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---Description--- | |||
Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn. | Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn. | ||
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. As in xiangqi, it is played on the vertices of the grid. The board is divided into two lang territories by a river in the middle of the board. The three files on one side of the board form the sea. | Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. As in xiangqi, it is played on the vertices of the grid. The board is divided into two lang territories by a river in the middle of the board. The three files on one side of the board form the sea. | ||
Sea - Both Navy ships. | ---Object of the game--- | ||
To win you must capture the opponent's Commander, or all units of a single division of the opponent's army: | |||
Sea - Both Navy ships. 2 pieces total. | |||
Land - Artillery, Tanks, Infantry. 6 pieces total. | Land - Artillery, Tanks, Infantry. 6 pieces total. | ||
Air - Both Planes. | Air - Both Planes. 2 pieces total. | ||
Commander. | Commander - 1 piece total. | ||
The pieces on both sides, with their abbreviations, movements, and rules, are: | The pieces on both sides, with their abbreviations, movements, and rules, are: | ||
1 Commander | 1 Commander '''[C]''': moves any distance orthogonally; captures 1 point orthogonally; may occupy Headquarters; may not "see" the opposing Commander on an open file | ||
2 Infantry | 2 Infantry '''[In]''': 1 point orthogonally | ||
2 Tanks | 2 Tanks '''[T]''': 2 points orthogonally; may capture on sea squares it cannot enter, remaining stationary; carries C, In, or M | ||
1 Militia | 1 Militia '''[M]''': 1 point orthogonally | ||
2 Engineer | 2 Engineer '''[E]''': 1 point orthogonally; carries all pieces, only across river; controls airspace 1 point any direction | ||
2 Artillery | 2 Artillery '''[A]''': 1–3 points any direction; crosses river only at reefs, by attacking, or carried | ||
2 Anti-aircraft gun | 2 Anti-aircraft gun '''[Aa]''': 1 point orthogonally; may capture on sea squares it cannot enter; controls airspace 1 point any direction | ||
1 Missile battery | 1 Missile battery '''[Ms]''': 1–2 points orthogonally or 1 point diagonally; controls airspace as it moves | ||
2 Air force | 2 Air force '''[Af]''': 1–4 points any direction; may return to its departing point after capturing or carrying, unless capturing opposing Af; carries C, In, or M; destroyed | ||
immediately on passing through opposing airspace | immediately on passing through opposing airspace | ||
2 Navy | 2 Navy '''[N]''': 1-4 points any direction on sea, sea banks, and river banks; captures as it moves at sea; shoots 1–3 in any direction at land targets; controls airspace 1 point any direction | ||
2 Headquarters | 2 Headquarters '''[HQ]''': stationary and does not capture; may house only C; protects C, but not itself, from In, M, Aa, and Ms | ||
==General rules:== | ==General rules:== | ||
* Pieces capture as they move, and never jump, unless noted. | * Pieces capture as they move, and never jump, unless noted. | ||
* Pieces can cross the river but not occupy sea points unless noted. | * Pieces can cross the river but not occupy sea points unless noted. | ||
* [N]Navy piece may not cut across land when moving diagonally. | * '''[N]'''Navy piece may not cut across land when moving diagonally. | ||
* Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities. | * Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities. | ||
* Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. [Af]Planes become stealth planes and are immune to ALL anti-aircraft. | * Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. '''[Af]'''Planes become stealth planes and are immune to ALL anti-aircraft. | ||
* Anti-Aircraft Pieces (range): [Ms]Missile(2), [Aa]Anti-Aircraft(1), [N]Navy(1). Note this range a circular radius. Pieces join together to form a single ring-of-fire(ROF). | * Anti-Aircraft Pieces (range): '''[Ms]'''Missile(2), '''[Aa]'''Anti-Aircraft(1), '''[N]'''Navy(1). Note this range a circular radius. Pieces join together to form a single ring-of-fire(ROF). | ||
== Stack: Pieces that can carry other pieces == | == Stack: Pieces that can carry other pieces == | ||
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'''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces) | '''Stacks''' maximum group of '''3 pieces''' (1 carrier and 2 other pieces) | ||
* [N]Navy. May carry any combination of [C]Commander, [In]Infantry, [M]Militia, [T]Tank, [Af]Plane. | * '''[N]'''Navy. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank, '''[Af]'''Plane. | ||
* [Af]Plane. May carry any combination of [C]Commander, [In]Infantry, [M]Militia, [T]Tank. '''but not 2 tanks'''. | * '''[Af]'''Plane. May carry any combination of '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia, '''[T]'''Tank. '''but not 2 tanks'''. | ||
