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Trissa

Setup



K - King
W - Withdrawer
C - Chameleon
L - Long Leaper
I - Immobilizer
O - Coordinator
P - Pincer

Pieces

Every piece moves as in Ultima, except instead of being in eight or four regular directions, they move in the six hexagonal directions.

Coordinator - Instead of coordinating with the King along ranks for one a files for the other, it coordinates on the intersection of any two hexagonal rays drawn from each of them excluding those which directly oppose each other.

Pincer - In addition to capturing by moving a Pincer so that it sandwiches a piece in between two of them, can capture by moving a Pincer so that a triangle of three Pincers is placed around the captured piece.

Rules

The Red player begins, then play proceeds clockwise. Each turn you must move a piece, making a capture if possible. Whenever a piece is captured, it "explodes," leaving six copies of it in the surrounding squares. When exploding, if there are occupied surrounding squares, those pieces are annihilated and do not explode. Checkmate is not a win condition for this game; the King is a normal piece. Instead, win by having the most pieces on the board either when the board fills or after an agreed number of turns.

Notes

The name of this variant is pronounced "trai-suh", taking note of the 3 players. It is not very Chesslike for sounding similar to Caissa, however.


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By John Smith.
Web page created: 2008-11-27. Web page last updated: 2010-04-23