From: Arun Persaud Date: Sat, 7 Dec 2013 18:58:01 +0000 (+0000) Subject: Add web pages on rules of Chess variants X-Git-Url: http://winboard.nl/cgi-bin?p=xboard.git;a=commitdiff_plain;h=4d5a9416969353d11450b39b3b1403405098472a Add web pages on rules of Chess variants --- diff --git a/whats_new/rules/3checks.html b/whats_new/rules/3checks.html new file mode 100644 index 0000000..b34698c --- /dev/null +++ b/whats_new/rules/3checks.html @@ -0,0 +1,365 @@ + +
+Three Checks + + +
+ +

Three Checks

+
+ + +

Initial setup

+

+e1, e8: King +
+d1, d8: Queen +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Bishop +
+b1, b8, g1, g8: Knight +
+a2-h2, a7-h7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 2 steps towards it +
+Queen + +Q + +9.5 + +RB or Q + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.25 + +B + +Color-bound +
+Knight + +N + +3.25 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move two squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square the King skipped over. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+ +

Differences with FIDE

+

+You lose when being checked for the third time. +

+

Strategy issues

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/ASEAN.html b/whats_new/rules/ASEAN.html new file mode 100644 index 0000000..06c1b5e --- /dev/null +++ b/whats_new/rules/ASEAN.html @@ -0,0 +1,357 @@ + +
+ASEAN Chess + + +
+ +

ASEAN (Association of South-East Asean Nations) Chess

+
+ + +

Initial setup

+

+d1, e8: King +
+e1, d8: Ferz +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Elephant +
+b1, b8, g1, g8: Knight +
+a3-h3, a6-h6: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + + +
+Ferz + +Q + +1.5 + +F + +With Cambodian rules its first move can also be two steps forward +
+Rook + +R + +5 + +R + + +
+Elephant + +B + +2.5 + +FfW + + +
+Knight + +N + +3.25 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Ferz on reaching last rank +
+

Pawn peculiarities

+ +

General rules

+ +

Differences with FIDE

+

+The Queen and Bishops are replaced by Ferz and Elephant. +Pawns start on the third rank. +Promotion always to Ferz. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Ferz, Elephant or Knight (in addition to your own King). +Two Knights or two Ferzes cannot do it either. +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Atomic.html b/whats_new/rules/Atomic.html new file mode 100644 index 0000000..025e648 --- /dev/null +++ b/whats_new/rules/Atomic.html @@ -0,0 +1,372 @@ + +
+Atomic Chess + + +
+ +

Atomic Chess

+
+ + +

Initial setup

+

+e1, e8: King +
+d1, d8: Queen +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Bishop +
+b1, b8, g1, g8: Knight +
+a2-h2, a7-h7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 2 steps towards it +
+Queen + +Q + +9.5 + +RB or Q + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.25 + +B + +Color-bound +
+Knight + +N + +3.25 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move two squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square the King skipped over. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+ +

Differences with FIDE

+

+Pieces explode on capture, destroying everything in the area including themselves. +You win by destroyig the King rather than checkmating it; +exposing your King to destruction is not forbidden (just stupid). +

+

Strategy issues

+

+Since any capturing piece destroys itself in the explosion, Kings can never capture. +

+

+A King taking shelter next to the opponent's King (which, after all, cannot capture) +is immune to capture, as such a capture would destroy your opponent's King in the explosion. +So many end-games (even KQK) can be drawn by tailing the opponnet's King! +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Berolina.html b/whats_new/rules/Berolina.html new file mode 100644 index 0000000..87bf887 --- /dev/null +++ b/whats_new/rules/Berolina.html @@ -0,0 +1,370 @@ + +
+Berolina Chess + + +
+ +

Berolina Chess

+
+ + +

Initial setup

+

+e1, e8: King +
+d1, d8: Queen +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Bishop +
+b1, b8, g1, g8: Knight +
+a2-h2, a7-h7: Berolina Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 2 steps towards it +
+Queen + +Q + +9.5 + +RB or Q + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.25 + +B + +Color-bound +
+Knight + +N + +3.25 + + + +N +
+Berolina Pawn + +P + +1 + +mfFcfW + +Promotes to Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move two squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square the King skipped over. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+ +

Differences with FIDE

+

+The capture and non-capture move of the Pawns have been swapped. As a result the initial double-push is also diagonal. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +Two Knights cannot do that either. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Betza.html b/whats_new/rules/Betza.html new file mode 100644 index 0000000..20ea851 --- /dev/null +++ b/whats_new/rules/Betza.html @@ -0,0 +1,514 @@ + +
+(Extended) Betza notation +
+ +

Extended Betza notation

+

+Ralph Betza invented a compact notation to encode moves of a piece, +which is now in wide-spread use for description of Chess variants. +This page describes a version of it that has been extended in several ways. +Some of these extensions were embraced from another proposed extension scheme, +'Bex notation' by David Howe, others are entirely new. +These new extensions from the original Betza notation are marked in yellow. +

+Betza notation decomposes the piece into 'atoms', +which represent the set of all (8-fold-)symmetry-equivalent moves of a certain distance. +For example all eight Knight moves, or all diagonal moves of the King. +Each 'atom' is written as a single capital (e.g. N for the Knight moves), +which is very efficient when you are dealing with pieces that are maximally symmetric +(which most pieces indeed are). +Atoms refer to single unblockable leaps of a certain distance. +Pieces that can repeat the same leap again and again until they encounter an obstacle +(sliders or riders, such as Rook) +are very common. +Those moves are indicated by writing the number of steps the piece can maximally make behind the atom, +where '0' can be used to indicate 'any number of steps'. +

+

+The choice to treat moves as sets that go in all directions goes at the expense of the compactness when dealing with asymmetric pieces. +(This is a cheap price to pay, as asymmetric pieces are much less common than fully symmetric ones.) +To describe moves of asymmetric pieces Betza notation uses lower-case prefixes to identify which sub-set of the atom we mean. +Such as f (forward) or r (right), or combinarions of those like fr. +E.g. fR decribes a 'Rook' that only moves in the forward direction (i.e., the Shogi Lance). +Lower-case prefixes are also used to specify the move is not a general one +(i.e. valid as capture and non-capture, the normal situation in Chess-like games), +but can only be used in limited ways (e.g. capture only, non-jumping, capture after jumping). +

+

The basic atoms

+
+

+The following table describes the most important atoms +

+
+Atom + +Vector + +Piece +
+O + +(0,0) + +Null move (Taikyoku-Shogi Lion can do this) +
+W + +(1,0) + +Wazir (Courier Chess) +
+F + +(1,1) + +Ferz (Shatranj) +
+D + +(2,0) + +Dababba +
+A + +(2,2) + +Alfil (Shatranj) +
+I + +(3,0) + +Tripper +
+L + +(3,1) + +Long Knight (aka Camel) +
+J + +(3,2) + +Zebra +
+G + +(3,3) + + +
+
+

