Nation Database: Alphabetical List Allied Army (WWI) [Era: Modern]
YOU HAVE THE POWER OF TRENCHES. Your troops need only to reach the enemy trench on the 6th row to obtain vital supplies
 Starting configuration for Allied Army (WWI) | Your pawns cannot promote. |
American Colonies [Era: Enlightenment]
YOU HAVE THE POWER OF MILITIA. You can summon a militia to defend your starting area.
 Starting configuration for American Colonies | Once per turn, after moving your opponent may summon a militia in your 3x5 starting area. A militia can move like a king, but may only capture diagonally, and is destroyed two turns after it is summoned. A militia may make a move outside your 3x5 area only to capture a piece. |
Ancient China [Era: Classical]
YOU HAVE THE POWER OF THE GREAT WALL. The Great Wall keeps your enemies out as long as it stands.
 Starting configuration for Ancient China | You have a wall partially enclosing your 3x5 starting area as shown. Enemy pieces may cross the wall. Your pieces, including your king and knights, may not cross it in any way. |
Ancient Greece [Era: Classical]
YOU HAVE THE POWER OF CITY-STATES. Your pieces gain different advantages depending on where they are stationed.
 Starting configuration for Ancient Greece | |
Armenia [Era: Medieval]
YOU HAVE THE POWER OF RELIGION. Armenia was the first kingdom to use Christianity to its advantage.
 Starting configuration for Armenia | Your kings can also move like a bishop, and can jump two squares diagonally, but cannot capture.
Whenever an opposing piece moves to a square within two squares of an Armenian king and does not check any player, it can move again that turn. This ability can only be used once per turn. |
Assassins' Guild [Era: Medieval]
YOU HAVE THE POWER OF STEALTH. Assassins can strike without warning.
 Starting configuration for Assassins' Guild | You may only have one knight in play at a time: if you have more than one knight at any time, you must remove all your knights except for one from the board. Whenever you capture a piece with a non-pawn non-king piece, your opponent may permanently convert a bishop or rook you control into a knight. |
Athens [Era: Classical]
YOU HAVE THE POWER OF THE SEA. You may move through the sea to anywhere on the board.
 Starting configuration for Athens | On your turn, your bishops may not move to any square where they put an opponent in check. |
Atlantis [Era: Fantasy]
YOU HAVE THE POWER OF SINKING. Your island is slowly sinking, but you can use this to your advantage.
 Starting configuration for Atlantis | At the end of your turn, each of your opponents can sink or raise (un-sink) one unoccupied square. Sunken squares may not be entered or crossed by your pieces except royal pieces or pieces whose only moves would require them to move through sunken squares. There may not be more than 10 sunken squares at any time. |
Australia [Era: Modern]
YOU HAVE THE POWER OF BOOMERANGS. Those blokes won’t know what hit ‘em!
 Starting configuration for Australia | |
Austria [Era: Enlightenment]
YOU HAVE THE POWER OF TACTICS. When two of your horsemen surround an enemy, he is as good as dead.
 Starting configuration for Austria | You can only move a knight every other turn
Whenever an Austrian knight moves to a position where he is threatened by two enemy pieces of the same time your piece is immediately removed from the game. |
Balkan States [Era: Modern]
YOU HAVE THE POWER OF ASSASSINATION. The countries of the Balkan region have constant conflict and one of the highest assassination rates in the world.
 Starting configuration for Balkan States | At the start of each of your opponents' turns, if that player has at least three pieces in play, he may target any of your pieces in his 4x4 area and roll a six-sided die:
- Misfire. If any of his pieces is horizontally or vertically adjacent to the target, it is destroyed; otherwise, nothing happens. If more than one of his pieces are adjacent, he chooses which piece is destroyed.
- If the target is a pawn or knight, it is destroyed.
- If the target is a pawn, knight, or bishop, it is destroyed.
- If the target is a pawn, knight, bishop, or rook, it is destroyed.
- If the target is any non-royal piece (including special pieces), it is destroyed.
- The target piece is automatically destroyed. If it is a royal piece, you are checkmated.
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Barbarian Invaders [Era: Classical]
YOU HAVE THE POWER OF FEROCITY. Your opponents are so afraid of you that they will not attack you.
