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3)
Inspired by George RR Martin's A Song of Ice and Fire
George RR Martin has stated Chess, Blitzkrieg and Stratego as his inspiration for
Cyvasse. In this variant: players take turns moving pieces in a manner similar to
chess. The fate of the King is what decides the game. The board itself is a 91-
square hexagonal grid (an element borrowed from Blitzkrieg), and players decide
their initial set ups in secret behind a screen (an element borrowed from
Stratego).
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Each player starts with one fortress tile, which they can place on any square in
their half of the board, and this gives advantage to any piece placed on it (more
on that later). The board surface itself is checkered in three colours, indicating
three types of terrain which advantage certain pieces:
Cada jugador comienza con un terreno Fortaleza que puede ser colocado en
cualquier espacio de su mitad del tablero, y da ventaja a cualquier ficha
posicionado en el. La superficie tiene 3 colores, indicando tres tipos de terrenos.
Each player has 10 pieces with movement as follows (note: no piece may "jump"
another):
Cada jugador posee 10 piezas con movimiento (las piezas no pueden saltarse)
No se mueven: Montaas 6
Mueven ortogonal : 3 para ballestas (2) hasta el final del tablero para catapultas
(2)
Mueve diagonal : 2 para lanzas (2), hasta el final del tablero elefantes (2)
A piece can always capture another piece of the same or lesser tier level. There
are two factors which change the "effective" tier level and allow lesser ranked
pieces to 1) attack higher rank pieces (flanking) or 2) defend against pieces of
same rank (terrain).
1) Flanking plays make up much of the strategy in this variant of Cyvasse so this
is where most of the complexity is. Flanking happens when you have 2 or more
pieces with a bearing on a target piece. The attacking piece moves into the
target square to capture the opponent piece and receives a effective increase in
tier level because the other pieces "flank". For example: Two tier 3 pieces can
capture a Dragon because the second tier 3 piece provides a temporary +1
improvement in tier. The same applies in a situation where two tier 2 pieces
attack a tier 3 piece or two tier 1 pieces attack a tier 2 piece. Because each
flanking piece of the same tier level as the attacking piece provides a +1
improvement, it is also possible for three tier 2 pieces to attack a Dragon, or for
four tier 1 pieces to attack a Dragon.
The way pieces of different tier level interact in flanking is that each lower
ranked flanking piece is worth half of a flanking piece from the tier above. So for
example, a tier 3 piece and two tier 2 pieces can also capture a dragon because
each lower ranked piece provides half the flanking power of the tier above it.
Likewise a tier 3 piece, a tier 2 piece and two tier 1 pieces could also attack a
dragon. The special ability of the King is to serve in a flanking play as an equal to
the highest ranked piece in the attack. The highest ranked piece (or one of them,
King included) must always be the one that moves to the target square.
2) Terrain provides a +1 improvement in tier level for defence only, and only as
long as the piece is on it. A King in its fortress is therefore ranked tier 2. An
Elephant on a forest tile (its "home" terrain) is ranked tier 4, but a trebuchet on a
forest tile is only ranked tier 3. Unlike the other pieces, a Dragon does not
receive any benefit from being in the fortress as it is already Tier 4.
Gameplay
Initial set up requires putting a screen across the centre row of squares so
placement of pieces and tiles is done in secret. That leaves 40 "home" squares in
which to place 25 pieces.
A King always starts in its fortress
All other pieces can be placed strategically as desired.
The dragon (the 26th piece) does not need to be placed on the board initially, but
when it is "brought out", it must be placed within one move of home fortress
(including inside the fortress). It may capture on this move.
Promotions:
The fortress can be used to promote any piece to a higher rank if that higher
ranked piece has already been captured. If possible, this happens at the
beginning of a players turn without counting as a turn itself. A rabble in the
fortress can be promoted to any tier 2 piece which has been previously captured.
A tier 2 piece can be promoted to its corresponding tier 3 piece (Crossbows to
Trebuchet, Spears to Elephant, Light Horse to Heavy Horse), and any tier 3 piece
may be promoted to King if this is done the turn immediately following the
capture of the King. The Dragon piece can be neither promoted, nor replaced.
End game:
The fate of the King is ultimately what decides the game:
Just as the fortress must be retaken on the very next move in order for it not to
be ruined, the King must be replaced on the very next move for the game not to
be lost. If the fortress is already ruined, or no tier 3 pieces are left/able to move
to the fortress to be promoted, the game ends as soon as the King is captured.
Extras
My advice:
Grab a friend a try a few games. All the moves become quite intuitive after a
while. Make use of terrain and flanking. Don't bring out your dragon too early!
Happy playing!