
Mediaeval Circular Chess
2 - 4 persone
20 - 180 min
7+
Al momento questo prodotto non è disponibile presso nessun venditore.
Descrizione: A Circular Chess variant adopted from 10th C. Byzantine Chess. Which adheres to the rules of classical chess with some necessary rule modifications due its circular nature, proximity of pieces, centre of the board, etc. as well as introducing some new concepts. The board has 2 hemispheres subdivided into 16 segments, 8 zones and 128 divisions (like squares). The centre of the board is key, which may inhibit or regulate movement through it. There are 2 types of games: the Standard Half-Range game (or shortrange) and the Advanced Full-Range game (or longrange).
HALF-RANGE game: this is a bit restricted but gets players familiar with how the system operates. The movement of the longrange pieces is limited, and The High Queen (formerly known as Queen) and the Medium (formerly known as Bishop) have a unique spiralling movement,(formally known as Diagonals) and the latter is higher in rank than other Minor pieces.
The Knights can be equipped with 2 movement patterns: the standard semi-oblique "L" 3 divisions, and optionally an extended perpendicular 6 divisions (in two 3x3 jumps and a max.12 ZOC), to compensate for their limited range.
The adjacent Castles are separated by staged Battlements which the Knights cannot jump over. Pawn Promotion occurs on the 8th zone and can go into Reserve status when no captured piece is immeadiately available. The centre of the board is called the Centre Zone, and in the Half-Range game it is green and allows all pieces to pass through it, so it is referred to as the Bypass Zone.
The Medium and High Queen must maintain original movement arc when passing through it in both forwards and reverse directions. The King cannot be checked through the Bypass Zone, and Castling is performed as in classical chess.
FULL-RANGE game: this is where the players can go allout, and must keep alert as there is a lot happening, and pieces swooping in from all directions. The range of the pieces is unlimited, and the Pawns and the Kings may move up to 2 divisions/turn and the Castles' Pawns may triple move on their opening turns.
Inactive Castles replace the Battlement ruling, where they start inverted, (but can still defend their own Pawn) and then to Activate, must move forwards and cross the opposite hemisphere or naturally through Castling (however the King cannot be checked by the opponents inverted Castle, that can move off the basezone to Activate). Castles can act as Garrisons and absorb a friendly piece until they deploy out of them. Optionally Border neutrality can be observed, that assists with the development of the Knights onto the Castles' Segment, however this is lifted when pieces from either side cross over to the opponents' territory. Knighting is introduced as special movement between Knight and King, where the Knight jumps into the battlefield relative to the number of spaces the King slides - witch assists the rapid development of the Knight. Subsequently a Jousting Tournament may be triggered if the Knight captures a Major piece, witch sets off a chain reaction of mandatory Knight movements for both sides, and if any of the Knights is captured during this process, then the capturing Knight increases in rank and point value. The Centre Zone in the Full-Range game becomes multi conditional in that whoever controls the centre by occupation can change its status: to the green Bypass Zone, to the red Inhibited Zone (no thru zone) acting a bit like traffic lights, or to a Dark squared Conditional Zone (allowing orthagonal alternation, or dark square spiralling), or to a Light squared Conditional Zone (allowing orhtagonal alternation, or light squared spiralling).
Checking is permissable through valid Centre Zones, and Pawn Promotion can still occur on the 8th Zone (but without Reservation), but also when reaching the opposite perimeter of the board, and in this case Enpassente may be conducted.
Decombination is the ability of the parent High Queen to seperate into Castle and Medium component parts, whereas Recombination is the opposite process where Castle and Medium combine on the same division to assemble the High Queen back again.
This whole system was Patented by the Designer, and is fully operational, and is significantly different from the other circular chess variants - board, setup and rules.
This is not just a 2 player game, but can be 4 player in teams of two, each taking turns in moving as we did on many drinking game nights. Novices that have an appreciation of chess, and who normally get flogged in classical chess, can actually beat more experienced players, -believe me, I've seen it happen!
Everyone I know that has played this and assisted with testing
were impressed and commended it.
HALF-RANGE game: this is a bit restricted but gets players familiar with how the system operates. The movement of the longrange pieces is limited, and The High Queen (formerly known as Queen) and the Medium (formerly known as Bishop) have a unique spiralling movement,(formally known as Diagonals) and the latter is higher in rank than other Minor pieces.
The Knights can be equipped with 2 movement patterns: the standard semi-oblique "L" 3 divisions, and optionally an extended perpendicular 6 divisions (in two 3x3 jumps and a max.12 ZOC), to compensate for their limited range.
The adjacent Castles are separated by staged Battlements which the Knights cannot jump over. Pawn Promotion occurs on the 8th zone and can go into Reserve status when no captured piece is immeadiately available. The centre of the board is called the Centre Zone, and in the Half-Range game it is green and allows all pieces to pass through it, so it is referred to as the Bypass Zone.
The Medium and High Queen must maintain original movement arc when passing through it in both forwards and reverse directions. The King cannot be checked through the Bypass Zone, and Castling is performed as in classical chess.
FULL-RANGE game: this is where the players can go allout, and must keep alert as there is a lot happening, and pieces swooping in from all directions. The range of the pieces is unlimited, and the Pawns and the Kings may move up to 2 divisions/turn and the Castles' Pawns may triple move on their opening turns.
Inactive Castles replace the Battlement ruling, where they start inverted, (but can still defend their own Pawn) and then to Activate, must move forwards and cross the opposite hemisphere or naturally through Castling (however the King cannot be checked by the opponents inverted Castle, that can move off the basezone to Activate). Castles can act as Garrisons and absorb a friendly piece until they deploy out of them. Optionally Border neutrality can be observed, that assists with the development of the Knights onto the Castles' Segment, however this is lifted when pieces from either side cross over to the opponents' territory. Knighting is introduced as special movement between Knight and King, where the Knight jumps into the battlefield relative to the number of spaces the King slides - witch assists the rapid development of the Knight. Subsequently a Jousting Tournament may be triggered if the Knight captures a Major piece, witch sets off a chain reaction of mandatory Knight movements for both sides, and if any of the Knights is captured during this process, then the capturing Knight increases in rank and point value. The Centre Zone in the Full-Range game becomes multi conditional in that whoever controls the centre by occupation can change its status: to the green Bypass Zone, to the red Inhibited Zone (no thru zone) acting a bit like traffic lights, or to a Dark squared Conditional Zone (allowing orthagonal alternation, or dark square spiralling), or to a Light squared Conditional Zone (allowing orhtagonal alternation, or light squared spiralling).
Checking is permissable through valid Centre Zones, and Pawn Promotion can still occur on the 8th Zone (but without Reservation), but also when reaching the opposite perimeter of the board, and in this case Enpassente may be conducted.
Decombination is the ability of the parent High Queen to seperate into Castle and Medium component parts, whereas Recombination is the opposite process where Castle and Medium combine on the same division to assemble the High Queen back again.
This whole system was Patented by the Designer, and is fully operational, and is significantly different from the other circular chess variants - board, setup and rules.
This is not just a 2 player game, but can be 4 player in teams of two, each taking turns in moving as we did on many drinking game nights. Novices that have an appreciation of chess, and who normally get flogged in classical chess, can actually beat more experienced players, -believe me, I've seen it happen!
Everyone I know that has played this and assisted with testing
were impressed and commended it.