+Laid out on the board, (standing at O),
the move encoding is as follows: +
+......... +
+.GJLHLJG. +
+.JANDNAJ. +
+.LNFWFNL. +
+.HDWOWDH. +
+.LNFWFNL. +
+.JANDNAJ. +
+.GJLHLJG. +
+......... +
+

+
+

+For longer-range atoms no letters are defined. +In the rare cases they occur, these can be written using the numeric coordinates of their leap vector, +e.g. (4,1) for the Giraffe leap. +Note this still implies the move goes in all directions (i.e. (4,1) also means (4,-1), (-4,1), (1,4), ...), +and thus still does a lot for compactness. +A piece that only leaps 4 forward and 1 left or right would be an f(4,1). +

+ +

Modifier prefixes

+

+The following table lists possible prefixes to the atoms. +Prefixes can be combined, in which case the sub-sets of move types they correspond to are joined. +E.g. fb means forward and backward moves (but not sideways). +So even prefixes with opposite meaning are not really conflicting; +they could be superfluous, however. +(E.g. mc would mean both non-capture and capture, which is the default in absence of prefixes anyway.) +

+
+prefix + +short for + +meaning +
+Move modality +
+c + +capture + +Captures only +
+m + +move + +Move but not capture +
+Move blocking +
+n + +non-jumping + +Cannot jump over occupied square +
+j + +jump one + +Must jump exactly one +
+jj + +jump many + +Can jump over any number of pieces +
+Hopping +
+p + +Pao (=Canon) + +(Obsolete?) Capture if move jumps over one obstacle, non-capture if it does not jump +
+g + +Grasshopper + +(Obsolete?) Must land directly behind first obstacle +
+q + +Circular + +(Obsolete?) Basic step repeated at an angle, until it closes on itself +
+z + +Zig-zag + +(Obsolete?) Repeat step alternates angle between two values. +
+o + + + +wraps around on cylinder board +
+directional-subset and other geometry indicators +
+f + +forward + +most-forward single or pair of moves of symmetry-equivalent moves +
+b + +backward + +most-backward single or pair of moves of symmetry-equivalent moves +
+l + +left + +left-most single or pair of moves of symmetry-equivalent moves +
+r + +right + +right-most single or pair of moves of symmetry-equivalent moves +
+s + +sideways + +short for lr +
+v + +vertical + +short for fb +
+a + +all + +short for vs (default on atoms specifying complete move, but can be needed in chaining) +
+ff + +forward + +obsolete notation for forward-most two of 8 symmetry-equivalent moves +
+fh + +forward half + +forward-most four of 8 symmetry-equivalent moves +
+fs + +sideway-forward + +fh but not f +
+etc. + + + +Similar for b (bb, bh, bs), l and r +
+i + +initial + +Initial move only (for pieces that have not moved yet) +
+e + +equal + +equal in length to previous step, measured in board steps (see section on chaining) +
+

+For example, fmWfcF is a Pawn: non-captures forward to a W square, captures to the two forward F squares. +Pretty complicated, but the Pawn is a very complex piece (asymmetric, and divergent capture/non-capture). +Note that fr and rf are not the same on 'oblique' (= not orthogonal or diagonal) atoms, which have 8 moves, +and that they might not be what you intuitively think, as fs = fl + fr. +

Grouping

+

+Grouping of atoms, modifiers and exponents is possible with parentheses. +This can be done for readability, +or for overruling operator priorities. +(fmW)(fcF) might read more easily than fmWfcF. +The parentheses do not have any meaning in themselves. +'Distributivity' also works for modifier prefixes: +m(AB) where m is a string of modifiers and A and B are atoms, (or expressions grouped in parentheses), +is defined to mean mAmB. +Some shortcuts for commonly used combinations of atoms exist; +these can be seen as implicit grouping of the involved atoms. +

+
+shortcut + +stands for + +orthodox piece +
+K + +WF + +King +
+B + +F0 (FF) + +Bishop +
+R + +W0 (WW) + +Rook +
+Q + +RB + +Queen +
+C + +L + +Camel +
+Z + +J + +Zebra +
+ +

Chaining moves

+

+When a number of atoms is concatenated, like WF, it joins their move sets. +So the piece described by WF moves either as W or as F, i.e. one step diagonal, or one step orthogonal. +That means it is the King of orthodox Chess! +(From the notation you cannot see whether it is royal yet; +the main purpose of the notation is to convey how it moves. +But a 'k' prefix could be used to indicate royalty, when this is of relevance.) +

+

+It is also possible to specify that certain moves have to be performed sequentially, one after the other. +For instance because something of importance happens or should be noted on an intermediate square. +Such as for pieces that can be blocked on squares they cannot visit ('lame leapers'), +or that have to hop over other pieces in a specific pattern. +The simplest example of this, however, is repetition of the same step in the same direction, +as in sliding or riding pieces, such as a Rook. +The far moves of such a piece can indeed be blocked by an obstacle closer by on their path, +although it can then always reach that square itself as well. +Such moves are indicated by 'exponentiation': a number after the atom indicates how often the step may be repeated. +E.g. F3 would be a piece that slides diagonally (i.e. like a Bishop), upto a maximum of 3 steps. +To indicate an arbitrary number of steps can be taken, we use 0 (zero) for the exponent. +(This because infinity is not in the ASCII character set, and 0 would be pointless when taken at face value.) +So W0 would be the Rook, sliding arbitrarily far orthogonally, and F0 the Bishop. +(Old notation for this would be WW and FF, but in the extended context these would be troublesome.) +

+Not all multi-step moves are as regular as simple sliders, however. +Some 'bent' sliders can turn corners, for instance. +The 'Griffon' is an example that first moves one step diagonally, and then continues outward as a Rook. +It does not have to go beyond the corner, though; just like a normal Rook it can make the first step of its move only. +And if it encounters something on that first step, it is blocked, and never gets to the rooky part of its move. +To describe this trajectory we cannot use exponentiation, but have to explicitly write the chain: FtR. +Here the 't' is the chaining operator, that distinguishes this from FR, +which would mean a piece that steps one diagonally or moves like Rook (a Shogi Dragon Horse). +The 't' is because of 'and then', but also because the move could be terminated at that point, +and there is no requirement to visit the later parts of the specified trajectory. +

+

+There are other forms of chaining, where the 'connecting square' can not be visited. +(I.e. no termination there.) +The Xiangqi Horse moves one orthogonal step, and then (without stopping) one step diagonally outward, +mimicking the move of a Knight, but blockable on the intermediate square. +This is written as the chain W-F. +The chaining operator '-' indicates the move cannot be terminated at that point (ending on the connection square), +but must continue. +If it cannot, because the square was occupied, the move described by the chain is considered blocked, and cannot be made. +

