Cosmic Chess

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Revision as of 21:18, 28 June 2024 by BodhiL (talk | contribs) (Created page with "An abstract strategy game for 2 players that combines chess, checkers, and pyramids. '''Equipment:''' A 6x6 board 3 trios of one color for each player '''Terminology:''' Pawn: Small pyramid Knight: Medium pyramid Rook: Large pyramid King: Large pyramid with a small pyramid on top Checkmate: Capturing the opponents king '''Setup:''' Each player puts their king in opposite corners of the board. Put 2 rooks on both sides of the kings. Put 3 knights surrounding th...")
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An abstract strategy game for 2 players that combines chess, checkers, and pyramids.

Equipment:

A 6x6 board

3 trios of one color for each player

Terminology:

Pawn: Small pyramid

Knight: Medium pyramid

Rook: Large pyramid

King: Large pyramid with a small pyramid on top

Checkmate: Capturing the opponents king

Setup:

Each player puts their king in opposite corners of the board. Put 2 rooks on both sides of the kings. Put 3 knights surrounding the rooks and put 2 pawns next to the knights, making a 3x3 square with the corner towards the middle of the board empty.

Goal:

To win, capture your opponent's king, or if one person has only a king left, the person with more pieces wins. Your pieces cannot jump off the board unless capturing the king. This rule is so that the kings can't hide in the corner the whole game.

How to play:

On your turn move one of your pieces to any other place according to the piece's movement. You may not jump over your own pieces or capture your own pieces or move off the board unless it is to capture the opponent's king.

Pawns: Pawns move one space in any diagonal direction. To capture, they jump in any diagonal direction over the opponent's piece onto a empty space behind it. After capturing, the pawn can capture again in any diagonal direction. Pawns can double jumps or triple jumps or any amount of jumps on one turn.

Knight: Knights move 2 spaces orthogonally and then 1 space 90 degrees clockwise or counter-clockwise to the 2-space movement. If enemy pieces are in the 2 spaces that the knight jumps over they are captured. However, knights cannot jump if there is at least one of the same colored piece in any of the 3 spaces it travels through.

Rook: Rooks move infinitely orthogonally in one direction. If there is a opponent's piece in the way of the movement it can jump over it 1 space and capture it. After capturing, the rook can jump again 1 space orthogonally. This means there can be double jumps or triple jumps or any amount of jumps on one turn.

King: Kings move 1 space in any direction and jump in any direction to capture. and can double jump in any direction.

If both players decide that no one can win, they can call a draw and neither player wins.

Draws:

If both players decide that no one can win, they can call a draw and neither player wins. Draws are unlikely because of how easy it is to checkmate. If one person has more pieces when they draw, they win.

To checkmate with only rooks you would need 2 rooks.

To checkmate with only knights you would need 2 knights.

To checkmate with only pawns you would need 5 pawns. It is impossible to checkmate with just pawns because there is not enough pawns.