Regimental Chess
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Regimental Chess was generated from the desire to create a solid game emulating the strategy and tactics of battle. Strategy being the art of positioning ones formations. Tactics being the art of how they fight. At first, the creator of this game increased the number of pieces and the size of the battlefield. The quick realization is that chess evolved into, and solidified, into a board 8 squares by 8 squares for good reason. The two small armies are therein locked into combat where every position counts. Increase the size of the field or the army, and all that is lost.
Then came the epiphany: move multiple pieces in formations rather than just one piece at a time. Formations that are governed by rules. Formations that can be broken apart. No point system is necessary. If a formation breaks up or loses pieces through attrition, it simply becomes less effective as a fighting unit until it is either annihilated or becomes too small to remain relevant to the battle.
It then became a matter of experimenting with the numbers of pieces and size of the board to create a balance whereby every formation plays an important role in any given game.
In the Napoleonic Wars, well formed infantries defeated the cavalry charge because horses refused to charge into a wall of bayonets held by foot soldiers that no longer turned to run. But the same densely packed infantry made an easy target for an artillery strike. The artillery, in turn, was itself vulnerable to a cavalry charge. This historic dynamic of rock-paper-scissors underpins the balance of Regimental Chess.
The king is most often captured by a formation of rooks and queens, acting like a heavy artillery. However, this group has a difficult time capturing the king if he is surrounded by his horses. Because of the way they are formed and move, the horses are extremely vulnerable to charge of densely packed infantry. This infantry, in turn, can be quickly wiped out by the rooks and queens. It is all a matter of how many pieces are in each formation, how the formation is shaped and where it stands in relation to its enemies. For this reason, an immediate strike by bishops, albeit sacrificial, is best intended to wipe out as many rooks, queens and horses as possible, break up their formations and thus reduce the opponent’s offensive and defensive capabilities.
Multiple Board Regimental Chess emulates the battle a general must wage along a broad front, with multiple divisions and commands, each carrying out and issuing orders. Each division protects the flank of the next division. Forces must shift along the backfield to defend against points of attack, or to mass forces and attack where opportunity presents itself.
After all is said and done, we’re extremely pleased with the game we’ve created and we hope you enjoy it as much.
If your intellect has a brutal streak, or your brutality has an intelligent edge, this is the game for you.
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兵团战棋
《兵团战棋》的诞生源于打造一款严谨棋类的渴望,力求模拟战争中的战略与战术。战略,乃布阵排兵之艺术;战术,则指部队交锋之巧思。起初,设计者尝试增加棋子数量、扩大战场规模,却很快领悟到国际象棋将棋盘固化在8×8格内自有其深意:两支小规模军队被锁入寸土必争的战局中。一旦放大棋盘或增派兵力,这种精妙便会荡然无存。
于是灵光乍现:改为指挥以规则约束的兵团整体移动,而非一次仅动一子。兵团可聚可散,无需设计复杂的计分系统。若兵团因损耗而瓦解或减员,其作战效能便随之衰减,直至被全歼或规模小至无关战局。
随后便是反复调试棋子数量与棋盘尺寸,以求达到一种平衡——让每一支兵团在任何对局中都扮演关键角色。
正如拿破仑战争中,严整的步兵方阵能抵御骑兵冲锋,因战马不愿撞向刺刀筑成的铜墙铁壁;但密集的步兵却易遭炮兵轰击;而炮兵阵地自身又惧怕骑兵突袭。这种历史上“矛、盾、铳”相生相克的动态关系,构成了《兵团战棋》的平衡内核。
国王最常被由战车与皇后组成的“重炮兵团”俘获。然而,若国王被战马兵团环绕,这类重炮兵团便难以近身。由于布阵与移动方式的特点,战马兵团极易遭密集步兵兵团冲锋击溃;而步兵兵团又会被战车与皇后兵团迅速剿灭。胜负关键,在于每支兵团的棋子数量、阵型排布以及与敌军的相对位置。正因如此,以主教兵团发动迅捷突袭——即便代价惨重——往往旨在最大限度摧毁敌方的战车、皇后与战马,打散其建制,从而削弱对手的攻防能力。
多战场兵团战棋则模拟将帅在广阔战线上调兵遣将的宏观战役:多个师部与指挥部各司其职,彼此协防侧翼。兵力需在后方灵活调度,以抵御突袭,或集结精锐于战机出现处发起强攻。
历经无数推敲打磨,我们对自己创造的这款游戏深感自豪,亦希望您能乐在其中。
若您的智慧带一丝凌厉锋芒,或您的果决藏几分缜密心思——此局,正为您而设。
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复古下棋战阵游戏,和国际象棋只能说毫无关系