Heretik Chess
Heretik Chess Rulebook
Table of Contents
Table of Contents
Rules
for Simple Heretik
Each player has a declaration area on their side of the board in which resources and manoeuvres can be declared by placing them face-up.
Cards are played by putting them face-up on the dead pile. Cards are drawn from the deck. Cards are discarded by putting them on the bottom of the deck.
Play starts with the deck being shuffled and black drawing a single card. Players then alternate turns, starting with white. Each turn consists of five phases.
Phases
The Five Phases of a Turn
(1) Declare: You may declare one resource or manoeuvre.
(2) Play: You may play one movement card, and as many plans and manoeuvres (either declared or undeclared) as you like.
(3) Move: Either move a man you control (as in Orthodox Chess) or follow the instructions of a movement card you played.
(4) Coda: You must promote pawns on your last rank, and follow card instructions.
(5) Draw: Draw a card (unless the deck has run out).
Card Types
The Four Card Types in Heretik
Plans have various temporary effects once played.
Movements can be played. They have alternative instructions for your Move phase.
Manoeuvres give your men temporary abilities once played. If they are declared and then played at a later turn, they can be used to capture pieces, rather than pawns.
Resources have ongoing effects. They can be declared but not played. Some are double-edged, so put the declared edge towards the board, and declare the second copy by placing it across the first (enabling both effects).
Abilities
in Orthodox and Heretik Chess
An ability is any option available to a man when it moves. In Orthodox Chess, Bishops have the ability to slide diagonally, whereas Rooks may slide orthogonally. Knights are mounted, so they have the ability to leap (2, 1). Pawns and Kings can step, although pawn stepping is restricted. Kings also have the ability to castle in the right circumstances.
In Heretik, abilities may be gained by declaring resource cards or by playing other cards. For example, if the board is cylindrical for a given man, then it has the ability to move between the left and right sides of the board as though the a-file and h-file were connected.
Decks
and Card Colours
There are 60 unique cards. They are divided into five thematic colours.
- Pawns: Yellow (10 cards)
- Leapers: Green (10 cards)
- Sliders: Blue (10 cards)
- Utility: Purple (15 cards)
- Mayhem: Red (15 cards)
In Simple Heretik, the deck consists of two copies of each card. It has 120 cards in total.
Additional Terms and Rules
Terms and Rules
A man is any chess piece or pawn. A piece is any man that is not a pawn.
A player is in check if their King can be captured on their opponent's next turn. This is determined by positions on the board and by cards declared by both players. Players may move into check but they must not be in check at the end of their turn.
Playing any Movement card allows a player to pass, changing nothing on the chessboard.
Leaping movements are always orthogonal, but they can be done in either order. So a Knight's [2, 1] leap can be two orthogonal squares then one perpendicular square, or one orthogonal then two perpendicular.
Players may discard so as to be Stalemated. Games cannot be drawn by repetition or insufficient material, although these situations will normally result in a draw by agreement or by the fifty-move rule.
Pawns
Additional Rules
Pawns that move may have an extra move during the same phase, without capturing, if they began the turn on one of the back two ranks and did not capture with the first move. This is a generalisation of the Orthodox Chess rule that allows pawns to move two squares on their first move.
When pawns move more than once per turn, they are vulnerable to en passant capture from opposing pawns on the opponent's next turn at each intermediary square, even if they are promoted.
Play Phase
Additional Options
Discard X cards. Rotate X of your declared double-edged resources.
If there is a boulder: Discard one card. During the Coda, move a boulder to any empty adjacent square or, if it is on the edge of the board, destroy it by pushing it off the side. This may only be done once per turn.
Players may discard for any reason.
Formal Heretik
For Experience Players
There are two ways to play Heretik Chess. Simple Heretik is a simplified version of the game, in which players draw from and discard into a common deck of 120 cards, and play cards into a common dead pile.
In Formal Heretik, each player has their own deck, and they play cards into their own dead pile. Each player can customise their deck by having up to two copies of each card.
Handicap
A Simple System
Casual games should be played with a handicap.
