|
CHRONICLES archives |
Click here for CHRONICLES milieu map (a map of the world of the CHRONICLES) |
zenvirus.com zenvirus online novels longer stories flash fiction site contents diary flash fiction |
DRAGON CHESS
Hugh Cook writes 2003: in my archives I found that I had been fooling around with the notion of developing a concept to back up the "dragon chess" which is mentioned here and there in the CHRONICLES OF AN AGE OF DARKNESS. The following is what I came up with:-
One wins at dragon chess by killing the king. The game
revolves largely around control of the high ground, which
amplifies the power of the pieces.
It starts with all the pieces hidden. They can be revealed by
various methods. They can be hidden again by:
Two known pieces meeting on a square and becoming hidden
pieces; those hidden pieces meeting other known pieces.
Thus a player can hide his pieces all over again, bit by bit.
DRAGON CHESS: a book of rules, sample games, strategy and
tactics, essays on information theory, and short stories. A mock
history of all the Chronicles masquerading as a book on dragon
chess. The heroes mythologised.
- played on a board like a chess board EXCEPT that pieces can
play fullsquare on the squares and also on the intersections of
the squares. There are 64 squares; there are 9 x 9 intersections
(since pieces can perch on the very outside of the board); there
are a hundred and forty five piece positions all together.
We begin in the fog of war, for all pieces start doubled and
invisible. Any pair which splits must declare itself. In one move
a pair can split and move in two directions; however, a castle
cannot move on its own, so if one of the pair is a castle then
only its rider can change position when the pair splits.
Pieces can move from fullsquare to fullsquare, from
fullsquare to junction and from function to fullsquare. They
cannot move directly from junction to junction.
The central junction is the top of the mountain, which is the
crucial strategic point. A castle on the mountaintop is
impregnable - but also cannot thereafter move. When a white wizard
comes to the mountaintop, the black (invisible) pieces must
declare themselves.
Banes (hell banes) cannot be placed on the margins of the
four central squares or within those margins. This area (the four
central squares and their margins) is known as the high ground.
> A traditional justification for dragon chess is that it
teaches the young warrior the importance of seizing the high
ground.
Any piece(s) which reach the high ground must declare
themselves. They can no longer remain invisible. From here (the
high ground) some pieces can move further (outward to the low
ground) than they could on the flat; castles become harder to
move.
No invisible piece(s) can move into direct contact with any
enemy pieces. When a visible piece moves into direct contact with
enemy invisible piece(s) then those piece(s) must immediately (as
the enemy's next move) declare their true nature.
When they do so, if one of the pieces declares as a castle
then its occupant(s) can stay put or move in separate directions
(together or singly).
When thus forced to make a declaration move, a player cannot
move any pieces other than those which are declaring, and cannot
in that move place any bane upon the board.
A bane can only be placed on a junction. Thus banes can never
be used to deny access into or out of a square, since even when
all four of a square's junctions are bane-blocked movement is
still possible from square to square.
>> Possible starting position: a tower of pieces in each of
the four corners, each player having corners diagonally opposite,
the North-East, North-West, South-East and South-West. The board
is orientated from north to south, with the white player (who
moves first) situated in the south.
Players would thereafter have to make a minimum of seven
moves to reach the high ground. Some pieces (eg dragons and the
Neversh) can move more rapidly if they declare themselves. Any
pieces (apart from banes and castles) can ride a Neversh. Only a
wizard can ride a dragon. A free dragon will destroy any piece(s)
on an adjacent location unless a wizard is at that location.
A dragon ridden by a wizard will destroy any enemy pieces on
an adjacent location unless a wizard is at that enemy location. A
dragon can carry two people (eg a wizard and a warrior) but a
Neversh can only carry one.
A dragon can destroy a Neversh.
If any player puts piece(s) on one location next to a free
dragon then that dragon will destroy that piece. This counts as a
dragon move, and comes before the move of the next player.
If any player simultaneously puts pieces into more than one
location next to a free dragon, then that player has the choice of
which piece the dragon destroys. Thus a player can sacrifice a
piece to lure away a dragon.
There are pieces in these categories:
(i) people, namely kings, wizards and warriors.
(ii) monsters, namely dragons (two), mammoths (two) and
Neversh (two).
(iii) castles (neutral).
(iv) banes (neutral).
Players start with their people on diagonally opposite
corners. At the centre points of the sides there are monsters.
These are (going widdershins round the board) a dragon, a Neversh,
a dragon and a Neversh. Each monster is flanked by two castles.
Any people piece can seize a castle
wizard can approach and control a dragon or a Neversh. Such
monsters destroy any other pieces which come into contact with
them (banes excepted).
A wizard from either side can command a dragon or Neversh (a
monster). There is but one piece known as the monster; it can be
Each player also has a king, and the game is won when the
opposing player's king is captured.
- Placing a bane counts as a move.
- pieces (hell banes) which are static, but are placed on
board one at a time at will (as a move)
- pieces which are undefined (invisible), their places marked
with counters which can be replaced with the pieces at any stage.
- pieces which can switch position at any time
- pieces which can combine with other pieces for additional
power
- the board conceived of as low ground (edges) and high
ground (centre); the power of certain pieces grows toward the
centre
- some pieces can move great distances from centre to edges
(eg dragons can fly further) and smaller distances from edges to
centre (they are going uphill)
- castles are less liable to attack when in the centre
- the first player to win a wizard to the centre forces the
other player to declare all his invisible pieces, for the central
wizard can see all the others
- all pieces can mount castles
- castles amplify the defensive strength of all pieces
- castles can only move if a wizard is in residence making
them move. The castle cannot attack in its own right. A piece can
sally forth from the castle to attack.
|
chronicles chronicles chronicless chronicles chronicles sf chronicles chronicles horror chronicles chronicles fantasy chronicles chronicless cronicle cronicles hughcooks chronicles HUGH COOK chronicles CHRONICLES OF AN AGE OF DARKNESS CHRONICLES AGE DARKENSS CHRONICLES AGE DARKNESS Hugh Cook Hugh Cook's Hugh Cooks' CHRONICLES fantasy world |
|
site contents diary essays poems stories how to write fiction FAQ e-mail Hugh Cook - details flash fiction |
Website contents copyright © 1973-2006 Hugh Cook |
|
CHRONICLES OF AN AGE OF DARKNESS CHRONICLES. 1989 draft CHRONCILES development plan |
notes on dragon chess (the game) random scraps THE WALCHOP AND THE WASP - plan a sex poem a shower scene Untunchilamon data Untunchilamon WORSHIPPERS / WAY plot summary |