Storilljuðjorrayc

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Storilljuðjorrayc
Storilljuðjorrayc.png
Storilljuðjorrayc board
Genre(s) Board game
Abstract strategy game
Players 2
Setup time < 1 minute
Playing time Varies
Random chance None
Skill(s) strategy, tactics
Other names Redentran Chess
Xtol Unorgja

Storilljuðjorrayc (/sto-ri-luð-jor-ratʃ/), sometimes spelled Storilljudhjorrayc, also called Redentran chess or Xtol Unorgja, is a strategy board game for two players that originated from the Zdelmyor tribes in present-day Redentro. The game is one of the most popular board games in Redentro, with nationally televised tournaments and league matches.

The game represents a clearing battle between two armies, with the object of capturing the enemy's king and warmaster. Distinctive features of storilljuðjorrayc include the artillery, which attack from a distance; areas called the focus and the forest, which restrict the movement of some pieces; and the round board.

Board

Storilljuðjorrayc is played on a round board consisting of six concentric rings. The outer four rings are called the clearing (rm: jinter, zd: jinte), and consist of sixteen spaces each. The inner two rings are called the focus (rm: erdiklanu, zd: motdinar), and consist of only eight spaces each. There is also a third region outside of the board known as the forest (rm: vosk, zd: foska).

The rings are called circuits (rm: rondaþ, zd: varunar), while the axes running out from the center of the board are called radials or radii (rm: altenaþ, zd: altena). Movement along a circuit is called tangential, and movement along a radius is called radial. All spaces in the inner ring are considered radially adjacent, except those that are tangentially adjacent. Movement between spaces that touch on a corner (except across the inner ring) is called diagonal.

Rules

The board, with the spaces on which pieces may start marked in green for the green (North) player, and in purple for the purple (South) player.

Unlike most classical strategy games, players may set up their pieces in any arrangement they wish on certain spaces of the board. All pieces (with the exception of the ambush) must start within these spaces, shown on the board at left. It is left unspecified whether purple (South) or green (North) plays first, so it is left to the players or the house or tournament rules which player goes first.

Each player in turn completes one of three actions: moving, attacking, or passing. If a player moves, then any single piece (or both lords) may be moved according to that piece's movement rules. If a player attacks, then any single piece may attack an enemy piece (or multiple pieces in the case of archers) according to that piece's attack rules. If a player passes, their turn ends without moving or attacking. Unlike chess, pieces cannot attack and move in the same turn, except for the ambush.

The game ends when one player has captured both the king and the warmaster of his or her opponent. Unlike chess, no warning is required when either of these pieces are in danger of capture. They are simply captured as normal pieces.

Pieces

The two players' pieces are usually colored green and purple. Pieces are flat circular discs labeled or engraved with one or two Latin letters or Arabic numerals (in most modern sets) or Zdelmyor unit characters or a set of dots.

Pieces each belong to one of four classes: Noble, Guard, Infantry, or Rear. Some of these classes have special properties. Nobles can switch positions with adjacent Guards (tangentially or radially), infantry can enter the focus, and rear units are restricted to the forest and the outer ring.

King

Storilljuðjorrayc king latin.pngStorilljuðjorrayc king trad.png
Kings are labeled with the Latin letter A (for Redentran Musescorian "arhvan") or R (for Zdelmyor "revja"), or the Zdelmyor unit character (R).

The king is a Noble unit and is one of the two pieces which must be captured to end the game. It can move one space at a time, radially or tangentially. It can also switch places with an adjacent Guard unit. It can attack any radially or tangentially adjacent space. Kings are not allowed to capture each other. The king is not allowed to move into the forest.

Warmaster

Storilljuðjorrayc warmaster latin.pngborder=no
Warmasters are labeled with the Latin letters KM (for RM "klanumaċajor") or GM (for Zdelmyor "granumaċa"), or the Zdelmyor unit characters エヒ (GK, M).

The warmaster is an Infantry unit and is one of the two pieces which must be captured to end the game. It can move either one or two spaces at a time in a single direction, either radially or tangentially. It can attack any radially, tangentially, or diagonally adjacent space, and is allowed into the focus. The warmaster is not allowed to move into the forest.

Guardmaster

Storilljuðjorrayc guardmaster latin.pngStorilljuðjorrayc guardmaster trad.png
Guardmasters are labeled with the Latin letters JM (for RM "juðirmaċajor" or Zdelmyor "juþirmaċa") or the Zdelmyor unit characters ヌヒ (JU, M).

The guardmaster is a Guard unit. It can move one space at a time tangentially or diagonally, or any distance radially, provided that there are no intervening pieces. It can also switch places with an adjacent Noble unit. It can attack any adjacent space tangentially or diagonally, or any space radially, provided there are no intervening units.

