���(capture the king) war of the 13 kingdoms
Regicide 13 �
Chess advanced is played under standard chess rules, with one big difference,
instead of capturing the opponent's King, victory is achieved by reducing your
opponent's Morale to 0. To protect your morale, you have 12 different armies to
choose from. Each army is a standard chess army which sets up and moves in the
standard way, but has unique special rules. These special rules give each army
unique strengths and weaknesses for you to learn and create strategies all your
own.
Morale is a crucial game mechanic, as this game revolves around it. Similar to
health, HP or Life in other games, if your morale reaches 0, you lose the game. The
starting amount of morale is 40, which is equal to the total value of all the non-
king pieces in your army. when a piece is captured, an amount of morale equal to
the value of the piece is lost. If no other penalties or bonuses are applied, one
loses when all of their non-zero-value pieces are captured. The value of each piece
is listed below:
• Pawn = 1 point
• Knight = 3 points
• Bishop = 3 points
• Rook = 5 points
• Queen = 10 points
• King = 10 points + You lose 1 morale per turn without a King.
Note: Your Kings value does not contribute to the army’s starting morale. However;
it’s value is deducted when captured and after your king has been captured, a 1
point morale deduction applies at the start of each of your turns.
Merge army
Merge army pieces are played under standard chess rules, with one big difference,
you can combine your pieces into more powerful ‘merged’ pieces. ‘Merged’ pieces
can move as either or their combined pieces or they can be split back into their
original pieces.
§ Players can create a merged piece as a turn during play. There is no limit as to
how many merged pieces you can create.
§ Any two pieces of the same colour can merge (except the king). For example, a
pawn and a rook can merge, a bishop and a knight can merge, two rooks can merge,
and so on.
§ To create a merged piece a player moves one of their pieces onto the square of
another of their pieces and from then on can move both pieces together.
§ A merged piece can move using the abilities of either of the two joined pieces.
For example, a rook merged with a bishop could move as a rook or as a bishop,
effectively creating a queen.
§ If a players piece lands on an opponents piece, the piece is captured and removed
from the board.
§ A merged piece does not have to stay merged; it can be split into its original
pieces as a players turn.
§ To split a merged piece simply move one piece away from the merged piece. From
this point onwards, the split pieces can only move according to their original
abilities (unless they are merged again). The merged piece no longer exists.
• The merging or splitting of a piece is considered a move.
• You may split a merged piece to capture an enemy piece.
If a pawn, or a merged piece that contains a pawn, reaches the other side of the
board it can be promoted to a queen. Only pawns and merged pieces that contain a
pawn can be promoted.
To carry out the promotion, the pawn and the merged piece is removed from the board
and replaced by a queen.
Gain extra queens quickly by moving a ‘merged’ piece containing a pawn to the far
end of the board.Merge a rook and a bishop and the new piece moves just like a
queen. Instead of a pawn crawling across the board one square at a time, merge it
with a rook, then take it straight to the other side for a promotion.
Evolution army
Evolution army pieces are played under standard chess rules, with one big
difference, instead of moving a piece in your turn you may evolve it. Each piece
(expect the king) may be evolved three time or three levels. Each level of
evolution improves a pieces abilities. Each time a piece is evolved, place a
checker piece, poker chip or coin under it. A level 3 knight will have three
checkers under it, for ease of identifying it evolution level.
Pawn
Standard - Moves and attacks under standard chess rules.
Level 1 - Moves and attacks under standard chess rules except it can move forward
two tiles each move.
Level 2 - Moves and attacks under standard chess rules except it can move forward
three tiles each move.
Level 3 - Moves and attacks under standard chess rules except it can move forward
four tiles each move.
Bishop, knight, rook
Standard - Moves and attacks under standard chess rules.
Level 1 - Moves and attacks under standard chess rules except it can also move as
a king. It may move into any of the 8 adjacent tiles.
Level 2 - Moves and attacks under standard chess rules except it can also move or
attack as a king. It may move or attack into any of the 8 adjacent tiles.
Level 3 - Moves and attacks under standard chess rules except it can also move,
attack or change place with an ally piece in any of the 8 adjacent tiles.
Queen
Standard - Moves and attacks under standard chess rules.
Level 1 - Moves and attacks under standard chess rules except it can also move as
a knight.
