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Wizard's War is an entry in the 84 Spaces Contest. While the pieces are familiar, the gameplay won't be. Two coalitions of powerful Wizards are battling for supremacy. The Wizards weave in and out of the enchanted realms, creating minions to fight to dominate the world and destroy the enemy Wizards.
Wizard's War is played on an 84-square board: a 10 x 10 grid with 2 x 2 sections removed from each corner. The 6 x 6 grid in the center of the board is the arena, the 2 x 6 zones around the arena are enchanted squares. In the image below, the arena is enclosed by a red line and the enchanted squares are brightly colored.)
Notation for Wizard's War labels the squares as if the removed corner squares were on the board, so that the bottom square in the leftmost file is a3 and the leftmost square in the bottom rank is c1.
White starts with Bishop-Wizard on f1, Knight-Wizard on g1, Rook-Wizard on h1, Bishop on f3, Knight on g3, and Rook on h3. Black starts with Bishop-Wizard on e10, Knight-Wizard on d10, Rook-Wizard on c10, Bishop on e8, Knight on d8, and Rook on c8.
Wizard's War uses the FIDE chess Knight, Bishop, Rook, and Queen. The familiar variant pieces Cardinal (Bishop+Knight), Chancellor (Rook+Knight), and Amazon (Queen+Knight) are also used. All of these pieces have their normal moves. There are no pawns and the King is replaced by three new royal pieces: the Knight-Wizard, the Bishop-Wizard, and the Rook-Wizard. Each Wizard moves as if it were a piece of the type it is named for, and can create new pieces of that type.
The rules of FIDE Chess apply to all situations not covered by these rules.
Capture all of the opposing player's Wizards or leave the opposing player with no pieces in the arena.
Movement depends on the type of squares the move starts and ends on. There are four situations:
A player may drop a piece in hand on any empty arena square as the player's turn. A player may have only one piece in hand at a time: if the player is given a second piece in hand, the first piece in hand is removed from the game.
When a Wizard moves from an enchanted square to an arena square, a new piece is created on the Wizard's starting square. If the Wizard moves to an empty square, the Knight-Wizard creates a Knight, the Bishop-Wizard creates a Bishop and the Rook-Wizard creates a Rook.
When a Wizard on an enchanted square captures an enemy piece on an arena square:
A Wizard on an enchanted square can capture a friendly piece on an arena square if the piece does not have the Wizard's movement capability. (But a Wizard cannot capture a friendly Wizard.) A new piece is created as if the captured piece were an enemy piece. (Example: A Knight-Wizard can capture a friendly Queen and create an Amazon, but can't capture a friendly Chancellor.)
The following table lists all possible creations. Those marked with a * can result from capturing a friendly piece.
| Destination square | Knight-Wizard creates | Bishop-Wizard creates | Rook-Wizard creates |
empty |
Knight |
Bishop |
Rook |
Knight |
Knight |
Cardinal* |
Chancellor* |
Bishop |
Cardinal* |
Bishop |
Queen* |
Rook |
Chancellor* |
Queen* |
Rook |
Cardinal |
Cardinal |
Cardinal |
Amazon* |
Chancellor |
Chancellor |
Amazon* |
Chancellor |
Queen |
Amazon* |
Queen |
Queen |
Amazon |
Amazon |
Amazon |
Amazon |
Wizard's War was inspired by Ralph Betza's Captain Spalding Chess, a really strange and excellent game. The piece creation rules are adapted from Fergus Duniho's Assimilation Fusion Chess.
Ever since Ralph published Captain Spalding, I have wanted to design a piece-creating variant using strong pieces. This plays better on a larger than 8 x 8 board, so the reopening of the 84 spaces contest inspired me to design a board. The cross-shaped board suggested a central arena with annexes of some kind. Creating pieces from nowhere suggests magic, hence the theme.
Wizard's War gets its unique character from the dynamic tension between the arena and the enchanted squares. You want to keep as much of your army as possible (especially the Wizards) on enchanted squares where they are safer, but your pieces must move into the arena to capture or to create pieces. Overdoing safety is most dangerous--the fewer pieces you have in the arena, the easier for the enemy to eliminate the last one and win!
Capture enemy Wizards when possible--it may be worth doing even if you have to lose an Amazon and allow the enemy to create one to do it. Or it may not be worth doing: many positions exist where one Wizard can defeat two or even all three enemy Wizards.
Try to keep at least two pieces in the arena at all times. If you have lost two Wizards, try to keep two non-Wizard pieces in the arena at all times. Last Wizard and one piece are in too much danger of being forked, etc.
Piece values are different from normal chess. The Bishop is more valuable than the Knight because the board is larger and the Bishop is not colorbound, as it can change colors by moving from one enchanted square to another. An irreplaceable piece is more valuable than a replaceable piece. For example, normally it is a bad trade to exchange a Rook for your opponent's Knight. But if you still have your Rook-Wizard and your opponent has lost his Knight-Wizard, it becomes a good trade: you can create a new Rook, he can't create a new Knight.
If you have Zillions of Games installed on your computer, you can play this game. Download file: wizwar.zip. Sample games are included.
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For author and/or inventor information on this item see: this item's information page.
Created on: November 18, 2002. Last modified on: July 27, 2003.
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Last modified: Monday, December 22, 2008