Why is ArmadaChess so Realistic?
ARMADACHESS give you ARMADASHOCK
So it has happened...
The game ArmadaChess has been launched to the world. Some believe that this could be one of the greatest things that has happened to board games in the world, and that THIS is the way chess should always have been.
But the creators of Armada want no conflict with the established chess world. They just want to make a bigger, more realistic and action-packed game. A game that tries to take into account all the elements and challenges that a real war brings with it.
So what is ArmadaChess?
It's the game that UPGRADES the original Chess. It's the game that simulates a REAL war using the rules of Chess and some ingenious new rule sets to boot.
How a Chess game can bear such strategic resemblance to the real world is almost shocking.
ArmadaChess mimics a real war in an incredibly good and realistic way.
In fact, it's almost frightening how you have to take into account all the challenges of a war. You can choose completely different tactics, inspired by the real world and historical wars.
In fact, most elements of a real war can be simulated in ArmadaChess:
LIST OF ELEMENTS OF WAR
THAT ARMADA CHESS SIMULATES :
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1. Front line
2. Transportation
3. Intelligence
4. Sabotage
5. Logistics
6. Training
7. Attachments
8. Regrouping
9. Bases, cities/planets
10. Combat morale
11. Upgrading (of forces)
12. Commando attacks (on fortifications)
13. Military production (from city/planet)
14. Blockade (of city/planet)
15. Artillery attack (on city/planet)
16. Destruction (of city/planet)
17. Reconstruction (of city/planet)
18. Supply of forces (to city/planet)
19. Release of prisoners
20. Ceasefire
21. Cowardly soldiers and desertion.
22. Evacuation (from city/planet)
23. Scorched earth tactics
All this and MUCH MORE is simulated in ArmadaChess.
It's still just a “chess game”, but with a depth no one can fully grasp.
Not even the creators of the game are able to see the full depth of the game they have created.
SOME BACKGROUND INFO
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At a time when digital gaming has dominated for decades, traditional board games have not only held their ground, but have now once again increased in popularity.
Of all the board games out there, Chess is the best known and the most played. This is not surprising. Chess has been played for centuries and thousands of books have been written. Chess has often become a measure of human intelligence, and is often used in military terminology. The value of strategic thinking and ways of describing it have always fascinated and appealed to military strategists. It is often used to describe elements of real military conflicts in the real world.
But still...
Although Chess is very popular, has enormous tactical depth, and is a fascinating game, many people fall off.
They say the game is too static, every game is so similar, there is too little action and it eventually becomes too boring for many.
And it contains far too few possibilities and far too few surprising solutions.
It's too static and rigid to ever be able to describe a real military conflict.
But the game is still fantastic,
exciting and unique.
Out of all this, the unthinkable is done...
A NEW game is launched to the world.
A game so enormously deep and with so many possibilities that even just ONE ArmadaChess alone will have greater strategic depth than any other game in the world. It's billions of times deeper than the original. It's a game that's packed with action, a game that never gets boring and static.
Yes, and a game that deals with just about EVERY element of a military conflict.
Yes, think about this for a moment....the game is actually so REALISTIC that it can simulate a REAL scenario of war between nations.
It has never been the intention to replace regular Chess. ArmadaChess only seeks to compliment the game and bring in new elements for a greater and deeper experience.
What's more, even though ArmadaChess is based on good old Chess, it's still VERY different and with a bandwidth perhaps never before seen in a board game of this type.
To say that ArmadaChess has a depth that is billions of times greater than regular Chess is correct, but still an understatement.
The combination possibilities cannot be calculated by any modern computer system today.
And yet...
And THIS may be the most remarkable thing of all:
The game is actually very EASY TO LEARN.
The rules are simple and they're logical and last but not least... like we said...
They are REALISTIC!
THE REALISM OF ARMADA CHESS
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What this article is about is the realism of the game.
As mentioned, the realism is so great that you can simulate ALL the key elements of an ordinary war. Yes World War II's “Battle of Stalingrad” or Germany's “Blitzkrieg”. It can also simulate famous battles or situations from the Roman Empire, the Napoleonic Wars, World War 1 and other famous wars and historical battles. Yes, all this and more can actually be simulated in ArmadaChess.
When choosing the strategy you want to use in your way of playing ArmadaChess, you can choose to be an “evil tyrant” who destroys cities like the Mongols did, or a more “good” commander who considers morale and the safety of your cities.
Both ways have their military advantages and disadvantages.
The building blocks for the game of Armada are the usual Chess rules, but there are also a number of sets of rules that go beyond the usual Chess rules. These are rules that provide an almost frightening imitation of real conflicts. Elements such as Logistics, Training and Terrain take on a HUGE importance and not least how you manage your resources and cities are just some of the things that make the game so exciting and real. Yes, you have to take into account military technical and realistic elements in ArmadaChess.
Many people who play ArmadaChess are often put off by the realism of the game and how simple the rules actually are.
The realism itself also makes the game EASIER to learn. You could say you have “realistic pegs” to hang the rules on.
The depth of the game is so incredibly vast that without these “pegs” it would quickly become a little more complicated to learn. But with realism comes simplicity without sacrificing depth.
So in this article, we'll look at some of these realistic elements.
Please keep in mind at all times that this is a Chess game. To simulate real-life situations and give such a complete picture of a real conflict with a Chess game is something the game's developers are very proud of.
It adds an extra depth to the game and stimulates the players' imagination and enjoyment of playing it.
But how and why is ArmadaChess so realistic?
What's the real deal here?
ARMADACHESS's REALISTIC RULES
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From the first moment you play, yes from setup to finished game, the game developers have had the main focus on 5 things:
1. How to increase depth in chess.
2. How to give the game more action.
3. How to make war scenarios more realistic and real.
4. How to keep the rules simple and understandable.
5. How to simulate the real world challenges of war. Not just with combat actions, but with a focus on the vital logistics.
These 5 things are the whole purpose of Armada.
They often go hand in hand. It's easier to remember rules that are realistic.
The game creators also wanted to prevent high-level games from so often ending in “Remi” (draw). Armada has implemented its own rules to prevent this.
We will now focus a little on the START of the game, the game setup and the extra possibilities of the pieces compared to regular Chess.
SETUP OF FORCES
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In a modern war between nations, but also in older times, it was common to settle wars with large battles...
