RPGchess

Original Concept & Rules by: Patrick Mulcahy & Geoff Cowper-Hill
Copyright © 1987-2001. Patrick Mulcahy / AstroQab
All rights reserved.

RULES OF PLAY

PART ONE - GENERAL INTRODUCTION

1 - OBJECT OF THE GAME
2 - EQUIPMENT
3 - SETTING UP THE PIECES AND THE BOARDS
4 - INTERRELATION OF GAME BOARD AND BATTLE BOARD
5 - PIECE STATISTICS

PART TWO - PLAY ON THE GAME BOARD

1 - MOVING THE PIECES ON THE GAME BOARD
2 - JOINING BATTLE ON THE GAME BOARD
3 - ATTACK ON WIZARD - SPECIAL RULE (optional)
4 - WARRIOR REACHING EIGHTH ROW

PART THREE - PLAY ON THE BATTLE BOARD

1 - MOVING PIECES ON AND OFF THE BATTLE BOARD
2 - MAXIMUM NUMBER OF PIECES ON THE BATTLE BOARD
3 - MOVING PIECES WHILE THEY ARE ON THE BATTLE BOARD
4 - COMBAT MODES
5 - COMBINING MOVEMENT AND ATTACK
6 - SPECIAL DEFENCE MODES: PRIEST & WIZARD
7 - PIECE ELIMINATION

PART FOUR - PROCEDURES FOR COMBAT

1 - THE INITIAL ATTACK AND RESPONSE ON THE BATTLE BOARD
2 - SEQUENCE OF MOVES AFTER INITIAL ATTACK/RESPONSE WHILE BATTLE BOARD IS IN OPERATION
4 - COMPULSORY COMBAT ON THE BATTLE BOARD
5 - TERMINATION OF BATTLE BOARD AND COMPULSORY REST RULE
6 - RESUMPTION OF PLAY ON GAME BOARD

PART FIVE - SPELL-CASTING

1 - INTRODUCTION
WIZARD'S SPELLS
PRIEST'S SPELLS

 

 PART ONE - GENERAL INTRODUCTION

1 - OBJECT OF THE GAME

The object of the game is to eliminate the opposing Wizard (King). This is done by reducing its Endurance Points (EP) to zero through the normal process of attack.

2 - EQUIPMENT

A. Basic Description
B. The Boards

There are two boards, each with a different function. They are the Game Board and the Battle Board.

1 - The Game Board (GB)

This is the same as a Chess board. It is the board on which the general progress of the game is charted - as in chess.

2 - The Battle Board (BB)

Again, this has much the same physical characteristics as a chess board. However the BB is 10 X 10 instead of 8 X 8 squares and does not have to be chequered. The BB as a whole represents potentially any individual square on the GB. On the Game Board the Battle Board is represented by a Battle Square (BS) - of which there is only one at any one time. A BS is a Game Board square that has become an arena of combat. This is the result of a piece performing a 'taking' move as in chess and moving onto a GB square already occupied by an opposing piece.

The difference between Chess and CHESSWAR is that in CHESSWAR a 'taking-move' does not automatically result in the opposing piece being removed from play - a further combat sequence must take place on the BB. The Battle Board is a magnification of a Battle Square on the Game Board. On the BB the opposing pieces manoeuver in a different dimension from that of the GB. They also follow different rules of movement and combat.

The shift between GB and BB is the main correlation linking together the Chess and fantasy war-game aspects of CHESSWAR.

C - The Dice

The dice used are as follows:

3 Six sided (white); abbreviated d6,
3 Eight sided (green); abbr. d8,
2 Ten sided (one red, one black); abbr. d10. Percentage Dice - use the two ten sided dice (2dl0), one red and one black. Nominate one colour for the tens and the other far the units; throw the two dice at the same time.

D - The Pieces

1 - General Description

The pieces have similar general functions to those of Chess pieces - particularly as regards movement on the GB. Thus there are the same number of pieces as Chess for each side. They are divided into a front row of WARRIORS (pawns) and a back row of diversified, more powerful pieces. These are WIZARD (King), CHAMPION (Queen), PRIEST (Bishop), ASSASSIN (Knight), ARCHER (Rook). However, apart from these general similarities, the pieces in BATTLEB0ARD have different and more complex characteristics than those in Chess (see below, Section 3B).

2 - Movement of Pieces

On the GB the various pieces will move as their equivalents do in chess, e.g. Warriors as pawns, Assassins as Knights, Archers as Rooks, etc.

On the BB, movement is quite different. Pieces are not restricted as to the direction in which they can move, nor do they have to move in a straight line. All pieces can move in ANY COMBINATION OF CONSECUTIVE SQUARES. They are however relatively restricted as to the number of squares they can move in each turn.

Note that they do not have to complete their full movement or even move at all.

3 - SETTING UP THE PIECES AND THE BOARDS

As in Chess, the bottom left-hand square of the board should be black. The BB should be placed next to the GB. The BB represents any one square of the GB which has become a Battle Square as the result of joining combat (see below, R 4). The bottom left-hand square of the BB does not have to be black.

