This 'gaming system' was written before the advent of the Internet & the Web.
LINKS
Star Shield RPG Guardians of Knowlege
Matrix Gaming A better way to game
Blakes 7 RPG Sample online Matrix Game
The World of Slobbovia Example of a Shared Universe
SIMULCHESS OBJECTIVE
Capture the opponents King.
SETUP
Normal chess setup. Paper & writing instruments needed.
TURN SEQUENCE
Players take their turns simutaneously.
1.) Write Move Orders in secret.
Indicate piece you want to move and where you want it to go.
2.) Reveal Orders Simultaneously.
3.) Move & Capture.
SPECIAL RULES
If opposing pieces are ordered into the same square, both are ‘captured'.
A piece cannot move this turn if it made a capture last turn.
You can never order a piece to move into a square occupied by one of your own pieces.
SLIMED INTRODUCTION
Ghostbuster Backgammon.
One player is the Ghostbusters (GB).
The other player is the Ghosts.
RULES
Use a regular backgammon board.
Same Rules as backgammon except for the following differences:
The Ghostbuster player has on only 5 pieces.
In setup these are placed one each on the last 5 points on his side of the board.
The Ghost player has 20 pieces.
In setup these are placed in 4 stacks of 3 on the last 5 points on his side of the board.
When a Ghostbuster piece captures a ghost piece it is sent to the bar.
The bar is called “The Containment Field”.
Ghosts cannot escape the bar.
If a ghost captures a ghostbuster the GB is “slimed”.
A slimmed GB remains where it is trapped under the ghost that caught it.
If the ghost moves, the GB is un-slimmed and may move.
Any number of Ghosts may stack onto a slimmed GB.
If only one Ghost is slimmimg a GB, another GB may land on the Ghost and capture
it, setting the first GB free.
The GB wins when all the Ghosts are put in the containment field.
The Ghosts win if all the GB are slimmed.
Pieces never “end-off” the board, they keep going around.
Pieces continue to circle the board until the victory conditions are met.
DISCLAIMER
Ghostbusters is a copyrighted, trademarked property.
This is only a fan-site.
SORCERY CHESS WELCOME KNAVE!
The premise of sorcery chess is that the king is also a powerful wizard.
The rules are that of normal chess plus the following differences.
Spell Acquisition & Spell Books
At the end of a players turn, that player makes one roll on the Spell
Table. The player records the spell on a record sheet called the spell book.
Both players may look at each others spell book.
5's the Limit
A player can have no more than 5 spells in their spell book. If by the
end of the turn the player has acquired more than 5 then that player
must cross off (forget) spells of his choice until only 5 are left.
Move or Magic
On your turn you may move a chess piece normally or cast a spell.
Most spell merely modify the way a piece can move.
Optional Rule: Magic Chivalry
Players cannot check or checkmate on a turn they cast a spell.
Skipping
If a piece is given the power to skip it can jump over pieces like a
king in checkers. Pieces that are jumped are not captured.
Events
These are not spells. They occur immediately.
Artifacts
These behave like permanent spells. A player may only have 1 of each
type of artifact.
Optional Card Version
Make 1 card for each spell on the list.
Instead of rolling on the list draw 1 card.
Hands are played face up.
Maximum hand = 5 spell cards.
SPELL TABLE
D100 Spell
01-02 Lordly Standing: Knight moves like a King
03-04 Masonic Secret: Rook moves like a King
05-06 Divine Authority: Bishop moves like a King
07-08 Squires Errand: Pawn moves like a King
09-10 Feebleness: Opponent forgets 2 spells of his choice
11-12 Arcane Study: Roll again Twice on Spell Table
13-14 Counterspell: Negate an opponents spell as it is cast
15-16 Teleport: Move one of your pieces anywhere except capture or check
17-18 Pawn can skip
19-20 Queen can skip
21-22 Rook can skip
23-24 Knight can skip
25-26 Bishop can skip
27-28 King can Skip
29-30 Probability shift: Reroll a diceroll
31-32 Knight Templar: Move knight like bishop
33-34 Holy Ground: Move rook like bishop
35-36 Divine Moment: Move king like bishop
37-38 Monks Deliverance: Move Pawn like Bishop.
39-40 Move bishop like rook
41-42 Move knight like rook
43-44 Move pawn like Rook.
45-46 Kings Highway: Move King like Rook.
47-48 Move Queen like Knight
49-50 Move King like Knight
51-52 Move Rook like Knight
53-54 Move bishop like Knight
55-56 Move pawn like Knight.
57-58 Move Knight like King. No Capturing.
59-60 Move Rook like King. No Capturing.
61-62 Move Bishop like King. No Capturing.
63-64 Move pawn like King. No Capturing.
