A Prisoner is a unit that has been captured by another side. The side that has captured them can manifest or remove shackles from them at will. It is even possible for the capturing side to give a prisoner orders, though the lack of Loyalty presumably makes it easy for the captive to disobey.
Prisoners cannot normally receive Thinkagrams, though Jack has implied that Charlie is capable of doing so. A Croakamancy Thinkamancy caster link has also proven able to get around this rule in the case of the decrypted.
Prisoner casters cannot cast, though they still have access to a number of tricks relating to their discipline.
If a ruler is made prisoner, then one of two things will happen:
- If they have an heir, their heir will become ruler in their place.
- If they do not have an heir, then field units will disband and everything else will go neutral, leaving the side frozen in time as if the ruler was killed. However, if the ruler is repatriated, the side will resume as before, albeit with all field units still gone.
Prisoners left alone in a hex will be automagically freed, even non-commanders. Any commander has a small chance to escape their captors and become a fugitive, with a baseline chance of 1% per turn. These factors include:
- "Will", "strength of spirit", and other unquantifiables mentioned by the Book of Canon.
- Number of guard units assigned to guard the prisoner. They must perform no other duties.
- Number of captor side's units in the prisoner's hex.
- Level of the city they are held in (if applicable).
- Additional precautions taken by the side, such as the city's design and various restraining devices.
- Level and specials of the prisoner. For example, while a Foolamancer would be unable to cast, they would still have access to some "tricks".
Non-commanders escaping is unheard of, but Parson's Mathamancy Bracer implies that they do have an infinitesimally small chance.