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| Tags: chess, super, tweak, variant |
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#1
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Has anyone else heard of this variant? I've found it to be at least
as complex and exciting as Chess, though in the latter I'm a rank beginner. The variant as I know it is called "Super Tweak" and is similar to Chess in only in the sense that it can be played on a Chess board and with most Chess sets (there is one aditional piece that is typically represented by an upside-down rook) and the victory condition involves what in Chess would be the King. However the board is set up differently and on the whole none of the pieces behave in the same way and their is an alternate, capture-the-flag style victory condition. The rules are as follows: The Pawns are called "Tweaks" and can move one square in any direction. Tweaks capture by jumping over enemy units. A Tweak can jump over any number of enemy units in a single turn. Tweaks can also jump over any number of friendly units (without capturing them) in a turn, however a Tweak CAN NOT jump over both friendly and enemy units in a single turn. White Tweaks begin the game in squares 2c-f and 3c-f, While black Tweaks begin the game in squares 7c-f and 6c-f. The Bishops are called "Super Tweaks" and move and capture exactly like Tweaks with one important distinction. Super Tweaks can jump both friendly and enemy units in a single turn. White Super Tweaks begin the game in squares 2b and 2e. Black Super Tweaks begin the game in squares 7b and 7e. The Knights are called "Coordinators" and move exactly like tweaks however they do not capture enemy units that they jump over. Whenever a Coordinator is moved, it and its fellow Coordinator form two corners of a square, enemy units in the other two corners are captured. If you control only one Coordinator, it can not capture units. For example, after being moved, Coordinators Q and Z are in squares (A,X) and (B,Y) (note that A and B are variables in this case). Enemy units in squares (A,Y) and (B,X) are captured. Coordinators begin the game in the same squares that Knights normallybegin the game in. The Rook that is oriented right-side up is called the "Tank." Tanks cannot capture units and they cannot jump. The can move one square in any direction and can push lines of units unless the line terminates at the end of the board. The white Tank begins the game in the square 1h while the black Tank begins the game in the square 8a. The Queen is the "Bomb" and moves like a Tank but cannot push units. In a single move the Bomb can be moved or detonated or moved AND detonated. At the end of a move in which the Bomb is captured, it detonates. When the Bomb is detonated ALL units within two squares of the bomb (including diagonals) are captured. The Bomb begins the game in the same square as the Queen normally does. The King is the "Sticky" and moves and captures units exactly like Tweaks. Enemy units that begin a turn in squares adjacent to the Sticky can not move. If the your Sticky becomes captured, you lose the game. The Sticky begins the game in the same square as the King normally does. Finally, the upside-down Rook is called the "Impersonator" and it is whatever the last piece that was moved is. You do not lose the game as a result of an Impersonator being a Sticky being captured. If an Impersonator is a Coordinator and is moved to square (A,X) and you still have both of your "authentic" Coordinators in squares (B,Y) and (C,Z) respectively, enemy units in squares (A,Y), (A,Z), (B,X), (B,Z), (C,X) and (C,Y) are all captured. An Impersonator cannot be moved if no piece has been moved before it. White and black Impersonators begin play in squares 1A and 8H respectively. The alternate win condition is, at the end of a turn after the Bomb has detonated (if applicable) to have any one of your pieces in the square in which the enemy Sticky started in. 8e for white and 1e for black. |
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#2
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The game you describe is remarkably similar (though far from identical) to a
variant called Ultimum. Bill Smythe |
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