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Chess Wars 3.1- Island Hopping

Introduction

Story (Read aloud): White was able to trace Black's cyberattack and locate the test site for his secret weapon. White now is going to find the specific island in the archipelago where the prototype is being held.

Setup

8x8

White's Bishops are both on black squares and his Knights on white squares.

Pieces

White

K- Battleship- Ferz, Alfil, Dababa, Camel

Q- LAST (Land And Sea Transport)- Queen

B- Destroyer- Ferz, Camel

N- Paratrooper- Dababa, Ferz, Alfil

R- Landboat- Bishop or Wazir

P- Gunboats/Infantry- Ferz

Black

K- General- King, can rifle capture as Ali-baba

Q- Prototype- Cannot move, placed on any white square at the start of the game

B- Helicopter- King or Squirrel

R- Bomber- Rook

No Knights

No Pawns

Rules

Black wins by capturing all of White's pieces. White wins by "picking up" the prototype with any piece and taking it back to his home rank.

If Black wins, then play Chess Wars 4- The Dogs of War with Black using the secret weapon.

If White wins, play Chess Wars 4- The Dogs of War with White using it.



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By Daniel Robert MacDuff.
Web page created: 2015-12-04. Web page last updated: 2015-12-04