Gungi!
The board is 9x9. There are 50 pieces total,
And each player begins a game with 25 pieces.
To determine the player who goes first a game of rock paper scissors is played in a best of 3 series.
The winner drops the tiles in the center of the board with whoever has white landing closest to them white and the player with black closest to them is black.
They may just choose to pick without dropping tiles,for sake of noise and mess. Board Setup:
Each player has a "zone" consisting of the first three rows in front of them. Players can place any of their 25 pieces within their zone during setup, leaving others as hand pieces.
- The Marshal (king) and General (Queen) must be placed before the game starts.
New Piece Placement:
Pieces can only be placed, within existing owned pieces' own movement spaces, not anywhere on the board. This creates interesting placement constraints and strategic planning opportunities.
All pieces attack and move based on their, inherent range regardless of the situation, including stacking.
Attack Range with Stacking:
The attack range increase from stacking is multiplicative, not additive.
This means a General on top of a stack of two can move and attack three squares in any direction.
Game Pieces: Marshal: ×1 (One space any direction)
General: x1 (one space any diagonal direction, and any amount of spaces up down left or right)
Lieutenant General: ×1 (One space up down left or right direction, and any amount of spaces any diagonal direction)
Major General: ×2 (One space any direction but backwards diagonal)
Samurai: ×2 (One space any direction but sideways and backwards diagonal)
Pikeman: ×3 (Same as samurai but can move two spaces straight forward)
Knight: ×2 (Two spaces forward or backwards or one sideways)
Shinobi: ×2 (Two spaces any Diagonal direction)
Fort: ×2 (One space forward, sideways, or diagonal backwards)
Soldier: ×4 (One space forward or backward)
Cannon: ×1 (One space sideways or backwards or jumps three spaces forward)
Bow: ×2 (One space backward or a jump two spaces ahead with also being able to go to left or right of two spaces forward)
Musket: ×1 (One space diagonal backwards or it jumps two spaces forward)
Conspiracy/Conspirator: ×1 (One space backwards or diagonal forwards)
Piece Movement:
When moving a piece into a square occupied by an enemy piece, you can choose to capture the enemy piece or stack your own piece on top of it.
You cannot capture or stack onto an enemy piece if it is stacked higher than your attacking piece.
Captured pieces are removed from the game and can't be used again.
You can stack your pieces on top of your own pieces or enemy pieces without capturing.
If you have a 2 stack piece that can move onto another 2 stack piece, you get to choose whether you stack onto it.
Making your piece a 3 stack and your origin stack becomes a 1 stack, or capture where in,
your piece captures and replaces the top piece of the 2 stack so now your piece is at 2 stack level and the original stack you moved from becomes a 1 stack.
3 stack is the highest stacking level which means you can't stack on top of a 3 stack.
You can still capture since it will make the attacking piece replace the captured one.
Only the top piece of a stack can be moved. If you capture an enemy piece on top of a stack, you capture all enemy pieces in the stack. If a friendly piece is in the stack when this happens, it remains below the capturing piece in the new stack.
So stacking and capturing are two different move options.
Special piece notes: Conspirator - Rolling Over
If a Conspirator stacks onto an enemy piece, you may switch out the enemy piece or pieces with the same type of piece from those in your hand.
Cannon, musket, and Bow pieces can jump over enemy pieces as long as the enemy pieces are at a stack level equal or less to that of the jumping piece.
I.E. Cannon, Cylinder and Bow are able to leap to any square within their movement range that is equal to or less than their stack level. Leaps are obstructed by pieces of a higher stack level.
Pieces other than the Cannon, musket, and Bow cannot leap, pass through or over a piece in the way of their movement path regardless of their stack level.
Victory Conditions: Capture the opponent's Marshal. Checkmate the opponent's Marshal. Checkmate: Similar to chess, checkmate occurs when the opponent's Marshal is directly threatened with no legal escape. Four repetitions of the same board position (draw).
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