Bucky:Roles

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While it is convenient to describe the movement and capture patterns of the pieces in Bucky, it is even more convenient to think of these patterns as ephemeral qualities that the pieces do and do not possess during different stages of the game. We will call these qualities roles.

Contents

Table of roles

The table assumes that the pieces are in isolation. Thus, a real-life chameleon has R13 and any additional roles granted by R13. Roles in parentheses are held at the beginning of the game, but may be lost later.

Function/Piece Jedi Wagon Shaman Dude Madam Chameleon
roll R1 (R2) R4 R5 R5 R7
capture R6 R7
smash R1 R4
stare R9
other R3 (R10) (R11) R12 R13

List of roles

A bit of terminology: the piece or self (or sometimes no subject at all) always refers to the piece using the role, either a piece allowed by the table above, or a chameleon. However, the term primary piece is used to indicate the piece originally possessing the role. The primary piece of a piece means either that piece or, if applicable, a (directly or indirectly) neighbouring non-chameleon piece from which roles are being copied. Unless explicitly specified, the primary piece means the primary piece of self. Ranks are defined from the perspective of the primary piece and such that the non-jedi of that color start at rank 1. Forward means towards higher ranks, and diagonally forward means either forward or the two diagonal directions surrounding forward. Friendly and enemy are defined as having the same and different colors, respectively.

R1 (valiant)

The piece can move one step forward or one step diagonally forward. The piece can stand still and capture opponent pieces on neighbouring positions in these directions. Can take enemy pieces which (may) have used their enthusiasm (R2) on the previous move, by capturing forward or diagonally forward (while standing still) a position that could have been intermediate for the enemy piece.

R2 (enthusiastic)

When the primary piece is on rank 2, self can move forward or diagonally forward twice (but not necessarily twice in the same direction), as long as there exists an intermediate position from which self is allowed to move to its final position.

(Note that the "forward or diagonally forward" directions are connected to to the primary piece, not self. Thus, a chameleon next to only a black jedi and an enthusiastic white jedi, may not move two ranks downwards.)

R3 (worthy)

When self arrives at rank 8, it can (and must) metamorphose into any piece except self or a dude.

R4 (zealous)

Can move in rectilinear and diagonal lines, but only all the way and only non-zero distances. Can capture the same way (but can also capture without moving), and always stops on the position before the captured piece.

R5 (modest)

Can move one step at a time in all directions.

R6 (direct)

Can take one step in any directions. When taking in this way, ends up on the position previously occupied by the captured enemy piece.

R7 (ladylike)

Can move and capture in rectilinear and diagonal lines. When capturing in this way, ends up on the position previously occupied by the captured enemy piece.

R8 (aghast)

This role overrides and temporarily blocks all roles related to movement and capture (R1, R2, R4, R5, R6, R7, R10 and R11).

R9 (mesmerizing)

Makes enemy pieces in unhindered diagonal line of sight aghast (R8). Any piece which was already aghast before this is removed.

Every diagonal direction from a piece with this role corresponds to one hypnosis, which may or may not strike an enemy piece. Thus, a circular group of enemy chameleons can be removed at once because of one shaman hypnotizing them — but only if the shaman lets two different hypnotic directions strike the group at once. If only one direction is involved, the group is merely aghast.

R10 (negative)

Can trade places with a positive (R11) non-self piece whose primary piece is friendly with self's primary piece, unless pieces with self's primary piece's color have done such a move previously in the game.

R11 (positive)

Can trade places with a negative (R10) non-self piece whose primary piece is friendly with self's primary piece, unless pieces with self's primary piece's color have done such a move previously in the game.

R12 (vengeful)

Can use any temporarily blocked role (i.e. R1, R2, R4, R5, R6, R7, R10 or R11) to remove a directly hypnotizing enemy piece.

R13 (mimicking)

Copies all other roles from any neighbouring pieces (friendly or enemy).