, and only then, tighten the pocket a cell at a time, and never leave a crack behind you.

The runner across the desk — and why it plays fair

Two runners, two temperaments. The hunt's fox plays sharp: it takes what you hang — in chains, when your gaps line up — sets forks so that covering one constable uncovers another, and refuses any point where a single constable step would pin it. The classic is famously fox-friendly against a careless flock, and this fox does it justice. The shift's runner is the opposite kind of dangerous: utterly predictable — always the shortest road to the edge, the same step on the same board every time — and still hard to stop, because prediction is not the same as prevention. Out-thinking a machine you can read perfectly is the whole pleasure of the trap game.

The tactical desk's standing rule: the computer never cheats. There is no hidden information in either game, and both runners read exactly the public board you do — nothing more.

The tactical desk and the case files

Everything else in this bureau is a case file: a puzzle generated fair, proved to have exactly one answer, and solvable by logic alone. The tactical desk is the other kind of evening — games you can win or lose, where the promise is a fair opponent and complete public rules rather than a provable answer. The Cordon's two hunts each add their own pedigree: the hunt is proved by centuries of players, and every shift night is proved by the bureau itself — dealt only after a winning line has actually been found against the runner that will play it. The bureau supplies the boards, the pieces and honest opponents; the rest is the oldest playtest there is.

Questions from the tactical desk

What is The Cordon?

The Cordon is the second game on the bureau’s tactical desk — strategy games rather than case files — and it seats two classic hunt games in the bureau’s dress. The hunt is Fox and Geese, played whole on the traditional cross board: your constables advance in ranks while a runner picks off anyone left careless. The shift is the classic trap game on a hex field: post one constable a turn to wall in a runner racing for the edge. Both are you against the runner.

Is the hunt really Fox and Geese?

Yes — the rules are the centuries-old game, unchanged: the cross-shaped board with diagonal lines on alternating points, geese that may never move backwards, a fox that jumps them off the board and chains jumps through every gap. Only the dress is the bureau’s: the geese are constables, the fox is the runner, and the middle rank is the traditional 33-point board with 17 pieces. The easier rank plays a smaller cross; the harder rank a larger one.

How does the shift work?

It is the classic trap-the-runner game on the traditional 121-cell hex field — hexes matter, because six exits from every cell is exactly what makes the runner slippery. Some constables start posted (more at easier ranks); each turn you post one more on any empty cell, then the runner takes one step toward the edge. Seal every cell around it and the night is yours; let it stand on the rim and it is gone — and at the higher ranks, run the watch wagon dry before the arrest and the night is lost too.

What changes between the shift’s ranks?

Two things: the runner’s wits, and the wagon. The Junior Constable’s runner takes the shortest road out — beatable by walling ahead of it, which is the lesson. The Night Sergeant’s runner counts its roads and swings to the broad side early, so a one-sided wall gets stretched thin; the wagon carries the bureau’s own line plus four spare posts. The Watch Commander’s runner reads your best answer before it steps and refuses corridors while width remains — and the wagon carries the bureau’s line plus a single spare. Fewer constables start posted at higher ranks, too.

What does “certified winnable” mean?

Before a shift board reaches your desk, the bureau plays it: the generator searches for an actual sequence of posts that beats that rank’s runner on that exact layout — then spends extra effort shortening the line, so the night’s par is honest. The board is dealt only once such a line exists, and the wagon is sized from it (the bureau’s line plus the rank’s spare posts), so the budget can never make a night unwinnable. The runner is deterministic — same board, same step, always — which is what makes the certificate a real guarantee. Finding the placements inside the wagon is the game.

Why can’t my constables move backwards in the hunt?

That is the geese’s ancient discipline, and it is the whole game. Every step forward is a commitment you cannot take back, so the line must advance together — no gaps, nobody a point ahead alone, nobody stranded. Play it a few times and you will feel why the rule has survived five hundred years: it turns a simple chase into a slow, tense squeeze.

How does the runner’s jump work in the hunt?

Classic fox rules: if a constable stands on an adjacent point along a line and the point directly beyond is empty, the runner may vault them — and that constable is off the board. The runner may chain jumps in a single turn, cutting through every careless gap at once, though jumping is never compulsory. One loose constable rarely costs one constable; it costs three.

Does the computer cheat?

No. Both tables are perfect-information games — every piece sits in plain view — and the runner reads exactly the board you do, nothing more. The fox in the hunt plays sharp: it takes what you hang, sets forks, and refuses points where one constable step would pin it. The shift’s runner is simpler and utterly predictable — always the shortest road out — which is precisely what makes out-thinking it satisfying.

How is this different from The Last Exit?

The Last Exit is the desk’s head-to-head game — two seats, a race for one gate, a friend or the computer across the board. The Cordon is the desk’s pair of solo hunts: many slow hunters against one fast quarry, in two classic forms. If you want to play a friend, The Last Exit is the table for it.

Which rank should I start at?

Start the hunt on the Yard — the small cross teaches the no-backwards discipline and the jump rule in ten minutes, usually the hard way — then play the Crossroads, the traditional board of the classic. In the shift, ranks change how many constables start posted: sixteen at Junior Constable, twelve at Night Sergeant, eight at Watch Commander. Fewer posts means more wall to build yourself before the runner finds the gap.

Can I take a move back?

Yes. Undo steps back to your last decision — the runner’s reply comes back with it, and in the hunt any constables it took step back onto the board. In the shift, Undo un-posts your constable and walks the runner back a step.

Is The Cordon free?

Yes. Both tables, all three hunt boards and all three shift ranks are free to play in your browser, with no account and no sign-up. Your table settings and your last dealt night are remembered between visits.