THE RULES OF FOURPLAY



Pieces 950-959




950. Definition of Fourplay Piece PrimeMover

1. PrimeMover is represented by the ASCII characters M1.

2. PrimeMover can move a distance of 1 or 2 squares in any direction. It may skip over an intervening Piece.

3. Any friendly Piece adacent to a PrimeMover in the begining of its turn can move a prime number of squares in any single direction, provided all squares between its starting square and its destination square whose distance from the starting square is a compound number are unoccupied. Said piece may capture a non-friendly piece which occupies its destination square.

4. A PrimeMover has a material value of 3.

5. A PrimeMover looks like a DoubleBass played in a very low key. The bow has the colors of the Office which owns it.

6. A PrimeMover can't capture. 7. The PrimeMover can not be part of a Weak Compound Piece.


951. Definition of Fourplay Piece Killer Tomato

A. There exists a Fourplay Piece called a Killer Tomato.

B. The material value of the Killer Tomato is 2.

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

D. The ASCII for the Killer Tomato is KT.

E. The Killer Tomato moves either one square orthogonally or one or two squares diagonally. Only diagonal movement may result in the capture of an opposing Piece occupying the destination square. Furthermore, a two-square diagonal move may involve a leap over any Piece (friendly or opposed) occupying the intervening square. Such an intervening Piece is not affected in any way.

F. The Killer Tomato appears as a large, red tomato, two meters in diameter. It has a gaping maw lined with several rows of razor-sharp teeth and dripping a venomous ichor the colour(s) of the controlling Player's Office.

G. The Killer Tomato is inspired by the B-grade cult classic cinema, "Attack of the Killer Tomatoes".


952. Definition of Fourplay Piece Oliphaunt

A. There exists a Fourplay Piece called an Oliphaunt.

B. The material value of the Oliphaunt is 5.

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

D. The ASCII character for the Oliphaunt is Ol.

E. The Oliphaunt may move any number of unoccupied squares orthogonally. Such movement may involve the capture of an opposing Piece in the terminal square. Additionally, the Oliphaunt may instead move one square in any diagonal direction. Such movement may NOT involve capture.

F. The Oliphaunt may neither move past, stop adjacent to, nor capture a Flaming Pig (q.v.).

G. The Oliphaunt may never be captured by a Piece assumed to be associated in any way with horses and/or cavalry. This restriction includes (but is not limited to): Crazyhorse, Horse, and Zebra. Any other Piece may capture the Oliphaunt normally, with the exception of the Flaming Pig (q.v.) which affects the Oliphaunt in a special way.

H. Whenever the Oliphaunt stops adjacent to opposing 'horse' units, all such units are immediately disrupted. That is, those Pieces cannot be moved by their controlling players until the passage of at least one Turn.

I. It follows, therefore, that no 'horse' unit may ever be voluntarily moved adjacent to an opposing Oliphaunt. Clarification: friendly 'horse' units are unaffected by the Oliphaunt.

J. The Oliphuant can not be part of a Weak Compound Piece.

K. The Oliphaunt appears as a large war elephant, with a platform (or tower) on its back occupied by men wielding javelins. The Oliphaunt is further accompanied by a screen of archers on foot. All are liveried in the colour(s) of the controlling Player's Office. L. The Oliphaunt is inspired by the numerous accounts of uses of these beasts in ancient warfare (q.q.v. Hannibal, Darius, Pyrrhus, Ptolemy, and others). The word "Oliphaunt" itself comes from the writings of J. R. R. Tolkien (q.v. The Lord of the Rings).


953. Definition of Fourplay Piece il-Nabi

1. il-Nabi is represented by the ASCII characters Mn.

2. il-Nabi may move in any of the following ways:
(a) 3 squares diagonally and 1 square either horizontally or vertically, provided all the squares it passes throught are unoccupied. The move must be made in that order.
(b) If an adjacent square is occupied, in any given direction, then il-Nabi may skip over the Piece in that square, to the next square in that direction.
(c) if, in any given direction, a square a distance of 2 from the il-Nabi is unoccupied, and a square a distance of 3 in the same direction is occupied, then il-Nabi may skip over the Piece in the latter square to the next square in the same direction.

