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Aftershock

Aftershock - Breakthrough & Breakout Aftershock is the name for two game variations which are simplified variations of TigerChess. The games (individually called Breakthrough and Breakout) can be played as stand-alone games but are primarily the Tie-break games for the Tiger Trilogy (see Games by Groupings). © Copyright G. Nicholls 2015 The Players and Sides: The First Minister of Siberia, who plays the Siberian Inhabitants And The First Minister of Bengal, who plays the Bengal Inhabitants Note: If played as the Tie-break game for the Tiger Trilogy the Players (Individuals or members of a Team) must play the same sides (Siberia or Bengal) they played when playing TigerChess and they must also keep the same sides during all the games of Aftershock. In addition to this if the Game of NavalQi (see Chess from Draughts etc.) is played in a connected way to either TigerChess or Aftershock, e.g. during a Match (see Games by Groupings), then the Players (Individuals or members of a Team) must keep the same sides entirely throughout all these Games. Note: In contrast to TigerChess the Game Winner does not become the Emerald Lord and also this is the case regardless of the result in any connected Game of TigerChess. The Settings: The series of Battles take place in The Emerald Kingdom (see TigerChess). The Board: The Board is the Emerald Kingdom board of TigerChess which includes features such as Palaces, Borderposts and Watchtowers. Notes: • See TigerChess for the board, which is the same. • The pieces (Inhabitants) that take part are initially deployed on the same positions (squares) as their equivalents are in TigerChess except that reserve Swordsmen, and Sentinels, as in TigerChess, await deployment depending on which variation is played – this is explained later. Overview: The time is shortly after TigerChess (If) The millennia-long debates, disputes and Battles of the Tiger Trilogy have still not led to a settlement despite the exhaustion of those directly involved. So exhausted are the Army Personnel of Siberia and Bengal that they have retired to the Great Forest in order to recover their strength, and so now it falls to the Inhabitants of the Emerald Kingdom to finally bring matters to an end. Both the Siberian and Bengal Inhabitants have, for centuries, carried out regular training and exercises in military operations and tactics and, though only reserves, in emergency situations such as this they are accorded the full status of regulars and are well capable of continuing the Battle and so to finally bring the Trilogy to its conclusion. Object: The object of the Game is to Occupy the opposing Palace or to Checkmate the opposing Leading Inhabitant. These win the Battle(s). Moves & capturing powers of the Inhabitants: There are five types of piece (Inhabitant), apart from promotion pieces, three of which appear in Breakthrough and all five of which appear in Breakout. These Inhabitants (which are the same for both sides), including promoted Inhabitants, are as follows: Note: The moving and capturing powers of most of the pieces are as in TigerChess and are referred to this game. 1. The Siberian/Bengal Leading Inhabitant: Each side commences with one Leading Inhabitant and he appears in both Breakthrough and Breakout. The commencing deployment in both variations is (using standard Western Chess co-ordinates) D1 for the Bengal Leading Inhabitant and D8 for the Siberian Leading Inhabitant. A leading Inhabitant has identical powers of movement and capture and also the same vulnerabilities (to Check and Checkmate) as those of a Western Chess King. 2. The Siberian/Bengal reserve Swordsmen. Each side commences with four reserve Swordsmen (designated i to iv) and these are initially situated in their Borderposts as shown in TigerChess; the reserve Swordsmen appear in both Breakthrough and Breakout. Their method of deployment to positions on the board is the same as for TigerChess and is stated below in Order of Play. The powers of movement and capture of reserve Swordsmen is the same as those for the Swordsmen as described in TigerChess. Their promotion to reserve Archers is described below. 3. The Siberian/Bengal reserve Pikemen. Each side commences with eight reserve Pikemen (designated A to H according to their commencing files) and they appear in both Breakthrough and Breakout. Their commencing deployment in both these variations are (using Western Chess co-ordinates) A2 through H2 for Bengal and A7 through H7 for Siberia. These are the same deployment positions for the Pikemen of TigerChess or the Pawns of Western Chess. Their powers of movement (which include the optional two position initial move) and capture (which include en-passant) are the same as the Pikemen of TigerChess or the Pawns of Western Chess; their promotion possibilities are the same as those of the Pawns of Western Chess (not as in TigerChess) as described below. 