C:900 1,3 16,3 -1,3 -16,3 13,7 47,7 49,7 19,7 -13,7 -47,7 -49,7 -19,7\r
Amazon:\r
A:1150 1,3 16,3 15,3 17,3 -1,3 -16,3 -15,3 -17,3 14,7 31,7 33,7 18,7 -14,7 -31,7 -33,7 -18,7\r
-Crooked Bishop:\r
-B:900 15,1E003 17,1E003 -15,1E003 -17,1E003 15,FFFE0003 -17,FFFE0003 -15,FFFE0003 17,FFFE0003\r
\r
HOPPERS\r
GrassHopper:\r
This can be followed by some optional info to be sent to GUI when it\r
selects the variant, e.g. to tell it how some non-standard pieces move.\r
\r
+The board size can be suffixed with =n where the number n then indicates\r
+the depth of the promotion zone (which normally is just the last rank).\r
+Currently only n=3 is understood.\r
+\r
There can be upto 15 piece types per variant, numbered 1 to 15.\r
Numbers 1 and 2 are considered Pawns for white and black, respectively,\r
and the 2nd and 7th rank of the opening setup will be filled with them.\r
With a value -1, however, loss of the first piece of that type loses the game.\r
For royal piece types larger than 7 there is the special rule that it is not\r
allowed to leave more than one of them under attack ('duple check').\r
-\r
-NOTE: piece value 181 for piece 7 is reserved for Makruk, and enables\r
-promotion on the 6th rank. Do not use it in other variants.\r
+A royal value of -2 is currently used as a kludge to enable an alternative\r
+winning condition, namely when the royal piece reaches (and survives in)\r
+one of the four central squares.\r
\r
The individual bits in the move-mode descriptor have the following meaning:\r
In the last hexadecimal digit:\r
8 hop over non-empty square (normally occupied squares terminate a move)\r
Bits set in the forelast digits TOGGLE the corresponding bits in the last\r
digit. For hoppers when they hop over something, for the other pieces after\r
-every step (so for normal pieces, better not set those bits!).\r
+one to four steps (so for normal pieces, better not set those bits!).\r
\r
The digit before that indicates some special things; a 1 indicates the \r
board should be treated as a cylinder, pieces crossing the right edge \r
C must hop immediately\r
\r
For example, if the initial step vector equals 1, and the descriptor\r
-is 11003, the piece is an alternator (as no hop bit is set), and alternates\r
+is 11003, the piece is a bent one (as no hop bit is set), and switches\r
the mode from 3 to 3 (as the toggle digit is 0), i.e. all steps are moves\r
that can both capture and non-capture, and only captures terminate the ray.\r
-The step vector is toggled by 11, though, and thus alternates between 1\r
-and 10 (hex) = 16. So the piece zig-zags over the board, right, forward, right,\r
-forward, etc. Had the move attributes been 11032, captures would only\r
-be allowed on the odd steps (after moving right), while the even steps could\r
-only be non-captures (both the 1 and 2 bit are toggled). With 11030 the\r
-odd steps can only be skipped (if empty), and the even steps can both capture\r
-and non-capture, meaning the piece moves like a Bishop that can be blocked\r
-by a piece just next to the diagonal.\r
+The step vector is toggled by 11, though, and thus switches from 1\r
+to 10 (hex) = 16. So the piece turns a 90-degree corner, from right to\r
+forward. Had the move attributes been 11032, captures would only be\r
+allowed before the bend (after moving right), while thereafter it can\r
+only non-capture (both the 1 and 2 bit are toggled). With 11030 the\r
+first step can only be skipped (if empty), and thereafter it can both capture\r
+and non-capture.\r
\r
