Tron Chess

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Avatar of Sinoceratops317

A variant based on the Tron franchise! (that's probably obvious... and the whole reason you're here...)

It starts with a normal chess setup; same board size and piece layout, but there's a few new rules and mechanics.

Firstly, the Light Trails:                                                                                                                            Whenever you move a piece (not a Pawn), that piece leaves a light-cycle trail, which is a line drawn from where the piece started it's move to where it ended it's move. Any enemy pieces that cross your light trail are derezzed (AKA captured) at the exact point where they crossed the trail.

Example: 

White has moved their Rook from D1 to D7, creating a 7-square long light trail.
Now, Black moves their Rook to D5, intersecting White's light trail...
...and getting captured.

It goes without saying that pieces with ranged mobility (Rook, Queen, and Bishop) can't move through or pass a light trail by simply moving to a further square. Knights also may not jump over light trails. But don't go weaving spiderwebs of light trails just yet. Your light trails also effect you. Example:

White's Bishop may NOT move to E8 or E4, as that would result in White capturing their own piece, which is illegal.
As you could imagine, this gets a bit sketchy and confusing when dealing with diagonal light trails, but I have found a somewhat decent system.
Orthogonal movement versus a diagonal light trail (seen above) works how you'd expect.
But when 2 diagonal movements of different colors meet (seen above), the capture occurs on the square closest to the moving piece.
Also, since Knights are confusing, their light trail is: 1 step orthogonally, 1 step diagonally, in that order! The rules for diagonal light trails, orthogonal light trails, blah blah blah, still apply in the same way, examples below.
While writing this post, I realized Knight are supposed to jump pieces, both friendly and hostile. Let's say they still can, but don't make a light trail when doing so.
It's important to note that when a piece is captured (via light trail or normal method of capture), that piece's light trail persists.
Another important note is that a piece making a move into the opponent's light trail (a suicide move) will still leave behind a light trail even though it was derezzed.
The second new mechanic is Disc Wars:
Each piece, including Pawns, get an Identity Disc, which they can throw.                                        The disc-throwing mechanics are fairly straightforward.
A piece can throw a disc to capture an enemy piece without moving (kinda like "igui" in Dai Shogi). The disc MUST be thrown in the same way/direction as would be possible with a normal capture.
Example:
White's Knight can throw a disc at Black's Queen, but Black's Queen cannot throw a disc at White's Knight.
For example, in this position, to avoid damaging their Pawn structure, one of White's Pawns can throw a disc at Black's Knight.
Here's the cool part, though: it is a 50/50 chance that your piece aims well enough to hit the enemy piece. If you win the 50/50, congrats, you capture your opponent's piece without moving. If you lose the 50/50, the enemy piece remains on the board and you forfeit your turn. This means you should definitely consider the risk before you throw your disc (hey, that rhymed). Capturing via disc is optional.
Here's a fun thing I noticed:
In this position, there is a 50/50 chance that Black is not in checkmate. Black can throw a disc at White's Queen and see what happens.
!!! I have not playtested these rules. !!!
In practice, these rules might not work. Specifically, I have absolutely no idea how long the light-cycle trails should persist after they're made; it obviously can't be permanent. Should they last 1 turn? 2 turns? Should it even be on a timer, should it be conditional? I would like it if someone had a suggestion for that.
Anyway, what do you guys think of the variant?
I'd love feedback.
Avatar of Ck_o0

I think one turn works for this, a lot less to have to try to remember and also prevents certain pieces getting stuck

Avatar of evert823

The concept of the light trail is fun.

It becomes unmanageable if it exists for more than 1 turn, unless you rely on software that keeps track of it for you.

I would try to find a way to introduce it in a chess variant such that it is less overwhelming, mostly normal chess with here and there a light trail. Perhaps pick one piece that has it as special ability.

Avatar of evert823

I don't like the 50-50 chance thing. But that is because I am biased: I detest probability in a chess variant.

Avatar of Sinoceratops317
evert823 wrote:

I don't like the 50-50 chance thing. But that is because I am biased: I detest probability in a chess variant.

That is fair. The reason I made it probability-based is I felt like I had to balance what in my mind was an overpowered mechanic. Also because, in-universe, it isn't a guarantee you hit every disc shot you throw; the 50/50 represents the enemy piece dodging.

Avatar of Sinoceratops317
evert823 wrote:

The concept of the light trail is fun.

It becomes unmanageable if it exists for more than 1 turn, unless you rely on software that keeps track of it for you.

I would try to find a way to introduce it in a chess variant such that it is less overwhelming, mostly normal chess with here and there a light trail. Perhaps pick one piece that has it as special ability.

True. I was, and still am, considering adding the ability to toggle the light trails on and off, since I believe they did that in Tron: Legacy. These are sorta just baseline rules that anyone can tweak the way they see fit, I don't have my mind set on how any of the smaller mechanics should work.

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