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A Tale of Two Countries

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This game is the introductory scenario to Command and Maneuver, a structured multi-move abstract strategy wargame construction kit featuring diceless combat.

A Tale of Two Countries Set-up 1

Leader. It slides 1 or 2 squares. It may not jump. It may change direction during its move, but may not move back to the square it started from. The leader captures any piece it lands on, stopping its move on that square. It has the special power of activating pieces so they may move. This is the piece that actually controls your army, by giving orders to move to all the other pieces. See Activation. This piece may move to (up to) 24 squares.

Level 6 Leader - activates up to 6 pieces/turn.

Level 5 Leader - activates up to 5 pieces/turn.

Level 4 Leader - activates up to 4 pieces/turn.

Level 3 Leader - activates up to 3 pieces/turn.

Infantry. Infantry steps 1 square in any direction, to any of the 8 adjacent squares.

Skirmisher. This piece leaps 2 squares from its starting point, and lands on a square of the opposite color from that which it started on, like the knight in chess. It may jump over other pieces. This piece may move to (up to) 8 squares.

Cavalry. This piece moves up to 3 squares, orthogonally only; that is, in a straight line and only through the sides of the squares. It may freely jump any pieces in its way, having no effect on the pieces jumped. This piece may move to (up to) 12 squares.

Cannon. This is the diagonal version of the Heavy Cavalry. It moves up to 3 squares, diagonally only, and in a straight line. It may freely jump any 2 pieces, friendly or enemy, to land on the 3rd square. This piece may move to (up to) 12 squares.

Terrain

• There are 3 types of terrain: towns/cities are gray, hills/mountains are brown, and trees/forests are green.
• Foot units, the infantry and skirmisher pieces, ignore terrain for movement and capture.
• All other units, Leaders, Cannon, and Cavalry, when moving into terrain may only move 1 square in those turns.
• Cavalry and cannons cannot leap over a terrain square to land behind it.
• Cannon may not move into trees, so may never capture a unit in trees.
• Cavalry may not move onto hills, so may never capture a unit on a hill.
• Cannon must stop next to a town or hill before moving into those terrain squares.
• Cavalry must stop next to a town or trees before moving into those terrain squares.
• Leaders, cannon and cavalry may only move into terrain from an immediately adjacent square that they started the turn in. It takes their entire movement to enter a terrain square.
• Leaders, cannon and cavalry may leave terrain squares with normal movement (unless moving into another terrain square.)

These are the pieces for the board game and VASSAL versions of this and all the other games in the Command and Maneuver series.


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By Joe Joyce.
Web page created: 2013-07-26. Web page last updated: 2013-07-26