Vietnam

YOU HAVE THE POWER OF TRAPS. You can plant mines to overpower enemy soldiers.


Starting configuration for Vietnam

At the start of your turn, secretly write down the location of any unoccupied square in the center 4x4 area; that square is trapped.

When a jumping piece (i.e. a knight) ends its move on the trap square, that piece may not move until two of its controller’s turns pass (not counting his current turn).

When a non-jumping piece (i.e. a rook) moves through the trap square without stopping there, that piece may not move until two of its controller’s turns pass (not counting his current turn).

However, if a non-jumping piece ends its move on the trap square, that piece is immediately destroyed.

First appearance: 1st Design Competition (1st place in 5-way tie, 2nd place finalist in tiebreaker).
Creator: Michael Fienberg
Tags: Interruption power  Un-Lightning-able 


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Comments

Adam (2008-04-13)

Since you have a Guerilla power in the same era, I'd avoid using the word here for consistency's sake... though I think you could solve this problem by renaming the "terrorist" power back to its original name, or to "freedom fighters" or something similar.

Adam (2008-04-13)

I would change the second two paragraphs to as follows: "When a jumping piece (i.e. a knight) ends its move on the trap square, that piece may not move until two of its controller’s turns pass (not counting his current turn). When a non-jumping piece (i.e. a rook) moves through the trap square without stopping there, that piece may not move until two of its controller’s turns pass (not counting his current turn). However, if a non-jumping piece ends its move on the trap square, that piece is immediately destroyed.