Reglas de Confrontation Evolution traducidasDescripción completa
Les Mis Confrontation
Reglas de Confrontation Evolution traducidasFull description
Full description
Descripción completa
Les Mis Confrontation
scacchi
What are the typical amateur's mistakes and how does the more accomplished player exploit them? In this book Dr Max Euwe, former World Chess Champion and President of the International Chess Federa...
Descripción: learn chess ending
Chess BookDeskripsi lengkap
Chess, Chess master, Grand Master, Free tutorial, Advance
Musical Chess ScoreFull description
Chess Book
Descrição: Chess Life
chessFull description
Undergraduate Dissertation
CONFRONTATION The Wargame On A Chessboard 2010 Domino Writing (dominowriting.com/games.html) (dominowriting.com/games.html)
I. What o! "eed To #la$ One or more standard set o% chess &ieces One chessboard One or two si'sided dice Abo!t 20 toens* &encils and &a&er to trac +ario!s abilities II. ,etting -& #lace the board so a lightcolored s&ace is on the righthand side. The line o% eight s&aces r!nning horiontall$ is called a ran and the lines r!nning +erticall$ are called %iles. ach &la$er begins with one ing and three #awns* then can s&end 1 Arm$ &oints to create an arm$3 o% &ieces. ach &iece in the arm$ costs a certain n!mber n!mber o% &oints as indicated in 4I. The #ieces* and &oints can also also be s&ent %or additional s&ells and racial s&ecial abilities. An$ Arm$ &oints not s&ent are lost. An arm$ can ha+e an$ n!mber and t$&e o% &ieces 5 &la$ers ma$ need more than one standard chess set to mae an arm$. #la$ers can raise or lower the Arm$ &oint total to %it their their &la$ing conditions. conditions. I% a &la$er &!rchases a 6isho&* the &la$er m!st select two (or more) s&ells %or the 6isho& to cast. 7ar them down on a se&arate &iece o% &a&er* and tae one toen %or each s&ell. Also tae one toen %or each 8oo in the arm$. I% a &la$er has more than one 6isho& and/or 8oo* mae s!re to indicate which &iece has which s&ells or toen %or 8oos. A%ter both armies are &!rchased* each &la$er rolls a die. The &la$er with the higher res!lt can choose to set !& an arm$ %irst or second. 8eroll ties. Choosing to set !& and &la$ %irst gi+es a &la$er the ad+antage o% initial mane!+ering to mae attacs* while choosing to set !& and &la$ second gi+es a &la$er the ad+antage o% seeing the other &la$er9s initial arrangement be%ore setting !&. To arrange an arm$* &lace all the &ieces on an$ s&aces o% the two rans nearest the &la$er. -nlie standard chess* &awns can be &laced in the bac ran* and the other &ieces can be &lace in the %ront ran. III. To #la$ ach t!rn* a &la$er m!st tae two actions* two actions* and each action m!st be with a di%%erent &iece in the arm$. An action is: mo+ement or casting a s&ell (see 4II. ,&ells). A &la$er can also !se a racial &ower (see I;. 8aces) d!ring a t!rn* tho!gh this does not co!nt as an action. All &ieces can mo+e in a straight line in an$ direction* lie a !al* the battle is a draw. 8et!rn the &iece that mo+ed into the the s&ace to the s&ace it mo+ed %rom. %rom.
