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Wyrmknave

CHESSSS

Dec 29th, 2015
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  1. Action Chess Faction Chess
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  3. Classique – A regular chess side
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  5. Peasant – 10 Men and 2 Sergeants, placed in a draughts-style starting position. The Sergeants are placed at either side of the front row. A Peasant army is defeated when it has no Sergeants.
  6. Man: Move one space diagonally forward. Can take by leaping diagonally forward over an enemy piece, and can chain takes together. A Man may take a piece on the edge of the board by removing both pieces only if this is the Man's first take this turn. On reaching the back rank, a Man is promoted to a Sergeant.
  7. Sergeant: Move on space diagonally. Can take by leaping diagonally over an enemy piece, and can chain takes together.
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  9. Beastfolk – 8 Goatmen, 4 Minotaurs, 2 Boarmen, 2 Leonines. Goatmen replace Pawns, Minotaurs replace Rooks and Bishops, Boarmen replace Knights, Leonines replace King and Queen. A Beastfolk army is defeated when it has no Leonines.
  10. Goatman: Moves between 1 and 4 spaces forward, chosen at random. If an enemy is 1 space diagonally in front of a Goatman, it can choose to move in that direction. Whenever a Goatman would pass through an enemy piece, if there are no enemy pieces behind it, it takes the piece. Whenever a Goatman encounters the end of the board, a friendly piece, or an enemy piece with another enemy piece behind it, the Goatman stops. When a Goatman reaches the back rank, it is promoted to a Minotaur or a Boarman.
  11. Minotaur: Can move in any cardinal direction between 1 and 8 spaces, chosen at random. Follows the same rules for taking etc. as a Goatman.
  12. Boarman: Can move in any diagonal direction between 1 and 8 spaces, chosen at random. Follows the same rules for taking etc. as a Goatman.
  13. Leonine: Can move in any direction between 1 and 8 spaces, chosen at random. Follows the same rules for taking etc. as a Goatman, but you may have it capture any non-Leonine friendly piece it would pass through.
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  15. Undead – 8 Zombies, 2 Grave Guards, 4 Death Knights, 1 Phylactery, 1 Lich-King. Zombies replace Pawns, Grave Guards replace Rooks, Death Knights replace Knights and Bishops, Phylactery replaces Queen, Lich-King replaces King. An Undead army is defeated if it has no Lich-King at the start of its turn.
  16. Zombie: Moves 1 or 2 spaces forward. Whenever a Zombie moves 2 spaces forward, any friendly Zombies to its immediate left or right move 1 space forward. Cannot promote.
  17. Grave Guard: Moves up to 6 spaces in any cardinal direction. When one Grave Guard moves, the other Grave Guard may move the same distance in the same direction if this would otherwise be a legal move.
  18. Death Knight: Moves as a Knight, then may move one space in any diagonal direction. It can still only capture once.
  19. Phylactery: Cannot move. If a friendly piece begins its move adjacent to the Phylactery, you may place the Phylactery in any free square adjacent to the friendly piece at the end of its move.
  20. Lich-King: Moves up to 3 squares in any direction. If the Lich-King is captured, you may immediately place the Lich-King in any square adjacent to the Phylactery, as long as it is empty or contains a friendly piece. If you place the Lich-King in a square containing a friendly piece, remove the friendly piece.
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  22. Slime – 8 Globs, 4 Oozles, 2 Goolems, 1 Goobeast, 1 Goobrain. Globs replace Pawns, Oozles replace Rooks and Bishops, Goolems replace Knights, Goobeast replaces Queen, Goobrain replaces King. A Slime army is defeated when the Goobrain is captured.
  23. Glob: Moves 1 space in any direction. Instead of moving, if there is another Glob adjacent, you may remove both Globs from the board and replace it with an Oozle.
  24. Oozle: Moves up to 2 spaces in any direction. Instead of moving, if there is another Oozle adjacent, you may remove both Oozles from the board and replace it with a Goolem OR if there is an empty space adjacent, you may put a Glob in it and replace the Oozle with a Glob.
  25. Goolem: Moves up to 4 spaces in any direction. Instead of moving, if there is another Goolem adjacent, you may remove both Goolems from the board and replace it with a Goobeast OR if there is an empty space adjacent, you may put an Oozle in the empty space and replace the Goolem with an Oozle.
  26. Goobeast: Moves up to 8 spaces in any direction. Instead of moving, if there is an empty space adjacent, you may put a Goolem in the empty space and replace the Goobeast with a Goolem.
  27. Goobrain: Moves 1 space left or right.
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  29. Robot – 8 Drones, 1 Factory. Drones replace Pawns, Factory replaces King. A Robot army is defeated when it has no Factories.
  30. Drone: Moves 1 space forward, right, or left. If there is a space on the board that 3 Drones could all move into, instead of moving, you may place a Factory in that space and remove those 3 Drones from the board.
