Make-a-rule Chess: Sample Game
This file contains a sample game, in progress, of Make-A-Rule Chess. It was send to me by one of the inventors of the game, Randy King. Randy wrote me:
I thought I'd send you our current game. I'm not sure if this is the one to use as an example or not -- its sort of getting out of hand! :-) It's a lot of fun, but probably hard to follow, especially the strategies used. We usually play more for fun than to win, that will probably show.
White: Randy: 2 pt accumulated Black: Kevin: 1 !! I got one!! WOW what can I build now, huh? BORG: Peter: 2 pt accumulated Q: Bruce can't accumulate --- I moved the board to the bottom of this file. --- It should help make it easier to check moves --- against the board. bruce w1: Pawns can only move on mx5. b1: No rules using random numbers are allowed. w2: If you move a knight to an even-ranked square two turns after your opponent moves a queen or a rook, the knight gets a second move as as pawn. If you don't take the second move, your opponent (the one who moved the queen or rook) may move two pawns twice each on the immediately following move (if you moved a knight but only once or did not move a knight at all). b2: The board is extended one square in each direction, creating a "hot zone". If a player has pieces in the hot zone, he must move them if it is possible to move them. Pieces are allowed to move from one square in the hot zone to another square also in the hot zone - it's just that they can't sit still. w3: On mx5, all pieces in the row ((turn number -3) mod 8) +1 are shifted left one square. Any piece shifted off the board is placed on the far right side of that row. This happens before the white move for that turn. b3: Knights are Othello pieces. i.e. capture by a knight results in the captured piece switching color and remaining on the board in the same square. w4: This rule creates the Borg. The Borg start with one piece: the Ship, designated BS. It can start in any open square on rows 3 or 4. Positioning the BS will be the Borg player's first move. If a Borg piece captures another piece, the captured piece becomes a Borg piece, and is placed on the capturing piece's starting square for the capturing move. The Borg player may not make rules. The BS moves as a king. The Borg player may move whenever he feels during a turn, a turn is considered to have ended when the black move is emailed out. If the Borg player does not make a move in a turn, he may move twice in the next turn. No piece may move more than once in this manner except the BS if that is the only piece owned by the Borg player. The Borg will be played by Peter Williamson. Include him in your game email. b4: Black Rook A8 -> @8 r3w: Rank 3 shifts left. No change. w5: Pieces in hot squares may not capture other pieces when they move. Pieces in normal square may capture pieces in hot squares. b5: BS is invulnerable to capture on odd turns. w6: If no non-Borg pieces have moved for two turns, a non-Borg player may move three pieces twice each as long as two and only two of them are pawns. One of the pawns may be an opponent's pawn (even Borg). No piece in a hot square can be moved when using this rule, nor may a piece be moved into a hot square on its first move and then moved a second time. Three pieces must be moved. This rule does allow pawns to move at any time. b6: Black Rook @8 -> @6 w7: b1-c3. b7: @6-h6 w8: Modify/Replace the Borg rule as follows: This rule creates the Borg. The Borg start with one piece: the Ship, designated BS. It can start in any open square on rows 4 or 5. Positioning the BS will be the Borg player's first move. If a Borg piece captures another piece, the captured piece becomes a Borg piece, and is placed on the capturing piece's starting square for the capturing move. The Borg player may not make rules. The BS moves as a king. The Borg player may move whenever he feels during a turn, a turn is considered to have ended when the black move is emailed out. If the Borg player does not make a move in a turn, he may move twice in the next turn; however, one of the moves must take place after each of the two player-turns. No piece may move more than once in this manner. The Borg player may not move twice