Wyrm begins: Gygax's Dragonchess transcribed from Dragon No. 100, the three boards and fifteen pieces as an engine, and the drake to play them
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCLa2PaEeCj8njQZSWGqHx
This commit is contained in:
1 parent
d91b95cfab
commit
1ef5b23712
5 files changed
+1751
-86
No files matched your search
+703
@@ -0,0 +1,703 @@
|
||||
# The source text
|
||||
|
||||
Wyrm follows "Dragonchess" by Gary Gygax, Dragon Magazine No. 100 (volume
|
||||
X, number 3), August 1985, pages 34 to 40, published by TSR, Inc. The
|
||||
keeper owns the issue. This transcription was made from photographs of it
|
||||
with Apple's text recognition and then read against the pages by hand. The
|
||||
movement diagrams are described in words after each piece; where a
|
||||
diagram and the text disagree, or the text disagrees with itself, the
|
||||
section "Decisions" at the end says what the engine does.
|
||||
|
||||
Page breaks and the magazine's running heads are left out. The article's
|
||||
own headings are kept. Nothing has been reworded.
|
||||
|
||||
---
|
||||
|
||||
## DRAGONCHESS
|
||||
|
||||
by Gary Gygax
|
||||
|
||||
The DRAGONCHESS™ game is a fantasy-based variation of chess, in which the
|
||||
object of the game (as in standard chess) is to checkmate the opposing
|
||||
King. An understanding of the rules of chess is helpful in order to
|
||||
understand how DRAGONCHESS is played.
|
||||
|
||||
The playing surface for DRAGONCHESS is a three-tiered structure of
|
||||
rectangular boards, with each board composed of a grid 12 squares wide and
|
||||
8 squares deep. The squares are alternately colored light and dark (or
|
||||
other color tones that contrast with each other), configured so that a
|
||||
light-colored square is in the near right-hand corner when the board is
|
||||
viewed from the longer side. The upper board represents the air, the
|
||||
middle board the land, and the lower board the subterranean world. To
|
||||
simulate the various environments, it is suggested that the squares on the
|
||||
upper board be colored light blue and white; on the middle board, light
|
||||
green and amber; and on the lower board, red and brown. Each board is the
|
||||
starting place for pieces particular to its environment; some pieces
|
||||
cannot move up or down off the board they begin on, but other pieces can
|
||||
travel between two or even all three boards. The opposing forces are
|
||||
designated as Gold and Scarlet, with Gold always moving first.
|
||||
|
||||
### Setting up
|
||||
|
||||
At the start of the game, each player's pieces are positioned as shown in
|
||||
the accompanying diagram. Each force on the upper board consists of six
|
||||
Sylphs, two Griffons, and one Dragon. On the middle board, each side
|
||||
possesses one King, one Mage, one Paladin, one Cleric, two Heroes, two
|
||||
Unicorns, two Oliphants, and twelve Warriors. Each side's force on the
|
||||
lower board is made up of six Dwarves, two Basilisks, and one Elemental.
|
||||
In all, there are 42 pieces per side, or a total of 84 pieces in the game.
|
||||
|
||||
The diagram "Starting position, upper board", Scarlet at the top and Gold
|
||||
at the bottom, files a to l left to right:
|
||||
|
||||
8 . . G . . . Dr . . . G .
|
||||
7 S . S . S . S . S . S .
|
||||
6 . . . . . . . . . . . .
|
||||
5 . . . . . . . . . . . .
|
||||
4 . . . . . . . . . . . .
|
||||
3 . . . . . . . . . . . .
|
||||
2 S . S . S . S . S . S .
|
||||
1 . . G . . . Dr . . . G .
|
||||
a b c d e f g h i j k l
|
||||
|
||||
"Starting position, middle board":
|
||||
|
||||
8 O U H T C M K P T H U O
|
||||
7 W W W W W W W W W W W W
|
||||
6 . . . . . . . . . . . .
|
||||
5 . . . . . . . . . . . .
|
||||
4 . . . . . . . . . . . .
|
||||
3 . . . . . . . . . . . .
|
||||
2 W W W W W W W W W W W W
|
||||
1 O U H T C M K P T H U O
|
||||
a b c d e f g h i j k l
|
||||
|
||||
"Starting position, lower board":
|
||||
|
||||
8 . . B . . . E . . . B .
|
||||
7 . D . D . D . D . D . D
|
||||
6 . . . . . . . . . . . .
|
||||
5 . . . . . . . . . . . .
|
||||
4 . . . . . . . . . . . .
|
||||
3 . . . . . . . . . . . .
|
||||
2 . D . D . D . D . D . D
|
||||
1 . . B . . . E . . . B .
|
||||
a b c d e f g h i j k l
|
||||
|
||||
### Notation and terminology
|
||||
|
||||
In the following descriptions of how pieces move and capture, squares on
|
||||
the board(s) are described in algebraic notation, with files (columns)
|
||||
labeled "a" through "l" reading left to right from Gold's viewpoint, and
|
||||
ranks (rows) numbered 1 (nearest to the Gold player) through 8 (nearest to
|
||||
the Scarlet player). A numerical prefix of 1 (upper board), 2 (middle
|
||||
board), or 3 (lower board) designates the board on which a certain square
|
||||
is located. Thus, "1a1" is the square in the near left-hand corner of the
|
||||
upper board, as viewed from the Gold player's position, and "3l8" is the
|
||||
square in the far right-hand corner of the lower board. Each piece is
|
||||
identified by the initial letter of its name ("S" for Sylph, etc.) except
|
||||
for the Dragon, which is identified by "Dr" to distinguish it from a Dwarf
|
||||
piece.