  31. Factory: Cannot move. At the start of your turn, if there are any empty spaces adjacent, you may place any non-Factory Robot piece in one of them.
  32. Mecha-Knight: Moves 2 spaces in any direction. Can leap pieces. You may have no more than 2 Mecha-Knights at any time.
  33. Robo-Rook: Moves up to 6 spaces in any cardinal direction. You may have no more than 2 Robo-Rooks at any time.
  34. Auto-Bishop: Moves up to 6 spaces in any diagonal direction. You may have no more than 2 Auto-Bishops at any time.
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  36. Ghost – 8 Spirits, 4 Shades, 2 Phantoms, 1 Poltergeist, 1 Wraith. Spirits replace Pawns, Shades replace Rooks and Knights, Phantoms replace Bishops, Poltergeist replaces Queen, Wraith replaces King. A Ghost army is defeated when its Wraith is captured.
  37. Spirit: Moves 1 space forward. Spirits can occupy any space that does not contain a friendly Spirit. While a Spirit shares a space with an enemy piece, the enemy piece cannot move. When a Spirit moves into an empty space on the back rank, it is promoted to a Shade or a Phantom.
  38. Shade: Moves up to 4 spaces in any direction. Can move through all pieces and cannot take enemy pieces. At the end of a Shade's move, you may have it haunt the square it is occupying. The Shade becomes invisible, and whenever an enemy piece enters that square, you may capture it. If you do, the Shade becomes visible and stops haunting the square.
  39. Phantom: Moves 2-3 spaces in any direction, leaping the intervening spaces. When a Phantom captures an enemy piece, it becomes a copy of that piece. You may have it return to being a Phantom at the start of its move.
  40. Poltergeist: Moves up to 5 spaces in any direction. Can move through friendly pieces. At the start of your turn, you may capture one piece that is adjacent to the Poltergeist.
  41. Wraith: Moves up to 2 spaces in any direction. Can move through friendly pieces. Cannot capture pieces.
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  43. Faerie – 10 Sprites, 2 Faerie Knights, 2 Dryads, 1 Titania, 1 Oberon. Sprites replace Pawns and Rooks, Faerie Knights replace Knights, Dryads replace Bishops, Titania replaces Queen, Oberon replaces King. A Faerie army is defeated when Oberon is captured.
  44. Sprite: Moves up to 2 spaces forward. On its first move, a Sprite may move 1 space diagonally. When an enemy piece could capture a Sprite on its next move, that Sprite can move backwards and diagonally backwards 1 space.
  45. Faerie Knight: Moves up to 5 spaces in any cardinal direction. Leaps over any pieces.
  46. Dryad: Moves any amount of spaces in any direction. Cannot capture or be captured.
  47. Titania: Moves up to 2 spaces in any direction. When an enemy piece could capture Titania on its next move, Titania can move up to 6 spaces in any cardinal direction.
  48. Oberon: Moves up to 2 spaces left or right.
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  50. Halflings – 8 Villagers, 6 Bunny Knights, 1 Head Chef, 1 Mayor. Villagers replace Pawns, Bunny Knights replace Knights, Bishops, and Rooks, Head Chef replaces Queen, Mayor replaces King. A Halfling army is defeated when its Mayor is captured.
  51. Villager: Moves and captures as a pawn. When a Villager reaches the back rank, promote it to a Bunny Knight or a Head Chef.
  52. Bunny Knight: Moves 2 spaces in any direction, then moves 2 spaces at a right angle, leaping the intervening spaces. May take on either move.
  53. Head Chef: Moves up to 5 spaces in any direction. Any Villager that begins its move adjacent to a Head Chef may one space in any direction.
  54. Mayor: Moves as a King. Cannot move unless adjacent to a friendly Villager or threatened by an enemy piece.. As long as a Mayor is adjacent to a friendly Villager at the end of its move, it may move one additional square in any direction.
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  56. Alchemist – 8 Students, 2 Bombardiers, 2 Grenadiers, 1 Explosivista, 1 Arch-Chancellor. Students replace Pawns, Bombardiers replace Rooks, Grenadiers replace Bishops, Explosivista replaces Queen, Arch-Chancellor replaces King. An Alchemist army is defeated when its Arch-Chancellor is captured.
  57. Student: Moves as a Pawn. When an Acolyte captures an enemy piece, it becomes a Mutant. When a Student reaches the back rank, it is promoted to a Bombardier, a Grenadier, or an Explosivista.
  58. Mutant: Moves up to 2 spaces in any direction, leaping the intervening space. At the start of your turn, if any Mutants could take a piece, you must move a Mutant and it must take a piece.
