World War Chess is a chess-like military game for two players. World
War Chess also demonstrates what could happen when two armies of equal size
with equal abilities went to war on a chessboard on an alternating move by move
basis. Each game piece represents a whole military unit and each square
represents a different battlefield.
Although all 32 game pieces are totality different from chess, but there are
some similarities to the original game of chess.
FOR EXAMPLE:
The game boards are similar with 64 light & dark squares and the dark square
is on each player's left side.
The army or game pieces that occupy rows 1 & 2 starts the game by moving
first.
Players can alternate turns making only one move at a time (see also Blitz
movements of ground forces).
Each player moves game pieces attempting to capture enemy game pieces in a
chess-like manner while trying to capture the others "Flag" (Head
Quarters).
Remember that the light Bomber always starts the game on the light square and
the dark Bomber starting on the dark square.
Military game pieces are arranged on the game board according to Diagram #1. The
only game pieces with basically the same moves and starting location as in chess
are: the "Flag" (Head Quarters) is basically equal to that of a
"King", the "Fighter Planes" are basically
equal to a "Knight", and the "Bomber" is
similar to the "Queen", except the "Bomber"
can fly over their own forces and must capture the first enemy game piece it
flies over and capture that square by occupying it.
When you have read the rules and learned all the basic moves of all 7 military
game pieces, then you will be able to play World War Chess and wage WAR
on your opponent.

Diagram # 1
The Infantry (soldiers) can only move one square at a
time horizontally, vertically or diagonally, forward or backwards, but
they can only capture enemy pieces by moving onto an adjoining occupied square
that is horizontal or vertical to its position. They can't attack any
enemy game pieces that are adjoining diagonally, but they can move
diagonally only if the square is unoccupied. Any captured game piece is
removed from the board as the enemy game piece takes its place on the captured
square. All "Infantry" (soldiers) have the ability to fallback.
(See Diagram # 2)
Any "Infantry Force" game piece (soldier) that reaches
any of the other players last row of squares can exchange that (soldier)
for any previously captured game piece by placing the captured piece on
that square after removing the (soldier).

Diagram #2
"Cavalry Tanks" can move and/or capture by moving only one
square either forward, backwards, to either side, or diagonally. They can
capture an enemy game piece by moving onto the occupied square and removing it
from the board. (See Diagram # 3)

Diagram # 3
"Armor Tanks" can move only in a straight line up one to three squares at a time either forward, backwards, to either side, or diagonally; but can only move one square in a "blitz" move. (See Diagrams #4 & 5) They can capture an enemy game piece by moving directly onto the square occupied by that piece and removing the captured piece from the board. (See Diagram # 6)

Diagram #6
"Blitz" (Group) Movement Using "Infantry Forces",
"Cavalry Tanks", "Armor Tanks", and/or "Flag" Game
Pieces
Only "Cavalry Tanks," "Armor Tanks," "Infantry
Forces," and/or "Flag" game pieces that occupy consecutive
connecting squares forming a straight line have the ability to move together
counting as one move called a "blitz" move. Only the front game
piece can capture one enemy game piece during any "blitz" (group)
movement of ground forces. The "blitz" can be horizontal,
vertical, or diagonal. However they can only capture an enemy game piece
diagonally if the "blitz" is being lead by a "Cavalry
Tank" or an "Armor Tank" game piece.
A "blitz" led by an "Infantry" game piece can
only "blitz" diagonally to an unoccupied square without
capturing an enemy game piece.
A player can choose how many of the ground forces to be used in the "blitz"
as long as they are connecting in a row, column or diagonally and
take only one new square with the other ground forces following behind the lead
game piece. "Armor Tanks" can only move one square if used in a
"blitz". (See Diagrams # 4 & 5)
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(A) b2>b3xI * (B) e2>d3xl * (C) a2>b2 (D) b3>b2 (E) d3>e2 (F) Not Possible (G) a1>a2 (H) a1>b2 |
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(A) a2>h2 (B) g2>g3 (C) f2>g3 (D) g3>f2 (E) g3>g2 (F) h1>g2 (G) d1>d2 (H) d1>c2 * Infantry (soldier) captured |
"Fighter Planes" are able to jump (fly) over all
other game pieces. They move just like a "Knight" in a game of
chess. They move over the first square that is in front, behind, or to either
side to occupy one of two like colored squares in a diagonal direction to the
left or right. (See Diagram # 7) Fighter Planes always end up on a color
different from the color of the square from which they started the move. They
can only capture an enemy game piece that is sitting on the last square occupied
at the completion of the move and that piece is removed from the board.

