1. "Variety" Pieces are not allowed to move twice in a row. Pieces that moved last update will be highlighted, so it'll be simple to tell what piece you aren't allowed to move. 2. "Tanks" Pieces are not forced to stop moving upon capturing another piece, they can now continue to slide/keep moving along the same path after the capture. They cannot capture 2 pieces in 1 move. 3. "Agility-Z" Guards, Kings, Hunters, and Dwarfs gain the ability to move twice in a single move. However, they cannot make 2 captures in one move! 4. "Crippled Amazons" All knights gain the ability of crippled amazons! They go back to normal upon ending of 14-update cycle. 5. "Toroidal Universe" The board basically becomes a huge torus (or sphere), not infinite, but can expand infinitely to account for anyone's huge moves. If you make a huge move you can either decide for the torus to expand to fit your move, or you can choose for it to not and you just continue to slide and wrap around the board until you appear on the other side on the same rank/file/diagonal! 6. "Farsighted" Any piece with a sliding move (that can slide more than 1 square) can't slide 1 space next to itself for the duration of this event. Only 2+ spaces. This means they can't cover adjacent squares. Pieces that are NOT effected by this event are: Pawn, Pillar, King, Guard, Dwarf, Elephant. Pieces that ARE effected are: Leopard (since it can slide up to 2 squares), the Zombie, the Spider, and of course all the other infinitely-moving pieces. 7. "Blitz" Capturing pieces yields 100% of their point-worth! But pawns + pillars are not allowed to step forward for the duration to halt promotions. (They will still be allowed to defend pieces)
Chushoudelu Aug 1, 2021
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)
Pawn (P) - 1 Point Can only ever move forwards one square at a time and can capture one square in diagonal. Cannot be possessed by a spirit. Promotion rank at 6. Pillar (Pi) - 1 Point The upside-down version of the pawn. Moves downward instead of upward. Goes one square at a time and can capture diagonally. Promotion ranks at -6. Cannot be possessed by a spirit. Knight (N) - 3 Points Jumps by going two squares in one direction then one square in a perpendicular direction (creating an L). The move is legal as long as the square it ends up in is legal (not an uncapturable piece) Guard (G) - 4 Points Moves like a king. One square in every direction. Hunter (Ht) - 4 Points Moves like a king. Captures in a knight or squares exactly 2 moves in the rooks direction. It's a jump so blocking doesn't matter. Bishop (B) - 5 Points Moves diagonally infinitly if it isn't blocked. King (K) - Free, but worth 5 Points. Moves one square in any direction. Forced to have 1 king on the board. Your king is the source of your health regen, no king = no health generated. If you lose your king and choose not to respawn it yourself, then on the 3rd update it will automatically respawn where it died, or if that's occupied, then within 1 square of it, if all's occupied, then within 2 squares of it, etc.. Leopard (L) - 5 Points Moves and captures like a knight or, one or two squares diagonally. Zombie (Z) - 5 Points Slides up to two squares in a rook's direction (cannot jump). The zombie can not capture pieces, but "scares" enemy pieces with fright instead. All enemy pieces within its attack range are frozen and cannot move. Pieces remain frozen until the zombie moves, is captured or blocked. Zombies will not freeze other zombies. Spirit (S) - 5.5 Points A spirit moves as a knight. It 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. It is transparent to friendly pieces. Spirits ARE capturable in this game to prevent use as shields. They do have the ability to exit pieces they're possessing. And cannot capture enemy pieces if they're alone. Pawns and pillars cannot be possessed by spirits. Elephant (E) - 6 Points Moves like a king but can also jump two squares in the directions a queen can go. Hawk (H) - 6 Points Can leap two or three squares in the directions a queen can go. Unicorn (U) - 7 Points Moves like a knight (1 in a direction then 2 in another) but also has an expended knight move (1 in a direction then 3 in another). Witch (W) - 7 Points 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. Rook (R) - 7 Points Moves orthogonally (ie along rows and columns) Spider (Sp) - 7 Points Can move diagonally one or two squares. Can jump like a knight and exactly two squares to directions a rook moves. Archbishop (Ab) - 9 Points Moves like a bishop and a knight. Dwarf (D) - 10 Points Moves like a king. Must be attacked by 2 pieces opponent pieces to be captured, they do not have to be the same color. [add rule if nukes added] Chancellor (C) / (Ch) - 11 Points Moves like a knight and a rook. Time Thief (Tt) - 12 Points The Time Thief moves like a Queen, but does not have a normal capture. The Time Thief has a special move that is done in 2 steps. Undo your opponents previous move (restore position to exactly the same as before, which might include putting back a captured piece).Move your time thief (like a queen) and capture the piece that moved on your opponents previous turn.The Time Thief may not undo a move if the Time Thief was captured or if it is unable to capture the piece that moved after undoing the move. Note that this means the Time Thief must "see" the piece before it