THE RULES OF FOURPLAY



Pieces 920-929




920. Definition of Fourplay Piece Crazyhorse

A. There is a Fourplay Piece called the Crazyhorse.

B. The material value of the Crazyhorse is 12.

C. The on-board instance limit for the Crazyhorse is 1.

D. The ASCII character for the Crazyhorse is Ch.

E. The Crazyhorse has a two part move:

(i) It makes a 'knight' move. That is - it can move to any destination square that is reached by either moving up or down one square and left or right two squares, or moving up or down two squares and left or right one square. It does not matter if any intermediate squares are occupied or not.
(a) If the part i destination square is occupied by an enemy Piece, it is captured.
(b) If the part i destination square is occupied by a friendly or neutral Piece, the Crazyhorse may not move there.
(c) If the part i destination square is frozen by an Iceman, the Crazyhorse slides across the frozen squares according to the rules of the Iceman. If the Crazyhorse ends on a frozen square, he is stuck and his turn ends. If the Crazyhorse ends on an unfrozen square (including capturing the Iceman), then he may continue with part ii as part of the same turn.

(ii) As part ii of his move, the Crazyhorse makes another 'knight' move starting from his part i destination square. That is - from the part i destination square, it can move to any destination square that is reached by either moving up or down one square and left or right two squares, or moving up or down two squares and left or right one square. It does not matter if any intermediate squares are occupied or not. Part ii is optional.
(a) If the part i destination square is occupied by an enemy Piece, it is captured.
(b) If the part i destination square is occupied by a friendly or neutral Piece, the Crazyhorse may not move there.

(iii) Note that the Crazyhorse can move away from his original starting square and then move back to that same square in one turn. (If he does not capture on this move, it is the same as a pass, if he does it is called a 'crazy igui' capture). The Crazyhorse may capture 2 Pieces in one turn.

F. The Crazyhorse can not capture Pawns and Nwaps unless the square they occupy is the Crazyhorse's final destination square for that move. (In other words, the Crazyhorse can not capture P's and N's and then continue moving in the same move).

G. The Crazyhorse can not be part of a Compound Piece.

H. The Crazyhorse appears as a horse, colored the colors of his Office, standing upright, wearing a cowboy hat and wearing a sheriff's badge with the name and emblem of his Office on it. He holds a bottle of crazyhorse 40oz. malt liquor in one hoof, which he drinks out of from time to time.


921. Definition of Fourplay Piece Griffon

A. There is a Fourplay Piece called the Griffon.

B. The material value of the Griffon is 7.5.

C. The on-board instance limit for the Griffon is 3.

D. The ASCII character for the Griffon is Gr.

E. The Griffon has a 2 part move. Neither part is optional. The 2 parts may be done in any order (thus giving the Griffon move than one path of travel to the same destination square). The Griffon captures the same way it moves. The Griffon may never move to an adjacent square, this takes precedence over the rules below.

(i) The Griffon must move exactly one square in a diagonal direction. This move is made from either his starting square, or after part ii below is made. If this part is made first, the destination square must be unoccupied. If this part is made second, the destination square must be unoccupied or occupied by an enemy Piece (which is then captured).

(ii) The Griffon must move one or more squares in any single orthogonal direction. This move is made from either his starting square, or after part i above is made. If this part is made first, the destination square must be unoccupied. If this part is made second, the destination square must be unoccupied or occupied by an enemy Piece (which is captured).

F. The Griffon appears as the griffon of mythology.


922. Definition of Fourplay Piece Camel

A. There is a Fourplay Piece called the Camel.

B. The material value of the Camel is 1.

C. The on-board instance limit for the Camel is 6.

D. The ASCII character for the Camel is C.

E. The Camel moves to a square that is reached by either moving exactly 3 squares left or right and exactly one square up or down, or exactly one square left or right and exactly 3 squares up or down. It does not matter if the intermediate squares are occupied or not. If there is an enemy Piece on the destination square, it is captured; the Camel cannot move to that square if it is otherwise occupied.

