User:Wotton/Chess Wheel With Cards

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Revision as of 11:22, 23 September 2022 by miraheze>Wotton

inspired by User:Veganzombeh/BigChess and User:CodeTriangle/Chess Wheel.

//anything followed by a "//" is a comment, and not part of the actual ruleset.

boring standard stuff

[insert definitions, process of becoming a player, timezone, basic proposal rules, judge system, etc. here.]

  • Whenever the rules require that a player randomly generate a number, it must be done so publicly, and all values in the range must have equal weight.
  • Card Counters (CC) are fungible items.
  • Piece Counters (PC) are fungible items.
  • Cards are items. Cards with the same title are fungible.
  • Pieces are non-fungible items.
  • Unless otherwise specified, all game actions are performed by stating one's intent to perform them in #game-actions

Boards

A Board is a 2-dimensional grid of discrete size. Each position on the grid may contain a single Piece. The rows of the grid are called ranks and the columns are called files. Ranks are indexed with subsequent letters, starting with A. Files are indexed with subsequent numbers, starting with 1.

Boards may share spaces. When board A shares space S with space T on another board B, pieces that exist at space S on board A exist at space T on board B and may move to spaces on board B accessible from space T or to spaces on board A accessible from space S.

Standard Board

If a player has not done so in this cycle, they can create a board with 8 rows and 8 columns, called their standard board by saying so in #board-actions.

Spaces on the eighth rank of a standard board are shared with spaces with the same rank and file every other standard board.

Turns

The turn list is an ordered list of players. Any player who has created their standard board can add themself to the end of the turn list by saying so in #joining.

When a player is at the start of the turn list, it is said to be their turn. When it is a player's turn, they can do all of the following in order, known as taking their turn:

  • Move a piece
  • Remove themself from the turn list.
  • Add themself to the end of the turn list.

If a player has not made a move in 24 hours since their turn began, then any player can remove them from the turn list.

Pieces

  • Once per turn, on their own turn, a player may claim 2PC.
  • A player may generate a piece in their inventory by paying an amount of PC equal to its value.
  • On their turn, a player may add a piece from their inventory to the board. Choose any square on their own board, or adjacent to one of their piece's in another board, and an orthogonal bearing. The piece is added to that square, with that bearing.
PC movement capture piece-specific rules
King 50 one square in any orthogonal or diagonal direction same as movement
Pawn 1 one square in the direction of its bearing one square diagonally, sharing at least one directional component with its bearing
Rook 5 any number of squares in any orthogonal direction same as movement
Bishop 3 any number of squares in any diagonal same as movement
Knight 3 1 square in any one direction and 2 squares in another direction orthogonal to the other, in any order. same as movement may move through other pieces, but may not land on them without capturing
Wall 2 none none May only be placed orthogonally adjacent to a Rook. When adjacent to a Rook, may only be captured by a piece with a PC value higher than 4.

If a player has any number of Walls adjacent to each other between two Rooks, they may choose to move the two Rooks and all walls between them in any orthogonal direction, any number of squares, without capturing, the same number of squares, as one move.

Cards

Once per turn, on their own turn, a player may claim 10CC in the appropriate channel.

Players may choose to play a card at any point when their Use Condition is met. The card is removed from their inventory and its effect is applied.

Generating Cards

  • Once per turn, on their turn, a player may add a randomly generated card to their inventory.
  • Players may pay an amount of CC equal to half of the average CC value of all cards from the Card List (rounded up) in order to add a randomly generated card to their inventory.
  • Players may pay an amount of CC equal to the CC value of a card in order to add it to their inventory.

Card List

//current rounded-up average CC value: 6 (35/6)

Title CC Use Conditions Effect Fluff Text
Urn of Rapacity 10 any time randomly generate two cards and add them to your inventory Urn of Rapacity allows me to draw two additional cards from my deck!
Record 3 any time during the player's turn randomly generate a number N between 1 and 4, inclusive. Pick a piece on the board(s). Its bearing is rotated right by N・90°. You spin me right-round...
A Cat Without a Grin 5 any time during the player's turn randomly generate a number N between 5 and 20, inclusive. For your next N turns, whenever one of your pieces moves, the square it departed from disapears. Pieces may not move to that square, but may still pass through it. I've often seen a cat without a grin,' thought Alice
A Grin Without a Cat 5 any time choose an existing square and one of its sides. A new square is added to that side of that square. 'but a grin without a cat!
Bookmaker 7 any time choose one piece on the board. Whenever it captures another piece, gain a number of PC equal to the captured piece's PC value. If the chosen piece is captured, transfer an amount of PC equal to twice the chosen piece's value to the player who captured it. If the player who played Bookmaker has an insufficient amount of PC, the player who captured the piece can choose any combination of CC, PC with a value equal to twice the captured piece's PC value. [add something here]
Magical Sand 5 any time randomly generate a number between 1 and 2, inclusive. If the number is 1, lose all your cards. If the number is 2, randomly generate a number of cards equal to the one you would have lost if you had rolled 1 instead. The sand in the depths of hell is magical sand. Touching it will reverse fortune and one's own destruction. Like both sides of the same coin.

Winning

If only one King exists on the board, the player who owns it wins.

The above win condition does not come into effect until multiple Kings exist on the board.