 Starting configuration for Barbarian Invaders | Whenever one of your pieces captures an opponent’s piece, it cannot move again until one of your pieces ends a turn within two squares of it.
Whenever an opponent captures one of your pieces that piece cannot be captured by you until it moves or until three of your turns pass. |
Belgium [Era: Modern]
YOU HAVE THE POWER OF TREATY. When you are attacked, other countries rush to your aid.
 Starting configuration for Belgium | Whenever you capture an opponent’s piece, he may choose another player. On the chosen player's next turn, he must capture a piece belonging to you, if able. |
Britain [Era: Enlightenment]
YOU HAVE THE POWER OF DEMOCRACY. Because you have no king, it is extremely difficult to checkmate you.
 Starting configuration for Britain | Ministers can move like kings and like knights, and are royal but cannot capture. |
Byzantine Empire [Era: Medieval]
YOU HAVE THE POWER OF RETREAT. When attacked, the Byzantines can quickly retreat back to their own borders.
 Starting configuration for Byzantine Empire | On their turn, instead of moving a piece normally, your opponents can move any of your pieces to any open square in your 2x4 starting area. |
Canada [Era: Modern]
YOU HAVE THE POWER OF HEALTHCARE. With free health-care, you can heal your troops from a state of near-death.
 Starting configuration for Canada | Every other player may, twice per game, take any piece that he lost at some point in the game and place it anywhere in his 2x4 starting area. |
Carthage [Era: Classical]
YOU HAVE THE POWER OF ELEPHANTS. These slow but powerful beasts can decimate the enemy ranks.
 Starting configuration for Carthage | Elephants can move up to three squares horizontally or vertically each turn. |
China [Era: Modern]
YOU HAVE THE POWER OF CENSORSHIP. You can prevent unfavorable moves from occurring.
 Starting configuration for China | When you move a non-royal piece, your opponents may vote to “censor” that move, with a majority vote required to censor. If the move is censored, you must move the piece back, and redo your move, but the piece that was censored may not move that turn.
Your moves may not be censored if you have three or less pieces, or if any of your opponents captured one of your pieces on their last turn. |
Egypt [Era: Classical]
YOU HAVE THE POWER OF BELIEF. Your people believe that you are a god and would do anything for you.
 Starting configuration for Egypt | You ignore the powers and special abilities of other players.
Your pawns cannot promote.
Your king moves by jumping two squares diagonally. |
FBI [Era: Modern]
YOU HAVE THE POWER OF DISGUISE. Your enemies can’t be sure that they are capturing the right piece.
 Starting configuration for FBI | |
France [Era: Enlightenment]
YOU HAVE THE POWER OF FEAR. You can motivate your soldiers to move again through the use of fear.
 Starting configuration for France | You may only move every other turn. On your turn, you may sacrifice a piece to move, if you otherwise cannot move. |
Gaul [Era: Classical]
YOU HAVE THE POWER OF FEAR. Your soldiers can frighten the enemy into submission.
 Starting configuration for Gaul | After an oponent moves, that opponent can choose to push any number of pieces belonging to you, provided that these players are on the same rank or file and of the same type as the piece that was moved, and there are no other pieces between them. Each chosen piece is pushed two squares away from the piece you moved, stopping if another piece or obstacle (but not the edge of the board) is in its way. If a piece is pushed off the edge of the board this way, it is destroyed. |
Germany [Era: Modern]
YOU HAVE THE POWER OF BLITZKREIG. With unnerving swiftness, your army can suddenly reposition itself on the battlefield.
 Starting configuration for Germany |
On your turn, before you move, one of your opponents may take a group of your pieces that forms a
horizontally/vertically connected chain and move the whole group of pieces anywhere
on the board. The pieces within the group must be placed on unoccupied spaces and
retain the same arrangement as before. This ability may only be used once by each of your
opponents.
(In the diagram at right, the red group of pieces can be moved into the position
outlined in blue.)
This ability may not be used to move a pawn to a square where it would promote or
to move a piece into a square where it would cause check.
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Guerillas [Era: Modern]
YOU HAVE THE POWER OF SUICIDE. You can use the threat of suicide bombing to bring the world to its knees.
