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Critters: Chesimals III

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Rules:


Critters: Chesimals III

Pieces:

Brain unit. This piece slides 1 or 2 squares per turn. It may change direction between the 1st and 2nd square, so it can reach all 24 squares within 2 of its starting position.

Sliding general. Moves 1 square in any direction or slides 2 squares orthogonally or diagonally (cannot jump.) Reaches 16 squares

Lightning warmachine, a double dababbarider. Moves twice as a dabbabah or wazir. It slides 1 or jumps 2 squares orthogonally, then may do either again. Thus it may move 1, 2, 3, or 4 squares. It must move in a straight line. Reaches 16 squares.

Oliphant, a double elephantrider. Moves twice as an alfil or ferz. It slides 1 or jumps 2 squares diagonally, and then may do either again. It also can move 1, 2, 3 or 4 squares. It must move in a straight line. Reaches 16 squares.

Knight. This moves as the standard chess knight, leaping over intervening squares to land 2 squares from its starting location on a different color square. Reaches 8 squares.



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By Joe Joyce.
Web page created: 2015-06-27. Web page last updated: 2015-06-27