New players have a handicap of zero. When a player wins a handicap game, their handicap increases by one. When a player loses a handicap game, their handicap decreases by one, to a minimum of zero.
At the beginning of the game, the player with the smaller handicap draws X cards, where X is the difference between the two handicaps. Black then draws a card and white begins.
Card Reference
Card names and card text as printed on the card sheet, grouped by the printed colour. Each card's type is shown in italics. Where a card carries two text blocks (one for one copy declared, one for two copies), both are given. Card-sheet typos are corrected as noted in the Table of Contents.
Mayhem (Red)
Printed as 15 cards on the rules sheet; the card sheet shows 16 red cards.
Heretik (Plan) For this turn, you control your opponent's men (except her King), and you control none of your men (except your King). Men of the same colour cannot capture one another. Heretik will not work with Petard.
Feint (Plan) On your opponent's next turn, if she is able to capture, then she must do so. Your opponent may discard to avoid being able to capture. She must be able to capture without leaving her King in check, and without needing to use undeclared cards.
Silence (Plan) On your opponent's next turn, she must skip her Declare phase, and she cannot play any undeclared cards unless she first plays Silence.
Scorched Earth (Plan) For this turn, your King has the ability to remain in his square while destroying everything in the squares adjacent to him, including boulders and your own men.
Sabotage (Plan) Discard X cards. Choose X of your opponent's declared cards. She must immediately discard them.
Cataclysm (Plan) All of your opponent's declared cards are immediately revoked. She must return them to her hand.
Attrition (Plan) During the Coda, choose any of your pieces (other than your King) that has not been moved this turn. Destroy it, along with one of your opponent's identical pieces. Pawns cannot be chosen.
Petard (Movement) During your Move phase, choose one of your pieces (other than your King) to explode, destroying itself and everything it would be able to capture this turn (disregarding colour). Pawns cannot explode. Manoeuvres help destroy pawns but not pieces, even if they were declared. If you kill your King, you lose.
Crown of Thorns (Resource) When you have one copy declared: When your opponent's pawns reach the last rank, they cannot promote to Queen. When you have two copies declared: When your opponent's pawns reach the last rank, you may choose whether they promote to Knight, Bishop, Rook, or Queen. These effects continue until the end of the turn on which this card is discarded or revoked.
Quagmire (Resource) When you have one copy declared: Your opponent's pieces cannot slide more than five squares per move. When you have two copies declared: Your opponent's pieces cannot slide more than three squares per move. These effects continue until the end of the turn on which this card is discarded or revoked.
Gnosis (Resource) When you have one copy declared: Your opponent must show you the first card she draws during each of her Draw phases. When you have two copies declared: Your opponent must play open handed. You may not declare more than one copy of this card per turn.
Rout (Plan) During the Coda, all pawns that you do not control must take a step backwards, unless they are blocked by a piece, a boulder, or a pawn that you do control. If they step off the board, they are destroyed. The pawns must step backwards once per copy of Rout played this turn.
Assassination (Plan) During the Coda, destroy any pawn.
Warlord (Plan) Discard X cards. For this turn, your King has the ability to step 2+X squares, but he cannot capture pieces. He can capture pawns, of course.
Indulgence (Resource) During your Play phase, discard X cards and declare or rotate X cards. This card may be one of those discarded.
Ikonoclasm (Resource) During your Play phase, discard X cards and choose X declared cards. These are immediately revoked and returned to their owner's hand. This card may be one of those discarded.
Utility (Purple)
Printed as 15 cards on the rules sheet and on the card sheet.
Dressage (Plan) During the Coda, move a Knight you control to any empty adjacent square.
Inquisition (Plan) During the Coda, move a Bishop you control to any empty adjacent square.
Divine Right (Plan) During the Coda, you may move your King if he has not already been moved this turn. Castling is allowed, as is Deliverance, Scorched Earth, and Warlord.
Revelation (Movement) During your Move phase, do nothing. During your Draw phase, draw five extra cards.
Chivalry (Movement) During your Move phase, you may convert a pawn you control into a Knight of the same colour. You may not do anything else.
