GOLEM CHESS (1.1)

Since almost no game design is perfect with just ten minutes of work:

GOLEM CHESS (1.1)

A chess variant with 20 minutes of design time. (Traditionally played on a black-and-purple checkerboard)

Each side has one golem, one hero, and one wizard. These are determined randomly, and have special powers. Other than that, the game is played as normal chess.

Each player should do the following:

Number you rooks, bishops, and knights each, 1-2.

Create a deck of cards (index cards work). This is your “court deck” that has two rook cards (1, 2), two bishop cards (1, 2) and two knight cards (1, 2).

Before play, shuffle the court deck. Then, without looking, deal one card each in the golem slot, hero slot, and wizard slot. Remove the remainder of the court deck from play without anyone looking at it.

You may now look at the cards in each slot. Do not reveal them to your opponent.

Golem: The top card in the golem slot determines which of your pieces is a golem. A golem can only be permanently captured by specific opposing pieces. When a golem is captured by most pieces, it is removed temporarily from play. You may, as your entire turn on any turn thereafter, return it to a space on your back row. The space must be one from which no opposing piece can immediately capture the golem, and from which the golem could not capture a piece if it were to move immediately. Also, the golem cannot be placed in a space that would prevent the king from being in check.

A pawn can never permanently capture the golem. The king, queen, and hero automatically permanently capture the golem if they are used to capture it. For any other piece, the golem is captured only temporarily unless a piece of the same type (bishop, knight, or rook) has previously captured it.

Hero: Once per game, before or after its normal move (or in place of its normal move), a hero may move as a knight. If a hero captures a piece, its turn ends with no further movement. Each time a hero captures an enemy piece, it gains the ability to move as a knight in this way one additional time during the game.

Wizard: A wizard may do do one of the following things during the game.

Fireball: The wizard captures one adjacent enemy piece. This cannot be used to capture the king, and the threat of this ability does not place a king in check. This counts as the wizard’s move.

Polymorph: The wizard becomes any one normal chess piece, and then moves as that piece. It captures as that piece. After moving (and capturing, if appropriate), the wizard goes back to being its normal piece. This counts as the wizard’s move.

Summon: The wizard summons a pawn into any adjacent space. This counts as the wizard’s move. The pawn can move, capture, and be captured normally (but cannot move two forward on its first move). You must have lost a pawn to use this ability. If the pawn reaches the row that allows it to be promoted, it can only choose to be a bishop, knight, or rook.

IN PLAY

You do not have to reveal that a piece is a golem, hero, or wizard until it does something a normal piece of the same type could not. When a pawn is promoted, it cannot choose to be a golem, hero, or wizard.

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About okcstephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the publisher and lead genius of Rogue Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps.

Posted on August 3, 2016, in Boardgames, Business of Games, Con Season, Game Design, Gen Con and tagged , . Bookmark the permalink. Leave a comment.

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