REGICIDE – THE BASICS
Regicide is a turn-based tactical game based on the mechanics of Chess. A few key differences in Regicide result in a very different game.
Where the goal in Chess is to ‘checkmate’ the opposing King, goals in Regicide are flexible. In different missions you may need to capture certain parts of the board, dominate key locations, survive for a number of turns, eliminate specific enemy units and more.
There are two phases to each turn; a Movement Phase that is almost identical to a turn in Chess, and an Initiative Phase that allows the player to utilise a range of abilities appropriate to their personal strategy.
WINNING AND LOSING
There are two basic win conditions in Regicide: Checkmate and Regicide.
Checkmate works the same as it does in Chess – Have the opponent’s King in check, with no way for it to escape. Alternatively, a game can be won by reducing the opposing King’s health to 0.
When playing a Live or Asynchronous Match, it is also possible to lose the game by having your Turn Timer run out. For live matches, this is three (3) minutes per turn. For Asynchronous matches, players have up to twenty-four (24) hours per turn.
If an opponent cannot make any legal moves, the game ends in a draw. This most frequently happens when only an opoonent’s king is left on the board, but is not in check. Be careful not to let your enemy move into a position where this is possible.
In the Campaign, there will sometimes be special objectives required in order to complete the mission. They are as follows:
A Kill is the removal of a unit with an ability in the Initiative Phase.
A Capture is the removal of a unit with a standard Chess move.
An Elimination is the removal of a unit by any means; either a kill or a capture.
A Seize Ground objective requires you to reach a specific board position.
THE GAME TURN
THE MOVEMENT PHASE
The Movement Phase is identical to a turn in Chess. A single ‘piece’ or unit may be moved, depending on that unit’s movement rules. Moving onto an enemy unit’s square – known as a ‘capture’ in Chess teminology – will eliminate that unit.
Differently to Chess, in Regicide you can use Abilities in the subsequent Initiative Phase that may allow you to ‘kill’ other pieces, or even move differently.
The term ‘eliminate’ is used to refer to an action that removes an enemy from play, more about this is covered in the How to Win section.
A list of units and the Chess pieces they represent can be found in the Units section.
THE INITIATIVE PHASE
The Initiative Phase is what makes a game of Regicide unique. Each turn you are allotted three (3) Initiative Points or IPs for use during the Initiative Phase.
IPs are usually consumed when Player Abilities and Unit Abilities are activated.
Player Abilities are specific to the Faction being controlled by the player. They can typically affect any friendly or enemy unit, depending on what they do.
Unit Abilities are specific to individual units. Some, such as the Snap Shot, Assault and Go To Ground abilities are generic – all units can perform them or variants.
Others are unique to that Unit Type; an example being the Stikkbomb available to Ork Shoota Boy and Stormboyz. Others still are specific to both Faction and Unit Type.
The Initiative Phase ends when all Initiative Points have been used, or when the player chooses to End Turn.