Welcome to the Genetess V1.00 Rules Pieces page.

The pieces in a Genetess V1.00 game can be divided into The King, and the rest. As in chess, every player in Genetess V1.00 has a single King piece which they must protect at all costs - if you lose your King you are out of the game. Also similar to chess, the King itself moves slowly and has little offensive value, in fact the King can only move 1 square, and even then it is not allowed to move diagonals.

The unique feature of Genetess V1.00 however is that you only start with your King, and sometimes a few supporting pieces. All the other pieces you need through the game are created by the King using a store of energy (referred to as "E"). The King's E reserve slowly increases through the game, and when you have enough E you can create a new piece.

Taking pieces in Genetess V1.00 is identical to chess, with a piece completing its move on an opposing piece and taking it from the board. Some pieces have the ability to move multiple squares, such pieces must complete all their moves, and can only take opposing pieces on their final move. For example a piece with 3 moves must make all 3 moves, and can only take an opposing piece onthe 3rd of these moves. Some pieces also have the ability to jump other pieces, such jumps are like a knight in chess and do not involve taking the jumped piece. The ability to jump simply stops other pieces blocking a piece from moving.

New pieces created by the King start life on one of the 8 squares around the King. New pieces can only be created on empty playing area squares, they can NOT be created on top of existing pieces or on walls ! The abilities of each piece are determined by its genetic sequence, which is made up of its individual genetic codes. Genetic codes are represented by single capital letters and are summarised below along with the cost in E of each code in brackets :-

Some or all of the following Genetic Codes are available in each Genetess V1.00 game as described on the game's webpage on this website.

A) Basic Piece (1E)
B) Additional Move (2E)
C) Diagonal Moves (2E)
D) Additional View (3E)
E) Jump (3E)
F) Decode (4E)
G) Digest (5E)
H) Divide (6E)
I) Cannibalise (10E)
J) Transfer (10E)
K) King (cannot be bought - see below)
L) Subsumption (10E)
M) Radiate (10E)
N) Teleport (12E)
O) Mine (20E)
P) Ronin (1E)
Q) Petrify (20E)
R) Phase (13E)
S) Convert (15E)
T) Repulse (7E)
U) Flare (10E)
V) Home (5E)
W) Warp (30E)
X) Neutron (7E)
Y) Sanctuary (15E)
Z) Earthquake (100E)

Details on each of these codes can be found later on this page, but first some more information on how they combine into the genetic sequence for a new piece, and how much E such a new piece would cost. The easiest way to describe this is through a series of examples. Below are listed the genetic sequences of some common pieces along with their cost in E and the calculation for this cost :-

A costs (1)+(1)=2E
AB costs (1+2)+(1*2)=5E
AC costs (1+2)+(1*2)=5E
ABC costs (1+2+2)+(1*2*2)=9E
ADD costs (1+3+3)+(1*3*3)=16E
ABBBBCE costs (1+2+2+2+2+2+3)+(1*2*2*2*2*2*3)=110E

Put simply in words, the cost of a new piece is the sum of the cost of its genetic codes, plus the product of the cost of its genetic codes. This formula has the effect of making powerful specilised pieces fairly cheap, but making it very expensive to have one piece able to do everything.

Each of the individual genetic codes available for use in a new piece's genetic sequence is now discussed in more detail. If you have the E to spend you can combine these in any genetic sequence you wish as long as you include the "A" code. Sometimes only trial and error will help you work out which combinations work and which don't !

A) Basic Piece (1E)
The genetic code "A" must be present in all Genetess V1.00 Original pieces excepting the King. It bestows its piece the simple ability to move 1 square N, E, S, or W, and to view a 3 by 3 grid of squares centred on the piece. This code is repeatable but its effects do not stack.

B) Additional Move (2E)
The genetic code "B" simply bestows its piece with an additional move. This code is repeatable and its effects stack to a potentially unlimited number of moves. These multiple moves are not limited to simply moving the piece to an adjacent square on the board but also cover all available actions granted by the piece's genetic sequence. For example a piece with genetic sequence ABBDN could if it wanted move 3 squares east, or 2 squres east and then teleport, or even teleport 3 times ! Note that pieces must complete all of their available moves, so out ABBDN piece could not simply move north once. And as stated above, the taking of other pieces can only occur on the final move a piece makes.

C) Diagonal Moves (2E)
The genetic code "C" simply allows a piece to make of its existing moves to adjacent squares in a diagonal direction if it wishes. So for example the piece ABB could move E-E-E, but the piece ABBC could move E-NE-NW if it wished. This code is repeatable but its effects do not stack.

D) Additional View (3E)
The genetic code "D" bestows its piece with the ability to see a further 2 squares in all directions. This code is repeatable and its effects stack to a potentially unlimited view of the board.