Many battles and wars have been decided on the basis of how the commander of the troops has deployed his forces.
In modern warfare, terms like “FRONTLINE” are often used. If the enemy breaks through your front line, he has gained a deadly advantage. He can then attack from multiple sides, or reach your country's vulnerable infrastructure.
Arnada chess simulates both the great battles of old and the front lines of modern warfare at the same time.
In regular original chess, all your forces are set up at the bottom of the board. All pieces must be placed in fixed positions.
In Armada, on the other hand, you have to put pawns in their fixed place in front of your “heavier” forces... But all heavier forces are set up completely FREELY.
It is much more realistic that you as a commander have the opportunity to place your troops as YOU wish.
Yes, just with this simple choice, we increase the combination depth, realism and degree of action from the FIRST MOMENT.
Because when both parties can set up their troops themselves, the game starts almost “before it has begun”. In fact, good players will often have to adapt their deployment of forces slightly to the enemy's deployments. Can it get any more “real” than this?
But not only can you decide how to deploy and protect your troops... Your deployments take place in rows 3 and 4 from where you are sitting (which then becomes rows 3-4 for the white side and 7-8 for the black side). This creates a “FRONTLINE” that you must try to break through.
Yes, just like in a real war, a breakthrough attack can often decide the entire war. In any case, it will be very dangerous for you if your opponent breaks through your line of defense.
ArmadaChess has simulated both “infrastructure” and “terrain” on the board.
Your bases in particular are vulnerable and important to you (cities or planets). Yes, they are important for your ability to wage war. For the sake of simplicity, we will refer to planets as cities. ArmadaChess universe works the same way except that the bases are planets in the present universe.
These “cities” and the roads in and out of them are what we refer to in ArmadaChess as “infrastructure”.
But this is just the start, let's move on to the pieces themselves and see how ArmadaChess with simple rules increases realism and provides greater strategic depth and action.
MOVEMENT
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In conventional chess, pawns have only been able to move forward. They strike the side forward at an angle, but they have never been able to retreat. But why on earth shouldn't Pawns be able to retreat? Yes, or make a defensive move to the sides to get into a better attacking position? Is it realistic to have a force that can't retreat?
No, of course it's not, so ArmadaChess has chosen to fix this and increase realism and depth by changing this. Pawns can now change position and go one aside or 1 back again. These are defensive moves, they still only move diagonally forward.
Think about how many thousands of extra variation possibilities you get just from such a simple change in rules.
But there's more here...
The Horse and Bishop can also change position in the same way, meaning getting into an attacking position faster and providing even greater action and game depth. Yes, the element of action is amplified and the possibilities are increased with thousands of new combinations just by using these small moves.
But there's even more, yes much much more...
TRANSPORT
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ArmadaChess can actually also simulate the TRANSPORT of troops on the battlefield.
A chess game where pieces can be transported is perhaps a little strange and different, but give it a chance, it’s fun, efficient, and very realistic!
What you do is very simple.
You jump on top of, or “onboard” a Rook with a Pawn. Now the Rook can transport Pawns wherever you want and the Pawn can strike from the Rook’s new position.
The Pawn jumps off again whenever you want and both pieces become “normal” again.
You can't transport pawns on terrain-fields, because it's so demanding, just like in real life.
This transportation option is incredibly fun to have in Armada. You can set up advanced attack formations and the degree of action and possibilities is greatly increased. The game becomes much more dynamic and the resemblance to the real world is simulated even better.
FORTIFICATION OF FORCES
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The rook also has another new and unique feature: It can FORTIFY its position.
In a real war, defenses and protective positions are a very important element.
And now that we've explained this element, you'll understand just how different and how DEEP ArmadaChess actually is.
Because ArmadaChess contains an element that is unknown to regular chess...
It contains a POINT SYSTEM too.
Because when you fortify a rook, you turn it upside down.
You will now see the number 4 under the piece.
As you may have seen, each piece has its own score. And this is one of the new and groundbreaking aspects of the game. Because in many situations in the game, the point value of the piece will be just as important as its position. A little unfamiliar and boring, you might think... but give it a chance to see what a HUGE REALISTIC WORLD this opens up in Chess.
Let's go back to the fortified rook first:
You have turned the Rook upside down, indeed spent a move on it, and the number 4 is visible.
The force has now “fortified itself”. It has dug itself into trenches or built defensive fortifications like the ancient Roman legions were so good at.
The rules of Armada are very simple.
To knock out a fortified Rook, you must have a piece with a HIGHER value. You can no longer attack with a lower value. Therefore, only the Queen (5 points) or the King (6 points) can now knock out the Rook.
A fortified force in real life is very difficult to take with a direct attack, you usually need heavier forces to do so.
But in reality there is an exception, an exception that is often used and has often proven to be effective. And since it's an exception in the real world, it must be an exception in ArmadaChess as well... Because specially trained commando forces can sneak inside the defenses and perform surprise attacks from within. This is simulated with a KNIGHT in Armada. And that's why the Knight is often called a “Commando Force”.
It is the only piece that has a lower point value but can still take a fortified Rook. The knight can also jump over obstacles and pieces in chess, which gives it extra flexibility, which is common for a command force to have.
But what's the point of fortifying?
Well, you can only be knocked out by Knights and Queens and Kings. No one else can knock out your Rook. As mentioned, you have to spend a move to fortify, but the Rook can “turn around” and attack in a single move. This is realistic, as it takes time to build defenses, but it's quick to abandon them.
You can thus create more secure positions or “forts” that will always be a threat to the enemy in the Rook's battlefield.
This is also the case in reality.
Large forces can move out from fortresses and strike the enemy in the vicinity, without the enemy being able to knock out the fortress. That is, unless you have specially trained command forces (the Knight) or larger and “heavier forces” that are Queen or King.
In the time around Julius Caesar, the Roman Empire was famous for using fortifications very effectively. They built large defenses in a short time and could thus secure themselves to a greater extent against attack when they were in danger. This allowed them to choose the time and place of the next battle, which gave them a great tactical and strategic advantage.
In modern times, lines of defense with trenches and other defensive works are also very common and effective in stopping the enemy's advance.
But there's a bit more here...