4. Winning The ?ame To win* either de%eat the o&&onent9s ing in combat* or de%eat e+er$ &iece e'ce&t the o&&onent9s ing. 4I. The #ieces Pawn: 7o+e 2* Combat 1* Arm$ &oint cost 1 (note: each &la$er begins with @ #awns be%ore s&ending Arm$ &oints) #awns are the %oot soldiers o% an arm$. The$ are the basic warriors o% a battle gro!&* with no s&eci%ic abilities other than lo$alt$ to their ing and a willingness to %ight %or what the$ belie+e in. ,&ecial Abilit$: "one Rook : 7o+e * Combat 2* Arm$ &oint cost @ 8oos are the artiller$ o% armies* the might$ bacbone o% an arm$9s assa!lt. The$ are deadl$ war machines* giant creat!res and str!ct!res that &rotect a %ighting %orce. ,&ecial Abilit$: Strength 5 6eca!se o% the &ower the$ wield on a battle%ield* 8oos can absorb one hit. The %irst time a 8oo is de%eated in combat* the res!lt will be changed to a draw. The second time the 8oo is de%eated* the res!lt will remain and the 8oo will be remo+ed %rom the game. Tae one toen %or each 8oo* and discard it when the 8oo !ses its ,trength abilit$. Knight : 7o+e * Combat 2* Arm$ &oint cost @ nights are the hea+il$ armored* battleread$ elite warriors in an arm$. The$ ha+e trained %or war their entire li+es* and ha+e great nowledge o% %ighting sills and wea&ons. ,&ecial Abilities: Leap 5 A night can &ass thro!gh an$ other &iece when mo+ing* b!t cannot end its mo+ement in the same s&ace as another &iece %rom the same arm$. Weapon Mastery 5 Whene+er a night mo+es into an o&&osing &iece9s s&ace to begin combat* add 2 to the night9s Combat rating. I% the night is alread$ in the s&ace when combat begins* howe+er* the &iece does not gain this bon!s. Bishop: 7o+e * Combat 2* Arm$ &oint cost 6isho&s are the magical and s&irit!al leaders o% an arm$. Their im&ortance strategicall$ maes them &ower%!l in e+er$ battle. ,&ecial Abilit$: Magic Spells – ach 6isho& begins the game with two s&ells %rom the list below. A 6isho& can ha+e two di%%erent s&ells or the same s&ell twice* and it does not ha+e to ha+e the same s&ells as other 6isho&s in the arm$. 7ar on a se&arate sheet o% &a&er which s&ells each 6isho& has* and cross them o!t when the$ are cast. Bor 1 Arm$ &oint* a 6isho& can ha+e an additional s&ell* with no limit on the n!mber o% s&ells a 6isho& can ha+e. ,&ells m!st be selected be%ore the game begins. ,ee below %or more r!les on s&ells. Queen: 7o+e * Combat @* Arm$ &oint cost ie a tr!e general* the
4II. ,&ells 6isho&s ha+e the abilit$ to cast s&ells. ach 6isho& begins with two s&ells* and a &la$er c an b!$ more s&ells %or a 6isho& at a cost o% 1 Arm$ &oint &er s&ell. Casting a s&ell is an action. Once a s&ell is cast* the magic is lost* and the 6isho& can no longer cast that s&ell. I% a 6isho& is de%eated in combat* an$ s&ells the 6isho& still had are lost.
The three combat s&ells (Bireball* E!rt* F!dgement) ha+e Combat ratings* which are !sed instead o% the 6isho&9s Combat rating %or attacs !sing those s&ells. I% the 6isho& wins a battle !sing a s&ell* the losing &iece is remo+ed %rom the game* b!t the 6isho& does not tae the losing &iece9s s&ace. ,e+eral s&ells ha+e a 8ange rating. This is the distance in s&aces awa$ %rom the 6isho& that the s&ell can a%%ect* incl!ding the target s&ace b!t not co!nting the 6isho&9s s&ace. I% the enem$ &iece is o!tside the range o% the s&ell* the s&ell cannot be cast on that &iece. Fireball : The 6isho& la!nches a giant s&here o% %lame at an enem$. Combat @* 8ange Heal : A de%eated %ighter ret!rns to battle once again. One #awn* 8oo or night %rom the &la$er9s arm$ which has been remo+ed %rom the game is ret!rned to the board on an$ em&t$ s&ace on the %irst two rans o% the board nearest the &la$er. A healed 8oo also begins with one toen %or its ,trength abilit$. I% there