Chess Plus

A board game in which players move and attack as if they were Chess pieces.

That is, every player plays a unique role/character. They receive a card that tells them “this is how you move” and “this is how you capture other pieces”. (Some of those will be direct copies from Chess, but I can invent way more different movement patterns myself.)

We use this special movement for an actual thematic game that is otherwise completely unlike Chess. Namely, everyone is infiltrating the same secret location, trying to find and steal secrets without getting caught (“captured”) by any of the other players moving around.

The most unique mechanic is that all information is sent via radio waves (or walkie-talkie, or internet, whatever you want). As such, if you find anything, you still need to get the message out without anyone intercepting. Similarly, you receive your mission instructions over radio, which means other players might take a peak before the message reaches you and know exactly what your secret mission is.

I think that idea is really strong and has lots of potential. Unfortunately, like with many of my oldest ideas, I heavily overcomplicated it, got stuck, and left a mess of notes about that. I’ll give those notes below, summarized to the best of my ability all these years later.

Note: The source file on GitHub also contains a comment at the end with the original Dutch version. But believe me, it’s a mess and you won’t get much out of it.

Core Concept

Players control secret organizations exploring a large abandoned building complex. Each player starts with two pieces placed at different starting locations.

  • Everyone knows which organization each player represents.
  • However, what each player is searching for is secret.

The goal of the game is to complete missions.

Turn Structure

During a turn a player moves a piece and performs an action.

1. Move One Piece

Move one piece you control. Remember, this follows chess-like movement patterns.

  • If the piece can attack an opponent, the attack happens immediately.
  • If the piece can attack multiple targets, they all die (unless exceptions apply). (WHY DID I THINK THIS WAS A GOOD RULE??)

2. Perform One Action

Using one of your pieces (not necessarily the same piece). Possible actions:

  • Place an object (for example dropping a transmitter)
  • Pick up an object and carry it
  • Send a message

End of Turn

At the end of each turn:

  • Players move their own messages (“information waves”) along their routes.
  • Messages requiring responses must be answered immediately.

Next player!

Missions

  • Each player receives a mission at the start of the game.
  • When a mission is completed, the player receives a new mission.
  • The first player to complete X missions wins.

This system prevents the game from ending too quickly if someone happens to start near their objective.

Mission Communication

Missions are delivered via information waves.

  • Missions arrive through the player’s receiver.
  • A mission may be intercepted or modified before reaching the player.
  • If you cannot receive messages, you may not receive your mission at all.

When a mission is completed, the player must also send confirmation back to their boss.

The Game Board

The board represents a large abandoned building or complex of buildings.

  • The board is a grid of squares, similar to a chessboard.
  • However, the board is not fixed beforehand.

Exploration System

Players begin in small starting areas (for example 2×2 or 3×3 spaces).

When a piece moves into an unexplored square:

  1. Draw a tile from a stack.
  2. Place it on the board in any orientation.

Over time the board becomes fully revealed.

Eventually the entire map becomes connected and the endgame begins.

Placement Rules

  • It is never allowed to create a completely sealed area.
  • There must always remain some path to reach every space.

Environment Objects

Players may place or move object tokens on the board, such as:

  • Barricades placed on edges between squares (to hide behind).
  • Large objects placed inside a square that block movement completely.

Terrain Layers

Objects may also create multiple terrain layers:

  • A second layer can be built on top of the first.
  • A special action can remove that layer again.

This sounds difficult, but it just means you place another tile on top of the map, adding some walls or furniture or other obstacles that weren’t there before. This allows the environment to change dynamically during the game.

Lighting Idea

The building may be dark or poorly lit.

Possible mechanics:

  • Players only see tokens near their pieces.
  • Line-of-sight rules determine what can be observed.
  • Parts of the map may become hidden again if lights go out.

Pieces

Each piece has unique movement rules. No two pieces in the game move or attack in the same way.