4. The Siberian/Bengal Bearer (often called the Bear). This Inhabitant is identical to the Standard Bearer/King’s Lancer of TigerChess and he only appears in Breakout and there is only one of him for each side. At commencement he is deployed on (using Western Chess co-ordinates) G1 for Bengal and G8 for Siberia. His powers of movement, capture and how to capture the opposing Sentinel and so Ocupy the Opposing Palace are the same as desribed for the Standard Bearer in TigerChess. He bears his Side’s Standard (as does the Standard Bearer in TigerChess) though this is a symbolic flag only. 5. The Siberian/Bengal Sentinel. This Inhabitant is identical to the Royal Guard of TigerChess and only appears in Breakout and there is only one of him for each side. He is initially situated in his Watchtower and is then deployed to one of the four Wings of his Palace as described in Order of play below. As stated in TigerChess, he has no practical powers of movement or capture in his Palace and remains in his Wing of deployment until and unless captured by the opposing Bearer (which ends the game). 6. In promotion - a Siberian/Bengal Inhabitant of Merit (1st Class, 2nd Class, 3rd Class or 4th Class). These can appear in both Breakthrough and Breakout and are the same for both. Upon reaching his end (eighth) rank a reserve Pikeman can and must promote to an Inhabitant of Merit. He cannot stay as a reserve Pikeman. There are four possible choices and these are as follows: • An Inhabitant of Merit (1st Class) where he has identical powers of movement and capture as a King of TigerChess or a Queen of Western Chess. • An Inhabitant of Merit (2nd Class) where he has identical powers of movement and capture as a (Siege) Tower of TigerChess or a Rook of Western Chess. • An Inhabitant of Merit (3rd Class) where he has identical powers of movement and capture as a Baron/Baroness of TigerChess or a Bishop of Western Chess. • An Inhabitant of Merit (4th Class) where he has identical powers of movement and capture as a Knight of TigerChess or that of Western Chess. • An Inhabitant of Merit can show the designation of A to H that he had as a reserve Pikeman. 7. In promotion – a Siberian/Bengal reserve Archer. These can appear in both Breakthrough and Breakout and are the same for both. Upon reaching his end (eighth) rank a reserve Swordsman can and must promote to a reserve Archer (in contrast to TigerChess where he is exchanged for an Archer). He cannot stay as a reserve Swordsman. His promoted powers of movement and capture are identical to those described for Archers in TigerChess. A reserve Archer can show the designation of i to iv that he had as a reserve Swordsman. Order of Play – Stand-alone games: Breakthrough: 1. At the commencement of Breakthrough there are eight reserve Pikemen for each side and one Leading Inhabitant for each side and these are deployed on the positions as described above and there are four reserve Swordsmen for each side situated on Borderposts as shown in TigerChess. 2. The four reserve Swordsmen for each side are deployed from their Borderposts to the Board as described in TigerChess by: “Deployment phase-the Open variation”. 3. If both Players agree there can instead be a Random deployment of the reserve Swordsmen. A Random deployment of reserve Swordsmen can be carried out by the use of two shuffled packs (one for each side) of sixteen cards. Each pack has one card for each of the possible deployment positions (squares) for the pack’s side. 4. This part of the game is known as the Deployment phase and after this the Game moves to what is known as the Engagement phase where the Bengal Player moves first and then Players move alternately until the Game ends, with the object of the Game being to Checkmate the opposing Leading Inhabitant. 5. The scores for a Stand-alone game of Breakthrough are one Game Point for a win and one half a Game Point each for a draw. Breakout: 1. At the commencement of Breakout there are eight reserve Pikemen for each side and one Leading Inhabitant for each side and one Bearer for each side which are deployed on the positions as described above and there are four reserve Swordsmen for each side situated in Borderposts as shown in TigerChess; also there is one Sentinel for each side situated in their Watchtowers as shown by their equivalents (the Royal Guards) in TigerChess. 2. First the two Sentinels are deployed to a random Wing in their respective Palaces (Siberia first) – this can be done by drawing a card from a 52 card pack for each side and using the Suit/Territory to determine which Wing (of which there are four) each of the Sentinels is deployed to. 3. After this the Players deploy their reserve Swordsmen by: “Deployment phase-the Open variation” as described in TigerChess - it is not allowed for there to be a Random deployment of reserve Swordsmen in Breakout. 