|
||||
|
||||
In all other respects, movement and capture notation is essentially the
|
||||
same as for standard chess. A full description of this notation is given
|
||||
near the end of this text.
|
||||
|
||||
Standard chess pieces are referred to frequently in the descriptions of
|
||||
how DRAGONCHESS pieces move and capture; in such cases, their names (king,
|
||||
rook, etc.) are not capitalized, while the names of DRAGONCHESS pieces are
|
||||
always capitalized. In the diagrams of movement that accompany the
|
||||
description of each piece, "M" designates a square that a piece can move
|
||||
into, if that square is unoccupied (i.e., no capture is permitted); "C"
|
||||
designates a square that can be occupied only if a capture is involved;
|
||||
and "X" designates a square that can be occupied either by a capturing or
|
||||
a non-capturing move.
|
||||
|
||||
Because many pieces can move in three dimensions, nomenclature for
|
||||
movement between squares has been standardized as follows: "horizontal"
|
||||
refers to a side-to-side move as viewed by the player moving the piece;
|
||||
"vertical" is a move forward (toward the opponent's side of the board) or
|
||||
backward (toward one's own side) along the file occupied by the piece; and
|
||||
"up" and "down" refer to movement from one board to another.
|
||||
|
||||
### THE UPPER BOARD
|
||||
|
||||
**Sylph:** The Sylph has a move on the upper board which is essentially
|
||||
the converse of that of a pawn. It moves forward only, one square
|
||||
diagonally either to the left or right, and it can capture a piece on the
|
||||
upper board which lies directly ahead of it by moving forward into that
|
||||
square and supplanting the opposing piece that was located there. Thus,
|
||||
every time a Sylph makes a capture on the upper board, it changes the
|
||||
color of the diagonal along which it makes further (non-capturing) moves,
|
||||
from dark to light or vice versa. Gold's Sylphs begin the game on the
|
||||
light-colored squares of the second rank, while the Sylphs of the Scarlet
|
||||
side start on the dark-colored squares of the seventh rank.
|
||||
|
||||
In addition to its movement and capture powers on the upper board, the
|
||||
Sylph can capture an opposing piece on the middle board which lies
|
||||
directly below it. This is the only way in which the Sylph can move to the
|
||||
middle board. It cannot move to, nor make a capture upon, the lower board.
|
||||
Once located on the middle board, the Sylph cannot move except to return
|
||||
to the upper board. It may do this by moving directly upward to the square
|
||||
it previously occupied, or by moving upward to any of the six starting
|
||||
squares for Sylphs of the appropriate color. A Sylph cannot capture by
|
||||
means of an upward move; it must return to the upper board by moving into
|
||||
an unoccupied square.
|
||||
|
||||
A Sylph located at 3c4 can move to 3b5 or 3d5. It can occupy 3c5 or 2c4 by
|
||||
capturing an opposing piece, if one is located on either of those squares.
|
||||
After making a capture at 2c4, the Sylph can move back to 3c4 on a
|
||||
subsequent turn, if that square is empty, or it can move up to any
|
||||
unoccupied starting square. For a Gold Sylph, the legal destinations are
|
||||
3a2, 3c2, 3e2, 3g2, 3i2, and 3k2.
|
||||
|
||||
A Sylph that reaches the eighth rank on the upper board can move no
|
||||
farther on that board, but retains the power to capture downward. If such
|
||||
a capture is accomplished, the Sylph can regain mobility on the upper
|
||||
board by moving up into one of the starting squares for Sylphs of the
|
||||
appropriate color.
|
||||
|
||||
*Diagram, "Sylph (upper board)": a Gold Sylph with M on the two squares
|
||||
diagonally ahead of it and C on the square directly ahead.*
|
||||
|
||||
**Griffon:** Starting squares for the Gold Griffons are 3c1 and 3k1; the
|
||||
Scarlet Griffons begin at 3c8 and 3k8. When on the upper board, a Griffon
|
||||
moves one square horizontally or vertically and two squares diagonally.
|
||||
Like the knight, it vaults over intervening squares (even if they are
|
||||
occupied) and only exerts control over the destination square, not the
|
||||
intervening ones. (This is identical to the move of the elephant in Korean
|
||||
chess.) A Griffon at 3d4 can move to or capture a piece at 3a2, 3b1, 3f1,
|
||||
3g2, 3g6, 3f7, 3b7, or 3a6.
|
||||
|
||||
In addition, a Griffon may occupy the middle board by a move down to one
|
||||
of the four squares on the diagonal from the upper-board square it started
|
||||
from. (Note that a Griffon located on the edge of the upper board only
|
||||
commands two squares on the middle board instead of four.) A Griffon
|
||||
returns to the upper board by a move to any of the four (or two) squares
|
||||
diagonally above the Griffon. It can move between the upper and middle
|
||||
boards whether or not a capture is involved. A Griffon at 3d4 can move to
|
||||
or capture at 2c5, 2c3, 2e3, or 2e5.
