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Author Topic: Battle Command with Chess  (Read 3205 times)

bayonetbrant

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on: April 22, 2020, 07:53:53 PM
(migrated from elsewhere)


Basic battle command principles with Chess





Aside from a diagram of a sample play area, and maybe a sample 'transcript' of the first 2-3 turns of a game, what other info is needed in these rules for someone to run this game.


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Battle Command Chess


First, the basics
-- The pieces set up the same way.
-- The pieces move the same way.
… aaaaaand that’s about it.


Setting up the game
Battle Command Chess is played in two teams of at least 5 players each, plus at least one referee.  Each team has 2 players as company commanders that have direct access to the main chessboard.  The remaining players are the battalion headquarters are all separated from the main chessboard.  They will have no direct view of the chessboard at all in the game.
Each team needs a conference area out of sight of the main chessboard where the company commanders can meet and discuss operations with members of the battalion headquarters.
The battalion headquarters can have their own chessboard if they want, along with any other sketches, diagrams, notes, tables, tiki torches, margaritas, whatever.
It should go without saying that neither side has access to each others’ headquarters or conference areas.
At least one company commander must remain at the master chessboard table at all times.
At least one member of the battalion HQ must remain in the HQ area at all times.
The referee may be at any point in the area at any time to observe nay discussion he chooses, but must be at the master chessboard to observe the company commanders make their moves.




Playing the game
Teams perform a traditional New Zealand Maori haka dance to see who goes first; best dance wins.
Each team takes their turn as a player, alternating throughout the game.
Company commanders may move any pawn they choose during their turn.  Company commanders may not move non-pawn pieces without permission of the battalion HQ.
Each team has 3 minutes to make their move.  If they do not make a move within 3 minutes, they forfeit their turn.  If the referee is not present for the move, the time does not count against them.
Non-pawn pieces may capture enemy pieces as normal.
Pawns must have a “supporting” piece either adjacent to them, or adjacent to the target, in order to make a capture.


Headquarters
The battalion HQ must specifically instruct the company commanders to move any non-pawn piece.  They may take recommendations from the company commanders, but someone from the battalion HQ must give specific permission to move the piece.
Each headquarters has 4 special orders they may issue during the game.  They may use each order only 1 time.
1. Force March:  Move 1 pawn a total of 4 spaces, or move 2 pawns a total of 2 spaces each in a single turn.
2. Flanking Movement:  Move 1 rook and 1 bishop each in the same turn, up to a maximum to 3 spaces each.
3. CHARGE!:  Move 1 knight up to 3 spaces in a straight line either diagonally or orthogonally.
4. Dig in:  No piece moves.  Instead, 1 piece is designated to the referee as “dug in”.  So long as that piece remains in that space, it cannot be captured by any other piece.  If that piece is attacked by a pawn, then the attacking pawn is killed.  If that piece is attacked by a non-pawn, there is no effect in the battle.  The team digging in need not specify to anyone other than the referee what piece is dug in, or that anyone was dug in.


Chess Nerdiness
1.  Pawns may still move 2 spaces on their opening moves.
2.  No castling allowed.  No one even knows how to do it right, anyway.






I've also thought about variable and/or asymetric victory conditions, such as "occupy X space w/ no adjacent enemy for 2 turns" or "kill all enemy knights" or something.  If they're both (a) secret, and (b) asymetric, then the teams are playing 2 pretty different meta-games.

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