Level 2 - Moves and attacks under standard chess rules except it can also move or
attack as a knight.
Level 3 - Moves and attacks under standard chess rules except it can also move,
attack and change places with an ally piece using the knights attack pattern
knight.
Portal army
Portal army pieces are played under standard chess rules, with one big difference.
Instead of moving a piece in your turn you may transform a pawn into a portal to
allow other pieces to teleport around the board. Portals can be represented by
checker pieces, poker chips or coins of the same colour as your pieces.
The specific rules for portal use are as follows:
A piece can only land on a portal square by moving onto it or attacking it. This
means knights must land directly on them.
A piece can not jump over a portal, except for the knight.
When a piece of the same colour moves onto a portal, it may stop or continue by
moving to another portal.
Enemy pieces a can move or capture onto a portal square, but cannot travel through
the portal.
A piece can be blocked from entering a portal if a piece of the same color is on
the other side of all other portals.
A piece travels through a portal unless the portal is blocked.
A pawn that has teleported to the back rank may promote.
Portals can not be moved.
A piece may be captured while occupying a portal.
A piece can take pieces by traveling through a portal.
A piece can check/checkmate players using the portal.
A piece must exit the portal in the direction it traveled into the portal.
If two portals occupy the same square, it creates a black hole, which will remove
any pieces in the eight squares around it from the game, as well as any piece on
the black hole. This also locks both the portals in place so they can no longer be
moved.
A portal may transform back into a pawn as a turn during play.
Rotation army
Rotation army pieces are played under standard chess rules, with one big
difference. After moving certain pieces, the player rotates or changes the piece to
a different piece following a specific sequence. Rotation uses the following
sequence;
Knight > Bishop > Rook > Queen > Knight
Backstabbing: The Queen is a special case. While she can be captured in the
standard way, it is also possible to capture the Queen by moving a piece to the
square directly behind her. This weakness makes your Queen – or Queens, should you
decide to play with more than one – much harder to protect.
Capture Army
Capture army pieces are played under standard chess rules, with one big difference.
Captured pieces become part of the capturer's force.
In a later move, instead of moving a piece on the board, a player may put a piece
that he has captured from his opponent back onto the board, in an empty square.
This is called dropping a piece.
Pieces are always dropped unpromoted: if a promoted piece is captured, it reverts
to its unpromoted, unevolved or unmerged state and does not retain any special
rules or abilities of the opponents army. Pieces may be dropped on any empty square
on the board with only three restrictions:
• After dropping a piece it must be able to make a legal move. They may
not be dropped onto a square from which they will never be able to move.
• Checkmating the King by dropping a piece on is not allowed.
• A pawn may only be dropped on a file (vertical row) if there is no
other unpromoted pawn of the same player on that file.
• Pieces may only be dropped if the number of that particular piece does
not exceed the standard chess army, ie you may never have more than one queen, two
rooks or eight pawns.
Pieces in this army may never be promoted
Relay army
Relay army pieces are played under standard chess rules, with one big difference.
Any piece (except pawns and the king) defended by another friendly piece gains the
power of the defending piece. The piece loses the additional power as soon as a
friendly piece no longer defends it.
Cylinder army
Cylinder army pieces are played under standard chess rules, with one big
difference. The player of a cylinder army considers the 8x8 board to be wrapped
round a vertical cylinder so that the a and h file are next to each other. Cylinder
army’s play as if there is no edge on the side of the board. When a piece goes off
the right edge of the board in cylinder army, it reappears on the left edge; when a
piece goes off the left edge, it reappears on the right edge.
In addition to normal castling, castling with the wrong rook (over the board edge)
is also allowed. When castling in this way on the kingside, the king moves from e1
to g1 and the rook on a1 moves to f1. On the queenside, the king moves to c1 and
the rook on h1 moves to d1.
Push pull army
Push pull army pieces are played under standard chess rules, with one big
difference. The push pull army pieces can pull or push other pieces. Taking can
also be done by pulling or pushing other pieces off the board.
Each turn, the push pull army player has the following options.
0. He may move one of his pieces.
0. He may move one of his pieces, and pull or push another piece with that
piece.
0. He may pull or push a piece with one of his pieces.
Pushing is done only by certain pieces that are called "pushers." The pushers are
queens, bishops, rooks, knights and pawns. Kings and cannot push.
