Fan Creation talk:Heroes Chess: Difference between revisions
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== Adding to this page == |
== Adding to this page == |
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I wasn't sure if we could add to this page without permission from the creator, so I figured I'd just start a section for |
I wasn't sure if we could add to this page without permission from the creator, so I figured I'd just start a section for suggestions until finding out. I would add: |
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! click 'show' to view Stevehim's original list |
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| [[Ando]]: You are able to allow a piece to move as a piece of a higher order, within two orders. You can apply this ability to one piece per turn, and the effects only last for that turn. Thus, you can allow your pawn to move as a knight or bishop, your knight to move as a bishop or rook, your bishop to move as a rook or queen, or your rook to move as a queen on a given turn. This ability cannot be used to result in check or checkmate. |
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[[Isaac]]: Once every seven turns, before your turn your opponent must decide what his next move will be and tell you prior to making your move. Your move cannot be one that results in two pieces occupying the same square after he makes his pre-established move. Your opponent must then make the move promised on his next turn. If you don't use this ability on your opponent's seventh move, then you can use it on the eighth, ninth or other subsequent turn. However, if you choose to wait to use it until a later move, you must still wait till your opponent's next seventh turn before re-exercising this power. |
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[[Julien]]: Once every ten turns, before white's move you may create a copy of the weakest piece you have on the board. This piece may be placed on any empty square that it can legally occupy, as long as it does not place your opponent in check or checkmate. Neither the king nor queen can be duplicated at any point, and you must have at least 5 pieces (including your king) on the board to use this ability. If you don't use this ability on the tenth turn, then you can use it on the eleventh, twelfth or other subsequent turn. However, if you choose to wait to use it until a later turn, you must still wait till your next tenth turn before re-exercising this power. |
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[[Ando]]: You are able to allow a piece to move as a piece of a higher order, within two orders. You can apply this ability to one piece per turn, and the effects only last for that turn. Thus, you can allow your pawn to move as a knight or bishop, your knight to move as a bishop or rook, your bishop to move as a rook or queen, and your rook to move as a queen on a given turn. This ability cannot be used to result in check or checkmate. |
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[[Peter (exposed future)|Future Peter]]: Once every <s>eight</s>ten turns, before white's move you may cause one of your or your opponent's pieces to "inhabit" any adjacent piece, where it will remain for <s>three</s>five turns. During this time, the piece is taken off the board and cannot be used. Upon returning, the piece must be placed in an adjacent square to the piece it was inhabiting, as long as this does not put either player in check or checkmate. If these requirements cannot be met, the piece remains inside the other piece until such a time they can be. This ability can not be used on more than three pieces at one time, and no two piece may inhabit the same piece. If the piece that is being inhabited is captured, the "inhabiting" piece is also captured. This ability can be used on any piece other than the king. If you don't use this ability on the <s>eighth</s>tenth turn, then you can use it on the <s>ninth, tenth</s>tenth, eleventh or other subsequent turn. However, if you choose to wait to use it until a later turn, you must still wait till your opponent's next <s>eighth</s> turn before re-exercising this power. |
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[[Abigail]]: Once every five turns, before white's move you may designate one piece immune from capture. This lasts for three turns. This ability must be used on every fifth turn. |
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[[Rachel]]: Once every five turns, you may teleport one of your pieces or one of your opponent's pieces to any unoccupied square on the board, as long as it does not result in check or checkmate. This ability may be used on your king, but not on your opponent's, and cannot be used to send pawns to the first or eighth rank. If you don't use this ability on the fifth turn, then you can use it on the sixth, seventh or other subsequent turn. However, if you choose to wait to use it until a later turn, you must still wait till the next seventh turn before re-exercising this power. |
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[[Stephen]]: Once every ten turns, before your opponent's move you may take the weakest piece (pawn < knight < bishop < rook < queen) your opponent has off the board for good, as long as it does not result in check or checkmate. If your opponent has more than one of the same weakest piece, you may choose which is removed. This ability cannot be used on your opponent's king, and cannot be used if your opponent has less than 5 pieces (including the king) on the board. If you don't use this ability on the tenth turn, then you can use it on the eleventh, twelfth or other subsequent turn. However, if you choose to wait to use it until a later turn, you must still wait till the next tenth turn before re-exercising this power. |
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[[Maya]]: Once every seven turns, all of your opponent's pieces may be restricted to movement of the piece directly lower than them (queen > rook > bishop > knight > pawn). If you choose not use this ability when you can, you may not use it until the next seventh turn. Additionally, when using the black pieces, it allows you to combine two pawns into a knight one time during the game. |
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[[Ricardo Silva]]: Once every ten turns, before your opponent's turn you may select one of his pieces to exert this ability on. The piece will then destroy a single, weaker piece (king > queen > rook > bishop > knight > pawn), of your choice, that is adjacent to it. This ability cannot be used to result in check or checkmate. |
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[[Peter Petrelli (explosion future)|Explosion future Peter]]: You may exert this ability twice a game, at a time of your choosing, on your turn. Once exerted, you gain any pieces that your opponent has that you do not. These pieces must be placed on their original squares or, if they cannot, on an adjacent square of your choosing. If there is no adjacent square, the piece is forfeited. This ability cannot be used to result in check or checkmate. |
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[[Trevor]]: You may exert this ability twice a game, at a time of your choosing, before your opponent's turn. Once activated, you designate one of your opponent's pieces a "static piece." All pieces adjacent to this piece then must move to an adjacent, unoccupied square of your choosing. If no unoccupied adjacent squares exist, the pieces stay where they are. This ability cannot be used to result in check or checkmate. |
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[[Eric Doyle]]: Before the first move of the game, you may organize your opponent's back rank any way you wish. If this reorganization results in the king and/or rooks not being on their normal starting square, your opponent may not castle. |
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--[[User:Stevehim|Stevehim]] 15:36, 28 December 2008 (EST) |
