Commander Chess: Difference between revisions

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=== Commander ===
=== Commander ===
<div style="">
<div style="">
<div style="width: 40%; float: left">
<div style="width: 30%; float: left">
<gallery mode="nolines" widths="100" heights="100">
<gallery mode="nolines" widths="100" heights="100">
File:CommanderChess Commander RedSide.svg|Red
File:CommanderChess Commander RedSide.svg|Red Commander
File:CommanderChess Commander BlueSide.svg|Blue
File:CommanderChess Commander BlueSide.svg|Blue Commander
</gallery>
</gallery>
</div>
</div>
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!Notation
!Notation
|★
|★
|}
|-
</div>
<div style="width: 30%; float: left">
{| class="wikitable"
!Score
!Score
|100
|100
Line 51: Line 48:
!Weight
!Weight
|Light
|Light
|-
|}
</div>
<div style="width: 40%; float: left">
{| class="wikitable"
!Starting Position, Red
!Starting Position, Red
|(0,&nbsp;6)
|(0,&nbsp;6)
Line 57: Line 57:
!Starting Position, Blue
!Starting Position, Blue
|(11,&nbsp;6)
|(11,&nbsp;6)
|-
!Movement
|Slides ∞ orthogonally
|-
!Capture
|Slides 1 orthogonally
|}
|}
</div>
</div>
</div>
</div>
The Commander may not be moved into check or into or passing through the enemy Commander’s line of sight (a Commander carried by a vehicle can ignore the enemy Commander’s line of sight).
The Commander may hide inside a friendly Headquarter. This partially protects the Commander from checks, except from checks by Artilleries, Air Forces, or Navies, which would destroy both Headquarter and the Commander inside it. When an enemy would capture a Commander inside of a Headquarter, the Headquarter is destroyed and the Commander stays at its position.


== Mechanics ==
== Mechanics ==
=== Capturing without Moving ===
The general rule is that if a piece cannot physically move to the position of the piece it wants to capture (e.g. a piece on land capturing a piece in the sea), then it can still capture without moving. If a piece can physically move to the position of the piece it wants to capture, it has to.
Pieces that normally cannot cross the river may cross the river to capture a piece on the other side of the river.


=== Pieces Carrying Other Pieces ===
=== Pieces Carrying Other Pieces ===
Line 91: Line 107:


=== Air Denial ===
=== Air Denial ===
The Anti-Aircraft Guns, Navies and Missiles have a circular air denial range centered on their position. Unpromoted Air Forces moving past, into, or out of an enemy air denial range instantly gets captured (If an air denial range moves into an enemy Air Force, that Air Force is safe as long as it does not move).
The Anti-Aircraft Guns, Navies and Missiles have a circular air denial range centered on their position. Unpromoted Air Forces moving past, into, or out of an enemy air denial range instantly gets captured (If an air denial range moves into an enemy Air Force, that Air Force is safe as long as it does not move). If an Air Force captures a piece inside an air denial range, the piece is captured but so is the Air Force.
 
 


* Anti-Aircraft Guns’ and Navies’ air denial range has a radius of 1 (≈ 1 orthogonally)
* Anti-Aircraft Guns’ and Navies’ air denial range has a radius of 1 (≈ 1 orthogonally)

Latest revision as of 22:36, 26 June 2026

Commander Chess (Adnaran: Cờ tư lịñ, Vietnamese: Cờ tư lệnh) is a chess-type game originating from fakeworld Vietnam, which was brought to Adnar by Supreme Leader Adnagaporp.

Objectives

The basic win condiction of Commander Chess is to checkmate/capture the enemy Commander. Successfully doing so instantly wins the game regardless of any other win conditions.

Other win conditions can be agreed upon beforehand:

  • Marine Battle: Capture all two enemy Navies
  • Air Battle: Capture all two enemy Air Forces
  • Land Battle: Capture all six of the enemy Tanks, Infantries, and Artilleries (two of each type)


Games may optionally be played with a hard time limit, usually 15 or 30 minutes. Pieces now have a score that will be granted to the enemy when it is captured. When the time limit expires and no win conditions have been met by either players, the player with the higher score wins.