While a regular fortified Rook can be knocked out by queens with a score of 5, there is a way to further strengthen the fortification. This is done by jumping aboard the fortification with a pawn and turning it into a “FORTIFIED ROOK Pawn”. Now the fortress gets 4+1 points and the Queen is no longer strong enough to take the fortification. In addition, the Pawn can now jump off again in front of the Rook and give it an extra “close defense” if the situation requires it. Another realistic element in ArmadaChess.
But there's even more...
By fortifying a Rook on a mountain, or in difficult terrain, you make it even harder to take. Yes, and the realism is increased even further.
Because just as it is in real life, an advantage will be gained by using the characteristics of the terrain when choosing the location of your fortifications.
Yes, a Rook that is fortified on a terrain field will be much more difficult to take. Yes, just as in the old days, large forts were built in mountainous areas or on islands to make them more secure against attack, ArmadaChess actually simulates this very well.
But to explain how, we need to explain 2 new and VERY realistic features of Armada first...
And those are TERRAIN FIELD and TRAINING.
TERRAIN FIELD
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In all warfare, throughout the ages, the terrain in which you fight has played a major role. Great commanders such as Julius Caesar and Atilla, Genghis Khan and others used the terrain actively to outmaneuver and defeat the enemy. Yes, even in modern times, the terrain will play a crucial role in your success. At the start of World War II, the German Panzer Army chose to cross the Arden Forest, a seemingly impenetrable obstacle. This ingenious move is widely believed to be the main reason for France's surrender. The German forces were well trained and coordinated, and they took advantage of this to surprise the French. This is also simulated in ArmadaChess, but first let's talk a bit more about “terrain fields”.
In all times, including modern times, it has been common for military units to seek refuge in mountains and difficult terrain.
You need to be well known there and smaller forces can be almost as dangerous as large detachments since the mountains and the terrain provide a natural element of surprise and protection. Many large armies throughout history have been defeated by much smaller forces that have used the terrain to their advantage. Particularly after these small forces have been trained to do so.
Training and terrain go hand in hand in ArmadaChess, but first let's explain how the terrain field works in practice.
It is very simple.
When you enter a terrain square with a piece type, let's say a Bishop...
Then ONLY enemy bishops can knock it out. In other words, if you go up the mountain with a piece, the enemy must use a piece of the same type to catch you.
This simulates the protection of the terrain quite well.
The mountains also act as an obstacle that you always have to stop at.
A Rook can't just rage through the terrain. If the field is free, the Rook must stop there, but if it is occupied by a Knight or other unequal piece, the Rook cannot attack the piece. It can only knock out another Rook, since it is then an equal piece. So the terrain provides good protection and a natural obstacle to the chess piece's movement...
But this is precisely where training comes in...
TRAINING
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How about a chess game where you can actually TRAIN your pieces to become more powerful? Sounds a bit crazy doesn't it?
Does it sound difficult and complicated?
Well ArmadaChess also solves this realistic and very important element of war in a great and SIMPLE way.
This is an important factor in modern warfare and was so in ancient times.
So it's not unexpected that ArmadaChess will try to simulate this important aspect of war?
And Armada delivers here too...
Because in a simple way, you can actually train your forces.
In Armada, the training is linked to terrain fields.
Let's say you have a Bishop on a terrain field.
As you can see under the piece, the bishop has a score of 3. When you're about to train the piece, you lift it, put it back down and say “Training 1”.
When it's your turn again, you just say “Training 2”. And finally, when you use another move to train, your training efforts have paid off and your piece is FINALLY TRAINED. A Pawn only needs 1 move to be fully trained, a Queen needs 5 moves etc.
But what then, you might think?
Well, when the piece is fully trained, it can only LOOK AWAY FROM THE FIELD.
In other words, it can fly straight through the field and take all enemies standing on the terrain as if the field wasn't there.
It doesn't take much imagination to see the advantage here. While all other pieces have to stop on the mountain and can only take out similar pieces there, the trained forces can take out anyone and go straight through.
But how do you know which piece is trained or not?
It's very easy here too.
In your Armada game, you have been given some rubber bands. When the piece is trained, you fold the rubber band over the piece (a little down on the piece) and this way you can see who is trained and who is not. Clever, isn't it?
Think about how realistic this actually is.
Many wars are decided on the basis of how well trained your forces are. Armies that take “extra time” to “train” their forces, even beyond what is usual, have a much greater impact than those that do not.
It is clear that an army that pays attention to logistics and training will be a dangerous opponent. But resources are required, and in ArmadaChess, time is your most important resource. The number of moves (or weeks, if you will) is the very basis of your ability to wage war. Of course, while you're training your forces, the enemy can use their moves to maneuver themselves into a good position. So there's a balance to be struck here. If you only train, the enemy can still become very dangerous for you. The dilemma of war is well simulated: Should you attack quickly or take the time to train your forces first?
War is all about logistics and tactics, so as a commander, YOU have to make the same difficult choices that a commander in a REAL war would have to make.
Realism in Armada knows no bounds.
SABOTAGE
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Sabotage has ALWAYS been a tool of war. It hasn't become less important over time, quite the opposite.
Not only does your infrastructure become more vulnerable if the enemy breaks through your front line.
But sabotage also happens “behind enemy lines”. If you break through the enemy's defenses, it becomes easier to sabotage enemy forces behind enemy lines.
This is simulated in ArmadaChess by taking the enemy's “S” square in the far right corner from your side. The piece holding the enemy's sabotage square will lock corresponding pieces from the enemy.
So simple, yet realistic.
As a commander, you must take into account the enemy's attempts at sabotage. You can sabotage your opponent yourself. This gives you a huge advantage in the game, just as if it were happening in real life.
INTELLIGENCE
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The same applies to INTELLIGENCE.
You should try to take the enemy's “I” field.
Having “intelligence” about the enemy's plans is often decisive in warfare, you are always “one step ahead” of your enemy. This also happens behind enemy lines and, like sabotage, is something that has always been a “cornerstone” in warfare.
Intelligence is simulated in Armada by capturing the “I” field and holding it. Pieces of the same type that hold the intelligence field will get 2 and 2 moves every time it is your turn. This means that you will always be one step ahead of the enemy.
The battle for sabotage and intelligence fields becomes an exciting dynamic in the game just as it is in real life. You have to allocate resources for the purpose, yes both to fight sabotage and intelligence, but also to try to sabotage and spy yourself.
Just like in real life, the war can be decided by just these things.