The pieces are set up facing each other at opposite ends of the GB as in Chess - i.e. the first rank: Archers (Rooks) on squares 1 and 8, Assassins (Knights) on squares 2 and 7, Priests (Bishops) on squares 3 and 6, Champion (Queen) on the centre square of its own colour, Wizard (King) on the other centre square next to the Champion. On the second rank is a row of eight Warriors (Pawns) numbered 1 to 8.

4 - INTERRELATION OF GAME BOARD AND BATTLE BOARD

The way in which the two boards interrelate is as follows:

'Large scale' strategic and tactical movements take place on the GB where the moves are the same as in Chess.

The BB is reserved for the resolution of specific combats initially joined on the GB. Combat takes place when a piece moves onto a square occupied by an opposing piece by a 'taking move' as in Chess. The pieces involved are then transfered to the BB for resolution of the combat.

When combat on the BB has concluded (i.e. by all the BB pieces on one side being eliminated or retreating off the BB) play resumes on the GB until further combat is initiated.

5 - PIECE STATISTICS

Name

Endur. Points (EP)

Spell Points

Attack
%

Damage

Mov't Rate

Missile Evasion
%

Spell Evasion
%

Champion

50

80%

2-16 (2d8)

6

40%

30%

Priest

35

25

70%

2-12 (2d6)

4

30%

40%

Warrior

30

60%

1-8 (1d8)

3

20%

30%

Archer

25

(2 attacks)
Range:
7 or 5

1-10 (1d10) x 2

2

30%

30%

Assassin

20

Normal
60%
Sneak
70%
Escape 70%

Normal
1-6 (1d6)
Sneak
3-18 (3d6)

11

30%

40%

Wizard

15

30

0

0

2

20%

50%

PART TWO - PLAY ON THE GAME BOARD

1 - MOVING THE PIECES ON THE GAME BOARD

1. The players take alternate turns to move one piece. White has the first move. Nearly all moves on the GB are the equivalent of Chess moves. Warriors have a discretionary first move of two GB squares forward instead of one. Castling and en passant are included.

2. When attacking en passant, the square on the third row of the Game Board through which the defending Warrior has passed to complete his first move becomes the Battle Square (BS).

3. The Wizard can 'castle' as the King does in chess but with the following additional parameters. It can castle...

4) When a Priest is healing another piece they must both occupy the same GB square. This can be achieved by the Priest moving (diagonally) onto the square of the injured piece, or the injured piece moving onto the Priest's square.

5) A Warrior can move backwards off the BB onto the adjacent GB square behind the BS. It can do this even if it means stepping back to the first row.

2 - JOINING BATTLE ON THE GAME BOARD

This occurs whenever a piece of one colour is placed on the same square as a piece of the other colour by a 'taking move' as in Chess. This square is then designated as the Battle Square (BS) and the pieces involved in the combat are transferred to the BB. The 'Initial Attack and Response' then follow as explained below.

NOTES:
i) - There can only be one BB in operation at any one time.
ii) - Mark the Battle Square on the GB (with the BS marker).
iii) - After the BB has terminated there is a compulsory rest rule of one turn for the pieces left on the former BS (on the GB).

The move d4e5 is a 'taking move' but instead of Black losing his warrior (pawn) it is positioned randomly (by rolling two 10-sided dice) on the BB. White then places his attacking warrior on a BB square adjacent to Black's defending warrior, and proceeds to execute its 'Initial Attack' dice rolls (automatic damage - roll damage dice only). The 'active' GB square (in this instance 'e5') is marked as the BS with the BS marker.

Black's dice roll determined d7 as his warrior's position on the BB. White chose to place his warrior on d6 and then proceeds to roll his Initial Attack damage dice (1d8). Black then responds with: 1) a GB move, and 2) his warrior's counter-attack (60% chance to hit) on the BB. Black may move his warrior a maximum of 3 BB squares if he wishes.

3 - ATTACK ON WIZARD - SPECIAL RULE (optional)

In addition to a piece being able to attack the Wizard in the usual manner, there is also the possibility of a special attack on the Wizard in the following circumstances:

IF A PLAYER, AFTER WINNING A BB BY ELIMINATING HIS OPPONENT'S LAST BB PIECE, CAN THEN IMMEDIATELY ATTACK THE WIZARD BY A NORMAL GB MOVE, he may do so although it would not normally be his turn.

NOTES:
i) By definition, the winner of the BB has eliminated the LAST piece of his opponent remaining on the BB. Note that opposing pieces may have retreated off the BB.
ii) 'MEXICAN STAND-OFF' - If both players have a piece ready to attack the opposing Wizard, then the player who won the BB takes precedence.

4 - WARRIOR REACHING EIGHTH ROW

A Warrior reaching the eighth row will become the piece associated with the eighth square it has reached, e.g. Archer's square - Archer; Assassin's square - Assassin, etc. In the case of the Wizard's square the Warrior will become a Champion. Thus both centre squares will create a Champion. Any piece brought on in this way will start with full EP.

