Ctheckers: The simple board game of cosmic insignificance
It started as a joke. It still is, really, But I wrote up the rules for Ctheckers! (Which is even sillier than Golem Chess!)
Gameplay is as standard checkers, with the following changes.
On the bottom of the checkers of each side, make the following notations:
Cth: This is the Cthecker. Ia! Ia! Each side has a single Cthecker.
Cu: Cultist. Each side has eight cultists.
Ny: Nyarlathotep. You’ll also need chess pieces for this piece – a pawn, bishop, king, knight, queen, and rook. And a d6. It’s an elder god, things can get complicated. Each side has one Nyarlathotep.
R.C.: Randolf Carter. Each side has one Randolf Carter.
Once all checkers are marked, flip them so the markings are concealed and shuffle them. Once you no longer know which of your checkers is which, place them on the checker board as normal.
When a checker is captured, and when it reaches the far row of the board to be promoted, reveal what the checker is by flipping it over. Then follow the rules for each checker as noted below.
Cthecker: If the Cthecker of either player is revealed, either by being captured or by being flipped over as a promotion when it reaches the far row of squares, the game ends and both players lose. The coming of the Cthecker is bad for everyone, and nothing else you insignificant humans has done matters at all.
Cultist: If you reveal a cultist by capturing it nothing special happens – it is captured and removed from the board. If you reveal a cultist as a promotion when it reaches the far row of squares, you stack one previously taken cultists from your side, and one from your opponents side, under it. The top cultist in this stack now acts as a king from checkers. However, as soon as it moves, the next top cultist also acts as a king, and you can move it independently. But if you do, you reveal your opponent’s cultist, and IT now acts as a king which your opponent can move normally on his turn.
If you or your opponent do not have enough previously captured cultists to stack the correct number under a promoted cultist, place however many you can and proceed normally.
If all eight of your cultists are captured, you lose the game.
Cultists think they are working toward a goal, but mostly they just spawn more powerful cults, not all of which are working toward the same goal.
Nyarlathotep: If Nyarlathotep is revealed by being captured or reaching the far row and being promoted, it is not actually captured. Instead, it assumes one of its many forms. Roll 1d6. One a 1 it becomes a chess pawn, 2 a bishop, 3 a king, 4 a knight, 5 a queen, and 6 a rook.
Unless Nyarlathotep is in its king form, no piece can take it except another revealed Nyarlathotep. If Nyarlathotep is in king form it can be taken by being jumped or by having an opposing Nyarlathotep land in its space. Unlike other pieces in Ctheckers, Nyarlathotep can capture your own pieces (but is not required to if it has the opportunity). If your Nyarlathotep is taken you lose the game.
When your Nyarlathotep is revealed, place the chess piece it becomes on top of the original Nyarlathotep checker. While it is on your checker you can move it as the corresponding chess piece. You capture any piece you land on the space of (ending your turn) or jump over (as a knight). At the end of your move, roll 1d6 to determine the new chess piece Nyarlathotep acts as, and place any captured checker of your opponent under it. This is still considered your piece, but only your opponent can move it, as his turn, if he wishes, and he can capture your pieces when he does so. Once your opponent moves Nyarlathotep, roll the d6 to determine its form again, and place your original checker under it. You can now move it again. Repeat as each of your moves the piece.
If your opponent has not had a piece captured, he cannot move Nyarlathotep until he does have a piece, and it remains stationary until your opponent has a piece captured or the game ends.
Nyarlathotep has many forms, and his plans are impossible for mortal minds to comprehend.
Randolph Carter: If Carter is revealed as a result of being captured, flip him like a coin. If the checker lands top-up, promote him. If it lands bottom-up, he goes mad and is replaced by a captured cultist from your opponent, which your opponent now controls. (If your opponent does not have a captured cultist, nothing else happens).
When promoted, Carter moves like a king. Also, when he is promoted, you may look under one checker of your opponent. This is not considered to be revealing that checker, and you do not have to tell your opponent what you learn. You can even lie about what you learn. The rules specifically say that is okay. After being promoted Carter is allowed to look under a checker of yours as a move on your turn, but if he does so he goes mad (as if coming up bottoms-up in the case of being captured).
Carter is a human scholar and traveler through dreams. Maybe a madman.
Necronomicon: If your Necronomicon is revealed, it remains in play, but you can no longer move it, and it cannot be captured by your opponent. It can be captured by you (and if you can capture it you must, unless you can capture a different piece in the same turn). If you capture you own Necronomicon you look inside and are torn apart by invisible demons. Also, you lose the game.
Either you or your opponent may sacrifice a promoted cultist, removing it from the game, to move a revealed Necronomicon. If you have revealed Randolph Carter, you may sacrifice him to remove your own revealed Necronomicon from the game. Either of these actions counts as your move.
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