 Starting configuration for Guerillas | At the start of the game each of your opponents, starting with the player clockwise from you and proceeding clockwise, chooses a piece you control. Each piece chosen is destroyed. You may not lose more than two non-pawn pieces. You may not lose your king. |
Holy Roman Empire [Era: Enlightenment]
YOU HAVE THE POWER OF INDEPENDENCE. The German princes can act independently of each other, but do not always get along.
 Starting configuration for Holy Roman Empire | You may only move a rook every other turn.
When a one of your rooks is captured, the piece that captured it cannot be captured by one of your rooks on your next turn, but can be captured on later turns. |
Iraq [Era: Modern]
YOU HAVE THE POWER OF CHAOS. Your enemies are afraid to bring their pieces close to you, and for a reason.
 Starting configuration for Iraq | At the end of your turn, if any opponent’s non-royal piece is horizontally or vertically adjacent to your bishop, knight, or king, remove your piece from the game. If your king was removed this way, the owner of the piece that was adjacent to your king has checkmated you (if your king was adjacent to pieces belonging to more than one opponent, you can choose which of them gets the checkmate). |
Israel [Era: Modern]
YOU HAVE THE POWER OF BARRICADES. You can predict your opponents’ moves in advance and build up barricades to hinder them.
 Starting configuration for Israel | At the end of your turn, each of your opponents may choose any unoccupied square on the board and visibly mark it. Until the start of your next turn, non-royal pieces you control cannot move into or through that square. |
Japan [Era: Modern]
YOU HAVE THE POWER OF CAPITALISM. Once you take over an industry, your Western rivals are no match for you.
 Starting configuration for Japan | If any of your opponents' pieces is the only piece of its kind on the board, that piece may move twice in one turn. However, if a piece’s first move results in a check, the turn automatically ends. |
Jerusalem [Era: Medieval]
YOU HAVE THE POWER OF CASTLES. With stunning speed, you can fortify your kingdom.
 Starting configuration for Jerusalem | At the end of each of your turns, you may choose a non-royal piece that an opponent controls and that has not moved that turn. Until the start of your next turn, the chosen piece may not be captured or destroyed, except by royal pieces. |
Law Enforcement Agents [Era: Modern]
YOU HAVE THE POWER OF TASER. You can stun your opponents’ pieces so that they cannot move.
 Starting configuration for Law Enforcement Agents | Only your opponents' kings and pawns may capture your pieces. However, whenever your piece is within the standard capturing zone of any of your opponents' non-pawn pieces, that piece may not move.
Whenever on of your pieces is "frozen" by three or more enemy pieces, remove it from the board. |
Luftwaffe [Era: Modern]
YOU HAVE THE POWER OF AIRPLANES. You can fly above and around other pieces including your own.
 Starting configuration for Luftwaffe | |
Medieval China [Era: Medieval]
YOU HAVE THE POWER OF CANNONS. Your cannons are difficult to mobilize but can be deadly when they strike.
 Starting configuration for Medieval China | Cannons move and capture up to three squares away horizontally and vertically, but must jump over exactly one (friendly or enemy) piece to reach its destination. A cannon can only capture a king if it jumps over a friendly piece, not an enemy piece.
Chinese pawns capture forward, not diagonally. |
Medieval India [Era: Medieval]
YOU HAVE THE POWER OF TRIUMPH. When placed in certain formations, your warriors can suddenly decimate the enemy ranks.
 Starting configuration for Medieval India | Your bishop moves by jumping up to two squares in any direction.
Whenever a player moves a piece into a position that borders two other pieces that themselves both border the same piece (so that moving the piece creates a "square" arrangement of four pieces), all of your pieces in the square are captured. |
Medieval Japan [Era: Medieval]
YOU HAVE THE POWER OF PROMOTION. The entire Japanese army is capable of promotion.
 Starting configuration for Medieval Japan | Generals move one square either diagonally or forward. Japanese pawns capture forward, not diagonally.
Japanese pawns do not promote normally. If any Japanese piece moves into the final three rows (determined in the direction that your pawns go) it becomes a king. |
Ministry of Truth [Era: Future]
YOU HAVE THE POWER OF HISTORY. History is in the hands of those who rewrite it.