moved. When capturing, does not rewind the entire board, rather it undoes the effects of the move caused by the piece captured. Queen (Q) - 13 Points Moves like a rook and a bishop. Harpy (Hp) - 16 Points A Harpy moves as a Queen + Knight. It may be captured, but it cannot capture enemy pieces. It captures one of its own pieces and drops it on the board. Pieces may be dropped on any unoccupied square, as in Bughouse and Crazyhouse. Can only drop pieces within it's own movement range. Pieces *tossed* by a harpy are NOT disabled a move. Harpies have up to 4 moves to toss the piece beneath them before they are crushed and converted into 50% health. Harpies cannot capture pawns, if they attempt to then the pawn will be instantly converted into 1 health. Dragon (also called amazon) (Dr) - 17 Points Moves like a queen and a knight Angel (A) - 20 Points The angel makes all friendly adjacent pieces immune from capture. The angel does not capture other pieces, but she can be captured. The angel combines the movement of queen, knight, and can jump orthogonally and diagonally two squares. The Angel makes friendly adjacent pieces immune, not only from capture, but also from all other side influences by other weird pieces. So she would also protect from the freezing abilities, and from the spells of the Witch. Angels do not provide immunity to other angels.
Ilampozhil25 Jun 21, 2021
This thread will contain a name of the top 3 at the end of the the game in army and in attack (two separate lists) It will be formatted like this
JamesAgadir Jun 17, 2021
I want to make a short length infinite sandbox game because I believe it will have a different effect. A never ending game is a tense strategical masterpiece that bursts into action every once in a while. My hope is with a limited time frame this will be more like a heist film where you try and grab as many points as you can improvising around the many issues that pop up. If it succeeds it will be great and if it fails we won't have lost much and can just tweak the rules for the next one. The initial rule set is strongly based on Nav's rules for two reasons. The program is made with that in mind (so certain changes aren't really practical) and the rule set is a well thought out rule set. I mainly decided to make changes to take into account the fact that we are playing a limited time game (so pieces that build up on the long term aren't an issue nor is balancing for new players). Plus I wanted the game to have as many aggressive opportunities as possible so I made some changes to back that. 1) Rule changes -I got rid of some events (mainly ones based around voids) because it slows down gameplay. -Getting rid of the square coverage rule for placing pieces. Because it limits fast aggressive gameplay (the issue it addresses, which is long term players getting attacked by beginners won't be an issue in a game with no long term players nor beginner advantage). -One energy per move permanently (no beginner edge nor big player limits). -no beginner advantage. -Currently no player cap. It may become non sustainable for my sanity, but that isn't an issue as the game has an end date. -3/4 gains from capturing. Don't want it to 100% efficient but want capturing to be as useful as reasonable. -All pieces can be placed with energy (getting rid of the high piece blocking) -increased the profit/loss of capturing the king -permanent knocking out for the round. -No paint and nukes. -extra ranking based on capture rate. -pawn's can promote past the 6th rank. With no advantage. -New events are every seven updates but still last 14 updates. Meaning two happen at the same time. Also an event can't happen twice in the same game. 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) 2)Time between moves: An update a day for the first 40 update. The one every two days to give more time for strategising in the last 10 updates. If I don't update in time it will most likely be due to some kind of computer access issue. I will be travelling a bit. 3)Potential changes not implemented -giving the Harpy unlimited turns where they can hold a piece. -Allowing the Harpy to drop pieces everywhere. -Getting rid of the one turn where a placed piece can't capture. -Rethinking piece values. -Giving fun advantages to deeper promotions (maybe upgrade the pieces and improve the energy gained by sacrificing). The potential changes are potentially game breaking so I think it's a bad idea to start off with them in a game that hasn't been tested in many other manners.
JamesAgadir Jun 17, 2021
The goal of this thread will be. To minimize the number of uncovered edge cases and to insure the most fun rules for the second game. All suggestions are allowed. Current subjects include: Capturing and piece balanced (are pieces like harpies left too underpowered and do angels need to be more expensive?) I think capturing should work like this, if a piece is threatened (with an actual capture) it has 1 move to move away if not it is capturable, this repeats every other turn and is specific to the piece. King's captures are calculated based on the value of the army when every move except the king capture is played. I suppose we need a rule if two king captures are played. We also need to consider piece defense. A lot to talk about for sure, feel free to chip in with any improvements/disagreements. This is the time.
polito134567 Feb 11, 2022