Especially if you are good at exploiting intelligence. Yes, if you are good at exploiting the intelligence field in Armada, you get the same strategic advantages as if it were for real.
And since sabotage and intelligence always takes place behind enemy lines, and is cornerstone elements of all real warfare...
What could be more natural than having sabotage and intelligence in separate corners and behind enemy lines?
Armada is well thought out and realistic in every way.
But the depth of Armada, and the depth of the intelligence and sabotage, doesn't end there...
ArmadaChess can actually simulate a “double agent” too.
In both the First and Second World Wars, the spy war was a high priority. Agents were placed on both sides of the conflict.
But sometimes a secret agent was not who he claimed to be. He was in fact a DOUBLE AGENT, sabotaging enemy intelligence by providing false and useless information.
Even this can be simulated in ArmadaChess. Because if your enemy has hijacked your intelligence field, you can render his agent useless by sabotaging the same type of piece. Then the piece type that holds the intelligence field is locked and cannot move. And no one else can occupy your intelligence field again. Not until the enemy takes back the sabotage field and thus ends your double agent business.
As you can see, ArmadaChess has simulated two of the most important elements of real warfare.
UPGRADE
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In real war, logistics play a hugely important role. Wars throughout history have often been decided on the basis of which side takes the best care of logistics.
Logistics can be so many things...
It can be supplying cities under attack, training troops, rebuilding and producing new forces, or upgrading forces you already have, etc.
Here we will talk about the UPGRADE of forces in Armada.
When an army takes the time to upgrade its forces, they become more survivable and harder to defeat.
They also become so coordinated and operationally trained that they can participate in very surprising operations.
In ArmadaChess, upgrading is simulated by giving a piece DOUBLE LIFE.
The piece then becomes more “tough” to knock out, and will be able to use its life number 2 for very surprising counterattacks that may have been part of the plan all along.
You “upgrade” the piece in exactly the same way as you “train” it.
Except that the piece has to be on YOUR OWN intelligence or sabotage field.
You lift it, say upgrade 1 etc until you reach the piece’s value.
When you reach the piece's value, it is fully upgraded and you then put on a rubber band ON TOP of the piece's “collar”.
When the upgraded piece is knocked out, you lose the extra life and the rubber band is removed again. But the piece does not “die”. It is freely placed in again by the owner on a vacant “R” space at the bottom towards your own side.
Think about this for a moment...
When you send a force into a situation where you KNOW it can be knocked out, but you still get to keep the piece afterwards, isn't this a very tactically smart decision?
Especially since you can then set the piece up freely yourself and counterattack with the same piece already in the following move.
This simulates that these are well-equipped troops, well-coordinated and well “drilled” in their tasks.
You can choose to use this tactically or just enjoy the fact that your piece has double life and is difficult to knock out permanently.
This is your choice, after all, YOU are the commander.
ARMADA INFRASTRUCTURE,
YOUR BASES, CITIES (OR PLANETS).
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What is a country without a population?
What is a power without the ability to rearm, without the ability to redeploy forces and produce military equipment?
In your cities, soldiers are enlisted for battle, weapons are made and often your political power also lies here. Perhaps your king's personal army stands in one of your cities?
Huge cities with high and strong walls were used in the old days to provide protection and to regroup troops. Weapons were produced there and new troops were recruited. Indeed, the entire Roman Empire was built around ONE city in the beginning, and with it’s power and strength it controlled an enormous empire. Of course, the Roman Empire eventually consisted of many more important cities. In ArmadaChess, each player has
3 cities, but the capital is the city in the middle.
We've even given the cities names in Armada, for extra immersion.
Cities are important and vulnerable, they must be protected. Today, as in the old days, if the cities fall, so does the foundation for fighting and winning a war.
That's why it must be the same in ArmadaChess, you will LOSE the game if you lose ALL your cities. Just as it is in the real world.
The biggest difference between ArmadaChess and regular Chess is probably in the rules about cities. Using the dice that should never be rolled, you get an indicator of your city's STRENGTH. The number on the dice shows the city's strength, which indicates which piece or pieces the city can be stronger or weaker than in battle.
The idea of cities and their scores, and what you can actually do with them, may be a little unfamiliar to the average chess player. But BELIEVE US ON THIS:
You need to be SMART and CALCULATED on an even deeper level here. Because cities are often the key to your victory.
But how does this work?
Well in Armada, a piece can enter a city.
Just like in real life, a force or a piece can seek refuge in the city or reinforce the city's defenses.
Remember the score under the piece?
Because once a force or a piece has entered the city, it can be “regrouped” to come out stronger, or with other troop formations. Yes, “regrouping” troops can be simulated as easily as that.
In Armada, you can go in with one type of piece and come out with another type of piece in the next move. Yes, you can also wait and just leave your troops in the city.
It all depends on what you have enough points to take out.
Because in ArmadaChess, each piece has its own point value and different “strength”.
The value of the dice determines the piece or pieces you have the opportunity to take out.
But you also need to take into account which pieces are available for removal.
In Armada, as in real life, it is not always possible to carry out the desired regrouping.
Let's explain how it's done:
Let's say you enter an unprotected city that has a score of 1 with a Rook.
You must first use the “way in” which is where the arrow points. This is also called an “exit field”. A move is used to position yourself there, and only in the next move can you enter the city.
When you are inside the city with the Rook, you place the Rook temporarily outside the game board and increase the city's dice from 1 to 5.
The 4-point Rook now helps to protect the city and strengthen its defenses, and no piece lower than 4 can now occupy or defeat it.
This is exactly like in real life, right? A force can enter a city to reinforce its defenses, or simply seek refuge there, but thereby weakening your ability to fight outside the city.
Just as it works in the real world, you will then be able to leave the city with your forces. You must use the “way out”, the “exit fields” and go outside the city first.
But now for the genius...
You do NOT have to take out the same piece.
Because just like in real life, you can divide up the strength you take out. You have a score of 5 on the city where the Rook entered, and you can choose whether you want to take out a bishop in the present and this has 3 points.
This means that the city's remaining force will have 2 points in striking power.
But 2 is enough for a Knight as well, this way you can divide the force. In other words, you can enter with a powerful piece and leave with several less powerful pieces.
It should be noted that you CANNOT remove a Pawn from a city that only has 1 on the dice. You cannot completely drain a city's resources. The city must always have a minimum amount of resources to keep going.