|
||||
|
||||
While a Griffon is on the middle board, it forfeits the power of flight,
|
||||
and as such it can only move and capture in the squares diagonally
|
||||
adjacent to it. A Griffon located at 2e5 commands all of the following
|
||||
squares: 2f6, 2f4, 2d4, 2d6, 3f6, 3f4, 3d4, and 3d6.
|
||||
|
||||
*Diagrams: "Griffon (upper board)" marks X on the eight squares two files
|
||||
and three ranks away, or three files and two ranks away. "Griffon (middle
|
||||
board)" marks X on the four diagonally adjacent squares.*
|
||||
|
||||
**Dragon:** The starting square for the Gold Dragon is 3g1, and the Scarlet
|
||||
Dragon begins at 3g8. A Dragon's movement and capture powers on the upper
|
||||
board are a combination of the moves of the king and the bishop: unlimited
|
||||
along the diagonals, or one square in any horizontal or vertical
|
||||
direction. While the Dragon cannot move downward, it does have the unique
|
||||
ability to capture an opposing piece on the middle board which lies in the
|
||||
square directly beneath it or on any of the squares horizontally or
|
||||
vertically adjacent to that square. The captured piece is removed from the
|
||||
middle board, but the Dragon remains on the upper board. A Dragon at 3c4
|
||||
could capture "from afar" an opposing piece located at 2c4, 2c5, 2d4, 2c3,
|
||||
or 2b4.
|
||||
|
||||
*Diagram, "Dragon (upper board)": X along all four diagonals to the edge
|
||||
and on the eight squares around the Dragon.*
|
||||
|
||||
### THE MIDDLE BOARD
|
||||
|
||||
**Warrior:** At the start of the game, the twelve Gold Warriors are
|
||||
positioned along the second rank, and their Scarlet counterparts begin on
|
||||
the seventh rank. The move of the Warrior is identical to that of a pawn,
|
||||
except that a Warrior cannot advance two squares on its first move. The
|
||||
Warrior can move into an unoccupied square vertically ahead of its
|
||||
location, and it can capture an opposing piece located on either adjacent
|
||||
diagonal square ahead of it. The Gold Warrior which starts the game at 2c2
|
||||
can move to 2c3, or it can occupy either 2b3 or 2d3 by capturing an
|
||||
opposing piece located on one of those squares. A Warrior that reaches the
|
||||
opponent's back rank is promoted to a Hero, in the same fashion that a
|
||||
pawn is promoted. However, unlike standard chess, the owning player does
|
||||
not have a choice; a pawn can be promoted to a queen, bishop, knight, or
|
||||
rook, but a Warrior can only become a Hero. A Warrior cannot move to or
|
||||
capture pieces located on the upper or lower boards.
|
||||
|
||||
*Diagram, "Warrior (middle board)": M directly ahead, C on the two squares
|
||||
diagonally ahead.*
|
||||
|
||||
**Oliphant:** The Oliphants for each side start on the corner squares of
|
||||
the middle board — 2a1 and 2l1 for Gold, 2a8 and 2l8 for Scarlet. The move
|
||||
of an Oliphant is identical to that of a rook — that is, as many squares
|
||||
horizontally or vertically as desired, as long as no piece interferes with
|
||||
its path of movement. An Oliphant cannot move to or capture pieces located
|
||||
on the upper or lower boards.
|
||||
|
||||
*Diagram, "Oliphant (middle board)": X along the whole rank and file.*
|
||||
|
||||
**Unicorn:** The Unicorns for each side start on the squares horizontally
|
||||
adjacent to the Oliphants — 2b1 and 2k1 for Gold, 2b8 and 2k8 for Scarlet.
|
||||
A Unicorn moves and captures in the same way as a knight, including the
|
||||
ability to vault over pieces on intervening squares. It cannot move to or
|
||||
capture pieces located on the upper or lower boards.
|
||||
|
||||
*Diagram, "Unicorn (middle board)": X on the eight knight squares.*
|
||||
|
||||
**Hero:** The Heroes for each side start adjacent to the Unicorns — 2c1 and
|
||||
2j1 for Gold, 2c8 and 2j8 for Scarlet. On the middle board, a Hero moves
|
||||
either one or two squares in any diagonal direction, with the ability to
|
||||
vault over an intervening piece on a two-square move. Capture is
|
||||
accomplished in the same manner.
|
||||
|
||||
A Hero can also move up or down one board at a time, going to any square
|
||||
diagonally adjacent to the square directly above or below its former
|
||||
location. A move back to the middle board is accomplished the same way.
|
||||
When located on the upper or lower board, a Hero's only move is to return
|
||||
to the middle board; it cannot travel to any square other than the one to
|
||||
which it ascended or descended. A move from one board to another can
|
||||
involve a capture if so desired.
|
||||
|
||||
*Diagram, "Hero (middle board)": X on the squares one and two steps away
|
||||
along each diagonal.*
|
||||
|
||||
**Thief:** The two Thief pieces for each side start the game adjacent to
|
||||
the Heroes — 2d1 and 2i1 for Gold, 2d8 and 2i8 for Scarlet. A Thief moves
|
||||
and captures exactly as a bishop, going any number of squares diagonally
|
||||
as long as no piece interferes with its path of movement. It cannot move
|
||||
to or capture pieces located on the upper and lower boards.
