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Chesimals I & II

Introduction

Chesimal: a "chess animal". An introduction to self-contained Autonomous Multi-unit Pieces [AMPs] on a 12x16 board, with 32 pieces per side. This game is playable with 2 chess sets appropriately marked.

Each AMP, or chesimal, is a unique color. The game has 8 chesimals total.

The sides are White vs Black, with the White side being the yellow, white, grey and orange chesimals; and Black being green, blue, red and purple.

Victory is by capturing both enemy royal Chiefs, or brain units. The royal chiefs are white and grey for the White side, and blue and red for the Black side.

A turn consists of each side moving one AMP/chesimal, with the white side moving first each turn.

Setup


Chesimals I





Chesimals II

Pieces

**PIECES Level 1:**

**Unit Movement**

Chief - All leaders may move 2 squares, sliding 1 square in any direction, and then, if desired, sliding one more square, again in any direction, except back to the first square.

Knight - The royal guard unit. It moves as a standard western knight, one square orthogonally and then one square diagonally outwards; it leaps exactly 2 squares, landing on a square of different color than it started on.

Warmachine - The warmachine is an exclusive [see DHowe's Taxonomy] combination of dabbabah and wazir. It may step 1 square orthogonally, or leap 2 squares orthogonally.

Elephant - The elephant is an exclusive combination of alfil and ferz. It steps one, or leaps two, squares diagonally.

Guard - The guard steps 1 square in any direction, exactly like the king in chess.

PIECES Level 2:

Chesimals

Each chesimal has one leader [or brain] unit, the Chief, that activates the individual units that make up the chesimal. Any individual unit, to be able to be activated and then move, must be touching, that is, directly adjacent in one of the 8 surrounding squares, either a leader unit, a unit that is touching a leader unit, or touching a piece touching... in other words, the leader must be able to trace an unbroken line of friendly units to the unit being activated and moving, at the time of that activation and move. The piece may move into isolation as a result of its activation and move, but must be connected to the leader to actually activate and move.

* Ortho * 9-unit ortho AMP - 1Ch, 4DW, 4G; or 1Q, 4R, 4P for over the board with 2 FIDE piece sets *

* Dia * 9-unit dia AMP - 1Ch, 4AF, 4G; or 1Q, 4 B, 4P *

* Royal * 7-unit royal AMP - 1K, 2N, 4G; or 1K, 2N, 4P

There are 4 pieces per side: * one 9-unit ortho AMP * one 9-unit dia AMP * two 7-unit royal AMPs

Rules

**Turns:** A turn consists of each side moving one AMP, with white moving first each turn. * The "White" side is yellow, white, grey and orange. * The "Black" side is green, blue, red and purple.

At least one unit of a chesimal must move.

Each and every individual unit of one chesimal may move, in any order the owning player desires.

Any individual unit must be connected to the leader unit by an unbroken chain of same-color units at the instant it starts its move. If the unit is not connected to the same-color leader/brain unit at the start of its move [on its original square], it may not move.

Each unit, including the brain, may only move once per turn. It may not "save" part of its move for later in the turn. No unit may move during the movement of another unit.

No moving unit may move through a square occupied by another unit, even if that piece just moved into the square or will move out later in the turn. Every unit moves as if it is the only piece moving in the turn.

A unit may move directly away from and out of contact with all other same-colored pieces.

**Capture:** Capture is by replacement. The capturing unit must stop in the captured unit's square. Captures are made by individual units, not AMPs. The AMP may continue activating and moving other of its units after one or more of its units has made a capture. The royal "pieces" may thus capture up to 7 enemy units in a turn, and the ortho and dia 9 each. When an amp's leader is captured, the remaining pieces in the amp are leaderless, although still colored. They just cannot move, but may be captured.

**Victory:** The object of the game is to capture both of your opponent's royal chief units - the white and grey ones for the White side, and the red and blue ones for Black, not the entire multi-unit royal AMPs - before losing both of your own.

There is no castling, pawn doublestep, or promotion in this game.

Playtesting by Carlos Cetina and Joe Joyce

Notes

Chesimals II
This is an extension of Chesimals I, and is very similar, The only difference is the movements of 3 pieces, the warmachine, elephant, and guard, have been extended 1 square, to give the chesimals more mobility.

**PIECES Level 1:**

+++++ Please note that some of these pieces are different than those in Chesimals 1, although the rules and preset use the same piece icons in each game.

**Unit Movement**

Chief [[image http://www.chessvariants.org/graphics.dir/alfaerie/wchampion.gif]] All leaders may move 2 squares, sliding 1 square in any direction, and then, if desired, sliding one more square, again in any direction, except back to the first square.

Knight [[image http://www.chessvariants.org/graphics.dir/alfaerie/bknight.gif]] The royal guard unit. It moves as a standard FIDE knight.

Warmachine [[image http://www.chessvariants.org/graphics.dir/alfaeriemisc/color/owarmachine.gif]] This warmachine is an inclusive [see DHowe's Taxonomy] combination of dabbabah and wazir. It may step 1 square orthogonally, leap 2 squares orthogonally, or do both, in either order. Thus, it can move up to 3 squares, leaping over one, which may be occupied, with no effect on either piece. It is a linear piece, it may not change directions while moving.

Elephant [[image http://www.chessvariants.org/graphics.dir/alfaeriemisc/color/yelephant.gif]] This elephant is an inclusive combination of alfil and ferz. It may step one, or leap two, or step 1 and leap 2 squares, in either order, diagonally.

Guard [[image http://www.chessvariants.org/graphics.dir/alfaeriemisc/color/grguard.gif]] This guard slides 1 or 2 squares in any direction, linearly. It is a 2-square queen.

+++++ The same pieces need to be used again, as there is a limited number of pieces available in 8 or more colors. This is not an ideal solution, but it is the best available.


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By Joe Joyce.
Web page created: 2008-10-23. Web page last updated: 2020-04-21