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* Well, this page is meant to summarize the game as it was developed by the creators. Though people have changed some of the character names as new characters have appeared, they haven't really added new abilities so you might want to add your extra characters as a subpage and put a link to it in the notes section. With a few exceptions I thought needed clarification or were too unbalanced, these looked okay. I've put a corrected list below as I thought they should be and collapsed your list above.--[[User:MiamiVolts|MiamiVolts]] ([[User_talk:MiamiVolts|talk]]) 23:50, 28 December 2008 (EST) |
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{| class="collapsible collapsed" width="100%" border=1 |
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! Miamivolts' corrected list |
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|** Corrected list: |
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[[Ando Masahashi]]: You are able to allow a piece to move as another piece of the same or next higher order. You can apply this ability to one piece per turn, and the effects last only for that turn. Thus, you can allow your pawn to move as a knight or bishop, your knight to move as a bishop or rook, your bishop to move as a rook or queen, or your rook to move as a queen on any given turn. This ability cannot be used to capture the king directly, or result in check or checkmate. Thus, this ability cannot be used to create pins on pieces to stop them from moving such that they would let an opponent's piece capture their king using the ability if they moved. |
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[[Isaac Mendez]]: Once every seven turns, in addition to making a move, your opponent must decide what his or her next move will be and tell you the piece to be moved and square where it will go in order to complete that turn. The specified move must be a legal move when said, and your opponent must perform it on the next turn unless the game has ended. Thus, en passant cannot be specified; and, unless the move is to be castling, the square must not currently be occupied by one of his own pieces. If castling is the specified move, castling must currently be possible when specified and your subsequent move cannot then be one that blocks castling. If your opponent specifies any other move other than castling, your move still cannot be one that prevents your opponent from making that move. Your move cannot pin the specified piece to be moved such that moving it would place the opponent's king in check, and your move cannot check the king if the specified move would not block the check. Also, your move cannot be to place a piece such that it blocks the path needed to be taken to make the specified move. You may place any piece in the square to be moved to except for your king. Also, if the square to be moved to is occupied by one of your pieces, you may move it out of that square. Lastly, you may capture the piece specified to be moved on the next turn, but only if it will cause checkmate. |
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[[Isaac]]: Once every seven turns, before your turn your opponent must decide what his next move will be and tell you prior to making your move. Your move cannot be one that results in two pieces occupying the same square after he makes his pre-established move. Your opponent must then make the move promised on his next turn. If you don't use this ability on the opponent's seventh move, then you can move it on the eight, ninth or other subsequent move. However, if you choose to wait to use it until a later move, you must still wait till the opponent's next seventh turn before re-exercising this power. |
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[[Julien Dumont]]: Once every ten turns, in addition to making a move, you may create a copy of the weakest piece you have on the board. This piece may be placed on any empty square that it can legally occupy, as long as it does not place your opponent in check or checkmate. Neither your king or queen can be duplicated at any point, and you must have at least 5 pieces (including your king) on the board to use this ability. If you don't use this ability on your tenth turn, then you can use it on any subsequent turn. However, if you choose to wait to use it until a later turn, you must still wait till your next tenth turn before re-exercising this power. |
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[[Julien]]: Once every ten turns, before white's move you may create a copy of the weakest piece you have on the board. This piece may be placed on any empty square that it can legally occupy, as long as it does not place your opponent in check or checkmate. Neither the King nor Queen can be duplicated at any point, and you must have at least 5 pieces (including your King) on the board to use this ability. If you don't use this ability on your tenth move, then you can move it on the eleventh, twelfth or other subsequent move. However, if you choose to wait to use it until a later move, you must still wait till your next tenth turn before re-exercising this power. |
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[[Peter (exposed future)|Future Peter]]: Once every eight turns, in addition to making a move, you may cause one of your or your opponent's pieces to "inhabit" any adjacent piece, where it will remain for three turns. When using this ability, you must specify into which piece you are moving the other to and the piece is taken off the board and cannot be used during this time. Upon returning, the piece must be placed in an adjacent square to the piece it was inhabiting, as long as this does not put either player in check or checkmate. If these requirements cannot be met, the piece remains inside the other piece until such a time they can be. This ability can not be used on more than three pieces at one time, and no two pieces may inhabit the same piece. If the piece that is being inhabited is captured, the "inhabiting" piece is also captured regardless of whether it is a friend or foe. This ability cannot be used to store a piece in the king, and the king cannot be stored using this ability. If you don't use this ability on the eighth turn, then you can use it on the ninth, tenth or other subsequent turn. However, if you choose to wait to use it until a later turn, you must still wait till your next eighth turn before re-exercising this power. |
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[[Peter (exposed future)|Future Peter]]: Once every eight turns, before white's move you may cause one of your or your opponent's pieces to "inhabit" any adjacent piece, where it will remain for three turns. During this time, the piece is taken off the board and cannot be used. Upon returning, the piece must be placed in an adjacent square to the piece it was inhabiting, as long as this does not put either player in check or checkmate. If these requirements cannot be met, the piece remains inside the other piece until such a time they can be. This ability can not be used on more than three pieces at one time, and no two piece may inhabit the same piece. If the piece that is being inhabited is captured, the "inhabiting" piece is also captured. This ability can be used on any piece other than the King. If you don't use this ability on the opponent's eigth move, then you can move it on the ninth, tenth or other subsequent move. However, if you choose to wait to use it until a later move, you must still wait till the opponent's next eigth turn before re-exercising this power. |
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[[Abigail]]: Once every five turns, in addition to your move you may designate one piece immune from capture. The piece cannot be a king and the immunity lasts for three turns. If you don't use this ability on the fifth turn, then you can use it on any subsequent turn. However, if you choose to wait to use it until a later turn, you must still wait till your next fifth turn before re-exercising this power. |
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[[Abigail]]: Once every five turns, before white's move you may designate one piece immune from capture. This lasts for three turns. This ability must be used on every fifth turn. |
