THE PIECES

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PAWN


The Pawn makes (2 x 'Dimensional move') continuously from one surface to the next. In other words, the Pawn can move two surfaces to any direction. The next drawings illustrate the movements of the yellow Pawn which is traveling on the Blue Terrain. The surfaces with the ‘O’ symbols indicate the possible destinations for the Pawn, but if the opponent’s game piece is on the same dimensional surface diagonally, it can move one surface diagonally to capture the opponent’s game piece marked by the ‘X’ and the ‘O’ symbols. The Pawn cannot travel on its own terrain, requiring it be played as an offensive piece to either capture the opponent’s pieces or to advance to the opponent’s pinnacle. If a pawn advances all the way to the opponent’s pinnacle, this is called ‘Pinnacling’ and the game is won. The Pawn can only be captured by the opponent’s King, Rooks, Bishops or Knights, but it cannot be captured by the opponents' Pawns.




KNIGHT


The Knight makes (3 x 'Dimensional move') continuously from one surface to the next. In other words, the Knight can move three surfaces to any direction. The next drawings illustrate the movements of the yellow Knight which is traveling on the Blue Terrain and Center Tier. The surfaces with the ‘O’ symbols indicate possible destinations for the Knight. The Knight cannot repeat the same surface on single move. As a result, the Knight cannot land on the 'Adjacent surface' (marked with '1') as illustrated below. The Knight can jump over a ‘Blocked surface’ between its origination surface and its destination surface.

The Knight can only travel toward the opponent’s terrain. This also makes the Knight as an offensive piece to move forward like the Pawn. The Knight cannot travel its own fourth tier and above, but it can travel on any tiers of the opponent’s terrain without any restrictions. The Knight can only be captured by the opponent’s King, Rooks, Bishops or Pawns, but it cannot be captured by the opponents' Knights.






BISHOP


The Bishop moves diagonally and also has the optional ability to perform a (1 x 'Dimensional move'), all completed in the same move. In other words, the bishop travels diagonally on a linear path, but then also can make an offensive or defensive move onto one of the adjacent surfaces from where it lands. At the vertex point though, the Bishop can only perform a (1 x 'Dimensional move'), reaching any of the surfaces with the “O” symbol as shown on the drawing.


Also illustrated is how the Bishop may be blocked. The Bishop can pass through an ‘Occupied surface’, but it cannot pass through a ‘Blocked surface’. The illustration shows that the green Bishop cannot attack the yellow Rook since the green Pawn is in its path, therefore, blocking it. However, the green Bishop can pass through the surface being occupied by the green Pawn and captures the yellow Pawn. After capturing the yellow Pawn, the green Bishop cannot capture the yellow Knight as well on the same move because the game rules dictate that only one piece may be captured at a time.





ROOK


The Rook moves vertically and horizontally in any orthogonal directions. It can move any number of surfaces as long as its path is not blocked but it must stay on the hemisphere of the playing surface from its current position. The surfaces with the “O” symbol indicate possible destinations for the Rook.


The illustration shows how the Rook may be blocked. The green Rook can pass through the space being occupied by a green Pawn to capture the yellow Knight but it cannot capture the yellow Bishop since its path is blocked by another green Pawn.








KING


The King has the option to move like a Pawn or a Knight or it can make a (1 x 'Dimensional move'). The surfaces with the “O” symbol indicate possible destinations for the King. The King is the most important piece. When the King is captured, its whole army loses. The King may never be moved into check - that is, onto a playing surface that exposes the King to being immediately attacked by an opponent’s piece.

The King cannot travel beyond its own terrain. The drawing illustrates where the yellow King may travel within the boundaries of the red terrain. Beyond its own terrain is the Center Tier where it is prohibited from going in. If a player’s King is in check, the player must get the King out of check by either capturing the opponent’s attacking piece, by placing one of his own pieces to block the opponent’s attacking piece, or by moving the King away from the attack. If a player with a checked King cannot perform any of these moves, his King is check-mated and therefore, loses the game.







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