3. il-Nabi can Capture only by the move described in 2(a). In cannot capture using the moves in 2(b),2(c)

4. il-Nabi has a material value of 3.

5. The proper pronunciation of il-Nabi, is with an emphasis of the 'Na', which is pronounced the same as in 'nun', minus the last '-n'. il-Nabi is Arabic for 'the Prophet', and is named in honor of former Ackanomic Player Mohammed, who made a large contribution to the game of Party Chess . il-Nabi is from the Ackanomic subgame Party Chess.

6. il-Nabi looks like a man dressed in long robes and holding a book. The robes are in the colors of the Office to which it belongs.

7. il-Nabi has an on-board instance limit of 4.


954. Definition of Fourplay Piece Flaming Pig

A. There exists a Fourplay Piece called the Flaming Pig.

B. The material value of the Flaming Pig is 2.

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

D. The ASCII character for the Flaming Pig is FP.

E. The Flaming Pig' move consists of two stages, both of which must be completed in the order given. First, the Flaming Pig is moved one square in any orthogonal direction, then it is moved one square diagonally away from the starting square (i.e., this gives the Flaming Pig the appearance of making a non-jumping knight-type move). The Flaming Pig may be so moved only if the destination square is unoccupied, or occupied by an opposing Oliphaunt.

F. If the Flaming Pig is moved adjacent to any opposing Oliphaunt (q.v.), the Oliphaunt is immediately retreated one square away from the Flaming Pig in any direction as determined by the Player controlling the Flaming Pig. If the Oliphaunt is unable to retreat, however, it instead 'rampages'.

A rampant Oliphaunt is moved in any direction (orthogonal or diagonal), as determined by the Player controlling the Flaming Pig which caused the rampage, from its start location to the edge of the Board and off. All Pieces, both friendly and enemy (including Kings), that are in the Oliphuant's path of travel are removed from the Board and become the property of the Player owning the Flaming Pig that caused the rampage, with the exceptions below. At the end of the rampge, the Oliphuant also becomes the property of the Flaming Pig's owner.
(i) The owner of the Flaming Pig can not direct the Oliphuant in a direction that would cause the Flaming Pig owner's King to be removed from the board.
(ii) The owner of the Flaming Pig can not direct the Oliphuant in a direction that would cause the Oliphuant to travel across a square occupied by the Neutron.

G. If the Flaming Pig captures an opposing Oliphaunt (i.e., actually moves into the square occupied by it), the Oliphaunt automatically rampages with the same effects as above. Also, the Flaming Pig is removed from play and becomes a capture of the Player controlling it.

[Clarification: Flaming Pigs have no effect on friendly Oliphaunts.]

H. The Flaming Pig can not be part of a Weak Compound Piece.

I. The Flaming Pig appears as a standard run-of-the-mill hog, greased all round, topped by pitch set alight and giving off flames the colour(s) of the controlling Player's Office.

J. The Flaming Pig is again inspired by accounts of ancient warfare involving Elephants. In this case the reference is specific to the BC 275 battle of Beneventum, in which (according to sources both reliable and unreliable) the Romans, having never before faced elephants in war improvised a solution involing tarred pigs set aflame and let loose on the battlefield to the discomfiture of Pyrrhus' elephants. War historians familiar with such known facts as Russian Tank Dogs and the Union Exploding Mules at Valverde will probably buy into this theory. However, it is more likely that the Romans used flaming 'arrows' launched by large crossbow like engines known as 'scorpion s'.


955. Definition of Fourplay piece YYZ

A. There is a Fourplay piece called YYZ.

B. The material value for YYZ is 15.

C. The on-board instance limit for YYZ is 1.

D. The ASCII character for YYZ is YZ.

E. The YYZ has a 3 part move, the 2nd and 3rd parts are optional.
(i) The YYZ moves any number of squares in an orthogonal direction. Its path of travel must be unobstructed; if it ends this part of the move on a square occupied by an enemy Piece, that Piece is captured and the turn ends.
(ii) The YYZ moves any number of squares in a diagonal direction that forms a 45 degree angle with the first part of its move (so a YYZ that initially moves upwards, then moves diagonally down and left or down and right, but not up and left or up and right). Its path of travel must be unobstructed; if it ends this part of the move on a square occupied by an enemy Piece, that Piece is captured and the turn ends.
(iii) The YYZ moves any number of squares in the same orthogonal direction that it moved in part i (so if it moved left in part i, it must move left in part iii). Its path of travel must be unobstructed; if it ends this part of the move on a square occupied by an enemy Piece, that Piece is captured.

