1995 BGG rank #7257

Martian Chess

2–4 players 20 min Ages 8+ 2.4/5 complexity 5.7/10 rating

About this game

Martian Chess is a 2-4 player game that uses Icehouse pieces, requiring one stash per player, and a chessboard. It was one of the games included in Icehouse: The Martian Chess Set and Pyramid Arcade. Much like its namesake, Martian Chess is a game of capturing pieces. Like Chess, Martian Chess is turn based, and played on a chessboard. In both games, players move and capture individual pieces, and each type of piece has distinct moving rules. However, Martian Chess differs from Chess in critical ways: Piece ownership is determined not by color but by location. Instead of capturing a specific piece, winning is determined by points, making it possible to force the end of the game and still win with no pieces left in that player's control. Lastly, Martian Chess easily supports 4 players as well as two, and can also be played with 3, 5 or 6 players if you use geomorphic chessboard sections; see this photo for an example.

What it feels like

Grid Movement Abstract Strategy

Game intelligence

Learn the game

100% knowledge coverage

Setup

1. Place the chessboard between the players. For a 2-player game, each player controls one half of the board (4 ranks). For 4 players, each player controls one quadrant (4x4 section). For 3, 5, or 6 players, add geomorphic chessboard sections and assign each player an equal zone. 2. Each player starts with their zone populated with Looney Pyramids: typically 3 Queens (large), 3 Drones (medium), and 3 Pawns (small) arranged in their quadrant. 3. All pieces are the same color; a piece belongs to whichever player's zone it currently occupies. 4. Each player sets their score to 0. Captured pieces are kept by the capturing player as points.

Turn flow

On your turn, you must move exactly one piece that is currently in your zone (i.e., one of the pieces you currently "own" by virtue of its location). You move it according to that piece type's movement rules. If a piece moves into an opponent's zone and is not immediately captured, it becomes the opponent's piece. If your move captures an opponent's piece, you score points equal to that piece's point value and keep it as a score token. A turn consists of: (1) selecting a piece in your zone, (2) moving it according to its type's rules, (3) resolving any capture, and (4) updating scores if applicable.

Scoring and victory

Player with the most total points from captured pieces at game end wins. Scoring sources: Capturing a Pawn (small pyramid): 1 point, Capturing a Drone (medium pyramid): 2 points, Capturing a Queen (large pyramid): 3 points

Source: Rulebook

Rules to know

The most useful rules for getting a first game right.

General

You own whatever pieces are currently in your zone, regardless of who originally placed them.

Piece ownership in Martian Chess is determined entirely by location, not by color or original assignment. Any pyramid piece physically located in your zone of the board is considered your piece and may be moved by you on your turn. If a piece crosses the border into another player's zone, it immediately becomes that player's piece. This is the central rule that makes Martian Chess distinct from standard chess.

General

Each player controls a specific region of the board; pieces in that region belong to that player.

The board is divided into equal zones, one per player. In a 2-player game, each player owns one half of the 8x8 board (4 ranks each). In a 4-player game, each player owns one 4x4 quadrant. For 3, 5, or 6 players, geomorphic board sections are added to create appropriately sized zones. The boundary between zones is the key dividing line — pieces on your side belong to you; pieces on the opponent's side belong to them.

Turn structure

On your turn, you must move exactly one piece from your zone.

Each turn, a player must select exactly one piece currently located in their zone and move it according to its type's movement rules. Passing or skipping a turn is not allowed. If a player has no legal moves (all pieces in their zone are blocked), special end-game conditions may apply.

Movement

Pawns (small pyramids) move one space in any direction, including diagonally.

The Pawn is the smallest pyramid piece. It may move exactly one square in any of the 8 directions (orthogonally or diagonally). It captures by moving onto a square occupied by an opponent's piece. Pawns are worth 1 point when captured.

Movement

Drones (medium pyramids) move exactly two spaces orthogonally or diagonally, and can jump over other pieces.

The Drone is the medium-sized pyramid piece. It moves exactly two squares, either orthogonally (like a rook but exactly 2) or diagonally (like a bishop but exactly 2). Crucially, Drones can jump over intervening pieces — they are not blocked by pieces between their start and end square. Drones capture by landing on a square occupied by an opponent's piece. Drones are worth 2 points when captured.

