Ghtaw: con-chess with wizards
Posted: Mon Aug 05, 2013 8:34 pm
Nae's Incogludo, and an Isegoria post about Hnefatafl, got me thinking about what sorts of board games there would be in my conworld. Since there's very powerful magic (actually telepathic nanobots from before the collapse of the interplanetary trade infrastructure that forced the colonies back to hunter-gatherer levels of technology) and very few people have any mastery of it, I figured the games wouldn't look that much like chess -- especially since most wizards are Hathe, for reasons too complicated to get into here, and the Hathe don't have legions of peasants to mobilize for war.
Ghtaw is a board game popular with the Hathic islanders, and spread by traders to some parts of Harue. It presumably derives from Hathic raids on the Kett people of Harue. It is unknown which civilization the game originates with; the name is a Ngmwragh rendering of Insular Kett hattáu 'war, raid', but the pieces are named in Ngmwragh, a Hathic language, and marked with Ngmwragh script.
The starting position is given here. There are two sides, wizardside and kingside, which I'll call white and black: the pieces face their owner. White goes first.

There are five kinds of piece.
The wizard, or snyiw, is the piece that White must protect: if it is captured, White loses.
The king, or tsek (the only Kett loan in the piece names), is the piece that Black must protect. Both wizard and king move like chess kings.

The general, or rheu, moves like a bishop, but can also move one space forward.

The knight, or ghooz (literally 'spear'), has a unique pattern of movement: it can move forward one square
straight or diagonally, or it can move one square diagonally and one square forward, jumping anything in its path. In other words, it combines the iron general and knight of dai shogi.

The pawn, or de (literally 'small unit'), moves and captures like a chess pawn, except it cannot move forward two squares at once in its first move. White can summon pawns to any unoccupied square in the second rank.

Knights and pawns must promote, and generals may, when they reach the last rank of the board. The general promotes to the big general, nǁay rheu, who moves like a queen.

The knight promotes to the big knight, nǁay ghooz, which can move as a knight in both directions.

The pawn promotes to the big unit, tak, which moves like the vertical mover in shogi -- any number of spaces vertically or one space to either side -- but can also capture (but not move!) diagonally in either direction. Promotion is symbolized by rotating the piece 90 degrees to the right.

I haven't playtested this yet (any volunteers?), but I can see some possible problems:
1. White has an endless supply of pieces, so only needs to play defense and chip away at Black. I've tried to balance them, but I'm not sure if I have. Might need a shogi-style drop rule, or a limit on White's summons, or more powerful pieces (bishops? rooks?) instead of Black's back two pawns. If it goes to the endgame, White will probably win anyway.
2. White's summons make it almost impossible for Black to promote. This could be solved by allowing pawns to capture forwards, or by having a rule against summoning in a pawn's face.
3. There's very little mobility. May make promotion too important. On the other hand, the board is slightly smaller than in chess or shogi.
Ghtaw is a board game popular with the Hathic islanders, and spread by traders to some parts of Harue. It presumably derives from Hathic raids on the Kett people of Harue. It is unknown which civilization the game originates with; the name is a Ngmwragh rendering of Insular Kett hattáu 'war, raid', but the pieces are named in Ngmwragh, a Hathic language, and marked with Ngmwragh script.
The starting position is given here. There are two sides, wizardside and kingside, which I'll call white and black: the pieces face their owner. White goes first.

There are five kinds of piece.
The wizard, or snyiw, is the piece that White must protect: if it is captured, White loses.
The king, or tsek (the only Kett loan in the piece names), is the piece that Black must protect. Both wizard and king move like chess kings.
The general, or rheu, moves like a bishop, but can also move one space forward.
The knight, or ghooz (literally 'spear'), has a unique pattern of movement: it can move forward one square straight or diagonally, or it can move one square diagonally and one square forward, jumping anything in its path. In other words, it combines the iron general and knight of dai shogi.

The pawn, or de (literally 'small unit'), moves and captures like a chess pawn, except it cannot move forward two squares at once in its first move. White can summon pawns to any unoccupied square in the second rank.
Knights and pawns must promote, and generals may, when they reach the last rank of the board. The general promotes to the big general, nǁay rheu, who moves like a queen.

The knight promotes to the big knight, nǁay ghooz, which can move as a knight in both directions.

The pawn promotes to the big unit, tak, which moves like the vertical mover in shogi -- any number of spaces vertically or one space to either side -- but can also capture (but not move!) diagonally in either direction. Promotion is symbolized by rotating the piece 90 degrees to the right.

I haven't playtested this yet (any volunteers?), but I can see some possible problems:
1. White has an endless supply of pieces, so only needs to play defense and chip away at Black. I've tried to balance them, but I'm not sure if I have. Might need a shogi-style drop rule, or a limit on White's summons, or more powerful pieces (bishops? rooks?) instead of Black's back two pawns. If it goes to the endgame, White will probably win anyway.
2. White's summons make it almost impossible for Black to promote. This could be solved by allowing pawns to capture forwards, or by having a rule against summoning in a pawn's face.
3. There's very little mobility. May make promotion too important. On the other hand, the board is slightly smaller than in chess or shogi.