+ + + + + + + + + +
+Overview of chaining operators +
tthenterminate on connection square (if empty or enemy) or continue (if empty).
-blockmust continue if connection square empty; otherwise entire path is considered blocked
+hopconnection square must be occupied and remains untouched; move must go on from there
?ownconnection square must contain own piece and remains untouched; move must go on from there
!foeconnection square must contain enemy and remains untouched; move must go on from there
xcaptureconnection square must contain enemy, which is captured; move must go on from there
ddestroyconnection square must be occupied, friend or foe there is destroyed; must go on
ysplitconnection square is one step before first obstacle; must continue from there
+

+Chaining implies continuation in the most similar direction. +Should you need to deviate from that, e.g. because the trajectory doubles back on itself, +directional modifiers must be used. +The continuation steps are to be described in a coordinate system relative to the previous step, however. +So W-rW-lW makes one step, (say moving North), then turns right for another step (moving East), and then turns left compared to that second step, +meaning it is moving North again! +So in the end you arrive at (1,2), over (0,1) and (1,1). +This is a Knight move that can only be made if both the intermediate squares are empty, +even worse than the Xiangqi Horse (which at least did not care about (1,1))! +The latter would be described by W-F. +The F after '-' would by default mean fF, and in the orientation of the preceding orthogonal step +this would imply a pair of outward moves, fl + fr. +

+

+Some examples that use the other operators: +Q+K is the Grasshopper: it must move as Queen to an occupied square (the 'support'), +(the first one it encounters, as Queens do not jump!), +and then continue with a single K step in the same direction (leaving the occupant of the square alone), +to land on the square directly behind the support. +where it can capture or just move. +mRcR+R is the Xiangqi Cannon: the first mR specifies its non-capture move, which is that of a normal Rook. +The concatenated cR+R is the capturing alternative; +it moves as R to an occupied square, and then continues as R in the same direction for a capture. +Note that the 'c' prefix applies to the complete R+R path (a once jumping Rook); +the operator priorities are such that the binary operators t-+xdy couple more tightly than the prefix modifiers mc. +The latter are only allowed in front of a complete path, to specify what you can do at the end of it, +and not on individual steps of the path, where the chaining operators already specify this. +

+

Weird captures

+

+The x operator allows description of pieces with unconventional capture, +as it specifies moving away from the capture square. +Normal in Chess is of course that you only captured what was on the square you end on. +But even in orthodox Chess e.p. capture exists as an exception to that. +It could be written as frmWxlW, which, as we have seen, means frm(WxlW) +This expreses capture through a W step, and then turning left for a second W step, +so that overall you make an F step in an L form. +The frm prefix to this F step means that it can not capture on the final square +(the Pawn in e.p. capture always goes to an empty square), +to your forward right. +I.e. you started moving right, then turned left to move forward. +So the continuation square you pass over to remove the Pawn is to your right. +(There is no way to express that you can only do this to Pawns, however, let alone to Pawns that just made a double push.) +

+

+This shows the general encoding strategy: if you capture pieces not on your destination square, as 'side effect' to the move, +you lay out a path that tramples all the pieces that are captured, so that the sub-steps are all normal replacement captures. +E.g. a Checker would be fmFfmFxF. There the fmF part is the non-capture move, +but the interesting part is the capture: +one step diagonal (which must be to an occupied square, which we capture), +and then straight on (which is now 'forward' in the local frame of reference set up by the first step) +to the next square, for an overall A step. +This step must be fmA, i.e. in one of the forward diagonal directions, not capturing anything on the square where it lands. +'Rifle capture' by a Rook would be RxebR, i.e. first capture something in the normal way, +and then manditorily withdraw in the direction from which you came (b) by an R move of the same length. +No overall move, but the victim is gone! +A Ultima Withdrawer, which destroys the adjacent piece from which it moves away, would be written as +mQmKxbK-Q. The capture part, m(KxbK-Q) specifies capture to the adjacent piece, reversing that step (b) to your square of origin, +and then mandatorily continuing in that direction with a Queen non-capture move (the victim already in your pocket). +The hit-and-run or double capture of a Lion would be KxaK: capture the adjacent piece, +after which you must continue by another King step in any direction relative to the first, capturing a second victim or just moving. +ven the rifle capture (igui) is included in this. +Its turn-passing move would be K-bK. +Which is different from O, because it can only be done if the Lion is adacent to an empty square, +while a piece that has an O atom can pass uncondiionally. +For definiteness, when directional modifiers apply to a path that results in a return to the starting square, +they will be referenced to the direction of the first step of the path. +

+

More about exponentiation

+

+Exponentiation by default implies repeated application of the 't' operator. +But it can be used to indicate repeate application of other operators too. +We define AmN, with A an atom or a group within parentheses, m a string of modifiers, and N a number, +to mean AmAmAm...mA with N factors A and N-1 operators between them. +If the modifier string m does not contain one of the chaining operators, it is prefixed with the default 't'. +If it does not include any directional modifiers, it is suffixed with 'f'. +So W3 means WtfWtfW, 1 to 3 orthogonal steps in the same direction (which is what the 'f' specifies). +But W-3 would mean W-fW-fW, which is exactly 3 such steps. +And Wx3 would be exactly 3 steps where the first 2 mandatorily capture. +

+

+By including directonal indicators, you can describe curved trajectories. +Nrf8 would mean NtrfNtrfN..., upto 8 Knight moves, each consecutive move bending ~45 degrees right from the previous one +(because that is what rf means; the first opportnity to the right that is not straight ahead). +This describes the Rose! +Circular riders fit into the system, and there is no need for a separate prefix to describe them. +With grouping you can do more: (FtlF)r0 expands to FtlFtrFtlFtrFtl..., an arbitrary number of diagonal steps, +that alternately turn 90 degrees left or right. +In other words, the Crooked Bishop. +There is also no real need for the z prefix in this extended Betza notation. +The exponentiation can describe it much more precisely, +specifying exactly how Crooked it is. +

+ + diff --git a/whats_new/rules/CRC.html b/whats_new/rules/CRC.html new file mode 100644 index 0000000..6b69c3a --- /dev/null +++ b/whats_new/rules/CRC.html @@ -0,0 +1,415 @@ + +
+CRC + + +
+ +

Capablanca Random Chess (CRC)

+
+ + +

Initial setup

+

+There is no fixed setup; +the back-rank pieces are randomly shuffled with certain restrictions. +Black's setup is the mirror image of white's, though. +Both sides have: +

+1 King +
+1 Queen +
+1 Chancellor +
+1 Archbishop +
+2 Rooks +
+2 Bishops +
+2 Knights +
+a2-j2, a7-j7: Pawns +

