VARIANTS

 

Many games come along in quite some variants, as an example I name here "Settlers of Catan" distributed in the US by 'Mayfair Games" – see http://www.universityofcatan.com/scenarios/scenarios.html .

The most well known variants of CAEVRA RIHANNSU // Romulan Heart // Triangle-Chess are combined by the name Klin Zha (Klingon Chess).

 

V1. Relation dilemma

(by Ioαnnis tr'Mιdus / Jens Meder)
This variant exists only in three player version.
Green cannot capture Black.
Blue cannot capture Green.
Black cannot capture Blue.
The game is won by that player who captures first the capturable heart. This immediately ends the game.

 

V2. Klin Zha – The Open (standard) Game

(from TAKZH – compare TFR)
Rules for the game Klin Zha Copyright © 1989 by Leonard B. Loyd, Jr.

This variant has only some differences in comparison with Romulan Heart:
1.) It is allways played by just two players. Normally the colors for each side being green and gold.
2.) The start player is determined by throwing two hexagonal rods – "spindels" (or two six-sided cubic dices). The winner of the throw may decide who does the first placement.
3.) The second player can choose which of the remaining corners he is going to use for his placement.
4.) Like the European/American – FIDE – Chess, the rules of Klin Zha state that no player may make a move that threatens his own goal (king / heart). (Unlike European/American – FIDE – Chess, however, it does not explicitly demand that he move his goal out of a threatened situation if such a move is available.)

 

V3. Klin Zha – The Clouded Game

(by Keve epetai-K'elland / Steve Clelland – compare TFR)
For this variation, a random number of board positions are chosen as neutral. No piece on a marked position can be killed.

 

V4. Klin Zha – The Blind Game

(compare TFR)
This variant is mainly managed by an arbiter. None of the player is informed about the initial position of his oponent or see the oponents pieces (and non-piece) during play. Captures are performed by the arbiter as they might occure.

 

V5. Klin Zha – The Ablative Game

(by Keve epetai-K'elland / Steve Clelland – compare TFR)
For this variation, you will need some markers. I sometimes use coins. At the end of the game, the winner gets to keep them. In Ablative, each time a piece is moved, its previous position is marked and removed from further use by either player. If a position is marked, you cannot land a piece on it, but you can cross over it.
Note of Kordite sutai-Tasighor / Kevin A. Geiselman: One can find that, in playing this version, that the board quickly fills with places that cannot be used again. This makes this variant, as it stands, virtually unplayable. One way to adjust this is to limit the number of ablations. Say, for example, that there are only 6 spaces that can be blocked. On the 7th move, the marker for the first move is placed, freeing up that space.

 

V6. Klin Zha – The Reflective Game

(by Korath sutai-Ang'K'Tolax / Leonard B. Loyd, Jr. – compare also TFR)
The Reflective game is not so much a variation but a strategic approach to an otherwise tactical game.
Traditionally, one set of pieces combining both green and gold coloring is used for the Reflective game (although any color may be used if necessary). First placement is chosen randomly with a single throw of the spindels. The "winner" cannot grant first placement to his opponant but is to place the Goal and a suitable carrier piece.
After that, the players take turns placing pieces with the startegy of keeping the Goal and pieces safe from attack.
Once set up, the first to place is also the first to move. During each turn, the player cooses one piece, making all others the enemy. The player who captures the Goal on his turn is the victor.

 

V7. Klin Zha Kinta

The game with live pieces was the way the game of Klin Zha was first introduced in "The Final Reflection", but, because it requires living warriors for each of the pieces to engage in combat, it is the least played variant. There are however, those who have abstracted the game in the way that RPG's and miniature war games abstract combat.

 

V8. Klin Zha – Kagga's Crown

(by Nagh / Peter Graham, New Zealand – compare TFR)
Once a player's Goal has moved into any undesignated corner (the third point not chosen by either player during set up), the other player must capture that goal on his own next turn or forfeit the game.
Note of Kordite sutai-Tasighor / Kevin A. Geiselman: This variant, while making for an aggressive game extending out into the third point, also becomes a race for the corner. Perhaps I am tainted by my experience of playing a game without knowing of this particular variant and having my opponant declare victory without taking my goal. This seems somewhat un-Klingon that one can can claim victory by running away. A discussion with John Ford indicated that his "race for the apex" games presented in "The Final Reflection" only referred to the game in three dimensions. On the standard, flat board, the only way to win was to capture the opponent's goal or force him into a position where he cannot move legally.

 

V9. Power Vanguards (Power Pawns)

The Vanguard (pawn) is given a movement of 2 spaces in any direction. This makes the Vanguard (pawn) a more aggressive piece.

 

V10. Forward Placement

The white triangles are also available for initial piece placement.
That's the way how the "Klin Zha Society" interpreted Korath sutai-Ang'K'Tolax (Leonard B. Loyd, Jr)'s original rules. Having the pieces able to be set so far forward gives the first placement player a tremendous advantage. To offest this, the "Klin Zha Society" also has the first placement player place his heart (king / goal) before the second player sets up his pieces. Of course, in this case it is possible that the second player can set up in such a way that the first player cannot move his goal out of threat and thus the game is lost before it's even begun.

 

V11. Alternating Placement

In this, the first placement player would place one piece in his corner. Then the second placement player would place one piece and so on until the hearts (kings / goals) are placed last.

 

V12. Full Tetrahedral Board

(compare TFR)
For any Three-D version of an original Two-D game people often state that the rules are the same except for some minor modifications. The realitiy proves than as well often that some Three-D problems might be more complicated as they were imagined in first place. Because of that, the Full Tetrahedral Version is here only mentioned without further details.

 


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Last Revision 04.APR.2008


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