ROTORBLADES FUSION CHESS is a hybrid of ROTORBLADES CHESS by David Cannon and ASSIMILATION FUSION CHESS by Fergus Duniho, with a number of additional features.
The pieces (except the King, Hornets, and Termites) are grouped into two "families" - SLIDERS (Bishop and Spire and their compounds) and LEAPERS (Knight, Alfil and Dabbabah and their compounds).
There are four ways to capture pieces :
- By displacement : a piece capturing another piece that is NOT of the same family simply displaces it, as in traditional chess. The King also captures this way.
- By assimilation and fusion : a piece may merge with another piece from the same family, either by assimilating the powers of a captured enemy or by fusing with a friendly piece. A friendly piece is absorbed in the same way as an enemy piece. Two Bishops may merge to form a Rook (special rules apply - see the enclosed diagram). Bishop + Spire = Princess; 2 Bishops + Spire = Empress; Knight + Dabbabah = Falcon; Knight + Alfil = Sultan; Alfil + Dabbabah = Nobleman; Knight + Dabbabah + Alfil = Grand Knight.
- Conversion - by overflight : When the LEAPERS (Knight, Alfil, Dabbabah, and their compounds) fly over enemy pieces, they convert them to friendly pieces.
- Conversion - by sandwiching. An enemy piece caught between two HORNETS or two TERMITES is converted to a friendly piece.
WINNING CONDITIONS
Win by checkmating the enemy King, or by converting him (by overflight or by sandwiching). Stalemate and baring the King count as a qualified win - better than a draw but not as good as a checkmate. Award a point for a checkmate or a royal conversion, a half-point for forcing a stalemate or baring the enemy King, and a half-point to both players in the event of a draw.
STILL CONFUSED?
Look in the DIAGRAMS folder (GIF format) for illustrations and detailed explanations about each piece's properties. |