Cavewars CSIPGS Chess
Cavewars is one of the best csipgs games; its rules are relatively simple, and they worked hard on the AI, and therefore the computer occasionally (in a limited range of circumstances) appears to be playing fairly well...
Cavewars has a 5-level 3D dungeon, and so "cavewars csipgs chess" should also have one the same size. I thought it would be amusing to have hexes on some levels and squares on others!
Thus, levels 1, 3, and 5 would look like this:
__ __/b3\__ /a3\__/c3\ \__/b2\__/ /a1\__/c1\ \__/b1\__/ \__/
While levels 2 and 4 would look like this:
+---+---+---+ |a3 | b3| c3| +---+---+---+ |a2 | b2| c2| +---+---+---+ |a1 | b1| c1| +---+---+---+
And we would need to add some rules:
- Budget: the automatic budget is zero.
- Food squares: the location b2 on every level is a food square.
You get 1 zorkmid per turn for each food square you occupy at the
start of your turn.
- Vertical movement: You may only move vertically up or down
through a hole. There are no holes at the start of a game.
- Drill: The "drill" power costs 1 zorkmid extra. A piece with this
power can drill a hole up or down; the destination square must be
empty, must not contain a piece, a food square, an existing square,
or rock. The starting square may not be a food square. After the
hole is drilled, the drilling piece disappears.
A piece with the "drill" power can also dig sideways through rock, but then it disappears.
- Rock: The "rock" power costs 1 zorkmid extra. A piece with this power can turn itself to stone, after which the square it occupied becomes impassible to either player. It cannot become stone on a square that already contains either food or a hole.
Written by Ralph Betza. HTML conversion by David Howe.
WWW page created: January 23, 1999.