| Designs Coalition Chess (T57.08) Figures: Movement and distribution (K) King--The King moves and conquers like in chess. If the King is lost the game is lost. (F) Plane--The Plane is the strongest piece. It can move to any square and can threaten; or defeat any piece using two; "knight-like" moves. He can jump over other pieces. He cannot go back to his original position. (U) Sub--He can move like all of the regular chess pieces except en-passent. He may be taken without losing the game. (T) Tank--The tank moves like the queen in chess. (A) Artillery--The Artillery moves like a rook. (I) Engineer--This piece moves like a bishop. (R) Motorcyclist--The Motorcyclist moves like a knight. (M) Machine-gun--It can move like both a king and a pawn but it can be taken without losing the game. It can move twice forward on its first move if it doesn't take a piece. (S) Guard--This piece is exactly like a pawn. Note: If a Machine-gun or a Guard reaches the border square of an enemy field, it can be changed into any figure except a King. Any player can change his pieces in this manner. Rules I. Coalition Chess is ideally played by four players. However, the game can be played by three players with one "dummy", or two players with two dummies. II. The four players are called according to the color of their pieces and fields: yellow, green, black, and red. And they are placed in the following sequence around the board: Top = Black , Right = Green, Bottom = Yellow, Left = Red so that yellow and black, and green and red are opposite each other. III. The board has 100 squares, 10 x10, resembles exactly a chessboard. As in chess, the squares are designate by numbers and letters 50 that the first square on the left is called A1 and the upper right square is K10. IV. Yellow and Black are the greater powers and Green and Red are the lesser powers V. Yellow moves first, it starts every new game. VI. The greater powers each may align themselves with one of the lesser powers but they must always be enemies. Likewise the lesser powers must always be enemies. The following partnerships are possible: a. Yellow and Green vs. Black and Red b. Yellow and Red vs. Black and Green VII. The two winning players get six points each; the losers, two each. VIII. The winner is the partnership that either captures the opponents' king or has taken all the opponents men. IX. In the first three rounds the partnerships should be determined. X. A round is closed when every player has had a turn and has changed the position of one of his men. XI. Before the beginning of the first round, the players set up their pieces, and each partnership (color)has a field of play. While Green, Red, and Black must place their pieces in their designated positions,Yellow must start with an attack, and has a right to place his pieces in a position in his field which he deems advantageous. XII. Thus yellow starts with his first move, an attack, and the match is begun. XVI. The last player of the first round (Red) may not ally with yellow if no one has opposed yellow yet. Red may only get a point with yellow if he allies himself during the first or second round. XVII. Each player can make one move in one round. XVIII. In the first three rounds every player has two rights: A. To skip his turn, not move. B. To move his pieces to a favorable position within his field. Each of these may only be done once during the first three turns. And will stand for a move. XIX. The chosen partnerships cannot be changed duringthe game. XX. During the first three rounds, Yellow and Black can, without losing a move, place their motorcyclist once on the field of another color. This color is then stationary for the remainder of the game. XXI. Agreements during the first three rounds are possible, but after that they are forbidden. XXII. He, who, during the first three rounds, defeats a piece of another player, declares himself the opponent of that player. XVIII. Playing order: Yellow, Black, Green, Red. The exception is rule XXV. XXIV. A player, who, during the first three rounds, takes another player's piece must declare himself the opposition of this player. XXV. Check must be answered contrary to the order given in rule XVIII. The greater power involved must move before the next turn. And his next turn is then skipped. XXVI. If a smaller power or both smaller powers have lost all of their pieces, then they must leave the game but the sequence of moves stays the same. XXVII. The four end corners, (A1, K1, AlO, K10), are neutral during the first three rounds. You cannot move onto one of the four corners before all the other players have decided their positions during the first three rounds. Pictures: 1 2 3 4 |
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