Heaven and Earth (Plan) During the Coda, convert any Knight you control into a Rook or a Bishop of the same colour.
Ascension (Plan) During the Coda, convert any Bishop or Rook that has captured a piece this turn into a Queen of the same colour. This is permitted even if the Bishop or Rook was a Knight when it captured.
Boulder (Plan) During the Coda, place a boulder on any empty square. Boulders may not be captured, leapt over, or slid through, and men cannot land on squares that have boulders. Either player can do the following: During the Play phase, discard one card. During the Coda, move a boulder to any empty adjacent square or - if it is on the edge of the board - destroy it by pushing it off the side.
Resurrection (Plan) Choose any card from the dead pile. Show it to your opponent, and put it in your hand.
Skapegoat (Plan) During the Coda, move any piece you control that has not moved this turn to a square containing one of your pawns. Destroy the pawn. Pawns are not pieces.
Changeling (Plan) During the Coda, swap the positions of any two pieces you control. Pawns are not pieces.
Deliverance (Plan) On this turn, your King has the ability to move to any empty square on the board.
Errant (Plan) On this turn, pieces that move may have an extra move, but they cannot capture or destroy anything this turn if they do so. Pawns are not pieces. The extra move must be in the same phase as the first move. Not usable by pawns promoted this turn. Does not apply to Dressage and Inquisition.
Redemption (Plan) Discard X cards. During your Draw phase, draw an extra X cards.
Reward (Plan) During your Draw phase, draw a card for every man you captured or destroyed this turn.
Pawns (Yellow)
Printed as 10 cards on the rules sheet; the card sheet shows 13 yellow cards.
Zeal (Plan) For this turn, pawns have the ability to leap two spaces in their direction of movement, without capturing. They may only leap in directions that they can move without capturing. Each pawn is limited to using this ability once for each Zeal card played this turn.
Dash (Plan) Pawns that move this turn may have an extra move, but they cannot use it to capture. The extra move must be in the same phase as the first move, and it is not usable if the pawn is promoted. Pawns that move more than once per turn are vulnerable to en passant capture at each intermediary square.
Sanctuary (Plan) Your opponent may not capture any pawns on her next turn.
Archery (Plan) On this turn, pawns have the ability to capture without leaving their square.
Charge (Movement) You may move any number of pawns you control.
Veterans (Resource) When you have one copy declared: Your pawns are Corporals: they have the ability to move (without capturing) sideways, backwards, and diagonally backwards. When you have two copies declared: Your pawns are Sergeants: they have the ability to move forward diagonally, even without capturing.
Shock (Manoeuvre) On the turn this card is played, pawns have the ability to capture by moving one square forward. Manoeuvres cannot be used to capture pieces until the turn after they are declared. They can capture pawns undeclared.
Spawn (Resource) During your Coda, you may place a new pawn on any empty square in the back two ranks for each piece that your opponent captured on her last turn.
Shield (Resource) Your diagonally adjacent pawns form Shield Walls: your opponent cannot slide between them.
Mercenary (Resource) During your Play phase, discard X cards. During the Coda, you may move X pawns that have not spawned or been moved this turn. This card may be one of those discarded.
Requital (Resource) During your Draw phase, draw an additional card for each pawn that your opponent captured on her last turn.
Pike (Resource) Your pawns are Pikemen: your opponent cannot leap over them. The effects on this card continue until the end of the turn on which this card is discarded, rotated, or revoked.
Revolutionary (Resource) The board is cylindrical for pawns you control. On the turn this resource is declared or rotated, it can be used to capture pawns but not pieces.
Leapers (Green)
Printed as 10 cards on the rules sheet and on the card sheet.
Cardinal (Manoeuvre) On the turn this card is played, Bishops are mounted, so they may leap [2, 1] (like Knights). Manoeuvres cannot be used to capture pieces until the turn after they are declared. They can capture pawns undeclared.
Marshal (Manoeuvre) On the turn this card is played, Rooks are mounted, so they may leap [2, 1] (like Knights). Manoeuvres cannot be used to capture pieces until the turn after they are declared. They can capture pawns undeclared.
