Rules- Sandbox Chess
This borrows a lot of elements from NEISG. Full credit to @Naviary for making that awesome game and the program used to mod this game.
All images come from NEISG. Many descriptions are paraphrased from NEISG.
When updates happen:
Every update happens after 1-3 days. At this time, I will record your latest move and update the board accordingly. There are no turns. Everybody moves at the same time to prevent stalling. If you do not make a move, the game continues without you and you miss the turn.
How to move
There are no private message moves. The only moves that will be accounted are the ones submitted on the main thread. To move, include the abbreviation of the piece you are moving (all pieces and abbreviations listed below), and the place you would like to move to, in x y coordinates in this format: (x, y). This board is currently a 199x99 board, going from (-99, 1) to (99, 99). Any coordinate outside of these parameters will not be accepted (for example, (-100, 50) and (17, 101) are illegal coordinates). An example of a valid move is B(20, 17).
This moves your bishop to (20, 17), if you have a bishop that can move there. If there are multiple of the same piece that can move to that position, specify which piece you are moving by naming the piece, the (x, y) coordinates of the piece, followed by the (x, y) coordinates you are moving too.
An example of this is B(10, 27)-(20, 17). The first coordinate is where the bishop is and the second coordinate is where the bishop goes.
To generate a piece using energy, add a plus, the piece you are trying to create, and the coordinates you want to place it. For example, to place a rook at (50, 17), say +R(50,17). This adds the piece to the specified coordinates and subtracts the point value its worth (for example a rook costs 7 energy due to being worth 7 points).
You have to use these rule sets or else your move will not be accepted. Do not say things such as RxN, for they will not be accepted. If your move has a typo, it will not be accepted. If any of these rules are violated, your move will not count. If you want to change your move, do it before I start updating, and make a new post instead of editing your old submission. No premoves, and you can only control your own army.
How capturing works:
(The capture rules here are directly from NEISG)
- Moving at the same time means it's possible to dodge captures, which can make it very hard to make a capture without it failing and you wasting your move. That's why:
- You have the ability to include certain conditionals only when you attempt a capture. Let's say your preferred move is to capture an enemy piece, but you don't know if they're going to dodge or not and you don't want to waste your move? Then you can include this type of conditional- "Attempt this capture, if it actually fails, then instead go for this other move." There are tons of examples of correct and illegal conditionals located here.
- If you threaten to capture an enemy piece, then that piece will get 1 chance to move out of check, otherwise, 4 black triangles will reveal around their piece for 1 move that signifies the piece is "capturable". A "capturable" piece is allowed to move, but NOT allowed to dodge captures, this is so the attacker is guaranteed the chance to make the capture. The capturable timer can be reset by first leaving the victim out of check, then re-putting it in check. If you have a "capturable" piece and would like to move it, but you don't want your move to be canceled/wasted if it actually turns out to be captured, then you can submit this kind of conditional- "Move my capturable-piece here, if it's actually captured, then do this other move instead."
- The same story go for moving a piece to a square covered/defended by an opponent. If you move a piece to a square covered by an enemy, your piece will become capturable for 1 turn giving the opponent a chance to capture you. However, if you capture a defended piece at the same time the defender moves away, then your piece will not become capturable.
- Capturing an un-defended piece at the same time it is defended shouldn't come at the expense of the capturer. How could they be expected to predict if the piece will be defended or not? That's why if you capture an un-defended piece at the same time it is defended (or you move to an exposed square at the same time it is covered) your piece will not become capturable and will have the chance to escape! ...So pieces will have to be pre-defended, or they'll have to resort to dodging!
- If 2 pieces move to the same square the same time, then they will both occupy it simultaneously and that square will become an implosion square. This means that any pieces still on the implosion square by the next update will be annihilated, EVEN if there's only 1 piece left!
How energy works:
Everybody has an energy level. At the spawn of your army you immediately have 5 energy, and gain one energy passively every move. If you make no move, you will not gain energy.
You gain energy by capturing enemy pieces. You will gain 2/3 of the piece's point worth, rounded up.
If you reach a negative energy level, your pieces will be sold from lowest value to highest value at 1/3 value rounded up to the nearest half until you have positive energy. If you have no pieces left, you will be removed from the game and can join back in 5 updates.
Rules when Placing Pieces:
You cannot generate new pieces on any occupied squares. Pawns can only be generated on rank 0. Newly-generated pieces are disabled for 1 move (shown with a black/white outline). Disabled pieces can move, but are not allowed to make a capture, and don't provide any special effects.
