Chess Variants Playground (Cap 5)

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HorribleTomato

Welcome to CHESS VARIANTS PLAYGROUND, a NEVER ENDING INFINITE SANDBOX GAME variant.

Here are the rules:

Currently averaging every 2 days (with a minimum of 22 hours) the game board will receive an update. Upon the update, every player that made a move since the last update will have their move accounted for. This means everyone moves at the same time (more on this further). If you accidentally made an illegal move, then unless the move you meant to make is obvious, then that update your move will not be accounted for. You are allowed to fix or change your move before the next game board update.

 

Each player has a health ❤️ bar. Your king will slowly regenerate health, no king = no generated health for you, there is no limit to how much health you can have. The rate at which your king regenerates additional health is determined by your *total points on the board plus your total health (more powerful pieces worth more points)*, the higher your total points + health, the less your king will regenerate. Your king generation rate can never increase, it can only go down, this is to ensure it is possible to eliminate long-standing people, the minimum health regen is 0.5 per update. This means beginners start out with a buff, starting out with a regen of 3 per update, they pass 1 health regen once they reach 28 points, and permanent 0.5 regen is at 90 points. You can gain health faster by capturing enemy pieces as some of their life goes into yours- for every enemy piece you capture you gain exactly half that piece's worth in health (even half-hearts)! You can expend some of your health to generate new pieces on the board (piece list below), more powerful pieces subtracting more of your health! Generating a new piece on the board absorbs your move, you may place it ANYWHERE on the vastness of infinity, EXCEPT pawns which you are limited to y level 0 or below (and subsequently Pillars are limited to y level 0 and above). Currently pawns are allowed to promote at y level 7 (level -7 for Pillars)! But for promotion to the angel, harpy, or the dragon all worth 15+ points you must get to level 9 (or level -9 for Pillars). The notation to expend health to generate a new piece on the board is like this: To generate a knight on (20,5) you do +N(20,5), notice the + sign before the N. You are not allowed to place new pieces on ANY existing pieces, doesn't matter friend or foe! Newly-generated pieces will be disabled for 1 move, this is to prevent sneak-attacks, allowing any victims time to react! Disabled pieces can move, but aren't allowed to CAPTURE, and they 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!).

 

To join this game a spot needs to be opened up, and you must be 1st in queue. Once your guaranteed a spot, all you have to do is first, choose an available color (colors below), and place your king anywhere on the board! You will start out with 15 ❤️ health, but your king will generate more with every update. If your king gets captured... you will lose 3 ❤️ plus 5% of your total *points + health*! 100% of that goes to the person who captured you! If you fall below zero hearts than pieces belonging to your army chosen at random will be recycled for 50% of their point-worth until you reach positive health again. ...Run out of pieces and you are eliminatedfrom the game! You have the option to rejoin the queue. If you no longer have a king you will be FORCED within 3 moves to drop a new king (it's free) or on the 3rd move it will randomly be placed within 2 squares of a friendly non-pawn! You won't be able to change your color either without first dying and re-joining so choose wisely! Upon the event a player decides to withdraw from the game for whatever reason, all their pieces will vanish into thin air, but pieces cannot dodge captures in this matter. If someone goes inactive for 10 days then they will get a 3-day notice, if still no activity after those 3 days then they will be booted from the game.

 

This game does not stop for players stalling to move. If you don't check in any time before the next game board update, then gameplay will continue without your move!

 

There will be a huge range of available pieces, including ones from bulldog and musketeer! There is also a leaderboard (posted with every game board update), and a statistics section at the bottom of this post! You are considered the king if you have the strongest army! (To calculate if you are the strongest, each piece's point worth is taken into account)

 

Moving at the same time means it's possible to dodge captures, making it very hard to attempt a capture without wasting your move. So you do have the ability to include certain conditionals only when you attempt to make a capture... So let's say your preferred move is to capture an enemy piece, but you don't know if they're going to move out of the way and you don't want to waste your move... What you would do is enter your preferred capturing move, and include a conditional along with your next preferred move that, if the capture is prevented because the target piece moved, your next preferred move is instead taken into account (thus your move is not wasted!). However, adding conditionals to your move is only allowed if your preferred move is a capture. There are some examples of correct and illegal conditionals located here.

 

If multiple pieces move to the same square the same time, then they will all occupy it simultaneously, BUT if they don't all move out by the next game board update, any piece remaining will be annihilated (even if there's only 1 piece left)!

 

If you threaten to capture an enemy piece, that piece will get one chance to dodge/move out of the way next update. If they do not move out of check, or they move to a different square that is still in check, then they will be glued in place for 1 move so the attacker will get a chance to make the capture. If the attacker chooses not to make the capture, then the threatened piece will be un-glued and free to move again next turn! The glue timer can be reset by first moving away from the piece, then re-putting it in check.

 

The same story goes 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 be glued for 1 turn giving the opponent a chance to capture you. If they choose not to capture you, your piece will be un-glued next turn and free to move again! However, if you capture a defended piece at the same time the defender moves out of range, then your piece will not be glued next turn.

 

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? 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) you will not be immobilized and have the chance to escape! ...So pieces will have to be pre-defended, or they'll have to resort to dodging/blocking!

 

After every 7 game board updates, a new random event will be triggered from this list! Each event will last for precisely 14 moves. So 2 events will always be active at one time (except at the beginning). Once an event has been activated, the same event cannot be activated again for at least another 28 updates! Events may NOT be activated at the beginning to keep it simple.

