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Game: Gary Gygax's Fidchell
 
Invented by Gary Gygax
Implemented by L. Lynn Smith, 2008-03-22

Checkmate
2-player

download 48 K
 
Updated 2008-03-29

corrected mix up of Spellsinger and Seer in Portal opening instructions.

 

 

Gary Gygax's Fidchell is played on a 12x12 field with two opponents, Black and White.

WARRIOR[W]: steps one forward, left or right orthogonal. Promotes to GUARD[W+]. Each player has six.
PIKE[P]: steps up to three forward orthogonal. Promotes to PIKE GUARD[PG]. Each player has two
MAN-AT-ARMS: steps one forward, left or right orthogonal, captures forward diagonal. There are four types of this piece: KING'S MAN[Mk], which promotes to AETHELING[AE]; QUEEN'S MAN[Mq], which promotes to ROYAL PRINCESS[RP]; DRUID'S MAN[Md], which promotes to SEER[D+]; and BARD'S MAN[Mb], which promotes to SPELLSINGER[B+]. Each player has one of each type.

The above pieces begin off-field, and each player introduces them one at a turn to their third rank before play begins.

LONGBOWMAN[L]: steps one forward orthogonal or forward diagonal, leaps to the second forward diagonal. Promotes to LONGBOWMAN GUARD[LG].
QUEEN[Q]: steps one diagonal, left or right orthogonal. If captured, may be returned to the field by replacing the ROYAL PRINCESS if present on the field at the turn of the capture.
ENGINE[E]: steps one backward orthogonal, leaps to the second or third forward orthogonal or forward diagonal.
GUARD[G] or GUARD[W+]: steps one forward or backward orthogonal, steps up to three left or right orthogonal. The GUARD[G] promotes to GUARD GENERAL[GG].
SERJEANT[S]: leaps to the opposite corner of a 2x3 area. Promotes to ESQUIRE[S+].
KING[K]: steps one orthogonal or diagonal.  If captured, must immediately be re-introduce by replacing either AETHELING[AE], NOBLE[N] or QUEEN[Q] in that order. May be moved or left in a threatened position, unless it cannot be immediately re-introduced to the field.
PIKE GUARD[PG]: steps one backward orthogonal, steps up to three forward, left or right orthogonal.
GUARD GENERAL[GG]: steps one backward or forward orthogonal, steps up to three forward, left or right orthogonal.
LONGBOWMAN GUARD[LG]: steps one orthogonal or forward diagonal, leaps to the second or third forward diagonal, left or right orthogonal.
JESTER[J]: steps one orthogonal or diagonal, leaps to the opposite corner of a 2x3 area.
KNIGHT[T]: leaps to the opposite corner of a 2x3 or 2x4 area. Promotes to MARSHALL[T+].
ESQUIRE[S+]: leaps to the opposite corner of a 2x3 or 2x4 area.
FIEND[F]: leaps to the opposite corner of a 2x4 or 3x4 area. Begins the game off-field and only BLACK has two.
CHAPLAIN[C]: slides diagonal.
NOBLE[N]: slides orthogonal.
UNICORN[U]: slides orthogonal and may leap over one piece. Begins the game off-field and only WHITE has two.
MARSHAL[T+]: leaps to the opposite corner of a 2x3, 2x4 or 3x4 area.
ASTROLOGER[A]: steps orthogonal, slides diagonal.
WYVERN[Y]: leaps to the opposite corner of a 2x4, 2x5, 2x6, 2x7, 2x8, 2x9, 2x10, 2x11 or 2x12 area. Begins the game off-field and only BLACK has two.
DRUID[D]: slides orthogonal, leaps to the opposite corner of a 2x3 area.
IMMORTAL[I]: slides orthogonal, leaps to the opposite corner of a 2x3 or 2x4 area. Begins the game off-field and only WHITE has two.
BARD[B]: slides orthogonal or diagonal.
AETHELING[AE]: steps orthogonal or diagonal.
ROYAL PRINCESS[RP]: steps diagonal, left or right orthgonal.
SEER[D+]: slides orthgonal, leaps to the opposite corner of a 2x3 area.
SPELLSINGER[B+]: slides orthgonal or diagonal.

There are eight PORTALS [ABYSSAL, ASTRAL, FAERIE SEELIE, FAERIE UNSEELIE and four SUBTERRAREAN] on the playing field, which are used to introduce pieces as a turn during play. White controls ASTRAL at e1, FAERIE SEELIE at h1, and SUBTERRAREAN at f6 and g6. BLACK controls ABYSSAL at e12, FAERIE UNSEELIE at h12, and SUBTERRAREAN at f7 and g7. SUBTERRAREAN PORTALS may only be opened once each, the other PORTALS (ABYSSAL, ASTRAL, FAERIE SEELIE and FAERIE UNSEELIE) may only be opened twice each.

The ABYSSAL PORTAL is opened when the cell is vacant and BLACK's KING, DRUID, AETHELING or SEER are adjacent. Only FIEND may be introduced on this PORTAL.

The ASTRAL PORTAL is opened when the cell is vacant and WHITE's KING, DRUID, AETHELING or SEER are adjacent, and the ABYSSAL PORTAL has been previously used at least once. Only IMMORTAL may be introduced on this PORTAL.

The FAERIE SEELIE is opened when the cell is vacant and WHITE'S QUEEN, BARD, ROYAL PRINCESS or SPELLSINGER are adjacent. Only UNICORN may be introduced on this PORTAL.

The FAERIE UNSEELIE is opened when the cell is vacant and BLACK'S QUEEN, BARD, ROYAL PRINCESS or SPELLSINGER are adjacent, and the FAERIE SEELIE PORTAL has been previously used at least once. Only WYVERN may be introduced on this PORTAL. 

The SUBTERRAREAN PORTALS may open when the target cell is vacant and the player's ASTROLOGER, CHAPLAIN, JESTER, KNIGHT or NOBLE are adjacent. Only a previously captured ASTROLOGER, CHAPLAIN, ENGINE, GUARD, JESTER, KNIGHT, LONGBOWMAN, MAN-AT-ARMS, NOBLE, PIKE, SERJEANT or WARRIORS, all in un-promoted state, may be introduced on this PORTAL.

The game is won by checkmating the opponent's KING. This is accomplished when the opposing KING is under threat, unable to remove or move out of threat, and there are not friendly AETHELING, NOBLE or QUEEN upon the field. The capture of a threatened KING is always mandatory during play.


This version of Fidchell was invented by Gary Gygax, the co-author of the famous Dungeons and Dragons role-playing game.

 

 

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(48 K)

Gary Gygax's Fidchell

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