Battleground Chess

Sort:
TheChessInfinity

Hello! I've got a chess variant for you guys, and it's called Battleground Chess!Be ready to engage conflict in both land and sea, because in this variant, two medieval armies and navies clash at one another. Who will find a way to breakthrough and gain the upper hand?

Unlike other chess variants, this variant's chess board contains the sea, which is the outermost 2 files of both edges. The goal is to capture the enemy's General. Now let me introduce you to the pieces.

SPEARMAN: Depicted as a spear. Infantry class. Moves 1 square forward. Captures most pieces 1 square forward but can capture Cavalry class pieces 2 squares forward. Once it reaches the 12th or 4th rank, it will promote into an Elite Spearman and gain the ability to move horizontally. Best used as cannon fodder for Ranged class pieces.

SWORDSMAN: Depicted as a sword. Infantry class. Moves 1 square forward. Has a 1/3 chance of killing the piece behind the target. If the die rolls 1 or 2, the Swordsman will slash the enemy behind the target. It promotes like the Spearman and changes its name to Elite Swordsman upon promotion and also gains the ability to move horizontally. Best used for piercing (if you're lucky)

ARCHER: Depicted as a bow with arrow facing 90º. Ranged class. Moves 1 square horizontally and vertically but can shoot 5 squares horizontally and vertically. Best used for breaking enemy frontline.

LIGHT CAVALRY: Depicted as a knight. Cavalry class. Moves 5 squares in any direction. Best used for flanking.

HEAVY CAVALRY: Depicted as a knight with a crown. Cavalry class. Moves 4 squares in any direction. Due to thick armor, a Spearman, Archer or Crossbow Regiment has a 1/2 chance of destroying these from 2 squares. Again, destroying is successful if the die rolls an even number. Best used for exposing Archers and Crossbow Regiments.

CROSSBOW REGIMENT: Depicted as a bow with arrow facing 45º. Ranged class. Moves like an Archer, but can shoot pieces up to 6 squares away. Best use is same as for Archers.

AXEMAN: (Don't get offended if this looks like the Vichy France symbol) Depicted as an axe with two blades. Infantry class. Moves 1 square forward or horizontally. Promotes like Spearmen and Swordsmen. Can attack other Infantry class pieces from 2 squares. Best use is same as for Heavy Cavalries.

TREBUCHET: Depicted as a cannon. Ranged class. Has an area of effect attack, but can only fire from 2 squares. Does not move upon attacking. For example, this is an area of effect attack:

GUARD: Depicted as a shield. Has no class. Doesn't move, but if any enemy comes near the guard, it'll die. The best way to take them out is by using mortars. 
 
CAVALRY ARCHERS: Depicted as an upside-down knight. Ranged class. Can move 4 squares in any direction and can shoot from 4 squares.
 
PIKEMAN: Depicted as a shield with a Christian cross and two pikes. Infantry class. Can move 1 square forward and backward. Promotes like Spearmen, Swordsmen and Axemen. 
 
WARSHIP: Depicted as a ship. Navy class. Moves 3 squares forward and attacks 2 squares forward. Can also attack land units by 1 square in any direction. Best used for supporting coastal pieces. 
 
GENERAL: The piece guarded by guards. No class. It's you, the commander. You don't do anything in the battlefield. But instead, you command your virtual army. Their goal is to get that version of YOU. And your goal is to lead your virtual army to get that version of THEM.
 
Rules
Incase of threefold repetition, the one who makes the first move loses.
If each General commands 50 moves without any blood, the one who commands the last move loses.
If you stalemate your opponent, you win. 
If the battle was so fierce that each General ends up with only their guards, the game ends in a draw. 
If a Ranged class piece attacks the enemy General behind a Guard, then the General commanding the Ranged class piece loses. 
 
Notation:
Spearman = S
Swordsman = W
Archer = A
Light Cavalry = L
Heavy Cavalry = H
Crossbow Regiment = C
Axeman = X
Trebuchet = G
Cavalry Archers = B
Pikeman = P
Warship = N
Elite Spearman = ES
Elite Swordsman = EW
Elite Axeman = EA
Elite Pikeman = EP
 
Capture = x
Captured by Guard = g Example: Li13g
Promotion = = Example: Wn4=EW
 
 
PradyPraj

WOAH

TheChessInfinity
PradyPraj wrote:

WOAH

What can you say about this?

chefnoodles7

erm

how long did you spend making this

Cubing-Cat

1000% normal chess

PradyPraj
TheChessInfinity wrote:
PradyPraj wrote:

WOAH

What can you say about this?

I don’t understand the last few lines but this is CRAZY (in a good way)

TheChessInfinity
Cubing-Cat wrote:

1000% normal chess

Normal chess? How?

TheChessInfinity
chefnoodles7 wrote:

erm

how long did you spend making this

1 hour (cuz I play ew7)

TheChessInfinity
echoxshadows wrote:

Interesting

What do you find the most interesting?

