This is a fictional, chess-like board game played in A Song of Ice and Fire,
a series of novels by George R. R. Martin. Nine-Tile Cyvasse is a creative
interpretation of how the game might be played. The rules and components are
intended to be completely consistent with the text through A Dance with Dragons,
the latest in the series at the time of writing.
The game is played in a series of turns, alternating between the two players. On a turn, the active player chooses one piece of his color to move. He may
move that piece by performing either a normal move or a capture, as described
below. He must move a piece, or forfeit the game. Once he has made his move,
his opponent's turn begins.
To perform a normal move, the player moves his selected piece from its current
square to an adjacent square one or more times, up to the movement allowance
determined by piece's type. A piece may not enter any square more than once
in a single turn, and it cannot end its movement in the same square it was on
before moving. A piece cannot enter a mountain square or a square occupied by
an opposing piece. A piece can be moved through squares occupied by other pieces
of its own color, but cannot end its movement on a square occupied by another
piece.
To perform a capture, the player observes the same rules as when performing
a normal move, except that he must move his piece on a straight path (i.e. only
in a single direction) and must end its movement on a square occupied by a piece
of his opponent's color, called the captured piece. In addition, the player must
check that the captured piece is sufficiently engaged - otherwise, the capture
cannot be made. Upon completing a capture, the captured piece is removed from
the game.
Every piece has an armor class and an engagement range, both determined by its type. A piece is considered to be engaged by an opposing piece if there is a straight path
between them whose distance is equal to or less than the opposing piece's engagement
range, and if the path does not pass through a mountain square or a square occupied
by a piece of the same color as the engaged piece.
A piece's armor class determines how many opposing pieces must be engaging that piece
for it to be captured: pieces with heavy armor must be engaged by at least two pieces,
pieces with light armor at least one, and unarmored pieces can be captured without
being engaged at all. Note that a capture can be made using a piece that is not engaging
the captured piece.
Squares marked with an 'X' are mountains. Mountain squares cannot be entered by any piece
except a Dragon, and any two pieces with a mountain between them cannot engage one another. Squares that are shaded gray are water. If a piece is on a water square, it cannot engage
other pieces.
If one player captures the other's King, that player wins.
A piece's type determines its armor class, movement allowance, and engagement range. There are also special rules pertaining to each type. In any case where these special
rules contradict the general rules listed above, follow the special rules.
Rabble (x6) - light armor, movement allowance 1, engagement range 1 If a player performs a normal move with a Rabble, she may perform a second normal move
with a different Rabble on the same turn.
Spears (x3) - light Armor, Movement Allowance 1, Engagement Range 1 A Spears can only engage or capture a piece in the two spaces directly in front of it
(as if the Spears is facing away from the player it belongs to). Opposing pieces cannot
move through either the two spaces in front of a Spears in one movement (though they
can move either into or out of these spaces).
Light Horse (x3) - light Armor, Movement Allowance 3, Engagement Range 1 When capturing, a Light Horse can move beyond the square containing the captured piece,
continuing in a straight line. Note that the total distance moved must still be less than
or equal to 3, and that mountains and opposing pieces still block movement.
Heavy Horse (x2) - heavy armor, Movement Allowance 2, Engagement Range 1 When capturing, a Heavy Horse can move beyond the square containing the captured piece,
continuing in a straight line. Note that the total distance moved must still be less than
or equal to 2, and that mountains and opposing pieces still block movement.
Elephant (x2) - heavy armor, Movement Allowance 1, Engagement Range 2 An Elephant has a movement allowance of 2 when used to perform a Capture, but cannot move
through other pieces.
Crossbows (x2) - unarmored, Movement Allowance 2, Engagement Range 3 Crossbows cannot capture.
Trebuchet (x1) - unarmored, Movement Allowance 1, Engagement Range 4 (min. 2) A Trebuchet cannot engage a piece adjacent to it. To perform a capture with a Trebuchet,
follow these steps:
- Choose as the captured piece any opposing piece that is both sufficiently engaged,
and engaged by the Trebuchet itself.
- Move the Trebuchet one square in the direction opposite the captured piece, and remove
the captured piece. If the Trebuchet cannot move as described, the capture cannot be
performed.
Dragon (x1) - heavy armor, Movement Allowance 4, Engagement Range 2 A Dragon can move through mountain squares and squares containing opposing pieces,
but cannot end its movement on such squares (unless performing a capture).
Tower (x2) - heavy armor, Movement Allowance 0, Engagement Range 1 Towers cannot be moved. A piece that is adjacent to one or more opposing Towers
cannot engage any pieces except the adjacent Tower(s).
King (x1) - light armor, Movement Allowance 1, Engagement Range 1 When performing a move from a square adjacent to a Tower of the same color,
a King can be moved two squares, into the square on the opposite side of the tower,
as long as the move is an otherwise valid normal move or capture.
See More: http://zanefisher.github.io/nine-tile-cyvasse/ Video: https://www.youtube.com/watch?v=0b8u7IyDD2Y and: https://www.youtube.com/watch?v=nbQjQV4Y1hc |