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Strife and Truce: Chess Revolution (Pre-Alpha)
AlexPensmen
Strife and Truce: Chess Revolution is the next step in strategy games, a fusion between card games and chess, here, you express your creativity to dominate the playing field! Exhibition is a vs mode that pits you against either a second player or the CPU, selectable in the top right corner on the character select screen. There is no real campaign as of yet. Strife and Truce Rules Strife & Truce is a chess-based game of strategic battle for 2 players. The goal of the game is to force the opponent to surrender by calling a Truce or eliminate all of the opponent's pieces. There is no check or checkmate, there is only war. Mana Gained Mana can be gained by ending a turn on a square that matches your color (Black/White), returning 1 mana per turn unless specified otherwise in your set rules. Skills Skills cost mana to use. The player starts with 0 mana and can never have more than 40 mana at once. Mana used is calculated with upward counting tally marks up to 40. Circles denote mana gained. You can use mana to activate the skill of a piece you intend to move, you can use the skill before or after moving that piece, but you can ONLY use the skill of the piece which you moved/will move. General Skills: All sets have these abilities. (X) is mana cost. Pawn - When a game begins, each side starts with eight pawns. White's pawns are located on the second rank, while Black's pawns are located on the seventh rank. Moves 1 space forward, except for the first turn where the Pawn can move 2 spaces forward. Kills diagonally unless a skill is used. Pawn Promotion - This rule allows a pawn to become any piece (other than a king or staying a pawn) when it gets to the end of the opponent’s side. You don't need to promote your pawn to a piece that was previously captured. Side Kill (3) - Allows Pawn to move an additional space and kill omnidirectionally. Double Play (5) - Allows Pawn an additional turn under normal movement conditions, First turn Pawn double plays can still move 2 spaces twice in a row. Knight - Moves in an L-shaped formation moving either one square left or right horizontally and then two squares up or down vertically, OR it moves two squares left or right horizontally and then one square up or down vertically. The knight can capture only what it lands on, not what it jumps over! Double Play (5) - Allows Knight to move an additional turn omnidirectionally. Field Trail (8) - Activates a Field ability if the set allows it. If used when there is no set skill for field trail, nothing happens. Rook - Each side starts with two rooks, one on the queenside and one on the kingside. All four rooks are located in the corners of the board. White's rooks start the game on a1 and h1, while Black's rooks are located on a8 and h8. It can move as many squares as it likes left or right horizontally, or as many squares as it likes up or down vertically (as long as it isn't blocked by other pieces). An easy way to remember how a rook can move is that it moves like a "+" sign. Captures on where they land. Kamikaze (13) - Rook blows up pieces in all adjacent squares and self. May have a set effect. Push (5) - Rook can move any adjacent piece with it when it moves in that direction on the board. Bishop - Each side starts with two bishops, one on a light square and one on a dark square. When a game begins, White's bishops are located on c1 and f1, while Black's bishops are located on c8 and f8. A bishop can move diagonally as many squares as it likes, as long as it is not blocked by its own pieces or an occupied square. An easy way to remember how a bishop can move is that it moves like an "X" shape. It can capture an enemy piece by moving to the occupied square where the piece is located. Archer's Mark (7) - Bishop fires a projectile 3 spaces omnidirectionally. Projectile instant kills. Double Play (7) - Allows Bishop to move an additional turn in a row. King - When a game starts, each side has one king. White's king is located on e1, while Black's king starts on e8. The King can only move (or capture) one square in any direction. Flee (15) - King can swap places with any piece. Double Play (5) - Allows the King to move an additional space omnidirectionally. Square Skip (5) - Allows the King to hop over any adjacent piece omnidirectionally. Does not count as a regular move. Queen - When a game begins, each side starts with one queen. The white queen is located on d1, while the black queen is located on d8. It can move as many squares as it likes left or right horizontally, or as many squares as it likes up or down vertically (like a rook). The queen can also move as many squares as it likes diagonally (like a bishop). An easy way to remember how a queen can move is that it moves like a rook and a bishop combined! Knight Hop (12) - Allows Queen to move like a Knight for a single turn, includes Knight's Effects for the added mana cost. Adjacent Resurrect (2 pieces + 13 Mana) - Can Resurrect any piece for the cost of 2 pieces and 13 mana. Piece must be resurrected adjacent to the Queen. Set Skills: Can be used at any point during your turn. Does not count as your movement or piece skill. 1. Princess - Star Fire's perk is another Field Effect Trail in addition to the Knight's preexisting effect. This changes the properties of Archer's Mark, Sidekill, Push, and Kamikaze to leave unpassable fire AoEs for 1 of your opponent's turns. Knight's field trail does this same thing. Set Trail (8) - leaves unpassable fire AoEs for 1 of your opponent's turns Invincible (12) - Fire can make allied pieces invincible for your opponent's next turn, and they reflect all damage. 2. Prince - Pure Ice's perk is to freeze any two pieces for one of your opponent's turns. Frozen pieces cannot be overtaken by a kill, the opposing piece collides with a frozen piece, knocking the ice armor off, and stopping adjacent to it. Frozen pieces can be Pushed by any piece at no extra cost. Ice Knight's Field Trail can freeze any one piece for one of your opponent's turns, including your own pieces. Ice Rook's Kamikaze freezes instead of destroying pieces and self. Freeze (8) 3. Marchioness - Channel Bug's perk is to move up to 3 pieces at once (Swarm), at a huge mana cost, with no mana gained on turn end. Pieces used in Swarm cannot use their skills in the same turn. Bug can Bless any one piece on the field for one turn, granting it extra mana gained on successful set color landing on turn end, done by calculating the spaces between the starting and ending spaces. Swarm (15) Bless (3) - extra mana gained on successful set color landing on turn end, done by calculating the spaces between the starting and ending spaces. 4. Viscount - Force Holy's Perk is another Field Effect Trail in addition to the Knight's preexisting effect. This changes the properties of Archer's Mark, Sidekill, Push, and Kamikaze to leave unpassable space AoEs for 1 of your opponent's turns. Set Trail (8) Swap (11) - Holy can swap the positions of any two pieces for a mana cost. 5. Baroness - Forge Undead can sacrifice their own pieces and gain mana back equivalent to the mana cost of one of their effects. Undead's Queen can adjacent resurrect by sacrificing 1 of your own, and one of your opponent's pieces, plus an additional mana cost of 10. Sacrifice (0) Undead Resurrect (1 of your pieces, 1 of your opponent's pieces + 10) 6. False King Traitor - Void If Titanic kills a piece and ends the turn with a successful set color landing, you gain 1 mana and drain 1 extra mana from your opponent. Mana Lock (10) - Titanic can lock the opponent's mana, preventing them from using mana for their next turn only.
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