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)

Whenever one of your pawns reaches the 6th row, it promotes to a queen, knight, rook, or bishop. You may only have one queen in play at a time.

At the start of your turn, you may have any number of your pawns "dig in," provided that none of these pawns have moved on your last two turns. These pawns cannot be captured, pushed, or pulled until the start of your next turn but may not capture on your next turn.


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 you 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 not cross the wall unless they jump over it. Your queen cannot cross the wall, and if your queen is captured, the wall no longer functions.


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

Your nonpawn pieces in your 2x4 area can move like a king instead of moving normally.

Your nonpawn pieces in your 3x5 area that are not in your 2x4 area can jump diagonally two spaces instead of moving normally.

Your nonpawn pieces in the center 2x2 area can capture a horizontally or vertically adjacent piece without moving, instead of moving normally.


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 one of your pieces moves to a square within two squares of an Armenian king and does not check any player, it can move again this 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. On your turn, instead of moving, you may permanently convert a bishop or rook you control into a knight.

At the beginning of your turn, you may choose to hide your knight. Knights may be hidden for up to three turns in a row. While your knight is hidden, its position is not shown on the board but is secretly written down each turn by you. Hidden knights may still be captured, but if a piece passes through a hidden knight, you may choose to reveal the knight’s location and automatically capture the piece that moved through it.


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

Your bishops may move to any open space on the board as long as you don’t put an opponent in check by doing so. You may not use this ability two turns in a row.


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, you can sink or raise (un-sink) one unoccupied square. Sunken squares may be entered or crossed only by royal pieces or by 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

Boomerangs can move like rooks, or in a U-shape.

To move in a U-shape, move a boomerang as far as it can go in one horizontal or vertical direction without capturing, then make a left or right turn and move the boomerang in that horizontal or vertical direction without capturing, and finally make the same turn again and move the boomerang as far as it can move, capturing a piece if possible.

You cannot make rook moves two turns in a row.


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

Instead of moving one piece, you can move two knights. You cannot use this ability two turns in a row.

Whenever an Austrian knight moves to a position where he is threatening an enemy piece that is also threatened by another Austrian knight, that piece is immediately destroyed.


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 your turn, if you have at least three pieces in play, you may target any enemy piece in your 4x4 area and roll a six-sided die:

  1. You misfire. If any of your pieces is horizontally or vertically adjacent to the target, it is destroyed; otherwise, nothing happens. If more than one of your pieces are adjacent, you choose which piece is destroyed.
  2. If the target is a pawn or knight, it is destroyed.
  3. If the target is a pawn, knight, or bishop, it is destroyed.
  4. If the target is a pawn, knight, bishop, or rook, it is destroyed.
  5. If the target is any non-royal piece (including special pieces), it is destroyed.
  6. The target piece is automatically destroyed. If it is a royal piece, you checkmate its owner.


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. However, that piece cannot be captured 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 a player (ex: Player A) captures one of your pieces, you may choose another player (ex: Player B). On Player B’s next turn, Player B must capture a piece belonging to Player A, 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. If you move a minister as a knight, on your next turn you may not move a minister as a knight.


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 your turn, instead of moving a piece normally, you can move any of your pieces to any open square in your 2x4 starting area. If the piece is outside your 3x5 area and is not a pawn, you may use this ability to move it into a square in your 2x4 area that is occupied by an enemy piece, capturing the enemy piece.


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

Twice per game, you may take any piece that you lost at some point in the game and place it anywhere in your 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 and may only be captured by pieces no more than two squares away from them.


China [Era: Modern]

YOU HAVE THE POWER OF CENSORSHIP. You can prevent unfavorable moves from occurring.


Starting configuration for China

When any opponent moves a non-royal piece, you may “censor” that move: move the piece back, and let that player redo his move, but the piece that was censored may not move in the same direction that turn (this only applies to pieces who move only in one direction, so pieces such as knights are excluded from this restriction). Once you censor a move, you may not censor again until the end of your next 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

Your pieces cannot be moved or destroyed as a result of other players’ special abilities.

Your pawns can promote to any piece that was on the board at any point in the game, including special pieces. However, normal pieces with extra powers given to them do not keep these powers. (For instance, if you promote to a Papal States bishop, it still moves as a normal bishop for you.)

Your kings can jump two squares diagonally in addition to moving normally.


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

When one of your pieces is about to be captured, you can switch places between that piece and another piece you control within three squares of it.


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

After moving a piece on your turn, you may move again if you sacrifice a piece you control. Remove the sacrificed piece from the game. You may do this any number of times per turn, but you may not check or capture a royal piece with one of your additional moves.


Gaul [Era: Classical]

YOU HAVE THE POWER OF FEAR. Your soldiers can frighten the enemy into submission.


Starting configuration for Gaul

After you move, you can choose to push any number of pieces belonging to other players, provided that these players are on the same rank or file and of the same type as the piece you 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 removed.


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, instead of moving, you 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. You may use this ability once per game, and you gain one additional use of your ability every time a player is checkmated by anyone (however, you do not have to use your ability immediately after the checkmate).

