Chego [A Pegasus Game] · 4:13pm Aug 9th, 2013
In my upcoming chapter to Learning to Soar I'm adding a game that will require some explanation [although due to IRL stuff it will be out this early afternoon to late afternoon.]. So without further ado.
Chego:
The history of Chego is from ancient Pegasi times before the finding of Equestria. It was made to teach advanced warfare, and keep a general's mind strong as they used it to drill their soldiers in live time. With their bodies as the game pieces, and an actual land with grid marks as the board. As time moved on it was converted into a board game that is similar to a mix of chess, checkers, and go/othello that all the races could play, not just Pegasi. Here is the basics to how the game is played.
There are 32 soldiers altogether. 16 on each side. Each of the sixteen soldiers are broken down into 8 Ariel troops and 8 ground troops. Which are further broken down into two sets of four soldiers each.
Here is the board set up. With some basic move rules. Text version below as well as how to play the game.
Board Set up:
Starting with 16 different colored pieces. You starting on the left hand corner. 4 peices touching the edge. Interlocking with the right side of the upmost corner farthest from the edge of the board you have the bottom part of the next squad [ Earth and Air]. This repeats one more time with the Air Squad on the right side of the board.
Troop Movement Rules:
Earth Squads move up, down, side to side. While the Air Squads move only diagonally. in any of the 4 directions.
Squad Movement Rules:
A squad can move two individual spaces. While a lone soldier can only move one. A player can only move one or the other once per turn. And if a soldier is removed from their squad into another squad they join that Squads ranks Reinforcing it. A reinforced Squad is treated like an individual soldier for move count per turn. But is considered stronger than a Squad since it can move soldiers without weakening [until it returns to it's normal 4 soldier count].
A Soldier and a Reinforced Squad can jump another soldier or Squad as part of it's move during a turn. But a normal Squad can not. Jumping allows a player to move into a better position. And any Squad of 3 parties or less is considered a weakened Squad. It can be jumped by any player as long as the jump was in a legal direction.
Bridges, Flanking, and marching:
A Bridge is where Two squads are touching one another. Thus reinforcing each squad. A Full bridge is where the side of one squad is connected to the side of another one [the starting position], where a partial bridge is where only the edges touch but aren't side by side. A Wall is a special type of bridge. In that two squads are side by side. a Wall when in position can not be flanked or captured. But can only hold its position for three turns before it needs to separate. These types of bridges cannot be jumped.
Another type of partial Bridge is called a Reach this is where a lone soldier joins another squad. But is moved to the edges or one of the four sides. If a Reach consists of only one to two pieces than it can be jumped, but if reinforced by three or more than it can not be jumped in reinforced areas. This makes it harder for opposing reinforced squads to jump a piece in certain areas, prevents normal squads from moving in certain directions, but doesn't effect soldiers from jumping. Although it can be used to auto capture soldiers if it blocks and flanks them. As per normal Capture rules.
Flanking is where an opposing color is in surrounding when an opposing player bridges another on both sides. Preventing them from moving. If a weakened Squad or a soldier tries to block a normal squad that squad can "Repel" them when moving. Since they lack the strength to block a Squad at full strength.
Marching: is an advanced technique where a Reach will "Reach out" to another squad. They gain the ability to move in any direction. And can repel any squad that isn't marching. A Marching Squad much like a wall can only last for three turns until that particular group of squads must separate.
*All special Bridges, Flanks, or group manuevers after the three turn mark must separate by two legal squares. And if said squads would not be able to move two squares normally they are allowed to make one jump and one legal move at a minimum. Or one legal move, and up too three jumps [two of which must be their own group.]
Capture Rules:
If a player has a piece that is blocked, and flanked. They are considered captured. And all captured pieces in that Squad [or a soldier as it may be] are turned to the other players colors. And then put under that players control.
Once a player is reduced to five pieces or less they loose the game.
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There you go a beginner's guide to Chego. If any of y'all want to give this a go than I'd love to hear what y'all think. Otherwise I'm allowing this to be used by anyone who thinks it'd be good to add to their story. There's a lot of strategy to this game and a lot of ordered chaos. Hope everyone enjoys this as much as I did creating it.