 Starting configuration for Ministry of Truth | Your opponents start the game with four points. Whenever they capture a piece, you gain one point.
At the start of any opponent’s turn, they may pay one point to take back your last move. They may pay one additional point to immediately make a move, interrupting the current player’s turn. If a move is taken back, so are all of its effects (i.e. captured pieces are brought back into the game), and after the interruption, play resumes normally starting with the play clockwise from whoever used this ability. |
Mongol Empire [Era: Medieval]
YOU HAVE THE POWER OF SKILL. Each of your soldiers is equally well-trained, and all have ample opportunity for promotion.
 Starting configuration for Mongol Empire | You have no power. |
Mycenae [Era: Classical]
YOU HAVE THE POWER OF THE TROJAN HORSE. Your soldiers are hidden inside giant wooden horses, from which you can catch the enemy off guard.
 Starting configuration for Mycenae | Mycenaean knights may not capture but may carry other pieces.
At the start of the game, your army is carried inside the knights. The army consists of one king, one rook and five pawns. Secretly write down which pieces are inside which knight.
On your turn, instead of moving, you can load or unload any number of your pieces to or from a knight. Loaded or unloaded pieces must be horizontally, vertically, or diagonally adjacent to the knight.
If one of your knights is ever captured or if another player takes control of one of your knights, all pieces inside of it are automatically destroyed. If your king was inside it, you are automatically checkmated. |
Netherlands [Era: Enlightenment]
YOU HAVE THE POWER OF TRADE. You can use your vast reserves of money to trade soldiers on the field to confuse and overpower your enemies.
 Starting configuration for Netherlands | Whenever a Dutch piece moves to a space horizontally or vertically (not diagonally) adjacent to an enemy piece, one enemy player takes control of your piece. If a Dutch piece moves to a space adjacent to pieces controlled by two or more enemy players, you can choose which of these players takes control of your piece.
Neither your king nor enemy kings can be traded. You cannot trade on your first turn. If trading is not allowed in any situation, you may still make the move, but no trade occurs. |
Ninjas [Era: Medieval]
YOU HAVE THE POWER OF DECEPTION. Nothing is as it seems, and the positions of pieces on the board may change very quickly.
 Starting configuration for Ninjas | At the start of each of your opponents' turns, that player can switch the places of your knight and a piece he controls, but may not check any player by doing so. |
North Korea [Era: Modern]
YOU HAVE THE POWER OF INSANITY. Your moves are wild and unpredictable, and it is this that makes you dangerous.
 Starting configuration for North Korea | At the start of your turn, roll a six-sided die. If it lands on 1, 2, 3, or 4, you do nothing, unless you are in check, in which case your turn proceeds normally. However, if it lands on 5 or 6, do the following:
First, roll another die. If it lands on 1 or 2, you can move one piece this turn. 3 or 4: up to two different pieces. 5 or 6: up to three different pieces.
Then select the piece(s) you wish to move. For each piece, roll a die. If it lands on 1, that piece moves and captures as a pawn this turn, 2 – knight, 3 – bishop, 4 – rook, 5 – queen, 6 – king. After this, you can move your piece(s), ending your turn. You must select all of the pieces you wish to move before rolling dice for them.
Even if a piece temporarily moves as a king, you are not checkmated until your actual king is captured. |
Nuclear Rogue [Era: Modern]
YOU HAVE THE POWER OF THE BOMB. Your army is small, but you have the capability to develop nuclear weapons.
 Starting configuration for Nuclear Rogue | At the start of your turn, one of your opponents (selected as follows: on your first turn, the player clockwise from you, and on every subsequent turn, the player clockwise from the last player to use this ability, skipping you) chooses any 2x2 square in the center 4x4 area. At the start of that player's next turn, all pieces within this 2x2 square are removed from the board. |
Ottoman Empire [Era: Medieval]
YOU HAVE THE POWER OF DEPLOYMENT. Although you have a powerful army, you are forced to deploy it slowly because of the distance it has to travel.
 Starting configuration for Ottoman Empire | You do not start with any pieces, but with four deployment squares (represented as ?’s in the diagram), and have one king and seven pawns in reserve. On your turn, you have the choice of either moving a piece or placing a piece from your reserve onto an empty deployment square.