Amazon (Manoeuvre) On the turn this card is played, Queens are mounted, so they may leap [2, 1] (like Knights). Manoeuvres cannot be used to capture pieces until the turn after they are declared. They can capture pawns undeclared.
Round Table (Manoeuvre) On the turn this card is played, the board is cylindrical for leaping pieces. Manoeuvres cannot be used to capture pieces until the turn after they are declared. They can capture pawns undeclared.
Knave (Manoeuvre) On the turn this card is played, mounted pieces (such as Knights) may leap [2, 0]. Manoeuvres cannot be used to capture pieces until the turn after they are declared. They can capture pawns undeclared.
Yeoman (Manoeuvre) On the turn this card is played, mounted pieces (such as Knights) may leap [3, 0]. Manoeuvres cannot be used to capture pieces until the turn after they are declared. They can capture pawns undeclared.
Squire (Manoeuvre) On the turn this card is played, mounted pieces (such as Knights) may leap [2, 2]. Manoeuvres cannot be used to capture pieces until the turn after they are declared. They can capture pawns undeclared.
Lieutenant (Manoeuvre) On the turn this card is played, mounted pieces (such as Knights) may leap [3, 1]. Manoeuvres cannot be used to capture pieces until the turn after they are declared. They can capture pawns undeclared.
Captain (Manoeuvre) On the turn this card is played, mounted pieces (such as Knights) may leap [3, 2]. Manoeuvres cannot be used to capture pieces until the turn after they are declared. They can capture pawns undeclared.
Crusade (Movement) During your Move phase, you may leap with any number of mounted pieces you control (such as Knights). During the Movement phase, once a pawn is captured, you may not capture any more pieces (although you may capture more pawns).
Sliders (Blue)
Printed as 10 cards on the rules sheet and on the card sheet.
Paladin (Manoeuvre) On the turn this card is played, Knights may slide diagonally (like Bishops). Manoeuvres cannot be used to capture pieces until the turn after they are declared. They can capture pawns undeclared.
Lancer (Manoeuvre) On the turn this card is played, Knights may slide orthogonally (like Rooks). Manoeuvres cannot be used to capture pieces until the turn after they are declared. They can capture pawns undeclared.
Siege Tower (Manoeuvre) On the turn this card is played, Rooks may slide diagonally (like Bishops). Manoeuvres cannot be used to capture pieces until the turn after they are declared. They can capture pawns undeclared.
Skism (Manoeuvre) On the turn this card is played, Bishops may slide orthogonally (like Rooks). Manoeuvres cannot be used to capture pieces until the turn after they are declared. They can capture pawns undeclared.
Flank (Manoeuvre) On the turn this card is played, the board is cylindrical for sliding pieces. Manoeuvres cannot be used to capture pieces until the turn after they are declared. They can capture pawns undeclared.
Catapult (Manoeuvre) On the turn this card is played, sliding pieces may pass through pawns you control. Manoeuvres cannot be used to capture pieces until the turn after they are declared. They can capture pawns undeclared.
Espionage (Plan) On this turn, sliding pieces have the ability to pass through enemy men, but they cannot capture this turn if they do so.
Ram (Movement) During your Move phase, slide a piece you control that is able to slide. Instead of capturing, it pushes men (of either colour) one square. Men that are pushed will push the men behind them, and those that fall off the board are destroyed. To push a second square, discard two cards. Each additional square pushed costs one more discard than the previous square. Kings and boulders cannot be pushed. Men cannot fall off the left or right sides if the board is cylindrical for them. The sliding may be restricted by other cards. The sliding piece cannot fall of the board.
Conspiracy (Movement) During your Move phase, you may slide diagonally with any number of pieces you control that are able to do so (such as Bishops). During the Movement phase, once a pawn is captured, you may not capture any more pieces (although you may capture more pawns).
Conquest (Movement) During your Move phase, you may slide orthogonally with any number of pieces you control that are able to do so (such as Rooks). During the Movement phase, once a pawn is captured, you may not capture any more pieces (although you may capture more pawns).