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CHECK 11

Introduction

 Since 2014, I decided to do what I like the most in life, games. As a fighting game player, my first choice for a game to design was a fighting game. The result was an interesting game system but when I started thinking about all the resources I would need to start, work and finish that game, I realised that it would be better if I start with something less resourceful.

 While I was doing research in game design in fighting games, I discovered Sirlin website and Chess 2. I read the rules and started playing it, loving the idea of different armies to choose from before the game like in fighting games. The more I played Chess2 the more I realised that it had a lot of good ideas. But it feels to me that some things were off : There was a lot more that could be add to the old chess than that. So I started working on a variant.

 I asked 3 questions to myself. What things I can add to chess universe :
1) that would satisfy my frustrations as a casual player and a fan
2) that are cool, original, simple and fun to understand
3) that could please to a maximum of players
But the most important thing in my eyes was to follow the spirit of old chess, so that every player could feel at home while playing it.

I started with an objective of 5 new factions and it became 10 factions as the designing process was ongoing. With the standard chess set, there were 11 factions in total. Hence the name of the variant.

  1) CYBORG (Hack & Boom)

  2) DROID (Minion Force)

  3) ELEMENT (Elemental Awakening)

  4) HOLOGRAM (Dual Soul)

  5) ILLUSION (Freedom Absolute)

  6) JUNGLAND (Wild Trick)

  7) MAGNETIC (Repulsive Attractive)

  8) ORTHODOX (Lovely Classic)

  9) PARADOX (Almighty Nemesis)

 10) ROYALE (Valiant Heart)

 11) ZOMBI (Tandem Assault)

Setup

 Same as in standard chess.

See [CHECK 11 rulebook] !

Pieces

 Same as in standard chess. The behavior of some pieces may change with the faction chosen by a player.

See [CHECK 11 rulebook] !

Rules

General rules

 Each player secretly chooses one faction at the start of the game.

 A player wins when he reaches his opponent first line with his king, or when he captures the opponent king.

 There is no castle rule or capture en passant rule.

 The pawn can only promote into a rook, a bishop or a knight.

Factions rules

1) ORTHODOX

 * Every piece moves as their standard counterpart.

2) HOLOGRAM

 + The king teleports itself on the queen space when the king is captured and the queen is eliminated instead of the king.

 - The queen moves one space away maximum like a standard king.

3) MAGNETIC

 + The king on the line, the column or one diagonal of the queen can move more than one space away from the queen when adjacent to the queen, on that direction.

 + The king on the line, the column or one diagonal of the queen can move more than one space towards the queen when not adjacent to the queen, on that direction.

 + The king out of the line, the column and the diagonals of the queen can move more than one space towards the queen, on the 2 directions closest to the queen.

 - The queen cannot capture.

4) ROYALE

 + The rook and the bishop can move without capturing as a standard king.

 - The queen cannot capture and cannot be captured.

5) ELEMENT

 + The queen can move through one friendly piece.

 + The bishop can capture 2 pieces side-by-side in the same path.

 + The knight can move without capturing twice the same way.

 - The rook cannot capture except on the borders of the board. It can push one space away one enemy piece while moving. It can capture when pushing is not possible.

Trance rules

 The trance is a state in which a faction can pass to acquire additional powers.

 The trance of a faction can only be activated once during the game and at any time.

 The trance of a faction ends when the number of pieces that it loses after the activation equals the number of pieces that it has already lost.

1) ORTHODOX

 ++ The rook can move without capturing one space diagonally and the bishop without capturing one space orthogonally.

2) HOLOGRAM

 ++ The queen can move without capturing more than one space away.

3) MAGNETIC

 ++ The king on the line, the column or one diagonal of the queen can move more than one space away from the queen when adjacent to the queen, on the 2 directions farthest to the queen also.

 ++ The king on the line, the column or one diagonal of the queen can move more than one space towards the queen when not adjacent to the queen, on the 2 directions closest to the queen also.

4) ROYALE

 ++ The rook and the bishop can move without capturing as a standard queen.

5) ELEMENT

 ++ The king or the pawn in front of the queen can move through one friendly piece.

 ++ The king or the pawn in front of the bishop can capture 2 pieces side-by-side in the same path.

 ++ The king or the pawn in front of the knight can move without capturing twice the same way.

 -- The king in front of the rook cannot capture except on the borders of the board. It can push one space away one enemy piece while moving. It can capture when pushing is not possible.

 -- The pawn in front of the rook cannot capture diagonally but can capture straight forward on the border of the board. It can push one space away one enemy piece while moving forward. It can capture straight forward when pushing is not possible.

See [CHECK 11 rulebook] !

Notes

For more (larger introduction, basic strategy, gameplay samples,...) check my blog at divinephantasm.blogspot.com!



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By Paul Thierry TESSA.
Web page created: 2018-03-20. Web page last updated: 2018-03-20