If you don’t have any pieces in play, and it is not your first turn, you lose the game automatically. However, your pieces may not be captured until the end of your second turn. One of the first three pieces you play must be the king. |
Papal States [Era: Enlightenment]
YOU HAVE THE POWER OF THE CHURCH. Italian bishops have special movement, and have the ability to become even more powerful as they move up the hierarchy of the Catholic Church.
 Starting configuration for Papal States | Your bishops, instead of moving normally, can only jump two squares diagonally. |
Persia [Era: Classical]
YOU HAVE THE POWER OF ESCAPE. Your king always seems to elude his captors.
 Starting configuration for Persia | If you are in check, instead of moving you must exchange the positions between your king and any piece you control.
Your king moves by jumping two squares diagonally. |
Poland [Era: Enlightenment]
YOU HAVE THE POWER OF ALLIANCE. Although your army is weak, you can still conquer though cunning diplomacy.
 Starting configuration for Poland | Whenever you capture a piece you must form an "alliance" with that player for two turns: for the next two turns you may not capture his pieces, but he may capture yours. |
Portugal [Era: Enlightenment]
YOU HAVE THE POWER OF NAVIGATION. The Portuguese have discovered new ways to travel around the world.
 Starting configuration for Portugal | Opposing players may move their pieces as though the top and bottom sides of the board are connected, and the right and left sides of the board are connected. In this manner, bishops can also move as though opposite corners are connected. No one may capture while crossing a side or corner of the board. |
Prussia [Era: Enlightenment]
YOU HAVE THE POWER OF ENLIGHTENMENT. Prussia’s supposed “refinement” draws people from near and far to it.
 Starting configuration for Prussia | Whenever an opponent’s piece moves, that opponent may choose to pull pieces. If he does, all pieces that are on the same rank or file as it, and are within three squares of it, are pulled as close to the opponent’s piece as possible (i.e. without passing obstacles or other pieces). |
Roman Empire [Era: Classical]
YOU HAVE THE POWER OF DISCIPLINE. Your soldiers are so disciplined that they almost move in tandem.
 Starting configuration for Roman Empire | You must move a pawn every other turn if able. You may not move pawns two turns in a row. |
Russia [Era: Enlightenment]
YOU HAVE THE POWER OF WINTER. Your enemies have to be careful lest they freeze to death.
 Starting configuration for Russia | Whenever a Russian non-royal piece stands for two turns without any other pieces horizontally or vertically adjacent to it, it is automatically destroyed. |
Soviet Union [Era: Modern]
YOU HAVE THE POWER OF SECRECY. Nobody knows what’s happening behind the Iron Curtain…
 Starting configuration for Soviet Union | At the start of the game, take 8 small square cards (6 labeled “Pawn,” 1 labeled “Bishop,” and 1 labeled “King”) and put one facedown under each of your pieces. The piece named on the card determines what each of your pieces actually is, but only you can look at the cards.
On your turn, you may move a piece wherever you want. However, any player may choose to challenge your move: reveal the card under the piece; if the move that you made was illegal, you lose that piece, but if the move was legal, then the player who challenged your move skips his/her next turn.
If you ever put an opponent’s king in check, or if an opponent’s king moves into check by one of your pieces, you must reveal that that player’s king is in check. If you do not, you may not capture the king with that piece.
Whenever one of your pieces is captured, the card underneath it is revealed. If it was the “King” card, you are checkmated, all of the cards underneath your pieces are revealed, and your pieces are replaced by their cards' equivalents and are under the control of the player who checkmated you. |
Spain [Era: Enlightenment]
YOU HAVE THE POWER OF CONQUEST. The Spanish know better than anyone else how to exploit the lands that they conquer.
 Starting configuration for Spain | Whenever you capture a piece, all of your opponents may place an additional pawn under their control horizontally or vertically adjacent to their king. |
Sparta [Era: Classical]
YOU HAVE THE POWER OF TRAINING. One Spartan soldier will equal a hundred others.
 Starting configuration for Sparta | The warrior can move as a queen and as a knight, but may not capture. |
Sweden [Era: Enlightenment]
YOU HAVE THE POWER OF BUREAUCRACY. The Swedish army is so micromanaged that the king can move independently of his soldiers.
