There's currently no player cap so if you want to join just place your king on the board. You will be added as soon as a move update happens. You will not be able to change your color without first dying and re-joining so choose wisely!Update schedules are posted in the principles thread for the ongoing game. Upon the update, every player that has submitted a move since the previous game board update (and before I send a move locked message) will have their move accounted for. If you miss a move, too bad.
Here is the format for how you must submit your moves:
All moves must be submitted on the main thread or through a PM to me (as long as you post "PM move" on the main thread) to keep it secret from me add some text in front and maybechange the font so it can't be seen in light mode by being in white).
First, include the letter representing the kind of piece your selecting (the list of all pieces and their corresponding letters can be found at the piece list). Next, contain in parenthesis the x and y coordinates you'd like to move the piece to, separated by a comma , Example:
N(37,3)
this will move your knight to the coordinate (37,3) (if you have a knight that can move there). If you have multiple knights that can move to the square you must also specify what coordinate the knight starts on-
N(35,2)-(37,3)
where the 1st coordinate is the beginning square, and the 2nd coordinate is the landing square.
If you'd like to expend health to generate a new piece on the board, you must also include a plus + sign before the letter representing the kind of piece you're generating. Example:
+Tt(-384,-12)
will subtract 12 health and generate a new time thief on the coordinate (-384,-12).
Only moves in this format are accepted and the move will be treated as written not as intended. If you make an illegal move, then that update your move will not be accounted for.
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." 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!
Each player has a health ❤️ bar. If your king happens to be captured, you will stop generating health until it is replanted. Your current health is posted with each game board update. Example: “12. Holo (Purple): 36 --- Health: 19 💖” All players have a base health regeneration of +1❤️ per update.
You can gain health faster by capturing enemy pieces. For every piece you capture, you gain exactly three quarters of that piece’s cost in health, rounded up!
Pawns can only be generated below rank 0, and pillars only above rank 0s. 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 (i.e. the freezing effect of the zombie, or protection effect of the angel, or the transparent spells of the witch!)
Pawns are allowed to promote at rank 6 into any piece (add "=name of piece" to the end of the move). You can also choose to promote into energy (add "=to energy" to the end of the move), where your pawn will gain a rainbow aura around it, signifying that the following update it will burst into +8.0 health (but they cannot dodge captures in this manner). Pawns with rainbow aura's around them are worth 8 points and capturing them gives 4 health.If you would like to promote your pawn to an angel/harpy/dragon, you must pay half price. . then you must also pay 10 health to do the job (Because half of an angel's 20 point-worth is 10)!You can keep pushing your pawn as far as you want and simply have to apply to rule mentioned above if you move which to promote it by moving past rank 6. Promotion has to be done by a pawn advancement (push or capture).
The latest leaderboard is always posted with each game board update. You are considered the king if you have the strongest army! Here’s an example of the #4 player with 107 points: “4. hitthepin (Green): 107 --- Health: 27 💖“ The number of points you have is determined by adding up each piece’s point-worth/strength in your army. You also get ranked by total value of pieces captured, as a second
If your king happens to be captured it is not guaranteed elimination, rather you will be punished in the form of lost health. For every time your king is captured you will lose 4 ❤️ plus 20% of your total worth. Your total worth is calculated by your score plus your health. 100% of that goes to the person who captured you. You will also cease generating health while your king is off the board. Example: "11. Aidan (Crimson/Yellow): 39 --- Health: 12 ❤️ +0 Regen, No King" If you happen to fall below 0 health, then pieces of your army, chosen at random, will disintegrate, being converted into 50% health, until you reach positive health again! Run out of pieces and you are eliminated from the game! You cannot rejoin in the game session. If you lose your king than you have the choice to respawn your king where you like (absorbing your move), or if you wait, then on the 3rd update your king will automatically try to respawn where it died (NOT absorbing your move), if that square is occupied then it will try to respawn randomly within 1 tiles of the square.. if all those squares are occupied, then within 2 tiles of the square, etc..
If a player decides to resign, all their pieces will vanish into thin air, but they cannot dodge captures in this manner. After every 7 game board updates, a new random event will be triggered! Read about all the possible events and their rules here! Each event will last for precisely 14 moves until a new event is activated. Once an event has been activated, the same event cannot be activated again in the session.
The events start in such a manner to insure no event starts with less than a week to go (so for a 50 update game update 2,9,16,23,30,37,44 would have the events start)