F. Restrictions:
(i) The YYZ can not be part of a Strong Compound Piece.
(ii) The YYZ can not capture Pawns,Nwaps,Kings, Dollarmen, or Mascots.
(iii) A Little Dog can not attach itself to a YYZ.

G. The YYZ appears as a perfectly spherical bright red ball, hovering above the square it occupies. When it moves, it is super fast, creating a red streak in itss path behind it, sort of like the super hero 'the flash.' The YYZ is inspired by the hook-mover pieces from large shogi variants, it is named after the instrumental prog-rock piece by the Canadian music trio Rush.


956. Definition of Fourplay Piece Stunner

A. There is a Fourplay Piece called the Stunner.

B. The material value for the Stunner is 5.

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

D. The ASCII character for the Stunner is St.

E. The Stunner moves any number of squares in any orthogonal direction; its path must be unobstructed and its destination square unoccupied. It can not capture Pieces.

F. The Stunner can stun other Pieces. Stunning counts as a move, so the Stunner can not move and stun in the same Turn. The Stunner can stun any Piece that is exactly 2 squares away diagonally, regardless of intervening Pieces. A Piece which has been stunned can not move on its next Turn; this takes precedence over all Rules for Piece movement and Rules for one turn. After that one Turn of not being able to move, the Piece once again resumes normal powers.
(i) A stunned Piece can not do anything that qualifies as a move on its Turn.
(a) Besides moving, capturing and destroying, this includes capturing from afar and stunning. A stunned Oliphuant can not rampage when a Flaming Pig moves next to it. A stunned Wizard can not teleport Pieces.
(b) A stunned Iceman will still have ice around it. Pieces adjacent to a stunned Primemover can still move a prime number of squares. Stunned Magnetrons will still have their normal between-move effects. A Little Dog attached to a stunned Piece is not affected in any way. A stunned Forcebeam Generator still generates a forcebeam if it was doing so prior to the stun. An Echo echoing the move of a stunned Piece can still move as if that Piece was not stunned. A Mutator adjacent to a stunned Piece can still move as if that piece was not stunned. Petty Revenge are not affected by stunning, since they never move during a Player's turn anyway.
(ii) It is the duty of the Speaker to keep track of which Pieces are stunned.
(iii) If a Stunner stuns a Piece which has already been stunned at that time, there is no additional effect (stuns do not accumulate).
(iv) Once a Stunner stuns any given piece, he can not stun that Piece again until the Stunner either moves or stuns a different Piece (meaning the Stunner can not keep one particular piece permanently immobilized).
(v) If the Stunner 'stuns' the Neutron, the Neutron is not immobilized, but the Player owning the Stunner receives one Neutron Gem.
(vi) A Piece's Definition may specifically state that that Piece is immune to the effects of the Stunner. Such Rules take precendence over all Stunner Rules.

G. The Stunner can not be part of a Weak Compound Piece.

H. The Stunner appears as a futuristic laser turret, something that might appear in an older sci-fi movie, mounted on wheels for travelling purposes. When it stuns, it shoots out a cartoonish laser beam (the colors of the Player's Office of course) that engulfs its victim with shimmering radiance for the duration of the stun.


957. Definition of Fourplay Piece Poacher

A. There is a Fourplay Piece called the Poacher.

B. The material value for the Poacher is 3.

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

D. The ASCII character for the Poacher is Po.

E. The Poacher moves up to 5 squares in any single direction, or it can move exactly 2 or 3 squares in any orthogonal direction, followed by exactly one or two squares in a perpendicular orthogonal direction, as long as all squares in its path of travel are unoccupied, including the destination square, except as noted in part F.

