3-D Klin Zha (qa'oS -
3D KlinZha board:
level 1: like 2D board (A-I/1-9)
level 2: (A-H/1-8)
level 3: (A-G/1-7)
level 4: (A-F/1-6)
level 5: (A-E/1-5)
level 6: (A-D/1-4)
level 7: (A-C/1-3)
level 8: (A-B/1-2)
level 9: one field (A/1)
Altogether 285 fields.
corners and neutral zones
There are 4 "corners" (64 fields each).
Neutral zone (51 fields)
level 1: E15, F36, F36, F47, F48, E59, G46, H46, I55
level 2: E15, E25, F36, E47, E48, G45, H45
level 3: D14, E25, E35, E36, D47, F35, G44
level 4: C14, D14, D13, D25, D24, E24, C36, D36, D35, E35, E34, F34, F33, D46, F44
level 5: B14, B15, B25, D24, D12, E12, E22, D45, E45, E44
level 6: A14, D11, D44
Rough rule of thumb
The pieces can move normally on each level. Straight lines through the levels are defined. Simply
count the fields from each edge to the position of the piece, go up to the next level, count the
same amount of fields and you'll get up to three fields, where your piece may go.
This way you will find nine directions for your piece to go:
- Three directions on the same level, just like in a standard KlinZha game
- Three directions upwards and
- Three directions downwards.
Playtests showed that it is not a good idea to expand the blockader field to three dimensions, because
the blockader field would protect nine fields. Nine protected fields are too many. All piecs except the goal
carrier piece can wait in the blockader field. This should be avoided. So the blockader field will be limited
to one level. The blockader protects the three neighboring fields on the level he is on.
The swift must not move to the fields direct neighboring his starting field. With three dimensions movement
it would be possible for the swift to move one field if it is not explicitely forbidden.
Straight movement through levels
At level A: you count X fields to the side and then Y fields into the board.
At each level: count X fields in the same direction as on level A and then Y fileds in the same direction as on level A.
Pieces that can only move straight forward (flyer, lancer, blockader, vanguard) can either move at one level or through levels in one movement. All movement restrictions apply to this movement, too. E.g. a flyer must travel at least trhee fields, so if he travels through the levels, he has to fly at least three levels up or down (with a maximum of six levels).
Pieces that can move around edges (fencer, swift) can move on levels and/or through levels in one movement.
One example for pieces movement in 3D environment
level x is shortened to Ex (E = Ebene)
lancer: Start at E5D24
E5D23 -> E5D13 -> E5D12
E5D23 -> E5E23 -> E5E22
E5C24 -> E5C14 -> E5B14
E5C24 -> E5C25 -> E5B25
E5D34 -> E5D35 -> E5D45
E5D34 -> E5E34 -> E5E44
E4E35 -> E3F46 -> E2G57
E4D25 -> E3D26 -> E2D27
E4E24 -> E3F24 -> E2G24
fencer: Start at E5D24 ....
vanguard: Start at E5D24
flier: Start at E5D24
E2G57 -> E1H68
E2D27 -> E1D28
E2G24 -> E1H24
Start at somewhereelse
swift: Start at E5D24 ....
blockader: Start at E5D24
E5D23 -> E5D13
E5D23 -> E5E23
E5C24 -> E5C14
E5C24 -> E5C25
E5D34 -> E5D35
E5D34 -> E5E34
E4E35 -> E3F46
E4D25 -> E3D26
E4E24 -> E3F24
blockader field: with blockader standing at E5D24
Deploying only at level 1 (E1). If a player carries his goal to the apex, his opponent has reach the apex within the next turn or loses the game.
Four corners for up to four players.