BATTLE ROYALE







INTRODUCTION
Battle Royale is a chess variant that uses Strategic & Tactical boards.

STRATEGIC BOARD
7 X 7 Chess grid. 
The corner squares & center squares are special locations called towns. 
On opposite sides of the board in the center of each players back row 
is a special location called the Castle. 
Players move their armies around on the strategic board.

OBJECTIVE
The object of the game is to capture the opponents castle

PLAYING PIECES
Players should use cardboard counters or chits to represent pieces. 
Write the name of the unit type on the counter. 
Each player should have counters of separate colors. 
Chess men (pawns, bishops, knights, etc.), used on the tactical board, 
are also referred to as pieces, troops, units, or figures. 
Armies, used on the strategic board, are also represented by numbered chits

BOARD & UNIT GRAPHIC SET AVAILABLE
Click here to get the File

TACTICAL BOARD
6 X 6 Chess grid.  Players move their men around on the tactical board

TURN SEQUENCE
1-WHITE MOVES
2-BLACK MOVES
3-REVENUE PHASE
4-RECRUIT PHASE

SET UP 
Each player starts with 6 Armies on the strategic map. 
One army is located in the castle & and the other five surround the castle

ARMIES
The location of armies are represented by counters on the strategic map
An army represents a force of up to 5 men
Stack the units under the army counter
An army counter that contains no pieces is destroyed

STRATEGIC MOVES
A player can move all of his armies once in a single turn. 
Armies move like kings in chess
Only one army can occupy a single space, except during attacks
During an attack a player moves an army into a space occupied by an opponents army
The battle is immediately resolved on the tactical Board 
If two adjacent armies do not move then units can be transferred between them
A unit can only be transferred once per turn

TERRAIN
Before a battle starts place terrain obstacles on the tactical map
On each row place one obstacle marker
Use a six sided die to determine on which of the six squares 
in the row to place the obstacle
Figures cannot enter squares containing obstacles

BATTLES
Battles take place on the tactical map when two opposing armies occupy the same space
Put up a partition in the middle of the board so players set up their men in secret
Players set up their men in any order on the back row & the partition is removed
The defender goes first moving or capturing with one piece
The attacker then gets to go. Play proceedes as in regular chess, 
players alternating turns
Movement & capturing is just like in normal chess
The battle continues until one side is eliminated or no pieces can move or
no capture has been made in 10 turns or no further captures can be made by either side
After the battle the strategic turn continues
If one side was eliminated then its army counter is destroyed
If neither side is eliminated then the attacker must retreat his army 
back to the square it came from

REVENUE PHASE
Players collect 2 gold from their Castle and 1 gold from each town 
occupied by one of their armies

RECRUIT PHASE
Players may spend their gold to buy one or more units
Players may save their gold from turn to turn
A new unit appears in an army that is in or adjacent to a town (or castle) you control 
New army chits may also be purchased
They must be purchased with at least one figure in their stack
Army chits appear adjacent to a town (or castle) you control

UNIT TYPES LIST
TYPE		COST	NOTES
Peasant		1	Identical to a pawn in regular chess. 
Shield Man 	2	Moves horiz and vert one space. Captures forward one space. 
Pikeman 	3	Moves forward one space and captures diag forward one or two spaces. 
Halberdier 	3	Moves horizontally and vertically and captures diagonally forward one space
Spearman	3	Moves diagonally & captures horizontally and vertically one space
Catapult	3	Moves horiz and vert one space. Shoots forward exactly 3 spaces 
Javelineer 	4	Moves diagonally and shoots horizontally and vertically one space
Slinger 	4	Moves horizontally and vertically and shoots diagonally one space
Archer 		4	Moves and shoots horizontally and vertically one space
Crossbowman 	4	Moves and shoots diagonally one space
Footman 	4	Moves horiz and vert one or two spaces. Captures diag forward one space
Swordsman 	4	Moves and captures horizontally and vertically one space. 
Axeman 		4	Moves and captures diagonally one space. 
Elephant	4	Moves like a Rook. Captures diagonally one space
Chariot		5	Identical to a Bishop in regular chess
Knight		5	Identical to a Knight in regular chess
Cavalry		6	Moves horizontally and vertically one space. Captures diagonally 
Siege Tower	6	Identical to a Rook in regular chess. One max per army
Crown Prince 	10	Identical to a Queen in regular chess. One max per player
Army		4	Moves like a king on the strategic map
Royal Army	7	Moves like a king on the strategic map one or two spaces

UNIT NOTES
If peasant reaches opponents back row immediately place The peasant in any open space on the board.
The Shieldman is Immune to shooters.
If a pikeman reaches a backrow he immediately turns around and starts heading the opposite way.
The Swordsman & Axeman can jump over an adjacent unit.
The Catapult shoots over obstacles. One max per army.

SHOOTING 
When a piece that can shoot captures it doesn't move into the space of the captured space, 
it remains in the space it started the turn in. 

INITIAL ARMY COMPOSITION
Starting armies contain 12 Gold worth of units each.
















Return to Warpspawn Mainpage