PART THREE - PLAY ON THE BATTLE BOARD

1 - MOVING PIECES ON AND OFF THE BATTLE BOARD

i) Moving On - Generally. When moving a piece onto the BB, include one square of BB movement for the square on the edge of the BB (upon which the piece is first placed - see diagram below). THAT SQUARE MUST BE VACANT.

ii) A piece moving onto the BB may only move off in the following turn.

iii) Moving on from a GB Diagonal. A piece moving onto the BS/BB via a GB diagonal must move onto the appropriate corner square of the BB. If the square is occupied the piece cannot move on. Similarly, a piece attempting to move off a BB via a diagonal cannot do so if the BB corner square is occupied.

iv) Moving on from the Side. To move a piece onto the BS/BB via a side GB square, nominate the piece to be moved and roll a d10 to determine on which of the ten squares of the BB it will first appear - counting from left to right or bottom to top. If there is a piece already on the side-square rolled, the on-coming piece may not enter the BB and no alternate piece may be brought on in that turn.

Black's GB move was his champion (d8d6). The Initial Attack and Response sequence has been completed. At the commencement of his next turn, White's GB move is his assassin (g1f3), and then he continues his warriors attack on Black's warrior on the BB. Black decides (at the beginning of his next turn) to bring his champion (queen) into the frey. It enters the BB via the top right corner square (of the BB).

But the champion's movement rate of 6 squares means that (in this instance) it cannot reach White's warrior and therefore it cannot attack the warrior until next turn. Black's warrior however, can attack White's warrior this turn and so may roll its Attack % to determine whether a successful hit has been made. If the hit is successful (</= 60%) damage dice are rolled (1d8).

v) Moving Off - Generally. When moving a piece off the BB, count one square of BB movement to step off the BS onto the GB.

THE GB SQUARE TO WHICH THE EXITING PIECE MOVES MUST BE VACANT AND MUST BE IMMEDIATELY ADJACENT TO THE BS. Also the square on the perimeter of the BB from which a piece intends to exit from the BB must be unoccupied. If the square is occupied the piece cannot use that square to exit. This will not usually create a problem when trying to exit via a side square of the BB (because there are ten choices), but a piece can be prevented from exiting the Battle Board onto a GB diagonal if a corner BB square is occupied. The Priest is particularly vulnerable in this situation because it must enter and exit by a corner square of the BB.

NOTE:
No BB is created when an Assassin does a 'Sneak Attack' on the GB and then escapes (in the same turn) from the BS to a vacant GB square. Its movement in this case is its normal GB movement (i.e. effectively two moves as a Chess Knight). Therefore the Rule does not apply in this case. If the Assassin however, enters an already existing BB and, during the Sneak Attack rolls its Escape %, then it may move away (Mov't Rate = 11) from the defending piece but must remain on the BB until the next round.

vi) Direction of exit from BB. Pieces can only exit from a BB in the direction of their legal movement on the GB. (Exception: Warriors may retreat backwards off the BB.)

vii) The Champion and the Wizard. These pieces may enter or exit a BB from any direction.

viii) The Priest. Priests must always enter and leave a BB via one of the four diagonal BB squares in order to reach a GB square of the correct colour. Therefore, if a corner square of the BB is occupied, the Priest cannot move on to the BB via that corner square. Similarly, if it is already on the BB, the Priest cannot exit via an occupied BB corner square to the adjacent diagonal GB Square.

When leaving a BB the Priest must move to a vacant adjacent GB square in the same way as other pieces. Thus a Priest cannot, in the turn that it moves off the BB, enter an occupied square in order to heal a piece on the GB. Likewise, an Assassin cannot perform two Sneak Attacks in a row on the GB.

OPTIONAL RULE: A Priest cannot effect a Heal spell on resting pieces during the rest turn.

ix) The Assassin. Because of his BB movement the Assassin can almost always enter or leave a BB in some direction or other (the only exception is if all eight GB squares around a BS are occupied). However, an Assassin may be prevented from leaving a BB in a particular direction if, on the GB, the relevant squares adjacent to the BS are occupied.

In the case of an Assassin's 'Sneak Attack' do not roll a d10 for position of entry onto the BB.

x) The Archer. The Archer can only enter or leave the BB from a side square. He may not exit a BB to a GB square that is diagonally adjacent to the BS (as do the Priest, Champion, Assassin and Wizard).

xi) The Warrior. The Warrior must always enter a BB by moving diagonally forward from the GB onto the BS. A WARRIOR CAN ONLY LEAVE THE BB BY MOVING EITHER TO THE NEXT GB SQUARE IMMEDIATELY AHEAD OF THE BS OR BY RETREATING TO THE GB SQUARE IMMEDIATELY BEHIND THE BS.

Warriors CAN retreat to their own back line.

2 - MAXIMUM NUMBER OF PIECES ON THE BATTLE BOARD

It is recommended that the overall maximum number of pieces allowed to be brought onto a BS/BB for each side is THREE. All three pieces may be on the BB at one time (although of course, they do not all come on at the same time). A piece that has been on a BB and has then moved off can re-enter the same BB at a later stage. But a player cannot substitute another piece for the one taken off when the maximum number of three pieces for that player, for that BB, has been reached. That is, only the first three pieces to enter a BB can be used on that BB while it remains active.