+The Bishops must start on different colors. +The King must start between the Rooks. +It has been suggested the Bishops should also not start next to each other. +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 3 steps towards it +
+Queen + +Q + +9.5 + +RB or Q + + +
+Chancellor + +C + +9 + +RN + + +
+ArchBishop + +A + +8.75 + +BN + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.5 + +B + +Color-bound +
+Knight + +N + +3 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move to the c1/c8 or i1/i8 in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square on the other side next to the King. +This is only allowed if all squares traveled through by King and Rook are empty (after their removal), +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+ +

+You can use the New Shuffle dialog to control the randomization of the initial position. +

+

Differences with FIDE

+

+The Chancellor and Archbishop pieces are extra, and the board is expanded to accomodate them. +Castling is generalized to allow it with non-standard placement of King and Rooks. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +Two Knights cannot do that either. +The Archbishop can force checkmate against a bare King. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+As Chancellor and Queen are nearly equal in value to Queen, under-promotion is very common, +and there is virtually never any need to promote to R, B or N. +

+

+The super-pieces (Q, C, A) devaluate by the presence of lower-valued opponent pieces. +As a result trading Q for R + B is in general a good trade when you still have both J, +as the latter gain in value by eliminating the opponent's R and B, +which is more compensation than the intrinsic value differene between Q and R + B. +

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/CRC.png b/whats_new/rules/CRC.png new file mode 100644 index 0000000..df04bd4 Binary files /dev/null and b/whats_new/rules/CRC.png differ diff --git a/whats_new/rules/CWDA.html b/whats_new/rules/CWDA.html new file mode 100644 index 0000000..cc82970 --- /dev/null +++ b/whats_new/rules/CWDA.html @@ -0,0 +1,589 @@ + +
+Chess with Different Armies + + +
+ +

Chess with Different Armies

+

+This is actually a group of variants. +It defines a number of 'armies', each containing of an orthodox King and Pawns, +plus 7 other pieces of 4 different types. +The orthodox FIDE army, with pieces Q, R, B and N, is one example of this. +But there are many armies considting of four completely different pieces, +together of approximately equal strength as the FIDE army. +Here we discuss three possible realizations of this. +

+

+Each of these four armies can be pitted against each of the others, +with either color. +

+
+ + +

Initial setup

+

Remarkable-Rookies army

+

+e1, e8: King +
+d1, d8: Marshall +
+a1, a8, h1, h8: Short Rook +
+c1, c8, f1, f8: Half Duck +
+b1, b8, g1, g8: Woody +
+a2-h2, a7-h7: Pawns +

+

Fabulous-FIDEs army

+

+e1, e8: King +
+d1, d8: Queen +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Bishop +
+b1, b8, g1, g8: Knight +
+a2-h2, a7-h7: Pawns +

+
+ + +

Nutty-Knights army

+

+e1, e8: King +
+d1, d8: Colonel +
+a1, a8, h1, h8: Turret +
+c1, c8, f1, f8: Unicorn +
+b1, b8, g1, g8: Horse +
+a2-h2, a7-h7: Pawns +

+

Color-bound Cloberers army

+

+e1, e8: King +
+d1, d8: ArchBishop +
+a1, a8, h1, h8: Leaping Bishop +
+c1, c8, f1, f8: Clobberer +
+b1, b8, g1, g8: Elephant +
+a2-h2, a7-h7: Pawns +

+
+ + +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+Common to all armies +
+King + +K + +- + +K + +Can castle with corner piece +
+Pawn + +P + +1 + +mfWcfF + +Promotes to any piece specific to the army on reaching last rank +
+FIDE army +
+Queen + +Q + +9.5 + +RB or Q + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.25 + +B + +Color-bound +
+Knight + +N + +3.25 + +N + + +
+Clobberers army +
+Archbishop + +A + +8.75 + +BN + + +
+Leaping Bishop + +L + +5 + +BD + +Color-bound +
+Clobberer + +C + +4.5 + +FAD + +Color-bound +
+Elephant + +E + +3 + +WA + + +
+Nutters army +
+Colonel + +C + +9.5 + +fRsRKfhN + + +
+Turret + +T + +5 + +bKfsR + + +
+Unicorn + +B + +3.75 + +fhNbsK + + +
+Horse + +H + +3 + +FbbNffN + + +
+Rookies army +
+Marshall + +M + +9 + +RN + + +
+Short Rook + +S + +4.5 + +R4 + + +
+Half Duck + +B + +4 + +HFD + + +
+Woody + +W + +3 + +WD + + +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can (in general) move two squares in the direction of a corner piece that has not moved before, +in which case that corner piece is moved to the square next to the King on the other side. +This is only allowed if all squares traveled through by King and corner piece are empty (after their removal), +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +When the corner piece is color-bound, however, the King moves 2 or 3 squares, subject to all other rules mentioned above, +to make sure the piece it castles with stays on the same color. +

+

General rules

+ +

XBoard interface issues

+

+Man of the pieces in the various army are quite exotic even by the standards of Chess variants, +and XBoard does not know them. +So Chess with different Armies has to be played with legality testing off, +using pieces XBoard does implement for different purposes. +CwDA is also not an variant name known to XBoard; +it has to be played as the catch-all variant 'fairy'. +This variant can mean anything as far as XBoard is concerned; +you have to tell the engine what you actually want to play, +and then the engine will tell it to XBoard (i.e. which piece symbols to use, in which initial setup). +So CwDA cannot be played without an engine that knows how to play it. +

+

+Fairy-Max implements various versions of CwDA. +With a combobox in the Engine Settings dialog you can select which version you want to play +(e.g. Clobberers-Nutters) as variant fairy. +When you then select 'fairy' from the New Variant dialog +(or start a New Game when 'fairy' was already selected) +the engine will setup the game for the selected armies. +

+

Differences with FIDE

+

+Except for the FIDE army, all armies consist of pieces (not King and Pawns) that move in completely different ways. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +Two Knights cannot do that either. +It is not possible to force checkmate on a bare King with just a single Elephant or C or L (in addition to your own King). +A pair CC, LL or CL on unlike colors can force checkmate without help of their King. +A pair of Elephants can checkmate with help of their King. +It is not possible to force checkmate on a bare King with just a single Fibnif or a pair of them (in addition to your own King). +All pieces of the Rookies army can force checkmate against a bare King. +

+

+Bishops, C and L are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +Combining other color-bound pieces on unlike colors is expected to involve even larger bonuses. +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Capablanca.html b/whats_new/rules/Capablanca.html new file mode 100644 index 0000000..5e9e8ab --- /dev/null +++ b/whats_new/rules/Capablanca.html @@ -0,0 +1,400 @@ + +
+Capablanca Chess + + +
+ +