 Starting configuration for Sweden | Whenever you move your king, you may not move your king on your next turn, unless you are in check.
Whenever you move a non-royal piece, you may not move a non-royal piece on your next turn. |
Switzerland [Era: Enlightenment]
YOU HAVE THE POWER OF NEUTRALITY. The Swiss are naturally protected from almost any attack, and can choose to stay out of most conflicts.
 Starting configuration for Switzerland | You may only capture a enemy piece if at least one of the following conditions is satisfied:
- The enemy player captured one of your pieces at some point in the game.
- You have already either captured or lost at least three pieces.
- You are in check.
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Taiwan [Era: Modern]
YOU HAVE THE POWER OF INFLUENCE. You can call upon foreign aid for assistance.
 Starting configuration for Taiwan | Each of your opponents starts the game with five influence points.
On their turn, any player may give any player one influence point to move one of that player’s pieces instead of one of his own pieces. If that piece is captured before its owner’s next turn, the user of this power must give the owner another influence point (if they have no more influence points, they skip their next turn instead). |
The Aztecs [Era: Medieval]
YOU HAVE THE POWER OF WARRIOR SOCIETIES. The Aztec warriors were able to change societies with little training.
 Starting configuration for The Aztecs | On their turn, instead of moving, your opponents can change one of your knights into a rook, or vice versa. |
The Huns [Era: Classical]
YOU HAVE THE POWER OF TRIBUTE. Your great reputation allows you to enrich your coffers.
 Starting configuration for The Huns | Once every other turn you must choose a player. That player receives a free pawn which may be placed anywhere in their 3x5 area. |
The Hurons [Era: Enlightenment]
YOU HAVE THE POWER OF AMBUSH. Your warriors are adept at attacking from unexpected directions.
 Starting configuration for The Hurons | All of your pieces, instead of moving normally, can only jump two squares in any direction that they normally move in, but when using a jump move you must jump over a piece. Thus, a king must jump two squares in any direction over a piece, a bishop two squares diagonally, a rook two squares horizontally or vertically and a pawn two squares forwards into an open square or two squares diagonally to capture a piece. |
The Incas [Era: Medieval]
YOU HAVE THE POWER OF MANIPULATION. Your army starts small, but you can recruit other people into your army.
 Starting configuration for The Incas | Delegates can move like kings but can also jump 2 squares horizontally or vertically. Every time a delegate starts a turn within one square horizontally or vertically of a nonroyal enemy piece, your delegate joins the enemy army. |
The Mafia [Era: Modern]
YOU HAVE THE POWER OF SNIPERS. Rather than use conventional methods of warfare, the Mafia prefers to pick off enemies from a distance.
 Starting configuration for The Mafia | At the start of your turn, roll a six-sided die. If it lands on 1, 2, 3, or 4, you do nothing, unless you are in check, in which case your turn proceeds normally. However, if it lands on 5 or 6, do the following:
First, roll another die. If it lands on 1 or 2, you can move one piece this turn. 3 or 4: up to two different pieces. 5 or 6: up to three different pieces.
Then select the piece(s) you wish to move. For each piece, roll a die. If it lands on 1, that piece moves and captures as a pawn this turn, 2 – knight, 3 – bishop, 4 – rook, 5 – queen, 6 – king. After this, you can move your piece(s), ending your turn. You must select all of the pieces you wish to move before rolling dice for them.
Even if a piece temporarily moves as a king, you are not checkmated until your actual king is captured. |
The Mayas [Era: Medieval]
YOU HAVE THE POWER OF TECHNOLOGY. Though starting at a low technological age, the Mayan Empire ended up with very advanced technology.
 Starting configuration for The Mayas | At the start of each turn you get a token. On your turn, before moving, you can use tokens to
upgrade any piece enemy other than their original king by giving it the movement capability of another piece:
- 2 tokens – king (non-royal), knight, or bishop
- 3 tokens – rook
You can combine powers (i.e. bishop + rook = queen). Once you upgrade a pawn it
cannot move or act like a pawn and is no longer considered to be a pawn.
If you have more than three tokens at any time, you lose the game. |
The Norse [Era: Fantasy]
YOU HAVE THE POWER OF THE VALKYRIE. The valkyrie collects the bodies of the dead to fight for you another day.