(In the diagram at right, the red group of pieces can be moved into the position outlined in blue.)

You may not use this ability to move a pawn to a square where it would promote or to move a piece into a square where it would cause check.


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, take 8 small square cards (2 labeled "Bomb" and 6 blank) and put one facedown under each of your pieces. The pieces with a "Bomb" card underneath them are secretly carrying a bomb.

Each turn, instead of moving, you have the option of detonating a bomb carried by one of your pieces. If you do, that piece and all pieces horizontally, vertically, and diagonally adjacent to it are removed from the game.

If a piece carrying a bomb is captured, destroyed, or removed, then the bomb doesn’t detonate. Whenever one of your pieces is captured, destroyed, or removed, you can choose whether or not to reveal the card underneath it (however, you should keep all cards removed this way and reveal them all at the end of the game to prevent cheating).


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

On your turn, instead of moving one piece, you may choose to move two rooks. However, you may not move them in the same direction.

When 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 start of your turn, if any opponent’s non-royal piece is horizontally or vertically adjacent to your bishop, knight, or king, destroy the enemy piece.


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, you may choose any unoccupied square on the board. Until the start of your next turn, non-royal pieces may not 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 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, your turn automatically ends.

If an enemy controls a piece of a kind that you also control, you may sacrifice a non-pawn piece you control to destroy that piece.


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 you control that has not moved that turn. Until the start of your next turn, the chosen piece may not be captured, 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 king and your pawns may capture enemy pieces. However, whenever another player’s piece is within the standard capturing zone of any of your non-pawn pieces, that piece may not move.

Whenever an enemy piece is "frozen" by two or more of your pieces, remove it from the board.

Whenever an enemy player captures one of your non-pawn pieces, each piece that was removed from the game with this ability is placed by its owner into his 2x4 starting area, provided that that player is still in the game.


Luftwaffe [Era: Modern]

YOU HAVE THE POWER OF AIRPLANES. You can fly above and around other pieces including your own.


Starting configuration for Luftwaffe

Your rooks and bishops can ignore other pieces for the purpose of movement, but may not check, checkmate, or capture any piece other than a pawn when doing so.


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 any number of spaces 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. Chinese pawns do not promote normally, but once a Chinese pawn crosses the halfway line of the board (in your direction), it can move and capture one space horizontally or vertically.


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

Instead of moving normally, your bishop can jump up to two squares in any direction.

Whenever you move a piece into the middle 4x4 square in such a position that it borders two other pieces that themselves both border the same piece (so that moving your own piece creates a "square" arrangement of four pieces), you may choose to have all three pieces destroyed. These pieces can include pieces of your own army, in which case they are captured nonetheless.


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 can move like a king until it is captured, in addition to its normal move.


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

You start the game with four points. Whenever you capture a piece, you gain one point.

At the start of any opponent’s turn, you may pay one point to take back your last move. You 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 you.


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

Your pawns can move one square horizontally or vertically and can capture one square diagonally in any direction. Your pawns may promote either vertically or horizontally, and may promote to any standard chess piece, provided that you have no more than one queen, two rooks, two bishops, and two knights.


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, two bishops, and three pawns. Secretly write down which pieces are inside which knight.

On your turn, instead of moving, you can load or unload any number of pieces to or from a knight. Loaded or unloaded pieces must be horizontally, vertically, or diagonally adjacent to the knight. You may load another player’s pieces into a knight only with his permission, and he may only unload pieces from a knight on his turn.

Instead of moving, loading, or unloading, you may choose to "burn" a knight that has at least one piece inside it – the knight, all pieces inside it, and all pieces horizontally or vertically adjacent to it are destroyed.

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, you take control the enemy piece, while that player takes control of your piece. If a Dutch piece moves to a space adjacent to two or more enemy pieces, you can choose which piece to trade with.

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 your turn you may, instead of moving normally, exchange places with one of your non-pawn pieces and an enemy piece, provided that you do not check any player by doing so. You may not use this power two turns in a row.


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, 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

Once every three turns (starting on your third turn), at the start of your turn you can choose any 2x2 square in the center 4x4 area. At the start of your next turn, all pieces within this 2x2 square are destroyed.


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, two pawns, two bishops, two knights, and one rook 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. Three of the first five pieces you play must be the king and two pawns.


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 can jump two squares diagonally in addition to moving normally.

Whenever one of your bishops moves into another player’s 2x4, it promotes to an archbishop . Archbishops can move like regular Papal States bishops, but can also jump one or two squares horizontally or vertically.


Persia [Era: Classical]

YOU HAVE THE POWER OF ESCAPE. Your king always seems to elude his captors.


Starting configuration for Persia

You do not lose the game if you do not have your king in play.

On your turn, instead of moving you may put any of your pieces that have been captured or destroyed into your 2x4 area, as long as your king is in play.

Whenever you are put in check and the only way you can get out of check is by moving your king, you must immediately remove your king from the game.


