FRONTIERS — War without tears

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War without tears.

RULES OF THE GAME

In Frontiers, each player controls two fronts; one round and one square.

Each front contains an army of playing pieces.

Each playing piece in the front moves in the direction represent by its design, and their movement is identical to playing pieces in chess.*

Players play one piece from each front per turn.

Each front has a king, and the object of the game is to capture your opponent’s two kings.

Once a king is captured, all the other pieces on that King’s front are lost.

The player who captures both his opponent’s Kings wins the game.

*Changes in the direction of movement of a pawn occur when a pawn that attacks an opponent's piece and during the attack, exits the "center board", and changes the direction of its movement with its complementary front.

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ALL RULES OF THE GAME FRONTIERS

The Object of the Game:

The objective of the game FRONTIERS is to attack the opponent's two kings and remove them from the board.

The Board; A surface shaped like a slanted cross and divided into squares: half are dark colored and half are light colored. In the center of the board is a square surface – the "center board" – and around it four rectangular "wings" and two triangles. Each triangle connects between two pairs of "wings", each pair belonging to one of the players (the white or the black).

The Playing pieces: For each front: 6 Pawns, 2 Rooks, one Bishop, one Knight, one Queen and one King. In total there are 12 pieces per front. Each participant has 2 fronts: a circular front and a square front.

Layout of the Pieces for a Front (identical for all the fronts): The Outer Row (from right to left): Rook, Bishop, King, Queen, Knight, Rook. The Inner Row: Six Pawns

Moves of the Game:

Opening; The white side always opens the game and executes one move in the round front. The black responds with one counter move in the square front and he completes his turn with another move in the round front.

Each player is allotted two moves during his turn*: The first move in the square front and the second in the circular front. It is not permitted to make two consecutive moves in the same front. It is not permitted to change the order in which the fronts are played: A move in the square front always precedes a move in the round front. (*Upon opening of the game the white player executes only one move in the round front only.)

Check; In FRONTIERS there is no declaration of "check," therefore; It is possible to eliminate the King without a warning. It is possible to castle at any point of the game, as long as it is permissible according to castling rules.

Elimination of a King; The elimination of a King signifies the loss of all pieces in that King's front. The loss of a front signifies the loss of a turn: the player that lost a front will have only one move to make with the remaining front.

Ending a Game; The loss of both kings – one King from each front, in other words the loss of both fronts, signifies the loss of the game.

Surrender- Either of the players may surrender at any stage of the game. This means that his opponent wins.

Stalemate- can happen in one of two ways: 1. When one player offers a stalemate and the other accepts it. 2. When both players are left with only one King each and no army.

Movement of the Pieces:

The movement of the pieces in FRONTIERS, and the manner of attack, is identical to that of traditional chess. The design of the playing pieces – both in the round front and in the square front – symbolize their movement.

King Can move one space in any direction but may not jump over any pieces. As long as the King has not been moved he can castle* with any of the Rooks. The King is the most important piece in the front. The loss of a King means a loss of a front and a loss of a playing turn. The loss of both kings means a loss of the game.

*Castling is moving the King to a safe place. In effect, the King moves to the square adjacent to one of the Rooks. The chosen Rook will jump over the King.

Queen Can move horizontally, vertically, or diagonally in any direction and for any distance (a sort of combination between the Bishop and the Rook) but it may not jump over any pieces. The Queen is the strongest piece in the front. When a pawn reaches an opponent's outer row of pieces it is promoted to a Queen.

Pawn, one move directly forward with the option of a double move (two-squares) forward in the first move of the pawn. Attack/capture diagonally forward. When a pawn reaches the opponent's outer row "wing", it is promoted to a Queen.

Changes in the direction of movement of a pawn occur when a pawn that attacks an opponent's piece and during the attack, exits the "center board", and changes the direction of its movement with its complementary front.

For example: a white square pawn attacks a black piece, and in its movement passes from the "center board" to the opponent's (black circle) wing, or to his complementary wing (white circle) joins the direction of his complementary. However, if this occurs the pawn's turn to play continues to coincide with its original front (the square front).

Knight, A move to a square that is located two squares ahead in any direction, and an additional move sideways (either right or left). This move is one single 'L' shaped jump.

The Knight is the only piece that can jump over other pieces.

Bishop, can move any number of squares - diagonally, in any direction and any distance at one time, but can not jump over any other pieces.

Rook, can move any number of squares in any orthogonal direction in a straight line, but it can not jump over a piece of either color, unless it the king Castles with it.

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