The pullers are queens, bishops, knights and rooks. A pawn can not pull.
Pushing and pulling is allowed only when pieces are adjacent. The pusher must be
behind a piece to push it, conversely a pusher must be in front of a piece to pull
it.
Queens, bishops, and rooks pull or push along their line of movement. The effect is
that the pulled or pushed piece moves a number of squares in the pulled or pushed
direction. When the queen, rook, or bishop moves, the push or pull should be in the
same direction as the movement. There should not be any piece between the pulling
or pushing piece and the pulled or pushed piece. Also, the pull or push should go
to an empty square, or over the edge of the board.
The pieces may not pass each other. When a piece is pushed or pulled over the edge
of the board, it disappears from the game (it is `taken'). To pull a piece over the
edge, the pulling piece also has to disappear over the edge (thus, both the pulling
piece and the pushing piece are taken off the board.)
The knights can push or pull a piece they attack. To push, the attacked piece moves
in the same direction as the attack (for instance, a knight on a1 attacking a piece
on b3 can push the piece to c5). With a push, the knight may move to the vacated
square or stay at the square they are. To pull, the knight moves away in the
direction opposite from the direction they attack; the attacked piece goes to the
vacated square. Knights can take by pushing a piece over the edge, but cannot take
by pulling.
In all cases, players may push and pull their own pieces as well as pieces from
their opponent (for pawns, these are different, see above).
For all pieces, except for the king, it is legal to move from the board, (thus
committing suicide). This will often be done in combination with a pull, also
taking a piece of the opponent.
When a pawn is pushed or pulled to the 8th row it may be promoted as usual.
No push or pull is allowed in the same move as castling. A king or rook on its
original square which has been pushed, or been pulled may castle as long as it has
not moved under its own power.
Atomic army
Atomic army pieces are played under standard chess rules, with one big difference,
all captures result in an "explosion" through which all surrounding white and black
pieces other than pawns are removed from play. When an atomic army piece performs a
capture, it causes an "explosion" through which both pieces are removed from the
board as well as all non-pawn pieces in the eight squares immediately surrounding
the capture. Pawns are removed only when capturing, captured directly, or promoted.
Cannibal army
Cannibal army pieces are played under standard chess rules, with one big
difference, pieces of this army gain all the abilities of the pieces they capture.
This means after one of your pieces performs a capture it not only gain the
movement of the captured piece but also gains all the special abilities granted
that piece for the opponents army.
Paralysis army
Paralysis army pieces are played under standard chess rules, with one big
difference, when an opponents piece is attacked by a paralysis army piece of the
same type (for example, a black queen attacking a white queen) the opponents piece
is paralysed and becomes unable to move, capture or give check.
There are two ways in which a paralysed piece may be released. The first is for a
non-paralysed pieces to make a capture of the paralysing piece. The second way to
unparalyse a piece is to cut off the line of attack from the paralysing unit by
interposing a third piece. Remember units have to be the same type (both knights,
both bishops and so on) for paralysis to happen.
Leaper army
Leaper army pieces are played under standard chess rules, with one big difference,
when a piece makes a capturing move, it may perform a leap attack by instead of
landing on the square with the opponents piece, it may leap over the opponent's
piece, landing in the square on the other side. Only one piece may be captured in a
single leap; however, multiple leaps are allowed during a single turn.
Your pieces may also perform standard capture moves, but can not perform a standard
capture and leap attack in the same turn.
Promotion/demotion army
Promotion/demotion army pieces are played under standard chess rules, with one big
difference, your pieces my demote into multiple pieces of lower value, as long as
the total value of those pieces does not exceed the value of the original piece. A
rook (5 points) for example may demote into a Bishop (3 points) and two pawns ( 1
point each).
Once demoted one piece may simply move away from the original square during your
turn. From this point onwards, each demoted pieces can only move according to their
current abilities. Demoted pieces may occupy on the same square unit one is moved,
otherwise only one piece may occupy a square as per the standard chess rules.
Your pawns promote to a piece of your choice in the standard way. In addition, all
your pieces may promote if they reach the 8th rank. Pieces promote as follows:
Bishop, knight, rook - Moves and attacks under standard chess rules except it can
also move and attack as a king. It may move or attack into any of the 8 adjacent
tiles.
Queen - Moves and attacks under standard chess rules except it can also move or
attack as a knight.