 The biggest and most likely change to get implemented is that ATTACKING MOVES ARE TAKEN INTO CONSIDERATION LAST. This means you are able to BLOCK attacking!

All rules are subject to change, this game is constantly morphing and updating to make gameplay more fun and creative.

CHANGES BEING CONSIDERED-

Nerfing 2x placement- so no double dive bombing...

Colors to choose from, including all pieces--

BadDobbyFischer: Blue

HorribleTomato: White

Angel: Black

James: Crimson Red

Ry: Green

---=======--- PIECE LIST and COST ---=======---

Musketeer pieces rules can be found here. Bulldog pieces rules can be found hereBy all means you can make suggestions to change these values and add pieces! This is VERY different from the original version, so beware!

Bulldog (BD) - 1 (1)

Pillar (Pi) - 1 (1)

Knight (N) - 3 (1.5)

Guard (G) - 4 (2)

Hunter (Ht) - 4.5 (3)

Pawn (P) - 5 (5) Pawns are not allowed to move 2 spaces their first move (it would be difficult to keep track of that), you may only promote to a queen and below.

Bishop (B) - 5 (2.5)

King (K) - (Free) Forced to have 1 king on the board. Kings are immune to paint nukes.

Leopard (L) - 5 (2.5)

Spirits (S) - 5 (3) 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.

Cannon (Ca) - 5.5 (3)

Elephant (E) - 6 (3)

Hawk (H) - 6 (3)

Witch (W) - 6 (3) Witches can allow pieces to travel through voids in this game!

Unicorn (U) - 7 (4)

Fortress (F) - 7 (4)

Rook (R) - 7 (4)

Spider (Sp) - 8 (4)

Archbishop (Ab) - 9 (4.5)

Dwarf (D) - 10 (8)

Harpy (Hp) - 10 (8)Harpies can't pick up pawns. If a player doesn't place the captured piece within 2 moves, the piece will be recycled for 50% of its point-worth. If a harpy makes 2 captures in a row, the 1st piece will be immediately recycled. The harpy must "throw" the piece within it's normal move's range

Chancellor (C / Ch) - 11 (9)

Time Thief (Tt) - 12 (10)

Queen (Q) - 13 (11)

Angel (A) - 14 (12) Angels do not provide immunity to other angels, only defends things directly orthogonal.

Dragon (Dr) - 17 (15)

Queue:

@Friedmelon

@togepi2468

HorribleTomato

THE BOARD ISN'T INFINITE (Yet!)

It goes from -50 to 50 (x and y)

HorribleTomato

You must place king 1st (I sped it up and made you START w/ 15 energy and gen 1 per)

JamesAgadir

I am in pawns are 5but pillars 1?

Angel9505

Join move +K(49,-40) and preferred colour black(the same as mine in the main game for easy memory)

HorribleTomato
rychessmaster1 wrote:
K(2, 0)and P(3, 0)

You may only place a king this move

Naviary

Cool Tomato happy.png! It will be cool to see bigger games (similar to mine) evolve on these forums. They are possible now with my program tongue.png

HorribleTomato
Angel9505 wrote:

Join move +K(49,-40) and preferred colour black(the same as mine in the main game for easy memory)

I'll take classical WHITE starting with Nav's fav, +K(0,0)!

Angel9505
JamesAgadir wrote:

I am in pawns are 5but pillars 1?

Ya same question!!!

HorribleTomato
Naviary wrote:

Cool Tomato ! It will be cool to see bigger games (similar to mine) evolve on these forums. They are possible now with my program

I made some very important changes... tongue.png

JamesAgadir

+K(50;10)

HorribleTomato
Angel9505 wrote:
JamesAgadir wrote:

I am in pawns are 5but pillars 1?

Ya same question!!!

Pillars can't promote- I'm treating them as the upside down v. of bulldogs.

Why pwns are 5- So it's risk/reward and inspires attacking them!

Angel9505
Naviary wrote:

Cool Tomato ! It will be cool to see bigger games (similar to mine) evolve on these forums. They are possible now with my program

Good, now tomato can also stop pressing for change to NEISG, putting them here. So this game’s like the dustbin of tomato’s ideas that were rejected or put on standby.

Angel9505
JamesAgadir wrote:

+K(50;10)

James I’m on 49,-40. You might not want to go to board edge so soon, otherwise it’ll be hard when you need to move past board edge. Also tomato how many updates before board expands?

HorribleTomato
Angel9505 wrote:
JamesAgadir wrote:

+K(50;10)

James I’m on 49,-40. You might not want to go to board edge so soon, otherwise it’ll be hard when you need to move past board edge. Also tomato how many updates before board expands?

When the on board pt count goes over 100

JamesAgadir

I might be creating a third game in a week or two at this rate...

Angel9505
HorribleTomato wrote:
Angel9505 wrote:
JamesAgadir wrote:

+K(50;10)

James I’m on 49,-40. You might not want to go to board edge so soon, otherwise it’ll be hard when you need to move past board edge. Also tomato how many updates before board expands?

When the on board pt count goes over 100

WOW THIS IS HARSH

okay tomato, it’s definitely your game

This is gonna get AGGRESSIVE!!!

HorribleTomato
JamesAgadir wrote:

I might be creating a third game in a week or two at this rate...

Wait, what are your suggestions!?

JamesAgadir

Change move to +K(49;10)

Angel9505
JamesAgadir wrote:

I might be creating a third game in a week or two at this rate...

James we can’t handle that much...

But if you are I’m joining and I’m taking black(as in this game and the original NEISG for memory purposes)