Commander chess game rules

Submitted by haiduong on Thu, 05/11/2017 - 09:48

                                      Commander chess game rules

Name

Notation

                   Movement and Capturing

Range

Point

Commander

    C

move and capture straight along the axis of coordinates

unlimited move if there isn't obstacle, but capture only reach 1 step

Allowed enter the headquarters

Allowed up tanks, warships, aircraft

 

Capturing 1 step

100 points or the game is finish

Infantry

    In

move and capture straight along the axis of coordinate

1 step

10points

Militia

    M

move,capture straight along the axis of coordinates and diagonal 45 degree

1 step

10 points

Engineer

    E

move and capture straight along the axis of coordinates

1 step

10 points

 

 

Anti-aircraft gun

 

 

 

  

 

  Aa

Move and capture straight along the axis of coordinates

A prohibited airspace (fire circle) with a radius of one step horizontally

Aircraft which reaches the radius will burn immediately

Air force may sacrifice itself to destroy anti-aircraft gun or rocket ( 1 change 1)

 

 

1 step

 

 

10 points

Tank

 

    T

move and capture straight along the axis of coordinates

1 to 2 steps

20 points

 

 

Missile

(air defense)

 

 

 

 

  Ms

Horizontal, vertical and diagonal direction

A prohibited airspace (fire circle) with a radius of two steps horizontally.

Move,capture diagonally within the fire circle only one step

Aircraft may sacrifice itself to destroy anti-aircraft gun or rocket within the fire circle ( 1 change 1)

Horizontal and vertical: 1 to 2 steps

Diagonal: 1 step

 

 

20 points

 

Artillery

   

    A

move,capture straight along the axis of coordinates and diagonal 45 degree

Its ballistic overcome obstacles, but it must replace the piece was captured

1 to 3 steps

30 points

 

 

 

Airforce

    

 

 

   Af

Move,capture straight along the axis of coordinates and diagonal 45 degree

Air force will burn when reach the prohibited airspace (fire circle) of anti-aircraft gun or rocket.

Can sacrifice itself to destroy anti-aircraft gun or rocket (1 change 1)

Can capture the piece then stay at that spot or return to base (bomb)

Can overcome blockages

 

 

 

1to 4 steps

 

 

 

40 points

 

 

 

Navy

 

 

 

   N

On the ship there are navy missile, navy artillery, anti-aircraft gun.

Move,capture straight along the axis of coordinates and diagonal 45 degree

Range of navy missile: 4 steps

Range of navy artillery: 3 steps

Anti-aircraft gun.creates a prohibited airspace with a radius of one step horizontally

 

 

On land:1 to 3  steps

On sea: 4 steps

 

 

 

80 points

 

Headquarter

 

   H

Cannot move or capture any other pieces, used to protect the commander

Enemy military captures headquarter = 10 points

 

N/a

 

10 points

Rules for Commander

- Commander is not necessary staying still in the commanding headquarter.

- Commander is allowed to move around, even move to the opposite frontline to direct its soldiers and checkmate the opponent’s commander. 

- Commander can’t be face to face with the opponent’s commander. It will be captured by the opponent’s commander if revealed. 

- Commander moves freely along VA and HA provided that it doesn’t encounter any blockage. However, commander can capture an opponent’s piece by one segment only.

- In emergency the Commander can go hide in the headquarter, or board warship, aircraft, tank, etc..

Rule for Hero piece

      Any piece that checkmates the opponent’s commander can be brevetted as heroic piece. This heroic piece will get added bonus on moving segment, capturing and score calculating (10 points more).  Certainly, a heroic piece can move diagonally as well .A heroic aircraft will become a stealth aircraft; it can shoot anti-aircraft cannon and anti-aircraft missile without crashing.

The last piece that protects its commander can enjoy the heroic although not checkmates the opponent's commander

Rule for crossing river

       River has two reef-base segments (see Figure 2), all pieces can use it to cross over.

    - Besides the two reef-based segments, the rest of the river is the deep water segment where only tanks, infantries, “long hair”, commanders and military civil engineers can pass. Heavy vehicles such as anti-aircraft cannon, artillery and anti-aircraft missile have to wait for the military civil engineer to build bridge to cross the river. However, these heavy vehicles can cross the river without any bridges when capturing an opponent’s piece at the other side of the river. A heavy vehicle accidentally maneuver through the deep water without the purpose of capturing an opponent’s piece at the other side of the river, this move is considered against the rule, as a result, the piece has to move back and the second player will take turns.•         

      Rule for capturing without moving to the piece spot:

When a piece on the land captured navy, it can stay where they are.

When navy captured a piece in inland, they can stay where they are.

But if navy captured a piece at coast, it must be replace         

Fortification rules

On a chessboard, each front has two bunkers. They form the headquarters of the commander.

Bunkers can’t move or capture an opponent’s piece.

In emergency, the commander can hide in the bunker if necessary. However military civil engineer, tanks, artillery, aircraft ... can break the fortification to capture opponent’s commander.

             Rule of terrific speed operation

3 types of pieces: commander, infantries, militias and tank when needed to push forward quickly, can join (the pieces will sit on top) the tanks, engineers, the air force and the battleships. Battleships turn into Carrier.

When infantries want to join the tanks, air force or the tank, aircraft come and pick up the infantries, player will have to forego one turn. This rule also applies when aircraft or tank lands on the battleship (carrier). When it is the tanks, the air force and the battleship's (which contains other pieces on it) turn, then the pieces which inside the tanks, the air force and the battle ships can move and capture separately. It means in one turn you can capture many pieces. For example, if you have a Carrier with 1 tank and 1 militia on it, you can take the same turn in 3 directions or shoot the same 3 enemy units.

When the tanks, air force or battleships that have other pieces on it is shot down, the points is based on the total points of every pieces on it and itself.

•   End of the battle:

There are 4 ends :( bonus: 100 points)

When 2 navies were destroyed,  so the sea battle is over.

When 2 air forces were destroyed, so the air battle is over.

When 2 infantries, 2 tanks, 2 artilleries were destroyed, so the land battle is over

When the commander was captured

if after 15 minutes the two sides did not end battle with tactics, win or lose bases on points calculation .

 

 

See  <cotulenh.com>  facebook <hai.nguyenquy.90>