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Tirachen

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NOTICE: Provisional rules copyright 1999 by Yoon Ha Lee and Joseph Betzwieser. Normally I wouldn't bother, but if some publisher likes Origami Souls, I want the option of including this as an appendix to the novel. I designed the concept; Joe did the nitty-gritty first-draft rules, which I present here. My comments are in [brackets, thus].

If anyone wishes to playtest this, or has (a cardboard/index card set with paper clips to weight down pieces is easy to make, I've found), please email me or Joe with comments, suggestions, whatever. I'll be happy to give you credit. :-)

Preliminary playtesters:

  • Joseph Betzwieser
  • Geoffrey Daniel Atkinson
  • Django

The original concept was story-driven--I wanted to use a chesslike metaphor in Origami Souls, but didn't want to use chess itself. Go looked interesting (I'm probably the only member of my family who doesn't really play it, which is mildly shameful considering I come from a line of go-players) but too abstract and unfamiliar. Plus, I really wanted a traitor piece. So I introduced that and hinted at elements stolen from Burmese, Chinese, Japanese, and pole chess variants. (That's "pole" as in just a plain pole, not as in Polish. Piers Anthony described such a variant in one of his Apprentice Adept novels, but I forget which one, and I don't know if the variant actually exists.) Then I threw the specs at Joe. ;-) (I'd previously come up with a set of rules that I was unhappy with.) His first attempt was neat, but too obviously chess-derived. So I threw him some more specs and he came up with what you see here....which I'm decently pleased with for a draft. The moves this time around look more "organic"--more like something that might have evolved in some culture, rather than something made by combining chess pieces' moves in weird ways. (That wasn't Joe's fault, but mine. I wasn't clear enough about my specs.)

I also apologize for the text-only renditions of how pieces move. Someday if I can ever get .gif versions I wouldn't mind putting up an alternate page-with-pictures.

PIECES AND PATCHES:

  • 9x9 board of alternating colors (green and grey in Qenar)
  • 2 homelands on the board, centered at opposite edges, 3 squares wide
  • 1 general placed in the center square of each homeland
  • 2 deployment areas, the 3 nearest rows to each player
  • 1 no man's land [err...I think I'll need to rename this] consisting of the middle 3 rows
  • various other pieces ready to be deployed for each side (red and white), consisting of 1 fort, 1 commander, 9 pikemen and any combination of masters of arms, masters of spells, and masters of the hunt totalling 9

OBJECTIVE: capture the opposing player's general or occupy all three squares of his homeland with your units.

HOW THE PIECES MOVE:

I'm presuming from Joe's notation that the piece is represented by the appropriate alphabetical letter, X represents squares the piece can move onto, P (in the case of the fort) indicates a "protected" square, and O (in the case of the traitor piece) indicates the possible placement of an "other" piece.

General: Most important piece in the game. Starts off in your center homeland square. If youcapture the opposing general, you win. Moves 1 square in any direction. Captures by moving onto an opposing piece. [It's essentially a king.]

X X X
X G X
X X X

Fort: Possibly the second most important piece in the game. [Note: At this point Joe's guessing...but so am I.] May be placed (as a move) in an open square in your deployment area during any phase, even after your deployment phase is finished. Once placed it does not move. Opposing pieces may not end their movement on a square adjacent to the fort. When capturing a fort, the capturing piece is also captured. [That is, you must automatically sacrifice that piece to the fort's player.]

P P P
P F P
P P P

Commander: May move any number of spaces in a straight line in any direction so long as the spaces are adjacent and are not occupied by other pieces. Captures by moving onto an opposing piece. Captures by moving onto an opposing piece. [It's essentially a queen.]

X       X       X
X X X
X X X
X X X
X X X X C X X X X
X X X
X X X
X X X
X X X

Master of arms: May move up to 3 squares, in any combination of vertical and horizontal as long as the squares are adjacent vertically and horizontally and are not occupied by other pieces. Captures by moving onto an opposing piece.

      X
X X X
X X X X X
X X X S X X X
X X X X X
X X X
X

Master of spells: May move up to 2 squares, as long as the squares are adjacent in any direction and are not occupied by other pieces. Captures by moving onto an opposing piece.

X X X X X
X X X X X
X X A X X
X X X X X
X X X X X

Master of the hunt: May move up to 3 squares in a straight line in any direction, as long as the spaces are adjacent and are not occupied by other pieces. Captures by moving onto an opposing piece.

X     X     X
X X X
X X X
X X X W X X X
X X X
X X X
X X X

Pike: May move 1 square horizontally or vertically. Captures by moving 1 space diagonally forward onto an opposing piece.
Move:

  X
X P X
X

Capture:
X   X
P

Traitor piece: The traitor piece is perhaps the strangest in the game. It starts out on the center square, under no one's control. When moving a piece to capture the traitor piece, you have two options:
(1) capture it normally and remove it from the game or
(2) sacrifice the piece capturing the traitor piece to gain control of it.
If you choose the 2nd, you have the option of taking an extra move with the traitor piece immediately. If the extra move is used, it must be used only to move the traitor piece and must be used immediately; it cannot be saved for later. The traitor piece is the only one that can move through other pieces. When it moves, it may move exactly 3 spaces in a straight line, in any direction, or it may move in an L: 2 spaces horizontally or vertically, then 1 space horizontally or vertically. In all cases it ignores pieces it might move through. Captures by moving onto an opposing piece.

X     X     X
O X O X O
X O O O X
X O O T O O X
X O O O X
O X O X O
X X X

HOW TO PLAY:

Determine who will play first. Both players start in their deployment phase, and alternate turns. [You may only move or deploy your own pieces!]

Deployment phase:
During your turn you may do one of the following:
1. Move a piece within your deployment area.
2. Place a piece on an open square in your deployment area.
3. Declare you are mobilizing, taking no moves. You are now in your mobilized phase.

Your deployment phase ends when you mobilize. You are considered mobilized if you place your last piece.

Mobilized phase:
During your turn you may do one of the following:
1. Move a piece.
2. Place your undeployed fort on any open square in your deployment area. [This doesn't apply if you placed it during regular deployment!]
3. Bring a previously-undeployed piece [this excludes deployed-then-captured pieces[ in one of your open homeland squares.

Have fun! :-p And thanks to Yune for calling my attention to the "preformatted" tag.

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