THE RULES OF FOURPLAY



Pieces 930-939




930. Definition of a Fourplay Piece Archer

1. An Archer is represented by the ASCII character A.

2. The Archers move is made up of two parts:
In the first part the Archer moves either vertically or horizontally a distance of d1 squares, where d1 is either 1,2,3 or 4. In the second part the Archer moves a distance of 4-d1 in a direction perpendicular to the direction he moved in the first part (in the second part the distance can be 0).

3. An Archer captures from a distance. An Archer can capture any opposing Piece that occupies a square at a maximum distance of 4, either vertically or horizontally, or a at a maximum distance of 3 diagonally, provided that all the squares between the Archer and the captured Piece are unoccupied. The Archer does not replace the captured Piece, but remains on the same square it occupied when the turn started. An Archer cannot capture using the move described in section 2 of this Rule.

4. An Archer has a material value of 10.

5. When an Archer is moved or placed on the Board, the Archer's destination square must always be a square that is part of the quadrant assigned to the Player who owns the Archer.

6. The on-board instance limit for the Archer is 2.

7. The Archer may not be piece A of a Weak Compound piece.

8. The Archer appears as a small figure of a person, wearing clothes in the style of Robin Hood, however in the colors of the Player's Office. He carries a bow and arrows.


931. Definition of a Fourplay Piece Little Dog

1. A little dog is represented by the ascii character Dg.

2. A little dog's move depends upon whether it is attatched or unattatched. Initially, a little dog is unattatched.
    a. When a little dog is unattatched, as its move it may either:
        i. Attatch itself to any Piece of any color immediately adjacent to it horizontally, vertically, or diagonally. The Little Dog can not attach itself to the Neutron however.
        ii. Move to any square immediately adjacent to it horizontally, vertically, or diagonally.
    b. When a little dog is attatched, as its move it may either:
        i. Detatch itself from the Piece it is currently attatched to.
        ii. Move to any square adjacent to the Piece that the Little Dog is attached to, by no more than two and no less than one square horizontally, vertically, or diagonally.

3. A little dog may only capture when attatched, and captures by moving to any square it could move to if that square were unoccupied, capturing the Piece on it; thus, it may never capture the Piece it is attatched to.

4. A little dog has a material value of 7.

5. The little dog can not be part of a Compound Piece.

6. The little dog looks like Toto from the Wizard of Oz movie, but splattered with paint in the colors of its owner's office.


932. Definition of Fourplay Piece the Queen

A. There is a Fourplay Piece called the Queen.

B. The material value of the Queen is 15.

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

D. The ASCII character for the Queen is Q.

E. The Queen can move any number of squares in any direction, as long as there is at most one Piece in its path before its destination square. If the Queen lands on a square occupied by an enemy Piece, that Piece is captured; the Queen cannot move to that square if it is otherwise occupied.

F. The Queen can trade places with the friendly King if all of the following conditions are met:
    (i) The King and Queen are in the same row, column, or diagonal.
    (ii) There is exactly one Piece (friendly, enemy, or neutral) between the King and the Queen.
    (iii) The King is not in check.
    Switching the King and Queen in this way counts as a move.

G.The Queen can not be used to create a Compound Piece.

H. The Queen appears as a hot chick in a string bikini and high heels the colors of the Player's Office.


933. Definition of Fourplay Piece the Mutator

A. There is a Fourplay Piece called the Mutator.

B. The material value of the Mutator is 7.

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

D. The ASCII character for the Mutator is Mu.

E. The Mutator moves like any of the pieces around it. More specifically, the Mutator located on (r,c) has the legal moves of any Piece on any adjacent square to (r,c), if the Piece on the adjacent square were located at (r,c) and the Board was otherwise unchanged. F. limitations:
    1. A Mutator next to a Primemover can not move Pieces a prime number of squares.
    2. A Mutator next to a Magnetron will not move Pieces between Turns.
    3. A Mutator next to a Dollarman will not convert to F$ when captured unless its most recent move was as a Dollarman.
    4. A Mutator next to a Little Dog can not attach itself to other Pieces.
    5. A Mutator next to an Iceman will not generate ice around itself.
    6. A Mutator next to an Oliphaunt can not be made to rampage by a Flaming Pig.
    7. A Mutator next to a Forcebeam Generator will not generate forcebeams.
    8. A Mutator next to Petty Revenge will not move as PR between Turns.
    9. A Mutator next to a Wizard can not teleport Pieces.
    10. A Mutator next to a Wall is still capturable.

