Game: Hitchhiker Chess
Created by W. D. Troyka, September 2002
Hitchhiker Chess provides yet another question to science fiction's most famous answer: Forty-two. The game is based on Douglas Adams' Hitchhiker Guide To The Galaxy series. It is played in a diamond-shaped galaxy consisting of forty-two squares, including a restaurant at either end. In the center of the galaxy is a black hole. The middle row of the board wraps around from one edge to the other. The object of the game is to move your Hitchhiker across the galaxy into your opponent's restaurant. You can also win by kidnapping the opponent Hitchhiker and dropping it into the black hole.
No piece can occupy the black hole, and sliding pieces cannot move across it. A player must make a move if one is possible. If no move is possible, the turn is forfeited. Each player begins the game with fourteen pieces of six different piece types. These are:
VOGON SPACE MINE
The Vogon Space Mine is used in construction of the intergalactic hyperway system. Celestial bodies that block planned routes are destroyed through detonation of a mine. Inhabitants are usually given three minutes notice, sometimes four.
The Mine moves one space diagonally or two spaces orthogonally, making its coverage a diamond shape. When moving orthogonally the space traveled through must be empty. It does not capture on white squares, called "space," where it serves merely as a block. The Mine is normally bound to space. However, when it passes through the cross-galactic Mobius loop (the wraparound sixth row) it re-emerges on the dark squares, called "antispace." In antispace the Mine gains the power of detonation. By clicking and releasing the Mine, it and all orthogonally adjacent pieces, friend or foe, are exploded and removed from the board. Detonation of a live Mine can be prevented by capture but the capturing piece itself is exploded.
GOLGAFRINCHAN DEEP SPACE COLONIZER
The Golgafrinchan Deep Space Colonizer stands eight kilometers tall and is used for transporting useless elements of society to remote parts of the galaxy for resettlement under false pretenses of imminent destruction of the home planet. On an unrelated note, chess variant designers beware! A comet will soon be striking Earth and you have all been selected for salvation using the latest in Elbonian slingshot technology. Stay tuned for further details!
The Colonizer moves to an adjacent square, orthogonal or diagonal, and captures by replacement. Alternatively, it can plunge into the black hole and re-emerge in the mirror opposite square on the other side, capturing any enemy piece it lands on. A Colonizer on c5, for example, can plunge through the black hole to position g7. A Colonizer cannot capture an enemy Colonizer when plunging.
MAGRATHEAN ORBITER
The Magrathean Orbiter is custom built by the planet makers of Magrathea. The Earth model featured here became popular after the ban on galactic ****-fighting. The inhabitants that come with these planets are designed to engage in constant warfare for the amusement of their owners. They provide a rich source of betting among capitalist galaxeers.
The Orbiter moves in a diamond orbit around the black hole, clockwise or counterclockwise. It moves through any number of empty spaces, turning corners as it goes, and captures by replacement. It is color-bound when moving in orbit. The Orbiter changes orbit by moving one orthogonal space. It cannot capture when changing orbit.
HYPERGALACTIC IMPROBABILITY ROCKET
The Hypergalactic Improbability Rocket runs on both traditional photonic drive and quantum improbability. The improbability drive operates by making less probable the continued existence of the rocket at its current location and at all other locations in the universe save one, until the rocket rematerializes at the now probable location. With this drive the rocket can travel anywhere within the probability matrix of local particles. For safety reasons the rocket is not allowed to rematerialize within a certain vicinity of unidentified massive objects ("UMOS").
The Rocket moves in a straight line forward or backward and captures by replacement. Aternatively, it can rematerialize in any "safe" square on the board. A square is safe if it is not adjacent to any enemy piece besides the Hitchhiker.
KAKRAFOON SUN
The Kakrafoon Sun scorches the enormous Rudlit Desert, which serves as staging area for performances of Disaster Area, the Galaxy's hottest sound and light show. The shows often climax with the sailing into the sun of a mock ship designed to trigger photonic flares that arc across the void to lick the desert.
The Sun moves in a straight line, orthogonal or diagonal, to an empty square. It captures by "scorching" an adjacent enemy piece. To perform a scorch, click the Sun and place it on the enemy piece. The Sun does not actually move, and the enemy piece disappears in a ball of flame. The Sun cannot be captured if it has just moved.
HITCHHIKER
The Hitchhiker travels the galaxy on 30 Altairian dollars per day and steals to make up the difference. It is represented here by the traditional angel of food service, who brings good fortune to all those who bestow kindness upon travelers, and whose image is the favorite target of the skeet shooters of MaxiMegalon Four.
The Hitchhiker cannot move by itself. Instead, it hitches a ride with an adjacent moving piece, called the "carrier." Specifically, when an orthogonally or diagonally adjacent friend moves, the Hitchhiker follows and lands in the corresponding square. The corresponding square is the space adjacent to the carrier's destination square preserving the same relative position. If that square is occupied or off the board, the Hitchhiker stays behind, although the friend can still move. The Hitchhiker cannot be captured and it blocks motion by other pieces. The space it is on can be moved to or through only if the Hitchhiker is carried to a different space as part of the move. The game is won by moving the Hitchhiker into the opposite restaurant. An enemy Hitchhiker still in its restaurant does not block a winning move.
A player can also win by kidnapping the opponent Hitchhiker and dropping it into the black hole, where it is instantly vaporized. The opponent Hitchhiker can be kidnapped only if it is abandoned, i.e., not adjacent to any friends. A player carries a kidnapped Hitchhiker exactly like a friendly Hitchhiker, with the exception that it can be moved into the black hole but not into a restaurant. It is possible to carry both Hitchhikers at once.
Download Hitchhiker Chess Now!