Capablanca Chess

+
+ + +

Initial setup

+

+f1, f8: King +
+e1, e8: Queen +
+h1, h8: Chancellor +
+c1, c8: Archbishop +
+a1, a8, j1, j8: Rook +
+d1, d8, g1, g8: Bishop +
+b1, b8, i1, i8: Knight +
+a2-j2, a7-j7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 3 steps towards it +
+Queen + +Q + +9.5 + +RB or Q + + +
+Chancellor + +C + +9 + +RN + + +
+ArchBishop + +A + +8.75 + +BN + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.5 + +B + +Color-bound +
+Knight + +N + +3 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, C, A, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move three squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square next to the King on the other side. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+ +

Differences with FIDE

+

+The Chancellor and Archbishop pieces are extra, and the board is expanded to accomodate them. +To handle the larger board width, the King moves 3 squares on castling. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +Two Knights cannot do that either. +The Archbishop can force checkmate against a bare King. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+As Chancellor and Archbishop are nearly equal in value to Queen, under-promotion is very common. +

+

+The super-pieces (Q, C, A) devaluate by the presence of lower-valued opponent pieces. +As a result trading Q for R + B is in general a good trade when you still have A and C, +as the latter gain in value by eliminating the opponent's R and B, +which is more compensation than the intrinsic value difference between Q and R + B. +

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Capablanca.png b/whats_new/rules/Capablanca.png new file mode 100644 index 0000000..a7ffb98 Binary files /dev/null and b/whats_new/rules/Capablanca.png differ diff --git a/whats_new/rules/Chess.html b/whats_new/rules/Chess.html new file mode 100644 index 0000000..6b3816e --- /dev/null +++ b/whats_new/rules/Chess.html @@ -0,0 +1,369 @@ + +
+Chess + + +
+ +

Chess (aka FIDE, Mad Queen)

+
+ + +

Initial setup

+

+e1, e8: King +
+d1, d8: Queen +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Bishop +
+b1, b8, g1, g8: Knight +
+a2-h2, a7-h7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 2 steps towards it +
+Queen + +Q + +9.5 + +RB or Q + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.25 + +B + +Color-bound +
+Knight + +N + +3.25 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move two squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square the King skipped over. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+ +

Differences with FIDE

+

+None. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +Two Knights cannot do that either. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Chu.html b/whats_new/rules/Chu.html new file mode 100644 index 0000000..273a249 --- /dev/null +++ b/whats_new/rules/Chu.html @@ -0,0 +1,719 @@ + +
+Chu Shogi + + +
+ +

Chu Shogi (Ancient Japanese Chess)

+

+Chu Shogi was already known in the year 1250, +and has been the dominant form of Chess in Japan for many centuries. +In recent time, after the invention of piece drops, it was overtaken in popularity by modern Shogi. +It is still widely played in Japan, though. +

+
+ + +

Initial setup

+

+f0, g11: King +
+f2, g9: Lion +
+g2, f9: Queen (Free King) +
+e2, e9, h2, h9: Dragon King +
+d2, d9, i2, i9: Dragon Horse +
+c2, c9, j2, j9: Rook +
+c1, c10, j1, j10: Bishop +
+b2, b9, k2, k9: Vertical Mover +
+a2, a9, l2, l9: Side Mover +
+a1, a10, l1, l10: Canon (Reverse Chariot) +
+a0, a11, l0, l11: Lance +
+f1, g10: Kylin +
+g1, f10: Phoenix +
+g0, f11: Elephant +
+e1, e10, h1, h10: Blind Tiger +
+e0, e11, h0, h11: Gold General +
+d0, d11, i0, i11: Silver General +
+c0, c11, j0, j11: Copper General +
+b0, b11, k0, k11: Ferocious Leopard +
+d4, d7, i4, i7: Cobra (Go Between) +
+a3-l3, a8-l8: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Captured while passing through the square to another destination +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+sym + +Piece name + +ID + +value + +Moves (Betza notation) + +Remarks +
+ + +King + +K + +- + +K + + +
+ + +Lion + +N + + + +KADN(cK-aK)(K-bK) + +Can move twice per turn (as King) +
+ + +Queen + +Q + + + +RB or Q + + +
+ + +Dragon(-King) + +D + + + +RF + +Promotes to Eagle +
+ + +(Dragon-)Horse + +H + + + +BW + +Promotes to Unicorn +
+ + +Rook + +R + + + +R + +Promotes to Dragon +
+ + +Bishop + +B + + + +B + +Promotes to Horse +
+ + +Vertical Mover + +V + + + +vRsW + +Promotes to Narrow Queen +
+ + +Side Mover + +S + + + +sRvW + +Promotes to Sleeping Queen +
+ + +Canon + +A + + + +vR + +Promotes to Whale +
+ + +Lance + +L + + + +fR + +Promotes to White Horse +
+ + +Kylin + +O + + + +FD + +Promotes to Lion +
+ + +Phoenix + +X + + + +WA + +Promotes to Queen +
+ + +Elephant + +E + + + +FsfW + +Promotes to a second King +
+ + +Blind Tiger + +T + + + +FsbW + +Promotes to Flying Stag +
+ + +Gold + +G + + + +WfF + +Promotes to Rook +
+ + +Silver + +S + + + +FfW + +promotes to Vertical Mover +
+ + +Copper + +C + + + +fFvW + +promotes to Side Mover +
+ + +Ferocious Leopard + +F + + + +FvW + +promotes to Bishop +
+ + +Cobra + +I + + + +vW + +promotes to Elephant +
+ + +Pawn + +P + + + +fW + +promotes to Gold +
+Promoted pieces (not initially present) +
+ + +Eagle + ++D + + + +RbBf(FA(cF-F)(mcF-bF)) + +Moves as Q, except for linear double-step 'stinging' moves diagonally forward +
+ + +Unicorn + ++H + + + +BsbRf(WD(cW-W)(mcW-bW)) + +(aka Horned Falcon) Moves as Q, except for linear double-step 'stinging' forward +
+ + +Narrow Queen + ++V + + + +BvR + +aka Flying Ox +
+ + +Sleeping Queen + ++M + + + +BsR + +aka Free Boar +
+ + +Flying Stag + ++T + + + +FvRsW + + +
+ + +White Horse + ++L + + + +vRfB + + +
+ + +Whale + ++A + + + +fbRbB + + +
+ +

Pawn peculiarities

+ +

General rules

+ +

Lion moves and Stinging pieces

+

+Some pieces can make two moves per turn. +That means they can also capture two pieces per turn, +one on the square they move to (as normal), and one 'en passant' on the transit square. +They can also capture on the transit square, and move on to an empty square ('hit and run'), +or capture and move back to where they came from ('shooting' the piece from a distance, as it were). +Of course they can also capture a single piece in the normal Chess manner. +In that case the transit square is immaterial. +

