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The Fool's Game <Final Round: Shadow Standoff>


Umbra

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[align=center]Welcome, finalists, and congratulations. One of you will walk away from this Round with an extra bunch of points: Nine-thousand, four-hundred and fifty-three, to be exact. It is quite a large sum, is it not? Since you're playing for such a large prize, it is time to require something more from you. A sense of strategy. A sense of tactics. It is time to play the game. One last time.

 

 

Archfiend's Chess

 

You see, a game of Archfiend's Chess isn't like regular chess. The set-up is similar: Eight Vilepawns, two Desrooks, two Darkbishops, two Shadowknights, one Infernal Queen, and 1 Terrorking, representing yourself. By eliminating your opponent's King, you win the Fool's Game and can take the pot with you.

 

However, that is not all. The other pieces play an equal role in the game, perhaps even more important than the king itself. By taking down one of your opponent's pieces, you have a choice. Each piece has a value, which is listed below. At the end of the Game, the player which took down most of their opponent's pieces will have the same amount of points as the combined value of all the pieces they took deducted from their opponent. If they lose, that is. Should that Player win, they will receive the full pot and nothing else. You take a piece by placing one of your pieces in the same space as that piece.

 

 

[spoiler=Piece Value]

Vilepawn: 25 points

Desrook: 50 points

Darkbishop: 100 points

Shadowknight: 150 points

Infernal Queen: 300 points

 

Entire team, excluding king: 1100 points

 

 

 

So, even if you don't win, if you were fiercer than your opponent, you'll receive an extra reward.

 

How to play

 

The game itself is played on an 8x8 board, just like normal chess, and with a normal setup, i.e. the pieces are in the same position. From left to right, there is a Desrook, a Darkbishop, a Shadowknight, an Infernal Queen, a Terrorking, another Shadowknight, a second Darkbishop, and a Desrook. Read below for more information.

 

The Pieces

 

Archfiends move differently than normal chess pieces.

 

  • Vilepawns (P) can move one step in any direction, including diagonally. There can be up to 3 friendly Vilepawn pieces in the same space.
  • Desrooks ®can move up to three steps in any single direction, except diagonally. They cannot move across friendly pieces, but over hostile. If a Desrook moves over a hostile piece, it is taken out. If a Desrook moves over 2 or more pieces with the same move, the owner of the Desrook selects one of the pieces and takes it out.
  • Darkbishops (B)can move up to three steps diagonally OR one step either vertically or horizontally. Darkbishops cannot take out hostile pieces by moving. At the start of your turn, you can choose to take out 1 piece adjacent to the Darkbishop instead of moving a piece.
  • Shadowknights (Kn) can move two steps in any direction except diagonally, and can move across other pieces. At the end of a turn you moved a Shadowknight, you can move it one extra square either vertically or horizontally.
  • The Infernal Queen (Q)can move up to four steps in any direction. Also, at the end of a turn you moved the Infernal Queen but did not take a piece, take out one piece that is adjacent to it.
  • The Terrorking cannot be moved. However, if there is a friendly piece adjacent to the Terrorking, you may swap their positions instead of moving. When your King is taken out, you lose the Game.

 

 

[spoiler=[size=20]Abilities and Traps[/size]]

 

As your pieces move across the board, you may discover pleasant - and unpleasant - things. Both of you have the power to set Traps and purchase Abilities: This is what you will use your Tokens for. All of your Money is being converted into Tokens as I speak, and soon you will be able to place a wide array of traps and use powerful abilities. Unless otherwise specified, each Ability can be used once per turn, instead of moving a piece. Traps are placed on purchase, unless otherwise specified, and can only be placed on empty squares. Unless anything else is specified, an Ability or Trap that is used activates immediately and is then sent away from the field. Abilities and Traps are purchased by spending the specified amount of tokens.

 

Brain Control: Ability. Take control of an opponent's piece. Can be used twice per game, and cannot be used on the Terrorking or the Infernal Queen. 60% of your Tokens OR 20 Tokens, whichever is higher.

 

Mystical Space Typhoon: Ability. Target a space. If there is a trap placed in that space or adjacent to that space, it is destroyed. 20 Tokens

 

Monster Reborn: Ability. Add 1 taken out piece to it's original position. Your opponent will still receive Piece Value if he/she is eligible. Can be used once per game. 40 Tokens

 

Lightning Vortex: Ability. Take out one piece adjacent to a piece you control. You do not gain Piece Value for this. 30 Tokens

 

Pot of Greed: Ability. Select 1 of your Pieces. When that piece takes out another piece, you gain an amount of Tokens equal to the taken piece's Value / 5. Lasts until the selected piece is destroyed.55 Tokens

 

 

Bottomless Trap Hole: Trap. Select 1 square. If your opponent moves a piece over that square, it is stopped and your opponent's turn ends. The piece cannot move during your opponent's next turn. 15 Tokens

 

Macro Cosmos: Trap. Select 1 square. All pieces that move through squares adjacent to the selected square are stopped, and the current turn ends. Lasts until the end of the 5th turn after it's activated.40 Tokens

 

Mirror Force: Trap. Select 1 square. If a piece you control is in the selected square, and your opponent's tries to take it, take the piece that tried to take your piece. You do not gain Piece Value. 25 Tokens

 

Jar of Greed: Trap. Select 1 square. If a piece moves over that square, gain 15 tokens. When this Trap has been used, you can pay 5 + X Tokens to place it on a different unoccupied square. Then, the amount of Tokens gained is increased by X + 2. 10 Tokens

 

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How can we play without a board?

 

You have a board. It's just that you don't see it. A board would require me to post continuously updated images every time one of you makes a move. But I guess I should do that.

 

 

=O

 

 

Umbra's the omnipotent envoy of EPICness.

 

You came up with all of this.

 

:D

 

Too much imagination and a bit too much spare time on my hands. ^^

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