Welcome to the Genetess V1.02 Rules Pieces page.

Genetess pieces have two basic properties. Firstly they will be owned by a specific player, and all the pieces owned by one player will be of the same colour on the board. Secondly each piece has a genetic sequence that describes exactly what that piece can do. The genetic sequence of a piece is a list of its genetic codes, which can include multiple copies of the same genetic codes. The available genetic codes range from A through to Z.

Most Genetess games start with each player having only a single piece with the single genetic code K in its genetic sequence. Some games will however start with players having a larger number and variety of pieces. However a game starts, as long as its startup parameter for allowing piece creation is set to yes, players can create new pieces as the game progresses. The creation of new pieces requires the player to have a piece containing the K (King) code, and sufficient E to pay for the new piece.

Players will start with a small amount of E, and then accrue more through the game proportional to the number of pieces they have containing a K code, as set in the game's startup parameters. For most games this will be 1 E per piece with a K code per turn. The cost in E of creating a new Genetess pieces depends on the individual costs of the genetic codes in the new piece's genetic sequence. The total cost of a new piece is equal to the sum of the cost of its genetic codes plus the product of the cost of its genetic codes. For example a new piece with a genetic sequence of ABBBD costs (1+2+2+2+3)+(1*2*2*2*3)=34E. The cost and function of the Genetess genetic codes are shown lower down on this page.

Taking enemy pieces in Genetess is the same as in chess. A piece can complete its move on an enemy piece's square and remove it from the board. There are several genetic codes that may change this behaviour, and several other ways of destroying enemy pieces, but these are described in detail elsewhere in the rules.

The following summary and detailed description of the genetic codes referes to the various actions pieces can take. The format and restrictions on these actions are described in more detail in the Submitting Orders section of the rules.

Genetic Code Summary

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 (5E)
I) Cannibalise (8E)
J) Transfer (9E)
K) King (cannot be bought)
L) Subsumption (10E)
M) Radiate (7E)
N) Teleport (7E)
O) Mine (20E)
P) Ronin (2E)
Q) Petrify (19E)
R) Phase (7E)
S) Convert (4E)
T) Repulse (9E)
U) Flare (9E)
V) Home (4E)
W) Shield (4E)
X) Attract (9E)
Y) Sanctuary (13E)
Z) Charge (20E)

Jeremy Harper has provided an excellent web page for calculating the cost and checking the abilities of Genetess V1.02 pieces. Simply go to http://www.blogjones.com/GenetessCalculator.html and type in the genetic sequence you are thinking of creating.

Phil Robertson has also provided an excellent web page for calculating the cost and checking the abilities of Genetess V1.02 pieces, and specials. Simply go to http://www.margtech.com/gen_form.php and type in the genetic sequence you are thinking of creating, or the special you wish to check out.

A) Basic Piece (1E)
The genetic code "A" must be present in all Genetess V1.02 Original pieces excepting those containing the K code. 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.
A piece losing its final "A" code (and not containing a K code) is instantly destroyed.
The "A" code enables the MOVE action.

B) Additional Move (2E)
The genetic code "B" increases the number of squares a piece can move when using the MOVE action. One restriction to note is that a piece MUST move all its available squares. Thus a piece with the genetic sequence AB could not simply move 1 square E, but would have to move both its available square, e.g. E-E. Pieces with multiple moves can double back , e.g. your piece with genetic sequence AB could move E-W and effectively remain where it was.
This code is repeatable and its effects stack.

C) Diagonal Moves (2E)
The genetic code "C" enhances the MOVE action by allowing diagonal moves (NW, NE, SE, SW) to be made. It does not allow any additional squares to be moved by a piece, instead allowing any or all of a piece's existing moves (as defined by the A, K, and B codes) to be diagonal if required.
This code is repeatable but its effects do not stack.

D) Additional View (3E)
The genetic code "D" increases the view a piece has by 2 squares in all directions.
This code is repeatable and its effects stack.

E) Jump (3E)
The genetic code "E" enhances the MOVE action by allowing a piece to jump through any intervening pieces when it is moving. It does not allow any additional squares to be moved by a piece. So a piece with genetic sequence AB could not move E if it had an enemy piece in the way. However a piece with genetic sequence ABE could move E-E as if the blocking enemy piece were not present. Note that in this second case, the enemy piece is not taken by being jumped.
This code is repeatable but its effects do not stack.

