Knightmare Chess 2 Rules
Knightmare Chess 2 Rules
Building a Deck
Divide the cards equally between the players. Each player
now selects 150 points of cards to create his play deck. (You
may change this number if you like. With more points, you
can play a card every turn. With fewer points, youll have to
conserve your cards. You can even handicap the game by
giving the stronger player a smaller deck.) The unused cards
are set aside.
The point value of each card is shown in the upper right
corner, and is used only when choosing the initial deck. An
asterisk (*) beside the value indicates that the card is
considered unique. Each unique card can appear only once in
a deck, even if the deck is built from several sets of cards (see
Multiple Sets, below).
Build your deck with a strategy in mind. If you are an
aggressive player, pick aggressive cards. If you like using the
Queen, pick cards to make her stronger (or to help defend
her). Or, if you like the psychological game, choose cards that
will cause the most irritation to your opponent . . .
Setting Up
Youll need a standard chessboard with its pieces set up as
usual. Decide who will move first. Shuffle your own deck and
draw the top five cards as your beginning hand. You may
look at these cards.
Put the rest of your deck face down. You will draw cards
from this deck to replace those you play.
When you play a card, put it on your discard pile, face up.
(Some cards let you recover cards from your discard pile or
your opponents!)
Continuing Effects
Most cards change only a single move, but some last
indefinitely . . . even through the whole game. These are called
Continuing Effect cards. A card does not have a continuing
effect unless it says so at the bottom! When you play a
Continuing Effect card, put it beside the board, on your right.
If the initial conditions for a Continuing Effect are no
longer met, the card is not discarded, but its effect is
suspended until these conditions are once again met.
Transformed Pieces
Some Continuing Effect cards transform a piece, turning it
into a new kind of piece with a new name. Place a coin, poker
chip, etc., under the piece to mark it. Or use a sticky note. If
you put an identical marker on the card, it will be easy to
remember which card is affecting which piece!
Unless the creating card specifies otherwise, a transformed
piece can be affected by cards that name the original piece.
If a transformed piece is captured and then immediately
rescued (on that move or the following one) by the play of a
card, it keeps its special powers. If a card returns the piece to
play later, it returns as the original type of piece.
Discarding
After your own turn, if you did not play a card, you may
discard one card from your hand and draw a replacement. You
may not discard on your opponents turn. Discarded cards are
lost, unless another card returns them to play.
Card Name
Point Value
Second Sight
Anatomy
of a
Card
Conflicts
The Checkmate Rule takes precedence over everything.
When a card conflicts with any other rule, or with the rules of
chess, the card takes precedence.
When two cards appear to conflict, Continuing Effects
take precedence. If both, or neither, are Continuing Effects,
the last card played takes precedence.
Effect
When to Play
Terminology
Adjacent squares: Those which touch the given square either
orthogonally or diagonally. Unless a square is on an edge of
the board, eight others are adjacent to it.
Lost and Dead: When a card refers to the loss or removal of
a piece, treat it as captured for all purposes. Captured pieces
may be returned to play by cards. But if a card specifies that a
piece is dead, set it aside; nothing can return it to play.
Move: The displacement of one piece from one square to
another. This can be either a Regular Move, or a move
specified by a regular card.
Piece: This term always includes pawns.
Regular card: One without a continuing effect.
Regular move: A move which is legal by the rules of chess,
as modified by any continuing-effect cards in play.
Replace: Take a piece from play and put another piece in its
place. If a card specifies that the replacement must be a
captured piece, dead pieces cannot be used.
Return: Take a piece which has been captured and put it back
into play. Dead pieces cannot be returned.
Swap: Exchange positions of two pieces on the board.
Transformed piece: One that has been given a new name and
new powers by a continuing-effect card.
Variants
Extra Discards
Before the cards are divided between the players, discard
the top 15 to 20. That way, a player who knows the deck
cannot assume his opponent has all the cards that he himself
does not!
Common Deck
Place all the cards in the middle of the table in one deck,
face down. Both players draw their hand of five cards, and all
replacements, from this deck. (This is how the original
French Tempte sur lEchiquier worked.)
In this version, any time you do not play a card on your
opponents turn, you may discard and draw a replacement. You
may still discard on your own turn as well.
If you use up all the cards, just reshuffle the discards.
Handicapping
If one player is stronger than the other at regular chess, give
the less-experienced player more points to work with. A rated
player with a deck of 80 to 100 points might be a fair match
for an unrated player with 200 points. If its still no contest,
increase the handicap . . .
Personal Sets
Each player starts with his own Knightmare Chess set, and
creates a deck from his own cards. This way, you can be sure
of getting the cards you want . . . but your foe may have some
of the same ones.
Multiple Sets
If each player has more than one set of Knightmare Chess
cards to work from, decks can be even more specialized. You
may have several copies of some cards. But a card with a *
beside its point value must be unique; no deck may contain
more than one of any such card.
For more strategy tips and play variants, visit our web site at
www.sjgames.com
and check out the Knightmare Chess mailing list at
www.sjgames.com/mailman/listinfo/
knightmare-list/