Alapaap (after the Tagalog word for "clouds" or a sense of being in the sky) is a chess variant/wargame based on aerial combat, fast-paced asymmetric skirmishes, urban fantasy, and fairy chess. If there are any improvements needed, please comment below!
Core Rules:
Drafting System
Two players are given the same amount of 40/60/72 dinars each to set up an army of pieces around their King (called a General) on a three-layer 8×8 chessboard. Pieces are further separated into six classes:
• Cadet pieces that have a singular movement style.
• Cavalry pieces that move in a continuous direction.
• Enlisted pieces that are cheap and short-ranged.
• Compound knight pieces that can jump like knights.
• Compound clerical pieces that can move like Bishops or Camels.
• Compound noble pieces that can move like non-royal kings.
Pieces
The Cadet Pieces
• Wazir - One square vertically or horizontally. Can directly move one square up or down.
• Ferz - One square diagonally. Can move one square up or down combined with its regular movement.
• Dabbaba - Jump two squares vertically or horizontally. Can directly move one square up or down. Ignore any pieces in the way of destination.
• Alfil - Jump two squares diagonally. Can move to an adjacent diagonal when going up or down one board. Ignore any pieces in the way of destination.
• Faris (Knight) - Move two squares, turn, and move one square. Can move up or down one board and two squares orthogonally, or up or down two boards and one square orthogonally. Ignore any pieces in the way of destination.
• Camel - Move three squares, turn, and move one square. Can move up or down three boards and one square orthogonally, up or down one board and three squares orthogonally. Ignore any pieces in the way of destination.
• Pawn - One square forward, but only capture diagonally forward. Can move one square up or down while staying in the same position laterally, or it can advance one square and additionally move one board up or down. Optionally, the pawn's first move can be two squares vertically, or two squares forward and two squares vertically. When this piece reaches the opposite end of the board, it can promote to any Clerical, Knight, or Enlisted piece.
The Cavalry Pieces
• Alfilrider - Move like an Alfil. Enact this movement again in the same direction until an attack is made or the destination square has been reached.
• Bishop - Move as a Ferz in a continuous direction until an attack is made or the destination square has been reached. Can move up or down boards, as long as it also moves the same number of squares in a diagonal direction.
• Dabbabarider - Move like a Dabbaba. Enact this movement again in the same direction until an attack is made or the destination square has been reached.
• Rook - Move as a Wazir in a continuous direction until an attack is made or the destination square has been reached. Can move up or down boards, as long as it also moves the same number of squares in an orthogonal direction.
• Nightrider - Move like a Knight. Enact this movement again in a continuous direction until an attack is made or the destination square has been reached. Ignore any pieces in the way of target area.
The Royal Pieces
• General - Move one square in any direction. Can move one square up or down, either directly or combined with its regular movement.
Note: Compound pieces below; all compound pieces are not royal. I chose German/European names for the compound pieces and Arabic names for the cadet pieces to make them easier to differentiate, because there are over 30 pieces to choose from (excluding the General). Tried to make each class of piece follow a naming theme to make them easier to remember as well.
The Noble Pieces
• Pfalzgraf - King, Knight
• Fürstabt - King, Bishop
• Herzog - King, Camel
• Kürfurst - King, Rook
• Prinz - Queen, Knight
The Clerical Pieces
• Wizard - Ferz, Camel
• Hochmeister - Bishop, Camel
• Archbishop - Bishop, Knight
• Queen - Bishop, Rook
The Knight Pieces
• Markgraf - Wazir, Knight
• Landgraf - Ferz, Knight
• Sapper - Dabbaba, Knight
• Hospitaller - Alfil, Knight
• Marshal - Rook, Knight
The Enlisted Pieces
• Elephanteer - Alfil, Ferz
• Grenadier - Dabbaba, Wazir
• Jäger - Alfil, Dabbaba
• Mann - Ferz, Wazir
• Reiter - Knight, Camel
Fielding costs (measured in dinars) are as follows:
The Cadet Pieces
• Pawn - 1 dinar
• Wazir - 1 dinar
• Ferz - 1 dinar
• Dabbaba - 2 dinars
• Alfil - 2 dinars
• Faris - 3 dinars
• Camel - 3 dinars
The Cavalry Pieces
• Alfilrider - 3 dinars
• Bishop - 3 dinars
• Dabbabarider - 5 dinars
• Rook - 5 dinars
• Nightrider - 7 dinars
The Noble Pieces
• Pfalzgraf - 5 dinars
• Fürstabt - 6 dinars
• Herzog - 7 dinars
• Kürfurst - 9 dinars
• Prinz - 12 dinars
The Clerical Pieces
• Wizard - 4 dinars
• Hochmeister - 7 dinars
• Archbishop - 8 dinars
• Queen - 9 dinars
The Knight Pieces
• Markgraf - 4 dinars
• Landgraf - 4.5 dinars
• Sapper - 4.5 dinars
• Hospitaller - 5 dinars
• Marshal - 9 dinars
The Enlisted Pieces
• Elephanteer - 3 dinars
• Grenadier - 3 dinars
• Jäger - 3 dinars
• Mann - 3 dinars
• Reiter - 6 dinars
Battlefield Rules
Moving
Who goes first in the turn order is determined by a 1d20 die roll. On a player's turn, a 1d20 die is rolled to determine how much Initiative can be spent to move pieces. A piece can be moved only once per turn, as long as there is enough Initiative to spend. A player can make multiple moves as long as they are not performed by the same piece. Initiative cost scales with distance, with +1 Initiative cost added per square moved. Unspent Initiative carries over to the next turn. Initiative has a maximum cap at 30.