Similarly, if a piece has been eliminated after the maximumof three for that player has been reached, no further pieces (belonging to that player) can be introduced onto the BB. The object of this rule is to stop a game from degenerating into one major battle where each player commits more and more resources until there is virtually nothing left on the GB.

3 - MOVING PIECES WHILE THEY ARE ON THE BATTLE BOARD

i) A player is not obliged to move any piece on the BB during a given turn.

ii) Pieces can move in any direction and do not have to move in a straight line. All pieces can move in any combination of consecutive squares subject only to their maximum BB movement per turn.

iii) The maximum BB movement per turn of the pieces is as follows:

iv) See below for the ways in which pieces can combine movement and attack.

v) It is possible to 'corner' a piece on the BB so that it cannot move. This is done by positioning opposing pieces on the three squares surrounding a corner square which a defending piece occupies. It may, of course, be able to move off the BB altogether.

4 - COMBAT MODES

A - HAND-TO-HAND ATTACKS

These are carried out by Warriors, Assassins, Priests and Champions. Wizards do not have a hand-to-hand attack. Instead they can cast a spell at the rate of one per round.

Archers do not have a hand-to-hand attack. Instead they fire arrows at the rate of two per round.

The method of attack is as follows:

i) Move the piece according to its BB movement and, if it can be placed on a square next to an opposing piece, it may attack that piece.
ii) Roll 'percentage dice' to determine whether the opposing piece is hit.
iii) If a hit is scored, roll damage using the appropriate dice.
iv) On the 'Game Progress Sheet', reduce the Endurance Points (EP) of the attacked piece by the number of damage points rolled.
v) If a piece is eliminated (by reducing its EP to zero), remove the piece from play.

B - ASSASSIN'S SNEAK ATTACK AND SUBSEQUENT ESCAPE

1. Introduction.

The Assassin can attack on the GB or enter an existing BB to attack and, in each case, then have the chance to 'Escape' all in the same turn (i.e., before his opponent has the opportunity to respond). This is termed the Assassin's SNEAK ATTACK and ESCAPE.

The Sneak Attack has a 70% chance of success and inflicts 3d6 damage. The Escape chance is also 70%.

THE SNEAK ATTACK AND ESCAPE CAN OCCUR ON THE GB ITSELF, OR WHEN AN ASSASSIN FIRST ENTERS A BB WHICH IS IN PROGRESS.

2. The Sneak Attack on the GB.

On the GB the only form of attack the Assassin has is the Sneak Attack. If the Sneak Attack occurs on the GB it does not immediately create a BB. First roll Sneak Attack percentage (70%) and, if successful roll damage (3d6). Then roll Escape percentage (70%). Only if the Assassin does not leave the square on which the attack has occurred, either from choice or because the Escape roll fails, will a BB situation arise. In this latter case, a BB situation is initiated and both pieces are immediately moved to the BB.

3. Escape on the GB. If the Assassin successfully rolls its Escape percentage it may escape to another vacant GB square by its normal GB movement (i.e. as a Chess Knight). If the Assassin moves away from the attacked square HE DOES NOT CREATE A BB and play continues as normal on the GB. This means:

i) The Assassin can move and/or attack in the next turn (i.e. it does not require a 'rest turn').

ii) The attacked piece can move and/or attack in its next turn (i.e. it does not require a 'rest turn'). (Alternatively, the Assassin may, after successfully rolling its Escape percentage, choose to remain on the attacked square in which case a BB situation results. He can then move away from the attacked piece within the limits of his BB movement rate.)

If the Escape roll is unsuccessful then a normal BB situation results, but the Assassin remains adjacent to the defending piece - which is then entitled to its 'Initial Response' as with normal attacks.

iii) Play then follows the normal BB sequence.

Here White's 'g' assassin will attempt to inflict a Sneak Attack and Escape on Black's injured 'e' warrior. (This warrior piece survived the previous battle board situation but took some heavy damage from White's attacking 'd' warrior - now eliminated.) There are two pieces on the target GB square - Black's 'e' warrior and his champion.

A successful Sneak Attack by White's 'g' assassin means that it may Escape immediately (after its attack and in the same turn) to another GB square IF it successfully rolls its Escape % (</= 70%). The square to which it 'escapes' must be vacant (in this case c4).

Black's 'e' warrior was eliminated by a successful Sneak Attack and Escape from White's 'g' assassin. And no BB situation was created because White's assassin was successful in rolling its Escape % (</= 70%) and thus was able to move off the active GB square in the same turn as the attack took place. Note that White's assassin has moved twice in one turn. This is because it successfully rolled its Escape %. If it had not, a BB situation would have arisen and the pieces transferred to the BB in order to resolve the combat.

4. Sneak Attack on the BB. The Sneak Attack is the Assassin's first attack IMMEDIATELY on entering an already existing BB. The chance for a hit is 70% and the damage is 3d6 - as in the GB Sneak Attack.