F) Decode (4E)
The genetic code "F" enhances the view a piece has by decoding enemy pieces and showing their genetic sequence.
This code is repeatable but its effects do not stack.

G) Digest (5E)
The genetic code "G" enhances the MOVE action when an enemy piece is taken. Instead of the enemy piece simply being removed from the board, the player taking it gains an E bonus equal to the cost of the piece taken. No E is gained when taking your own pieces. When taking an enemy piece containing the K code, all the enemy's stored E is digested as well.
This code is repeatable but its effects do not stack.

H) Divide (5E)
The genetic code "H" bestows a piece with the ability to divide into two viable pieces by splitting its genetic sequence across the two pieces. The DIVIDE action must specify an empty square for the new piece to be created on neighbouring the piece performing the action, and the genetic sequence for the new piece which must be a subset of the genetic sequence of the piece performing the action. Both the remaining and new pieces must have viable genetic sequences (e.g. both must have either an A or a K code) or the DIVIDE action will fail.
This code is repeatable but its effects do not stack.
The "H" code enables the DIVIDE action.

I) Cannibalise (8E)
The genetic code "I" enhances the MOVE action to allow a piece to take pieces of its own colour. It does not allow the value of its own pieces to be digested using the G code, nor does it allow the genetic sequence of its own pieces to be subsumed using the L code. It simply allows unwanted pieces of the same colour to be removed from the board. Note that a piece containing this code can be created directly on one of your own pieces, destroying the original piece and replacing it.
This code is repeatable but its effects do not stack.

J) Transfer (9E)
The genetic code "J" bestows a piece with the ability to use the TRANSFER action to transfer any single genetic code (apart from the K code) from its genetic sequence to any piece (friend or enemy) within its view. Once used a J code is removed. The remaining piece must have a viable genetic sequence (e.g. an A or a K code) or the TRANSFER action will fail.
This code is repeatable but its effects do not stack.
This code is consumed when used.
The "J" code enables the TRANSFER action.

K) King (cannot be bought)
The genetic code "K" cannot be bought. It bestows a piece with the ability to use the CREATE action to create new genetess pieces throughout the game. If any of your pieces containing a K code are taken during a game you are eliminated from the game (see the winning and losing section of the rules). Pieces containing the K code also allow a player to accrue E on every turn in the game. The amount of E accrued by each piece containing the K code per turn is specified in the game startup parameters.
This code is repeatable but only some of its effects stack (more E accrual but no additional CREATE actions).
You are eliminated from a Genetess game if one of your pieces containing a K code is taken.
The "K" code enables the MOVE action.
The "K" code enables the CREATE action.

L) Subsumption (10E)
The genetic code "L" enhances the MOVE action when an enemy piece is taken. Instead of the enemy piece simply being removed from the board, its unique genetic sequence is merged with that of the taking piece - in other words any genetic codes that the subsumed piece has that the subsuming piece does not have will be added to the subsuming piece. This code has no effect when taking your own pieces.
This code is repeatable but its effects do not stack.

M) Radiate (7E)
The genetic code "M" bestows a piece with the ability to use the RADIATE action to damage all pieces (including itself) within its view, causing them all to lose one random genetic code from their genetic sequence. Pieces can not be destroyed by this effect, so their final A or K code will never be lost.
This code is repeatable but its effects do not stack.
The "M" code enables the RADIATE action.

N) Teleport (7E)
The genetic code "N" bestows a piece with the ability to use the TELEPORT action to jump immediately to any unoccupied square within its view.
This code is repeatable but its effects do not stack.
The "N" code enables the TELEPORT action.

O) Mine (20E)
The genetic code "O" enhances the MOVE action so that a piece can complete its move on an interior wall square and change that square into passageway. It does not allow a piece to move through walls during its move. 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.
This code is repeatable but its effects do not stack.

P) Ronin (2E)
The genetic code "P" bestows a piece with the ability to continue functioning after its owning player is eliminated from the game. Thus an eliminated player can still operate any pieces they have containing the P code. For details on elimination and point scoring see the winning and scoring and losing sections of the rules.
This code is repeatable but its effects do not stack.

