DRAGONCHESS is played on three 8x12 boards stacked above each other. The near right corner of all three boards is white. The top represents the Sky, the middle the Ground and the bottom the Underworld. The BASILISK[B] moves or captures horizontally one orthogonal or diagonal cell forward, and may also move without capturing horizontally one orthogonal cell backward. It has the power to 'freeze' an opposing piece on the adjacent orthogonal cell above. 'Freezing' is automatic, whether the opposing piece moves over or the Basilisk moves under the opposing piece. 'Freezing' is temporary, once the Basilisk moves away or is captured, 'frozen' pieces regain normal powers. The CLERIC[C] moves and captures horizontally to any adjacent orthogonal or diagonal cell. It also moves or captures to the orthogonal cell above or below. The DRAGON[R] may move or capture horizontally to any adjacent diagonal or orthogonal cell or by sliding horizontally through adjacent diagonal cells. The Dragon has the additional power of 'capturing from afar', one enemy piece that is either in the adjacent orthogonal or diagonal cell below the Dragon is removed from the board. The Dragon MAY NOT move and 'capture from afar' in the same turn. It never leaves the Sky The DWARF[D], while in the Underworld or on the Ground, may capture horizontally one diagonal cell forward or move without capturing horizontally one adjacent orthogonal cell forward, left or right. It may move up to the Ground by capturing the adjacent orthogonal cell above. It may move back to the Underworld by making a non-capturing move to the adjacent orthogonal cell below. The ELEMENTAL[E], while in the Underworld, may move or capture horizontally one or two orthogonal cells. [It may NOT leap over occupied cells.] It may also move without capture horizontally one diagonal cell. It may also make a capturing move to the Ground by moving horizontally one adjacent orthogonal cell and then one adjacent orthogonal cell up. The intermediate cell MUST be empty. The Elemental may not move while on the Ground except to return to the Underworld by moving or capturing one adjacent orthogonal cell down and then horizontally one adjacent orthogonal cell. The intermediate cell MUST be empty. The GRIFFIN[G], while in the Sky, makes an unblockable move or capture horizontally three adjacent orthogonal cells then horizontally perpendicular two adjacent orthogonal cells. A Griffin may make an unblockable move or capture from the Sky to the Ground by moving to any adjacent triagonal cells. While on the Ground, the Griffin can move or capture horizontally one diagonal cell, or return to the Sky by making a unblockable move or capture to any adjacent triagonal cells. The HERO[H], while on the Ground, may move or capture horizontally one or two diagonal cells, jumping over a piece of either color if necessary. The Hero can move or capture any adjacent triagonal cell. The KING[K], while on the Ground, moves and captures horizontally any adjacent orthogonal or diagonal cell, and may also move and capture to an adjacent orthogonal cell above and below. While in the Sky or the Underworld, the King may ONLY move or capture to an adjacent orthogonal cell on the Ground. There is no castling move. The MAGE[M] moves and captures by sliding horizontally through either diagonally or orthogonally adjacent cells on the Ground, and may also move and capture to the adjacent orthogonal cell above and below. While in the Sky or the Underworld, the Mage may only move or capture horizontally one adjacent orthogonal cell. It may also move or capture vertically one or two adjcent orthogonal cells. It may NOT leap over a piece on the Ground while going from the Sky to the Underworld or vice versa. The OLIPHANT[O] moves and captures by sliding horizontally through orthogonally adjacent cells. It never leaves the Ground. The PALADIN[P] may move and capture horizontally to any adjacent diagonal or orthogonal cell, or leap horizontally two adjacent orthogonal cells then horizontally perpendicular one adjacent orthogonal cell on the Ground. It moves and captures horizontally to any adjacent orthogonal or diagonal cell in the Sky or the Underworld. It may move or capture from board to board by leaping either, vertically one adjacent orthogonal cell then horizontally two adjacent orthogonal cells or vertically two adjacent orthogonal cells then horizontally one adjacent orthogonal cell. It's move is unblockable. The SYLPH[S] moves without capturing horizontally one adjacent diagonal cell towards the opponent's side. It may capture by moving orthogonally forward one cell towards the opponent's side. It may also capture orthogonally down to the Ground. While on the Ground, the Sylph cannot move except to make a non-capturing move orthogonally up OR to any one of the six empty cells that friendly Sylphs occupied at the start of the game. The THIEF[T] moves and captures by sliding horizontally through adjacent diagonal cells. It never leaves the Ground. The UNICORN[U] moves and captures by leaping horizontally two adjacent orthogonal cells then horizontally perpendicular one adjacent orthogonal cell. It never leaves the Ground. The WARRIOR[W] may move but not capture horizontally one adjacent orthogonal cell forward. It may make a capturing move horizontally one adjacent diagonal cell forward. On reaching the farthest rank, the Warrior promotes to a Hero only. It is restricted to the Ground. The GOLD player moves first. The game is won by checkmating the opponent's KING. Dragonchess was invented by Gary Gygax and published in Dragon Magazine #100, August 1985. Gary Gygax is probably best known for the world famous RPG 'Dungeons and Dragons'. Visit his website at www.gygax.com. |