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 .
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