SOUL GEMS v.0.3 2021-05-12Wed
Created by Rebecca Loran 2021-05-10Mon
twitch.tv/rebeccaloran
The world of Souls persists, shrouded in darkness. The rulers of this world are known as Soul Guardians. Their existence hinges on collecting Soul Gems and storing the energy emitted by lost souls. Every Guardian must battle each other, for their very life is at stake.
The King can move anywhere it
normally could without the rule
of putting itself into check.
This shouldn't be achievable anyway,
as will be explained in the rules.
The game ends when the King is captured
or if either player reaches 1000 Life Points.
Standard Chess board and pieces
At least one six-sided die and a 10-sided die
Pencil/paper or some way to keep both player's LP/SP count
An area or areas to store pieces(This is your Soul Gem)
Future versions may implement another area
similar to the Soul Gem known as The Crypt
Future versions may implement Ability Cards
that can be obtained throughout the game under
various conditions
Place Kings
Collect SP
Attempt to repair/break Soul Gem
Summon
Option to Pass before any action for (10) LP
Soul Steal
More coming in future versions
Future versions may add ways to augment movement through abilities
Teleport
Movement
Defeat the enemy King
Reach 1000 LP
This is kind of a joke rule. You may attempt this, of course. Good luck!
The game starts with an empty board
All of your pieces are contained within the Soul Gem, except your King
Each player takes turns placing their King anywhere
within their own camp
Both players roll 3 dice(at the moment only 6-sided)
and the player with the highest total chooses who plays
white and black. Going second may or may not be a strategic plan.
Both players have Life Points(LP) as well as Soul Points(SP)
At the start, both players have 20 LP and 0 SP
Unless stated, a player may use points from either pool
and in any combination between them.
If after Upkeep the player takes no actions, they may pass and receive
[(piece value of your army on board) - (pieces value of captured army in enemy soul gem) + (piece value of enemy army captured)]
LP capping at a minimum of (10)
A Player may freely pass to the next phase after any action is taken during any
phase, but any damage that hasn't resulted in capturing a piece
will be reset. No points are gained this way and points are not refunded.
Movement and capturing happen separately
The cost to move a piece is [(piece) + (distance)]
(distance) can only be a maximum of the pieces' traditional
legal move distance.
Knights can move any number of times to empty squares.
The Knight costs (3) per jump.
Capturing a piece requires at least one piece that can target
an enemy piece. In order to capture it you must deal a total
amount of damage equal to the piece and there are accuracy rolls of 2 10-sided dice
Attacking costs [2(piece) + (distance)]
For example, attacking a Queen on d7 with a Rook on d1, a Knight
on e5, and a Pawn on e6 would cost:
[2(5) + (6)] + [2(3) + (3)] + [2(1) + (1)]
= [16] + [9] + [3]
= 28 Points
Capturing a piece adds [5(captured piece)] to your SP
In order to succesfully inflict damage, you must roll for accuracy
Roll two 10-seded die.
A Roll of (10) on the first roll is counted as a hit
Any result including and lower than [20 + [10(attacking piece value) - 10(enemy piece value)]] counts as a hit
A King can only be defeated by converting it to a new Soul Gem.
This takes inflicting a total of (20) damage
In order to succesfully inflict damage to the King, you must roll for accuracy
The accuracy formula for the King is different
Roll two 10-seded die.
A Roll of (10) on the first roll must be rerolled
Any result including and lower than [10(attacking piece value)] counts as a hit
At the Upkeep of each turn, the total value of
pieces contained within the player's Soul Gem is
added together and multiplied by two. This is then
added to the player's current Soul Points
No Soul Points are gained during each player's first move.
Soul Gems may be broken. During a player's Upkeep
they may spend [(your total captured piece value) - (your captures) + (20)] points from either pool to attempt
to break it. The player rolls three dice and any roll of
(6) is added to a total counter. When that counter reaches
(5) then that player has successfully broken their opponent's Gem.
The player can no longer summon or gain SP until it is repaired.
All of the pieces your opponent has captured are returned to your Soul Gem
Soul Gems may be repaired. Repair costs (10) LP during Upkeep
but the roll requirement is (3) counters of either a (1) or (2)
During Main Phase 2 a player may choose to spend (5) SP and
roll three dice. Multiply the results of each die together
and transfer that many points to your LP. If the amount of SP
is lower than your result, simply transfer all of it.
Soul Steal can be used during the first Main Phase only when any of your pieces are directly adjactent one space
in any direction around the target piece.
You may spend [(8) - (Number of pieces adjacent)] each of LP and SP to attempt a Soul Steal. This will
capture the piece and place it into your Soul Gem regardless of attack power or
enemy piece value other than the King.
Roll (2) 10-sided dies to determine percentage, the first denoting the 100s/10s place and the second denoting the 1s
If the first die die is a 10, you automatically succeed in performing the Soul Steal
The Soul Steal will be succesful if you roll any number under and including [20(pieces adhacent)] with a max of (4) pieces
then you have performed a successful Soul Steal.
Otherwise a failure results in that piece being unable to be targetted for attacks/abilities for the remainder of your turn
It may also be used on your own pieces, but they must be adjacent to your King and you must roll any number up to and including
[40(number of pieces adhacent)] with a max of (2) pieces.
Failing a Soul Steal on your own piece prevents that piece from moving or attacking for the remainder of the turn.
Summon removes one of your own pieces from your Soul Gem and places
it on its starting square. Either starting square counts but it must
unoccupied. This costs [(piece) + (5)]
Can only be used during Upkeep
You may pay an additional point each [(x) + (y)]
placement of the piece. For example, to place a White Queen
from your Soul Gem to the h3 square, you pay [(9) + (5)]
which would place it on d1, then pay [(4) + (2)] which
costs (20) points total.
Pieces may only be placed within the first four ranks(your camp)
If a piece is occupying that square, you must use the other square as a starting point
and if both squares are occupied then you may not summon that piece
Logically the same can be said for the target square if distance is added
Can only be used during End Phase
A pawn can promote as normal
A promoted pawn is permantly that piece and will
act the same way as any starting piece on or off the board
A new pawn is added to your Soul Gem
I hope you enjoy this game. If you want to watch me alpha test this game with my friend mbkplayer, you can watch me live maybe once a week at twitch.tv/rebeccaloran