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Add Chess Golf, for #27.
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donkirkby committed Dec 9, 2023
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122 changes: 121 additions & 1 deletion docs/new_rules.md
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Expand Up @@ -14,7 +14,10 @@ know what you think.
* [Half Alice Chess][half-alice-chess] moves pieces through the
looking glass to a parallel universe after each move. (2 players,
chess set, and checkers set)
* [Neighbour Chess Solitaire][neighbour-chess-solitaire] move pieces
* [Chess Golf][chess-golf] makes players race to plan the best route,
as the pieces caddy each other around the board. (1 or more players,
chess set, deck of cards, timer, coins, pencil and paper)
* [Neighbour Chess Solitaire][neighbour-chess-solitaire] moves pieces
using their neighbours' moves to form one connected group. (1 player,
chess set, and deck of cards)
* [Cloak and Dagger Chess][cloak-and-dagger-chess] is a game where you
Expand All @@ -24,6 +27,7 @@ know what you think.
[adrenaline-chess]: #adrenaline-chess
[cooperative-chess]: #cooperative-chess
[half-alice-chess]: #half-alice-chess
[chess-golf]: #chess-golf
[neighbour-chess-solitaire]: #neighbour-chess-solitaire
[cloak-and-dagger-chess]: #cloak-and-dagger-chess

Expand Down Expand Up @@ -236,6 +240,122 @@ by the rook after switching. The only legal move is to a7.

![Diagram](images/new_rules/diagram3.png)

## Chess Golf
Pairs of chess pieces caddy for each other, while all the players try to work
out the most efficient path to deliver a golf ball across the board.

### Equipment
A standard chess set and a standard deck of 52 cards. You'll also need a pencil
and paper for keeping score, a timer, and some coins. 4 coins are probably
enough, and you can even play without them. A one-minute timer works well,
although anything from 30 seconds to two minutes would be fine.

### Setup
Place all the chess pieces except the pawns beside the board. Put the pawns
away, you won't need them.

From the deck of cards, use one card to represent each piece:

* White King - King of Hearts
* White Queen - Queen of Hearts
* White Rooks - 10 of Hearts and Diamonds
* White Bishops - 9 of Hearts and Diamonds
* White Knights - 8 of Hearts and Diamonds
* Black King - King of Spades
* Black Queen - Queen of Spades
* Black Rooks - 10 of Spades and Clubs
* Black Bishops - 9 of Spades and Clubs
* Black Knights - 8 of Spades and Clubs

Put the rest of the cards away, you won't need them. Then shuffle the cards and
place them next to the board. Draw one card at a time, placing the matching
piece on the board. Starting in the top left corner, leave the following numbers
of empty squares before each piece:

* Kings - 6 empty squares
* Queens - 5 empty squares
* Rooks - 3 empty squares
* Bishops - 2 empty squares
* Knights - 1 empty square

Shuffle the cards again, and place them next to the board as a draw pile.

Choose a scorekeeper, and get them to write everyone's initials at the top of
the paper, leaving enough room for 9 scores and a course total. Leave room for
18 scores, if you're playing a full round.

### Play
Each turn, **draw** two cards and place them face up next to the board where all
players can see them. Check the table above, and **announce** the two chosen
piece types for this turn. Then **start** the timer.

All players now plan how to get one of the two pieces to hit a golf ball at the
other in the fewest strokes. While planning, no one actually moves the pieces.
For each stroke, choose a piece to hit a golf ball. They can hit a golf ball
to land one chess move away. However, they don't use their own type of move.
Instead, they pick one of their neighbouring pieces as a caddy and use the
caddy's golf club to move the ball with the caddy's chess move.

If one of the two chosen piece types can hit a ball to the other chosen piece
type, then that's the final stroke and no pieces move. Otherwise, the ball has
to land in an empty square, and the piece that hit it moves to the empty square.
The caddy doesn't move. Remember, though, don't actually move any pieces while
planning. Just visualize how the pieces will move and count how many strokes you
need to deliver the ball.

One extra restriction: all white pieces are right handed, and can only use
right-handed, white caddies. All black pieces are left handed, and can only use
left-handed, black caddies. Caddies must be in one of the 8 squares directly
surrounding the piece.

