Welcome to the Genetess V1.00 Rules Specials page.

Every special you locate in the game will be identified by an "Sn" tag (e.g. S1, S5, S12) which references a section below. Most also then contain a brief summary in the special text.

None to all of the following specials are available in each game of Genetess V1.00, as specified on the game description page on this website.

Rule clarification :- In cases where the order specials fire becomes important, they will be processed on any given turn starting with S1s then working through to S22s. Where more than one of a given type of special exists, they will be processed from cell A1 working across and then down row by row.


S1 - Fixed E Bonus Specials
As suggested by the title, these specials simply provide a fixed E bonus to your King if you have a piece on them at the very start of your turn. The special text will state the size of the bonus.

S2 - Percentage E Bonus Specials
These specials provide a variable E bonus to your King if you have a piece on them at the very start of your turn. The amount of E provided will be a percentage of either your stored E, or a percentage of the sum of all player's stored E, and will be stated by the special text.

S3 - Piece Duplication Specials
These specials will duplicate a piece that starts its turn on the square, but only if the target square is empty. It is possible to duplicate your King in this way. Your E increment rate is proportional to the number of Kings you have, e.g. with 3 Kings you gain 3 times as much E as with 1 King, and this applies to special E accumulation as well as the 1E per turn increment. However if any of your Kings are taken, you are eliminated from the game. The special text will state the square on which the duplicated piece will be created.

S4 - Genetic Code Adder Specials
These specials add a specified (or occassionally random) genetic code to a piece's genetic sequence if that piece starts its turn on the square. Some of these specials have a maximum occurance of the added code (e.g. up to "BBB"), others are unlimited. Genetic codes can be added to your King in this way. The special text will state which code or code(s) are added.

S5 - Map View Specials
These specials provide a view of the entire map when occupied at the start of any player's turn. Decoding of enemy pieces is only provided if the piece occupying the square contains the F genetic code. Note that the view range of the piece is not extended, but the player is provided with a view of the whole board, this distinction is important when considering other genetic codes such as radiate.

S6 - Piece Killer Specials
These specials kill all pieces on specified squares as soon as they occupied by any piece. The special text will specify which square or squares pieces will be destroyed on. This special will not kill a King piece, however if a King is within the area of effect of this special, the effect will apply to all pieces on the board owned by that King !

S7 - Detonation Specials
These specials instantly kill any piece moving onto them, but also send out a blast that kills any piece in its path. The blast will travel N, E, S, and W in four 1 square wide jets until hitting a wall or a piece. If the piece landing on the square contains the C genetic code then the blast also travels NE, NW, SE, and SW. If the piece landing on the square contains the E genetic code then the blast continues through any piece until it hits a wall. If the piece landing on the square contains the O genetic code then the blast will also destroy 1 square on interior wall at the end of any jet. A King can not lose its special K genetic code and can not therefore be killed by this special, however if a King is within the area of effect of this special, the effect will apply to all pieces on the board owned by that King !

S8 - Teleport Specials
These specials teleport a piece as soon as it completes its move by landing on the square, to either a designated or random target square. The teleport only occurs if the target square is empty. The special text states which square or range of squares the piece will be teleported to. If a teleport is blocked, it will be re-tried at the start of that player's turn each round.

S9 - Radiation Specials
These specials irradiate any piece moving onto them, immediately removing 1 random genetic code from their sequence. This radiation however, also affects any piece within the view of the piece landing on this square. Any piece losing its last A genetic code is killed. A King can not lose its special K genetic code and can not therefore be killed by this special, however if a King is within the area of effect of this special, the effect will apply to all pieces on the board owned by that King !

S10 - Open Wall Specials
These specials will permanently remove a specified or random interior wall or walls as soon as they are occupied by any piece. The wall or walls affected are stated in the special text.

S11 - Factored E Bonus Specials
These specials provide a percentage bonus to your King if you have a piece on them at the start of your turn. The %E bonus is equal to n^n where n is the number of S11 specials you occupy with pieces at the start of your turn. So if you occupy 1 your bonus will be 1%, 2 gives 4%, 3 gives 27%, 4 gives 256% etc.

S12 - Enemy E Decay Specials
These specials decay the stored E of all enemies by a fixed or percentage amount. The amount of E lost by enemy Kings is given is stated in the special text.

S13 - Special Relocation Specials
These specials immediately relocate all the special squares on the board to random, empty squares. This includes the occupied Special Relocation special.

S14 - Double Up Specials
These specials double the number of each genetic codes contained by a piece that starts its turn on this square. This doubling isn't free however and will reduce that player's stored E by the amount required to create the initial piece. If the player does not have sufficient E to fund this doubling then nothing happens this round.

S15 - Conversion Specials
These specials convert to your side all pieces within the view of a piece occupying the square at the start of its turn. Enemy Kings can not be converted but if they are included in the effect of this special then all the pieces belonging to that enemy are converted.

S16 - Tremor Specials
These specials rock the entire Genetess V1.00 board, moving all pieces and specials by 1 square in random directions every time they are occupied at the start of a piece's turn. Each item that is moved has an equal chance of ending up in each of the 9 squares forming a 3 by 3 grid centred on its original position (so it actually has a 1 in 9 chance of remaining in the same position). If the square a piece tries to move into is occupied by another piece it is simply not moved. If the square a piece tries to move into is occupied by a wall it is simply not moved. If the square a piece tries to move into is a special square then it is moved, and if that special square is of a type to trigger as soon as it is occupied (e.g. teleport) then the moving piece will also be teleported, otherwise the special square will trigger as usual at the start of that player's turn. If the square a special tries to move into is occupied by a wall it will still be moved. If the square a special tries to move into is occupied by another special it will simply not be moved. If the square a special tries to move into is occupied by a piece it will still be moved and the same triggering rules apply for if a piece is moved onto the square occupied by a special. When a tremor is triggered, all specials are moved first starting with the top left of the board and working right across each row then down to the next row. All pieces are then moved starting with the top left of the board and working right across each row then down to the next row. Note that each special and piece is only moved once by the tremor, but pieces could potentially be moved several times if they keep getting hit by moving specials.

S17 - Target Specials
These specials reveal all enemy Kings when occupied by a piece at the start of its turn.

S18 - Synergy Specials
These specials reveal all pieces with identical genetic sequences to that occupying the special at the start of its turn.

S19 - Fuse Specials
These specials destroy all pieces with identical genetic sequences to that occupying the special at the start of its turn including pieces on the same side, and the occupying piece itself.

S20 - Wind Specials
These specials cause a strong wind to blow all pieces on the board away from the piece occupying the square at the start of its turn until they hit another wall or piece.

S21 - Rockfall Specials
These specials cause the roof to collapse for all squares within the view of the piece occupying the square at the start of its turn, changing these squares to be interior wall. All pieces within the effect of this special are destroyed, including the occupying piece, but excluding Kings which are unnaffected.

S22 - Monkey Specials
If occupied at the beginning of a turn these specials cause the piece (or pieces if equi-distant) nearest to each starting square on the board to gain 1K code up to a maximum of 1K code per piece.




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