Overly Complicated Chess
: A Lesson in Cooperation and Betrayal

Overly Complicated Chess Rules
Roll dice for position:
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High number begins, moving clockwise to the next player
Set board:
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Players may choose Home Lands simultaneously and can begin if all players agree. Otherwise:
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Moving clockwise, Player to the right of starting Player choses one Home Land per round.
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Place one Coin and food in the Center Tile of each Unowned Land.
At Start of Game
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1 Rooks, 1 Knights, 1 Bishops, 1 Treasury, 1 Monarch, 2 Pawns
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1 Farm
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10 coins, 10 food
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2 partial walls
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1 Castle
Player round
Upkeep
On all Fully Controlled Lands:
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Collect a Coin for each controlled Land
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Collect Food from each Controlled Farm
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Place a pawn on any Home within each Controlled Land (if possible)
-Must have one a Noble Unit controlling the Center Land and one other Unit within the Land.
Action Turn
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Movement Step (Player may move one unit per Land)
-Each unit can only enter one uncontrolled Land per Movement Round
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Attack Step
-Player may Attack one target from each Land. Player may chose which Unit takes the Tile.
-Player may Defend with any Units that can also reach the targeted Unit’s tile.
-The Player with the highest number rolled (Attack Priority Bonus: +1 (6S) dice) Captures the Player with the lowest number rolled
-In the event of a tie, the Attacker and Defender may agree to let both Units survive, and the battle ends.
-When Attacking and Defending in a Group, compare the highest rolled dice of all Units in Battle. Victor Captures all enemy units.
-In the event of a tie, each player may agree to let all soldiers live. If not, each player choses one of their own Units to be captured and either may choose to continue Attacking with remaining Units. (Additional units may not be added to battle)
-Captured Units may be released, ransomed, or Executed. If Executed, remove Unit from Game. Otherwise, return Defeated Unit to Owners Main Land.
-Any resources left in conquered Permanents may be sacrificed for half their cost by defeated defender.
-Attacking Units skip next Movement Step
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Movement Step
End Step
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Construction and Upgrade Turn
-Unit Promotion, Upgrade, and Ennobling
-Construction
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Collect investment (if applicable)
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Investment, Upgrade, Food Storage, and Spoilage
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-Player may also chose to destroy any owned Completed Construct a Unit Controls for half the Construction Cost, rounded up

Units, Lands, and Tokens
Ennoblie Pawn
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Unit Upgrades
Nobility
-Pay Unit Cost to Ennoble Pawn
-Attach Unit Token to Pawn
-Ennobled unit skip their first Attack Step
Promotion
-Attach Promotion Medal Token
-Promotions stack
Upgrade
-Insert Gem Token into Central City
-Unit Types Upgrades do not stack
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Constructs
Defences (One stage per round)
Partial Construct (Stage 1)
-Functionless until completed
-Can be completed by any player
Completed Construct (Stage 2)
-Functional from one side
-Unit directly behind Construct can defend from attacker
Destroyed Construct (Stage 1)
-Treat as Partial Construct
Castle
-Completed Castle give +2 additional coins per round
-After Completion, Player may swap Nobility with another pawn.
-Pawns may control the Land from within the Completed Castle.
City Buildings
-Units within City Buildings defend with one fewer dice
-Other Player Unit may work within another Player Units Land. If so, the Player who Controls the Land received an additional 50%.
-City Buildings remain when Conquered unless stated otherwise
-If an opponent controls an enemy Land, they may assume control of the buildings with their own units.
-Controlling Player also assumes all wealth within and produced from the Land regardless of which Player Units control Buildings.
Farm
-Farm produces 2 Food per round
-Knight Bonus: Controlled Farm produces an additional Food and Coin per round
Bank
Investments:
-Are made at the bank
-Investments take one round to Pay Off
-Pay Off will be 25% of the Investment
-Rook Bonus: Investments increase to 50% in Controlled Bank
Market
-Markets produce 1 Coin per round
-Food and Coin received from Tiles touching the Market receive Market Bonus
-Market Bonus applies to all buildings, regardless of which Player controls it
Church
-Units within a Land with a Church roll first. They may choose to roll again before their opponent.
-Attacker rolls and decides first.
-Bishop Bonus: Units within Land of Controlled Church by a Bishop receive an additional +1
-If Church is destroyed. Church Foundations remain
Prison
-Prisons are controlled by whoever controls the Land.
-Conquering Player may chose to liberate Prisoners.
-Captured units may be placed in Prisons with a Counter set to 3.
-If Player choses to place (10) Coins and (10) Food, reduce Counter by 1 per round.
-When the counter reaches 0, player may remove the Captured Unit from the Prison with a Player Colour Hat under Player Colour Control.
-If Player choses not to place (10) coins and (10) Food in the Prison, Player received 5 Food and 3 Coins per round.
-Prisoners may be executed during each Movement Step
University
-Owner of controlling Land may receive 5 Coins And 10 Food:
-Remove 1 Unit from the game with a 3 counter.
-Reduce counter by 1 each round
When counter reaches 0, remove Coins and Food, then return Unit to Home Land with 1 Degree
-Player may offer degrees to other players; if they do, they will also collect 5 Coins and 10 Food on top of any agreed payment.
When a Unit has a degree, they produce 4 times the Coin and Food at their work
Science Centre
Science Centre offers 3 Perks
Research Lab
-Research Scientist may work for other players
Museum
-The first Player to construct a Museum may Train one additional Treasury. If they chose not to, the next player who constructs a Museum pay choose to Train an additional Treasury.
-If two or more Players control the same number of Museums, the player first controlling the additional Treasury retains control
-If a player produces one or more museums than the original owner of the Additional Treasury, they may pay Twice the Cost of the Treasury. If they do, Controlling Player loses control of Treasury. Target player assumes control of the Treasury at the beginning of their next Round.
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Resources
Coins (1, 3, 10)
-Used to pay for Upgrades, Constructs, trade, bribes (players can lie)
Food (1, 4, 20)
-Player may put food in storage and use it normally
-Food in Storage keeps
-Full Storage produces extra Food per round
The Monarch
If the Monarch Controls the Land
-Construct Costs within the Land are halved
-Production within the Land is Doubled
-If a Monarch is captured, the victor assumes control of remaining defeated Units and Land (view defeat conditions)
The Treasury
-Type wide Bonuses apply after death
-Promotions do not apply after death
-The Treasury costs an additional 50% (rounding up) each time it is brought back
The HighLand
-Multiply Coin and Food Production within The Hilltop by 4
-Units defending or attacking from higher ground have +1 to their lowest dice roll. (including Home Lands)
Homeland
Player that Controls a Homeland controls the units of that colour
Defeat Conditions
-A Player is Conquered once their Monarch is Executed
-Once a Player Conquers another Player, the Conquerer may either Pay 100 coins or Remove half (rounding up) of each Conquered Unit Types; Player may then take control of Conquered Lands, Units, Buildings.
-Conquered Player may distribute their remaining wealth (including those in investments) to another Player.
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