|
||||
|
||||
*Diagram, "Thief (middle board)": X along all four diagonals.*
|
||||
|
||||
**Cleric:** The Gold Cleric starts on 2e1, the Scarlet Cleric on 2e8. The
|
||||
basic, two-dimensional move of a Cleric is the same as that of the king:
|
||||
one square in any direction. In addition, a Cleric can move one square
|
||||
directly up or down, and retains its full movement (and capture) abilities
|
||||
on both the upper and lower boards.
|
||||
|
||||
*Diagram, "Cleric (all boards)": X on the eight squares around the
|
||||
Cleric.*
|
||||
|
||||
**Mage:** The Mage for each side starts on the square adjacent to the
|
||||
Cleric — 2f1 for Gold, 2f8 for Scarlet. On the middle board, a Mage moves
|
||||
and captures in the same way as the queen, able to follow an unobstructed
|
||||
path in any horizontal, vertical, or diagonal direction. In addition, a
|
||||
Mage can move (and capture, if applicable) directly upward or downward
|
||||
across one or more boards. However, a Mage on either the upper or lower
|
||||
board is limited to a move of one square in a horizontal or vertical
|
||||
direction. A Mage located at 2c4 could move up to 3c4, and on its next
|
||||
move could go downward two boards to 1c4. If the Mage then remained on the
|
||||
lower board, it could only move to 1c5, 1d4, 1c3, or 1b4.
|
||||
|
||||
*Diagrams: "Mage (middle board)" marks X along the whole rank, file and
|
||||
all four diagonals. "Mage (upper or lower board)" marks X on the four
|
||||
orthogonally adjacent squares.*
|
||||
|
||||
**King:** The King for each side begins on the square adjacent to the Mage
|
||||
— 2g1 for Gold, 2g8 for Scarlet. The King moves and captures similarly to
|
||||
a king in standard chess. In addition, the King may move (and capture) by
|
||||
shifting one square directly up or down. A King which has moved to the
|
||||
upper or lower board cannot move upon those boards, and must return to the
|
||||
middle board before it can again move and capture normally.
|
||||
|
||||
*Diagram, "King (middle board)": X on the eight squares around the King.*
|
||||
|
||||
**Paladin:** The Paladin for each side begins in the square adjacent to the
|
||||
King — 2h1 for Gold, 2h8 for Scarlet. On the middle board, a Paladin's
|
||||
movement and capture abilities are a combination of those of a king and a
|
||||
knight. It can also move upward or downward with a knight-like move, i.e.
|
||||
one board up and two squares horizontally or vertically, or two boards up
|
||||
and one square horizontally or vertically, and it can vault over
|
||||
intervening pieces with this sort of move, just as if the move did not
|
||||
involve a change of boards. Upon the upper or lower board, the Paladin is
|
||||
limited to a king-like move (and capture) of one square in any direction.
|
||||
A Paladin located at 3c4 can move between boards to any of the following
|
||||
squares: 2c6, 2e4, 2c2, 2a4, 1c5, 1d4, 1c3, or 1b4.
|
||||
|
||||
*Diagrams: "Paladin (middle board)" marks X on the eight squares around
|
||||
the Paladin and the eight knight squares. "Paladin (upper or lower board)"
|
||||
marks X on the eight squares around it.*
|
||||
|
||||
### THE LOWER BOARD
|
||||
|
||||
**Dwarf:** The six Gold Dwarves start on the dark-colored squares of the
|
||||
second rank on the lower board; the six Scarlet Dwarves begin the game on
|
||||
the light-colored squares of the seventh rank on the lower board. Similar
|
||||
to a Warrior, a Dwarf can make a non-capturing move one square vertically
|
||||
ahead, and captures ahead diagonally. In addition, a Dwarf can make a
|
||||
non-capturing move one square in either horizontal direction, and it can
|
||||
capture an opposing piece on the middle board that lies directly above the
|
||||
Dwarf. If a Dwarf moves to the middle board by means of a capture, it
|
||||
retains the movement and capture powers it has on the lower board, but a
|
||||
Dwarf cannot move to or capture pieces located on the upper board. It may
|
||||
return to the lower board by a move directly down to an unoccupied square;
|
||||
i.e., the downward move cannot involve a capture. A Dwarf on 1d4 could move
|
||||
(without capturing) into 1d5, 1c4, or 1e4; it could capture an opposing
|
||||
piece located on 1c5, 1e5, or 2d4. A Dwarf on 2d4 could return to the
|
||||
lower board by moving to 1d4, but only if that square is unoccupied. A
|
||||
Dwarf that reaches the opponent's back rank is limited to horizontal moves
|
||||
on the board it occupies, and also retains the ability to move between the
|
||||
lower and middle boards in the manner described above.
|
||||
|
||||
*Diagram, "Dwarf (lower board)": M directly ahead and on the two squares
|
||||
beside the Dwarf, C on the two squares diagonally ahead.*
|
||||
|
||||
**Basilisk:** The two Gold Basilisks start on 1c1 and 1k1; the Scarlet
|
||||
Basilisks start on 1c8 and 1k8. A Basilisk moves one square at a time,
|
||||
either ahead diagonally or vertically or backward vertically. It captures
|
||||
by forward movement only. A Basilisk also has the unique ability of
|
||||
"freezing" an opposing piece — but not a friendly piece — located directly
|
||||
above it on the middle board, such that the opposing piece cannot move
|
||||
until the Basilisk is moved or captured. (This "freezing" is automatic and
|
||||
involuntary; the player owning the Basilisk cannot choose not to
|
||||
immobilize the piece, and does not have to specifically declare that the
|
||||
"freeze" is in effect.) If the opposing King is the piece being "frozen,"
|
||||
the King is checkmated if any other piece attacks it and the opponent is
|
||||
unable to capture the attacking piece or interpose a piece to blunt the
|
||||
attack.
