A week ago I sat down and programmed a basic chess implementation with full support for hot-seat play. It includes most of the rules except for conditions where you can force a draw.
It even includes en passant, which hardly anyone knows. For those unversed: if an opponent moves a pawn two spaces for its first move and it ends up side by side with one of your pawns, you can take the opponent’s pawn by moving your pawn into the space that was skipped over.
And for those not sure about how castling works: if you have an unmoved king and an unmoved rook, and the king is not in check, and there is a clear path between the two pieces, and the king would not move into or through a space that puts him in check, you can move the king two spaces toward the rook. You then move the rook to the other side of the king (jumping the king, essentially). This generally puts the king in a more defensible location and puts the rook in a more active role in the game.
The rules I haven’t implemented: the fifty move draw rule states that if there are no captures and no pawn moves in fifty consecutive turns by each player, a player can claim a draw. The threefold repetition rule states that if the board is in the same state three times with the same player to move, a draw can be claimed (I probably won’t implement that one). Pawn promotion is when a pawn makes it to the other side of the board and can be exchanged for any piece.
So yea. I guess RPG Chess is happening.
When I get some free time again, my next step is to setup the Game Center rig and see if I can’t get asynchronous play going. After that, i want to add a framework for using character powers.
And after that, the world.