Q) Petrify (19E)
The genetic code "Q" bestows a piece with the ability to use the PETRIFY action to permanently transform itself into an interior wall.
This code is repeatable but its effects do not stack.
The "Q" code enables the PETRIFY action.

R) Phase (7E)
The genetic code "R" bestows a piece with the ability to use the PHASE action to turn itself invisible. Once used an R code is removed. Phased pieces are only visible to their owner, and are then shown with the lower case "r" genetic code. A piece remains phased until it performs another action, or until an enemy piece tries to move through the square. Note that it is possible for a phased piece to be taken without an enemy even realising they have done so.
This code is repeatable but its effects do not stack.
The "R" code enables the PHASE action.

S) Convert (4E)
The genetic code "S" bestows a piece with the ability to use the CONVERT action to convert all orphaned pieces within its view to its own colour. Orphaned pieces are those without a P code who's owning player has been eliminated. If the orphaned pieces in view are on your own side (e.g. you have been eliminated and are using a piece with both the S and P codes) then they will each gain a P code so you can use them again.
This code is repeatable but its effects do not stack.
The "S" code enables the CONVERT action.

T) Repulse (9E)
The genetic code "T" bestows a piece with the ability to use the REPULSE action to send out a repulsion wave N, E, S, and W which causes the first piece hit in each direction to continue moving in that direction until blocked by a wall or another piece. If the piece using the REPULSE action also contains a C code the repulsion wave is also sent out NE, SE, SW, and NW. If a piece being repulsed contains the O code it can take a single interior wall when it comes to rest. If a piece being repulsed contains an E code it will jump over obstructing pieces until it hits a wall.
Walls do not stop the repulsion waves moving out to reach their targets, but they do stop a repulsed piece from moving.
This code is repeatable but its effects do not stack.
The "T" code enables the REPULSE action.

U) Flare (9E)
The genetic code "U" bestows a piece with the ability to use the FLARE action to view the entire board for 1 round. If the flaring piece also contains the F code the view will include decode information. Once used a U code is removed, but for the round it is in effect an active flare code will be represented by a lower case "u" character.
This code is repeatable but its effects do not stack.
The "U" code enables the FLARE action.

V) Home (4E)
The genetic code "V" bestows a piece with the ability to use the HOME action to jump immediately onto any vacant square neighbouring a different allied piece containing the K code.
This code is repeatable but its effects do not stack.
The "V" code enables the HOME action.

W) Shield (4E)
The genetic code "W" bestows a piece with the ability to ignore the effect of any special square or action that would in any way move or change the genetic sequence of the piece containing the W code. Once used to resist such an effect the W code is removed.
This code is repeatable but its effects do not stack.

X) Attract (9E)
The genetic code "X" bestows a piece with the ability to use the ATTRACT action to send out an attraction wave N, E, S, and W which causes the first piece hit in each direction to move back towards the attracting piece until it is on the neighbouring square. If the attracting piece contains a C code the attraction wave will also travel NE, SE, SW, and NW. If a piece being attracted contains the O code it can take a single interior wall when it comes to rest. If a piece being attracted contains an E code it will jump over obstructing pieces until it hits a wall.
Walls do not stop the attraction waves moving out to reach their targets, but they do stop a repulsed piece from moving.
This code is repeatable but its effects do not stack.
The "X" code enables the ATTRACT action.

Y) Sanctuary (13E)
The genetic code "Y" bestows a piece with the ability to use the SANCTUARY action to swap places with any different allied piece containing the K code.
This code is repeatable but its effects do not stack.
The "Y" code enables the SANCTUARY action.

Z) Charge (20E)
The genetic code "Z" bestows a piece with the ability to use the CHARGE action to move in a single direction N, E, S, or W as far as is possible until blocked by another piece or a wall. If the CHARGING piece also contains the C code it may also CHARGE NE, SE, SW, or NW. A charging piece always stops without taking an enemy piece, and without removing an interior wall.
If a piece has move than 1 Z code it can perform multiple charges in one turn, e.g. CHARGE E, CHARGE N, CHARGE W if it had 3 Z codes.
This code is repeatable but its effects do not stack.
The "Z" code enables the CHARGE action.




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