G. non-limitations:
    1. A Mutator moving as a Beambreaker will break beams.
    2. A Mutator moving as a Piece that can promote will do so if it meets the promotion requirements.
    3. A Mutator moving as a Flaming Pig will cause an Oliphaunt to rampage.
    4. A Mutator moving as a Harfyblob will have the Hn of the adjacent Harfyblob.
    5. A Mutator moving as a Poacher can capture wild animals and receive the Poacher profit for them.
    6. A Mutator adjacent to an Echo can echo other Pieces according to the Rule of the Echo. H. The Mutator can not be part of a Weak Compound Piece. The Mutator can be part of a Strong Compound Piece; however, such Pieces count towards the instance limit in part C above.

I. The Mutator appears to be constantly changing shape, and is difficult to focus on, altho one can often see specific features of the adjacent Pieces forming and unforming. Anyone who stares at the Mutator for too long will get a monster headache.


934. Definition of Fourplay Piece Giraffe

A. There is a Fourplay Piece called the Giraffe.

B. The material value of the Giraffe is 1.

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

D. The ASCII character for the Girrafe is G.

E. The Giraffe moves to a square that is reached by either moving exactly 4 squares left or right and exactly one square up or down, or exactly one square left or right and exactly 4 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 Giraffe can not move to that square if it is otherwise occupied.

F. The Giraffe looks like a giraffe.


935. Definition of Fourplay Piece the Rook

A. There is a Fourplay Piece called the Rook.

B. The material value of the Rook is 5.

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

D. The ASCII character for the Rook is R.

E. The Rook can move any number of squares in any single orthogonal direction, as long as the squares of its path are unoccupied. If the Rook moves to a square occupied by an enemy Piece, that Piece is captured. The Rook can not move to a square if it is otherwise occupied.

F. The Rook appears as a castle tower (sort of like your chess rook).


936. Definition of Fourplay Piece the Bishop

A. There is a Fourplay Piece called the Bishop.

B. The material value of the Bishop is 3.

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

D. The ASCII character for the Bishop is B.

E. The Bishop can move any number of squares in any single diagonal direction, as long as the squares of its path are unoccupied. If the Bishop moves to a square occupied by an enemy Piece, that Piece is captured. The Bishop can not move to a square if it is otherwise occupied.

F. The Bishop appears as a bishop (sort of like your chess bishop).


937. Definition of Fourplay Piece the Ant

A. There is a Fourplay Piece called the Ant.

B. The material value of the Ant is 1.

C. The on-board instance limit for the Ant is 4.

D. The ASCII character for the Ant is ,.

E. The Ant can move to any adjacent diagonal square, and may capture when doing so.

F. If the Ant's destination square is a corner square, and that square is not in the quadrant assigned the Player owning the Ant, then the Ant may promote to any legal Fourplay Piece. The Ant may not be placed directly on a corner square.

G. The Ant appears as an ant, the colors of the Player's Office.


938. Definition of Fourplay Piece Vertical Mover

A. There is a Fourplay Piece called the Vertical Mover (VM).

B. The material value of the VM is 2.

C. The on-board instance limit for the VM is 4.

D. The ASCII character for the VM is VM.

E. The VM can move any number of squares in either up or down as long as its path is unobstructed. If the VM ends its move on a square occupied by an enemy Piece, then it captures that piece.

F. The VM appears as a solid floating cigar-shaped object, with its ends oriented in the vertical directions.


939. Definition of Fourplay Piece Horizontal Mover

A. There is a Fourplay Piece called the Horizontal Mover (HM).

B. The material value of the HM is 2.

C. The on-board instance limit for the HM is 4.

D. The ASCII character for the HM is HM.

E. The HM can move any number of squares in either left or right as long as its path is unobstructed. If the HM ends its move on a square occupied by an enemy Piece, then it captures that piece.

F. The HM appears as a solid floating cigar-shaped object, with its ends oriented in the horizontal directions.