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George Duke wrote on 2007-11-15 UTCGood ★★★★
Moves are made in groups of three actions per turn. A Pawn is at once lost if there is no adjacent friendly piece, and Pawns gain strength from how many same-side there are adjacent. Rook captures radially forward (diagonal okay) without moving (rifle-like) only if just one enemy is along the line. If opponent's King has been captured, one's King gains therewith 'major' power instead of just minor. The piece moves as such are accorded by three actions allowed each turn enabling equipotent movement or effect. Queen 2, Bishop 3, Knight 4, Rook 0 are the levels of contributory capability per piece. There are 3 minor and 3 major to draw on per three-fold action. As one minor power, Summoning a Pawn adjacent to King is like a free drop(pocket Pawn). As implementation of first major power, all pieces may return to normal array, or second alternately all of some one piece-type may be removed(captured) mandatory both sides. Fully the three actions required per turn(no passing) from among normal attack, the Rook's 'Cannon attack', King modality, and one-step other than King. 'Declare a target, and add up the power of all pieces adjacent to that target', 'For most attacks you need two or more pieces next to your target', 'Knight's are best for raiding', 'Pawns cannot move from one cluster of pieces to another. They have to move along the ''shore'' of other pieces' are some of the maxims for best play. Medieval's being invented months before Gridlock makes one wonder how much credit for Gridlock's inspiration it gets.

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