If no black pieces have caddies or no white pieces have caddies at the start of
the game, start at the kings and work your way down to the knights. If swapping
a black and a white piece would make it so that there is at least one caddy pair
of each colour, then make the swap and stop.

You may move other pieces besides the two chosen piece types. This is often
helpful if the chosen pieces have no neighbours.

When you have found a path and counted the strokes, put your fist on the table
to show that you're ready. When all the players have a fist on the table or
when the timer runs out, the planning phase ends.

Now, everyone reveals their stroke count at the same time. Bang your fist on the
table as you count "one, two, three." As you say "three," everyone puts out a
number of fingers to show how many strokes they need. The scorekeeper writes
down everyone's strokes. If you think it's impossible, put out zero fingers.

The player with the fewest strokes must now demonstrate the path. If some
players are tied for fewest, start with the scorekeeper and go around to the
left until you reach one of the tied players. That player must demonstrate. It
can be helpful to start by placing coins under all the pieces that you're going
to move, so you can reset if you get confused.

Players should not be allowed to hesitate more than a few seconds while
demonstrating. Be kind, especially to younger players, but you can't sit and
try to solve it at this point.

If the player can't demonstrate their path, then they get the maximum of all the
other players' strokes, plus a one-stroke penalty. Reset the pieces to where
they started and get the player with the next lowest strokes to demonstrate.

If some players put out zero fingers, let the lowest nonzero player demonstrate.
If they are successful, then all the zero players get the maximum strokes plus
a one-stroke penalty.

After a successful demonstration, leave the pieces in their final positions, but
remember that the last stroke only delivers the ball without moving the piece.
Remove the coins, if you used them. Choose a new scorekeeper by passing the
pencil and paper one player to the left.

### Game End
Continue drawing two cards each turn until the deck runs out. For the ninth
hole, use the two kings. If you want to play a full round, shuffle the cards and
play the back nine holes. You don't need to lay out the pieces again.

Add up the scores for all 9 or 18 holes, and award the game to the player with
the lowest score. A tie goes to the best dressed player.

## Neighbour Chess Solitaire
Pairs of chess pieces help each other across the board until you gather them all
into one connected group. Keep adding pieces until you have enough to start, but
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116 changes: 116 additions & 0 deletions raw_rules/new_rules.md
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Expand Up @@ -247,6 +247,122 @@ by the rook after switching. The only legal move is to a7.
. . . . . . . K
arrow: b6,b6,white

## Chess Golf
Pairs of chess pieces caddy for each other, while all the players try to work
out the most efficient path to deliver a golf ball across the board.

### Equipment
A standard chess set and a standard deck of 52 cards. You'll also need a pencil
and paper for keeping score, a timer, and some coins. 4 coins are probably
enough, and you can even play without them. A one-minute timer works well,
although anything from 30 seconds to two minutes would be fine.

### Setup
Place all the chess pieces except the pawns beside the board. Put the pawns
away, you won't need them.

From the deck of cards, use one card to represent each piece:

* White King - King of Hearts
* White Queen - Queen of Hearts
* White Rooks - 10 of Hearts and Diamonds
* White Bishops - 9 of Hearts and Diamonds
* White Knights - 8 of Hearts and Diamonds
* Black King - King of Spades
* Black Queen - Queen of Spades
* Black Rooks - 10 of Spades and Clubs
* Black Bishops - 9 of Spades and Clubs
* Black Knights - 8 of Spades and Clubs

Put the rest of the cards away, you won't need them. Then shuffle the cards and
place them next to the board. Draw one card at a time, placing the matching
piece on the board. Starting in the top left corner, leave the following numbers
of empty squares before each piece:

* Kings - 6 empty squares
* Queens - 5 empty squares
* Rooks - 3 empty squares
* Bishops - 2 empty squares
* Knights - 1 empty square

Shuffle the cards again, and place them next to the board as a draw pile.

Choose a scorekeeper, and get them to write everyone's initials at the top of
the paper, leaving enough room for 9 scores and a course total. Leave room for
18 scores, if you're playing a full round.

### Play
Each turn, **draw** two cards and place them face up next to the board where all
players can see them. Check the table above, and **announce** the two chosen
piece types for this turn. Then **start** the timer.

