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The board contains a number of implied spaces through which pieces can move but which can never be occupied. An implied underpass is the trough of a strand located directly beneath the bridge of a cross-strand. An implied cell is a Dungeon space located directly beneath a Weave space. The vertical dimension of the board has four altitudes. Cells are located at the bottom altitude, followed upwards by underpasses, slopes, and bridges. Notation is the same as for a 9x9 chess board.
A single move can combine sliding and stepping. An important example is "stepping down from one segment to another," or "segment stepping." This occurs when a piece, starting from any space in a segment, slides to the bridge of the segment (if not already there), steps down to a normal slope, and comes to rest on any space in the new segment. A piece that steps down from one segment to another must always step as part of the move. It cannot start and stop within the same segment.
Segment stepping can occur in only one direction around a given cell. A segment stepper can circle cell d4, for example, only in the counterclockwise direction. A piece stepping around cell h4 must follow the clockwise direction. This pinwheel effect means that attacks by segment steppers are not necessarily reciprocal.
All pieces capture by replacement. With the exception of the Circle, a piece cannot move across an occupied space. Pieces can, however, move underneath other pieces when taking an underpass or an implied cell.
The pieces are designed to take advantage of the board's unique features, including underpasses, pinwheel effect, and dual playing fields. Because most pieces commute freely between the Weave and the Dungeon, move definitions must state how a piece moves on the Weave, within the Dungeon, and between the Weave and the Dungeon.
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StarThe Star steps down from one segment to another. It enters the Dungeon by stepping into an adjacent cell. Within the Dungeon it slides to an adjacent cell. It can never exit the Dungeon. When both Stars are in the Dungeon, they do not give check along a diagonal (the "diagonal check rule"). |
CircleThe Circle moves one or two spaces orthogonally. It can jump over (or slide under) an intervening piece of either color, which is unaffected by the jump. Its motion is the same whether on the Weave or in the Dungeon. |
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PentagonThe Pentagon moves on the Weave like either a Triangle or a Square, at its option. It can never enter the Dungeon. |
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DiamondThe Diamond moves forward one space or one cell. Within a segment it may slide forward two spaces. It captures one space forward or one space to the side but only when stepping. Upon reaching the far row it may rescue any previously captured friendly piece. The rescued piece is exchanged for the Diamond. |
The bridge on which the Star begins the game is called its throne. A Star that steps off its throne is said to abdicate. It is imprisoned when it enters the Dungeon. In a typical game one or both Stars are forced into the Dungeon, from which they are helpless from checks delivered from the overhanging Weave. The Stars are quite mobile, however, and are often chased throughout the Dungeon before checkmate can be achieved. The diagonal check rule is designed to maximize Star mobility in the Dungeon.
Although a win is a win, Weave & Dungeon grades wins according to quality. A player that wins with his Star unmoved on its throne earns a Triumph, the highest level. A player that wins with his Star on the Weave earns an Ovation. If both Stars are in the Dungeon, the winning player earns a simple Victory.
The Star is well protected on its throne. It should not be moved unless absolutely necessary. One should never move the Diamond on e2 while the Star is still on its throne, and in general the Diamonds on d2 and f2 should be kept in place. Conversely, offensive strategy is best directed at weakening the royal guard of Diamonds on e8, d8, and f8. A Triangle in the Dungeon can attack the e8 and f8 Diamonds diagonally. If a Square or Pentagon is located on e3, the e8 Diamond is pinned. It is often worth sacrificing a major piece to force the opponent to abdicate. Once the enemy Star is off its throne, its vulnerability to check increases dramatically. The Star is elusive in the Dungeon but a player can gain material through the attack possibilities set up by repeated check.
The game lends itself to a variety of openings. One reliable opening is 1. Da2-a3 ... 2. Db2-b3 ... 3. Pa1-a4 ... 4. Sb1-b4 ... 5. Tc1-b2. Another is: 1. Db2-b4 ... 2. Dc2-c4 ... 3. Sb1-b2 ... 4. Tc1-e3 ... 5. Pa1-c2. Such openings may be interrupted but the ultimate position can often be obtained. It may also be helpful to move a Circle out, e.g., to d4 or to move both Circles out in a tandem attack in which they protect one another. Endgames featuring a Triangle, Square, or Circle against a bare Star are a win. Perhaps the most interesting endgame involves a Triangle versus a Pentagon. Although the Pentagon cannot enter the Dungeon, it can attempt to cover the Weave spaces from which a Triangle can attack the Star. The Triangle must attack from the Weave because, within the Dungeon, it can be captured. Although this ending appears to be a draw, in fact the player with a Triangle can force a win in sixteen moves or less.
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Created on: September 15, 2002. Last modified on: September 15, 2002.
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Last modified: Monday, December 22, 2008