on the turn he places his BS. The Borg will be played by Peter Williamson. Include him in your game email. b8: b7-b5 b5-b4 g7-g6 g6-g5 w9: c3-e4-e5 BS9: appear at f4 b9: f8-g7 rw3: row 8 shifts left one. w10: e5xf7 check B10: BS->g3 b10: d8-d9 w11: (wp)f7x(br)g8 (q) B11: BSxnp (BSxg2) b11: All rook, knight, bishop, queen and king pieces are hereby equipped with transporters. Transporters may be used to transport one pawn of the same color from any adjacent square to another adjacent square that is empty or occupied by enemy pieces. Transport to an occupied square captures all pieces in that square. Transport of pawns is *not* restricted to mx5. One transporter use per player per turn, no other moves allowed by a player during a turn he does a transport. w12: f1xg2 no more BS. b12: black king d9-e8 w13: g8xg7 b13: e7xf7 black king transports pawn to capture white knight w14: g7xh6 b14: When a borg piece moves, the borg can preannounce whether its next move will be before or after white's move in the following turn. Black and white players then will wait as appropriate for the borg to take its move during the next turn. rw3: row 5 shifts left one. w15: Borg pawns may phase shift with any other Borg piece. This involves changing each piece into the other. The color of the new pawn is either green (moving to the left) or Blue (moving right), each captures on the appropriate diagonals. A pawn may also phase with a captured BS, in which case the new pawn is the captured piece and the old pawn is replaced with the BS. The phase move counts as a move for the pawn if the BS was not involved, otherwise it counts as a move for the BS. The color of the new pawns must be selected so it moves to the furthest side of the board from its current location. BS15: Borg pawn phase shifts with borg ship b15: a8-b6 b6-b5 w16: All pieces have shielding capabilities. Shield are either up or down. When shields are up, a piece cannot be captured, transported, and cannot transport other pieces. When moving, a piece with shields up cannot move more than four spaces. A piece that is captured with shields up, repulses the attack, the attacker is placed in the last square it moved from, the attacked piece loses its shields until it does a repair move, and it cannot move during its next turn. To repair shields counts as a move for the piece. Up to five pieces may change their shield status as a move. A transporter attack against a shielded piece results in loss of the transported piece and no affect on the defender. BS16: shields up! Borg ship will move after white next turn. b16: b2-d3 d3-d4 check w17: e1-f1 BS17: pass. Borg ship will move (double) once before and once after white next turn. b17: Whenever a king moves, it releases a class I probe in the square that it has just vacated. Class I probes cannot capture or be transported. They are equipped with neither shields nor transporters. Unless blocked, they advance one square autonomously each turn just before the player who owns them moves. Class I probes desintigrate one turn after entering the hot zone. BS18a: g3xh2 w18: h1xh2, h2 shields damaged! BS18b: BS PASS, declares next move will be before white on turn 19 b18: black knight d3-e5 BS19: BS repairs shields, next move is before white. w19: h6xh2, h6 repulsed to h3, h2 shields damaged. b19: black knight e5-d3 black knight d3xe2 check (and I believe mate) rw3: row 2 shifts left one. BS20: g3-g5 (moving two since this is the first move for this pawn) If you disagree that I can move two, make it g3-g4. w20: Shields up for: @2, d1, f1, h3, h1. b20: black knight d1-c3 black knight c3-c2 BS21: Repair shields for BS w21: d1xd2. b21: black knight c3-a4 black knight a4-a3 BS22: f2xg2. Next move is before white, turn 23 w22: d2-d3 b22: black knight a3-c4 black knight c4xd3 d3 repulsed to c4, d3 shields damaged BS23: pass - (I'll move both before and after white in turn 24) w23: h3xf5 white queen captures black pawn b23: No piece may move without proper authorization from star fleet. Starting now, starfleet must post moves N turns in advance where N is the number of squares from the player's king (BS for the borg) to the square where the move starts. Moves involving a transporter "start" in