Created by W. D. Troyka, September 2002
Hitchhiker Chess provides yet another question to science fiction's most famous answer: Forty-two. The game is based on Douglas Adams' Hitchhiker Guide To The Galaxy series. It is played in a diamond-shaped galaxy consisting of forty-two squares, including a restaurant at either end. In the center of the galaxy is a black hole. The middle row of the board wraps around from one edge to the other. The object of the game is to move your Hitchhiker across the galaxy into your opponent's restaurant. You can also win by kidnapping the opponent Hitchhiker and dropping it into the black hole.
No piece can occupy the black hole, and sliding pieces cannot move across it. A player must make a move if one is possible. If no move is possible, the turn is forfeited. Each player begins the game with fourteen pieces of six different piece types. These are:
VOGON SPACE MINE
The Vogon Space Mine is used in construction of the intergalactic hyperway system. Celestial bodies that block planned routes are destroyed through detonation of a mine. Inhabitants are usually given three minutes notice, sometimes four.
The Mine moves one space diagonally or two spaces orthogonally, making its coverage a diamond shape. When moving orthogonally the space traveled through must be empty. It does not capture on white squares, called "space," where it serves merely as a block. The Mine is normally bound to space. However, when it passes through the cross-galactic Mobius loop (the wraparound sixth row) it re-emerges on the dark squares, called "antispace." In antispace the Mine gains the power of detonation. By clicking and releasing the Mine, it and all orthogonally adjacent pieces, friend or foe, are exploded and removed from the board. Detonation of a live Mine can be prevented by capture but the capturing piece itself is exploded.
GOLGAFRINCHAN DEEP SPACE COLONIZER
The Golgafrinchan Deep Space Colonizer stands eight kilometers tall and is used for transporting useless elements of society to remote parts of the galaxy for resettlement under false pretenses of imminent destruction of the home planet. On an unrelated note, chess variant designers beware! A comet will soon be striking Earth and you have all been selected for salvation using the latest in Elbonian slingshot technology. Stay tuned for further details!
The Colonizer moves to an adjacent square, orthogonal or diagonal, and captures by replacement. Alternatively, it can plunge into the black hole and re-emerge in the mirror opposite square on the other side, capturing any enemy piece it lands on. A Colonizer on c5, for example, can plunge through the black hole to position g7. A Colonizer cannot capture an enemy Colonizer when plunging.
MAGRATHEAN ORBITER
The Magrathean Orbiter is custom built by the planet makers of Magrathea. The Earth model featured here became popular after the ban on galactic ****-fighting. The inhabitants that come with these planets are designed to engage in constant warfare for the amusement of their owners. They provide a rich source of betting among capitalist galaxeers.
The Orbiter moves in a diamond orbit around the black hole, clockwise or counterclockwise. It moves through any number of empty spaces, turning corners as it goes, and captures by replacement. It is color-bound when moving in orbit. The Orbiter changes orbit by moving one orthogonal space. It cannot capture when changing orbit.
HYPERGALACTIC IMPROBABILITY ROCKET
The Hypergalactic Improbability Rocket runs on both traditional photonic drive and quantum improbability. The improbability drive operates by making less probable the continued existence of the rocket at its current location and at all other locations in the universe save one, until the rocket rematerializes at the now probable location. With this drive the rocket can travel anywhere within the probability matrix of local particles. For safety reasons the rocket is not allowed to rematerialize within a certain vicinity of unidentified massive objects ("UMOS").
The Rocket moves in a straight line forward or backward and captures by replacement. Aternatively, it can rematerialize in any "safe" square on the board. A square is safe if it is not adjacent to any enemy piece besides the Hitchhiker.
KAKRAFOON SUN
The Kakrafoon Sun scorches the enormous Rudlit Desert, which serves as staging area for performances of Disaster Area, the Galaxy's hottest sound and light show. The shows often climax with the sailing into the sun of a mock ship designed to trigger photonic flares that arc across the void to lick the desert.
The Sun moves in a straight line, orthogonal or diagonal, to an empty square. It captures by "scorching" an adjacent enemy piece. To perform a scorch, click the Sun and place it on the enemy piece. The Sun does not actually move, and the enemy piece disappears in a ball of flame. The Sun cannot be captured if it has just moved.
HITCHHIKER
The Hitchhiker travels the galaxy on 30 Altairian dollars per day and steals to make up the difference. It is represented here by the traditional angel of food service, who brings good fortune to all those who bestow kindness upon travelers, and whose image is the favorite target of the skeet shooters of MaxiMegalon Four.
The Hitchhiker cannot move by itself. Instead, it hitches a ride with an adjacent moving piece, called the "carrier." Specifically, when an orthogonally or diagonally adjacent friend moves, the Hitchhiker follows and lands in the corresponding square. The corresponding square is the space adjacent to the carrier's destination square preserving the same relative position. If that square is occupied or off the board, the Hitchhiker stays behind, although the friend can still move. The Hitchhiker cannot be captured and it blocks motion by other pieces. The space it is on can be moved to or through only if the Hitchhiker is carried to a different space as part of the move. The game is won by moving the Hitchhiker into the opposite restaurant. An enemy Hitchhiker still in its restaurant does not block a winning move.
A player can also win by kidnapping the opponent Hitchhiker and dropping it into the black hole, where it is instantly vaporized. The opponent Hitchhiker can be kidnapped only if it is abandoned, i.e., not adjacent to any friends. A player carries a kidnapped Hitchhiker exactly like a friendly Hitchhiker, with the exception that it can be moved into the black hole but not into a restaurant. It is possible to carry both Hitchhikers at once.
Download Hitchhiker Chess Now!