Armed police and other departments will contribute to a city's total defense if necessary. But police forces must always be in the city to maintain law and order.
So even THIS is in a way simulated in this incredible ChessGame.
As we've mentioned before, you can only remove pieces that are placed outside the game board. Because as it is in real life, the desired regrouping is not always possible. Every unit in an army has its leaders and it’s special training. Some are intended as infantrymen, others for cavalry, some are good special troops and others may be trained on large heavy artillery systems. So in Armada, as in real life, the desired piece or force formation is not always available.
When a piece wants to enter the city, it must place itself on one of the “exit fields” outside the city first. These are the fields marked with an arrow. Think of these fields as the important roads in and out of the city. In a way, it belongs to the outer urban parts of the city.
A city's dice can never be higher than 6 points. So in Armada, as in real life, there is a limit to how large a force a city can house. There can be too many mouths to feed, or simply too little space within the city's protective walls.
RECONSTRUCTION AND REARMAMENT
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All nations at war need to rearm and replace troops who have fallen on the battlefield. This requires logistics, planning and time.
As a rule, the production of weapons and recruitment of new soldiers takes place in large, densely populated areas such as cities.
We are pleased to say that Armada's efficient scoring rules can also simulate military production and reconstruction.
Yes, it's amazing what ArmadaChess's rules can simulate. The solution is actually right out in the open. No new rules are required for this.
Do it like this:
First, enter a city that has only 1 point with a Pawn. The city is now converted to 2.
In your next move you go out with a Knight.
The fact that your city can deliver 2 but still keep the dice, but at the lowest value, is the key.
Now set your city's score to the lowest possible value, which is 1. Then on your next move, jump back in with the Knight, and your city's value increases to 3. Now you can jump out with a Bishop, back in with the Bishop and out with a Rook, etc.
So you see, what started with a Pawn has now become a Rook. So you can jump in and out and “produce” new troops and replace the losses you have suffered on the battlefield.
So without writing any new rules at all, military production is simulated in this way.
BLOCKADE and ARTILLERY
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When an enemy has surrounded your city and holds all the city's “exit fields” or roads in and out, forces or “supplies” cannot get in or out of the city. This is very common in war and you can say the city is subjected to a “Blockade”.
In many wars throughout history, cities have been starved into surrender.
Yes, here are some historical examples of blockades that led to surrender:
The Ottoman Empire blockaded Constantinople and after a long siege, where the city suffered from food shortages and constant attacks, Constantinople fell on May 29, 1453.
The blockade of Paris
During the Franco-Prussian War, Prussian forces besieged Paris for several months. The city suffered from food shortages and poor conditions. On January 28, 1871, the French forces had to surrender, resulting in a Prussian victory and the establishment of the German Empire.
These examples show how blockade or siege has been an important tactic in warfare, and how it has sometimes led to capitulations with significant political and military consequences.
But a blockade does not always lead to victory or surrender.
A fairly recent example of this is the German blockade of Leningrad in World War II. The city suffered enormously but never surrendered. A minimum of supplies entering the city meant that the city held out until the blockading German forces were forced to flee.
ALL OF THIS can be simulated in ArmadaChess!
Not only that, you can even simulate the constant heavy artillery fire that blockaded cities are often subjected to.
It's all done in the following way:
When you surround a city and take all its “exit squares”, and it's your turn again, lift one of the pieces holding an “exit square” and indicate to your opponent that you wish to use your move to execute the blockade.
Your opponent must therefore REDUCE his dice or combat power by 1 point.
The next time you do this, he must reduce even more by 1, and slowly but surely you can weaken the city so that it becomes weak enough to be attacked and defeated.
But just as Leningrad held out despite a blockade because of supplies you managed to sneak in, ArmadaChess can simulate exactly the same thing.
Because the Knight has had 2 special rules made for it.
As you may remember from the section “Fortification of Rooks”, the Knight can perform a “command attack” directly on a Rook even if it only has 2 points and the Rook has a score of 4.
But the second rule the Knight has been given is the “Trojan” rule as we call it.
This includes a “Trojan attack” or “Trojan defense” or also called a “Trojan reinforcement”.
The fact that we choose to use the word “Trojan” here is only to distinguish between an attack on a fortification and an attack on a city. The story of the “Trojan Knight” is the source of inspiration. How a small force sneaked into the city of Troy and attacked the city from the inside.
In ordinary Chess, a Knight can jump over obstacles and in ArmadaChess it is the only piece that does not have to use the “exit field” to attack or enter a city. This makes it possible to lure “reinforcements” into the city and counteract the effect of the blockade, just like in Leningrad.
ATTACK ON A CITY
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How does an attack on a city work in practice in ArmadaChess?
As you now know, it is the score of the city and the score of the piece that determines who wins a war for a city.
If the city has 5 points in strength, and you attack with a Bishop of 3 points, the city will survive the attack.
But the Bishop will reduce the city's defense by a score of 3, and it will be left with a score of 2. Such an attack is called a “reduction attack”.
Now it becomes crucial that the city gets new SUPPLIES of forces into the city, before the attacker can attack with a new force larger than 2 and thus overcome it.
In many cases, a war for a city in ArmadaChess is incredibly similar to a real battle for a city. Resources and supplies play a crucial role.
But what happens if you attack a city with a score of 3 with a bishop that also has a score of 3? Well, the city is destroyed and turned into terrain, and the attacker's force is also wiped out.
In practice, you remove both the dice on the city and the attacking force.
This simulates what happens in a real conflict...
When a war rages in a city and neither side is strong enough to gain control, and the war rages back and forth, buildings and roads are destroyed.
When a city is defeated and taken, the attacker can decide whether to occupy it or burn it down. Both have their advantages, but one of the two also has a downside.
OCCUPATION OF A CITY
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In a real war, cities have great strategic value. That's why occupying a city is often very beneficial. In real life, when an army wins and achieves major strategic objectives, such as taking an enemy city, it is very common for this to affect the morale of your forces. Yes, it makes the troops more uplifted and it increases their ability to wage war. It's like they get a “vitamin injection” and a sense of progress. And for the opponent, it's the opposite. If the opponent's city or cities fall, the other side will suffer for this with increased hopelessness and a sense of loss.
ArmadaChess has therefore (of course) wanted to simulate all this, with the “moral boost” rule.