are no em&t$ s&aces on that side o% the board* this s&ell cannot be !sed. Hurt : The 6isho& sends a wa+e o% magical %orce at a %oe. Combat * 8ange @ Judgement : The 6isho& calls on the &owers o% magic to wi&e o!t all enemies. Combat 2* 8ange 1 (note: this s&ell a%%ects the enemies in each s&ace aro!nd the 6isho& at the same time. Determine the res!lt o% each battle se&aratel$.) Panic: The 6isho&9s magicall$ altered %earsome a&&earance sends one enem$ &iece r!shing bac to an$ em&t$ s&ace (enem$ &la$er9s choice)* on the ran closest to the enem$ &la$er. 8ange 4III. 7!lti#la$er ?ame (o&tional) Three or %o!r &la$ers can &artici&ate in the game G!st as easil$ as two &la$ers. ach &la$er !ses the two rans closest to that &la$er %or its set !& area. The corner s&aces o% each ran o+erla&* so &la$ers ma$ set !& their &ieces right ne't to one another. A &la$er m!st de%eat all o% the other &la$ers to win the game. I;. 8aces (o&tional) -sing this o&tional r!le* each &la$er chooses one race when creating an arm$. 8aces cost no Arm$ &oints. ach &la$er sho!ld also tae three toens* and discard one each time a &iece in the arm$ !ses the racial abilit$ described below. When all three toens are gone* the &la$er can no longer !se the racial abilit$. Bor 1 Arm$ &oint* an arm$ can ha+e an additional !se o% its racial abilit$* with no limit on the n!mber !ses the arm$ can ha+e. An arm$ can onl$ ha+e the racial abilit$ %or its race. #la$ers !se racial abilities immediatel$ a%ter discarding a toen. Demons: Rise From Hell 5 A demon &iece can be mo+ed to an$ em&t$ s&ace on the board* and can then mae its normal mo+ement and combat* i% the &la$er wishes. Dwar+es: Hold he Line 5 All dwar+es add 2 to their &iece9s Combat rating when an o&&osing &iece mo+es into its s&ace to begin combat. I% the dwar% &iece mo+es into another &iece9s s&ace to start a battle* the dwar% &iece does not gain this bon!s. l+es: Swi!t Mo"ement 5 The &iece that G!st too a t!rn can mo+e a second time* and can e+en mo+e into another &iece9s s&ace to begin combat a%ter the second mo+ement* tho!gh it does not ha+e to. E!mans: Luc# 5 The &la$er can reroll the die in combat and tae the better o% the two res!lts %or its combat total. Orcs: $attle Fury 5 I% an orc &iece s!cceeds in a battle* two di%%erent orc &ieces can mo+e immediatel$* as long as both mo+e into o&&osing &iece9s s&aces to begin combat. -ndead: Li"e %gain 5 An !ndead #awn* 8oo or night &iece that loses a battle can be mo+ed to a s&ace on the ran closest to the &la$er9s side o% the board (!ndead &la$er9s choice)* instead o% being remo+ed %rom the board. ;. Terrain (o&tional) To +ar$ the battle%ield* choose eight s&aces (%or a large terrain area) or %o!r s&aces (%or a small terrain area). The s&aces m!st be connected to one another b$ at least one side o% a s&ace 5 %or e'am&le* the s&aces co!ld be in a straight line or a s>!are* b!t not a diagonal line. Choose one o% the e%%ects below* which a%%ects all &ieces on those s&aces* b!t not &ieces mo+ing into those s&aces to begin combat. -se a &iece o% &a&er or marer to indicate which s&aces ha+e terrain. Terrain &ieces do not cost Arm$ &oints. $arrier : #ieces cannot mo+e or !se s&ells that wo!ld tae them thro!gh these s&aces. &ounterspell : #ieces on these s&aces cannot be a%%ected b$ an$ 6isho& s&ells or racial abilities. 'nhancement : A &iece on one o% these s&aces adds 1 to its Combat rating i% it is on the s&ace when another &iece mo+es into its s&ace to begin combat* or when it lea+es the s&ace to begin combat against another &iece. Rough: It taes two s&aces o% mo+ement to mo+e into one o% these s&aces. ings cannot mo+e into ro!gh terrain.
;I. Treas!re (o&tional) ach time a &iece in the arm$ de%eats a night* 6isho& or