KLIN ZHA
Every intelligent culture
has their own form of Chess, and Klingons are no different. Klin Zha is a game
of honor and strategy. The game is widely known on Qo'noS, and warriors play it
with vigor. Follow the rules and construction tips below and enjoy a worthy game
of honor!
QAPLA'!
KLIN ZHA
Portions of this file are Taken From Special Supplement to Agonizer 3.4
(Spring 1992), and _The_Final_Reflection_ by John M. Ford.
***NOTE: NO copyright infringement is intended for use of Star Trek terms,
phrases, Etc... Star Trek is a copyright of Paramount Pictures/Viacom.
All Rights reserved back to all parties involved.
_Klin Zha:_Suggested Rules Of Play_
--Manner of play--
Klin Zha is a board game, similar in concept to Earth Chess.
There are not only boards and playing pieces of many different varieties of
materials, but electronic display sets, and Klin Zha Kinta, the game with
live pieces. Play with live pieces utilizes some modified rules.
(cf.TFR,pp 35,58-59 & 64)
--Object of the Game--
The object in Klin Zha is to capture your opponent's goal or make it
impossible for your opponent to move legally. (TFR, pp. 62-63)
--Forms of the Game--
Variations to the board or rules provide five forms of Klin Zha:
Clouded, Blind, Ablative, Open (The standard game) and Reflective (The
highest form). This paper/textfile will concern itself only with the OPEN
and REFLECTIVE forms. (TFR, pp. 61-63)
--Description of the board and pieces--
The board is triangular, marked with a triangular grid of nine triangles per
side, giving a total of eighty-one playing spaces.
.
There is an aditional division of /_\
the board which is not visible, but is /_____\
merely understood. That is the division /\_______/\
of the playing area into three corners, /___ \___/___ \
or points (See illustration). /________|________\
Each player arranges his or her /__________|__________\
pieces within one of the boards points. The three "points" of
Action extends out over the full board the board.
as play proceeds. *Not to scale*
Playing pieces may be carved or formed from many different materials
into recognizable shapes or simple disks marked with the symbols of the
pieces. There are nine pieces and one goal per side; the traditional
colors fro each side being Green and Gold. A complete set would have
twenty-seven pieces and three goals: nine Green, nine Gold and nine of
combined colors for the Reflective Game with three Goals of corresponding
color.
The pieces include: 1 Fencer, 1 Lancer, 1 Swift, 2 Fliers,
3 Vanguards, 1 Blockader and the goal, the very important non-piece. The
symbols are not given in _The_Final_Reflection_. They could be Klingon
letters or images like military unit identification brass that signify the
duties, power or characteristics of the individual pieces.
(TFR, pp.25-46, 58-59)
--Dice (The Spindles)--
Spindles are used to begin the game. They are two hexagonal rods,
white with gold lettering and numbered on the sides, 1 through 6. For
play here, of course, standard six-sided cubic dice may be substituted.
(TFR, p 29)
--The Manner of Play--
The spindles are thrown to decide first and second placement. The
winner of the throw may grant the option to "choose first position" to
the opponent or not. To set up and move first reveals your thoughts and
is a disadvantage.
First one side sets up his or her entire set of pieces in any
arrangement within one of the "points" on the board. Then the other
player does the same within one of the two remaining points, leaving the
third point open. The action of the game will expand out into the third
corner as the game progresses. After both sides have placed their pieces,
the Goals are placed with "carrier" pieces.
The color with first placement moves first.
Pieces move on the triangles, side-to-side, rather than Point-to-
point.
It is illegal to make a move that endangers your own goal. This is
why the contemplative Reflective Game is the most difficult variant: your
Goal is also your opponents goal, and you both share the same nine pieces
equally (TFR, pp. 35,62-63). In the Reflective Game, there is only one set,
combined green and gold, and the opponents set up one piece at a time,
taking turns (TFR, pp. 29-30,33,62-63.).
--Charachteristics of the Pieces--
The Fencer is, apparently, the team or squad leader. The Vanguards,
like pawns, appear to be the weakest. The Swift strikes rapidly. The
Fliers can jump over other pieces but cannot carry the goal. The Blockader
cannot carry the goal except in Klin Zha Kinta (The game with live pieces).
The Goal can be abandoned on a space, it can be carried along when its
present "carrier" piece moves, or it can be transferred to another piece
that has just moved (TFR, pp.26,28,33-40 and 84.).
FENCER (1): The symbolic leader, and therefore, by definition, always
the strongest piece on the field/board.
MOVES: 1,2 or 3 unobstructed spaces in any direction and combinations.
Fencer CAN carry the goal
LANCER (1): A mounted warrior for heavier shock attack.
MOVES: 1,2 or 3 unobstricted spaces straight in any direction.
Lancer CAN carry the goal
SWIFT (1): Moves rapidly to the attack. Light infantry. Commandos.
A hero-type for quick-strike harrying actions.
MOVES: 2,3 or 4 unobstructed spaces in any direction or combination.
Swift CANNOT carry the goal
FLIERS (2): Warriors equipped with anti-grav packs for longer range
forays on the battlefield. Can jump over pieces.
MOVES: 3,4,5 or 6 spaces straight in any direction.
Fliers CANNOT carry the goal
VANGUARDS (3): The forward patrol. Advance field troops. Stodgy,
foot-slogging front line infantry.
MOVES: 1 or 2 spaces in any direction.
Vanguards CAN carry the goal
BLOCKADER (1): A warrior carrying a portable force field generator
(though heavy and cumbersome) of limited range, to protect areas of
the battlefield from missiles or ground assault troops. CANNOT be
used by opposing pieces, kill or be killed, used to push opposing
pieces around the board, or occupy force field from another blockader.
MOVES: 1 or 2 spaces in any direction
*** FORCE-FIELD COVERS IMMEDIATE 3 SURROUNDING SPACES ON BOARD***
Blockader CANNOT carry the goal
GOAL (1): The games important "non-piece." It does not represent a
soldier. Technically, it is not a piece at all. It stands for a
Klingon's personal goal: the spirit and ideal of military cunning and
accomplishment-the Klin itself. The goal is a small disk and cannot
move by itself. It can be carried about by a warrior or even
abandoned on a space by a piece that moves away, but it cannot be
endangered intentionally. It is to be captured by an opponent.
When left unattended on a space, the goal does not pose an
obstruction to the movement of the warrior pieces.
The goal cannot be carried by the far-ranging attack
soldiers, as it should rightly stay within the heart of the army.
Neither can it be carried within the protection of the Blockader.
Again, that would make it impossible to capture from a gaming
standpoint, and thus illegal.
Remember, this is a KLINGON game. You must expose and flaunt your
spirit of combat and valor; not hide it without honor. True Klingon
courage and ,ilitarism must constantly present an open challenge to an
opponent.
ALSO: As it is traditional for a chess player to say "Checkmate,"
the Klin Zha winner says:
In "Fordian" Klingon:
"Zha reist'n, teskas tal tai-kleon."
Translation: A pleasant Game, My compliments to a worthy opponent.
In tlhIngan Hol: Qapla'
Translation: Success
*****************************************************************************
Copied from the Imperial Klingon Forces Quartermaster/Supply Archives
Taken from KLIN ZHA (Special Supplement to Agonizer 3.4, Spring 1992)
Written by: Anonymous
Transcripted into ASCII Text File by: Lord Admiral Kethas zantai-Rustadzh
***NOTE: NO copyright infringement is intended for use of Star Trek terms,
phrases, Etc... Star Trek is a copyright of Paramount Pictures/Viacom.
All Rights reserved back to all parties involved.