In other words, the advantage of conquering and occupying a city should pay off in Armada too, just as it does in the real world.
So how do you occupy a city in Armada Chess in practice, and what advantage does it give?
As mentioned, you have to attack a city via an exit square with a piece that has a HIGHER point value than what is on the city.
To occupy a city, you remove your opponent's dice and replace it with a dice of your color and with the same score as the piece that took the city...
In other words: If you attack a black city that has 3 points with a Rook that has 4 points, then you remove your opponent's black dices, insert a white dice with a score of 4 in its place. The Rook you attacked with is placed outside the game board. You can now say that the force has entered the city to occupy it.
When the city is occupied (or liberated again), your forces will get a powerful “morale boost” as we talked about just above. In ArmadaChess, this is simulated so simply that by occupying a city, the attacker will get an EXTRA MOVE somewhere else on the board.
In other words, if you take a city, you can get another move with another piece immediately afterwards.
And if you're a really good player or commander... then you've already put other pieces in position to make other smart attacks. You can take another city and then get another move etc.
Yes, in this way you can, for example, set up an advanced attack formation that can simulate Germany's Blitzkrieg during World War II.
The possibilities are many.
You can't use the force that occupied the city right after as your extra move.
Once your opponent's city is occupied and taken, you can use it as if it were your own.
From here, it will be easy to go out with a pawn to reach the enemy's innermost field and thus turn it into a queen, or another more powerful piece. This is something we will come back to.
It is important to mention that one of the ways to win the game is to let the game run out of total time. Whoever has the most resources on their cities overall wins the game.
Holding the enemy's cities and territory has always been a way to win wars.
Even if you are not defeated militarily, you have forces left, you can still lose a war because the enemy controls the most resources overall. “War fatigue” is a common phenomenon among nations at war, so in ArmadaChess this is simulated by ‘running out of time’.
Everything big and small in ArmadaChess simulates the real world.
IMMORAL WARFARE,
THE DESTRUCTION OF A CITY
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It has been said that “any leader who ignores the morality of his own people is doomed to lose”.
In all wars, your infrastructure, your cities and your people are crucial.
To envision a Chess game being able to simulate such profound elements of the real world, of the trauma of war, is basically a gigantic task to succeed with. And maybe some people think it's an exaggeration. But don't despair, the rules are made incredibly easy. And the game developers believe that since these rules have been made so simple, it is RIGHT to include this aspect of war in ArmadaChess.
Because all warfare brings suffering and trauma to the population. Not only when cities are under attack, but also the attacking party's cities and population are characterized by the suffering of war. No one wants to be on the “wrong side of history”. Everyone wants to fight for a just cause and preferably with some humane means.
But as we know, wars are not always fair, and some leaders use horrific means of terror to crush their opponents' ability to fight. The great Mongol hordes under Genghis Khan and others were famous for their terrible terror. They burned city after city to the ground and unfortunately won many wars using such barbaric methods.
But often, one city destroyed by an enemy will cause the other remaining cities to produce more desperation and more will to fight. As you will soon see, ArmadaChess simulates this in a simple way.
However, if your own forces fight immorally, then your own population's support for the war will drop. This in turn will affect your own military production. Fewer people will want to participate in “immoral warfare”, they will become cold to war and fewer weapons will be produced.
It is the supreme leader who decides whether he wants to be a tyrant who rushes forward and burns down cities, as Genghis Khan or other despots have done throughout the ages. Or whether it is better to occupy the cities and make use of their resources. The latter is the best for your army and your cities.
But still... sometimes you just have to destroy a city to win the war faster?
Believe it or not, ArmadaChess simulates this problem in a wonderfully SIMPLE and clever way.
As you've already realized, ArmadaChess also allows you to attack and burn down a city.
This is what is called “immoral warfare” in ArmadaChess. And it would be immoral even if it happened in real life.
But how is this simulated in the game?
When you attack a city and defeat it, you can choose between occupation or destruction...
When you burn down the city, you remove the dice and place your own piece, the one that attacked, on top of the city.
The city is now transformed into a TERRAIN FIELD with exactly the same rules as for difficult terrain. Your piece is now protected among the ruins and this can provide a short-term but great strategic advantage.
Because when you destroy a city for real and turn it into ruins, it becomes very difficult to fight there. Just like in difficult terrain, many places are impassable and there are many places to hide. The similarity between a destroyed city and difficult terrain is militarily very great.
That's why a destroyed city is turned into a terrain field in Armada, with the same type of rules.
Another realistic rule in Armada with deep strategic implications.
But then there's the question of morale, because as mentioned, destroying a city comes at a price. We've already explained above what mechanisms come into play in the reality of such traumatic aspects, indeed of “immoral warfare”.
But stay tuned, because here's the ridiculously SIMPLE way ArmadaChess simulates such an incredibly complex scenario:
When you are “bad” and you burn down your opponent's city, you have to adjust DOWN the dice value of ALL YOUR OWN cities by a score of 1.
This simulates how atrocities also affect your own population's willingness to participate in this immoral warfare.
And since the opponent's population will fight harder and more desperately, the opponent can INCREASE the value of ALL their cities by a score of 1.
But your own soldiers will also be traumatized by this, so therefore you also LOSE your EXTRA move trait. This is because you chose to burn down the city instead of occupying it.
Guys....
This was the whole thing, this simulated this whole scenario of “immoral warfare”
If you do the math on this, you can lose a lot of combat power on strength by destroying a city. In some situations, it can cost you victory in the entire game.
Yes, this is often the case in the real world too. The negative propaganda effect of immoral warfare leads to more resistance and can cost your country the victory.
EVACUATION OF A CITY
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We feel we need to say a few words about this.
In the real world, if a large enemy force is on its way to occupy or destroy your city, you will often evacuate the city to avoid being captured or knocked out.
This is also simulated beautifully in ArmadaChess when you realize that you can't defeat the attacker and you choose to evacuate to avoid losing your strength.
Let's say the enemy queen positions herself on the “exit field” outside the city.
If you only have 3 points in the city, which is high enough for a bishop, you will not be able to win the battle for the city. It would therefore be smart to “evacuate” the city so that you don't lose your strength, and a bishop leaves the city on another “exit field” where you can stand safely.
SCORCHED EARTH TACTICS
There is an alternative to evacuating the city. This option is something of a “last resort” and has been used in many wars.
