Martian Shogi |
v1.2 |
| An Icehouse game for two players |
Players
2 players, "chess age" and up.
Equipment
A four-color
Icehouse set
from Looney Labs
These rules assume that the four colors used are red, yellow, green, and blue.
Stacking pieces is not an issue in this game, so solid pieces may be used.
Each player uses pieces of all four colors and all three sizes.
The "owner" of a pieces is determined by the direction that the piece
is pointing. Each player's pieces point away from the player.
During the course of the game it is possible for a piece to be captured
by the opponent and subsequently placed back on the board under the
opponent's control.
A chess/checker board.
Object of the Game
To capture all of the opponent's Monarchs (large blue pieces).
Start of Game
Players sit at opposite sides of the board. The board is set up as
shown in the diagram below. The pieces in the two rows closest to each
player are oriented to point away from that player to show that
that player initially controls them.
The remaining 28 pyramids are placed in a common area off the board that is
available to both players. To show that neither player owns any of these
pyramids initially, they should be in this "global stash" standing upright.
There are also two initially empty off-board "prisoner areas", one near
each player, to hold the pieces captured by that player.
 |
| Initial Board Setup |
Back row: Musketeer/Lancer/Bishop/Monarch/Monarch/Bishop/Lancer/Musketeer
Second row: Squire/Vicar/Peasant/Pawn/Pawn/Peasant/Vicar/Squire |
Select a player to go first.
Turn
On a player's turn he has two options:
- Move one of his pieces. The move that each piece can
make is shown in the following table. An arrow (with some
"shaft" to it) indicates that a piece may be moved as far as
desired in the direction
shown. An arrow head indicates that the piece may be moved
only one square in the direction shown. (And, of course, the
lack of any type of arrow pointing in a given direction means
that the piece may not be moved in that direction.)
|
Red |
Yellow |
Green |
Blue |
| Large |
General |
Duke |
Cardinal |
Monarch |
| Medium |
Musketeer |
Lancer |
Bishop |
Rook |
| Small |
Pawn |
Peasant |
Vicar |
Squire |
For both single-space and longer moves...
- A piece may not land on or pass over a piece owned by the
same player.
- A piece may not pass over a piece owned by the other
player.
- A piece may land on a square owned by an enemy piece. In
such a case the enemy piece is "captured". It is moved
from the board to the moving player's prisoner area. It
is also turned to point away from the moving player
to indicate that the moving player now owns that
piece.
- If a piece started a move in one of the six rows nearest
the moving player and moves into the seventh or eighth row,
the piece may be promoted:
- The piece is moved from the board to the global
stash. A piece of the same color and the next
bigger size is moved
from the global stash to the square where the piece
was.
- If there are no pieces of the next size up of the
same color, then promotion is impossible and the
piece must stay the size it is. (Be careful moving
small pieces into the last two rows. If there are
no mediums of the same color in the global stash,
then the small will be stuck forever.)
Note: A promotion can only be done to pieces moving
into the last two rows, not within those
rows.
However, a piece may be promoted on one turn, "backed
out of" the last two rows on the next turn, and then
moved back into the last two rows and repromoted on the
third.
- 'Drop' a prisoner. A player may, instead of moving a piece
already on the board, take a piece from his own prisoner area and
place it (pointing away from him) on any vacant square on the
board. If the piece is placed in the seventh or eighth row, it
is not automatically promoted.
Note: There is no restriction on the number of Monarchs
(large blues) that a player can have in play at single time, except that there
are only five large blues in an Icehouse set and the opponent must have
one to still be in the game.
Winning the Game
If a player takes all of his opponent's Monarchs, the taking player wins.
Variations
The two trickiest parts of this game, especially for players of regular
chess, are A)Promotions and B)Dropping. To make the game simpler, these two
aspects of this game can be ignored. In fact it may be easier to learn the
game by starting with a game at the "A Lot Easier" level and then one at
the "A Little Easier" level before moving into playing full-blown games.
For both of these variations, the victory condition remains the same as for
the standard version of the game.
A Little Easier Remove the "Drop" option. However promotions are
used as described in the main rules.
A Lot Easier: Remove the "Drop" turn option and the possibility
of piece promotion. Since none of the small pieces can move backward in
any direction, once they reach the far rank, they'll be stuck.
One Small Note
Yes, I know that in medieval times a Rook (using either the "bird" or
the "cheat/scam artist definition) didn't get promoted to a Monarch.
However I decided that it was more important to provide an
easy way to remember the legal moves for a medium blue than to be
historically accurate. In that same vein, it should be easy to remember
the legal moves for Bishops and Monarchs (if you think of them as Queens)
and, to a lesser extent, Pawns.
Revision History
| Version |
Date |
Description |
| 1.0 |
Nov 7, 2001 |
Initial Version |
| 1.1 |
Nov 7, 2001 |
Changed the dual-named large blue from King and Queen to Monarch |
| 1.2 |
Aug 10, 2004 |
Cleaned up some typos. Added ray-traced setup picture. |
Credits
Initial Concept: Ryan McGuire
Name/Backstory/Theme: Ryan McGuire
Playtesting (so far): A BIG thanks to Harkius and Bajor Bhavael for their playtesting and suggestions. I'm STILL considering giving the Squire a single-square left or right move (like a Lancer with no backward movement) and possibly allowing Pawns to move two spaces on their first move. I'm holding off on these changes until the evidence in favor of either or both is overwelming. If you think that Squires are underpowered or that developing the center pieces is like swimming through molasses, please let me know.
Icehouse Pieces designed by:Andrew Looney
Other Icehouse Games designed by: Andrew and Kristin Looney, Jacob and John and Kory and Kristin, and many others
Comments and Suggestions are Welcome --
email Ryan
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