the square of the transporter equipped piece. Moves are labelled with the turn number they will occur in and posted as x#-x#, the player doesn't have to specify in advance if a capture will take place or not. During their turn, a player may post any number of future moves concurrently with executing previously posted moves, or making a new rule if not moving that turn. Inconsistencies in trying to execute previously posted moves are resolved as follows: 1) Discard all moves that start in squares where the player has no pieces (piece was captured, didn't arrived when expected, etc.) 2) Discard all moves that cannot be executed because the piece isn't allowed to move in the manner specified (piece on that square isn't the expected piece, movement rules for piece have changed since the move was posted) 3) Moves directing a piece to move to a square that it is blocked from reaching are amended to move it as far as possible in the desired direction. If remaining posted moves constitute a legal turn for that player, moves are executed. If not, the player passes (or can make a rule instead) and no moves are executed. Interactions with some existing rules: - It is wise to make sure you have moves posted ahead of time for hot zone squares. - Multi-part moves (e.g. special extra move allowed for knights on certain turns OR moving multiple pawns as allowed on certain turns) should be posted x#-x#,x#-x#. As much of the move as is legal will be executed. - Shield operations still count as a move. If multiple pieces are going to change shield status in one turn, then the player needs to stagger posting of the moves so that all the pieces put their shields up together. BS24a) f2-g3 Order: shields up for g2 on turn 25. w24: Kings and BS are equipped with photon torpedoes. A photon torpedo may be fired on any orthogonal or diagonal, this counts as a move for the king. A photon torpedo moves one in space in a straight line each turn before any other moves take place. When a photon torpedo hits a piece, that piece is killed if its shields are down. Its shields are damaged if they are up. All pieces in adjacent squares have shields damaged if they were up; if down, these pieces are disrupted. If a piece is disrupted a second time, it is killed. A disrupted piece cannot move, nor change shield status. It may repair itself. This counts as a shield state change for the piece (~1/5 of a move). If a photon torpedo is captured, it explodes in the same manner as when it hits its target. BS24b) g3-h4. Order Shields up for WP at g5 on turn 25. Next Borg move is before white on turn 25 b24: Black king fires photon torpedo headed south. rw3: row 7 shifts left one *BS25) shields up for g2 shields up for g5 Next BORG move is after white on turn 26. Orders: t27: g2-e4 w25: Fordeg Orders: A king may issue forged commands for a piece not under his control. This is a normal order, except that only one can be issued and it counts as a move for the turn. In all other respects, it shall be considered a normal and legitimate move order. orders: t27:d3-c4, t31:f7-g8, t31:d7-g8, t31: c7-c8, t29: f5-d5 b25: orders: t27:c8-f5, t28:e7-f5 t30:@7-@6, t31:@6-@5, t32:@5-@4, t33:@4-@3, t34:@3-@2 w26: Piece Construction: It is possible to construct new pieces. If no move, rule, or any action other than orders is executed, the player may declare 1 point accumulated toward piece construction. The piece's cost is calculated as follows: May move forward one only: 1 May move 1 in any direction: 2.5 May capture: 2 May use shields: 3 May promote upon reaching far end of board: 3 May transport other pieces: 4 May fire torpedoes: 8.2 Lays probes: 2 There is a minimum cost of .5 for a piece with no movement capability, shields, probes, etc. When enough points have been accumulated, the piece may be purchased and start on the furthest space back on the 'c' through 'f' files. If the spaces are occupied, a new piece may not be purchased. Purchasing a piece does not count as a move and does not require orders. Any number of pieces may be purchased in a turn, limited by the file use. The Borg may purchase ships, limited to one per turn. These are placed at the Borg ship location, and the BS must move to vacate the