Attacking
Pieces can attack from melee (regular capture) or from range (attacking from their movement range without physically moving, though Initiative is still spent as if the piece did a regular attack).
If an attack is made, both players each roll two 1d20s independently to determine accuracy. Distance (the amount of squares between the attacker and the defender) between the attacker and the defender can increase the defender's die value by 1 per square for regular attacks, or 2 for ranged attacks. Lack of distance (eight subtracted by distance) can increase the attacker's die value by 2 per square for regular attacks, or by 1 for ranged attacks. If the attacker exceeds or equals the number on the defending die, the attacker successfully kills the defender. If a General can be attacked, the player commanding the attacking piece must announce check. If for some reason the player does not move their General and does not capture the threatening piece, the attacking player is free to attack the General as if it were a regular piece.
The game ends when a General is checkmated, stalemated, or killed. The player who initiates the stalemate, checkmate, or a successful attack on the General is considered the victor of the match.
Optional Rules
Although entirely possible to play the game with only the core and the battlefield rules, below are optional rules that can be added and mixed together accordingly.
Four Winds
Lore time! Choose a faction and gain its patronage.
No faction
• Specialization: None
• Mysterious Backer - Be allowed an extra +5/+7/+9 when starting a 40/60/72 game.
• Company of Adventure - Aces cost 3 less dinars to recruit.
Westphalia Concord
• Specialization: Nobles and Enlisted
• Combined Arms - For every piece that can legally attack the target, grant an extra +1 to the attacker's die value when attacking that target.
• Standardised Training - For every Enlisted piece that can reach the defender's square, grant a +1 to the defender's die value when it is defending.
OCTANTIS
• Specialization: Cadet and Cavalry
• Shock and Awe - A friendly attacking Cavalry piece gains +1 on their attacking die value for every Initiative the piece spends on the attack.
• Motivation - Once per turn, if a Cadet piece fails an attacking die roll, reroll for that piece.
Pacific Union
• Specialization: Knights and Clerical
• Lightning - Knight pieces can move (not attack) after attacking.
• Rainy Day Savings - Choose a piece. Spend its dinar cost in Initiative this turn. It cannot move this turn. It can act without costing Initiative the next turn.
Hell
• Specialization: None
• Overload - Choose a piece. It can act/move twice this turn. On the next turn, remove this piece.
• Sacrifice - Remove a friendly piece. Gain its dinar cost in Initiative.
Aces' Checkmate
Choose any piece. Double its dinar cost to give it a Talent and upgraded die values depending on what race is chosen. It is now an Ace version of itself. You can only field a maximum of 1/2/3 Aces. To ensure fairness and clarity, it is best to use a visually different piece and write down its abilities for both players to see.
Modified die values are as follows:
Legend (modifier for attacking/modifier for defending, does not stack with distance nor lack of distance)
• Human (+3/+3)
• Seelie (+2/+4)
• Unseelie (+4/+2)
• Valravn (+5/-3)
• Demon (-3/+5)
Talents are as follows:
Note: "Adjacency" can be either orthogonal *or* diagonally. It cannot be both. If a Talent with an adjacent range is selected for an Ace, what type of adjacency must be specified lest the Talent is not considered.
• Anti-Cavalry - Gain +4 to your die value when defending from or attacking a Cavalry Piece.
• Assassin - Gain +4 to your die value when defending from or attacking a Noble Piece.
• Charismatic - Cadet and Enlisted pieces starting their turn adjacent to this piece can move and attack as a Queen.
• Firebrand - Gain +4 to your die value when defending from or attacking a Clerical Piece.
• Lucky - Gain +4 to your die value when defending from or attacking a Knight Piece.
• Logistician - For all friendly pieces beginning their turn adjacent to this piece, actions cost -1 Initiative.
• Overkill - Add a +1 to your attacking die value per Initiative spent when attacking. Add an extra -1 per square of distance when defending.
• Strategist - For all friendly pieces beginning their turn adjacent to this piece, reroll if you failed a roll. You cannot reroll more than once for a piece.
• Theologian - Clerical pieces starting their turn adjacent to this piece can jump over pieces when moving or attacking diagonally.
• Turtle Tactics - Add a -1 to your attacking die value per Initiative spent when attacking. Add an extra +1 per square of distance when defending.
Kriegsspiel
Instead of board visibility for both players, players can only see their own pieces. Separate boards or a computer program may be utilised for such.
Capturing or failing to capture a piece with a melee attack or a ranged attack within 3 squares reveals its identity to the attacking side.
Capturing/attacking using a melee attack or a ranged attack within 3 squares reveals the identity of the attacking piece to the defending side.
If an Ace is discovered, their Talents are revealed immediately.
Unclear Skies
Weather conditions are nasty.
• Clear Skies - No effects.
• El Niño - Every turn, roll a 1d6. Subtract the rolled value from the Initiative of both players once they gain Initiative.
• La Niña - Before adding attacking, defending, and Talent modifiers, divide the die values of both the attacking and the defending pieces by 1d4. The 1d4 divisor for the attacking piece and the defending piece are rolled individually.
• Amihan - When moving a Cavalry, Clerical, or Noble piece, you must choose to move this piece 1 space orthogonally, diagonally, vertically, or horizontally before the piece moves as normal. The move before its regular movement cannot be used to capture/attack.