* [T]Tank. May carry 1 [In]Infantry and 1 other piece. [C]Commander, [In]Infantry, [M]Militia. | * '''[T]'''Tank. May carry 1 '''[In]'''Infantry and 1 other piece. '''[C]'''Commander, '''[In]'''Infantry, '''[M]'''Militia. | ||
'''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece): | '''Stacks''' maximum group of '''2 pieces''' (1 carrier and 1 other piece): | ||
* [HQ]Headquarters, may hold [C]Commander. '''HQ does not move''' | * '''[HQ]'''Headquarters, may hold '''[C]'''Commander. '''HQ does not move''' | ||
* [E]Engineer, may carry heavy weapons [A]Artillery, [Aa]Anti-aircraft, [Ms]Missile '''Also specifically must be carried across the river from one side to the other.''' | * '''[E]'''Engineer, may carry heavy weapons '''[A]'''Artillery, '''[Aa]'''Anti-aircraft, '''[Ms]'''Missile '''Also specifically must be carried across the river from one side to the other.''' | ||
== Examples of unusual play: == | == Examples of unusual play: == | ||
* A [N]Navy has a gun and may capture 2 pieces in 1 turn. A land piece (not on the bank) with the gun, as well an opponents Navy with its normal capture movement. | * A '''[N]''' Navy has a gun and may capture 2 pieces in 1 turn. A land piece (not on the bank) with the gun, as well an opponents Navy with its normal capture movement. | ||
* Engineers may only carry pieces from the limited number of river bank spaces. | * Engineers may only carry pieces from the limited number of river bank spaces. | ||
* [A]Artillery, [Aa]Anti-aircraft and [Ms]Missile may capture across the river (but stay still) where normally they would not be able to cross the river. | * '''[A]'''Artillery, '''[Aa]''' Anti-aircraft and '''[Ms]''' Missile may capture across the river (but stay still) where normally they would not be able to cross the river. | ||
* [A]Artillery may only jump over pieces when capturing a piece. | * '''[A]''' Artillery may only jump over pieces when capturing a piece. | ||
* On the Sea/Land border land pieces do not block the movement of a Navy piece. | * On the Sea/Land border land pieces do not block the movement of a Navy piece. | ||
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* A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight). | * A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight). | ||
* A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are | * A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF). Only when the plane leaves ROF or captures its target does it get shot down and removed from play. | ||
present they together form a single ring-of-fire(ROF). Only when the plane leaves ROF or captures its target does it get shot down and | |||
* The last [Af]plane committing kamikaze against the opponents last | * The last '''[Af]''' plane committing kamikaze against the opponents last '''[N]''' Navy will win the game, even though the plane gets shot down. | ||
* A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn. | * A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn. | ||
* Pieces that are not blocked by ANY piece. [Af]Plane, [A]Artillery, [N]Navy and the Navy gun. | * Pieces that are not blocked by ANY piece. '''[Af]''' Plane, '''[A]''' Artillery, '''[N]''' Navy and the Navy gun. | ||
== User Interface == | == User Interface == | ||
* Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moves as 1 group, if you would like to split up the pieces then user must select the pieces individually. | * Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moves as 1 group, if you would like to split up the pieces then user must select the pieces individually. | ||
'Stay' will mean that the carried piece will stay | 'Stay' will mean that the carried piece will disembark and stay in its current position. | ||
* When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves. | * When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves. | ||
* There are various 'confirm' options available from the context menu (3 lines, burger menu). | * There are various 'confirm' options available from the context menu (3 lines, burger menu). |
Revision as of 11:51, 16 February 2022
---Description--- Commander Chess, or Cờ tư lệnh (literally "Chess Command") is a xiangqi variant created by Hải Quý Nguyễn.
Cờ tư lệnh is played with 38 pieces (19 per player) on a board that is 11 lines wide and 12 lines long. As in xiangqi, it is played on the vertices of the grid. The board is divided into two lang territories by a river in the middle of the board. The three files on one side of the board form the sea.
---Object of the game--- To win you must capture the opponent's Commander, or all units of a single division of the opponent's army: Sea - Both Navy ships. 2 pieces total. Land - Artillery, Tanks, Infantry. 6 pieces total. Air - Both Planes. 2 pieces total. Commander - 1 piece total.