Once the Assassin is on the BB then, in subsequent turns after its Sneak Attack, it must use its standard Battle Attack chance of 60% and its Battle Attack Damage roll of 1d6

5. Escape on the BB. After its Sneak Attack on an already existing BB, and if it rolls its Escape chance of 70%, the Assassin MUST stay on the BB for that turn but can move away from its opponent within the limits of its normal BB movement (11 squares). In any subsequent turn the Assassin can leave the BB in accordance with its normal BB movement.

If the Escape roll is unsuccessful the Assassin remains adjacent to the defending piece which in turn is entitled to its counter-attack in the normal way.

Notes:
i) In all cases when the Assassin leaves the BB it must move to a vacant square immediately adjacent to the BS (remember, when he elects to Escape from the square attacked on the GB there is no BS/BB created).
ii) If the Assassin leaves the BB and then, later on, returns to same BB (i.e. after moving away on the GB and then returning by his normal Knight's' move) it can have another Sneak Attack.
iii) If the Assassin is the victim of attack on the GB (thereby initiating a normal BB situation) it cannot use its Sneak Attack and Escape mode, but must respond in standard mode, as any other piece, using its standard Battle Attack and Damage rolls.

C - ARCHER'S MISSILE ATTACK

The Archer does not have a hand-to-hand attack. An Archer can fire two arrows per turn. It is not obliged to fire both, but if it does, it can choose to fire one before and one after it has moved in a particular round.

Alternatively, it may fire both arrows before or after it moves. Also, It may fire each arrow at a separate target.

The Archer does not have a percentage chance to hit, instead the defending piece(s) must roll their Missile Evasion % for each arrow fired to determine if the attack is successful. If it is, roll damage (1d10 per arrow).

The range of an arrow is 7 BB squares from the Archer in a straight line in any direction, or 5 squares if he is firing over an intervening piece. Also, if there is an allied piece in a square adjacent to the target, the arrow range is 5.

D - SPELL ATTACKS

The Wizard does not have a 'hand-to-hand' attack. Instead it can cast an offensive spell such as 'Shooting Star'.

The Wizard (and Priest) can cast one spell per round. The range of a spell varies from GB to BB, but some spells cannot be cast on the GB.

When a spell is cast the defender must roll its Spell Evasion % to avoid being effected.

5 - COMBINING MOVEMENT AND ATTACK

i) Once on the BB, a player's pieces can attack and move in any order. (Notionally, all attacks/moves occur simultaneously).

ii) A player can attack and move, or move and attack or, in the case of the Archer splitting his attack...attack, move and attack.

iii) A player may not attack midway through his move - e.g. half movement, attack and then complete the movement. Therefore, in order to attack and move, a piece must be in a position to attack immediately at the beginning of its turn.

iv) A piece can attack on the BB and then move off the BB by its usual BB movement, but...

6 - SPECIAL DEFENCE MODES: PRIEST & WIZARD

A - PRIEST HEAL SPELL

The Priest has a 'Heal' spell with a cure value of 1-8 EP (1d8). The Priest cannot aquire more Heal spells once it has used the number chosen at the beginning of the game. Mark the Heal spells off the 'Progress Sheets' as they are cast. The Heal spell is automatic and Spell Evasion percentage is not rolled. Mark the number of Endurance Points recovered on the game Progress Sheets.

The Priest can heal itself.

THE PRIEST CAN CAST ITS HEAL SPELL ON THE GB OR ON THE BB:

1) On the Game Board (GB). On the GB, either the Priest must move onto the square occupied by the piece to be healed using its normal GB move, or the piece to be healed, using its normal GB movement, must move onto the square occupied by the Priest.

On the GB the Priest can move and Heal in the one turn. But an injured piece that moves to the Priest's square may not be healed until the next turn (as this would effectively constitute two gos). The player concerned must choose whether to move the Priest or the other piece - he can only move one piece per turn.

NOTES:
i) Up to two pieces can move onto a GB square occupied by a Priest in order to be healed, and they can be there at the same time (i.e. there can be three pieces on the one GB square) but, of course, they must move onto and off the square in different turns.
ii) During the 'Rest Turn' (i.e. for pieces on a former BS). The Priest cannot use its heal spell during the turn in which it is resting on a former BS (i.e. during its 'rest turn'). This is because pieces on a former BS must remain totally inactive during the 'rest turn'.


2) On the Battle Board (BB). On the BB the Priest may move and Heal in the same turn. It must move to a square adjacent to the piece to be healed, or the piece must move adjacent to the Priest. In each case, movement must be the normal BB movement.

A Priest cannot attack on the BB in the same round that it casts a Heal spell. However, the piece that has been healed can attack in the same round.

3) Initiating a BB. The Priest cannot heal itself in the turn that it initiates a BB and, if it initiates a BB, it must have an automatic attack.

B - WIZARD'S DEFENSIVE SPELLS

For example, the Wizard has two types of Shield' spells. After the turn in which one of these has been cast, the spell lasts for the next two turns.

The Wizard may only cast defensive spells upon himself.

Unlike other pieces, the Wizard may initiate a BB and not attack, choosing instead to cast a defensive spell and risk damage from the 'Initial Response' from the opposing piece. A Wizard might do this, for instance, when seeking to flee across an GB square already occupied by an opposing piece.

