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Game: Gala
 
Implemented by Mats Winther, 2006-08-05
version 2.3
15 variants
requires ZoG 2.0

Checkmate combo
2-player

download 224 K
 
Updated 2009-10-03

Added variants with a rule change to make play less long-winded. A slight change to Horsa movement rule. Added small board alternative. Added instructional diagrams.

 

The game Gala derives from medieval times, and perhaps goes as far back as the Viking age. The four great corner fields, which are separated by lines, symbolize castles. The lines are the walls, or mounds, of the castles. These put some restrictions on the movement of the pieces.


Game goals

· to capture both of the enemy Galas (kings). Alternatively, it's sufficient to capture one of the Galas (preferable).
· to move both Galas to the four central squares. (there is also a variant where lone Gala loses)

Certain wins are regarded as finer:

· Great victory: a player has placed both Galas in the centre.
· Minor victory: a player has placed one of his Galas in the centre and eliminated both enemy Galas.

Draw occurs when both players have one Gala in the "holy centre", and there are no more Galas on the board.


The pieces

Pieces capture by entering a square which is occupied by an enemy piece. For the Kampas and the Horsas there are some restrictions in capturing while crossing a mound line (see below). Pieces may not cross two mound lines in one move. The centre, consisting of four squares, is an "holy site", and only the Galas and the Kampas are able to enter there. The Kampas can only enter if the centre is already occupied by a Gala, or by an enemy Kampa.

Kampa ('warrior') initially moves one step diagonally towards the centre. After being promoted the Kampa can move and capture one step in all directions. But the Kampa is not allowed to enter the inner part of the friendly castles, because this area is reserved for the higher classes. Two variants of Gala have been implemented. They differ only in Kampa promotion: (1) promotion occurs after the first move (2) promotion occurs after passing the line to the cross (second game variant: "weak Kampas"). In variant (1), should the Kampa return to any of the initial squares of the friendly Kampas, its movement capability is again restricted to the initial movement. In variant (2), should it return to any of the friendly castles its movement capability is again restricted to the initial movement (excepting the square diagonally adjacent to the centre). When passing the line, inwards or outwards, the Kampa cannot capture.

Korna ('berserk warrior') moves orthogonally outside the cross. Moves diagonally inside. Can make an additional move after crossing the line. If the Korna crosses the line with the first square he moves, he can move, in addition, any number of free squares diagonally. Otherwise, when crossing the line, his additional move is only one square diagonally. If you don't want to make the additional move, you must press the pass button. If capture occurs when crossing the line, there is no additional move.

Horsa ('horseman', or 'mounted warrior') moves diagonally outside the cross. Moves orthogonally inside. Can make an additional move after crossing the line. If the Horsa crosses the line with the first square he moves, he may move, in addition, any number of free squares orthogonally. Otherwise, when crossing the line, his optional additional move is only one square orthogonally. If capture occurs when crossing the line, there is no additional move. Note! In its first move the Horsa can only move one step.

Note: when crossing the line inwards, the Horsa is not allowed to capture an adjacent piece to the sides (i.e. any piece which is positioned alongside the line which is passed over). The Horsa (the mounted lancer), when jumping over the mound, needs space to be able to turn his horse, catch up speed, and continue the attack. There is an additional variant ("strong Horsas"), where the Horsa is still allowed to capture a piece to the side if it's aligned with the movement direction. In both cases the Horsa can capture an adjacent piece which is orthogonally "forward".

Gala ('king') can move a single step in any direction. The Gala loses the ability to capture when positioned inside the centre. (There is also a variant, "weak Galas", where the Gala is not allowed to capture when entering the centre.) From inside the centre, it can move directly to any empty square, other than the initial positions of the pieces.

 

Download Gala now!
(224 K)

Gala

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