Movement

Queens (large pyramids) move any number of spaces in a straight line (orthogonally or diagonally), like a chess queen.

The Queen is the largest pyramid piece. It may move any number of squares in a straight line — horizontally, vertically, or diagonally — exactly like a queen in standard chess. Queens are blocked by intervening pieces and cannot jump over them. Queens capture by moving onto a square occupied by an opponent's piece. Queens are worth 3 points when captured.

Combat

Capture by moving your piece onto a square occupied by an opponent's piece; the captured piece scores points for you.

A capture occurs when you move one of your pieces onto a square currently occupied by a piece in an opponent's zone (i.e., a piece belonging to an opponent). The opponent's piece is removed from the board, and you score points equal to its size: Pawn = 1 point, Drone = 2 points, Queen = 3 points. You keep the captured piece as a physical score token. You cannot capture your own pieces (pieces in your own zone).

Restriction

You cannot capture a piece in your own zone.

Since all pieces in your zone are considered 'your' pieces, you cannot move one of your pieces onto a square occupied by another of your pieces. A piece may only capture pieces belonging to opponents (i.e., pieces located in another player's zone). You also cannot move to a square already occupied by one of your own pieces.

Strategy briefing

Engineering the End Game

Because the game ends when your zone empties, you can deliberately move all your pieces into opponent zones to trigger game end. If your score is already ahead, this is a winning move. Track scores carefully and consider timing the end game in your favor.

The Gifting Trap

Moving a high-value piece (Queen = 3 pts) into an opponent's zone gives it to them for free. Avoid careless cross-border moves with Queens. Conversely, you can lure opponents into gifting you high-value pieces by positioning aggressively.

Drone Mobility Advantage

Drones are uniquely powerful because they can jump over pieces, making them impossible to block in many situations. Use Drones to reach otherwise inaccessible squares and threaten captures that Queens and Pawns cannot execute through crowded positions.

Protecting High-Value Pieces

Queens are worth 3 points — more than a Pawn and a Drone combined. Losing a Queen to an opponent is a massive swing. Since Queens are blocked by intervening pieces, use Pawns and Drones as screens to limit opponent Queen access to your Queens.

Zone Control vs. Capture Points

Having many pieces in your zone feels safe but doesn't win the game — only captured pieces score. Aggressively push pieces into opponent zones to threaten captures, but be mindful that any piece crossing the border becomes the opponent's asset.

Common questions and edge cases

A player moves their Queen into an opponent's zone onto an empty square. Who controls it now?

The piece immediately becomes the opponent's piece the moment it enters their zone. The moving player no longer controls it. This is a deliberate (or accidental) 'gift' and is a key strategic mechanic.

Can a player intentionally empty their own zone to end the game if they are winning?

Yes. A player can deliberately move all pieces out of their zone (gifting them to opponents or maneuvering them away) to trigger the end-game condition. If their accumulated capture score is highest at that point, they win — even with zero pieces remaining in their zone.

Can a Drone jump over a piece to capture a piece exactly 2 squares away?

Yes. Drones can jump over any intervening piece. If the square exactly 2 spaces away (orthogonally or diagonally) contains an opponent's piece, the Drone can jump over any piece between them and capture it.

A Queen wants to capture a piece, but there is another piece between them. Can it capture?

No. Queens cannot jump over pieces. The intervening piece blocks the Queen's path entirely. The Queen can only move up to and including the first piece it encounters in a line, capturing it if it belongs to an opponent.

An opponent's piece was moved into my zone on their turn. Can I now move it?

Yes. The moment any piece enters your zone — whether by your action or an opponent's — it becomes your piece. On your next turn, you may move it according to its type's movement rules.

Can I use a piece in my zone to capture a piece that is also in my zone?

No. You cannot capture pieces in your own zone. All pieces in your zone are considered your own pieces, and you cannot capture your own pieces. You may only capture pieces located in an opponent's zone.

Ask About This Game

Similar games