If the Wizard is attacked first and casts a defensive spell in response, the first round of the spell's operation will still be the round of its casting. This is a less favourable circumstance for the Wizard because it means the spell is only potentially useful for two rounds instead of three (because the Wizard suffers the Initial Attack before it has had a chance to cast the spell). A piece attacking the Wizard while a relevant defensive spell is in operation must roll its Spell evasion % on each occasion it attempts an attack. For example, an Archer must roll its Spell Evasion % for each arrow fired at a Wizard while the 'Iron Shield' spell is in operation.

7 - PIECE ELIMINATION

A piece is removed from play for the rest of the game when it has lost all its Endurance Points. Players should record loss/recovery of EP for both sides on their Progress Sheets.

A substitute piece may return to the game if a Warrior reaches the eigth row.

PART FOUR - PROCEDURES FOR COMBAT

1 - THE INITIAL ATTACK AND RESPONSE ON THE BATTLE BOARD

A - Initial Attack

i) The position of the defending piece (or pieces, if more than one) is determined randomly by rolling a d10 twice (i.e. for each defending piece). Count squares vertically and horizontally on two adjacent sides of the BB and find the square of their intersection on the grid. This square becomes the defender's initial position. (Start counting from the bottom left-hand square of the BB closest to the defending player.)

NOTE: The piece initiating the BB is immediately placed on that BB, in a position relative to the defending piece's random position. The placement will either be adjacent to a defending piece, or in the case of long range attacks (eg, archer), on a square of appropriate distance from the defending piece.

DIAGRAM

ii) For a hand-to-hand attack place the attacking piece on any square adjacent to the defending piece - at the attacking player's discretion. If there is more than one defending piece on the BS/BB then the attacking player may choose which one to attack AFTER they have been positioned on the BB.

iii) For spell or missile attacks place the attacking piece on any square in range and/or line for that attack - again at the attacking player's discretion.

iv) The 'Initial Attack' now takes place. The attacking piece inflicts AUTOMATIC DAMAGE. Do not roll percentage dice to hit, or missile/spell evasions, simply roll the attacking piece's appropriate damage dice.

v) The attacking piece has no further move in this round unless it is an Assassin rolling its Escape %.

vi) There is no further GB move and no other piece can be brought on to the BB by the attacking side during the Initial Attack.

B - Response to Initial Attack

i) The defending player now has a GB move and may bring another piece onto the BB if able.

ii) The defending piece(s) on the BB may now attack and move. THE DEFENDING PIECE(S) MUST ROLL ITS ATTACK PERCENTAGE as well as its appropriate damage dice. If there is more than one defending piece on the BB, then the defending piece(s), other than the one initially attacked, may now also move and attack (BB movement permitting).

Note: Any piece brought onto the BB from the GB may only attack in that turn if its movement rate allows it to effectively position itself for attack. (The movement count includes the first square on the side of the BB from which the piece enters.)

iii) The defending piece can, however, move off the BB if its normal BB movement would so permit. If there is more than one defending piece on the BB only one of these can move off (if it has not already moved during the turn).

2 - SEQUENCE OF MOVES AFTER INITIAL ATTACK/RESPONSE WHILE BATTLE BOARD IS IN OPERATION

After the BB has come into existence, and after the Initial Attack and Response (as explained above), each player in turn then goes through ALL of the following, in sequence (no variations in the order of the following sequence are permitted).

THE ATTACKER MOVES FIRST IN EACH ROUND; HE:

i) MUST, at the beginning of his turn, make a GB move. He MAY bring one GB piece onto the BB if its normal GB move permits direct, unobstructed entry.
ii) MAY move each BB piece according to its BB movement, and MAY attack with each suitably positioned piece, or use one of the defensive modes where appropriate. (If the Compulsory Attack Rule applies then the player MUST roll damage dice).
iii) MAY move one piece off the BB onto an unoccupied GB square adjacent to the BS (if the piece has not already moved in that turn.

3 - ATTACKS ON THE BATTLE BOARD AFTER THE INITIAL ATTACK AND RESPONSE

i) A further piece brought onto the BB is entitled to an attack in the same turn as it moves onto the BB if it can reach a suitable position within the limits of its permitted BB movement.

ii) During each turn any piece already on the BB is also entitled to its normal attacks.

4 - COMPULSORY COMBAT ON THE BATTLE BOARD

All pieces except the Wizard are subject to some compulsory combat on the BB as set out below. The Wizard may initiate a BB and not attack, or attempt to evade combat at any time on an existing BB without being subject to the compulsory attack rule.

A. THE INITIAL ATTACK.

i) General Rule The attacking piece MUST be placed in an attack position (i.e. after initiating a BB) and MUST roll for damage. (The Wizard will not roll automatic damage if it has chosen to use a defensive mode, but it must still be appropriately positioned relative to an opposing piece.)

ii) The Wizard The Wizard may, as a defensive measure, initiate a BB and then cast a defensive spell instead of attacking. It may also initiate a BB and not attack or defend. (Example: As a last ditch defensive measure when it has run out of spells. Because if a potential attacker initiates a BB there will be automatic damage; but if the Wizard initiates it then at least its opponent must roll percentage die to hit).