F. The Camel looks like a single-hump camel, colored (as always) the colors of the player's Office. He has a Marlboro cigarrette hanging out of his mouth.


923. Definition of Fourplay Piece Zebra

A. There is a Fourplay Piece called the Zebra.

B. The material value of the Zebra is 1.

C. The on-board instance limit for the Zebra is 6.

D. The ASCII character for the Zebra is Z.

E. The Zebra moves to a square that is reached by either moving exactly 3 squares left or right and exactly 2 squares up or down, or exactly 2 squares left or right and exactly 3 squares up or down. It does not matter if the intermediate squares are occupied or not. If there is an enemy Piece on the destination square, it is captured; the Zebra cannot move to that square if it is otherwise occupied.

F. The Zebra looks like a zebra (except that it is colored the colors of the Player's Office).


924. Definition of Fourplay Piece Horse

A. There is a Fourplay Piece called the Horse.

B. The material value of the Horse is 2.5.

C. The on-board instance limit for the Horse is 6.

D. The ASCII character for the Horse is H.

E. The Horse moves to a square that is reached by either moving exactly 2 squares left or right and exactly one square up or down, or exactly one square left or right and exactly 2 squares up or down. It does not matter if the intermediate squares are occupied or not. If there is an enemy Piece on the destination square, it is captured; the Horse cannot move to that square if it is otherwise occupied.

F. The Horse looks like a horse, of course of course.


925. Definition of Fourplay Piece King

A. There is a Fourplay Piece called the King.

B. The material value of the King is 0.

C. The on-board instance limit for the King is 1.

D. The ASCII character for the King is K.

E. The King may move to any adjacent square. It may capture an enemy Piece when doing so, but may not move to any square otherwise occupied.

F. King's may not be purchased or traded, and captured Kings may not be placed on the Board.

G. A Player who has no King automatically passes on all his subsequent moves til the end of the Game Cycle. A Player who has no King still may make proposals, vote on proposals, and affect quorum.

H. The King can not be used to create a Compound Piece.

I. The King appears as the actual Player who owns the King, dressed in regal garb. Any Player may publically declare any additional particulars or changes in how their King appears as they desire.


926. Definition of Fourplay Piece Wall

A. There is a Fourplay Piece called the Wall.

B. The material value of the Wall is 3.

C. The on-board instance limit for the Wall is 7.

D. The ASCII character for the Wall is #.

E. The Wall, once placed, has no legal move, and can not capture. However, the Wall also cannot be captured; this takes precedence over all Fourplay Piece Definition Rules. A Wall may be destroyed, by a Piece whose Definition specifically states that it can destroy Walls.

F. A group of Walls is said to be linked if and only if each Wall in the group is orthogonally adjacent to at least one other Wall in that group. The maximum size of a linked group of Walls is 2 - that is, it is illegal to place a Wall so that it creates a linked group of Walls greater than 2.

G. Walls are not affected by Magnetrons. This takes precedence over the rules for Magnetrons and their effects.

H. The Wall can not be used to create a Compound Piece.

I. A Wall can only be placed on a square that is part of the quadrant assigned to the Player placing the Wall. I. Walls appear as solid cubes filling the entire space of the square they are located on. The material they are made of is difficult to determine, much like the monolith in 2001, except that instead of black, they are the main color of the Player's Office.


927. Definition of Fourplay Piece Archbishop

A. There is a Fourplay Piece called the Archbishop.

B. The material value of the Archbishop is 7.5.

C. The on-board instance limit for the Archbishop is 2.

D. The ASCII character for the Archbishop is Ab.

E. The Archbishop can move either like a chess bishop or chess knight. More specifically:
(i) The Archbishop can move any number of squares in any one diagonal direction. All squares in its path must be unoccupied. If the destination square is occupied by an enemy Piece then the Piece is captured; the Archbishop cannot move to a square that is otherwise occupied.
(ii) The Archbishop can move to a square that is reached by either moving exactly 2 squares left or right and exactly one square up or down, or exactly one square left or right and exactly 2 squares up or down. It does not matter if the intermediate squares are occupied or not. If there is an enemy Piece on the destination square, it is captured; otherwise the Archbishop cannot move to that square.