location. Forward movement is as defined for blue and green pieces, toward the farthest side of the board. BS26: BS fires photon: (green) moving left. Next borg move is after white, turn 27. b26: black king issues forged order: t34:a1-a0 t31:(@7-@6,@6-@5) t32:(@6-@5,@4-@3) t33:(@5-@4,@3-@2) w27: d3-c4 BS27: g2-e4 - Borg moves after white on turn 28 b27: c8-f5 orders issued: t29: e6-c4 t31: c4-f7 t32: (@7-@6,@6-@5) t33: (@6-@5,@5-@4) t34: (@5-@4,@4-@3) 28: Torpedo explodes on e4 w28: Accumulate 1 build point orders: t29:h1-g3-f4 BS28: h4-h5 orders: pawn phase shift with BS on turn 30 Next move is after white on turn 29 b28: e7-f5 orders issued: t33: (@7-@6,@6-@5) t34: (@6-@5,@5-@4) t35: (@5-@4,@4-@3) w29: fire torpedoes forward orders: t33:e5-f7 BS29: pawn->Green (phase shift w/ BS) b29: e6-c4 orders issued: t33: b4-e4 t34: (@7-@6,@6-@5) t35: (@6-@5,@5-@4) t36: (@5-@4,@4-@3) rw3: row 4 shifts left one BS30: BSxBP (g5-f5) w30: Q: This rule creates Q, who will be played by Bruce. He may not capture, nor be captured, and is immune to all effects of the game, except that he may be assimilated by any borg piece, in which case he is replaced with a pawn. His piece will impede movement and any other affects as a normal piece; if hit by a photon torpedo, the torpedo detonates as normal, but Q is unharmed. Q may have take any one of the following actions on any turn: 1) Suspend any rule made during this game, this action also would reinstate any previously suspended rules. Only one rule may be suspended at a time. If the rule creating Q is suspended, Q becomes a normal king, color of his choosing. He would lose the ability to use the Q abilities and would have normal win conditions. He will start with shields down. 2) Alter the course of any photon torpedo by 45 degrees. 3) Move his piece as any other piece currently in the game. 4) Remove any move order not yet received. (He cannot remove an order destined to be executed in the current turn.) 5) Repair any other pieces shields. 6) Move any piece in the hot zone one space if it did not move in the last two turns. He is not restricted by normal movement rules such as pawns moving on mx5, or only forward, or knights moving 2x1. Pieces making these moves may not capture. Q may start in any unoccupied square as a free move. His move is prior to white in each turn, and prior to the Borg move if the Borg is before white. If he doesn't move within 4 hours of black's move, the next player may move. If that player moves before the Q player moves, the Q move if forfeit. Each player will propose three win conditions to Q, these conditions may not be know by the other players. Q will select two, from two different players, and put a hard copy in a sealed identified envelope for verification purposes. If these conditions are met, Q wins the game. This will occur as part of the move making this rule, the game shall not proceed until this is complete. b30: If you fire a photon torpedo and you fail to capture a piece on the following turn, then 4 turns after the firing of the torpedo your opponent will accumulate one build point for each pawn that he moves. orders issued: e4-e7 d4-d7 c4-f7 b4-e7 (@7-@6,@6-@5) (@6-@5,@5-@4) (@5-@4,@4-@3) BS31 BS ->e5 (f5 -e5) Next move is before white on turn 32 w31: Fire torpedo northwest into d2 orders: 33:g1-f3 Assumption on b30: The opponent receives one point for each pawn he moves on that turn! b31: e8-d8 orders issued: (c7-c5,c5-d3) f8-d7 @7-@6 @6-@5 @5-@4 @4-@3 BS32: Borg Accumulates one build point. (Next move is after white on turn 33) Orders: turn 33 d4 shields up turn 35 g5-g4 w32: e1-f2 orders: t34: h1-f1 Clarification to rule b3: When a knight captures a piece, it changes color and ownership to that of the player owning the knight. b32: (@7-@6,@6-@5) (c7-c5,c5-d3) orders issued: t34:f8-e6 rw24: torpedo strikes b4, b4 killed, a4 disrupted w33: g1-f3 orders: t36:h1-g1 t37:g5-f3 t34:f3-d2 t38:g7-g3 BS33: e5xd4 orders: BS 35: g5-g4 b33: f8-d7 orders issued: t37:@4-@3 Q33: Deflect photon on f6 from ^^ to ^> w34: Conflicting orders canceled (a1-a0, h1-f1, and f3-d2) replace rule b23 shall be replaced with the following rule: Communication Protocol Rule: No piece may move without proper authorization