B. SUBSEQUENT ATTACKS.

i) General Rule - A Player Need Not Attack. Generally speaking, pieces moving onto a BB after the Initial Attack do not have to attack in the turn that they move on, or in any subsequent turn. The same applies to the piece which initiated the BB - in the subsequent turns it remains on that BB. Therefore, it is possible that a piece might move onto a BS/BB in one turn and move off it in the next, or any subsequent turn, without launching any attacks.

NOTE ON ASSASSIN'S SNEAK ATTACK
When moving onto an existing BB, the Assassin must use his Sneak Attack
in the turn he moves on if he wants to use his Sneak Attack percentage. If he does not attack in that turn he will only get his standard Battle Attack % of 60% and damage of 1d6 in all subsequent turns. Of course he might choose to leave the BB and subsequently return to it thereby giving him the right to use his Sneak Attack and Escape abilities a second time on that BB.

ii) Compulsory Attacks on the BB. Players are subject to the overall rule that at least one piece must attack once in every two turns. AGAIN, THE WIZARD IS THE EXCEPTION TO THIS RULE. The Wizard does not have to attack and is not subject to Compulsory Attack even though other pieces on the BB are. If neither player has attacked for two consecutive turns then, on the commencement of the third turn, each side is committed to make automatic damage dice rolls with each piece then on the BB (not including the Wizard).

The Compulsory Attack rule operates outside of the normal sequence of moves and attacks. Therefore, when it functions during a game:
- Do not make a GB move
- Do not move the pieces on the BB into attack position...

Simply nominate which piece(s) is to be attacked by each of your pieces, then roll the appropriate damage dice. Each piece must have an automatic damage attack. Damage will be treated as simultaneous even though rolled alternately by the players, i.e. a piece eliminated by the damage roll of the player who has the first automatic damage turn still has the right to roll for damage in reply before being removed from play. When each player has rolled automatic damage, return to the normal sequence of play where you left off.

iii) Recommencing Play After Compulsory Attack

On the BB, the player whose turn it would have been prior to the compulsory attack has the next turn after the Compulsory Attack phase has been dealt with. If a BB terminates as the result of a compulsory attack then the position is the same - the next GB move belongs to the player who would have been so entitled before the compulsory attack phase, but subject to the right of Special Attack on the Wizard.

iv) Object of Rules (ii) and (iii) and Possible Variations. The object of the Compulsory Attack Rule is to prevent a BB being unduly prolonged by players continually refusing to attack. If players feel this rule is too restrictive or too lenient they may adjust it - eg, by requiring an attack once every one or three turns; limiting the compulsory attack to one nominated piece on each side, etc.

5 - TERMINATION OF BATTLE BOARD AND COMPULSORY REST RULE

i) Termination of BB.

Combat on a BB is terminated when ALL the pieces on one side have either been eliminated or have left the BB. If opposing pieces remain on the BB but are not in immediate combat the BB has not terminated.

ii) More Than One Piece on BB.

If there is more than one piece of the winning side left on the former BB/BS they will remain together on the same GB square for purposes of continuing play on the GB - (the same situation can also arise in connection with the Priest's Heal spell).

iii) Compulsory Rest Rule.

The winning piece(s) of the former BB must rest on the former BS (now a GB square) during their next GB turn. The square is completely frozen during the rest turn. A Priest cannot move on to effect cures, or cure even if he is already on the square, and none of the pieces on the square can move off (until their next turn). The square can, however, be attacked by the other player in the normal manner.

6 - RESUMPTION OF PLAY ON GAME BOARD

Subject to the position after a Compulsory Attack has terminated a BB, and the Special Attack on the Wizard, there is no break in the alternation of moves following termination of a BB. If you are the player who has the turn that ends the BB, then THE OTHER PLAYER has the next GB move. Thus three possible situations can arise:

i) If the last move on the BB was a retreat off it by the last piece of one side, then the next GB move belongs to the other player.

ii) If the previous turn on the BB resulted in the elimination of the last piece of one side, then the player whose piece was eliminated has the next GB move, and therefore the valuable right of immediate counter-attack.

iii) If there was a Compulsory Attack on the BB and, as a result, the last pieces of one side were eliminated, then the player who would have been entitled to the next turn prior to the Compulsory Attacks has the next GB move (otherwise one player may get two GB moves in a row in the situation where he has his turn, goes into the Compulsory Attack and loses the BB as a result).

PART FIVE - SPELL-CASTING

1 - INTRODUCTION

There are two pieces that can cast spells in CHESSWAR. They are the Wizard and the Priest. Some spells can be cast on both the Game Board and the Battle Board but their effects work slightly differently on each board.

In general, the Wizard dominates the GB with its magic, while the Priest is more active on the BB. Strategically speaking, the Priest combines good hand-to-hand combat ability with effective spell-casting powers. The Wizard wields more powerful magic than the Priest but is not good at all in hand-to-hand combat.