If the first step is a slider, a second step is made (if the square was\r
empty), but if the mode toggles to leaper, the move stops there (e.g. Horse).\r
k:-1 1,34 -1,34 1,7 16,7 15,7 17,7 -1,7 -16,7 -15,7 -17,7\r
n:259 14,7 31,7 33,7 18,7 -14,7 -31,7 -33,7 -18,7\r
b:296 15,3 17,3 -15,3 -17,3\r
-S:851 1,3 16,3 15,3 17,3 -1,3 -16,3 -15,3 -17,3\r
-R:444 1,3 16,3 -1,3 -16,3\r
Q:851 1,3 16,3 15,3 17,3 -1,3 -16,3 -15,3 -17,3\r
+R:444 1,3 16,3 -1,3 -16,3\r
+S:851 1,3 16,3 15,3 17,3 -1,3 -16,3 -15,3 -17,3\r
\r
// Chess without castling (intended as shuffle variant)\r
Game: nocastle\r
# e WA\r
# c FAD\r
# l BD\r
+# k KilO2rO3\r
\r
Game: fairy/Clobberers-FIDE # P.....EAC....LKpnbrq.........k\r
8x8\r
# E WA\r
# C FAD\r
# L BD\r
+# K KirO2lO3\r
\r
Game: fairy/FIDE-Nutters # PNBRQ................Kp...........h.t.c...uk\r
8x8\r
# t fsRbWbF\r
# c fsRbWfhNF\r
# u fhNbsWbF\r
+# k KisO2\r
\r
Game: fairy/Nutters-FIDE # P...........H.T.C...UKpnbrq................k\r
8x8\r
# T fsRbWbF\r
# C fsRbWfhNF\r
# U fhNbsWbF\r
+# K KisO2\r
\r
Game: fairy/Clobberers-Nutters # P.....EAC....L.......Kp...........h.t.c...uk\r
8x8\r
# E WA\r
# C FAD\r
# L BD\r
+# K KirO2lO3\r
+# k KisO2\r
\r
Game: fairy/Nutters-Clobberers # P...........H.T.C...UKp.....eac....l.......k\r
8x8\r
# e WA\r
# c FAD\r
# l BD\r
+# K KisO2\r
+# k KilO2rO3\r
\r
Game: fairy/FIDE-Rookies # PNBRQ................Kp.............w.mh.s.k\r
8x8\r
# h HFD\r
# s W4\r
# m RN\r
+# k KisO2\r
\r
Game: fairy/Rookies-FIDE # P.............W.MH.S.Kpnbrq................k\r
8x8\r
# H HFD\r
# S W4\r
# M RN\r
+# K KisO2\r
\r
Game: fairy/Clobberers-Rookies # P.....EAC....L.......Kp.............w.mh.s.k\r
8x8\r
# h HFD\r
# s W4\r
# m RN\r
+# K KirO2ilO3\r
+# k KisO2\r
\r
Game: fairy/Rookies-Clobberers # P.............W.MH.S.Kp.....eac....l.......k\r
8x8\r
# e WA\r
# c FAD\r
# l BD\r
+# K KisO2\r
+# k KilO2irO3\r
\r
// Great Shatranj: modern variant with range-two leapers replacing sliders, on 10x8 board.\r
// Must be played with legality testing off in XBoard 4.4.0.\r
# B& BtgabyabsB\r
# R& RtgabyabsR\r
\r
-// for mate testing\r
-Game: companion # PN....EXW....A......UKpn....exw....a......uk # fairy\r
+// Variant where no single piece has mating potential\r
+Game: companion # PN....EXW....A.B.X.CUKpn....exw....a.b.x.cuk # fairy\r
8x8\r
-10 8 5 7 3 6 9 10\r
-10 8 5 7 4 6 9 10\r
-p:74 -16,6 -15,5 -17,5 \r
-p:74 16,6 15,5 17,5\r
+10 8 6 7 3 5 9 11\r
+10 8 6 7 4 5 9 11\r
+p:74 -16,24 -16,6 -15,5 -17,5 \r
+p:74 16,24 16,6 15,5 17,5\r
k:-1 1,34 -1,34 1,7 16,7 15,7 17,7 -1,7 -16,7 -15,7 -17,7\r
k:-1 1,34 -1,34 1,7 16,7 15,7 17,7 -1,7 -16,7 -15,7 -17,7\r
w:222 30,7 34,7 -30,7 -34,7 45,7 51,7 -45,7 -51,7 \r
-e:259 15,7 17,7 -15,7 -17,7 30,7 34,7 -30,7 -34,7\r
-A:851 2,3 32,3 15,3 17,3 -2,3 -32,3 -15,3 -17,3 -1,6 1,6 16,6 -16,6\r
-x:259 30,7 34,7 -30,7 -34,7 1,7 -1,7 16,7 -16,7\r
-n:259 14,7 31,7 33,7 18,7 -14,7 -31,7 -33,7 -18,7\r
-u:444 14,7 31,7 33,7 18,7 -14,7 -31,7 -33,7 -18,7 1,7 16,7 -1,7 -16,7 \r
+e:296 15,7 17,7 -15,7 -17,7 30,7 34,7 -30,7 -34,7\r
+A:851 16,1003 16,1F003 -16,1003 -16,1F003 1,10003 1,FFFF0003 -1,10003 -1,FFFF0003\r
+x:296 30,7 34,7 -30,7 -34,7 1,7 -1,7 16,7 -16,7\r
+n:296 14,7 31,7 33,7 18,7 -14,7 -31,7 -33,7 -18,7\r
+u:481 14,7 31,7 33,7 18,7 -14,7 -31,7 -33,7 -18,7 1,7 16,7 -1,7 -16,7 \r
+c:517 14,FFFF1043 31,F043 33,31043 18,13043 -14,FFFF3043 -31,11043 -33,2F043 -18,11043\r
+B:851 2,3 32,3 15,3 17,3 -2,3 -32,3 -15,3 -17,3\r
#\r
# E& FA\r
# X& WA\r
# W& AG\r
# U& WN\r
-# A& BD0mW\r
+# C& NmpafsafF\r
+# A& WyafsW\r
# K& KisO2\r
+# B& BD0\r
\r
// End of game file\r