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Naviary's Custom Events for 4-Player Infinite Bulldog Event Nuke Paint Capture the Flag Chess
Martin0

Naviary's Custom Events for 4-Player Infinite Bulldog Event Nuke Paint Capture the Flag Chess

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The Event Chess variant was invented by @Martin0 (original rules here), but with around half of the events at my disposal either being not very applicable to infinite, or just making the game more boring, I've decided to create my own custom list of Events specifically designed for this kind of game! I am constantly thinking of new, fun events to add to this list, and if anyone has any feedback (i.e. event suggestions, or ideas for changing existing events) you can leave a comment down below!

Here is a list of all the events I will be using (a lot of them will have been carried over from Martin's list) --

1. "Variety" Pieces are not allowed to move twice in a row. Pieces that moved last are always highlighted, so it'll be easy to tell what piece you aren't allowed to move! This event cannot occur if "Bloodthirst" has already occurred.

2. "Bring on the Dragons!" Each player's queen is transformed into a Dragon. Pawns can now promote to Dragons. If a player no longer has a queen, then one of their chancellors chosen at random will transform into a dragon! If a player has no queen or chancellor, then any available rook will transform into a queen.

3. "Chinese Checkers" In addition to their normal movement, pawns may jump over pieces orthogonally or diagonally like in chinese checkers. The landing square must be unoccupied, and pieces jumped over are not captured. If you pawn jump over a piece and that pawn has another jump available, they may jump more than once in a single move. They cannot jump back to a square they previously jumped off of the same turn. To promote, pawns must make their final landing at or beyond their promotion line! This rule means pawns can move backwards!

4. "Tanks" Pieces are not forced to stop moving upon capturing another piece, they can now continue to keep moving along the same path after the capture. They cannot capture 2 pieces in 1 move.

5. "Obstacles" Each player, absorbing their move that round, may place an obstacle anywhere on the board, it will take the form of a white guard, in this form it cannot move, it can be taken just like any other piece, but it can block movement! Obstacles can be painted, making it possible to increase your army count!

6. "King's Aura" Any friendly piece that is adjacent to the king is granted the ability to move twice in a single move. Effective for 1 move, a piece needs to return to the king to be able to use the ability again. If a player has no king upon event start, an available guard will be transformed into a king! A piece cannot make 2 captures in 1 move.

7. "Medusa" Kings are granted medusa ability! Any enemy piece that comes into view of your king on an orthogonal or diagonal is frozen in place. Spell only breaks once line of sight is broken, or if king owner decides to freeze a different piece. A king can only freeze one piece at a time, if multiple pieces are in line of sight, the player must specify which one he is freezing on his turn. If making a move only passes by line of sight of the king (and the landing square isn't in line of sight) then they will not be effected. If a player doesn't have a king upon event start, then an available guard will be transformed into a king!

8. "Bloodthirst" Whenever a piece captures another piece, that piece must capture another piece on the next turn if possible. This event cannot occur if "Variety" has already occurred.

9. "En Passant Madness" After each move, a piece can get captured on the next move on any of the squares that pieced passed upon moving to the destination square.

10. "Agile Kings and Guards" All Kings and Guards may move twice in 1 move. However, they cannot make 2 captures in one move.

11. "Obstacle Thicket" Around 100+ obstacles are randomly generated around the playing area. (see #5 for how obstacles work)

12. "Heritage" Each piece, on top of their original move set, gains the ability to move and capture like any adjacent friendly pieces! The only exception is pawns, which still inherit move sets, but are limited to a maximum of 2 squares moved per move (otherwise they'd promote very quickly).

13. "Rook Barriers" Rooks are transformed into Barriers. Barriers move like rooks and have an additional ability - Any enemy piece that makes a move that intersects a square attacked/covered by a Barrier must stop at or before that square before they can move past it next move (thus putting themselves in jeopardy)! The Barrier png is the Fortress png from Musketeer chess.

14. "World Destruction" After every 2 moves, a void square spawns randomly on the map. A void square cannot spawn on top of piece, but pieces can be trapped. Void squares hinder movement and cannot be captured, they can only be jumped over!

15. "Eagles" Hawks get an upgrade, being able to jump 2-4 squares instead of 2-3, and gain the ability to carry pieces as they move. The piece they pick up must be directly below their move path and they must drop the piece before they land. They may not drop the piece on top of a friendly piece, but are allowed to drop on enemy pieces!

16. "Minefield" 8 additional bombs randomly generate around the map! Regeneration is halted until there are less than 4 bombs remaining (there is always at least 4 bombs).

17. "Unicorns" All knights are transformed into unicorns.

18. "Double Trouble" Start 2 new events instead of one.

Events cannot be repeated, each event alone currently has a 5.9% chance of occurring upon event start (this increases if there have been previous events started), and there is a 5.6% chance of an additional, second event being started.

Event idea-- "Invincibility" Kings and Guards become immune from capture.