The Wizard and the Priest each have a fixed number of 'Spell Points' which they can use to cast spells during the game. This means that they can only choose a limited number of spells - a number dependant on the 'Value' of the particular spells chosen before the game begins. Both the Priests (of one player) share a joint spell-point pool of 25 points, and they both draw on the same pool of spells selected at the beginning of the game. As each spell is cast and expires its spell card is discarded.

Some spells are more powerful and therefore have a higher Value than other, weaker spells. Some spells have a duration - lasting for several turns. Some also can be cast over distances, and so have a 'Range' greater then zero. There are also spells that have an 'Area of Effect'. These spells effect all pieces within a certain number of squares, either on the GB or on the BB (see Table below).

WIZARD'S SPELLS

Name

Value

Duration

Range

Area/Effect

Damage

Effects

DEATH
CLOUD

8

Variable.
Ends at edge of board.

1 (GB)
(GB only)

1/Turn (GB).
Moves in direction specified by Wizard.

3-24
each Turn

Cloud moves in straight line,
1 sqr/Turn (GB). Damage effects each square it crosses.

INFERNO

6

3

3

1 (GB)
6x6 (BB)

2-20

Lasts for 3 Turns

SUMMONING

6

Variable. Ends when BB ends.

BB

BB only

By Warrior (1d8)

Summons 3 Warriors (on BB only). Position each of them using two d10 dice.

DISPELL
MAGIC

4

1

3 (GB) UL (BB)

1 (GB) 6x6 area on BB

0

Chance of dispelling all magic on 1 GB sqr. Opposing spell-caster rolls Spell Evasion %.

THUNDER-
BOLT

4

1

2 (GB) 4 (BB)

3 (GB) 1x8 (BB)

2-16

Damage effects all 8 BB squares simultaneously. Three squares on the GB are effected.

WALL OF FORCE

4

3

0 (GB) UL (BB)

1 side (GB) 3 sides (BB)

0

One side of the Wizard's GB sqr becomes impassable.

MAGIC
MIRROR

4

3

0 (Wizard)

Wizard

Reflects spells back

Attacking spell-caster rolls Spell Evasion % to resist own spells back-firing.

JUMP

2

1

0 (Wizard)

Wizard

0

Wizard may jump to any vacant square up to 2 distant (GB) or 9 (BB).

SHOOTING STAR

2

1

7 (BB only)

1 or 2 pieces

2x1d8

Fires 2 plasma bolts at 1d8 each. Each star can be fired at a different opponent.

SLOW

2

3

4 (BB only)

1 piece

0

Reduces BB Movement Rate
to 1.

HASTE

2

3

0 (Wizard) (BB only)

Wizard

0

Increases Wizard's BB Movement Rate to 6.

WALL OF FLAMES

2

3

3 (GB) UL (BB)

1 side (GB) 3 sides (BB)

2-16

Any piece passing through it will receive damage if they don't Evade.

WALL OF FROST

2

3

3 (GB) UL (BB)

1 side (GB) 3 sides (BB)

2-16

Any piece passing through it will receive damage if they don't Evade.

SPELL
SHIELD

2

3

0 (Wizard)

Wizard

0

Spell-casters must roll Spell Evasion % to attack with spells.

IRON
SHIELD

2

3

0 (Wizard)

Wizard

0

Pieces must roll Spell Evasion to attack with weapons.

INVISIBILTY

2

2

0 (Wizard)

Wizard

0

The Wizard cannot be seen on the GB or BB.

PRIEST'S SPELLS

Name

Value

Duration

Range

Area/Affect

Damage

Effects

SACRED
GROUND

4

3

UL
(BB only)

6x6 area
of BB

3-18
per turn

Opposing pieces within A/E may be effected.

WORD OF
RECALL

3

1

0
(Priest)

0

0

Priest returns to its starting square.

HOLY RAY

3

1

UL
(BB only)

1 piece

2-16

Defending piece rolls Spell Evasion %

HOLD!

3

3

UL
(BB only)

1 piece

0

Immobilses 1 piece for 3 Turns (unless Evaded)

SANCTUARY

2

3

0
(Priest)

Priest

0

Protects Priest from physical attacks. Attacker rolls Spell Evasion %.

SILENCE

2

3

UL
(BB only)

6x6 area
of BB

0

Prevents spell-casting in A/E.

DISPELL
MAGIC

2

1

UL
(BB only)

6x6 area
of BB

0

Opposing spell-caster rolls Spell Evasion %.

FEAR

2

3

UL
(BB only)

1 piece

0

Forces 1 piece to flee the BB

RESIST
FIRE

1

3

0
(Priest)

Priest

0

Protects Priest from heat attacks. Opposing spell-caster rolls Spell Evasion %.

RESIST
COLD

1

3

0
(Priest)

Priest

0

Protects Priest from cold attacks. Opposing spell-caster rolls Spell Evasion %.

RESIST
LIGHTNING

1

3

0
(Priest)

Priest

0

Protects Priest from lightning attacks. Opposing spell-caster rolls Spell Evasion %.

HEAL

1

1

0 (GB)
1(BB)

1 piece

0

Heals 1-8 EP.