|
||||
|
||||
A Basilisk located on 1d4 can make a move or a capture into 1c5, 1d5, or
|
||||
1e5. It can move to 1d3 if that square is unoccupied, and it automatically
|
||||
"freezes" any opposing piece on 2d4, or one that is subsequently moved into
|
||||
2d4. A Basilisk cannot move off the lower board or (with the exception of
|
||||
the "freezing" power) capture a piece on any other board.
|
||||
|
||||
*Diagram, "Basilisk (lower board)": X on the three squares ahead of the
|
||||
Basilisk, M on the square behind it.*
|
||||
|
||||
**Elemental:** The Gold Elemental starts on 1g1; the Scarlet Elemental
|
||||
begins the game on 1g8. An Elemental can move one square diagonally or one
|
||||
or two squares horizontally or vertically. It captures only on horizontal
|
||||
or vertical moves. It may move up to the middle board to make a capture by
|
||||
moving one square horizontally or vertically and then directly upward. It
|
||||
may remain unmoving on the middle board if so desired, or it can return to
|
||||
the lower board by a reverse of the upward move, i.e., directly down and
|
||||
then one square horizontally or vertically. The upward move can only be
|
||||
made if a capture is involved, but the downward move can be made without
|
||||
capturing.
|
||||
|
||||
An Elemental on 1d4 can move (but not capture) into 1c5, 1e5, 1e3, or 1c3.
|
||||
It can move or capture into 1d5, 1d6, 1e4, 1f4, 1d3, 1d2, 1c4, or 1b4. It
|
||||
can capture upward into 2d5, 2e4, 2d3, or 2c4. An Elemental on 2d4 can
|
||||
move or capture downward into 1d5, 1e4, 1d3, or 1c4.
|
||||
|
||||
*Diagram, "Elemental (lower board)": X on the first and second squares in
|
||||
each of the four orthogonal directions, M on the four diagonally adjacent
|
||||
squares.*
|
||||
|
||||
### Movement between boards
|
||||
|
||||
At first, it may be difficult for players to envision and properly execute
|
||||
the upward or downward movement of pieces. However, "thinking in three
|
||||
dimensions" will come easily after one or two practice games are played.
|
||||
Perhaps the hardest single concept to grasp is the idea of intervening
|
||||
squares on moves from one board to another. The general rule is this: If a
|
||||
piece is unable to vault over intervening squares in its basic
|
||||
(two-dimensional) move, then it is likewise unable to move between boards
|
||||
if a piece blocks the path it must take. Specific applications for
|
||||
particular pieces are as follows:
|
||||
|
||||
The Griffon, the Hero, and the Paladin all have the knight-like ability to
|
||||
vault intervening squares, and this applies on any upward or downward move
|
||||
made by those pieces. (The square directly above or below the piece in
|
||||
question need not be vacant.)
|
||||
|
||||
The Mage can move from the lower board to the upper board (or vice versa)
|
||||
in a single move, but it cannot vault intervening squares. Thus, in order
|
||||
for the Mage to travel upward from 1d4 to 3d4, the square at 2d4 must be
|
||||
vacant.
|
||||
|
||||
The Elemental is something of a special case. Its move between boards is a
|
||||
two-step process, and it cannot vault over intervening squares. Its upward
|
||||
move begins with a shift of one square horizontally or vertically on the
|
||||
lower board; thus, at least one of the squares horizontally or vertically
|
||||
adjacent to the Elemental must be vacant in order for it to make an upward
|
||||
move. The Elemental is even more restricted when moving down from the
|
||||
middle board; since the horizontal or vertical move is preceded by a move
|
||||
directly down, the square immediately beneath the Elemental must be vacant
|
||||
in order for it to make a downward move.
|
||||
|
||||
### Chess rules that do not apply
|
||||
|
||||
Two conventions of standard chess are not part of the DRAGONCHESS rules.
|
||||
The Warrior is unable to move two squares ahead on its first move, and as
|
||||
such it is not possible for a Warrior to capture en passant as a pawn
|
||||
does. Also, because of the multiple boards, greater area of play, and
|
||||
larger number of men, castling is not possible in DRAGONCHESS.
|
||||
|
||||
### Values of the pieces
|
||||
|
||||
The complexities of multiple-board play and the varying powers of the
|
||||
pieces in DRAGONCHESS makes absolute valuation far more difficult than it
|
||||
is for standard chess pieces. In chess, a pawn is valued at 1, knights and
|
||||
bishops at 3, rooks at 5, and the queen at 9. (If the king were not of
|
||||
infinite value, its movement and capturing power would give it a value of
|
||||
4.) The approximate relative values of the pieces in DRAGONCHESS is
|
||||
detailed below, to give players an idea of which exchanges are beneficial
|
||||
and which are not. For instance, the trade of a Hero for a Griffon is
|
||||
roughly an even exchange, while the trade of a Basilisk for an Oliphant
|
||||
will generally result in a material advantage for the player losing the
|
||||
Basilisk. However, it should always be kept in mind that the true "value"
|
||||
of a piece in any game situation depends primarily on the piece's location
|
||||
and its role in the game, rather than on its theoretical movement and
|
||||
capture powers.
