Chek is designed as a game structure with accessibility and expansion in mind. Hence, we have multiple rulesets that escalate in complexity. The fundamentals of Chek include board set up, piece movement, attacking, chaining and linking.
Chek may be scaled in terms of board size from 5×5 to 100×100+. For larger board sizes, concessions may be made to piece movement in order to increase pace of game. For example, a player may take more spaces at once or move more pieces per turn to speed things up. Key to piece movement is single direction movement and Cardinal direction initial attack. Chain attacks and Links should be Radial as always.
Originally constructed for 4 players, Chek may be played with 2 players as well with a change to initial piece set up. Pieces should fill the first row of each side of the board grid excepting the corners for each player in a 4-player game. When setting up for 2 players, fill the first two rows of opposing sides in an alternating pattern similar to Checkers.
The levels of complexity are as follows:
Chek Simple – Removes RNG by eliminating Dice rolls from the attack equation. Standard set up applies. When attacking, players may only take an opponent’s piece by having a piece advantage in the target’s radius. Attacking piece must be on a cardinal axis. When a player has only one piece left, they are eliminated and may pull their final piece to include in their score.
Chek (baseline rules PDF) – Standard Chek in which players may attack more freely, but introduces an element of chance in terms of Dice rolls.
Chek Nights – Pieces are replaced with a pack of playing cards. Each player plays a suit. Face cards are worth 10 points, number cards are worth their face value but may move two places per turn. Alternately, player may move two number cards, one space apiece per turn. The two highest cards surrounding a defending card factor into Dice rolls as well as the defending card’s highest adjacent ally.
Players randomly draw their first 6 cards on an 8×8 board to put in play. They may put these in any position on their home row, excepting the corners, face down. At beginning of play, all cards are turned over. Players may skip a turn and introduce new cards from their hand to the board during the game if their is a free space from their initial 6 spaces. This may increase battle power, but depletes stored points.
All held cards, enemies or player’s own are counted in total score at end of game to determine winner. Strategy.
Beyond Chek – Chek can be augmented with characters, cards, movement and attack mechanics etc and is ripe for development. Which is in process!