F. The Archbishop is the same as the piece of the same name from Capablanca's chess. The Archbishop appears as a man or woman, depending on the owner's preference, dressed in the garb of an archbishop (the player may choose the archbishop of any religion he chooses, however).


928. Definition of Fourplay Piece Masher

A. There is a Fourplay Piece called the Masher.

B. The material value of the Masher is 4.

C. The on-board instance limit for Mashers is 6.

D. The ASCII character for the Masher is Ma.

E. The Masher moves one or two squares in any direction; all squares in it's path must be unoccupied, and it can not land on an occupied square. The Masher can not capture Pieces.

F. The Masher can destroy other Pieces. On a single turn, it can destroy all Pieces that occupy orthogonally adjacent squares.
(i) Destroying (or mashing) counts as a Piece movement for that Player's Turn. The Masher can not move and destroy in the same Turn.
(ii) The Masher can destroy Walls and enemy Kings.
(iii) The Player controlling the Masher may choose which Pieces he mashes and which doesn't. That is, when a Masher destroys a Piece on an orthogonally adjacent square, he is not obligated to destroy the Pieces on the other orthogonally adjacent squares.
(iv) The Masher may not mash friendly Pieces.
(v) The Masher may 'mash' the Neutron. The Neutron is not destroyed, however; it remains where it is, and the owner of the Masher mashing the Neutron receives one Neutron Gem.
(iv) A Piece's definition may explicitly state that it is immune from being mashed by the Masher, in which case that Piece can not be destroyed by the Masher. Such Definitions take precedence over the Masher Rules.

G. The Masher is a large metal mechanical monstrosity, part animal and part machine. It moves on wheels and has wild eyes and giant razor-sharp teeth. On all four sides the Masher has a mechanical arm that holds a giant wooden mallet that is large enough to mash just about any Piece on the Fourplay Board.


929. Definition of Fourplay Piece Forcebeam Generator (FG)

A. There exists a Fourplay Piece called the Forcebeam Generator (FG)

B. The material value of the FG is 10.

C. The on-board instance limit of the FG is 4.

D. The ASCII character for the FG is FG.

E. The Forcebeam Generator can move to any adjacent square. It can not capture, and may only move to unoccupied squares.

F. When 2 FG's are in the same row or column, and there is 10 or less squares between them, and there are no Pieces between them, the FG's create a forcebeam.
    (i) The forcebeam occupies all squares in between the 2 FG's creating it.
    (ii) It is illegal for any Piece to move to a square occupied by a forcebeam. It is illegal for any Piece to move such that its path crosses the squares occupied by the forcebeam. 'Jumping' Pieces which can move to their destination square regardless of intervening Pieces (such as the chess knight) may jump over forcebeams.
    (iii) A Piece's Definition may specifically state that it is immune to forcebeams; such Rules take precedence over the FG Rules.
    (iv) When the generating conditions for a forcebeam are no longer fulfilled (FG moves or is moved away, or is captured or destroyed), then the forcebeam disappears, and the squares once occupied by the forcebeam become unoccupied.
    (v) A single FG may generate more than one forcebeam at a time.

G. The FG can be part of a Strong Compound Piece or Piece B of a Weak Compound Piece (such Pieces also generate forcebeams).

H. The FG appears as a slender mechanical device, with turrets protruding out in four directions that shoot out the forcebeams. When a forcebeam is generated, it appears as a wavy laserlike field of vibrant energy (sort of like the lasers the Ghostbusters had), all in the colors of the Player's Office.