+

+The Lion can make such double moves as two King steps, +i.e. in all directions, and arbitrarily changing direction between them. +The Unicorn and the Eagle can only make double moves in one or two directions respectively. +They can not arbitrarily change direction, but only reverse it (or not), so they do stay on the ray in that direction. +But that way they can still make double, hit-and-run, shooting or normal captures. +All these pieces can also jump over the transit square, i.e. reach the distant two-step destination in a single jump. +Finally they can also just make a step to an adjacent square, refraining from taking a second step. +

+

Restrictions on Lion capture

+

+There are rules to make Lion trading very difficult, in order to keep the Lions in play. +Basically they specify that two Lions cannot be captured in consecutive half-moves. +When the first capture is Lion x Lion from a distance, it is forbidden to play it if recapture of the capturing Lion is possible. +When another piece captures a Lion, it is just the other way around: +then the 'counterstrike' by a non-Lion against the Lion is forbidden. +One possibility left open is thus when you capture an adjacent Lion. +But then you would in general be foolish to allow recapture, +as you could take the Lion hit-and-run fashion, fleeing to a save square. +An exception to the rule is when a valuable opponent piece (i.e. not a Pawn or Go Between) forms a 'bridge' between the Lions; +you may then capture that piece in the first leg of the double-move, +and then take the opponent Lion with the second leg. +Then the opponent can recapture, but he will have lost a valuable piece. +

+

XBoard interface issues

+

+This game has to be played with the option Show Target Squares on! +This option will cause marking of the target squares of any piece you select or grab, +by the engine (with legality testing off) or by XBoard (legality testing on). +Moving to a square marked in cyan will be interpreted not as the final destination, +but as the transit square after the first step of a multi-leg move. +XBoard will then highlight the possible destination squares of the second leg from there. +Should you want to end on the cyan square, you click it again, (it will be no longer marked in cyan), +and XBoard will terminate the move after the first leg. +You can also move back to the starting square, to 'shoot' the opponent piece from nearby. +

+

+With Detour Underpromotion on, XBoard will assume by default that every piece that enters the zone promotes. +Should you want to defer in this mode, you should use a click-click move, +and when you make the click on the promotion square, +move the mouse down before releasing the button. +If you move enough the piece on the promotion square will change back to the unpromoted form, +and then you can release. +With Detour Underpromotion off, you will automatically get a promotion popup that asks whether you want to promote or defer. +

+

Differences with FIDE

+

+Except that there are also Kings, Queens, Rooks and Bishops, not much is the same. +

+

Strategy issues

+

+Piece with no sliding forward moves are hard to promote, +but promotion of forward sliders is practically unavoidable. +

+

+You can have two Kings by promoting the Elephant, in which case the opponent would have to capture both in order to win. +

+

+

+ + diff --git a/whats_new/rules/Chu.png b/whats_new/rules/Chu.png new file mode 100644 index 0000000..036a962 Binary files /dev/null and b/whats_new/rules/Chu.png differ diff --git a/whats_new/rules/ChuChess.html b/whats_new/rules/ChuChess.html new file mode 100644 index 0000000..8765ba5 --- /dev/null +++ b/whats_new/rules/ChuChess.html @@ -0,0 +1,515 @@ + +
+Chu Chess + + +
+ +

Chu Chess

+

+Chu Chess is an intermediate between (Mighty-Lion) Chess and Chu Shogi. +It was designed for over-the-board play with the aid of two Chess sets, some draughts chips, +and an International-Daughts (10x10) board. +Pieces placed on a draughts-chip pedestal would represent 'crowned' pieces, +i.e. pieces that in addition to their normal Chess moves would also be able to move as an orthodox King. +With the exception of the Knight on a pedestal, which would not only get the extra King move, +but the full power of a Chu-Shogi Lion. +(To highlight its importance, it could be put on top of a stack of draughts chips.) +This variant can be played in two versions, differing only in promotion rules, +which can be either Chess-like or Shogi-like. +

+
+ + +

Initial setup

+

+f0, e9: King +
+e1, f8: Lion +
+f1, e8: Queen +
+g1, d8: Crowned Rook +
+d1, g8: Crowned Bishop +
+a0, a9, j0, j9: Rook +
+c1, c8, h1, h8: Bishop +
+b1, b8, i1, i8: Knight +
+a1, a8, j1, j8: Commoner +
+a2-j2, a7-j7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Captured while passing through the square to another destination +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 3 steps towards it +
+Lion + +L + +15 + +KNAD(cK-aK)(K-bK) + +Can make two independent King steps per turn (capturing upto two pieces) +
+Queen + +Q + +9.5 + +RB or Q + + +
+Crowned Rook + ++R + +7 + +RF + +aka Dragon Kin +
+Crowned Bishop + ++B + +5.25 + +BW + +aka Dragon Horse +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.5 + +B + +Color-bound +
+Knight + +N + +3 + +N + + +
+Commoner + +M + +3 + +K + +aka Man or Soldier +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, R, B, or N on reaching promotion zone +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move three squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square the King skipped over. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+ +

Chess-like or Shogi-like promotion

+

+In the Chess-like version only Pawns promote. +You can choose what piece to promote to, but promotion is mandatory: +you cannot stay a Pawn. +In the Shogi-like version other pieces can also promote, but there is no choice: +pieces promote to their 'crowned' versions, and acquire the moves of a King on top of their own that way. +Pieces that already had all King moves cannot promote. +Thus a Commoner cannot Promote, and a Pawn can only promote to Commoner. +The Knight promotes to Lion, and thus gains unusually much in value. +

+

The Lion piece

+

+The Lion can make two moves per turn. +That means it can also capture two pieces per turn, +one on the square it moves to (as normal), and one 'en passant' on the transit square. +It can also capture on the transit square, and move on to an empty square ('hit and run'), +or capture and move back to where it came from ('shooting' the piece from a distance, as it were). +Of course it can also capture a single piece in the normal Chess manner. +In that case the transit square is immaterial. +

+

+The Lion can make such double moves as two King steps, +i.e. in all directions, and arbitrarily changing direction between them. +It can also jump over the transit square, i.e. reach the distant two-step destination in a single jump. +Finally it can also just make a step to an adjacent square, refraining from taking a second step. +

+

Restrictions on Lion capture

+

+There are rules to make Lion trading very difficult, in order to keep the Lions in play. +Basically they specify that two Lions cannot be captured in consecutive half-moves. +When the first capture is Lion x Lion from a distance, +it is forbidden to play it if pseudo-legal (i.e. without taking account of check) recapture of the capturing Lion is possible +with another piece than King. +So even when the Lion is protected only with a pinned piece, the other Lion cannot capture it from a distance, +just like a King could not capture it. +