|
||||
|
||||
| Piece | Value | Piece | Value |
|
||||
|---|---|---|---|
|
||||
| King | ** | Thief | 4 |
|
||||
| Mage | 11 | Elemental | 4 |
|
||||
| Paladin | 10 | Basilisk | 3 |
|
||||
| Cleric | 9 | Unicorn | 2½ |
|
||||
| Dragon | 8 | Dwarf | 2 |
|
||||
| Griffon | 5 | Sylph | 1 |
|
||||
| Oliphant | 5 | Warrior | 1 |
|
||||
| Hero | 4½ | | |
|
||||
|
||||
\*\* — In practice, the value of the King is infinite, since the loss of
|
||||
this piece means the loss of the game.
|
||||
|
||||
### Movement and capture notation
|
||||
|
||||
The method of recording moves in DRAGONCHESS is basically the same as for
|
||||
standard chess, with certain differences (explained earlier) to account
|
||||
for the different names of the pieces and the multiple boards. The
|
||||
following examples cover all the situations that could occur in a game:
|
||||
|
||||
1) W2f3
|
||||
2) S/3e2-3d3
|
||||
|
||||
A basic non-capturing move; notation 1 is the first non-capturing move
|
||||
that the Gold Warrior starting at 2f2 can make. (Read it as "Warrior moves
|
||||
to 2f3.") In most cases, a non-capturing move can be noted simply by
|
||||
naming the type of piece being moved (W) and the square it moves to (2f3).
|
||||
When more than one piece of the same type is capable of making the same
|
||||
move, the moving piece is specifically identified by naming the square it
|
||||
is moving from, using a "/" to indicate "at." (Read notation 2 as "Sylph
|
||||
at 3e2 moves to 3d3.") In this notation, a hyphen is used to separate the
|
||||
location square from the destination square.
|
||||
|
||||
3) W2e3
|
||||
4) Wx2e3
|
||||
5) W/2d2x2e3
|
||||
6) WxU2e3
|
||||
7) WxU
|
||||
|
||||
Five ways of describing a capture; the correct notation depends upon the
|
||||
position of the pieces and, to some extent, the preference of the players.
|
||||
Notation 3 can be used if only one Warrior is capable of moving to 2e3,
|
||||
and if that move involves a capture. Notation 4 is more specific, using
|
||||
the "x" to indicate a capture. (Read as "Warrior captures (unspecified
|
||||
piece) at 2e3.") Notation 5 is necessary when more than one Warrior would
|
||||
be capable of making a capture at 2e3, again using the "/" (as in notation
|
||||
2 above) to indicate "at." (Read as "Warrior at 2d2 captures at 2e3.")
|
||||
Notation 6 includes the identification of the type of piece captured — in
|
||||
this case, the Unicorn located at 2e3. Notation 7, read simply as "Warrior
|
||||
captures Unicorn," can be used if only one such capture is possible. In
|
||||
most cases, the proper notation would be 4, 5, or 6, or a minor variation
|
||||
on one of those. The important thing is to describe each move in such a
|
||||
way that the notation could only refer to one specific move by one
|
||||
specific piece. This will avoid possible confusion if the moves of a game
|
||||
are to be studied or replayed.
|
||||
|
||||
8) W2f8(H)
|
||||
|
||||
The move and promotion of a Warrior. (Read as "Warrior moves to 2f8 and is
|
||||
promoted to a Hero.")
|
||||
|
||||
9) Drx2c4
|
||||
|
||||
A capture "from afar" by a Dragon. (Read as "Dragon captures (unspecified
|
||||
piece) at 2c4.") To avoid the awkward "Drx" usage, this move could be
|
||||
written as "Dr2c4" since any move by the Dragon involving a square on the
|
||||
middle board must necessarily be a capture "from afar."
|
||||
|
||||
10) UxOch
|
||||
|
||||
Illustrating the use of "ch" to indicate a move that puts the opposing
|
||||
King in check. (Read as "Unicorn captures Oliphant with check.")
|
||||
|
||||
Other symbols: dbl ch, dis ch, mate
|
||||
|
||||
These three terms, taken from standard chess notation, indicate certain
|
||||
special occurrences. Double check (dbl ch) occurs whenever a move enables
|
||||
one or more pieces to give check at the same time. Discovered check (dis
|
||||
ch) occurs when the move of one piece opens a path that enables a
|
||||
different piece to give check. And "mate," of course, is checkmate — noted
|
||||
on the final move of a game, when the King is attacked in such a way that
|
||||
it cannot avoid being captured on the attacker's next move.
|
||||
|
||||
No special notation is given for the Basilisk's "freezing" power, since it
|
||||
is not technically a move or a capture, and since it is automatically
|
||||
assumed that any piece occupying the square above the Basilisk is frozen.
|
||||
Thus, a notation of B1e3 makes it clear that (a) the Basilisk now occupies
|
||||
square 1e3 and (b) any opposing piece located at 2e3 is thereby
|
||||
immobilized as long as the Basilisk remains where it is.