from Star Fleet Command. This authorization is issued by the king, and moves to the targeted start square for that move order. These messages cannot be interfered with or intercepted in any manner. The king may send only one move order per turn, this counts as a move for the king. When the move is received, it is executed at no cost whatsoever. If, upon receipt of the move order, the move is illegal for any reason whatsoever, the move is not executed. The player issuing the move order gains no benefit nor compensation for the issued order. If two or more moves destined to be executed at the same time conflict with each other, the piece nearest the current king's location will move first, followed by each piece in order of its proximity to the king. Currently outstanding orders will be executed under the current conditions based on the assumption that they were issued correctly. If conflict arises between orders that are not resolved under the new rules, all conflicting orders will be automatically countermanded. If a piece arrives at a new square that has an order that is valid for the piece, that piece immediately make another move according to the new orders. Order notation will be t#:@#-@#[-@# ...] where # is any digit and @ is any character. t# represents the execution turn number. Each @# represents a board location. Rule clarifications: Fordeg Orders: Fordeg orders can be issued as any other command order. However, no build points can be accumulated in a turn in which a fordeg order was issued. Fordeg orders will use the notation: t#:F@#-@#, using the symbols as indicated above. Build Points: A build point is accumulated any time the king does nothing other than issue orders. Actions of other pieces do not affect the accumulation of build points except as specified by other rules (i.e. moving pawns to accumulate the points). Shields: A player may issue multiple shield status changes as in accordance with rules pertaining to shields. Now, the orders must be issued in a given turn rather than executed on a given turn. Hot Zone: When a piece is in the hot zone, if an order can be issued for it, then any orders issued must be include that piece. If orders have already been issued, and not received, that can (currently) legally get the piece out of the hot zone, then no order needs to be issued for that piece. Move Restrictions: Orders for pieces placed under move re- strictions, such as only moving on mx5, must be issued so that the order will be executed on the appropriate turn. Multi-part Moves: Orders for pieces that make multiple movement segments are all issued at the same time to the starting location of the piece. The piece will execute each move segment fully before attempting the next. When it reaches a segment that cannot be executed, it will stop. Multi-piece Moves: Issue multiple orders for pieces as if they were moving on the turn the orders are issued. BS34: d4-d5 Next move is after white on turn 35. b34: d8-c7 rw3: row 1 shifts left one Q35: I advanced the torpedo on f6 to g7 with the expected results. KA BOOM. Ah shucks, what a shame black pawn go boom boom. Anyhow, my latest and greatest move is to the the wp in the hot zone: @2-@3 w35: t41:@1-a1, add one build point bs35: ordered move - g5-g4 my move for the turn d5xe6 Next move is before white b35: @5-@4 executes - this is 4 turns after white fired a photon but failed to capture, so I get a build point per rule b30 fire photon torpedo south BS36: I pass. Next move is before white, turn 37. (accum 1 build point) Q: I remove rule w34 *w36: h1-g1 *b36: (@5-@4,@4-@3) (@6-@5,@5-@4) *w37: g5-f3 *w38: g7-g3 *w41: @1-a1 :: :: :: :: :: :: :: :: :: :: :: .. bb .. b1 .. .. .. .. :: :: .. bp bk bn .. .. .. .. :: :: .. .. vv .. BS).. .. .. :: :: .. .. .. .. BP .. .. GP):: :: bp~.. .. B1 .. .. BP .. :: bp .. .. .. .. .. wn .. .. :: wp) wp wp wp w1 wp wk).. .. :: wr .. wb .. .. .. .. wr).. :: :: :: :: :: :: :: :: :: :: :: Special notations: bp - shields down bp) - shields up bp; - shields damaged bp~ - ship disrupted ^^ torpedo north vv torpedo south >> torpedo east << torpedo west v> torpedo southeast v< torpedo southwest ^> torpedo northeast ^< torpedo northwest
WWW page created: October 7, 1996.