+When a non-Lion captures a Lion, it is just the other way around: +then the 'counterstrike' by a non-Lion against the Lion is forbidden. +One possibility left open is thus when you capture an adjacent Lion. +But then you would in general be foolish to allow recapture, +as you could take the Lion hit-and-run fashion, fleeing to a save square. +An exception to the rule is when a valuable opponent piece (i.e. not a Pawn) forms a 'bridge' between the Lions; +you may then capture that piece in the first leg of the double-move, +and then take the opponent Lion with the second leg. +Then the opponent can recapture, but he will have lost a valuable piece. +In the late end-game, when you have nothing to protect your Lion with other than King, +trading becomes possible. +

+

XBoard interface issues

+

+This game has to be played with the option Show Target Squares on! +This option will cause marking of the target squares of any piece you select or grab, +by the engine (with legality testing off) or by XBoard (legality testing on). +Moving to a square marked in cyan will be interpreted not as the final destination, +but as the transit square after the first step of a multi-leg move. +XBoard will then highlight the possible destination squares of the second leg from there. +Should you want to end on the cyan square, you click it again, (it will be no longer marked in cyan), +and XBoard will terminate the move after the first leg. +You can also move back to the starting square, to 'shoot' the opponent piece from nearby. +

+

+XBoard will allow both the Chess-like and the Shogi-like promotion; +the engine will have to decide which promotion style it thinks legal. +The default choice in 'sweep-promotions' mode will be deferral for pieces, however, +to facilitate Chess-like play. +To play a Shogi promotion in this mode you should enter it as a click-click move, +but during the click on the promotion square move the mouse pointer down until the promoted piece appears, and only then release the mouse button. +The Pawn will show Queen as default, and a 'dragging click' on the promotion square will cycle through all choices. +In the Shogi version you would have to choose the Commoner that way. +With a promotion popup you would have to press 'No' on piece moves into the zone when you play the Chess-like version, +and press 'Commoner' on Pawn promotions when you play the Shogi-like version. +

+

Differences with FIDE

+

+The board is 10x10, with a 3-rank-deep promotion zone. +The initial setup leaves an almost empty rank behind the pieces, where you can immediately castle. +You have a Lion, Crowned Rook, Crowned Bishop and two Soldiers as extra pieces. +In the Shogi-like version of the rules, some pieces other than Pawn can also promote. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +Two Knights cannot do that either. +

+

+With a single Commoner you can force checkmate on a bare King. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+A Queen is upward compatible with all weaker pieces except Knight. +So only promotion to Queen or Knight makes sense, +(except perhaps for rare situations where you might have to avoid stalemate). +

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/ChuChess.png b/whats_new/rules/ChuChess.png new file mode 100644 index 0000000..36bd707 Binary files /dev/null and b/whats_new/rules/ChuChess.png differ diff --git a/whats_new/rules/ClobNut.png b/whats_new/rules/ClobNut.png new file mode 100644 index 0000000..67d7f49 Binary files /dev/null and b/whats_new/rules/ClobNut.png differ diff --git a/whats_new/rules/Courier.html b/whats_new/rules/Courier.html new file mode 100644 index 0000000..e3f7376 --- /dev/null +++ b/whats_new/rules/Courier.html @@ -0,0 +1,401 @@ + +
+Courier Chess + + +
+ +

Courier Chess (a medieval precursor of modern Chess)

+
+ + +

Initial setup

+

+f1, f8: King +
+a1, a8, l1, l8: Rook +
+d1, d8, i1, i8: Courier (Bishop) +
+b1, b8, k1, k8: Knight +
+e1, e8: Commonner +
+g1, g8: Ferz (General) +
+h1, h8: Wazir (Grand Visor) +
+c1, c8, j1, j8: Alfil (Elephant) +
+a2-l2, a7-l7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +No castling of any kind +
+Rook + +R + +8 + +R + + +
+Courier + +B + +5 + +B + +Color bound +
+Elephant + +E + +1 + +A + +Bound to 8 squares! +
+Knight + +N + +4 + +N + + +
+Commoner + +M + +4 + +K + + +
+Ferz + +F + +2 + +F + +Color bound +
+Wazir + +W + +1.5 + +W + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Ferz on reaching last rank +
+

Pawn peculiarities

+ +

General rules

+ +

Differences with FIDE

+

+The Commoner (Man) replaces the Queen. +The Ferz and Alfil (Elephant) from Shatranj are added, and the board width expanded to accomodate them. +The Pawns have no double move. +There is no castling. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight, Ferz or Wazir (in addition to your own King). +Two Knights, Ferzes or two Wazirs also cannot do this, and F + W only in rare situations. +The Commoner can force checkmate against a bare King. +

+

+Alfils are not only color bound, but also skip over half the files and ranks. +So they can only reach 8 squares, making them next to worthless. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Courier.png b/whats_new/rules/Courier.png new file mode 100644 index 0000000..f08529d Binary files /dev/null and b/whats_new/rules/Courier.png differ diff --git a/whats_new/rules/Crazy.html b/whats_new/rules/Crazy.html new file mode 100644 index 0000000..3594958 --- /dev/null +++ b/whats_new/rules/Crazy.html @@ -0,0 +1,380 @@ + +
+Crazyhouse + + + +

Crazyhouse

+
+ + +

Initial setup

+

+e1, e8: King +
+d1, d8: Queen +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Bishop +
+b1, b8, g1, g8: Knight +
+a2-h2, a7-h7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 2 steps towards it +
+Queen + +Q + +9.5 + +RB or Q + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.25 + +B + +Color-bound +
+Knight + +N + +3.25 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move two squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square the King skipped over. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+ +

XBoard interface issues

+

+Pieces obtained by promotions are indicated by slightly modified versions of the conventional piece symbols. +(E.g. the Rook has a pointy roof, the Knight a blind-fold, etc.) +If you don't want that, start XBoard with the option -disguisePromoted true. +You can drop pieces by dragging them onto the board from the holdings displayed beside the board. +

+

Differences with FIDE

+

+Captured pieces can later be dropped to augment the army of their capturer. +

+

Strategy issues

+

+Because pieces are dropped back, there will not be a traditional end-game. +Trading material does not constitute progress towards winning, even when you are ahead. +

+

+Because pieces obtained through promotion revert to Pawns on capture, +they are really different piece types from the primordial pieces that move the same. +They are in fact more valuable: it is much better to lose a Queen that gives the opponent a Pawn in hand, +than to lose a Queen that gives him a Queen in hand. +

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Crazy.png b/whats_new/rules/Crazy.png new file mode 100644 index 0000000..3465290 Binary files /dev/null and b/whats_new/rules/Crazy.png differ diff --git a/whats_new/rules/Cylinder.html b/whats_new/rules/Cylinder.html new file mode 100644 index 0000000..c8dc03c --- /dev/null +++ b/whats_new/rules/Cylinder.html @@ -0,0 +1,378 @@ + +
+Cylinder Chess + + +
+ +