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[[Rachel Mills]]: Once every five turns, in place of moving, you may teleport one of your pieces or one of your opponent's pieces to any unoccupied square on the board, as long as it does not result in check or checkmate. This ability cannot be used on your king or your opponent's king, and it cannot be used to send pawns to the first or eighth rank. If you don't use this ability on the fifth turn, then you can use it on any subsequent turn. However, if you choose to wait to use it until a later turn, you must still wait till the next fifth turn before re-exercising this power. |
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[[Rachel]]: Once every five turns, you may teleport one of your pieces or one of your opponent's pieces to any unoccupied square on the board, as long as it does not result in check or checkmate. This ability may be used on your King, but not on your opponent's, and cannot be used to send pawns to the first or eight rank. If you don't use this ability on the fifth move, then you can move it on the sixth, seventh or other subsequent move. However, if you choose to wait to use it until a later move, you must still wait till the next seventh turn before re-exercising this power. |
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[[Stephen Canfield]]: Once every ten turns, in addition to making a move, you may take the weakest piece (Pawn < Knight < Bishop < Rook < Queen) your opponent has off the board for good, as long as it does not result in check or checkmate. If your opponent has more than one of the same weakest piece, you may choose which is removed. This ability cannot be used on your opponent's king, and cannot be used if your opponent has less than 5 pieces (including the king) on the board. If you don't use this ability on the tenth turn, then you can use it on the eleventh, twelfth or other subsequent turn. However, if you choose to wait to use it until a later turn, you must still wait till the next tenth turn before re-exercising this power. |
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[[Stephen]]: Once every ten turns, before your opponent's move, you may take the weakest piece (Pawn < Knight < Bishop < Rook < Queen) your opponent has off the board for good, as long as it does not result in check or checkmate. If your opponent has more than one of the same weakest piece, you may choose which is removed. This ability cannot be used on your opponent's King, and cannot be used if your opponent has less than 5 pieces (including the King) on the board. If you don't use this ability on the tenth move, then you can move it on the elenth, twelfth or other subsequent move. However, if you choose to wait to use it until a later move, you must still wait till the next tenth turn before re-exercising this power. |
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[[Maya Herrera]]: Once every seven turns, in addition to making a move, you may specify that you are using this ability such that on your opponent's turn, all of your opponent's pieces, except for your opponent's king and pawns, will be restricted to the movement and capture style of the piece directly lower in order (Queen > Rook > Bishop > Knight > Pawn). Thus, a queen will move only like a rook, a rook like a bishop, a bishop like a knight, and a knight like a pawn. If your opponent has any knights on the eighth rank, they can move like queens only during that turn. However, your opponent's knights are not promoted into queens if they reach the eighth rank while restricted with this ability. All of your opponent's pieces revert to normal after that turn. You cannot use this ability if enacting it would put your king in check or checkmate. If you choose not to use this ability or cannot do so on your seventh turn, you may not use it until your next seventh turn. |
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[[Maya]]: Once every seven turns, all of your opponent's pieces are restricted to movement of the piece directly lower than they are (Queen > Rook > Bishop > Knight > Pawn). If you choose not use this ability every seventh turn, you may not use it on subsequent turns until the next seventh turn. |
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[[Ricardo Silva]]: Once every ten turns, in addition to making a move, you may select one of your opponent's pieces to exert this ability on. Then, instead of a normal move, your opponent must move the specified piece such that it captures a single, weaker piece (King > Queen > Rook > Bishop > Knight > Pawn) of your opponent's own pieces, if possible. Your opponent may choose which piece to destroy, but must move the specified piece in a legal manner to do so. This ability cannot be applied on your opponent's king or another piece such that if it moved, it would place the king in check or checkmate. If you don't use this ability on your tenth turn, then you can use it on any subsequent turn. However, if you choose to wait to use it until a later turn, you must still wait till your next tenth turn before re-exercising this power. |
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[[Ricardo Silva]]: Once every ten turns, before your opponent's turn you may select one of his pieces to exert this ability on. The piece will then destroy a single, weaker piece (King > Queen > Rook > Bishop > Knight > Pawn), of your choice, that is adjacent to it. This ability cannot be used to result in check or checkmate. |
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[[Peter Petrelli (explosion future)|Explosion future Peter]]: You may exert this ability twice a game, at a time of your choosing, in place of your turn. Once exerted, you may regenerate any pieces that your opponent still has that you do not. These pieces must be placed on their original squares as long as that square is unoccupied and placing them there would not immediately place the opponent's king in check or checkmate. If either is not possible for a particular square, an adjacent square of your choosing may be used. If there is no adjacent square that meets both conditions, the piece is forfeited. |
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[[Peter Petrelli (explosion future)|Explosion future Peter]]: You may exert this ability twice a game, at a time of your choosing, on your turn. Once exerted, you gain any pieces that your opponent has that you do not. These pieces must be placed on their original squares or, if they cannot, on an adjacent square of your choosing. This ability cannot be used to result in check or checkmate. |
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[[Trevor Zeitlan]]: You may exert this ability twice a game, at a time of your choosing, in place of your turn. Once activated, you designate one of your opponent's pieces a "static piece." All pieces adjacent to this piece must be moved to an adjacent, unoccupied square of your choosing, if possible. If no unoccupied adjacent squares exist for one or more of the adjacent pieces, those pieces stay where they are. This ability cannot be used to move a pinned piece such that the opponent would be in check or checkmate if it was moved. |
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[[Trevor]]: You may exert this ability twice a game, at a time of your choosing, before your opponent's turn. Once activated, you designate one of your opponent's pieces a "static piece." All pieces adjacent to this piece then must move to an adjacent, unoccupied square of your choosing. If no unoccupied adjacent squares exist, the pieces stay where they are. This ability cannot be used to result in check or checkmate. |
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[[Eric Doyle]]: Before the first move of the game, you may organize your opponent's back rank any way you wish. If this reorganization results in the king and/or rooks not being on their normal starting square, your opponent may not castle. |
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--[[User:MiamiVolts|MiamiVolts]] ([[User_talk:MiamiVolts|talk]]) 23:50, 28 December 2008 (EST) |
