Kung Fu Bughouse with Different ArmiesThis is a combination of multiple chess variants, with a few tweaks from me to ensure balance. The basic goal is the same: capture the king. But before you go, there are a whole pile of twists. As you might have guessed, Kung Fu, Bughouse, and CwDA rules are all in this game.
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Signups
People can signup however they want. If three people want to sign up as a team, then they are a team. If two want to be a team, I'll randomly assign them a third person. Otherwise, I'll group people together randomly as a team. I want at least 3 teams (9 players), but any number of teams can join.
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Matchups
This game will be a two-pass swiss system (something like a double elimination). Matches will be posted by me onto a dedicated thread, and if everything goes as I intend, the forum game mod will create a thread for it. Play your games on these dedicated threads, not the main thread.
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The pieces
There are 5 armies available in this game. Each army has the same pawn and king, but also have 4 unique pieces. Each one has its own unique characteristics, so choose carefully.
The Fabulous FIDEs: The knight (N), bishop (B), rook (R), and queen (Q) that we all love to hate and that we are all familiar with.
The Colorbound Clobberers: The Cardinal (Ca) (can move diagonally up to 4 spaces, and knight moves), the Bede (Be) (bishop moves and can jump two spaces horizontally or vertically), the FAD (FAD) (can jump two spaces horizontally, vertically, or diagonally or move one space diagonally), and the Waffle (W) (can jump two spaces diagonally or one space horizontally or vertically).
The Nutty Knights: The Colonel (Co) (rook moves forward or sideways, knight moves forward, or king moves), the Charging Rook (CR) (rook moves forwards or sideways or king moves backwards), the Charging Knight (CN) (knight moves forwards or king moves sideways or backwards), and the Fibnif (Fb) (Jumps horizontally one space and forward or backward one or two spaces in one move)
The Remarkable Rookies: The Chancellor (Ch) (rook or knight moves), the Rook (R), the Half Duck (HD) (jumps two or three spaces forwards, backwards, or sideways, or moves 1 space diagonally), and the Woody Rook (WR) (jumps 1 or two spaces forwards, backwards, and sideways)
The Forward FIDEs: The Forequeen (FQ) (like a queen forwards and sideways, and as a king or a knight backwards), the Charging Rook (CR), the Bishight (BN) (like a bishop forwards, like a knight backwards), and the Knishop (NB) (like a knight forwards, like a bishop backwards)
Refer to
https://en.wikipedia.org/wiki/Chess_with_different_armies for more details, though I made these changes for balance:
- The Cardinal is shortened (that it, it can only move 4 spaces at a time).
- The Short Rook is no longer short.
When a pawn promotes, it can turn into a piece from the army it was originally from (A pawn from the Nutty Knights can become a colonel, but not a queen).
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Starting the actual game
Starting with a random person, teams (represented by their players) alternate stating whether they want to go first or second, what color (red, lightgreen, or blue) they want to be, and what army they want to take up. This happens until each player has an army, has a color, and is going first or second. However, the following restrictions apply, and if a player makes a choice that makes it impossible for them to be followed, the other team gets to choose the replacement choice.
- There may only be three colors.
- No color may go against itself.
- Any color that exists on one team must exist on the other.
- There must be at least 3 armies in a game.
- A team must be made up of at least two armies.
- An army may not go up against itself.
- At least one player in each team must go first.
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Playing the actual game.
When you want to move, create a post on the relevant thread saying your move, and accurately depicting its effect on the board. I suggest you use the reply feature of the forum to do this. You may post only for your own pieces, though if you contact me beforehand, I may approve of you acting on behalf of an inactive teammate.
Play proceeds like normal bughouse. A captured piece may be dropped by an ally with the respective color. Pawns can be dropped on the 1st/8th ranks, but they don't promote if dropped; they must be moved to be promoted.
One a player moves, he may not move until 6 hours have passed or an opponent has moved. No piece may be moved twice before the opponent has a response. If a person does not move for an 18-post stretch, the other player can claim inactivity and capture that player's king.
It's not enough for a team to claim a checkmate to win. The king must be captured, and if either side of a board has no kings, that board is frozen. The player that captured the king may give it to a player, and it's treated just like any other piece would. A player whose king is captured may unfreeze his board and continue play by dropping an appropriately colored king on his board. A team wins when they can obtain all 6 kings on their side, either held or on the board.
If an illegal move happens, the player who played it can catch it him/herself by making a new post reversing the illegal move and making a legal move in its place. This has no cost. But if the other player finds it first, he/she can reverse it and make his/her own move, or just leave it. If neither person catches it, it stays as it is.
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How to show moves:
Red | Blue | Green |
R | N | B | Q | K | B | N | R | . | . | . | . | . | . | . | . | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | . | . | . | . | . | . | . | . | Be | W | FAD | Ca | K | FAD | W | Be |
| CR | Fb | CN | Co | K | CN | Fb | CR | . | . | . | . | . | . | . | . | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | . | . | . | . | . | . | . | . | R | WR | HD | Ch | K | HD | WR | R |
| CR | Fb | CN | Co | K | CN | Fb | CR | . | . | . | . | . | . | . | . | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | . | . | . | . | . | . | . | . | CR | NB | BN | FQ | K | BN | NB | CR |
|
Green | Red | Blue |
Some ability to work with tables is required. If you don't know how and can't bother to learn, have a teammate move on behalf of you.
Write your moves in long algebraic notation. For those of your unfamiliar with chess, it's a chess notation system. Each square is denoted by a letter and a number, and to write a move, you write the piece abbreviation, followed by the square it moves from, then a dash, then its destination square. Pawn moves are abbreviated without a letter, hence the periods on the board. To mark a capture, put x between the start square and the end square instead of a dash. If a king is put in check, then a + is added on the end. Queenside castling is 0-0-0, and Kingside castling is 0-0. For piece drops, write Piece, the at sign (@), and the square it's dropped on. Piece promotions are written like normal pawn moves, but are appended with an equals sign and the piece it is promoted to.
Algebraic notation chart:
a8 | b8 | c8 | d8 | e8 | f8 | g8 | h8 |
a7 | b7 | c7 | d7 | e7 | f7 | g7 | h7 |
a6 | b6 | c6 | d6 | e6 | f6 | g6 | h6 |
a5 | b5 | c5 | d5 | e5 | f5 | g5 | h5 |
a4 | b4 | c4 | d4 | e4 | f4 | g4 | h4 |
a3 | b3 | c3 | d3 | e3 | f3 | g3 | h3 |
a2 | b2 | c2 | d2 | e2 | f2 | g2 | h2 |
a1 | b1 | c1 | d1 | e1 | f1 | g1 | h1 |