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Invasion is a military inspired Chess
variant played on a 84-spaces board.
Game invented in December 2001, it is an entry to the 84 Spaces contest. Invasion
has an entry in D.B.Pritchard's "The Classified Encyclopedia
of Chess Variants" (2007).
Board
and pieces
The board has 84 squares formed by a 10x10 field
with a central 4x4 sea where no piece can enter, stand nor play.
Two players are opposed and stand on their fortress
on NW and SE respectively.
Each player has an army with :
- 1 Head Quarters, which capture is one goal
of the game. The HQ is defenceles but is very mobile. The HQ
is immune from Bomb explosion.
- 2 Flags, also defenceless, which play an important
role as they can turn on the Bomb and even win the game !
- 2 Commandos, very mobile and which are able
to shoot enemy pieces.
- 2 Paratroopers, which can make a long hop
once in the game, being the only piece able to fly over the
sea. They also shoot enemy pieces.
- 2 Tanks, dreadful pieces which slide several
squares and crush all pieces, enemy or friend, on their road.
- 12 Troopers, defensive pieces, which can promote
to either Commando or Paratrooper when reaching the opposing
camp.
- 1 Bomb, which stands off-board at the beginning
in an off-state. When set on by the Flag, it can be dropped
anyway on the board and explode killing all pieces (except HQs),
enemy or friend, around itself.
Goals
The game can be won by either :
- capitulation : checkmating or stalemating the opposite HQ
or
- invasion : standing a Flag on the opposite HQ corner.
Moves
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Head Quarter:
Moves 1 square or jumps on any 2 squares around,
does not capture. Cannot fly over the sea. His capture
(checkmate or stalemate) is one of the goal of the game.
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Flag:
Moves 1 or 2 squares in line in the 8 directions, only
crossing empty squares and not flying over the sea,
does not capture. Turns on the Bomb when reaching one
of the 2 free red corner squares. Wins the game if it
reaches the opposite HQ corner. |
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Commando:
Moves without capture jumping like a chess knight, captures
sliding all directions like a chess queen. |
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Paratrooper:
Moves 1 square around like a chess king. Once in the
game, can fly straight 5 squares or more landing on
an empty square. Captures sliding all directions like
a chess queen. |
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Tank:
Moves sliding up to 5 orthogonally and killing all pieces,
friend or enemy, on its road. The Tank does not need
to stop at a square where it captures an enemy, within
the range of 5 squares, it can continue to slide. |
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Trooper:
Moves 1 step range, either orthogonally to move or diagonally
to capture. (it is a 4 directions chess pawn). Promotes
to Commando or Paratrooper when penetrating the opposite
camp. |
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Bomb:
Waits off-board to be turned on. Then, can explode anywhere
on the board (except on HQs) removing all pieces except
HQ within 3x3 squares. Obviously, it is forbidden to
drop his Bomb on a square where it could result the
immediate check of his own HQ |
Concept invented around the idea of battle around a forbidden
area and a bomb which can drastically turn situations in the game.
The Bomb was inspired by Stratomic, a game invented by Robert Montais-Marsay.
Another strong conviction was to have two different ways of winning
the game.
The Flags have the most important role in the game. Since they
can only cross empty squares, try to open a road for them. Prevent
opposite Flag to reach free red corners on NW and SE with your Tanks
and Paratroopers.
Paratroopers and Commandos are very offensive pieces while the
Troopers are strong defensive pieces which be should arranged in
a proper battle order.
The Tanks are very powerful but it is better to prepare a path
for them free of your own pieces since they can crush them as well.
The Tanks have a limited range of action which should be planned
in your strategy.
Playtested with Zillions-of-games.
Find the rules in the Chess Variant
Pages.
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