|
||||
|
||||
### Strategic and tactical tips
|
||||
|
||||
No single piece of text — even one many times longer than this — could
|
||||
fully describe and analyze the myriad positions and situations that can
|
||||
occur in DRAGONCHESS. However, some general strictures are apparent from
|
||||
an examination of how the various pieces move and capture, and certain
|
||||
basic facts of chess strategy apply equally to DRAGONCHESS.
|
||||
|
||||
Mobility is all-important, and, just as in chess, control of the central
|
||||
squares is usually a prerequisite for victory. The rectangular board of
|
||||
DRAGONCHESS makes the "central squares" area somewhat more difficult to
|
||||
define than it is in chess — but it certainly is a larger area. It could be
|
||||
described as a 2x6 rectangle with 2d4, 2d5, 2i5, and 2i4 as its corners;
|
||||
or, a 2x8 rectangle extended out on either side; or, a 4x4 rectangle in
|
||||
the center of the middle board. In any event, the side that does the
|
||||
better job of controlling the center squares will have a greater amount of
|
||||
mobility and will more easily be able to bring pieces to bear upon
|
||||
critical squares anywhere on the playing surfaces.
|
||||
|
||||
In many instances, the square that a piece stands on is not as important
|
||||
as the squares that the piece controls. Players should be mindful of
|
||||
moving their pieces into positions where they command a large number of
|
||||
squares, thereby limiting the opponent's ability to occupy those same
|
||||
locations.
|
||||
|
||||
In general, it is wise not to bring the "big guns" (particularly the Mage
|
||||
and the Paladin) into active positions until some of the minor pieces have
|
||||
been developed. Making a lot of moves with the Mage (for instance) early
|
||||
in the game is usually a bad idea, because this delays the development of
|
||||
other pieces that could have been moved out instead, and because this
|
||||
could subject the Mage to a series of harassing attacks from the
|
||||
opponent's minor pieces — which are being developed at the same time that
|
||||
they are doing the harassing. (In chess, this phenomenon is known as a
|
||||
"queen hunt," and it has led to the downfall of many a player who had
|
||||
visions of ravaging the opposition with sweeping moves of the queen — but
|
||||
instead ended up without a queen to move.)
|
||||
|
||||
It is no accident that each side's Dragon begins the game directly above
|
||||
the King of the same side. While the Dragons are obviously powerful
|
||||
offensive pieces, each must play predominantly a defensive role to begin
|
||||
with — for if one Dragon sallies forth on the upper board to wreak havoc
|
||||
upon the opponent's middle-board pieces, the King may be left vulnerable
|
||||
to a quick but deadly attack from the opposing Dragon.
|
||||
|
||||
The power of the Basilisk to immobilize an opposing piece has a lot of
|
||||
potential for use in offensive and defensive strategy. To help protect one
|
||||
of your own pieces, move it to the square above one of your Basilisks.
|
||||
Then, if it is captured, the capturing piece is "frozen," and you can
|
||||
capture it more or less at your leisure without necessarily having to make
|
||||
the return capture immediately. A well-timed Basilisk move can lead to an
|
||||
abrupt checkmate even if the opposing King is not the piece that is
|
||||
frozen, in a case where the Basilisk immobilizes a piece that was crucial
|
||||
to the defense of the King. Except for the fact that it occupies a square
|
||||
on the board, an immobilized piece can be treated as if it did not exist.
|
||||
An immobilized Mage may be better than no Mage at all — but not by much.
|
||||
|
||||
In general, the pieces on the lower board (especially the Dwarves) do not
|
||||
play critical roles in the opening or the middle game, but if the Dwarves
|
||||
haven't already been moved too far forward, they can be very useful in the
|
||||
endgame (when relatively few pieces remain on the board) as defensive
|
||||
outposts, to prevent the opponent's middle-board pieces from penetrating
|
||||
too deeply into the territory nearest your side of the board.
|
||||
|
||||
Do not underestimate the power of the Cleric. Of the five types of pieces
|
||||
that can move up or down to any of the three boards, the Cleric is the
|
||||
only one which moves and captures in the same fashion regardless of which
|
||||
board it occupies. The Paladin and Mage are limited in their mobility when
|
||||
not on the middle board, to such an extent that they will not generally
|
||||
spend much time on the upper or lower board — and the Heroes and the King,
|
||||
although they can move to the upper or lower board, cannot move on those
|
||||
boards, and the King especially can be easily trapped if left on the upper
|
||||
or lower board for any longer than necessary.
|
||||
|
||||
### Putting together a game
|
||||
|
||||
For reasons that should be obvious, this presentation could not include
|
||||
actual components for a DRAGONCHESS game — making a board and filling it
|
||||
with pieces must be left up to you. For our playtesting and development
|
||||
purposes, we constructed a board from sheets of plexiglass with contact
|
||||
paper applied to form the checkerboard patterns. The boards were spaced
|
||||
approximately six inches apart, allowing enough room for hands to reach in
|
||||
and manipulate pieces. The squares on our board are 1½" on a side, making
|
||||
a playing surface 18" wide and 12" deep. The plexiglass sheets were cut
|
||||
large enough to allow another 1½" all around, and had ¼" holes drilled in
|
||||
each corner. Through these holes we inserted threaded metal rods, fastened
|
||||
into place with connectors to space the boards properly and capped on each
|
||||
end with plastic knobs to prevent scratching the surface on which the
|
||||
entire board is placed during play. It probably isn't necessary to build a
|
||||
three-dimensional board; three flat rectangles placed in a row on the
|
||||
tabletop could be used to represent upper, middle, and lower levels. But
|
||||
it's a lot easier to visualize the up-and-down moves of pieces if the
|
||||
playing surface is actually composed of three levels.
