But the main reason I haven't been working on CPM2DoB is because I finally noticed that Slay came out for Android, and I've been playing that non-stop. I used to have Slay for my iPhone, but when I picked up my Android, it had not yet been released for the platform (the loss of that, Bejeweled Blitz, and my Cross Sums app, were the hardest part about switching to Android). A couple weeks ago, I thought back to Slay and found out it was finally released on Android.
Slay is a brilliant game. Simple rules which lead to complex strategies. Addictive turn-based gameplay. All wrapped in a cute little package. The game is played on a hex grid. At the start, you have territories scattered across an island, along with five other players. Each territory has a capital, and the capital accumulates the wealth of that territory. Each territory gets one resource per turn for each hex space in the territory (unless there's a tree on the space). Resources are required to buy your soldiers and also for their upkeep. The basic units are peasants, which cost 10 resources to buy. Putting two peasants together makes a spearman. A spearman plus a peasant makes a knight, and a knight and a peasant makes a barron. You can capture enemy spaces so long as they are not defended by a unit as strong as your attacking unit. So peasants can take spaces so long as they are not defended by other units. Spearmen can take spaces defended by peasants. Knights, by spearmen, etc. Units defend the space they occupy and all adjacent spaces. In addition to defending with soldiers, your capital acts as a defense unit (equivalent in power to a peasant) and you can also build defense towers (equivalent to spearmen).
Units also require resources for their upkeep. A peasant takes 2 resources, a spearman 6, knights 18, and barrons 54. If a territory runs out of resources, all units in that territory die. You can join your territories, obviously, by capturing the spaces in between them. And you can split enemy territories. So a major part of the strategy is to outflank the enemy, splitting his territories, and causing his troops to die of starvation, but without overextending yourself, and opening your own troops to being outflanked.
While playing this, I began wondering how some of these simple strategy game concepts—such as resource management, territory control, and unit purchase costs—could be applied to chess. I began to think it might be fun to add a new game mode to CPM2DoB that incorporates these concepts. The rules I have in mind might go something like this:
- At the start of the game, the spaces in the board are randomly assigned a resource level. They would probably be simple, like three resource levels: low, medium, and high. Low resources spaces would give one resource, medium would give two, and high would give three. The spaces would visually indicate what resource level they give.
- Each player starts with a king. All other pieces must be purchased with resources.
- At the start of the player's turn, he receives resources based on the spaces he controls. Something like full resources for every space he occupies or threatens uncontested (i.e., one of his pieces can move to it, but no other players' pieces can), and half resources if he threatens it, but it is contested (i.e., another player is also threatening it).
- Alternatively, it might be more Slay-like, where once you've captured a space, it's yours and you gain resources for it until another player takes it.
- On his turn, a player could either move a piece or purchase a new piece. New pieces are placed in relation to the king, based on the piece's moves. So a new knight could be placed a knight's move from the king, a new queen would be placed a queen's move from the king. I think in this game mode, pawns could move forwards, backwards, and to the sides, and capture on the diagonals.
- Pieces should require upkeep, probably related to the purchase price. If a player runs out of resources and can't pay the upkeep, I'm not sure what will happen to his pieces. They might start losing health; they might die off in some order (maybe based on piece rank) until the upkeep payment can be made with the player's current resources. Or, I might go full-Slay, and all the pieces die. This might be how you lose.
So, what do you think? I haven't started programming this game mode in yet. I have a number of other changes to make. Most importantly, I need to implement AI, so I have something to test this out against. I have an idea of how I'm going to implement AI, but that is in itself a great big can of worms.


