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A random number generator is required to play this game; a pair of ordinary dice can be used.
This game is a nifty idea, and seems to be quite playable; but it is a bit complicated, and it requires a bit of bookkeeping.
Of course, you could play Progressive Wand Chess with different armies on a trapdoor earthquake board; the Wand rule is the type of rule that can easily be combined with other games. Why you would wand to is another question....
There are several wands with different effects, and until you zap a wand at an occupied square you do not know which wand each piece has. Furthermore, every wand always has a chance to misfire, which simply wastes your move and destroys the wand.
Some wands have good effects, and you would prefer to zap them at friendly pieces; most wands have bad effects, and it makes you happy to zap enemy pieces with these wands.
Each of the following wands has an equal chance of being identified:
Before then, a wand of healing could wake it up.
Whether a piece is normal speed, fast, or slow, it must sleep for 5 turns in every case.
A sleeping piece does not give check until it is ready to move.
There is no cure for this, you have to wait ten turns.
Stoning is not necessarily bad. Sometimes you might want to stone your own King.
A statue does not give check until it is ready to move.
A slothful piece does not give check until it is ready to move.
There is a 50% chance of becoming a Pawn; failing that, there is a 25% chance of becoming a R, N, B, or royal; if royal, there is a 50% chance of becoming a King, 50% Queen. (Phrased this way to make it easy to do with dice).
If you have no King, you have lost the game; if you have two Kings, you can ignore check (until one of them is captured, of course).
Polymorphing is permanent, and cannot be reversed.
Demotion is permanent, and cannot be reversed.
Pacifism is permanent, but can be reversed by a wand of Healing.
HOWEVER, capturing a normal or slow piece takes a whole move -- a fast piece can't capture and retreat, or capture twice. This rule was added for play balance, to keep fast pieces from being too strong.
Unless its victim is also fast! A fast piece can capture two fast pieces in one move, or can capture one fast piece and retreat. Sample position: White has Ke4, Black has Ke6; if both Kings are fast, whoever moves can capture the other King (somebody made an illegal move, otherwise this position could not have happened); but if only one King is fast, neither King can capture the other. This rule was added for play balance, so that there is some disadvantage to being fast.
But Wait!
Sample position: White has Ke4, Black has Ke6, White's K is fast,
Black's King has an unidentified wand. Black to play zaps his wand
at himself, and if it turns out to be a wand of Speed, White can
play Ke4-e5:e6!!
If the target is already fast, zapping a wand of Speed at it has no further effect.
Speed is permanent, but can be reversed by a wand of Sloth.
Protection is permanent, and cannot be reversed.
Note: there are no guarantees. You could have a game in which all your pieces have Wands of Death, but this is less likely than winning the Lottery.
Example: 1. e4 e5 2. Ze4:e4 (polymorph = Queen); White's Pe4 zaps its wand at itself; it turns out to be a wand of polymorph, and the lucky Pawn becomes a Queen!
47. Ne4-f6 Nf8-g6
48. Nf6-d5
[Qd3 dies from Sickness]
[Ra4 wakes from Sloth]
Ng6-f4
[Ke8 wakes from Stoning]
When you zap the enemy Queen, and your wand turns out to be a wand of Speed, expect it to be a Speedy game.
I want there to be a good balance between normal play and wand play, and have tried to provide this by having unidentified wands, whose powers may be both good and bad, combined with a small number of zaps for each wand and a short-range wand effect.
If you have a moderator available, by all means try this with a Wand of Invisibility.
A Wand of Nothing would simply waste a move; a Wand of Lightning would blow up enemy wands, leaving the target piece unhurt. A Wand of Reflection would coat the target piece with a shimmering silvery shield that not only protects against wands, but reflects them back at their shooter.
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For author and/or inventor information on this item see: this item's information page.
Created on: 1996. Last modified on: 1996.
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Last modified: Monday, December 22, 2008