 Starting configuration for The Norse | The Valkyrie moves like a knight. On your turn, instead of moving normally, you can move a valkyrie anywhere on the board where it does not give check, but you may not use this ability two turns in a row. You cannot promote pawns to valkyries.
Whenever the valkyrie captures a piece put it by your side of the board. At the start of each opponent's turn, instead of moving they may put one of these pieces on the board in their 2x4 starting area, as long as your valkyrie is still on the board. |
The Picts [Era: Classical]
YOU HAVE THE POWER OF BRAVERY. The Picts will stand their ground, no matter what.
 Starting configuration for The Picts | Once every other turn, you must move either a king or a pawn, if able. |
Troy [Era: Classical]
YOU HAVE THE POWER OF WALLS. You can wait out the enemy behind your walls.
 Starting configuration for Troy | You may not capture pieces from further than two squares away, except with your knight. |
U.N. Peacekeepers [Era: Modern]
YOU HAVE THE POWER OF PACIFISM. Although you do not carry lethal weapons, you have other ways of ending wars.
 Starting configuration for U.N. Peacekeepers | Your bishops and rooks may only move up to three squares each turn.
You can only capture your opponent’s pieces within their 2x4 starting area.
If your piece cannot move at the start of its owner's turn, and at least one enemy is horizontally or vertically adjacent to it, that piece is removed from the game.
You are checkmated only if any opponent moves at least three of his/her pieces into your starting area. |
United States of America [Era: Modern]
YOU HAVE THE POWER OF ESPIONAGE. You can attempt to steal your opponents’ secrets and use them to your advantage.
 Starting configuration for United States of America | At the start of your turn, roll a six-sided die.
If the die lands on 5 or 6, choose any other player. For the remainder of your turn, you can use that player’s special ability (except of course the starting configuration).
If the die lands on 3 or 4, roll again. If it lands on 1 or 2, you “steal” the ability of the player clockwise from you, as outlined above. If it lands on 3 or 4, you “steal” the ability of the player across from you. If it lands on 5 or 6, you “steal” the ability of the player counterclockwise from you.
If the die lands on 1 or 2, you have no power this turn.
You may not the abilities of a country with special units (i.e. Sparta or the Carthagian Empire) or one that requires special setup (i.e. Guerillas or the Soviet Union). If the second roll gives you one of these countries, you must roll again (unless there are no valid countries among all the players in the game). |
Venice [Era: Enlightenment]
YOU HAVE THE POWER OF NAVAL BLOCKADE. Your blockade prevents your opponents from using their powers.
 Starting configuration for Venice | Once every other turn, starting on your first turn, you must counter an opponent’s power at the start of your turn. Any power may be countered, including Egypt’s. The opponent will regain his power at the end of your next turn. If a player is put in checkmate because of this, then the person who had his power cancelled retains it. |
Vietnam [Era: Modern]
YOU HAVE THE POWER OF TRAPS. You can plant mines to overpower enemy soldiers.
 Starting configuration for Vietnam | At the start of each of your opponents' turns, he can secretly write down the location of any unoccupied square in the center 4x4 area; that square is trapped.
When a jumping piece you control (i.e. a knight) ends its move on the trap square, that piece may not move until two of your turns pass (not counting your current turn).
When a non-jumping piece you control (i.e. a rook) moves through the trap square without stopping there, that piece may not move until two of your turns pass (not counting your current turn).
However, if a non-jumping piece you control ends its move on the trap square, that piece is immediately destroyed. |
West Germany [Era: Modern]
YOU HAVE THE POWER OF AIRLIFT. You can quickly move your forces on and off the field.
 Starting configuration for West Germany | On any player's turn, instead of moving, that player can choose to take a piece you control off the board as long as it is within two squares of another piece you control. They may not cause check doing so, and they may not use this ability two turns in a row.
At the start of your turn, instead of moving you may place a piece removed from the board with this ability onto the board, as long as it is placed within two squares of a piece you control. You may not use this ability to cause check. |
WWII USA [Era: Modern]
YOU HAVE THE POWER OF THE ATOM BOMB. You can easily destroy all your enemies at once.
 Starting configuration for WWII USA | |
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