Events:
Events will be added in the Update 25 patch. You can find the rules for all the events (here).
Every 14 updates, a random event is picked. Events which have been recently chosen (i.e. the last two events used) cannot be picked. This is called the event cooldown. There will be one event active at all times. The event currently active and event on cooldown will be shown with each update.
How all pieces move:
Full descriptions for musketeer chess pieces are (here)
Full descriptions for bulldog chess pieces are (here)
Pawn (P) - 1 Point Pawns are not allowed to move 2 spaces their first move. Can only be placed on rank 1. Cannot be possessed by a spirit. Pawns are allowed to promote at rank 7 into any piece except a dragon. You are only allowed to promote on the turn you reach rank 7. If you want to promote into a dragon, you can decide to not promote and continue moving the pawn up the board. At rank 9, you can promote any piece. If you want to promote into a dragon if you pay 1/5 the point cost rounded down (3 points) for it. You can only promote on the turn you reach rank 9. If you reach rank 9 and not decide not to promote, your pawn simply becomes a pawn, unable to promote further.
Knight (N) - 3 Points
Guard (G) - 4 Points Moves like a king, but is not royal.
Hunter (Ht) - 4 Points The Hunter moves as a King when he does not capture.
But when he does capture, he moves like a Knight or orthogonally exactly two squares. While doing so, the Hunter is allowed to jump. This diagram illustrates all the squares the hunter can capture.
Bishop (B) - 5 Points
Leopard (L) - 5 Points Can move like a knight. Can also move diagonally up to two squares.
Spirit (S) - 5.5 Points A spirit moves as a knight. It can't capture enemy pieces, but can 'capture' friendly pieces, which gain the movement of a knight in addition to it's other abilities (knights are not affected, but can be used for transportation). A 'possessed' piece can be captured like normal. A spirit not in a vessel is transparent to friendly pieces. Spirits ARE capturable when not in a vessel in this game to prevent use as shields. They can have the ability to exit pieces they're possessing. Pawns cannot be possessed by spirits, as they are too weak.
Elephant (E) - 6 Points Can move like a king, but can also leap exactly two spaces diagonally or two spaces orthogonally.
Hawk (H) - 6 Points Leaps 2 or 3 squares in any orthogonal or diagonal direction. Leaping move means it can jump over other pieces. CANNOT leap 1 square.
Unicorn (U) - 6 Points Can leap like a knight, but can also leap in a 3+1 pattern, meaning it goes up/down/left/right 1 or 3 spaces. If you went 1 space up/down/left/right, take a 90 degree turn and go 3 spaces that way. If you went 3 spaces up/down/left/right, take a 90 degree turn and go 1 space that way.
Witch (W) - 6 points (Invented by @evert823)The witch is transparent to friendly pieces, and she also makes all adjacent pieces (friend and foe) transparent to friendly pieces (but pieces are not transparent for the witch). The witch does not capture other pieces, but she can be captured. Although pieces are not transparent to the witch, she is very agile; she combines the movement of queen, knight, and can jump orthogonally and diagonally two squares. Transparency of a piece means that other pieces can move, attack, and capture right through the piece.
https://www.chess.com/clubs/forum/view/witch-explained
Rook (R) - 7 Points
Spider (Sp) - 7 Points Can move like a knight and can move diagonally up to two spaces, and can also leap exactly 2 spaces orthogonally.
Archbishop (Ab) - 9 Points Can move like a knight or a bishop.
Dwarf (D) - 9 Points Moves like a king, but is not royal. Has to be attacked by two pieces to be capturable. If a sliding piece is behind another sliding piece, it does not count as attacking the dwarf.
Chancellor (C) / (Ch) - 11 Points Can move like a rook or a knight.
Queen (Q) - 13 Points
Dragon (Dr) - 17 Points Can move like a queen or a knight.
King (K) - Free to place, worth your life to defend Forced to have 1 king on the board. Your king is the lifeblood of your kingdom. If it dies, you will lose 10% of your total point worth (point worth of your army on board+energy) rounded up and three energy. If you lose your king, you must spawn it back in three updates. If you do not spawn it in for three updates, then it will automatically respawn where it died, or if that's occupied, then within 2 squares of it, if all's occupied, then within 3 squares of it, etc. Not prone to check, you can put yourself in check all you want.