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Pillars of Medusa by Gary Gifford
k-King | Q-Queen | a-Serpent | M-Medusa | c-Pillar | D-Mounted Advisor | r-Tower | B-Advisor | n-Horse | P-Sword | o-Morph |
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Object of the Game
The object of the game, as in traditional Chess and Turkish Great Chess, is to checkmate your opponent�s king.
How the Pieces Move
Name & Quantity |
Chess Equivalent |
Movement of the Pillars of Medusa Pieces, and Special Comments |
Sword (11) |
Pawn (8) |
Swords move and capture like pawns; with the following exceptions: (a) their is no "pawn en passant," (b) Swords can only promote to a Medusa, (c) Swords which have not yet reached their army�s forth row can move 2 spaces. Thus, for White a Sword on D2 can move to D3 or D4; a Sword on E3 could move to E4 or E5. If the Sword on D2 moves to D3, White can still move the Sword two spaces on his next turn, as the Sword has nor reached the fourth row. Note: The Sword on F4 can only move one space since it starts on the fourth row. For Black pieces, the movement of Swords is relative to the movements just described. Note: Morph Swords promote to a normal Medusa (not a Morph version). also see Morph. |
Tower (2) |
Rook (2) |
Towers move like rooks. The only difference in movement is during castling. In Pillars of Medusa, the rules of castling are the same as those in standard chess, with this exception: to castle to either side, the King and the involved-side�s Tower trade places. |
Horse (2) |
Knight (2) |
The Horse moves like the Knight. |
Advisor (2) |
Bishop (2) |
The Advisor moves like the Bishop. |
Mounted Advisor (2) |
--- n/a ---- |
The Mounted-Advisor moves like a Bishop, or a Knight. For example, on White�s first move the Mounted-Advisor on D1 could move to C3. On the next move, this Mounted-Advisor could move like a Bishop or a Knight. |
Queen (1) |
Queen (1) |
The Queen moves like the standard chess Queen. |
King (1) |
King (1) |
The King moves like the standard chess King; with exception to castling, as described with the Tower movement. |
Serpent (1) |
--- n/a ---- |
The Serpent moves like a Queen or a Knight. Another way of thinking is that the Serpent moves like a Bishop, Knight, or Rook. White�s Serpent can leap like a Knight from G1 to H3 on one move; then move like a Bishop, Knight, or Rook on the following turn. This is a very powerful piece. |
Pillar (2) |
--- n/a ---- |
The Pillar moves like a Knight or Rook. Despite their Rook-movement capability, Pillars are never involved in castling. |
Medusa (1) |
--- n/a ---- |
The Medusa moves like the standard chess Queen, but is limited to movement of up to three squares at a time. The Medusa, in addition to capturing pieces, will "turn adjacent-square pieces to stone." When the Medusa moves, such that petrified pieces are no longer adjacent to her, those pieces are once again free to move. It should also be noted that pieces are capable of traveling through spaces adjacent to Medusas [without turning to stone] as long as they don�t end their movement on such a space; if so they would then turn to stone on that space. |
Morph (1) *Starts as a Morph Bishop. |
--- n/a ---- |
The Morph is unique in that it can move like any piece captured, including Sword. The Morph starts out as an Advisor (moving like an ordinary Bishop), but when your Morph captures an opponent�s piece, you have the option of transforming your Morph to that piece. And it still remains a Morph. There a special condition which is: if your Morph captures another Morph you can still have your piece transform; but in this case your Morph would loose it�s morphing ability. |