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Gotcha. I wasn't sure, since Arthur and Daphne were new additions to the original list, but I assume they were added by the creators somewhere else... |
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[[Eric Doyle]]: Before the first move of the game, you may organize your opponent's back rank any way you wish. If this reorganization results in the King and/or Rooks not being on their normal startingsquare, your opponent may not castle. |
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I'll likely take your advice and just make a userpage with my version of the game (obviously giving props to the creators), and link it in the notes section. I'll look at your suggested changes in a few minutes. UPDATE: I looked at them, and will most likely go with most of the changes when all is said and done (I think there were one or two I felt diminished the ability too much relative to the others (probably Maya's for one), but I'd need to investigate more to even out disparity). Thank you for the input/corrections, especially with the wording, which was far better than mine. :) |
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--[[User:Stevehim|Stevehim]] 15:36, 28 December 2008 (EST) |
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{| class="collapsible collapsed" width="100%" border=1 |
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! More suggested powers by Stevehim |
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Rough version as before...will have to edit it (likely using MiamiVolt's edits as the standard), and check for disparity relative to other powers. |
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[[Santiago]]: In timed games, you may add half of your opponent's starting time to your clock, at the beginning of the game. |
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[[Micah]]: You may exert this ability three times a game, at the time of your choosing. Once activated, you may consult any piece of technology on the status of the game, including what the best moves to make are. Interactions with living beings via technology, however, are not permitted. You are not obligated to follow this advice. |
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[[Howard]]: You may use this ability three times a game, at the time of your choosing, before your turn. Upon using this ability, your opponent cannot look at your subsequent move, and must make his move without looking at the board at all (generally by declaring the move out loud). If the opponent fails to make a legal move, including ones that would place his king in check or checkmate, his turn is forfeit. After using this ability, you may not put an opponent in check on your move. |
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[[Baron Samedi]]: At the beginning of the game, you must declare one of your pieces to use this ability on. This piece must then be captured two times to come off the board. When an opponent captures the piece for the first time, it is considered to have one capture against it, and the "capturing" piece stays where it was. This ability cannot be used on your king. |
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[[Niki]]/[[Jessica Sanders]]: Your opponent must checkmate you twice to win the game. |
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[[The Constrictor]]: You may use this ability one time during the game, at any point of your choosing after the fifteenth move of the game and directly before your opponent's move. Once activated, you designate one of your opponent's pieces as a "point of constriction." All of your opponent's pieces on adjacent squares are then placed on the same square as the "point of constriction" piece. The pieces remain on that that square until moved off, one at a time, by your opponent, at a time and in an order of their choosing. They may only move the pieces off the square to an adjacent square, though not necessarily the one that the piece originated on. If the "chosen" piece on the square is captured at any point, all pieces still remaining on the square are captured as well. Your opponent's king may not be affected by this ability, either as the "point of constriction" piece, or by being pulled on that piece's square. However, the "point of constriction" piece ''may'' be on the square adjacent to said king, and all pieces adjacent to it ''except'' the king would be "constricted." This ability may not be used to place your opponent's king in checkmate. It may be used to place your opponent's king in check, but in that scenario, you must then wait one move to capture the "point of constriction" piece. |
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[[Monica]]: At the beginning of the game, you must declare one of your pieces to use this ability on. At the completion of the tenth turn of the game, that piece becomes able to permanently mimic the movement of any of your pieces that end up on a square adjacent to it ''at any time thereafter,'' '''and''' mimic the movement of any of your opponent's pieces that come withing two squares of it in any direction. This ability '''may''' be used on your king. However, when the king is placed in check, it can only |
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move as it normally could (and so this ability cannot be used to "get out of checkmate"). If the designated piece is lost prior to the beginning of the eleventh turn of the game, the ability is lost for the game. |
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[[Linda]]: This ability may be activated once your opponent's king has been put in check at least five times, or by reducing your opponent down to five pieces or less (including their king). Once activated, you steal whatever your opponent's power is, which may be used for the rest of the game. |
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Change Sylar to Tracy, since her ability is freezing. |
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[[Sylar]]: At the beginning of the game, you assign one of the possible powers to each of your opponent's non-pawn piece '''types''', and assign one of your pieces to be Sylar. Anytime this piece captures one of your opponent's pieces during the game, you |
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gain the power associated with it. The powers assigned to each piece type may be the same or different. Once the Sylar piece is lost, so are all the powers gained. |
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[[Illusion]]: At the beginning of the game, you write down two sets of two ''specific'', non-pawn pieces (either two of yours, two of your opponent's, or one of each), on separate pieces of paper that your opponent cannot see. These are placed at the side of the board in such a way that the information is not visible. These pieces are then 'switched,' and you may reveal this to your opponent at the time of your choosing. Until revealed, the pieces move as they normally would. Once revealed, the pieces switch places. This ability may not be revealed to directly result in check or checkmate. This ability may not be used to bring captured pieces back into the game. If a switched piece is captured, you must automatically reveal what the switch was intended to be to your opponent, and that switch is forfeited. This ability may not be used on your opponent's king or queen, but may be used on yours. |
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[[Guillame]]: Once every ten turns you choose one of your or your opponent's pieces, and choose bliss or horror. If bliss is chosen all pieces of both players adjacent to the chosen piece must move onto the chosen piece's square. The chosen piece (and thus all of the other pieces on that square) may not be captured during this time. |
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If horror is chosen, all pieces of both players adjacent to the chosen piece must move one square away from the chosen piece. If any of those squares are occupied, the pieces must move to the next closest square and so forth, until no piece is directly adjacent to the chosen piece. You choose which piece moves to which square. Pawns may not be moved to the first or eighth rank. |