|
||||
|
||||
The pieces came from our collection of metal miniatures, and they do not
|
||||
in all cases exactly resemble the pieces they represent. (For instance, we
|
||||
used centaur figures for Oliphants because we couldn't find any 25mm scale
|
||||
elephants — and even if we could have, they would have been too large for
|
||||
the board.) Any sort of pieces will do, even simple tokens, as long as
|
||||
each type of piece looks distinctly different from the others.
|
||||
|
||||
Good luck, and may all your moves be ones that Rexfelis would envy. . . .
|
||||
|
||||
---
|
||||
|
||||
## Decisions
|
||||
|
||||
Where the text contradicts itself, leaves a case open, or needs a rule
|
||||
chess players take for granted, the engine does the following. Each is a
|
||||
reading of the text above, not a change to it, except the two marked as
|
||||
options the host may choose.
|
||||
|
||||
1. **Board numbers.** The notation paragraph makes the upper board 1 and
|
||||
the lower 3, but every piece description, every example and the
|
||||
diagrams' labels use 3 for the upper board and 1 for the lower (the
|
||||
Griffons start at 3c1, the Dwarves on 1d4, the Elemental on 1g1). The
|
||||
engine and every page use 3 for the air, 2 for the land and 1 for the
|
||||
underworld. Wikipedia's article and the Chess Variant Pages' second
|
||||
article read it the same way.
|
||||
2. **The Thieves.** The "Setting up" paragraph lists the middle board's
|
||||
pieces without the two Thieves. The diagram shows them on d and i, the
|
||||
Thief has its own entry, and the count of 42 a side needs them. They
|
||||
are in.
|
||||
3. **Light and dark.** With a light square in Gold's near right corner,
|
||||
square l1 is light and a1 dark. Gold's Sylphs therefore start on a2,
|
||||
c2, e2, g2, i2 and k2 and Scarlet's on a7, c7, e7, g7, i7 and k7 (the
|
||||
same files, as the diagram shows); the Dwarves start on b, d, f, h, j
|
||||
and l of their second rank.
|
||||
4. **Captures on board-changing moves.** The text says "move" for the
|
||||
Mage's step on the upper or lower board, for the Paladin's knight-like
|
||||
move between boards, and for the Cleric's and the King's step up or
|
||||
down, and says "move (and capture)" or "move or capture" elsewhere. The
|
||||
engine lets every one of those capture, since the text forbids capture
|
||||
only where it says so (the Sylph's return upward, the Dwarf's move
|
||||
down, the Elemental's diagonal step, the Basilisk's step back). The
|
||||
Mage's "limited to a move of one square" is read as a limit on
|
||||
distance. The King's return to the middle board may capture.
|
||||
5. **Blocked vertical moves.** The Mage's move up or down two boards needs
|
||||
the square on the middle board vacant. The Elemental's two-square
|
||||
orthogonal step needs the square between vacant, as the general rule
|
||||
says. The Elemental's move up needs its first, sideways square vacant
|
||||
and the square above that to hold an enemy; its move down needs the
|
||||
square beneath vacant and lands by a further orthogonal step, with or
|
||||
without a capture.
|
||||
6. **The Dragon's capture from afar** is a whole move. The Dragon stays
|
||||
where it is and the piece below or beside-below is removed. It attacks
|
||||
those five squares for the purposes of check.
|
||||
7. **A frozen piece** cannot move, capture or give check, and protects
|
||||
nothing. "An immobilized piece can be treated as if it did not exist",
|
||||
except that it still occupies its square. A frozen King attacked by
|
||||
another piece is in check and may be rescued only by capturing the
|
||||
attacker or interposing.
|
||||
8. **Check, checkmate, stalemate, repetition.** As in chess: a move may
|
||||
not leave one's own King attacked, a King attacked with no escape is
|
||||
mated and the game is lost, a player with no legal move and not in
|
||||
check is stalemated and the game is drawn, and a position seen three
|
||||
times with the same side to move is a draw. The text names only
|
||||
checkmate; the other endings follow "as in standard chess".
|
||||
9. **Promotion** happens the moment a Warrior arrives on the far rank, to
|
||||
a Hero, with no choice. A Sylph on the far rank keeps its downward
|
||||
capture and comes back to life by moving up into a vacant home square.
|
||||
A Dwarf on the far rank keeps its sideways moves and its moves between
|
||||
boards.
|
||||
10. **The Sylph's return** from the middle board is to the square directly
|
||||
above it, or to any vacant one of its own six home squares, without
|
||||
capture.
|
||||
11. **Option, the Sylphs' files.** As printed, Gold's Dragon on g1 looks
|
||||
along the diagonal to a7 and can take Scarlet's Sylph there on the
|
||||
first move, with nothing defending it. Jean-Louis Cazaux suggested on
|
||||
the Chess Variant Pages that the Sylph rank was misprinted and belongs
|
||||
on b, d, f, h, j and l like the Dwarves beneath them, which closes the
|
||||
diagonal with one change. The host may choose "as printed" or
|
||||
"Sylphs shifted". The printed setup is the default.
|
||||
12. **Option, which side you play.** Gold moves first.
|
||||
Reference in new issue
Block a user