Faceless Mist-Wraith he/him Posted September 25, 2017 Report Share Posted September 25, 2017 Hello fellow Sharders! In case you didn't know, I am on a mission to make Cosmere themed chess rules. The next step was coming up for rules for Era 2 of Mistborn. It has been a couple days since I put the rules up, and since there has been no real suggestions about rule changes, I'm moving on to the next step: testing! I would greatly appreciate if any fellow sharders could try playing a game of chess using these rules and let me know what works (and what doesn't). I will try to test it myself as much as I can, but I currently do not have much easy access to either a chessboard or people who are both are interested in Sanderson's books and willing to play an alternate chess game. I would greatly appreciate any feedback people can give. Here are the Era 2 rules for quick reference: Spoiler Layout: Normal chessboard Black: The Set White: The Law (still moves first) Each side has its own moves and abilities. The rules for pawns depend on the king. Rules for castling remain the same. Pawns: Constables/Vanishers/Set Members If a pawn reaches the other side, it can be promoted to any of the other pieces, abilities included. Order: King: Wax Move set: King (moves 2 spaces and can go through/jump over allies) Special ability: Constable Pawns may move 2 spaces during a turn if they are next to another pawn at the beginning of the turn. Queen: Steris Move set: Queen Special ability: Organization Steris may move an adjacent ally to the space on the opposite side of her. Bishop: MeLaan Move set: Bishop Special ability: Mimicry/Shapeshifting Immediately after taking a piece a MeLaan can choose to switch to the move set of the taken piece. The player must state this is being done. MeLaan will then use this move set until she takes another piece, at which point the player will have the choice of returning to the Bishop move set or imitating the taken piece. Repeat as necessary. Knight: Wayne Move set: Knight Special ability: Slider (One time use per knight) Wayne puts up a speed bubble, making it such that only pieces that are within the boundary of a knight's move may move. The bubble is broken once Wayne moves or is taken. (Alt.) Knight: Marasi Move set: Knight Special ability: Pulser (One time use per knight) Marasi puts up a speed bubble, freezing all pieces (herself included) within the boundary of a knight's move. Bubble is broken once player states bubble is down or Marasi is taken. Putting the bubble down takes a turn. Rook: Ranette Move set: Rook Special ability: Weapon support Pieces adjacent to Ranette are "supported" and can not be taken by any piece lower than their value + 1. Ex: If Ranette was next to a knight, that knight would be safe from pawns and knights. Value goes Pawn<Knight<Bishop<Rook<Queen. (Excludes Kings and queens). The Set: King: Edwarn Ladrian Move set: King (Moves 2 spaces) Special ability: Hemalurgy Knowledge Pawns may move 1 extra space for each piece they take. This applies to all pawns, in that if a pawn takes a piece, all pawns may now move an extra space. This count moves down for each pawn the opponent takes, with the base being 1. (Alt.) King: Miles Dagouter Move set: King (Moves 2 spaces) Special ability: Vanisher mobility Pawns may hop over other diagonally adjacent ally pawns. This is similar to checkers, in that it may stack if pawns are lined up correctly. A pawn can not take a piece at the end of these jumps. Queen: Telsin Move set: Queen Special ability: Personal Hemalurgy Anytime Telsin takes a piece, the player may choose to use that piece's ability the next time they move Telsin. The ability is lost after the queen is moved or uses the ability. Bishop: Paalm Move set: Bishop Special ability: Steel feruchemy Palm is able to store and tap steel, and as a result can not be affected by time bubbles. Knight: Push Move set: Knight Special ability: Coinshot (One time use per knight) Push may use his allomancy, making it so that whichever piece the opposing player moves next turn must move away from Push. (Alt.) Knight: Pull Move set: Knight Special ability: Lurcher (One time use per knight) Pull may use his allomancy, making it so that whichever piece the opposing player moves next turn must move towards Pull. Rook: Tarson Move set: Rook Special ability: Koloss Blooded Thug Tarson has increased strength and durability, as a result he can not be taken by pawns, and can ignore Ranette's support. The bold and italicized parts are rules that I liked and wanted to include, but was unsure if they could lead to imbalances. Any feedback regarding these would be especially appreciated. If you would like to suggest a new piece or some other new game mechanic, please put it here: Please let me know what you think! If you have any questions, feel free to let me know. Enjoy the game! 2 Link to comment Share on other sites More sharing options...
Foundation Posted September 25, 2017 Report Share Posted September 25, 2017 I think this is awesome! I would love to play once it gets figured out. The first bolded rule about pawns taking abilities when they reach the other side can be easily balanced by only allowing them to take the abilities of a piece if it has already been taken. For example, they cannot take Ranette's powers if she is still alive and kicking somewhere on the board. the second bolded rule is a great idea to include as is I think. This seems really cool and is a great idea! I think the best way to tweak balances is to play! Link to comment Share on other sites More sharing options...
Faceless Mist-Wraith he/him Posted September 27, 2017 Author Report Share Posted September 27, 2017 On September 25, 2017 at 4:25 PM, Foundation said: The first bolded rule about pawns taking abilities when they reach the other side can be easily balanced by only allowing them to take the abilities of a piece if it has already been taken. For example, they cannot take Ranette's powers if she is still alive and kicking somewhere on the board. Thank you for the feedback! I was really unsure about the rule when I came up with it, since I want to limit the number of things people have to remember, such as whether this piece has an ability, but I was also unsure if keeping promotion limited would be better. I will try both your suggestion and the current rule once I get the chance to sit down for a game. Link to comment Share on other sites More sharing options...
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