An alternative playing mode can be used by advanced players, where a screen is added between both players, obscuring the enemy’s pieces. Each player gets one minute to set up their pieces on their side of the board however they like, then remove the screen and play as usual.

Board

Pieces are located on intersections of a 11-wide (ranks numbered 0 to 10) and 12-tall rectangular grid (files numbered 0 to 11), for a total of 132 possible positions. Positions are numbered by their vertical position then horizontal position (sorta like a reverse Cartesian coordinate system). Positions (0, 0) to (5, 10) are the red player’s side, positions (6, 0) to (11, 10) are the blue player’s side.

Pieces

Commander

Name, English Commander
Name, Vietnamese Tư lệnh
Name, Adnaran Tư lịñ
Notation
Score 100
Weight Light
Starting Position, Red (0, 6)
Starting Position, Blue (11, 6)
Movement Slides ∞ orthogonally
Capture Slides 1 orthogonally

The Commander may not be moved into check or into or passing through the enemy Commander’s line of sight (a Commander carried by a vehicle can ignore the enemy Commander’s line of sight).

The Commander may hide inside a friendly Headquarter. This partially protects the Commander from checks, except from checks by Artilleries, Air Forces, or Navies, which would destroy both Headquarter and the Commander inside it. When an enemy would capture a Commander inside of a Headquarter, the Headquarter is destroyed and the Commander stays at its position.


Mechanics

Capturing without Moving

The general rule is that if a piece cannot physically move to the position of the piece it wants to capture (e.g. a piece on land capturing a piece in the sea), then it can still capture without moving. If a piece can physically move to the position of the piece it wants to capture, it has to.

Pieces that normally cannot cross the river may cross the river to capture a piece on the other side of the river.

Pieces Carrying Other Pieces

Some pieces may carry other friendly pieces with them. Carried pieces may move together with their carrier, or disembark before moving independently from their former carrier piece in the same turn. This allows up to three pieces to move in one turn.

When a piece with passengers is captured, all passengers are also captured.

  • Navies carry up to 2 passengers:
    • Tank
    • Air Force
    • Milita
    • Commander
    • Infantry
  • Air Forces carry up to 2 passengers:
    • Tank
    • Milita
    • Commander
    • Infantry
  • Tanks carry up to 2 passengers:
    • Milita
    • Infantry
    • Commander
  • Engineers carry 1 passenger only if it is on the riverside:
    • Missile
    • Anti-Aircraft Gun
    • Artilery


Air Denial

The Anti-Aircraft Guns, Navies and Missiles have a circular air denial range centered on their position. Unpromoted Air Forces moving past, into, or out of an enemy air denial range instantly gets captured (If an air denial range moves into an enemy Air Force, that Air Force is safe as long as it does not move). If an Air Force captures a piece inside an air denial range, the piece is captured but so is the Air Force.


  • Anti-Aircraft Guns’ and Navies’ air denial range has a radius of 1 (≈ 1 orthogonally)
  • Missiles’ air denial range has a radius of 2 (≈ 2 orthogonally, 1 diagonally)


Promotion

When a piece directly checks the enemy Commander, it is promoted. When a piece is the last remaining piece of its color on the board (ignoring the Commander and Headquarters) it is also promoted. If only the Commander and one Headquarter remain, the Headquarter is promoted and can now move and capture in all directions with range 2.

Promoted pieces gain +1 orthogonal movement range and +1 orthogonal capture range. If it did not have diagonal movement initially, it also gains diagonal movement and diagonal capture equal to its orthogonal movement and capture range. If it already had diagonal movement and capture, it only gains +1 diagonal movement range and +1 diagonal capture range.

When an Air Force is promoted, it becomes a stealth aircraft and is unaffected by air denial.