E) Jump (3E)
The genetic code E" bestows its piece with the ability to jump other pieces as part of its move. It does not bestow its piece any additional moves, nor does it take pieces that are jumped.
Rule Clarification - The E code does not allow a piece to hover above another piece, thus a piece could MOVE N-N-N using an E code to jump another piece, but could not MOVE N, then TRANSFER whilst above the other piece and then MOVE N agian.

F) Decode (4E)
The genetic code "F" bestows its piece with the ability to decode other pieces genetic sequence. Without this code a piece will only see the colour of other pieces in its viewing range. With this code a piece will see the colour and the genetic sequence of other pieces in its viewing range. This code is repeatable but its effects do not stack.

G) Digest (5E)
The geneteic code "G" bestows its piece with the ability to digest the E value of an enemy piece when it is taken. Without this code enemy pieces are simply removed from the board when taken and their E value lost to all. It does not bestow its piece with the ability to take pieces of its own colour. This code is repeatable but its effects do not stack. If a piece containing the "G" code takes a King it digests all the stored E from that player.

H) Divide (6E)
The genetic code "H" bestows its piece with the ability to divide into two pieces. The division occurs by the piece ejecting a specified genetic sequence into a new piece. If either the new piece, or the remaining piece do not contain the "A" genetic code they will immediately die and be removed from the board. Whichever of the two pieces after division contains the "H" genetic code can divide again on a future move. This code is the reason other non-stacking codes are repeatable. This code is repeatable but its effects do not stack. The divide order takes the following form :-
DIVIDE (location of dividing piece) (location of new piece) (genetic sequence of new piece)
e.g. DIVIDE S12 S13 ABBDF


I) Cannibalise (10E)
The genetic code "I" bestows its piece with the ability to take pieces of its own colour. Even when combined with the "G" code it does not digest the E value of your own pieces. Thus an AGI piece would be able to digest the E value of enemy pieces taken, but would digest no E value from your own pieces when taken. This code is repeatable but its effects do not stack.

J) Transfer (10E)
The genetic code "J" bestows its piece with the ability to transfer any of its genetic codes to any allied [rule clarification removing the option to transfer codes to enemy pieces] piece within its view. Note that the "K" genetic code can not be transferred, nor can a piece's final "A" genetic code. This code is repeatable but its effects do not stack. The transfer order takes the following form :-
TRANSFER (location of transferring piece) (genetic codes to transfer) (location of receiving piece)
e.g. TRANSFER S6 DD S8

K) King (cannot be bought)
The genetic code "K" cannot be bought. You are provided with one King piece containing this code at the start of the game. A piece containing this code can only be destroyed by being taken, not by specials or other abilities such as RADIATE. If a piece containing the K code is affected by a destructive special or an ability such as RADIATE (affecting the K code itself) then all pieces owned by that King will instead be affected. The unique abilities of the King to create new pieces from stored E is described in the rules page covering submitting orders. In some special circumstances it is possible to have move than one piece with the K code. In this case the amount of E you gain from turn accretion is increased proportionally. However, if any of your pieces containing the K code are taken, you are eliminated from the game and all other pieces containing the K code have it removed. This code is repeatable but its effects do not stack.

L) Subsumption (10E)
The genetic code "L" bestows its piece with the ability to subsume all the genetic codes of a piece when it is taken, adding these genetic codes to its own genetic sequence. This includes the "K" genetic code if a King is taken. When combined with the digest code "G" the "GL" genetic sequence performs a subsumption of taken codes and a reduced digestion of the E contained in those codes - instead of the full value of the piece digested, simply the sum of the value of the codes is digested and passed to the E store of the owning player. In the case where the "I" code is also included, giving a sequence of "GIL", the piece will subsume enemy and your own pieces, digesting 0E from your own pieces, and the sum of the value of the codes for enemy pieces taken. This code is repeatable but its effects do not stack.

M) Radiate (10E)
The genetic code "M" bestows its piece with the ability to irradiate all pieces (including itself) within its view, causing all of them to lose 1 randomly determined genetic code from their genetic sequence. The "K" code is immune to this effect but if it is the randomly selected code in an affected piece, the radiate affects all pieces owned by that King. Any piece losing its last "A" code is immediately killed. This code is repeatable but its effects do not stack. The radiate order takes the following form :-
RADIATE (location of radiating piece)
e.g. RADIATE S7


N) Teleport (12E)
The genetic code "N" bestows its piece with the ability to teleport to any square within its view. It is only possible to teleport onto an empty square. This code is repeatable but its effects do not stack. The teleport order takes the following form :-
TELEPORT (starting location of teleporting piece) (finishing location of teleporting piece)
e.g. TELEPORT K12 L14


O) Mine (20E)
The genetic code "O" bestows its piece with the ability to "take" any interior wall square by completing its move on that square. It does not allow the piece to move through walls. Once taken a wall square becomes part of the playing area. This code is repeatable but its effects do not stack. Note that players will only see that interior walls have been removed using this code if one of their pieces gets close enough for the gap to be within view. Pieces containing the O code are also the only ones that can be created directly in a wall square, which will immediately become part of the playing area.