F. The Poacher can only capture wild animals. These are: Camels, Flaming Pigs, Giraffes, Oliphuants, Snakes, Zebras, and Monkeys. The Poacher captures using any move described in part E.

G. If at any time on the Board a wild animal and a Poacher are on the same row or column, and all the squares between them are unoccupied, the wild animal charges the Poacher and tramples him to death, destroying him. It does not matter if this situation arises as a result of the wild animal moving, the Poacher moving, or an intervening Piece moving out of the way. The wild animal then returns to the square he was on before he began the charge.

H. A Poacher who captures a wild animal can sell the body parts to various nations for use in medicine and aphrodisiacs, which will yield $F for the Player owning the Poacher equal to 5 times the cost of the of the animal being sold. (If the cost of the animal has changed since it was originally bought, the cost of the animal at the time of the capture is used).

I. The Poacher is a man dressed in a safari outfit, the color of the Player's Office. The idea of the Poacher came from a National Geographic article on tigers.


958. Definition of Fourplay Piece Qball

A. There exists a Fourplay Piece called the Qball.

B. The material value of the Qball is 10.

C. The on-board instance limit of the Qball is 1.

D. The ASCII character for the Qball is Qb.

E. The Qball travels an unlimited number of squares in any single direction. Additionally, it may travel in any diagonal direction to the edge of the board, and then continue in the digaonal direction 90 degrees from its original path of travel. Its path of travel most be unblocked by any Pieces, except its destination square, which is described in part F. The Qball can not capture other Pieces.

F. If the Qball's destination square is occupied, then the Piece (friendly, enemy, or neutral) occupying it moves in one of three directions: either in the same direction as the path of the Qball, or one of the two directions that form a 135 degree angle with the Qball's path of travel. Which of the three directions chosen is up to the owner of the Qball; however, the Piece must move at least one square (the Piece can not move in any direction immediately blocked by another Piece or the edge of the Board. If all three directions are blocked, then the destination square of the Qball can not be occupied).
    The Piece then travels in its chosen direction until it reaches either the edge of the Board or a square occupied by a Piece.
    (i) If the Piece is an enemy Piece, it will stop one square before the first occupied square.
    (ii) If the Piece is a friendly Piece, the owner has the option of having it stop one square short of the occupied square, or having it move to the occupied square if that square is occupied by an enemy Piece.
(iii) If the Piece is the Neutron, it will stop one square before the first occupied square. If the Neutron reaches the edge of the board, and its destination square is either a corner square or a neutral square (one that it is not part of a quadrant) then it the owner of the Qball is said to have 'sunk the Neutron' and receives 10 Neutron Gems, and the Neutron is returned to the center square as described in the Neutron Rules.

G. A Piece's definition rule may explicitely state that it is immune from being moved by the Qball, such rules take precedence over all Qball rules. Additionally, the Qball can not move to a square occupied by a Wall.

H. The Qball appears as a giant cue ball, except that instead of white it will be the lighter of the Player's Office colors. The Qball was inspired by the Piece of the same name from the Ackanomic subgame Party Chess.


Definition of Fourplay Piece Pincher Pawn

A. There is a Fourplay Piece called the Pincher Pawn (PP).

B. The material value of the PP is 1.

C. The on-board instance limit for the PP is 8.

D. The ASCII character for the PP is PP.

E. The Pincher Pawn moves in any single orthogonal direction any number of squares. The path of movement and the destination square must be unoccupied.

F. Upon reaching its destination square, if any square of the PP's Von-Neumann Neighborhood is also a square of another friendly PP's Von-Neumann Neighborhood, then any enemy Piece occupying that square is captured. If the Neutron occupies that square, then the Player owning the PP's receives 3 Neutron Gems.

G. The Pincher Pawn appears as a chess pawn, except that protruding from all 4 sides are electrical devices (similar to the ones you see in Dr. Frankenstein's lab). When 2 PP's pinch an enemy Piece, electricity (in the color of the Player's Office) shoots out between the PP's, stunning the enemy Piece so that it can be captured. The Pincher Pawn is taken from the famous chess variant Ultima.