65-66 Procession: Move Queen twice. No capturing
67-68 Joust: Move Knight twice. No capturing
69-70 Pilgrimage: Move bishop twice. No capturing
71-72 Siege Tower: Move Rook twice. No capturing
73-74 Forced March: Move Pawn twice. No capturing
75-76 Master Stroke: Move king twice. No capturing
77-78 Charge: Move 2 pieces this turn one after the other.
79-80 Transferral: Switch locations of two pieces you control.
81-82 Call Defender: Move any one of your pieces to an
unoccupied square adjacent to the king
83-84 Knighting Ceremony : Promote any pawn to a Knight
85-86 Opponent forgets one spell of your choice.
87-88 Antimagic: Event. No one can cast spells on their next 3 turns.
89-90 Steal one of opponents Spells.
91-100 Roll on Wild Magic spell table
WILD MAGIC SPELL TABLE
D100 Spell
01 Fey magic: Forget all current Spells and roll for new spells equal
to the number you had.
02 The Meek Shall inherit: Event. All pieces move as pawns on both
players next 3 turns.
03 Shield: Target piece cannot be captured by pawns on opponents
next 3 turns.
04 Invulnerability: Target piece cannot be captured on opponents
next turn.
05 Hand of Fate: Cause opponent to reroll a Spell roll immediately
after it is made. Cast on Opponents turn.
06 Kings Crown: Artifact. You may have an extra spell in your
spellbook.
07 Hex: Target unoccupied space cannot be moved into or through for
both players next 3 turns.
08 Petrify: Target non king piece cannot move or be captured for next
3 turns of both players.
09 Plague: Event: Each player must destroy one of their pieces.
10 Eldritch Barrier: Target piece cannot be target of spells for next
3 of both players turns.
11 Exchange: Players exchange Spellbooks.
12 Mirror Image: One row or column is reversed this turn.
13 Excommunicate: One of opponents Knights is turned into a pawn.
14 Thief: Steal one of opponents artifacts.
15 Merlins Staff: Artifact: You may change your Spell roll by +1 or -1.
16 Magical Vortex: Event. Both players forget all their spells.
17 Drain: Destroy an artifact
18 Dispel: Destroy a spell that lasts longer than 1 turn
19 Hallucinatory terrain: Shift whole column or row over 1 square
distance this turn. Cannot cast if this results in a captures or
figures going off board.
20 All the Kings Men: You may move some or all of your pieces this turn.
21 Battle Frenzy: Move 2 pawns this turn.
22 Invisibility: Piece is removed from board. Its moves are recorded on
paper in secret. Piece may capture or be captured. Piece may move
this turn. Lasts for next 3 of both players turns.
23 Death Spell: Forget 2 Spells and Destroy target non king piece.
24 Mystic Ward: Opponent may not cast spells on his next 3 turns.
25 Barring Ways: Prevents a normal move. Opponent must do something
else. Cast on opponents turn.
26 Resurrection: One of your captured pieces reenters play on an
unoccupied space on your back row.
27 Reverse Time: Undue the last 2 turns. This spell is forgotten.
(No time loops)
28 Word of Recall: Send target piece to its original starting square
if the space is not occupied.
29 Translocation: Switch places of one of your pieces with opponents
piece of same type.
30 Father to Son: Switch places of your king and one of your pieces.
31 Black Magic: Force opponent to cast one of his spells this turn.
You choose the target and the spell results.
32 Old Tricks: Event. Regain a spell you previously cast.
33 Major Arcana: Event. Gain any one spell.
34 Possession: Play on opponents turn. Opponent must make a normal
move of your choice.
35 Spellbind: Neither player may make a normal move on their next turn.
36 Banish: Destroy target pawn.
37 Hold: Target nonking piece cannot move next turn.
38 Confusion: Switch location of two of opponents pieces.
39 Cursed ground: Mark a box of 4 squares. Any pieces remaining within
after opponents next 3 rounds are destroyed.
40 Destiny: Opponent must capture next turn.
41 Tempest: Move any 4 of opponents pieces like kings
42 Chaos: Move six of opponents pieces this turn.
43 Weird: Move any or all of your pieces like kings this turn. No
capturing.
44 Mislead: Move an opponents nonking piece twice this turn.
45 Cowardice: Opponent must move a piece backwards twice next turn.
46 Delude: Move an opponents piece like a king this turn.
47 Turn the tides: Opponent may not move any pieces forward on his
next 2 turns.
48 Phase: Move one of your rooks. It may move through 1 figure.
49 Ritual: You may cast this and two other spells this turn.
50 Wrap: Move one of your pieces. It may move off the side of the
board and reenter through the opposite side.
51 Morganas Orb: Artifact. Roll for 2 spells and pick one.
52 Kings Scepter: Artifact. You may have an extra spell in your
spellbook.
53 Excalibur: Artifact. King may move like a Knight.
54-100 Roll again or create your own spells.
Share with your friends: |