Examples of movement:

  • Move 1 square in any direction
  • Move 2 squares in any direction
  • Move diagonally as far as possible
  • Move horizontally/vertically as far as possible
  • Knight move (one diagonal + one horizontal/vertical)
  • Move by making a corner
  • Other special patterns

Some pieces:

  • Can jump over objects
  • Can pass through other pieces
  • Cannot cross obstacles

Movement Traps

A piece may become trapped.

For example:

  • It enters a space but cannot return using the same movement rule.
  • Another player blocks the path.
  • A barricade is placed behind it.

This is allowed and intentional, even if unfortunate for that player.

Corner Movement Problem

Some situations require turning corners even when a piece cannot normally move diagonally.
A special movement rule may be needed to handle such cases.

Combat

Each piece can attack in different ways.

Examples:

  • Attack by moving onto the opponent’s square
  • Attack a piece adjacent horizontally/vertically
  • Attack a piece adjacent diagonally
  • Attack all pieces in a radius of one
  • Shoot along a horizontal or vertical line
  • Other attack patterns

Items and Combat

Combat behavior can depend on items.

Two possible approaches:

  1. Each piece has fixed combat rules.
  2. Preferred idea: combat abilities depend entirely on the item the piece carries.

This prevents identical combat behavior across pieces.

Death

A piece that is defeated is dead for the rest of the game.

Possible exceptions:

  • Shields that absorb attacks
  • Multiple lives

Conversion

Instead of killing a piece, you may sometimes attempt to convert it to your team.

  • Some pieces are immune.
  • Success may depend on some condition (to be determined).

Teams and Alliances

Players may form teams during the game.

When two players cooperate:

  • Both place a team token to show the alliance.
  • Allied players do not automatically attack each other.

Betrayal

A player may betray their partner:

  1. Remove the alliance token.
  2. Immediately attack the former ally.

When betrayal occurs, an information wave (see next section) spreads through the game.

If that message leaves the board, the entire world learns the player is untrustworthy and they can never form alliances again.

If the message does not escape the board, the betrayal remains secret.

Team Rules

  • A player may belong to only one team at a time.
  • Teams can grow: if C joins A+B, the team becomes A+B+C.
  • There must always remain at least two different teams in the game.
  • If player C already belongs to a team, they must leave that team first.

Joining a Team

Joining requires communication:

  1. Send a join request message.
  2. One team member sends acceptance.

The team must respond during the turn the request arrives.

Requests may not be delayed.

Controlling Teammates’ Pieces

Teams may optionally allow players to move each other’s pieces.

This creates uncertainty about whether allies are trustworthy.

Information Waves

Information waves are the system used to send messages and signals.

Sending a Message

  1. A piece sends message X to a nearby transmitter.
  2. Each turn the message moves from transmitter to transmitter. (These are fixed locations/spots on the map, so you’re just pushing the message along a simple path with arrows/lines.)
  3. A receiver within range eventually receives the message.

The sender determines the route and the destination.

If the sender forgets to move the message, it simply takes an extra round.

Each piece automatically has a receiver.

Transmitters

Transmitters may be placed on the board.

Types include:

  • General transmitter: Anyone may use it.
  • Team transmitter: Only usable by the placing player’s team.
  • Interception transmitter: If a message passes through it, the owner may read or secretly modify the message.

Information Restriction

Any information that could be sent via information waves may never be spoken directly at the table.

Leaving the Board

A message has “left the board” when it exits the game world.

Possible methods:

  • It moves beyond the edge of the board.
  • It reaches a hidden central transmitter.
  • Another special mechanic?

Possible Message Types

Examples include:

  • Team request (JOIN / LEAVE)
  • Response (ACCEPT / REJECT)
  • Mission update (NEW / COMPLETED)
  • Betrayal alert
  • Other humorous or absurd messages

Communication Range

Range rules:

  • A piece may receive a message from a transmitter within 2 squares.
  • A transmitter may send a message to another transmitter within 3 squares.

Scaling Problem

With more players, information waves move faster through the network, which may feel strange.

However this can also be interesting:

Advantages:

  • Messages arrive faster.

Disadvantages:

  • More players means more chances for interception or modification.

Possible alternative:

  • Only the owner of a message may move it during their turn.