The board is a 7x7 chessboard with 8 squares cut out as follows:
+===+===+===+===+===+===+===+
| r | b | pa| k | l | m | j |
+===+===+===+===+===+===+===+
| p |XXX| p |XXX| p |XXX| p |
+===+===+===+===+===+===+===+
| | | | | | | |
+===+===+===+===+===+===+===+
| |XXX| | | |XXX| |
+===+===+===+===+===+===+===+
| | | | | | | |
+===+===+===+===+===+===+===+
| P |XXX| P |XXX| P |XXX| P |
+===+===+===+===+===+===+===+
| J | M | L | K | Pa| B | R |
+===+===+===+===+===+===+===+
The cut-out squares (XXX) are hereafter called pits. No piece can
end its move on a pit. Pieces that jump may move over them, however.
Object of the game
The object of the game is to capture the King. There is no checkmate or
stalemate.
Pieces
The pieces are as follows:
Each team has eleven pieces.
K - King : (1)
Just like the king in regular chess, one square in any direction. Losing
the king loses the game. There is only one king.
R - Rook : (1)
Just like the rook in regular chess, any number of squares orthogonally
without jumping. Castling is allowed, just as in regular chess. There is
only one rook.
B - Bishop : (1)
Just like the bishop in regular chess, any number of squares diagonally
without jumping. There is only one bishop.
P - Pikeman : (4)
Not like the pawn in chess! In Jokers Wild, the pawns may move with or
without capturing one square forward or diagonally forward. There is no
double move. There is no en passant. When a pikeman gets to the last rank
it promotes to a Veteran, which can move one square in any direction except
sideways. There are four pawns.
L - Lancer : (1)
Jumps exactly two squares in any of the eight directions. There is only
one lancer. A lancer which moves to the last rank may, but is not required
to, promote to a Veteran (see above). This choice is made each time the
Lancer moves to the last rank. There is one lancer.
Pa - Paladin : (1)
Like a combination of a king and a knight in regular chess. The paladin
is the most powerful piece in the game. Losing the paladin does not lose
the game. There is only one paladin.
M - Mercenary : (1)
May move one square diagonally or one square straight forward. When a mercenary
gets to the last rank, it promotes to a Captain, which can move one square
in any direction. When a mercenary or captain is captured, it changes sides
and becomes a mercenary under the control of the opponent. The opponent
immediately places the mercenary on any empty square in his first two ranks.
This does not count as a move. If this is not possible, the mercenary is
lost. Each side starts with only one mercenary, but it is possible for
one player to end up with both of them.
J - Joker : (1)
May move with or without capturing one square orthogonally. If the joker
starts its turn adjacent to one of the eight pits, it may jump across to
the square on
the other side of the pit, directly opposite. It may capture
an enemy piece it lands on this way. If the landing square is empty, and
the joker is adjacent to a different pit, it may make another jump, although
it may not capture. It may continue jumping as long as the landing squares
are empty and adjacent to other pits. It may not capture on any of these
subsequent jumps. There is only one joker per side, which is probably one
too many for some.
Example of Joker moves:
+===+===+===+===+===+===+===+
7 | | y | x | | | | r | The white joker at e1 can move to any square marked 'x'.
+===+===+===+===+===+===+===+ It can capture a black pawn at c3 or e2. It does not
6 | |XXX| |XXX| |XXX| | check the black king at a5.
+===+===+===+===+===+===+===+
5 | k | j | y | | x | | | The black joker at b5 can move to any square marked 'y'.
+===+===+===+===+===+===+===+ It could capture at c5, b3, or b7 if these squares had a
4 | |XXX| | | |XXX| | white piece.
+===+===+===+===+===+===+===+
3 | | y | p | | | | x | The joker never moves one square diagonally.
+===+===+===+===+===+===+===+ It cannot jump like a knight either. So, jumping from
2 | |XXX| |XXX| p |XXX| | e1 to f3 or g1 is not possible.
+===+===+===+===+===+===+===+
1 | | y | | K | J | x | |
+===+===+===+===+===+===+===+
a b c d e f g
Here are the pieces one can use to represent the pieces in Wild Jokers
Chess:
Wild Jokers Piece
Use
King
King
Paladin
Queen
Rook
Rook
Bishop
Bishop
Lancer
Knight
Pikeman
Pawn
Joker
Inverted Rook or any unusual piece from another game
Mercenary
Checker or Shogi Piece
Special Rules
None at the moment; some house rules are in the works. Players can experiment
with alternate placements of the home rank pieces.
Clarification
Pieces that jump still capture by replacement--they do not remove any pieces
that they jump over.
Notes
Designer: Jeff 'Cavebear' Stroud
email: silvara@interlog.com or jeffstro@enoreo.on.ca
Wild Jokers can be a quick, brutal game. I'm not sure if it stands up
to repeated playing. The original idea was sketched out on a napkin last
November; I decided to submit it anyway.
A board can be whipped up on Illustrator in about ten minutes; Pieces
are easily improvised. The rules can be learned in only a few minutes also.
Hope you like it!
Written by Jeff Stroud. Html-conversion by Hans Bodlaender.
WWW page created: April 3, 2001.