Chess Combat Rules

How the Chess Combat game works:



Rules
The game is a duelling contest between two teams — White and Black, 5 players each, on a smaller chessboard.

The goal of the game is to defeat the opposite team's Queen (defeat means dropping health to 0).

The max number of rounds is 10. If no Queen is defeated by that time, the team that has proportionally higher health wins.

The Word Count for this game is 50 words.

Like in Quidditch, you will RP without directly stating your action, each team's Queen will owl the teams actions to Meenauh Silmataurea AND Professor Zahid AND Professor Vernatis.

You will have 72 hours to post after Modposts. If you fail to post, even if your Queen sent in your action along with your team's, your action will be forfeit for the round.

Reminder what the stats are used for:
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Stamina: This stat determines a player’s durability. In duels, this will determine a combatants health. Your Stamina x100 is your health points in a duel. (e.g. STA=6 → 6x100 → 600 Health)

Evasion: The stat determines a player’s ability to physically react and move quickly. In duels this will determine a combatants chance to dodge an incoming spell (1d20+EVA). This will help you dodge incoming spells. Your points in Evasion will also determine how high your Bonus is if you choose to actively dodge. (+5 + 25% of the player's Evasion))

Strength: This stat determines a player’s physical ability to hold or lift. This stat is unlikely to be used in duels as the rules don’t allow for physical contact between duellers. While this is not currently used in duels. However, it will be used for a strength check to determine who succeeds if 2 players of opposite teams are attempting to move to the same cell.

Wisdom: This determines a player’s skill at spell-casting, accounting for things like correct incantation and wand movement in a duel. This will determine casting success. This will help you successfully cast the spell in the first place.

Arcane Power: A measurement of magical potency. This will determine spell damage. This will determine how much damage your spell does.

Accuracy: A stat which will determine a spell’s chance to make contact with an opponent. This will help you to hit your opponent. (1d20+ACC)

Team
Each team consists of 5 players divided into 3 roles:
- 1 Queen (can direct spells horizontally, vertically and diagonally)
- 2 Bishops (can direct spells only diagonally)
- 2 Rooks (can direct spells horizontally and vertically)

Positions
Rook — Bishop — Queen — Bishop — Rook
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Actions
- Players can spend 1 action to move to a different cell by 1 cell only, in any direction. A strength contest happens if two or more players are trying to move to the same cell.
- Players can spend 1 action to cast a spell in the direction their role allows them (following the chess rules).
- Players can't attack opponents that stand behind other opponents (casting from behind allies' backs is allowed).
- Players can spend 1 action to actively dodge — adding +5 (+ 25% of their Evasion) to their Evasion roll
- Players can't intentionally tackle others to push them off that way. It is not allowed and will lead to disqualification.

1 round = 1 action. When moving to a cell — the destination cell has to be named (A4, B3, etc).

Additional Information
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Spell Clarifications
- Bullarum Immortalem and Fumos can be assigned to cells on the battlefield and will affect anyone stepping into that cell.
- Bullarum Immortalem can be cast at a cell on the battlefield and would require a Hit Check based on the distance from the caster to the cell (if in line of sight).
- Fumos affects 4 random cells around the caster, prioritising the players.
- Flipendo can be used to knock back/forward a player (either an opponent or an ally) by 1 cell if there's no one behind that player (if the Move action won't be possible after the knockback, it's discarded).
- Wingardium Leviosa blocks the Move action (besides the Dodge), but the target can still be knocked back by a Flipendo.

Stacking
- Calming Presence
- Charmer
- Lovely Creature
- Terrible Presence
The abilities listed above do not stack disregarding the number of players in the game with those abilities.

The Auto-Miss from Terrible Presence and the Auto-Hit from Calming Presence will cancel each other out, if they are in affecting the same person. Alternately, there would also be no roll for the Auto-Hit from Calming Presence against an Auto-Dodge from Evasive Maneuvers, as the percentages are the same.

♦ Until the lion has his or her own storyteller, the hunter will always have the best part of the story ♦