Lord

Storilljuðjorrayc left lord latin.pngStorilljuðjorrayc left lord trad.png
The Lords are labeled with the Latin letter S (for RM "senaðam" or Zdelmyor "senaða") or the Zdelmyor unit character (ZS) and either the letter Þ (for RM "þedur" or Zdelmyor "þidur", left) or D (for RM "doit" or Zdelmyor "dojei", right), or the character (ÐÞ) or (DT) to distinguish the two lords on each side.

The lords are Noble units. They can move one space at a time, radially or tangentially. If they are being moved in this way, they may both be moved on the same turn. Classically, if a player intends to move both lords, he or she should move them both simultaneously, one with each hand. If this is impossible or impractical, it should be announced that both lords are to be moved before either is moved. As Noble units, lords can also switch places with Guard units, though they can only do this one at a time. They can attack any radially or tangentially adjacent space.

Guard

Storilljuðjorrayc left guard latin.pngStorilljuðjorrayc left guard trad.png
The Guards are labeled with the Latin letter J (for RM or Zdelmyor "juðir") or the Zdelmyor unit character (JU) and either the letter Þ or D, or the character or to distinguish the two guards on each side.

Guards are Guard units. They can move one space at a time, tangentially or diagonally, or any distance radially, provided there are no intervening units. As a Guard unit, they can also switch places with any Noble unit. They can attack any tangentially or diagonally adjacent space, or any space radially if there are no units in the way.

If the guardmaster is in the forest, or if it has been captured, then the remaining guards (if any), are considered abandoned. Abandoned guards can only move one space at a time tangentially or radially, and may only attack spaces that are either adjacent tangentially or diagonally, or up to two spaces away radially if there is no unit in the way.

Archer

Storilljuðjorrayc left archer latin.pngStorilljuðjorrayc left archer trad.png
The Archers, also known as Artillery, are labeled with the Latin letter K (for RM "kjamvir" or Zdelmyor "kjamir") or the Zdelmyor unit character (GK) and either the letter Þ or D, or the character or to distinguish the two archers on each side.

Archers, as Rear units, can move into and out of the forest, but are otherwise limited to the outer ring of the board. Archers can move up to two spaces tangentially, provided no units are in the way. When they attack, archers capture all units in the three spaces in their radius outside of the focus.

Flank

Storilljuðjorrayc left flank latin.pngStorilljuðjorrayc left flank trad.png
The Flanks are labeled with the Latin letter P (for RM "prevjan" or Zdelmyor "prevja") or the Zdelmyor unit character (BP) and either the letter Þ or D, or the character or to distinguish the two flanks on each side.

Flanks, as Rear units, can move into and out of the forest, but are otherwise limited to the outer ring of the board. They may move any number of spaces tangentially, provided no units are in the way. Flanks can attack any radially or diagonally adjacent space or any space radially if there are no units between it and the target.

Swordsman

Storilljuðjorrayc swordsman 4 latin.pngStorilljuðjorrayc swordsman 4 trad.png
The Swordsmen are labeled with the Latin letter T (for RM "teþvhn" or Zdelmyor "teþve") or the Zdelmyor unit character . On modern sets, this is accompanied by an Arabic numeral between one and five, and on traditional sets, it is accompanied by between one and five dots. This is to distinguish the five swordsmen on each side.

Swordsmen are Infantry units, and therefore can enter the focus. They can move one space at a time, either radially or tangentially, and can attack any radially or tangentially adjacent space.

Ambush

Storilljuðjorrayc ambush latin.pngStorilljuðjorrayc ambush trad.png
The ambush is labeled with the Latin letter W (for RM "werunos" or Zdelmyor "weruno") or the Zdelmyor unit character .

Ambush units are Rear units. They can move only in and out of the forest. Unlike other pieces, the ambush unit can move out of the forest onto a square occupied by an enemy, capturing it in the process. This is the only way the ambush attacks. The ambush can only be used three times during the game, unless it is captured before then. After the third attack, it is immediately removed from the board.

Notation

There are three primary types of notation used to record games of Storilljuðjorrayc. In each case (except the first) the moves are numbered and written with the general pattern:

  1. (first move) (first response)
  2. (second move) (second response)
  3. ...

Traditional Notation

Traditional Notation, which is the oldest system, uses Zdelmyor unit blocks. The initial setup is listed green first then purple, starting with the third circuit from the outside on the right side moving left and then out. The unit character is used to represent diagonal movement, for moving towards the center, for moving away, for clockwise movement, for counter-clockwise, and for moving in and out of the forest. is used to denote an attack. Movement across the center is marked with and another character denoting which space moved to. Potential moves could be:

 –  エヒワワロオ
 –  ヌヒカカカサロ

Modern Notation

Western Notation