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Atom Smasher Chess

Introduction

This game is designed to be subatomic. It is a sister game to A Grand Adventure.

Setup

Each player needs a 3x3x3 board. Here is how the boards should be set up. Orientation doesn't matter.

1---------------2-------------3

E-B-E--------•–Q–•--------E-B-E

B-Q-B--------Q-N-Q--------B-Q-B

E-B-E--------•–Q–•--------E-B-E

Pieces

Electron- Moves. One square in any orthogonal (you know, up, down, left, right, forward, backward.) direction.

Quark- First, you must assign a flavor to each. Limit one per quark, one per flavor

Up- Can go up one square, orthogonally, diagonally, triagonally, or can go down one square orthogonally.

Down- Can go down one square, orthogonally, diagonally, triagonally, or can go up one square orthogonally..

Top- Can go two squares up in orthogonal, diagonal, or triagonal directions or any combination, or can leap to any square in the other board's bottom row.

Bottom- Can go two squares down in orthogonal, diagonal, or triagonal directions or any combination, or can leap to any square in the other board's top row.

Strange- Roll a die every time you move. 1 means you can go one square orth. 2- one square diag. 3- one square triag. 4- two squares in the same direction orth. 5- two diag. 6- two triag. Or you can go to the same square on the other board,

Charmed- It can move like anything that "attacks" it.

Nucleus- Moves one square orthogonally, diagonally, or triagonally. Can also split into a neutron and a proton for every electron left. These can be placed in any adj. square, possibly capturing.

Neutron- Leaps in one of the following combos:

One orth. and one triag. outward

One diag. and one triag. outward

One orth. and one diag. outward

Additionally, you can move your opponent's neutrons! You can move them one space in any of the 26 directions, one square.

Neutrons cannot capture, but can hit enemy pieces to destroy all pieces orthogonally adjacent to the target and EITHER all diagonally adjacent to the target or the target itself.

However, if the target is a nucleus, the nucleus just disperses.

Proton- Royal. If one is destroyed, you lose. Moves as an up quark twice and a down quark once, in any order. All moves must be taken.

Boson- You must remove four of these to make the first boson move. The other four make a droppable piece, the Higgs Boson. You must assign a name to each:

Photon- Moves as far as possible in any of the 26 directions, but can charge only on the first.

Graviton- Moves as far as possible in any of the 26 directions, and charges on those squares

Gluon- Moves one square in any of the 26 directions, but charges only on the farthest square in those directions.

WZW- Moves one square in any of the 26 directions and charges on those squares.

Alternatively, any boson can go to the same square on the opponent's board.

When I say "charging", the bosons can cause any enemy piece that they can charge to act as your boson for the purposes of laws, but must destroy themselves.

Each boson has a special power-

Photon- Can push enemy instead of capturing

Graviton- Can destroy itself and any other gravitons instead of moving

Gluon- Can destroy itself to capture all pieces triagonally adjacent to it

WZW- Can make "normal" captures too in its charging squares against any piece

Higgs Boson- Can be dropped when created on any square on your board. Must stay on your board. Does not move, but a piece can enter its square to Higgsify itself.

A Higgsified piece has extra mass, even if it had none before, and can capture any piece without worry, Also, a Higgsified piece can move to any square on the enemy board that is unoccupied. Enemy pieces can be Hggsified, and a doubly Higgsified piece implodes, creating a black hole and destroying everything on its board.

Rules

Unless stated otherwise, all pieces move as they capture, but can only capture the same kind of piece.

EXCEPTIONS: All Quarks can capture each other, all Bosons can capture each other, and all Nuclear pieces can capture each other.

Every capture is a suicide capture, except for WZW bosons and neutrons. This means that if an electron captures an electron, both are removed, etc.

You lose when one of the following conditions is met:

Your proton is captured or destroyed.

You break a funadmatental law because you cannot perform the actions required.

These are:

Gravity- If you have a graviton left, then at the beginning of your turn, all of your pieces must be returned to your board.

Electromagnetism- If you have a photon left, then at the beginning of your turn, if there are more electrons than protons on one board and the opposite on the other, then any piece can go to the same square on the other board for its turn. However, if there are more protons than tp electrons or vice versa on both boards, then no piece may swap boards.

Strong force- If you disperse a nucleus, it goes back to page hater at the beginning of your next turn if you have a gluon.

Weak force- If you have a WZW boson, then, at the beginning of your turn, all of your quarks, electrons, etc. just go back to your board. They can be placed anywhere,

Notes

Phew.



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By Daniel Robert MacDuff.
Web page created: 2013-06-29. Web page last updated: 2013-06-29