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Atomic Rules
I wanted to make these rules as simple as I could.
But also enough so you know how to play, And don't lose in 3 moves.
If you still don't understand how to play after reading these rules, Then try
going to another Atomic site's rules page. Click
here
to see a list of Atomic sites.
Atomic Chess variation brings a "real battle" effect
to this game. The rules are the same as for normal chess but there are
several interesting extensions:
- There is no check or checkmate.
- Whenever a piece is captured, an explosion occurs
on the regarding field. The explosion destroys
- the capturing piece,
- the captured piece,
- all pieces on the immediate horizontal, vertical
and diagonal neighbour fields, except pawns.
Here are some basic rules for ICC's version of Atomic
chess and FICS' version of basic rules for Atomic.
ICC's Atomic Rules
Atomic chess (wild 27) is a chess variant in which any
capture also destroys the capturing piece (or pawn) and any piece (but
NOT pawns) in a one square radius (horizontal, vertical, or diagonal).
There is no chain reaction -- only direct captures detonate. For
captures en passant, ground-zero of the explosion is the square on the
sixth rank upon which the capturing pawn lands.
Win by capturing or destroying your opponent's king
without simultaneously destroying your own king. You may not make a move
which destroys your own king. Check and checkmate are not recognized;
you may move into check, castle out of check, or castle through check.
FICS' Atomic Rules
Pieces explode, leaving squares empty. After a capture is completed,
thecapturing man explodes. The square that the capture occurs on is
'ground zero'. All pieces (not pawns) that are on squares adjacent to
ground zero (horizontally, vertically and diagonally) are destroyed in
the explosion. There are checks in FICS' rules (unlike ICC) You can not
castle out of check and there is check mates.
Here are some rules and help by me.
1. You can not castle out of check. (At FICS)
2 All checks apply. (At FICS)
3. You can connect your kings to protect yourself from
losing, So your opponent can't capture your king because it
would destroy there king as well (if the kings are connected) But this doesn't
Always work. See Endgames for info on winning conntected king games.
(At FICS & ICC)
4. If any piece captures another piece/pawn all pieces
(not pawns) around the captured piece/pawn are destroyed within a 8
square radius including the capturing piece.
5. The game is won by blowing up your opponents king,
Without blowing your own up!
6. Stalemate applies! (Only at FICS, ICC Stalemate is
different because checks don't apply)
7. If your king is being attacked/in check and you have a
mate/check, It doesn't work because your opponent attacked/checked your king first. (FICS
rule)
These are all the basic and advanced rules.
Copyright, 2005 - Metroid
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