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Either scenario lasts for two full turns. Any piece that has not been moved or captured subsequent to that must move back to it's square, or if the square is occupied, to the next closest square of the your choosing. This ability cannot be used to result in check |
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or checkmate. |
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[[Matt]]: Ten times during the game, at the time of your choosing, you may consult any other living person on the status of the game, including a suggestion as to what move to make. The person you consult must be in your presence at the time of consultation, they may not use any outside sources (such as books or computers) and no pieces may be physically moved to demonstrate or see possibilities. You are not obligated to follow this advice. |
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--[[User:Stevehim|Stevehim]] 00:12, 29 December 2008 (EST) |
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* Arthur used to be Linda Tavara and Daphne the Enhanced Speed agent. In a way, it's better to use a more common name so that people know what you're talking about, but it wasn't was the creators originally used--that's all I was pointing out. As to toning things down too much, I think it really hurts the game too much when the ability goes after king so I placed some more limitations there. That can probably be offset by turning up the frequency on some of the abilities from every 7, 8 or 10 moves to every 5 or something. Since you're making these moves up on your own, it's up to you. I'm just giving my input having been a frequent chess player. I'll add my suggestions for your second batch shortly.--[[User:MiamiVolts|MiamiVolts]] ([[User_talk:MiamiVolts|talk]]) 01:03, 29 December 2008 (EST) |
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** Sounds good, though I will definitely be giving you props on the completed project. And if you ever fancy a game of chess, let me know, as I'm always looking to play. I agree that going after the king too much is no good, and I tried to limit that as much as possible, but I was also trying to keep things relatively even (albeit as a rough draft) with the powers on the mainpage. Some of them are pretty devastating. :) --[[User:Stevehim|Stevehim]] 01:12, 29 December 2008 (EST) |
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*** You should probably call the Linda as Arthur (II) so people don't get confused, but that's up to you. I didn't think Linda was necessary so I removed her. See my changes and corrections below. Some abilities I completely rewrote as I didn't like the ability to ask people or software for help, and many people don't have clock timers.--[[User:MiamiVolts|MiamiVolts]] ([[User_talk:MiamiVolts|talk]]) 01:28, 29 December 2008 (EST) |
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**** Cool, and thanks again for the help. I actually have a bunch more mapped out, my goal being to get as many of the known abilities (hopefully all) into the mix. I'll try to brush up the wording and edit the ones I have better for posting them, to make things easier on ya. ;) As far as Arthur (II) goes, I don't really like the idea of giving one person two abilities, which is why I went with the future Peters (though I am also considering changing some of the ones they made initially, particularly Peter). Linda is certainly less well known than Arthur, but I think a link to her name on the page should rectify that for the most part (as I doubt there are more than five people in the world (which makes me sad, because I'd love to try this out even more than I wanted to play dragon poker as a kid) who have ever played the original version, and I doubt anyone will ever actually play mine (though I do have a semi-remedy for that as well)), and by using Linda I get to use aura absorption instead of power absorption a second time. --[[User:Stevehim|Stevehim]] 03:54, 29 December 2008 (EST) |
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{| class="collapsible collapsed" width="100%" border=1 |
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! Corrections to more suggested powers by Stevehim |
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|- |
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|[[Santiago]]: You may move any one of your pawns two spaces forward, backward or to either side during a single turn no matter what its rank as long as it doesn't jump another piece. Thus, your pawns have an accelerated probability of being promoted. However, your pawns capture as normal and can still perform and be captured by "en passant". |
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[[Micah Sanders]]: You have upgraded rook pieces that can also move and capture to their adjacent diagonal squares. You may also castle moving your king through a checked square as long as the ending position of your king will not be in check. |
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[[Howard]]: You may use this ability three times a game, at the time of your choosing, before your turn. Upon declaring your intention to use an instance of this ability, your opponent cannot look at the board and you are able to make up to five subsequent moves. However, if you capture a piece or check or checkmate your opponent, you must make no more moves that turn. |
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[[Baron Samedi]]: At the beginning of the game, you must declare one of your pieces to use this ability on. This piece must then be captured two times to come off the board. When an opponent captures the piece for the first time, it is considered to have one capture against it, and the "capturing" piece stays where it was. On your next turn, in addition to moving, you should place the piece back on the board on its originating square as long as as that square is unoccupied and placing it there would not immediately place the opponent's king in check or checkmate. If either is not possible for the originating square, an adjacent square of your choosing may be used. If there is no adjacent square that meets both conditions, the piece's return to the board is delayed until a subsequent turn when both conditions can be met. This ability cannot be used on your king. |
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[[Niki]]/[[Jessica Sanders]]: Before the game, you re-arrange the pieces on your side of the game such that the position of your king is swapped with that of your king's rook and your queen's position is swapped with your queen's rook's position. In addition, you may move a knight up two times during a single turn. However, you cannot move another piece and also the knight during the same turn. When using this ability, if at any time you capture a piece with your knight or put your opponents king in check or checkmate, no additional moves can be made. |
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[[The Constrictor]]: You may use this ability one time during the game, at any point of your choosing beginning with your fifteenth move of the game. Instead of moving, you designate one of your opponent's pieces as a "point of constriction." All of your opponent's pieces on adjacent squares are then placed on the same square as the "point of constriction" piece. The pieces remain on that square until moved off, one at a time, by your opponent, at a time and in an order of your opponent's choosing. Your opponent may only move the pieces off the square to an unoccupied adjacent square, though not necessarily the one that the piece originated on. If the "chosen" piece on the square is captured at any point thereafter, all pieces still remaining on the square are captured as well. Your opponent's king may not be affected by this ability, either as the "point of constriction" piece, or by being pulled into that piece's square. However, the "point of constriction" piece ''may'' be on the square adjacent to said king, and all pieces adjacent to it ''except'' the king would be "constricted". This ability may not be used to place your opponent's king in check or checkmate. After enacting this ability, you cannot capture the "point of constriction" piece till after your next turn unless it is used to check your king. |
