Tablet of Air
Air of Air — the swift and aggressive starting array
The Tablet of Air represents the "Air of Air" configuration — an array emphasizing swift attacks, intellectual play, and a unique cross-team dynamic.
Configuration
| Property | Value |
|---|---|
| Element | Air of Air |
| Turn Order | Red → Yellow → Black → Blue |
| Player One | Black + Yellow |
| Player Two | Blue + Red |
Cross-Team Control
Unlike Fire and Water, the Air tablet splits elemental teams across players. Each player controls one army from each elemental alliance, creating complex allegiance dynamics.
Throne Squares
| Army | Thrones |
|---|---|
| Blue | d8, e8 |
| Red | h4, h5 |
| Black | a4, a5 |
| Yellow | d1, e1 |
Characteristics
The Air array is associated with:
- Swift attacks — aggressive opening possibilities
- Intellectual play — complex tactics and combinations
- Mobility — emphasis on piece activity over material
- Divided loyalties — each player manages armies from opposing elemental teams
Turn Order: Rotated Start
The Tablet of Air begins with Red rather than Blue, shifting initiative to the opposite side of the board:
- Red (Player Two)
- Yellow (Player One)
- Black (Player One)
- Blue (Player Two)
Notice the alternating pattern — players swap control each turn, preventing the consecutive-ally moves seen in Water.
Piece Placement
Pending Transcription
The exact piece placements for this array are awaiting transcription from the original Zalewski diagrams. The engine currently uses the Tablet of Fire positions when this array is selected.
Strategic Implications
The Air configuration rewards adaptable, quick-thinking play:
- Opening: Each player must develop two non-allied armies simultaneously
- Midgame: Balance attacks — harming your "ally" (same element) may help your opponent
- Endgame: Careful throne defense — your own armies may block each other