TheChessInfinity
echoxshadows wrote:

The amount of pieces here

If this had less pieces it would be called Skirmish Chess. There are a battalion of pieces for each army here, but not a lot of diversity.

Cubing-Cat

Impresive, congrats on finishing this

TheChessInfinity
Cubing-Cat wrote:

Impresive, congrats on finishing this

You spelt impressive wrong + any ideas on this variant?

Jayden3000
TheChessInfinity wrote:

Hello! I've got a chess variant for you guys, and it's called Battleground Chess!Be ready to engage conflict in both land and sea, because in this variant, two medieval armies and navies clash at one another. Who will find a way to breakthrough and gain the upper hand?

Unlike other chess variants, this variant's chess board contains the sea, which is the outermost 2 files of both edges. The goal is to capture the enemy's General. Now let me introduce you to the pieces.

SPEARMAN: Depicted as a spear. Infantry class. Moves 1 square forward. Captures most pieces 1 square forward but can capture Cavalry class pieces 2 squares forward. Once it reaches the 12th or 4th rank, it will promote into an Elite Spearman and gain the ability to move horizontally. Best used as cannon fodder for Ranged class pieces.

SWORDSMAN: Depicted as a sword. Infantry class. Moves 1 square forward. Has a 1/3 chance of killing the piece behind the target. If the die rolls 1 or 2, the Swordsman will slash the enemy behind the target. It promotes like the Spearman and changes its name to Elite Swordsman upon promotion and also gains the ability to move horizontally. Best used for piercing (if you're lucky)

ARCHER: Depicted as a bow with arrow facing 90º. Ranged class. Moves 1 square horizontally and vertically but can shoot 5 squares horizontally and vertically. Best used for breaking enemy frontline.

LIGHT CAVALRY: Depicted as a knight. Cavalry class. Moves 5 squares in any direction. Best used for flanking.

HEAVY CAVALRY: Depicted as a knight with a crown. Cavalry class. Moves 4 squares in any direction. Due to thick armor, a Spearman, Archer or Crossbow Regiment has a 1/2 chance of destroying these from 2 squares. Again, destroying is successful if the die rolls an even number. Best used for exposing Archers and Crossbow Regiments.

CROSSBOW REGIMENT: Depicted as a bow with arrow facing 45º. Ranged class. Moves like an Archer, but can shoot pieces up to 6 squares away. Best use is same as for Archers.

AXEMAN: (Don't get offended if this looks like the Vichy France symbol) Depicted as an axe with two blades. Infantry class. Moves 1 square forward or horizontally. Promotes like Spearmen and Swordsmen. Can attack other Infantry class pieces from 2 squares. Best use is same as for Heavy Cavalries.

MORTAR: Depicted as a cannon. Ranged class. Has an area of effect attack, but can only fire from 2 squares. Does not move upon attacking. For example, this is an area of effect attack:

GUARD: Depicted as a shield. Has no class. Doesn't move, but if any enemy comes near the guard, it'll die. The best way to take them out is by using mortars. 
 
CAVALRY ARCHERS: Depicted as an upside-down knight. Ranged class. Can move 4 squares in any direction and can shoot from 4 squares.
 
PIKEMAN: Depicted as a shield with a Christian cross and two pikes. Infantry class. Can move 1 square forward and backward. Promotes like Spearmen, Swordsmen and Axemen. 
 
WARSHIP: Depicted as a ship. Navy class. Moves 3 squares forward and attacks 2 squares forward. Can also attack land units by 1 square in any direction. Best used for supporting coastal pieces. 
 
GENERAL: The piece guarded by guards. No class. It's you, the commander. You don't do anything in the battlefield. But instead, you command your virtual army. Their goal is to get that version of YOU. And your goal is to lead your virtual army to get that version of THEM.
 
Rules
Incase of threefold repetition, the one who makes the first move loses.
If each General commands 50 moves without any blood, the one who commands the last move loses.
If you stalemate your opponent, you win. 
If the battle was so fierce that each General ends up with only their guards, the game ends in a draw. 
If a Ranged class piece attacks the enemy General behind a Guard, then the General commanding the Ranged class piece loses. 
 
Notation:
Spearman = S
Swordsman = W
Archer = A
Light Cavalry = L
Heavy Cavalry = H
Crossbow Regiment = C
Axeman = X
Mortar = M
Cavalry Archers = B
Pikeman = P
Warship = N
Elite Spearman = ES
Elite Swordsman = EW
Elite Axeman = EA
Elite Pikeman = EP
 
Capture = x
Captured by Guard = g Example: Li13g
Promotion = = Example: Wn4=EW
 
 

Make this a real chess.com variant

TheChessInfinity
Jayden3000 wrote:
TheChessInfinity wrote:

Hello! I've got a chess variant for you guys, and it's called Battleground Chess!Be ready to engage conflict in both land and sea, because in this variant, two medieval armies and navies clash at one another. Who will find a way to breakthrough and gain the upper hand?

