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7/19/2025, 5:02:43 PM
here's how this mad max works
checkmate the horsey that moves in an L shape to win instead of the kings
your digits control the roll and if you roll 0 or 9 then i'm going to roll dice to decide to your other move
if there is a piece on that square, then i roll dX depending on how many legal moves the piece has to determine where it goes. if it has more than 12, then i go to random.org to roll its move
if there isn't a piece on the square, but a piece can move into the square, then all pieces possible move into that square at once
if multiple pieces move into the same square, the higher ranked piece will telefrag the other piece, and if they're the same rank, then whoever's turn it is will win. NEW RULE: if both pieces are pawns, then whoever's turn it is wins
pawn < knight < king < bishop < rook < queen < horsey
if your digits didn't roll a legal move that's ok, i'll just go to random.org with your post id as the seed and roll 2d8 until i get a valid move
99 or 00 = castling. the horsey castles by moving two squares to the side and then placing the rook on the other side no matter where it is, and the pieces will just telefrag anything in the way of the castling move. unlike sane and reasonable chess you can castle any time
if you get trips or better, MAGIC SPELL!
finally, because i'm going to get norepiles.jpg, every half-hour, i'm going to roll dice to make a move, using the post id of my previous image on random.org if i didn't roll a legal move
every time theresreplies.jpg, i will let you know if your move altered the timeline on what the half-hourly move will be
the timeclock is set for 4 hours and 20 minutes per player, but it doesn't really matter whose turn it is most of the time
checkmate the horsey that moves in an L shape to win instead of the kings
your digits control the roll and if you roll 0 or 9 then i'm going to roll dice to decide to your other move
if there is a piece on that square, then i roll dX depending on how many legal moves the piece has to determine where it goes. if it has more than 12, then i go to random.org to roll its move
if there isn't a piece on the square, but a piece can move into the square, then all pieces possible move into that square at once
if multiple pieces move into the same square, the higher ranked piece will telefrag the other piece, and if they're the same rank, then whoever's turn it is will win. NEW RULE: if both pieces are pawns, then whoever's turn it is wins
pawn < knight < king < bishop < rook < queen < horsey
if your digits didn't roll a legal move that's ok, i'll just go to random.org with your post id as the seed and roll 2d8 until i get a valid move
99 or 00 = castling. the horsey castles by moving two squares to the side and then placing the rook on the other side no matter where it is, and the pieces will just telefrag anything in the way of the castling move. unlike sane and reasonable chess you can castle any time
if you get trips or better, MAGIC SPELL!
finally, because i'm going to get norepiles.jpg, every half-hour, i'm going to roll dice to make a move, using the post id of my previous image on random.org if i didn't roll a legal move
every time theresreplies.jpg, i will let you know if your move altered the timeline on what the half-hourly move will be
the timeclock is set for 4 hours and 20 minutes per player, but it doesn't really matter whose turn it is most of the time
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