4. After this, which is called the Deployment phase the Game moves to what is called the Engagement phase where the Bengal Player moves first and then Players move alternately until the Game ends, with the main object of the Game being to Occupy the opposing Palace with the Bearer as described in TigerChess and the secondary object being to Checkmate the opposing Leading Inhabitant. 5. The scores for a Stand-alone game of Breakout are two Game Points for a win by Occupation of an opposing Palace and one Game Point for a win by Checkmate of a Leading Inhabitant. A draw only scores one half a Nominal Point for each Player. Order of Play – Tie-break games: Note: As already stated the Players keep the same sides as they played in the connected TigerChess game and throughout all the Tie-break games of Aftershock. Note: The Points scores for individual Games when played as the Tie-break games for The Tiger Trilogy are the same as for Stand-alone Games but they are all Nominal Points (except that for a draw in Breakout only the Siberian Player is awarded one half a Nominal Point) as they will determine who wins the Overall Win Bonus for the Trilogy (see Games by Groupings) and this Bonus will be in Game Points and is set out in the score table in General rules and notes and is also explained below. 1. When Aftershock is played as the Tie-break for The Tiger Trilogy then there is first played a game of Breakthrough as described above, with the deploying of reserve Swordsmen using the Open variation (as described in TigerChess). If there is a winner of this first game of Breakthrough then the winner is awarded the full four Game Points win bonus and the Trilogy is completed. 2. If this first game of Breakthrough ends in a draw then a second game of Breakthrough is played with a Random deployment of reserve Swordsmen using two packs of cards as described above and if there is a winner of this second game then the winner is awarded three Game Points as the win bonus and the Trilogy is completed. 3. If this second game of Breakthrough is also a draw then a game of Breakout is played as described above and in TigerChess and if there is a winner by Occupation of a Palace then the winner is awarded the full four Game Points win bonus or if there is a winner by Checkmate to a Leading Inhabitant then the winner is awarded two Game Points as the win bonus; if however this game is also a draw then the Siberian Player (who has moved second in the Engagement phase of all three games) is awarded one Game Point as the win bonus and the Trilogy is completed. General rules & notes: Much of Aftershock is played with generally accepted rules and best practice of Western Chess. The following apply: • Breakthrough is designated as: Breakthrough – Open variation, or Breakthrough – Random variation, depending upon which variation is played. • As already stated the Bengal Player moves first in the Engagement phase for all Aftershock games. • Draws include Stalemate and Threefold repetition of moves/position. • Colours are orange and black with some white for Siberia and white with some black for Bengal. As with TigerChess and NavalQi the pattern is usually striped. • Clocks are Single Countdown with a separate amount of time for each Player for deployment of reserve Swordsmen when playing the Open variation. Where deployment of reserve Swordsmen is Random there is allowed a fifteen minute period for study of the position before the clocks are started. • The notation for the board is that files are designated A to H (west to east) and ranks are designated 1 to 8 (south to north). • Players should state “Check” if the opposing Leading Inhabitant is under attack, though this is not compulsory. • Other rules pertaining to Aftershock can be found in TigerChess. • Abbreviations for the Inhabitants are as follows: The Siberian Leading Inhabitant - Siblh The Bengal Leading Inhabitant – Benlh The Siberian Bearer – Sibbr The Bengal Bearer – Benbr The Siberian Sentinel – Sibse The Bengal Sentinel – Bense A Siberian Inhabitant of Merit – Sibmr (1st, 2nd etc.) A Bengal Inhabitant of Merit – Benmr (1st, 2nd etc.) A Siberian reserve Archer – Sibra A Bengal reserve Archer – Benra A Siberian reserve Pikeman – Sibrp A Bengal reserve Pikeman – Benrp A Siberian reserve Swordsman – Sibsw A Bengal reserve Swordsman – Bensw The Score Table for Aftershock as the Tie-break game(s) for The Tiger Trilogy is as below:


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By Glenn Nicholls.
Web page created: 2015-07-06. Web page last updated: 2015-07-06