Diagram #7
"Helicopters" are also able to jump (fly) over other
game pieces. They can move (fly) and capture one or two spaces either forward,
backward, or to either side. They can also capture enemy pieces by flying over
any game piece to occupy the captured game piece square and removing that piece
from the board. (See Diagram # 8) "Helicopters" can't
move nor capture any enemy game piece that is located diagonally to them.

Diagram #8
The "Bombers" are by far the strongest and most versatile of
all the game pieces. The starting location and abilities of the "Bombers"
are similar to those of the chess "Queen". However, the "Bomber"
can move (fly) over any of its own game pieces in a straight line
horizontally, vertically, or diagonally. (See Diagram # 9) The
"Bomber" can capture the first enemy game piece in its straight flight
path by landing on its square and removing it from the board. However, the "Bomber"
can't combine two different directions in one move like the "Fighter
Planes".

Diagram # 9
The "Flag" is the most important piece to protect in World War Chess. It moves, captures and avoids enemy game pieces one square at a time just like the "King" in the game of chess. (See Diagram # 10) The "Flag" can capture any enemy game piece on an adjoining square, but it can't capture or move into any square that is threatened or protected by another enemy game piece that would put the "Flag" under "Radar Lock". Once an enemy game piece has Radar Lock on the enemies "Flag", there are only three alternatives: (1) The "Flag" can move to a square that is not threatened by an enemy game piece. (2) The "Flag" can capture an enemy game piece that is not reinforced by another enemy piece. (3) The "Flag" can move another game piece to block the enemies' attack. If none of the above is possible, the game is over and one army declares "Victory".

Diagram #10
The "Flag" is under "Radar Lock" when the square it occupies is threatened by an enemy game piece. If the "Flag" is unable to move to another square that is not threatened, the enemy forces declare "Victory" and that player wins the game.
If you are unable to move any of your game pieces, including your "Flag" without putting it under "Radar Lock", you have a "Truce" and the game is a draw. The game is also a draw if neither player can capture the other's "Flag" or if the players agree to end the game.
In World War Chess Notation, like chess notation, each square has its
own coordinates based on the light colored forces point of reference. The
horizontal rows are numbered 1 to 8 from top to bottom, and the
vertical columns are lettered a to h from the left to the right.
Therefore, each square has only one location code. (See Diagram #11)
A move is recorded by writing down the coordinates of a game piece's starting
square followed by a "-" and then the coordinates of the square
of arrival written next. If an enemy piece is captured, the notation is followed
by "x" and then any game piece captured.
However in a "blitz" move, the first coordinates in the WWC
notation is the coordinates of the last game piece used in the "blitz"
and the furthest from the direction being moved. A "Blitz" move
is recorded by writing down the coordinates of the last ground force game piece
followed by a ">" and then the coordinates of the square of
arrival for that piece followed by a "x", if any opponents'
piece is captured.
Examples:
a1-d4xH "Armor tank" captures "Helicopter"
f6-f4xI "Helicopter" captures "Infantry"
c1-a3 "Fighter Plane" moves without a capture
a1>c3 "Armor Tank" and "Infantry" blitz to c3
without a capture.
a1>c3xI "Armor Tank" and "Infantry" blitz to
c3 with an "Infantry" captured.
How to Move Pieces
Each player will alternate turns and the "light" Army or the light
colored game pieces occupying rows 1 & 2 will start the game or "War"
by making the 1st move.
Moves are made by dragging game pieces to a desired or legal square that
may or may not be occupied. Any captured game piece that may be on that square
is captured and removed to the right side of the game board.
"Blitz" moves are executed by putting the cursor on the last
game piece used in the "blitz" and pushing the other ground
forces in the desired direction. This direction can be either horizontal,
vertical, forward, backward and sometimes diagonally. However, a "blitz"
can not capture any enemy game piece that is diagonally, if the "blitz"
is lead by an "Infantry" (soldier).
If you click the "Moves off" button to "Moves on",
a "brown" highlighted square will appear for all
possible squares that each game piece can move. If a player tries to move a game
piece to an illegal highlighted square, the move will not be permitted. If a
player's "Flag" is under "Radar Lock" or if a
move puts a players "Flag" under "Radar Lock",
a "red" square will be around the square occupying the "Flag".