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Hello, guys! Welcome back to another episode of Chess Variants: Commander Chess! (it's not my variant)
The Board
Commander Chess is a 12x11 board.
As you can see, the blue squares represent the sea. Files A and B represent the ocean, File C represent the beach and Ranks 5 and 6 represent the river. The brown squares represent the bridge, in which heavy weapons (the Artillery, Anti-Air and Missile) can cross.
The Pieces
1. Commander
2. Infantry
3. Tank
4. Militia
5. Engineer
6. Artillery
7. Anti-Air
8. Missile
9. Plane
10. Ship
11. Bunker
COMMANDER (g0, g11)
The Commander moves just like a Rook, but can only capture one square horizontally and vertically. They can't face each other and can't cross each other's faces.
INFANTRY (c4, k4, c7, k7); Special Abilities: None
The Infantry moves 1 square horizontally and vertically and is worth 10 points.
TANK (f3, h3, f8, h8); Special Abilities: None
The Tank moves 1-2 squares horizontally and vertically and is worth 20 points. It can carry an Infantry, Militia or Commander.
MILITIA (g4, g7); Special Abilities: None
The Militia moves 1 square horizontally, vertically and diagonally and is worth 10 points.
ENGINEER (d4, j4, d7, j7); Special Abilities: Heavy Carriage
The Engineer moves 1 square horizontally and vertically. It can carry an Artillery, Anti-Air or Missile through the river and is worth 10 points.
ARTILLERY (d2, j2, d9 and j9); Debuff: Can't Cross River
The Artillery moves 1-3 squares horizontally, vertically and diagonally. It can only cross the river through a Bridge, Engineer or when capturing. It's worth 30 points.
ANTI-AIR (e3, i3, e8 and i8); Special Ability: Air Defense, Debuff: Can't Cross River
The Anti-Air moves 1 square horizontally and vertically. It can only cross the river under the conditions like the Artillery. It can also shoot down planes that get to its ring of fire (1 square horizontal and vertical of it). It's worth 10 points.
MISSILE (g2, g9); Special Ability: Air Defense, Debuff: Can't Cross River
The Missile moves 1-2 squares horizontally and vertically and 1 square diagonally. It can only cross the river under the same conditions as the Artillery and Anti-Air. It can also shoot down planes that get to its ring of fire (2 squares horizontal/vertical and 1 square diagonal). It's worth 20 points.
PLANE (e1, i1, e10, i10); Special Ability: Guerilla, Debuff: Anti-Air Target
The Plane moves 1-4 squares horizontally, vertically and diagonally. It can jump over as many pieces as it wants and can be shot down. When capturing, the Plane can retreat to its original position except when capturing other Planes. A Plane can carry a Tank, Militia, Infantry or Commander. It's worth 40 points.
SHIP (b1, c3, b10, c8); Special Ability: Guerilla, Air Defense, Debuff: Sealocked
The Ship is the only piece allowed on sea - and it's required to be on sea. It can move 1-4 squares horizontally, vertically and diagonally. When capturing other Ships, it can capture from up to 4 squares, and when capturing land pieces (including Planes), it can capture from up to 3 squares. When capturing pieces that requires capturing via land, it doesn't move. It has a ring-of-fire of 1 square horizontal and vertical of it. It can carry a Plane, Tank, Infantry, Militia or Commander. It can't cross bridges and worth 40 points.
BUNKER (f1, h1, f10, h10)
The Bunker can't move - and can only house the Commander. Worth nothing 🤮
Additional Rules
Carried pieces can also carry other pieces. For example, a Plane can carry a Tank carrying an Infantry. A Ship can carry a Tank carrying a Militia too.
You can depart pieces from carrying. However, when departing, you have to depart the weakest piece first.
There is no promotion zone. Pieces promote when they check the enemy Commander, and every piece except the Commander and Bunker can promote. Promoted pieces can move 1 square diagonally, horizontally and vertically further than their normal versions. For example, a promoted Infantry moves 2 squares horizontally and vertically and 1 square diagonally. A promoted Missile moves 3 squares horizontally and vertically and 2 squares diagonally. Air Defense pieces' ring-of-fire will extend with their movements. Promoted pieces can't promote again.
For Planes, it's a different story. Promoted planes, a.k.a stealth planes, don't just gain an extra step, but they are also immune to ring-of-fires.
To win a naval game, you must capture both the enemy's Ships. To win an aerial game, you must capture both the enemy's Planes. To win a land game, you must capture the enemy's both Infantries, Tanks, and Artilleries. To win a total game, you must capture the enemy's Commander. Stalemating your enemy also counts as a win.
Have fun!