series
07-23-2004, 11:28 AM
I was fooling around with the pieces and came up with an idea for Risk GodStorm Chess. Heres how your two rows are set up (from furthest to closest to you):
Row 1: All Infantry
Row 2: Infantry, Elephant, Death, Sky, Magic, War, Elephant, Infantry
Here is how the pieces work:
Infantry: They may move on or two spaces either forward or diagonally forward. They can capture while moving either way.
Elephant: These may move as far as they want in a straight line (forwards, backwards, left, right); they are exactly like rooks. No diagonal movement or passing over pieces.
War: In one move, the War God may move to any single adjacent space, then as far as you want diagonally in any one diagonal direction. No passing over pieces.
Death: These move like elephants, but they may pass over any infantry or elephants they want. Every infantry or elephant they pass over is destroyed, including friendly ones. However, if it captures a God it must end it's movement there.
Magic: These move just like queens, but with an exception: If you would like, you may instantly move this piece to any space which has no other piece on any of the 9 surrounding spaces. That takes up your turn.
Sky: This is the King. It can move to any one adjacent space. If the Sky God is in check mate, the game is over and the player who owns the checked God loses.
Pawn Promotion: If an Infantry makes it to the other side of the board, it becomes an elephant. It will not become a God.
Well, that's it. Tell me how it sounds.
Row 1: All Infantry
Row 2: Infantry, Elephant, Death, Sky, Magic, War, Elephant, Infantry
Here is how the pieces work:
Infantry: They may move on or two spaces either forward or diagonally forward. They can capture while moving either way.
Elephant: These may move as far as they want in a straight line (forwards, backwards, left, right); they are exactly like rooks. No diagonal movement or passing over pieces.
War: In one move, the War God may move to any single adjacent space, then as far as you want diagonally in any one diagonal direction. No passing over pieces.
Death: These move like elephants, but they may pass over any infantry or elephants they want. Every infantry or elephant they pass over is destroyed, including friendly ones. However, if it captures a God it must end it's movement there.
Magic: These move just like queens, but with an exception: If you would like, you may instantly move this piece to any space which has no other piece on any of the 9 surrounding spaces. That takes up your turn.
Sky: This is the King. It can move to any one adjacent space. If the Sky God is in check mate, the game is over and the player who owns the checked God loses.
Pawn Promotion: If an Infantry makes it to the other side of the board, it becomes an elephant. It will not become a God.
Well, that's it. Tell me how it sounds.