Tag: Un-Lightning-ableThese powers should be excluded from the Lightning Chess deck. Ancient China
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. |
Australia
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
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. |
Britain
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. |
Canada
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
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. |
Germany
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. |
Holy Roman Empire
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
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. |
Mycenae
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. |
Nuclear Rogue
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
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. |
Soviet Union
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. |
Sparta
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. |
Switzerland
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:
- The Swiss captured a piece belonging to that player at some point in the game.
- The enemy player has already either captured or lost at least three pieces.
- The enemy player is in check.
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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. |
U.N. Peacekeepers
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.
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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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