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

On your turn, after your move you may declare an "alliance" with one other player. You must then give a pawn you control to that player: remove that pawn from the game, and the chosen opponent can choose to place a pawn into his 3x5 starting area at the start of his next turn. That opponent, for the next two turns, may not capture any of your pieces, and whenever he captures any piece during his next two turns, you can place a pawn into you 3x5 starting area. However, you may not capture any of that player’s pieces until the alliance expires.


Portugal [Era: Enlightenment]

YOU HAVE THE POWER OF NAVIGATION. The Portuguese have discovered new ways to travel around the world.


Starting configuration for Portugal

You may move your 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. You may not 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 a Prussian piece moves, you may choose to pull pieces. If you do, 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 Prussian 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

On your turn, instead of moving one piece, you may choose to move two pawns.

When two or more pawns are adjacent to each other, those pawns cannot be captured from further than three squares.


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 non-Russian non-royal piece stands for two of your turns without any other pieces horizontally or vertically adjacent to it, it is automatically destroyed. If the Russian player is defeated, this rule no longer applies.


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 (3 labeled “Pawn,” 2 labeled “Knight,” 2 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 first three turns, you may not capture any pieces outside of your 3x5 starting area.

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, you receive an additional pawn and place it "in reserve" outside of the board. On your turn, instead of moving, you may place any pawn that you have in reserve on the board, provided that it does not put any player in check, it cannot promote, and it cannot immediately move to a square where it can promote.


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, and cannot be moved or destroyed as a result of other players’ special abilities. You may not have more than one warrior at a time.

Spartan pawns can promote to a rook, knight, bishop or warrior.

Once per game, while in check, you may move your king and warrior on the same turn.


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

You may move one pawn and one non-pawn piece in the same turn. This power may not be used two turns in a row.


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

An enemy player may only capture a Swiss piece if at least one of the following conditions is satisfied:

  1. The Swiss captured a piece belonging to that player at some point in the game.
  2. The enemy player has already either captured or lost at least three pieces.
  3. The enemy player is in check.


Taiwan [Era: Modern]

YOU HAVE THE POWER OF INFLUENCE. You can call upon foreign aid for assistance.


Starting configuration for Taiwan

You start the game with five influence points.

On your turn, you may give any player one influence point to move one of that player’s pieces instead of one of your pieces. If that piece is captured before its owner’s next turn, you must give that player another influence point (if you have no more influence points, you skip your next turn).

Whenever any player has influence points, they may use Taiwan's special power. However, your own pieces are immune from being affected by Taiwan's power.


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 your turn, instead of moving you may 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

On each of your turns, instead of moving a piece, you may instead choose to place an additional pawn under your control into your 3x5 starting area. However, you may not use this ability two turns in a row.


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 can 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 can 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, that enemy piece joins the Incan 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

Your pieces do not move when they capture other pieces. Instead, if an opponent's piece is within capturing range of one of your pieces and you choose to capture it, you remove it from the board without actually moving your piece. This action counts as your movement even though you have not technically moved.

Your bishops and rooks may only move up to three squares each turn.


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, instead of moving, you can use tokens to upgrade any piece other than your original king (which is your only royal piece) by giving it the movement capability of another piece:

  • 2 tokens – king (non-royal), knight, or bishop
  • 3 tokens – rook
  • 6 tokens - any piece on the board
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.


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 the turn, instead of moving you may put one of these pieces on the board in your 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

Your rook can move as a rook or jump two or three squares horizontally or vertically. Your bishops can move as bishops or jump two or three squares diagonally. However, you may not use either of these abilities two turns in a row, and you may not use these abilities to cause check or to capture a king.

Your pieces cannot be moved as a result of other players’ special abilities.


Troy [Era: Classical]

YOU HAVE THE POWER OF WALLS. You can wait out the enemy behind your walls.


Starting configuration for Troy

While a piece you control is in your 4x4 area, it can only be captured by a piece no more than two squares away from it or by a 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. Your pawns may move one square in any direction each turn.

Your pieces can only be captured within your 2x4 starting area, and you can only capture other pieces normally if they are within your 2x4 starting area, and only with your bishops and rooks. Your pawns cannot capture anywhere.

If an opponent’s piece cannot move at the start of its owner's turn, and at least one UN Peacekeeper 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 can “steal” the ability of the player clockwise from you, as outlined above. If it lands on 3 or 4, you can “steal” the ability of the player across from you. If it lands on 5 or 6, you can “steal” the ability of the player counterclockwise from you. In all cases, you may choose not to “steal” if you don’t want to.

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 may roll again.


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 you may 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. This power may not be used on the first turn.


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 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.


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 your turn, instead of moving, you can choose to either:

  • take a piece you control off the board as long as it is within two squares of another piece you control, or
  • 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 cannot use either of these abilities 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

Instead of moving normally, your pawns jump one to two squares diagonally. They cannot promote.

The bomb moves like a king. If a pawn and the bomb are adjacent to each other, you may move both of them on the same turn, if they both move in the same direction.

On your turn, instead of moving you may detonate the bomb. All pieces within two squares of it except your pawns are destroyed.


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