We can mention how Russia used this actively against Napoleon's great army in his campaign against Russia...
When Napoleon reached Moscow in September 1812, he discovered that the city was abandoned and on fire, making it impossible for him to win a decisive victory. There was no food and no supplies either.
After spending a month in the totally destroyed city, he realized he had to retreat. The retreat was a disaster, as the harsh winter, starvation and attacks by Russian forces led to huge losses.
So this is one of many examples of scorched earth chess.
In ArmadaChess this is simulated in the following way:
You go out with your forces from the city.
Let's say it has a score of 4.
This allows you to exit the city (on an exit square) with a Rook and in the next move you “attack” your own city and burn it down. Now the Rook can remain protected in the ruins or leave.
Either way, you have denied the enemy the resources and he cannot use your city as a base to produce new forces or “free prisoners”. We'll come back to this in more detail.
REBUILDING A CITY
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Logistics is a big and important part of ArmadaChess. And your cities are important, as they are in reality. A destroyed city can therefore be rebuilt in Armada just as it can be rebuilt in real life. In Armada, the city is rebuilt by a fortified Rook.
It may sound difficult, but it's actually quite easy.
You rebuild the city in the same way as if it were “training” or “upgrading”.
First you put a Rook on the field where the city stood, then you fortify it by turning it around. Then in your next move, you start “rebuilding” as if it were “training” or “upgrading”.
When the Rook reaches 4 points, the Rook is removed from the board and you replace it with a dice of your color with a score of 4.
Now the city is rebuilt.
Many wars in history have stopped because both sides are exhausted and the war has become bogged down. However, it is the nation that is left with the most resources, or “the best economy” if you will, that will be perceived as the victor.
This is also the case in ArmadaChess.
And in Armada, this is simulated by the fact that you can win based on the total time running out. When the bell rings at the agreed playing time, the player with the most points on the cities will win.
Therefore, it can often be desirable to rebuild a destroyed city.
This is one of the “deep” (but simple) rules that adds even more realism and depth to ArmadaChess.
THE ARM OF THE KING And MORAL FALL
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As you may know, Armada Chess is completely different from regular Chess when it comes to the King.
Apart from the cities, the rules about the King are probably the most extensive rule changes from regular Chess to Armada Chess.
The king can fall but the game can continue.
But the King is still very important for your games.
The king has his personal army.
Just like Alexander the Great or other great army leaders throughout history, a country's elite forces are often associated with the king's army.
Alexander the Great subdued city after city and conquered an empire.
Not only was he an exceptionally skilled army leader, but his father Philip II had spent a long time beforehand training, aligning and perfecting the king's army. This army was both trained and upgraded to its maximum potential.
And such a “super-strength” can actually be obtained by training and upgrading the king.
In Armada, the king has 6 points, so in terms of pure combat power, this is equivalent to 6 pawns, or 3 knights, or 2 pawns and 2 knights...
The king will always be the strongest piece militarily and logistically.
Since the King is the symbol of your supreme leader and is protected by his personal Army, Armada must simulate this by giving the King the highest score and unique features that no one else has.
But what advantages other than his score does a king have in ArmadaChess, and how is his personal army simulated?
Well not only does the king have 6 points in combat power, but the king can also
“bombard” a city at no risk to himself. You reduce a city by shelling it, and then attack the city
when you have “broken down the walls”.
This, too, is a very realistic and historically correct element of Armada.
Because when an enemy seeks refuge in cities and is protected by strong walls and defenses, they will often use their heaviest forces equipped with heavy artillery to fire on the city and “tenderize” its defenses.
AGAIN, ArmadaChess shows depth, the game can simulate such a significant and common scenario in a pretty good way.
But in Armada as in real life...
Often time is an issue, enemy forces may be on their way to counterattack the King, or to reinforce the city from another side. It is not always possible for the King to complete an effective bombardment!
The King with his strong combat power of 6 points will always be a great threat to a city regardless. But for a king, taking a city will be vulnerable and perhaps dangerous, as the enemy can lock the king to the city in a so-called reduction attack.
It's often a good idea to bomb the city with the king first, and then leave the occupation to others.
Because if your King is knocked out, the rule of the King's fall kicks in, the so-called “Moral Fall” rule.
In a real war, the loss of a king will often cause your army's morale to drop.
When Alexander the Great died, his army was never the same. And when other great kings fall in war, the soldiers are often affected by the fall of their leader.
The “morale drop” rule is designed for this.
It simulates the moral decline and defeat of a nation when it loses its supreme leader and head of state.
Now it's YOU as a player in Armada who makes the real decisions, you're the general who pulls the strings. It's often like that in real life too, the leader is more of a symbol.
When a king falls, so will the morale of your troops. The king, or leader, is often the one you fight for.
It is very common in real wars that the fall of a king or top leader reduces the will to fight among your troops. Many times there is internal discord among the soldiers and some do not want to fight anymore.
So that's why ArmadaChess has to simulate the same thing, right?
Armada simulates the fall of the king in the following way:
When your opponent knocks out your King, you not only lose the King itself, but you also lose all pieces that are LIKE the one that TOOK YOUR KING. Meaning:
If your King is taken by a Bishop, you lose all your Bishops in addition to the King.
If it's taken by a Queen, you lose both your Queens plus the King.
And what if a RookPawn takes your King... You'll lose your King, all your Pawns and all your Rooks. It'll be a crushing defeat that could cost you the war. Half of your army refuses to fight on.
So the fall of your leader is simulated in a good way, many of your troops give up or desert, because they no longer have anything to fight for.
Here's why:
When you have a king on the board.
Protect it well.
But we talked a bit about Alexander the Great and his super-strength that his father Philip II built up...
How do you simulate such insane strength in ArmadaChess?
Well FIRST you have to train the King on mountains. Then it will be able to go straight through the terrain as if it's not there.
Upgrading pieces is just as easy and gives 2 lives. All pieces can be upgraded in this way. But the King's upgrade is special.
A King has a unique way of being “upgraded”.
Of course, the King's upgrade results in it gaining 2 lives like all upgraded pieces...
But when the King is fully upgraded, it can also start moving like a QUEEN. This is one of the most powerful rules in Armada, which is very effective.
