Tag: Interruption power

Interruption powers are those that affect other players and disrupt their plans, and can often be both agressive and defensive. Interruption is the most diplomacy-based power, as you try to get the other players to kill themselves for you. Interruption powers can be subclassified into global interruption and payment-based powers.

  • Global Interruption: A power that is always in effect, but generally weak and not very active. These powers can be used in a variety of strategies, ranging from defensive to offensive.
    • Law Enforcement Agents
    • Russia
    • The Incas
    • Vietnam
  • Payment-Based: A power that offers requires you to do something to use the power, while the power itself is more direct and active than Global powers. Your object is to try to activate the power as much as possible.
    • Atlantis
    • Belgium
    • China
    • Gaul
    • Netherlands
    • Ninjas
    • Poland
    • Prussia
    • Taiwan
    • Venice


Atlantis

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.


Belgium

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.


China

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.


Gaul

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.


Law Enforcement Agents

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.


Netherlands

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

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.


Poland

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.


Prussia

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).


Russia

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.


Taiwan

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 Incas

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.


Venice

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

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.


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