THE PIECES

We present the protagonists of Check The Wizard

ARCHER

The figure of the Archer has on top a cap Robbin Hood style, a little abstract, but according to the resemblance to an Archer.

Once they reach the end of the board they become Knights of the court, just like the Soldiers.

It has a score of 3 points as a strategic piece in defense, also covering laterally, but more in attack, thanks to its freedom of movement that makes them so offensive.

SOLDIER

They are the Soldiers of the court, whose mission is to defend the Emperor by showing his loyalty. In attack they are useful to cover by threatening the opponent, with the possible luck of being able to get to cross the battlefield and become Knights, just like the Archers.

They move only forward one frame at a time. At the start they can move one or two, as desired, in a straight line along their vertical. Its movement to kill the opponent is diagonally, towards one of the adjacent squares, only this situation causes the vertical change.

They have a score of 1 point as a piece of small amplitude of movement and bare offensive value. The Soldier always advances, never retreats.

CENTURION

The Army Centurions, in total 2 per side and color. They move diagonally, X movement forward and backward, both to move and to kill.

Each side has one on a white square and one on a black square, which, according to their X movement, always remain on the same color.

They have a score of 4 points thanks to their line of movements so offensive. It is very useful as a rearguard of the attack, protecting the one piece of superior rank.

UNICORN

They are useful to protect, threatening the contrary with their skillful and agile movement. It has eight action frames at most.

Always change the color of the painting. go from black to white or vice versa. You can play in the 80 squares of the board.

It has a score of 5 points as a piece of varying amplitude of agile movement.

This piece can jump over the own and the adversary’s chips.

COLUMN

They are the lateral supports of the army. There is a total of 4 per color and they move in + in all directions, both to kill and to move.

Of simple capital, the Columns emulate the Doric style.

The Column, fundamental element of the Greek architecture, it is a support that allows to cover ample spaces in the same way that defends them in the game. It is a useful piece in defense, but even more in attack for its importance, most of times, at the end of the games.

The situation on the board of 8 x 10 is protecting each side.

They have a score of 6 countable points in case of a tie.

KNIGHT

Escort faithful to the Empress that multiplies her service in the case of having more than one, being a perfect tandem. Becoming a Knight is the mission of every Archer and Soldier.

They have a score of 7 points and their freedom of movement, so offensive, speeds up the game.

EMPRESS

It is one of the most lethal pieces, useful to threaten the opponent, its skilful movement is in the form of X and +, towards the desired direction. It has the movement of a Column and a Centurion combined.

They have a score of 8 points as a piece of varying range of movement and aggressiveness.

WIZARD

It has the powers of a sorcerer and in just one movement can cause a checkmate, as well as save the Emperor from a checkmate. It is an unexpectedly dangerous piece, so powerful that not only has the name of the game in its check, but all its checks have to be declared, which can make it almost immortal.

The check is the threat that the piece receives, when it is in the attack radius of an opponent’s piece. Recieving the “Check the Wizard” call, one has the opportunity of saving the piece or dying by killing. The Wizard is the Hand of the Emperor and has the power of a small army.

It has a score of 10 points as a lethal piece, unbeatable thanks to its freedom of movement.

EMPEROR

He is the owner of the game, his movement is in the form of X and +, towards the desired direction. He has the movement of a Column and a Centurion, only one a square at a time.

It is mandatory to declare “Check the Emperor” when threatened by the opponent. The player has to find the most suitable option to protect this essential piece, if not, the checkmate occurs and, subsequently, the battle is lost and the game ends.

It has a score of 10 points in its sum of points. When looking for tie with the two emperors alive, the points of each tile of the same color are counted. It also occurs in the three repetitions of the same Check to the Emperor or an agreement of the players, that is, abandonment of the game. Therefore, there is no tie inCheck the Wizard, the count of the values of the pieces decides the winner. If the sum up of the both sides is the same, the game has to be played again from the beginning.

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