P) Ronin (1E)
The genetic code "P" bestows its piece with the ability to continue moving after its player's King has been destroyed. The player owning this piece will be allowed their usual turn after they have been eliminated and may make any legal move with any 1 piece they own which contains this code. Every time a piece containing this code is moved subsequent to the player's elimination however, a random genetic code is lost from that piece. Any piece losing its last "A" genetic code is killed. Any piece losing its last "P" genetic code ceases to be Ronin and can no longer be moved subsequent to the player's elimination. This code is repeatable but its effects to do not stack. Note that this code can NOT be combined with the K code !

Q) Petrify (20E)
The genetic code "Q" bestows its piece with the ability to permanently transform itself into an interia wall square on the Genetess V1.00 board. This code is repeatable but its effects to do not stack. The petrify order takes the following form :-
PETRIFY (location of petrifying piece)
e.g. PETRIFY S7


R) Phase (13E)
The genetic code "R" bestows its piece with the ability to turn itself invisible. The act of turning invisible deletes one "R" code from that piece. The piece will remain invisible until it moves, until an enemy piece tries to move onto or through that square, or until it performs any order. This code is repeatable but its effects to do not stack. The phase order takes the following form :-
PHASE (location of phasing piece)
e.g. PHASE S7


S) Convert (15E)
The genetic code "S" bestows its piece with the ability to convert all enemy pieces within its view to its own side, providing they cost equal to or less to create than the converting piece. Kings can not be converted, but if caught in the effect it is applied to all pieces on the same side as the affected King. This code is repeatable but its effects to do not stack. The convert order takes the following form :-
CONVERT (location of converting piece)
e.g. CONVERT S7


T) Repulse (7E)
The genetic code "T" bestows its piece with the ability to repulse all pieces (own or enemy) in its view outwards until they hit a wall or another piece, or leave its view. If the piece being repulsed contains the E code it will jump over other pieces, if the piece being repulsed contains the O code it will take 1 interior wall square. This code is repeatable but its effects to do not stack. The repulse order takes the following form :-
REPULSE (location of repulsing piece)
e.g. REPULSE S7


U) Flare (10E)
The genetic code "U" bestows its piece with the ability to throw up a flare and view the entire board for 1 round. The piece can use its flare ability as often as it likes, but on any round it does not use it, its view immediately returns to normal. This code is repeatable but its effects to do not stack. The flare order takes the following form :-
FLARE (location of flaring piece)
e.g. FLARE S7


V) Home (5E)
The genetic code "V" bestows its piece with the ability to jump directly to any vacant square next to its King. This code is repeatable but its effects to do not stack. The home order takes the following form :-
HOME (starting location of homing piece) (finishing location of homing piece)
e.g. HOME S7 X33


W) Warp (30E)
The genetic code "W" bestows its piece with the ability to jump forward into any future round of the game. The piece will then dissapear from the game until the specified round arrives when it will re-appear. If its square is occupied by a wall or another piece when it is due to re-appear then its re-appearance will be delayed until its square is cleared. This code is repeatable but its effects to do not stack. The Warp code has no effect on a piece containing the K code. The warp order takes the following form :-
WARP (location of warping piece) (round number to warp too)
e.g. WARP S11 32


X) Neutron (7E)
The genetic code "X" bestows its piece with the ability to attract all pieces (own or enemy) in its view inwards until they hit a wall or another piece. If the piece being atrracted contains the E code it will jump over other pieces, if the piece being attracted contains the O code it will take 1 interior wall square. This code is repeatable but its effects to do not stack. The neutron order takes the following form :-
NEUTRON (location of neutron piece)
e.g. NEUTRON S7


Y) Sanctuary (15E)
The genetic code "Y" bestows its piece with the ability to swap places with its King wherever both pieces are on the board. This code is repeatable but its effects to do not stack. The sanctuary order takes the following form :-
SANCTUARY (location of sanctuary providing piece)
e.g. SANCTUARY S7


Z) Earthquake (100E)
The genetic code "Z" bestows its piece with the ability to cause a violent earthquake which destroys all interior walls on the board, removes 1 random genetic code from every piece on the board (note that the K code can not be lost from Kings), and moves all special squares and pieces on the board by 1 square in a random direction. The Z code is removed once used. This code is repeatable but its effects to do not stack. The earthquake order takes the following form :-
EARTHQUAKE (location of quaking piece)
e.g. EARTHQUAKE S7




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