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[[Monica Dawson]]: At the beginning of the game, you must declare one of your pieces to use this ability on. At the completion of your tenth turn of the game, that piece becomes able to permanently mimic the movement of all of the pieces that are currently on a square adjacent to it, if any. Also, ''at any time thereafter'', the designated piece can move like the other pieces on squares adjacent to it but only for that move. This ability cannot be used on your king. If the designated piece is lost prior to the beginning of the eleventh turn of the game, the ability is lost for the game. |
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[[Linda]]: <-- delete this one; no reason to have a power to copy your opponent's power, just say that you have the same power at the beginning of the game --> |
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Change Sylar to Tracy, since her ability is freezing. |
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[[Sylar]]: At the beginning of the game, you assign one of your pieces to be Sylar. Anytime this piece captures one of your opponent's pieces during the game, the piece is able to permanently move like it. However, your Sylar piece must always be moved to capture a piece if it is able to do so. Then, once you have cumulatively captured at least eight of your opponent's pieces (with the Sylar or any other piece), you gain your opponent's power as well as long as your Sylar piece is still on the board. However, you can access only to portions of their ability that apply during the game. If your opponent's power involved being able to involve some form of shuffling around pieces before the game began, you do not gain access to that part of the ability. Once the Sylar piece is lost, you lose access to your opponent's power. |
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[[Candice Willmer]]: At the beginning of the game, you write down two sets of two ''specific'', non-pawn, non-king pieces (either two of yours, two of your opponent's, or one of each), on two sheets of paper that your opponent cannot see. The papers are placed upside down next to the side of the board in such a way that the information is not visible. These pieces are then considered "switched", and you may reveal them to your opponent at the times of your choosing. Until revealed, the pieces move as they normally would. Once a set is revealed, the pieces switch places. A swap may not be revealed to directly result in check or checkmate. If that occurs in error, that particular switch is forfeit for the game. This ability may not be used to bring captured pieces back into the game. If any of the four switched pieces is captured, you must automatically reveal what the related switch was intended to be to your opponent, and that particular switch is forfeited. |
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[[Guillame]]: Once every ten turns, instead of moving, you may choose one of your or your opponent's pieces, and apply either bliss or horror to it. If bliss is chosen, all pieces except for kings of both players adjacent to the chosen piece must move onto the chosen piece's square. The chosen piece (and thus all of the other pieces on that square) may not be captured during the next two turns but also cannot move. On your third turn after performing bliss, before making your move, you must move the merged pieces back to their squares as long as the squares are unoccupied and doing so would not put either king in check or checkmate. You may move them back in any order you wish, but if either condition cannot be met, a different adjacent square must be used as long as that square meets both conditions. If no adjacent square meets both conditions, the pieces will remain with the chosen piece until that is possible. The player who controls the chosen piece is able to move and capture with it as normal. However, if the chosen piece is captured, all pieces with it will be captured as well, regardless of whether they are friend or foe. |
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If horror is chosen, you can move all pieces except for kings of both players adjacent to the chosen piece one square away from the chosen piece in any direction you desire. If any of those squares are occupied, they cannot be captured; and, instead, you must move the pieces two squares or farther until no piece is directly adjacent to the chosen piece. Pawns may not be moved to the first or eighth rank. Unlike bliss, the moves are permanent. The pieces to not return to their originating squares automatically and must be moved back manually if that is desired. |
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If using either bliss or horror would result in check or checkmate, then that portion of the ability cannot be used that turn. If you don't use this ability on your tenth turn, then you can use it on any subsequent turn. However, if you choose to wait to use it until a later turn, you must still wait till your next tenth turn before re-exercising this power. |
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[[Matt Parkman]]: Once every five turns, instead of making a move, you can declare that you are using your ability. If your opponent as any hidden pieces or switches, at least one must be revealed. If there are no such secrets left to be revealed or there were none to begin with, your opponent must say so and instead note that he or she is blocked from using his or her power for the next five turns. On your opponent's next turn, your opponent must not capture any of your pieces or check or checkmate your king on his. If you don't use this ability on your fifth turn, then you can use it on any subsequent turn. However, if you choose to wait to use it until a later turn, you must still wait till your next tenth turn before re-exercising this power. |
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|} |
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--[[User:MiamiVolts|MiamiVolts]] ([[User_talk:MiamiVolts|talk]]) 04:28, 29 December 2008 (EST) |
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---I concur, the Heroes Chess Desperately needs a revisitation with less overpowering and more characters. Stevehim has good ideas but needs even more! MORE! And less overpowerage too. --[[User:EmpathicMimic0|EmpathicMimic0]] 15:42, 14 April 2009 (EDT) |
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== Some powere suggestions. == |
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Nathan: max 3 times in a game, Move a piece Horizontaly across the board, to any empty space on that line. |
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Angela: 2 times only, When you opponent has moved, you may re-do the mover before that one. |
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Bob: You bishops can destroy anybody next to them on an opposite square(3 times only) |
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[[User:Fred1793|Fred1793]] 18:07, 1 May 2009 (EDT) |
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==Developers' names== |
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One of the developers has [http://heroeswiki.com/User_talk:Vent1001#Heroes_Chess asked] to no longer be named, so has removed his name. The other developer [http://heroeswiki.com/User_talk:Warjacker#Heroes%20Chess gave permission] for his name to be used in November 2007.--[[User:MiamiVolts|MiamiVolts]] ([[User_talk:MiamiVolts|talk]]) 16:25, 14 May 2009 (EDT) |
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== Peter's ability == |
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If you are only allow one ability during the game and someone choose Peter's then none of their pieces would get moved, also wouldn't you be moving while it your oppents go.----50000JH 11:42, 5 November 2010 (EDT) |
