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Checkers Around the World Invented Checkers Variants
Enchanted Power Checkers
Push Power Checker: this
enchanged power checkers piece may move one
space against a line of enemy pawns, pushing
the entire line back one space, but there
must also be an unoccupied space the line
can be pushed back into.
General Power Checker: as
its move, all friendly pawns adjacent to
the General may move and at least two such
men must move.
Rook Power Checker: this
man may move forward only like a Rook in
Chess; however, it must end the move on a
dark square without capturing during the
move; this piece may not move through other
pawns.
Bishop Power Checker: this
checkers piece may move forward only like
a Bishop in Chess; however, it must end the
move on a dark square without capturing during
the move and without moving through other
pawns.
Orthogonal Power Checker: the
power allows the pawn to make horizontal,
diagonal or vertical jumps in both a forward
or backward direction, where each of these
jumps is four spaces long; this move cannot
be combined with regular jumps.
Shooter Power Checker: after
making a jump or series of jumps, this checker
piece is returned to the square that it started
from on this turn.
Slayer Power Checker: this
Pawn cannot jump; however it can move diagonally
forward into a space and capture the opposing
piece occupying the square.
Fellowship Power Checker: after
moving forward one space, this Pawn can
switch places with any friendly man on the
board.
Slider Power Checker: after
moving forward one square, this game piece
can switch places with any pawn on the same
row.
Juxtapose Power Checker: once
the pawn has moved forward one space, it
can cause any two adjacent checkers to switch
places with each other.
Reincarnate Power Checker: this
checker piece can be moved forward one space
and then switched with one of the player’s
captured pieces.
Energize Power Checker: when
the man has jumped, it may then teleport
to any empty space.
Ethereal Power Checker: this
pawn may jump over both friendly and opposing
pawns, where only the opposition is captured.
Activation Power Checker: when
a friendly checker piece has moved forward
one space to any adjacent square, it may
immediately make a regular move or jump.
Doppelganger Checker: this
pawn may duplicate the last special power
used by the opponent.
Siren Power Checker: with
this power, the man may move an opponent’s
piece one space closer as long as the target
pawn is no more than three spaces away and
its path is not be blocked because the pawn
may move but not jump.
Poison Power Checker: when
this pawn is captured, the enemy pawn that
captured it is removed from play as well.
Nullifier Power Checker: no
adjacent enemy piece may use its special
power.
Phalanx Power Checker: as
this pawn is making a move, all friendly
adjacent pawns may also move in the same
direction as a formation so that the friendly
adjacent pawn in front will not be blocking
its path.
Conversion Power Checker: any
pawn captured by this piece remains on the
board under the player’s control as
a Convert Pawn, which then reverses its direction
and loses its Special Powers.
Stopgap Power Checker: if
a friendly pawn is captured, the player
may immediately move this pawn to the space
where the other was captured.
Lurker Power Checker: after
this pawn jumps, it is possible to move
again immediately with one of the other pawns.
Bestower Power Checker: if
this checker piece is captured, the player
may immediately teleport any of the existing
pawns to another unoccupied square on the
board.
Kingmaker Power Checker: every
time this pawn reaches the opponent’s
back row, one of the other pawns may be chosen
to gain the movement abilities of a King,
as in a traditional game of Checkers, but
there can only be one such King at a time.
~Opposing Enchanted Power Checkers Army
Camps ~
- The role playing theme in Krassner’s
enchanted checkers variant is based on
the war waged by the two battling camps
of good and evil fairies.
- Included here are examples of the two fairy camps:
| GOOD FAIRY FORCE: |
EVIL FAIRY FORCE: |
| # Unit Name: |
Power: # |
Unit Name: |
Power: |
| 1 Oberon (Leader) |
General 1 |
Troll King (Leader) |
Charge |
| 2 Fairy |
Retreat 2 |
Goblin |
Nullifier |
| 3 Brownie |
Fellowship 3 |
Kobold |
Stopgap |
| 4 Sylph |
Ethereal 4 |
Changeling |
Doppelganger |
| 5 Elf Archer |
Shooter 5 |
Red Cap |
Lurker |
| 6 Gnome Trickster |
Juxtapose 6 |
Boggart |
Poison |
| 7 Dwarf |
Push 7 |
Duergar |
Bishop |
| 8 Pixie |
Deception 8 |
Imp |
Phase |
| 9 Sylvan Mage |
Wizard 9 |
Quaist |
Activation |
| 10 Sprite |
Scout 10 |
Hag |
Conversion |
| 11 Dryad |
Teleport 11 |
Mephit |
Slayer |
| 12 Nymph |
Siren 12 |
Spiderbear |
Mega Jump |
~ Enchanted Game Win and Draw ~
- As in many a checkers game, a win can
be achieved by either capturing all the
opposing pawns, or by blocking the opponent
from making any further moves with the
remaining checker pieces on the board.
- A power checkers win is also possible
if a player has more pawns in play than
the opposition and neither opponent has
captured any pieces in seven turns.
A draw is the result if both players are down
to one pawn or if both players possess an equal
numbers of pawns and neither opponent has captured
a pawn in ten turns.
Power Checkers Options:
- Though the game rules of this checkers
variant have been recreated and expanded
from the traditional version to make it
into an interesting enchanted power checkers
role playing game, there are also other
variations that can be adapted for further
intriguing play.
- Leader Variant: make
one or more checker pieces on each side
of the board a Leader; if a player can
capture all the opposing Leaders, s(he)
wins the game; this variant then creates
an additional victory condition.
- Super Unit Variant: give
different playing pieces two or more Powers.
- Bigger Board
Variant: play with a bigger board,
so that there can be a greater number
of pawns and larger battles.
- New Powers Variant: make
up another list of powers or modify the
existing one and enhance certain traits.
Page 1 of Enchanted Checkers
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