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I call the board cornered in black the Shadow Board, on which you play a Game of Dark Surrounds; and the cornered in white the Light Board, on which you play a Game of Light Surrounds. Green, I assign to the Light in honor of the Green Man. Red, I assign to the Shadow partly by default, and partly because they seem to spill more blood on both sides. Until further testing is done, it is uncertain whether a board is more favorable to one side or the other.
I realize that the text only specifies thirteen rows, which could mean eleven rows of black and white bordered by red and green for a total of thirteen. I chose the larger playing board because sixty-seven peices are in play at the beginning, and I like a lot of room.
Pieces can capture certain other pieces in certain ways. When a piece is captured by another piece, which takes over its square, it leaves the board and does not return. Any piece can capture pieces of both colors.
To satisfy these requirements, I have decided that when starting on a white square, the Fisher may Travel to any other unoccupied white square, or step one space to an unoccupied black square or the border. He may step to an white square occupied by a member of the side that is not controlling him, either forcing that piece to move back one or capturing that piece, thus taking it off the board entirely.
Starting on a black square, the Fisher can move like a chess queen if he is attacking another piece and lands on an occupied square, i.e., he can move as far as he wants along a row, column, or diagonal until he is blocked. If he is not attacking, he can move one space on the diagonal, landing on another black square, or to any square on the border.
A player may not move the Fisher with another piece until it has been captured for the first time and moved off the center square. After this, only the player who has most recently captured the Fisher may move it without using another piece. To capture the Fisher, a player must surround it on four of the eight squares touching it with pieces of that player's color.
The game can be won only by manipulation of the Fisher. The player who has most recently captured the Fisher, and who thus controls his movements, can win by moving the Fisher onto a square of her/his color at the opposite end of the board. The player who does not have control can win by forcing the Fisher onto a square of his/her color anywhere around the board, or by getting rid of all the Lords, Ladies, Domnisoari, and the Queen of the player who is in control. However, if a player has none of these 'Court' pieces and forces the other player to capture the Fisher within three moves of the last being captured (including the second player having control at the time that the last Court piece of the first player is captured), the game is declared a stalemate. The Fisher also must leave the board if his square adjoins that of both queens at once, after which the winner is the player who first gets her/his Queen to a square of her color on her side of the playing surface.
The Fisher resembles the legend of the Fisher King, which is an Arthurian legend concerning the wound of a king, and how it reflects the condition of his land.
Queens can move along rows, columns, and diagonals, no more than six spaces at a time and no fewer than two. If a Queen is positioned two spaces away from another piece, of either color, that piece can be moved one space towards the queen as a part of the move bringing the Queen to her space. A Queen can only capture a Troublemaker, which she does by approaching from the front and taking over its space. A Queen can pass over one piece that is in her way, but not more than one, and not on a move of only two spaces. The only time a Queen can move onto the border is after the Fisher leaves the playing surface because he was adjacent to both queens at once, at which point she may move onto any point along the border.
The Green Queen is the Queen of Andor, Elayne. The Red Queen is the Queen of the Night, Lanfear. (Yes, I know the accurate traslation is 'Daughter of the Night.')
The Green Lords are the Warlord, Mat Cauthon, and the Wolf Lord, Perrin Aybara. The Red Lords are the Lord of Death, Moridin/Ishamael, and the Lord of the Black Tower, Mazrim Taim/Demandred.
The Green Ladies are Egwene and Nynaeve. The Red Ladies are Mesaana and Moghedien.
The Green Domnisoari are Aviendha and Min Farshaw. The Red Domnisoari are Semirhage and Graendal.
An important aspect of Troublemakers is that they have a distinguishable front and back, and must be positioned facing one of the eight directions upon arriving in a new square. A move can be used to reposition a Troublemaker so it faces another way. The Troublemaker can move in a direction it is not facing.
Another thing about Troublemakers is that they can be manipulated by the opposite player under certain circumstances. If a piece of the opposite color lands on a square on a slant behind the Troublemaker (if the Troublemaker is facing a row or column, the slant would be one of two diagonals in the row behind; the the Troublemaker is facing a diagonal, the slant is on the row and the column behind), it can move the Troublemaker one or two spaces in any direction as a part of the player's move.
The Green Troublemakers are thirteen Whitecloaks. The Red Troublemakers are thirteen Seanchan.
This is a bit obvious; Green Aes Sedai are two of every Ajah and only one of Red Ajah. Red Aes Sedai are all Black Ajah, but they look like two of every Ajah and one of Red. However, the players can tell them apart easily because of coloring.
E-mail me at limmortal@yahoo.com.
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