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chess in ohio

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zlajatm87
men i need you all to discuss a chess game in ohio.
llama36
zlajatm87 wrote:
men i need you all to discuss a chess game in ohio.

This is short notice, but ok, I think we can get at least a few hundred of us to travel to Ohio to discuss it with you.

Muffinator69420
Nice
Muffinator69420
I’m the FBI
Muffinator69420
SWAG LIKE OHIO
PuzzlingShadow4628

Me and a few friends (around 1200 elo average) were at a local chess tournament with 5 rounds. I lost all 5, mostly intentionally, but I still think I somewhat tried. Anyways, we had a few sets of physical chess to play whilst we were waiting for the previous round to finish. We came up with a few ground rules for Ohio Chess. Any move that comes to mind can be played, but here are the main rules:

The normal chessboard layout except for four extra squares. One square is considered the "sniper tower", the other is I6, the other two are Z5 and Z4, which only the king can be moved to.

Each player starts with 10 building materials, which are represented by flat, round discs obtained from a corresponding checkers set.

Rules of the Sniper Tower:Only Bishops can be placed on the sniper tower, and it takes 1 building material to turn a bishop into a sniper, at which time it can roam freely across the board and the sniper tower. A plane can take out a sniper, costing 3 building materials and two pawns two squares apart or nearer. A sniper cannot be placed when an upside down rook is on the board, and if a rook is turned upside down, a sniper on the tower is deported to the DMZ or the square I6, from where it cannot move or take any action. The only way to make the sniper useful again is to get rid of the upside down rook. It does not matter what color the upside down rook is. A DMZ sniper can shoot a sniper on top of the tower. It takes one turn to reload, and you cannot shoot from the tower on your first turn there.

Twin Towers:two twin towers can be build either one or no squares apart. The cost for building is 8 materials, 4 for each tower. If you choose to destroy one of these towers with a plane, it will give your opponent an extra turn. If you play twin towers, you will gain 1 building material every two turns per tower active. These towers will become useless and decay if you reach the maximum of 10 building materials.

Suicide Bomb:The suicide bomb can be attached to a pawn only and is the only thing other than a sniper that can kill a DMZ sniper. When you activate the suicide bomb, the pawn is lost regardless, but a heads or tails coin flip occurs (alternative rock paper scissors). If heads, the bomb explodes, it is similar to atomic chess, in which every piece around the pawn (including pawns) die from the explosion. If tails, only the sacrificed pawn dies.

Cell Tower:The cell tower is a rook capped with a pawn or a bishop, and can be countered by the space race. The cell tower allows for the recontrolment of a piece that was convinced to play for the other side. A cell tower of rank one consists of a rook and a pawn, a rank two is a bishop and a rook, rank 3 is a knight and a rook, rank 4 is a queen and a rook, and rank 5 is a king and a rook. The higher the rank, the further the tower reaches. Each rank can be defeated by the next lowest rank space race. The base communication range is 3 squares, and this increases by one square for each rank past 1. Only a plane can defeat a rank 5 cell tower, in which only the crown piece is destroyed.

Space Race:The space race consists of a pawn gang and an upside down rook with another piece on top of it. This prevents snipers due to the upside down rook. Rank 1 is a pawn, 2 a bishop and 3 a queen. The space race can defeat a cell tower one rank higher than it.

Artillery Strike:An artillery strike can be made of a rook or queen and three building materials. A rook can defeat one square's worth of enemies, whilst a queen can destroy 4 squares.

General Rules (because i forgot to add them earlier):
Black goes first because it would be racist if white did.
The king being captured, tricked, or defeated does not matter, you only lose the game when all of your pieces are gone. The game ends in a stalemate when: 
- no pieces are on the board
- you come to the Rosa Parks stalemate

Rosa Parks:You can make a bus to carry one black pawn (as black) out of one building material. This move is exclusive to black. The pawn for one turn can move like a rook in normal chess for one move until Rosa Parks is forced off the bus and causes a racial dispute. This can be resolved in one of two ways:
1- the remaining white pieces come and support Rosa Parks. This is the Rosa Parks stalemate.
2- three white pawns and a rook come in the form of a police force and destroy the bus and Rosa Parks, along with any other piece involved in the dispute. This enrages the other black pieces, and the opponent gains a turn.

Z4 and Z5:Z4 and Z5 are safe squares that either king can move to. The black king can move to Z4, and the white king to Z5. If both kings occupy these squares, a faceoff is declared and a coin is flipped (alternative rock paper scissors). If heads, the black king wins (because of racist reasons) and tails, the white king wins. If either king dies, two pawns die along with it, or one bishop, or knight, or rook respectively.

More General Rules (because i forgot):
Any major piece can move anywhere

Propaganda:This move can be carried out by a G or B pawn, in which it advances to the third last rank and spreads propaganda throughout the 6 squares in front of it. If not countered, the propaganda will convert one piece per turn (3 turns for rooks as they are so powerful) to the opposing team's side. Propaganda can be countered by a KGB officer, in which the pawn dies, or calls its family (two other pawns) to stand beside it in a revolt.

Lasso:At any point in time, a pawn (exclusively a white pawn) can lasso a knight of any color. The knight dies without question, even if the knight is part of a structure.

KGB officer:The KGB officer takes one building material to create out of a single pawn and can turn into a suicide bomber for free for obvious reasons. The KGB officer can detect propaganda in an adjacent square, and moves closer towards the source without taking a turn. This is the only piece that can counter Propaganda, as propaganda lingers after the source dies.

Pentagram:One pentagram or Crucifix can be created per game, and only by one side. A pentagram can be countered by a crucifix or a bishop that is not a sniper who turns into a martyr for 1 building material. A pentagram obviously takes 5 building materials and when complete can summon 3 pawns or a major piece (excluding rooks because it would be broken). When a crucifix is placed, also built out of 5 pieces, it nullifies the effects of the pentagram. Only one ritual can be played per game, regardless of the color that plays it.

Pawn Gangs:A pawn gang is required to start the space race and is the bare minimum to form the Rosa Parks Stalemate. None of these pawns can be suicide bombers while they all are still alive. A pawn gang and one building material can be used to create a house.

Upside-down Rooks:An upside down rook can seduce a queen or king, controlling them completely. Upside down rooks can move anywhere on the board including substituting for a king on the Z4 or Z5 squares. Upside down rooks are the only pieces that have "health", and it takes 3 turns of damage or convincing to either turn them to your side or destroy them. If a rook decides to leave a piece like a king or a queen that has been seduced by it, that piece commits suicide due to depression.

Houses:A king or queen can buy a house for one building material, and the house can be either trapped or not trapped. If it is not trapped, the pawn gang beneath scams the resident, forcing them to pay 2 building materials to the other side. If it is trapped, then the piece inside dies.

I hope you had fun reading this and you have a good time playing Ohio Chess with your friends (just kidding you probably don't have any).

Leathon12

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