The pieces on both sides, with their abbreviations, movements, and rules, are:
1 Commander [C]: moves any distance orthogonally; captures 1 point orthogonally; may occupy Headquarters; may not "see" the opposing Commander on an open file
2 Infantry [In]: 1 point orthogonally
2 Tanks [T]: 2 points orthogonally; may capture on sea squares it cannot enter, remaining stationary; carries C, In, or M
1 Militia [M]: 1 point orthogonally
2 Engineer [E]: 1 point orthogonally; carries all pieces, only across river; controls airspace 1 point any direction
2 Artillery [A]: 1–3 points any direction; crosses river only at reefs, by attacking, or carried
2 Anti-aircraft gun [Aa]: 1 point orthogonally; may capture on sea squares it cannot enter; controls airspace 1 point any direction
1 Missile battery [Ms]: 1–2 points orthogonally or 1 point diagonally; controls airspace as it moves
2 Air force [Af]: 1–4 points any direction; may return to its departing point after capturing or carrying, unless capturing opposing Af; carries C, In, or M; destroyed immediately on passing through opposing airspace
2 Navy [N]: 1-4 points any direction on sea, sea banks, and river banks; captures as it moves at sea; shoots 1–3 in any direction at land targets; controls airspace 1 point any direction
2 Headquarters [HQ]: stationary and does not capture; may house only C; protects C, but not itself, from In, M, Aa, and Ms
General rules:
- Pieces capture as they move, and never jump, unless noted.
- Pieces can cross the river but not occupy sea points unless noted.
- [N]Navy piece may not cut across land when moving diagonally.
- Pieces which check the opposing Commander are promoted, gaining 'hero' status and gain special abilities.
- Hero status will mean a piece can move 1 additional space. The piece will also be able to move diagonally. [Af]Planes become stealth planes and are immune to ALL anti-aircraft.
- Anti-Aircraft Pieces (range): [Ms]Missile(2), [Aa]Anti-Aircraft(1), [N]Navy(1). Note this range a circular radius. Pieces join together to form a single ring-of-fire(ROF).
Stack: Pieces that can carry other pieces
Stacks are a group of pieces all at the same location. They may form groups of 2 or 3 pieces.
A stack of pieces can all move in a single turn. The stack may move as a single group or any piece from the stack may instead disembark and move elsewhere. Multiple captures are possible. See the user interface section for specific instructions on moving with the stack.
The following list are pieces that can be carriers followed by the pieces and restrictions of what they can carry:
Stacks maximum group of 3 pieces (1 carrier and 2 other pieces)
- [N]Navy. May carry any combination of [C]Commander, [In]Infantry, [M]Militia, [T]Tank, [Af]Plane.
- [Af]Plane. May carry any combination of [C]Commander, [In]Infantry, [M]Militia, [T]Tank. but not 2 tanks.
- [T]Tank. May carry 1 [In]Infantry and 1 other piece. [C]Commander, [In]Infantry, [M]Militia.
Stacks maximum group of 2 pieces (1 carrier and 1 other piece):
- [HQ]Headquarters, may hold [C]Commander. HQ does not move
- [E]Engineer, may carry heavy weapons [A]Artillery, [Aa]Anti-aircraft, [Ms]Missile Also specifically must be carried across the river from one side to the other.
Examples of unusual play:
- A [N] Navy has a gun and may capture 2 pieces in 1 turn. A land piece (not on the bank) with the gun, as well an opponents Navy with its normal capture movement.
- Engineers may only carry pieces from the limited number of river bank spaces.
- [A]Artillery, [Aa] Anti-aircraft and [Ms] Missile may capture across the river (but stay still) where normally they would not be able to cross the river.
- [A] Artillery may only jump over pieces when capturing a piece.
- On the Sea/Land border land pieces do not block the movement of a Navy piece.
- A commander that exposes themselves to the opponents commander will immediately lose. (Line-of-sight).
- A plane can commit kamikaze (capture the opponents piece) while staying in opponents anti-aircraft range (ROF); In this instance, when 2 or more Anti-aircraft pieces are present they together form a single ring-of-fire(ROF). Only when the plane leaves ROF or captures its target does it get shot down and removed from play.
- The last [Af] plane committing kamikaze against the opponents last [N] Navy will win the game, even though the plane gets shot down.
- A plane can get shot down during it's own turn due to anti-aircraft pieces, when this happens a player cannot undo their turn.
- Pieces that are not blocked by ANY piece. [Af] Plane, [A] Artillery, [N] Navy and the Navy gun.
User Interface
- Some pieces stack on top of each other. It is recommended to use the squares to the right of the board from top to bottom. It automatically selects the stack to be moves as 1 group, if you would like to split up the pieces then user must select the pieces individually.
'Stay' will mean that the carried piece will disembark and stay in its current position.
- When playing with 'Enforce check' option a player needs to RESIGN if there are no playable moves.
- There are various 'confirm' options available from the context menu (3 lines, burger menu).