What this will simulate in ArmadaChess is to create a “SUPER CHESS” that mimics a UNIQUE leader like Alexander the Great or Genghis Khan, or other kings. But it will also be able to simulate the streamlined forces of modern times, and provide the opportunity to emulate effective and “combined warfare”.
Because an upgraded King in ArmadaChess is an incredibly unique piece, and if you also give it training on terrain, then it becomes a deadly force that is so “finely tuned” that it ALONE can be decisive for the entire war, or for the entire Armada game.
But it takes a lot of time to upgrade such a strong piece. Still, it can be worth it. Because the King won't lose its ability to fly like a queen even after it has lost its first life.
As with training, upgrading is marked with an elastic band “up” on the collar. But you must also have an elastic band on the “crown” of the king to show that it still has the ability to move like a queen.
As you now know, the king is very important for the morale of your forces, and if you lose it, it could be critical for you. In many ways, the king can therefore also be a liability.
Therefore, it will often be natural to seek refuge in a city.
When you do so, the city's score goes up to the maximum, which is 6 points.
But since you only have ONE king at any given time, and we have rules
for the king's fall, we must always know which city the king is in.
That's why you put a rubber band around the cube on the city that the king entered. It's removed when the king leaves again. A simple way to indicate where the king is.
If you choose to regroup and take out smaller forces from the city where the King has entered, you can do so.
Just as if it were real, you can split the king's forces and send them in two or more directions. Yes, you can take out a smaller force to fight the enemy outside the city gates...
But the king MUST have a score of 6 to leave the city again. Therefore, the king can be “trapped” in a city and will need to be reinforced or rebuilt before he can leave it again.
What happens if this city is attacked and falls?
Well then the king falls too, and that's when the “morale drop” rule is activated as we explained earlier.
Then the piece that knocks out the city will determine which of your piece types falls in addition to the king.
When the king falls, you can appoint a new one. Yes, because you can do that in REAL, and therefore ArmadaChess must also be able to do this, right?
Of course, you can only have one king at a time, and you can appoint it from any city you control. If a city has 2 points and you enter with a Rook, you can say that the Rook went to the city to be appointed a new king. Yes, this if you want a new king then...
To appoint a new king, you have to build up a city to 6 points and then take out the king in the usual way, yes as if it were any other piece.
But do you really need a king?
What we are about to explain about your king shows the DEEP REALISM found in ArmadaChess.
Yes, this is where ArmadaChess might shock you with its depth.
A chess game that simulates important political choices, is that possible? YES, ArmadaChess can actually do a bit of that too.
Because by taking out a LORD again, i.e. a King, you get the BENEFITS of the King's strength. But it's also much more HURTFUL than if you choose to have a “democracy”. There is no doubt that a democratic government is much more “robust” and resilient than a dictatorship, or one where too many resources are tied to a SINGLE RULER.
In ArmadaChess, this is also simulated in a very realistic way.
Because if you choose NOT to appoint a new King, you only lose pieces that are knocked out by the enemy at any given time. Something that can simulate a democratic value base.
Because in a democracy, no single person alone will have loyal forces that “crumble” when the leader falls.
While the loss of the King leads to a “moral collapse” which means that you can lose large parts of the army.
Another advantage of not having a King is that it eliminates the possibility of the enemy winning with victory method number 4. This rule states that a King that takes the opponent's King in a so-called “decisive battle” will win the entire game!
But remember that this can go both ways,
Maybe YOU need a King to take out your opponent's King and win the game?
So you may now see how incredibly deeply Armada can simulate the real world? Of course, not everything is 100% the same as it is in real life. But still, to be able to simulate a political choice in such a simple way is not bad for a chess game, is it?
And the choice itself is real...
What do you need most, a king or 2-3 other pieces that can give you 6 points?
Or maybe you should strengthen a city instead?
Maybe the time on the game is running out and you need the points? Because the points on the cities simulate your economic power. And as you know, your economic power is a way to win the game when the game is running out of time.
As you can see, the choice is YOURS to make!
CEASEFIRE
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ArmadaChess takes realism very seriously.
In this game, you can actually call a ceasefire in the same way you can in real life.
All you do is use a move to ask for a ceasefire. The ceasefire can last from 1-6 moves (weeks) and what happens is simple.
When a ceasefire is called, you can move wherever you want, but you can NOT ATTACK.
That's how simple that thing was simulated...
SLEEPING GENERAL
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It is said that the great army leader Napoleon lost the battle of Waterloo because he was not concentrated enough and missed opportunities that could have decided his victory. He was therefore a bit of a “sleeping general” you could say.
ArmadaChess has a special rule for “forgetting” to take advantage of certain situations.
Let's say you've just occupied a city and you're entitled to an extra move, but then you forget and the move goes to your opponent.... Well then it's too late to claim your right.
When two players use our brilliant ArmadaChess clock app, the opportunity will be lost when you press the clock which then indicates that you're done and it's your opponent's turn.
So not only does this solve the problem of gray areas and potential bickering between players, it also simulates how a general can avoid seeing his opportunities on the battlefield.
Release of prisoners and etnic groups
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One of the most powerful rules in regular chess is when you manage to move a pawn to the opposite side. This turns the pawn into a queen and gives you a slightly greater chance of deciding the game.
We also have this option in ArmadaChess, and we've even given the rule a name.
We call it “liberation of prisoners”.
After all, we're in the enemy's inner sanctum, and it's not unrealistic that many soldiers have been captured during a long conflict.
That's why Armada simulates this liberation by allowing a pawn to be equipped and turned into any piece you want, except for the king.
But of course you can only take out forces that are “trapped”. If you want a queen but there's only a knight and a bishop outside the game board, well then you have to choose which piece you want to “free”.
It is also common in war that a warring party often manages to set up oppressed groups of people against their former leaders.
This can also go under “liberation of prisoners” and is simulated in the same way.
You get new strong divisions or pieces to fight with.
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So now we hope you can see a little more of the colossal depth ArmadaChess has to offer. The realism of the game is outstanding.
We look forward to releasing more detailed game simulations in the future, for how you can simulate famous battles or well-known military situations.
We also hope you see the DEPTH of the game.
The number of move combinations cannot be calculated. And this chess game simulates very well the REALITY on the battlefield.
Logistics is a big part of this game.
Here you have to think about EVERYTHING that a real leader has to take into account.
We hope you have enjoyed this article and that you will enjoy the game for years to come!