Unlike other chess variants, this variant's chess board contains the sea, which is the outermost 2 files of both edges. The goal is to capture the enemy's General. Now let me introduce you to the pieces.

SPEARMAN: Depicted as a spear. Infantry class. Moves 1 square forward. Captures most pieces 1 square forward but can capture Cavalry class pieces 2 squares forward. Once it reaches the 12th or 4th rank, it will promote into an Elite Spearman and gain the ability to move horizontally. Best used as cannon fodder for Ranged class pieces.

SWORDSMAN: Depicted as a sword. Infantry class. Moves 1 square forward. Has a 1/3 chance of killing the piece behind the target. If the die rolls 1 or 2, the Swordsman will slash the enemy behind the target. It promotes like the Spearman and changes its name to Elite Swordsman upon promotion and also gains the ability to move horizontally. Best used for piercing (if you're lucky)

ARCHER: Depicted as a bow with arrow facing 90º. Ranged class. Moves 1 square horizontally and vertically but can shoot 5 squares horizontally and vertically. Best used for breaking enemy frontline.

LIGHT CAVALRY: Depicted as a knight. Cavalry class. Moves 5 squares in any direction. Best used for flanking.

HEAVY CAVALRY: Depicted as a knight with a crown. Cavalry class. Moves 4 squares in any direction. Due to thick armor, a Spearman, Archer or Crossbow Regiment has a 1/2 chance of destroying these from 2 squares. Again, destroying is successful if the die rolls an even number. Best used for exposing Archers and Crossbow Regiments.

CROSSBOW REGIMENT: Depicted as a bow with arrow facing 45º. Ranged class. Moves like an Archer, but can shoot pieces up to 6 squares away. Best use is same as for Archers.

AXEMAN: (Don't get offended if this looks like the Vichy France symbol) Depicted as an axe with two blades. Infantry class. Moves 1 square forward or horizontally. Promotes like Spearmen and Swordsmen. Can attack other Infantry class pieces from 2 squares. Best use is same as for Heavy Cavalries.

MORTAR: Depicted as a cannon. Ranged class. Has an area of effect attack, but can only fire from 2 squares. Does not move upon attacking. For example, this is an area of effect attack:

GUARD: Depicted as a shield. Has no class. Doesn't move, but if any enemy comes near the guard, it'll die. The best way to take them out is by using mortars. 
 
CAVALRY ARCHERS: Depicted as an upside-down knight. Ranged class. Can move 4 squares in any direction and can shoot from 4 squares.
 
PIKEMAN: Depicted as a shield with a Christian cross and two pikes. Infantry class. Can move 1 square forward and backward. Promotes like Spearmen, Swordsmen and Axemen. 
 
WARSHIP: Depicted as a ship. Navy class. Moves 3 squares forward and attacks 2 squares forward. Can also attack land units by 1 square in any direction. Best used for supporting coastal pieces. 
 
GENERAL: The piece guarded by guards. No class. It's you, the commander. You don't do anything in the battlefield. But instead, you command your virtual army. Their goal is to get that version of YOU. And your goal is to lead your virtual army to get that version of THEM.
 
Rules
Incase of threefold repetition, the one who makes the first move loses.
If each General commands 50 moves without any blood, the one who commands the last move loses.
If you stalemate your opponent, you win. 
If the battle was so fierce that each General ends up with only their guards, the game ends in a draw. 
If a Ranged class piece attacks the enemy General behind a Guard, then the General commanding the Ranged class piece loses. 
 
Notation:
Spearman = S
Swordsman = W
Archer = A
Light Cavalry = L
Heavy Cavalry = H
Crossbow Regiment = C
Axeman = X
Mortar = M
Cavalry Archers = B
Pikeman = P
Warship = N
Elite Spearman = ES
Elite Swordsman = EW
Elite Axeman = EA
Elite Pikeman = EP
 
Capture = x
Captured by Guard = g Example: Li13g
Promotion = = Example: Wn4=EW
 
 

Make this a real chess.com variant

It's not possible.

TheChessInfinity

@HGMuller

HGMuller

It is not clear to me what you mean by 'shooting', 'killing' or 'attacking'. Do you mean there are some pieces that can capture at a distance without moving ('Rifle capture')? Or are these just divergent pieces that have a larger range for capturing (in the normal way) than for moving?

TheChessInfinity
HGMuller wrote:

It is not clear to me what you mean by 'shooting', 'killing' or 'attacking'. Do you mean there are some pieces that can capture at a distance without moving ('Rifle capture')? Or are these just divergent pieces that have a larger range for capturing (in the normal way) than for moving?

Originally, I decided to make ranged class pieces shoot without moving, but I feel like this would make the game unplayable, so I changed the rules. Now they're just fancy names.

TheChessInfinity

To nerf the archers and crossbow regiments, I changed their ranges to only 4 and 5 and make them not able to launch 1 and 2 square attacks.

ElthamChessian

Scary Cooolll

TheChessInfinity
ElthamChessian wrote:

Scary Cooolll

Scary? How?