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Latest revision as of 15:43, 5 November 2010
We need some links on this page. Right now it seems like it's just something that somebody made up rather than a legitimate fan creation. I think at least one external link would help legitimize it. -- RyanGibsonStewart (talk) 15:00, 24 November 2007 (EST)
- I did some clarification and added one link, but it's not related to the same variation and I don't really know the source of this one. I'll ask on the originating poster's talk page.--MiamiVolts (talk) 16:32, 24 November 2007 (EST)
- The page is looking very nice. I just wanted to make sure this wasn't a case of one person starting a page for something that doesn't exist, but rather this really is a fan creation. -- RyanGibsonStewart (talk) 16:37, 24 November 2007 (EST)
- I left a message on Warjacker's talk page here after yours. The page on Wikipedia is on the verge of being deleted. Perhaps if Warjacker doesn't return, we can leave a message on CrazedDoc's Wikipedia talk page. The only edits for Warjacker and CrazedDoc have been related to Heroes Chess. There's also a Warjacker on Wikipedia, but that user has no contributions. CrazedDoc isn't a user here.--MiamiVolts (talk) 16:28, 25 November 2007 (EST)
- Good idea--why don't you leave a message for CrazedDoc. He created the Heroes Chess article yesterday, and it looks like those are his only contributions. He also looks like he really wants the article to stick around; since Wikipedia isn't really the place for it, maybe he'll embrace having it on Heroes Wiki. -- RyanGibsonStewart (talk) 17:11, 25 November 2007 (EST)
- Umm, didn't I just say that? I guess I'll post a message next week or so if Warjacker doesn't return. Just thought you might want to send a message yourself.--MiamiVolts (talk) 17:23, 25 November 2007 (EST)
- Good idea--why don't you leave a message for CrazedDoc. He created the Heroes Chess article yesterday, and it looks like those are his only contributions. He also looks like he really wants the article to stick around; since Wikipedia isn't really the place for it, maybe he'll embrace having it on Heroes Wiki. -- RyanGibsonStewart (talk) 17:11, 25 November 2007 (EST)
- I left a message on Warjacker's talk page here after yours. The page on Wikipedia is on the verge of being deleted. Perhaps if Warjacker doesn't return, we can leave a message on CrazedDoc's Wikipedia talk page. The only edits for Warjacker and CrazedDoc have been related to Heroes Chess. There's also a Warjacker on Wikipedia, but that user has no contributions. CrazedDoc isn't a user here.--MiamiVolts (talk) 16:28, 25 November 2007 (EST)
- The page is looking very nice. I just wanted to make sure this wasn't a case of one person starting a page for something that doesn't exist, but rather this really is a fan creation. -- RyanGibsonStewart (talk) 16:37, 24 November 2007 (EST)
New version, Better version!
I looked at this page and was so happy that Heroes, my favorite thing ever, has merged with my second favorite game ever. I have made my own version, and I think it is better, since it has 24 characters, and aren't as complicated. (How does "Invisible Pawns" work? You'd have to keep a separate board somewhere out of opponent's site, or write were they are, it won't really work. In my version for Claude only the Queen is invisible.)--Isaac Mendez (talk) 14:58, 7 October 2008 (EST)
- I added your signature for you. Please remember to add it by using "--~~~~" at the end of comments you place on talk pages. To do invisible pawns properly, you have to use chess notation to write down your moves. That's the only way for your opponent to accurately verify your moves if he wants to question one of them.--MiamiVolts (talk) 02:55, 8 October 2008 (EDT)
- Thanks, Miami. --Isaac Mendez 12:39, 8 October 2008 (EDT)
Adding to this page
I wasn't sure if we could add to this page without permission from the creator, so I figured I'd just start a section for suggestions until finding out. I would add:
| click 'show' to view Stevehim's original list |
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| Ando: You are able to allow a piece to move as a piece of a higher order, within two orders. You can apply this ability to one piece per turn, and the effects only last for that turn. Thus, you can allow your pawn to move as a knight or bishop, your knight to move as a bishop or rook, your bishop to move as a rook or queen, or your rook to move as a queen on a given turn. This ability cannot be used to result in check or checkmate.
Isaac: Once every seven turns, before your turn your opponent must decide what his next move will be and tell you prior to making your move. Your move cannot be one that results in two pieces occupying the same square after he makes his pre-established move. Your opponent must then make the move promised on his next turn. If you don't use this ability on your opponent's seventh move, then you can use it on the eighth, ninth or other subsequent turn. However, if you choose to wait to use it until a later move, you must still wait till your opponent's next seventh turn before re-exercising this power.
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--Stevehim 15:36, 28 December 2008 (EST)
- Well, this page is meant to summarize the game as it was developed by the creators. Though people have changed some of the character names as new characters have appeared, they haven't really added new abilities so you might want to add your extra characters as a subpage and put a link to it in the notes section. With a few exceptions I thought needed clarification or were too unbalanced, these looked okay. I've put a corrected list below as I thought they should be and collapsed your list above.--MiamiVolts (talk) 23:50, 28 December 2008 (EST)
| Miamivolts' corrected list |
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| ** Corrected list:
Ando Masahashi: You are able to allow a piece to move as another piece of the same or next higher order. You can apply this ability to one piece per turn, and the effects last only for that turn. Thus, you can allow your pawn to move as a knight or bishop, your knight to move as a bishop or rook, your bishop to move as a rook or queen, or your rook to move as a queen on any given turn. This ability cannot be used to capture the king directly, or result in check or checkmate. Thus, this ability cannot be used to create pins on pieces to stop them from moving such that they would let an opponent's piece capture their king using the ability if they moved.
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--MiamiVolts (talk) 23:50, 28 December 2008 (EST)
Gotcha. I wasn't sure, since Arthur and Daphne were new additions to the original list, but I assume they were added by the creators somewhere else...
I'll likely take your advice and just make a userpage with my version of the game (obviously giving props to the creators), and link it in the notes section. I'll look at your suggested changes in a few minutes. UPDATE: I looked at them, and will most likely go with most of the changes when all is said and done (I think there were one or two I felt diminished the ability too much relative to the others (probably Maya's for one), but I'd need to investigate more to even out disparity). Thank you for the input/corrections, especially with the wording, which was far better than mine. :)
| More suggested powers by Stevehim |
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Rough version as before...will have to edit it (likely using MiamiVolt's edits as the standard), and check for disparity relative to other powers. Santiago: In timed games, you may add half of your opponent's starting time to your clock, at the beginning of the game.
Sylar: At the beginning of the game, you assign one of the possible powers to each of your opponent's non-pawn piece types, and assign one of your pieces to be Sylar. Anytime this piece captures one of your opponent's pieces during the game, you gain the power associated with it. The powers assigned to each piece type may be the same or different. Once the Sylar piece is lost, so are all the powers gained.