  59. Bombardier: Moves up to 3 spaces in any cardinal direction. At the end of its move, a Bombardier may throw a bomb in any diagonal direction – the bomb hits a random space in that direction, and removes any pieces in that space from the board. 0 is a possible result (i.e. the piece can drop the bomb on itself)
  60. Grenadier: Moves up to 3 spaces in any diagonal direction. At the end of its move, a Grenadier may throw a grenade in any cardinal direction – the grenade hits a random space in that direction, and removes any pieces in that space from the board. 0 is a possible result (i.e. the piece can drop the grenade on itself)
  61. Explosivista: Moves up to 2 spaces in any direction. At the end of its move, an Explosivista may throw an explosive in any direction – the explosive hits a random space in that direction, and removes any pieces in that space from the board. 0 is a possible result (i.e. the piece can drop the grenade on itself)
  62. Arch-Chancellor: Moves as a King. Cannot take.
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  64. Swarm – 40 Swarmlings, 1 Hive Queen. 5 Swarmlings replace each Pawn, Hive Queen replaces King. A Swarm army is defeated when the Hive Queen is captured.
  65. Swarmling: Moves 1 space in any direction. Swarmlings can share a space with any amount of friendly Swarmlings, and you may move any amount of Swarmlings on the same space as if they were one piece. When a Swarmling move would capture a piece, roll a d20 and add the number of moving Swarmlings – if the result is greater than 10, the capture is successful; otherwise, the moving Swarmlings are lost. After your first Swarmling move of the turn, if there was no capture attempt, you may move half of the moved Swarmlings – rounded down- again, as long as this results in a capture attempt. When a piece attempts to move into a space containing Swarmlings, roll a d20 and add the number of Swarmlings in the space. If the result is less than 16, the capture is successful – otherwise, the capturing piece is removed from the board.
  66. Hive Queen: Cannot move. At the start of your turn, roll 2d6. Place that many Swarmlings in squares already occupied by at least one Swarmling or in any space adjacent to the Hive Queen.
  67.  
  68. Reaper – 1 Reaper, 1 Shackle. Reaper replaces Queen, Shackle replaces King. A Reaper is defeated when the Reaper is captured.
  69. Reaper: Moves as a Queen. Cannot capture. At the end of the Reaper's move, remove all pieces adjacent to it from the board.
  70. Shackle: Cannot move. While friendly Reaper is within 4 spaces of Shackle, it must remain within 4 spaces of Shackle.
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  72. Butcher – 2 Bulls, 2 Aurochs, 2 Hogs, 2 Fowl, 2 Butchers, 2 Diners. Butchers replace King and Queen, Diners replace Bishops, Bulls are placed in front of Butchers, Aurochs in front of Diners, Hogs on either side of the Aurochs, and Fowl in the extreme file. A Butcher army is defeated when its Butchers are captured.
  73. Butcher: Moves as a King. At the end of its move, a Butcher may slaughter up to three friendly adjacent pieces. When a piece is slaughtered, it is treated as having been captured, and it leaves a corpse.
  74. Bull: Moves as a Rook. May move through any one piece that is not a Bull or an Auroach if it's move does not end in a capture. When a Bull moves through a piece, slaughter it. When a Bull is captured, it leaves a corpse.
  75. Auroch: Moves as a Queen. Cannot capture. When an enemy piece would capture an Auroch, instead the Auroch moves 1 space away from the capturing piece. If another piece or the edge of the board would prevent this, the Auroch is captured. When an Auroch is captured, it leaves a corpse.
  76. Hog: Moves as a Bishop, but may change direction once per move. When a Hog is captured, it leaves a corpse.
  77. Fowl: Moves two spaces in any direction, leaping the first space. Can only capture by instead moving one space in any direction. When a Fowl is captured, it leaves a corpse.
  78. Diner: Moves one space in any direction. Before a Diner moves, it may feast on any adjacent corpse. It gains the movement and capturing abilities of that corpse.
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  80. Wallmaster – 1 Chest. Chest is placed in the bottom-left square. A Wallmaster army is defeated when its Chest is captured.
  81. Chest: Cannot move. At the start of your turn, place up to 3 non-Chest pieces in a valid location.
  82. Wall: Cannot move. Place between two squares. Pieces cannot move through walls. If a Wall is placed on top of an existing wall, it cannot be leapt over. You cannot surround your Chest with Walls.
  83. Trap: Cannot move. Cannot be placed adjacent to a Chest or a Wall. When a piece captures a Trap, remove that piece from the board.
  84. Minion: Moves as a King. Must be placed adjacent to a Chest or a Barracks.
  85. Barracks: Cannot move. Must be placed within 1 rank of an existing Chest or Barracks. Cannot be placed adjacent to an enemy piece. You may only place one Barracks per turn.
  86. Generator: At the start of your turn, place up to 1 non-Chest piece in a valid location. You may only place one Generator per turn.
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