All players now plan how to get one of the two pieces to hit a golf ball at the
other in the fewest strokes. While planning, no one actually moves the pieces.
For each stroke, choose a piece to hit a golf ball. They can hit a golf ball
to land one chess move away. However, they don't use their own type of move.
Instead, they pick one of their neighbouring pieces as a caddy and use the
caddy's golf club to move the ball with the caddy's chess move.

If one of the two chosen piece types can hit a ball to the other chosen piece
type, then that's the final stroke and no pieces move. Otherwise, the ball has
to land in an empty square, and the piece that hit it moves to the empty square.
The caddy doesn't move. Remember, though, don't actually move any pieces while
planning. Just visualize how the pieces will move and count how many strokes you
need to deliver the ball.

One extra restriction: all white pieces are right handed, and can only use
right-handed, white caddies. All black pieces are left handed, and can only use
left-handed, black caddies. Caddies must be in one of the 8 squares directly
surrounding the piece.

If no black pieces have caddies or no white pieces have caddies at the start of
the game, start at the kings and work your way down to the knights. If swapping
a black and a white piece would make it so that there is at least one caddy pair
of each colour, then make the swap and stop.

You may move other pieces besides the two chosen piece types. This is often
helpful if the chosen pieces have no neighbours.

When you have found a path and counted the strokes, put your fist on the table
to show that you're ready. When all the players have a fist on the table or
when the timer runs out, the planning phase ends.

Now, everyone reveals their stroke count at the same time. Bang your fist on the
table as you count "one, two, three." As you say "three," everyone puts out a
number of fingers to show how many strokes they need. The scorekeeper writes
down everyone's strokes. If you think it's impossible, put out zero fingers.

The player with the fewest strokes must now demonstrate the path. If some
players are tied for fewest, start with the scorekeeper and go around to the
left until you reach one of the tied players. That player must demonstrate. It
can be helpful to start by placing coins under all the pieces that you're going
to move, so you can reset if you get confused.

Players should not be allowed to hesitate more than a few seconds while
demonstrating. Be kind, especially to younger players, but you can't sit and
try to solve it at this point.

If the player can't demonstrate their path, then they get the maximum of all the
other players' strokes, plus a one-stroke penalty. Reset the pieces to where
they started and get the player with the next lowest strokes to demonstrate.

If some players put out zero fingers, let the lowest nonzero player demonstrate.
If they are successful, then all the zero players get the maximum strokes plus
a one-stroke penalty.

After a successful demonstration, leave the pieces in their final positions, but
remember that the last stroke only delivers the ball without moving the piece.
Remove the coins, if you used them. Choose a new scorekeeper by passing the
pencil and paper one player to the left.

### Game End
Continue drawing two cards each turn until the deck runs out. For the ninth
hole, use the two kings. If you want to play a full round, shuffle the cards and
play the back nine holes. You don't need to lay out the pieces again.

Add up the scores for all 9 or 18 holes, and award the game to the player with
the lowest score. A tie goes to the best dressed player.

## Neighbour Chess Solitaire
Pairs of chess pieces help each other across the board until you gather them all
into one connected group. Keep adding pieces until you have enough to start, but
Expand Down
3 changes: 2 additions & 1 deletion raw_rules/new_rules_contents.csv
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Expand Up @@ -2,5 +2,6 @@ heading,description
Adrenaline Chess,"adds power ups to chess. (2 players, chess set, and checkers set)"
Cooperative Chess,"lets you play together against the game. (2 players, chess set, and deck of cards)"
Half Alice Chess,"moves pieces through the looking glass to a parallel universe after each move. (2 players, chess set, and checkers set)"
Neighbour Chess Solitaire,"move pieces using their neighbours' moves to form one connected group. (1 player, chess set, and deck of cards)"
Chess Golf,"makes players race to plan the best route, as the pieces caddy each other around the board. (1 or more players, chess set, deck of cards, timer, coins, pencil and paper)"
Neighbour Chess Solitaire,"moves pieces using their neighbours' moves to form one connected group. (1 player, chess set, and deck of cards)"
Cloak and Dagger Chess,"is a game where you disguise your chess pieces as checkers, then try to identify your opponent's pieces. (2 players, chess set, checkers set, pen, and tape)"

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