If horror is chosen, all pieces of both players adjacent to the chosen piece must move one square away from the chosen piece. If any of those squares are occupied, the pieces must move to the next closest square and so forth, until no piece is directly adjacent to the chosen piece. You choose which piece moves to which square. Pawns may not be moved to the first or eighth rank. Either scenario lasts for two full turns. Any piece that has not been moved or captured subsequent to that must move back to it's square, or if the square is occupied, to the next closest square of the your choosing. This ability cannot be used to result in check or checkmate.
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--Stevehim 00:12, 29 December 2008 (EST)
- Arthur used to be Linda Tavara and Daphne the Enhanced Speed agent. In a way, it's better to use a more common name so that people know what you're talking about, but it wasn't was the creators originally used--that's all I was pointing out. As to toning things down too much, I think it really hurts the game too much when the ability goes after king so I placed some more limitations there. That can probably be offset by turning up the frequency on some of the abilities from every 7, 8 or 10 moves to every 5 or something. Since you're making these moves up on your own, it's up to you. I'm just giving my input having been a frequent chess player. I'll add my suggestions for your second batch shortly.--MiamiVolts (talk) 01:03, 29 December 2008 (EST)
- Sounds good, though I will definitely be giving you props on the completed project. And if you ever fancy a game of chess, let me know, as I'm always looking to play. I agree that going after the king too much is no good, and I tried to limit that as much as possible, but I was also trying to keep things relatively even (albeit as a rough draft) with the powers on the mainpage. Some of them are pretty devastating. :) --Stevehim 01:12, 29 December 2008 (EST)
- You should probably call the Linda as Arthur (II) so people don't get confused, but that's up to you. I didn't think Linda was necessary so I removed her. See my changes and corrections below. Some abilities I completely rewrote as I didn't like the ability to ask people or software for help, and many people don't have clock timers.--MiamiVolts (talk) 01:28, 29 December 2008 (EST)
- Cool, and thanks again for the help. I actually have a bunch more mapped out, my goal being to get as many of the known abilities (hopefully all) into the mix. I'll try to brush up the wording and edit the ones I have better for posting them, to make things easier on ya. ;) As far as Arthur (II) goes, I don't really like the idea of giving one person two abilities, which is why I went with the future Peters (though I am also considering changing some of the ones they made initially, particularly Peter). Linda is certainly less well known than Arthur, but I think a link to her name on the page should rectify that for the most part (as I doubt there are more than five people in the world (which makes me sad, because I'd love to try this out even more than I wanted to play dragon poker as a kid) who have ever played the original version, and I doubt anyone will ever actually play mine (though I do have a semi-remedy for that as well)), and by using Linda I get to use aura absorption instead of power absorption a second time. --Stevehim 03:54, 29 December 2008 (EST)
- You should probably call the Linda as Arthur (II) so people don't get confused, but that's up to you. I didn't think Linda was necessary so I removed her. See my changes and corrections below. Some abilities I completely rewrote as I didn't like the ability to ask people or software for help, and many people don't have clock timers.--MiamiVolts (talk) 01:28, 29 December 2008 (EST)
- Sounds good, though I will definitely be giving you props on the completed project. And if you ever fancy a game of chess, let me know, as I'm always looking to play. I agree that going after the king too much is no good, and I tried to limit that as much as possible, but I was also trying to keep things relatively even (albeit as a rough draft) with the powers on the mainpage. Some of them are pretty devastating. :) --Stevehim 01:12, 29 December 2008 (EST)
| Corrections to more suggested powers by Stevehim |
|---|
| Santiago: You may move any one of your pawns two spaces forward, backward or to either side during a single turn no matter what its rank as long as it doesn't jump another piece. Thus, your pawns have an accelerated probability of being promoted. However, your pawns capture as normal and can still perform and be captured by "en passant".
Sylar: At the beginning of the game, you assign one of your pieces to be Sylar. Anytime this piece captures one of your opponent's pieces during the game, the piece is able to permanently move like it. However, your Sylar piece must always be moved to capture a piece if it is able to do so. Then, once you have cumulatively captured at least eight of your opponent's pieces (with the Sylar or any other piece), you gain your opponent's power as well as long as your Sylar piece is still on the board. However, you can access only to portions of their ability that apply during the game. If your opponent's power involved being able to involve some form of shuffling around pieces before the game began, you do not gain access to that part of the ability. Once the Sylar piece is lost, you lose access to your opponent's power.
If horror is chosen, you can move all pieces except for kings of both players adjacent to the chosen piece one square away from the chosen piece in any direction you desire. If any of those squares are occupied, they cannot be captured; and, instead, you must move the pieces two squares or farther until no piece is directly adjacent to the chosen piece. Pawns may not be moved to the first or eighth rank. Unlike bliss, the moves are permanent. The pieces to not return to their originating squares automatically and must be moved back manually if that is desired. If using either bliss or horror would result in check or checkmate, then that portion of the ability cannot be used that turn. If you don't use this ability on your tenth turn, then you can use it on any subsequent turn. However, if you choose to wait to use it until a later turn, you must still wait till your next tenth turn before re-exercising this power.
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--MiamiVolts (talk) 04:28, 29 December 2008 (EST)
---I concur, the Heroes Chess Desperately needs a revisitation with less overpowering and more characters. Stevehim has good ideas but needs even more! MORE! And less overpowerage too. --EmpathicMimic0 15:42, 14 April 2009 (EDT)
Some powere suggestions.
Nathan: max 3 times in a game, Move a piece Horizontaly across the board, to any empty space on that line.
Angela: 2 times only, When you opponent has moved, you may re-do the mover before that one.
Bob: You bishops can destroy anybody next to them on an opposite square(3 times only) Fred1793 18:07, 1 May 2009 (EDT)
Developers' names
One of the developers has asked to no longer be named, so has removed his name. The other developer gave permission for his name to be used in November 2007.--MiamiVolts (talk) 16:25, 14 May 2009 (EDT)
Peter's ability
If you are only allow one ability during the game and someone choose Peter's then none of their pieces would get moved, also wouldn't you be moving while it your oppents go.----50000JH 11:42, 5 November 2010 (EDT)