Cylinder Chess

+
+ + +

Initial setup

+

+e1, e8: King +
+d1, d8: Queen +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Bishop +
+b1, b8, g1, g8: Knight +
+a2-h2, a7-h7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +oK + +Can castle with Rook, moving 2 steps towards it +
+Queen + +Q + +11 + +oRoB or oQ + + +
+Rook + +R + +5 + +oR + + +
+Bishop + +B + +4 + +oB + +Color-bound +
+Knight + +N + +3.25 + +oN + + +
+Pawn + +P + +1 + +mfWcfoF + +Promotes to Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move two squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square the King skipped over. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+ +

XBoard interface issues

+

+Cylinder Chess must be played with legality testing off, as XBoard does not understand the wrapping of the board. +

+

Differences with FIDE

+

+The board wraps around as a cylinder. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Rook,Bishop or Knight (in addition to your own King). +Two Knights and Bishops in any combination cannot do that either. +(Because the board has no corners, forcing checkmate has become much more difficult.) +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+The Rook and Knight hardly benefit from the cylinder board. +The Bishop, whose moves normally often end on the left or right board edge, does benefit some, +and a Queen gets very dangerous. +

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/FIDE.png b/whats_new/rules/FIDE.png new file mode 100644 index 0000000..a9b9398 Binary files /dev/null and b/whats_new/rules/FIDE.png differ diff --git a/whats_new/rules/FRC.html b/whats_new/rules/FRC.html new file mode 100644 index 0000000..28f1aaa --- /dev/null +++ b/whats_new/rules/FRC.html @@ -0,0 +1,153 @@ + +
+FRC +
+ +

Fischer Random Chess (Chess960)

+
+ + +

Initial setup

+

+There is no fixed setup; +the back-rank pieces are randomly shuffled with certain restrictions. +Black's setup is the mirror image of white's, though. +Both sides have: +

+1 King +
+1 Queen +
+2 Rooks +
+2 Bishops +
+2 Knights +
+a2-j2, a7-j7: Pawns +

+The Bishops must start on different colors. +The King must start between the Rooks. +

+
+
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 3 steps towards it +
+Queen + +Q + +9.5 + +RB or Q + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.5 + +B + +Color-bound +
+Knight + +N + +3 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move to the c1/c8 or g1/g8 in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square on the other side next to the King. +This is only allowed if all squares traveled through by King and Rook are empty (after their removal), +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+ +

XBoard interface issues

+

+You can use the New Shuffle dialog to control the randomization of the initial position. +

+

Differences with FIDE

+

+The start position is not fixed, but randomly picked. +Castling is generalized to allow it with non-standard placement of King and Rooks. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +Two Knights cannot do that either. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/FRC.png b/whats_new/rules/FRC.png new file mode 100644 index 0000000..bad3b24 Binary files /dev/null and b/whats_new/rules/FRC.png differ diff --git a/whats_new/rules/Falcon.html b/whats_new/rules/Falcon.html new file mode 100644 index 0000000..462fe95 --- /dev/null +++ b/whats_new/rules/Falcon.html @@ -0,0 +1,161 @@ + +
+Falcon Chess +
+ +

Falcon Chess

+
+ + +

Initial setup

+

+f1, f8: King +
+e1, e8: Queen +
+d1, d8, g1, g8: Falcon +
+a1, a8, j1, j8: Rook +
+b1, b8, i1, i8: Bishop +
+c1, c8, h1, h8: Knight +
+a2-j2, a7-j7: Pawns +

+
+
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 3 or 4 steps to b- or i-file +
+Queen + +Q + +9.5 + +RB or Q + + +
+Falcon + +F + +~5 + +nLnJ + +Can reach its 16 destination through 3 paths each +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.5 + +B + +Color-bound +
+Knight + +N + +3 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, F, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move three steps in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square next to the King on the other side. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

The Falcon piece

+

+The Falcon is a so-called multi-path piece. +It complements the moves of all orthodox pieces, in the sense that it can reaches all squares reachable by King could reach in 3 moves +that cannot be reached by R, B or N in a single move. +A King would always need three steps to reach the Falcon destinations, +(one diagonal and two straight, or two diagonal and one straight), +but it can always do so in three ways, depending on the order of the straight and diagonal steps. +The Falcon must follow the path a King could have followed, +and if all the three paths are blocked, the Falcon cannot move to that destination. +

+

General rules

+ +

Differences with FIDE

+

+The Falcon pieces are extra, and the board is expanded to accomodate them. +To handle the larger board width, the King moves 3 squares on castling. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). King + Falcon can force mate on a bare King. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Falcon.png b/whats_new/rules/Falcon.png new file mode 100644 index 0000000..d9764a9 Binary files /dev/null and b/whats_new/rules/Falcon.png differ diff --git a/whats_new/rules/Giveaway.html b/whats_new/rules/Giveaway.html new file mode 100644 index 0000000..0a7ea9b --- /dev/null +++ b/whats_new/rules/Giveaway.html @@ -0,0 +1,366 @@ + +
+Give-away Chess + + +
+ +

Give-away Chess

+
+ + +

Initial setup

+

+e1, e8: King +
+d1, d8: Queen +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Bishop +
+b1, b8, g1, g8: Knight +
+a2-h2, a7-h7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +WF + +Can castle with Rook, moving 2 steps towards it +
+Queen + +Q + +6 + +RB or Q + + +
+Rook + +R + +4 + +R + + +
+Bishop + +B + +3 + +B + +Color-bound +
+Knight + +N + +3 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to K, Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move two squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square the King skipped over. +This is only allowed if all squares between King and Rook are empty. +

+

General rules

+ +

Differences with FIDE

+

+Capture is mandatory. +The King is not special in any way, and can be captured like any other piece. +Hence the concept of 'check' does not exist. +Pawns can promote to King. +

+

Strategy issues

+

+The King is actually a good choice for a promotion piece, as it is not so easy for the opponent to feed a lot of material to a King. +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Gothic.html b/whats_new/rules/Gothic.html new file mode 100644 index 0000000..d1e3d63 --- /dev/null +++ b/whats_new/rules/Gothic.html @@ -0,0 +1,403 @@ + +
+Gothic Chess + + +
+ +

Gothic Chess

+
+ + +

Initial setup

+

+f1, f8: King +
+d1, d8: Queen +
+e1, e8: Chancellor +
+g1, g8: Archbishop +
+a1, a8, j1, j8: Rook +
+c1, c8, h1, h8: Bishop +
+b1, b8, i1, i8: Knight +
+a2-j2, a7-j7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 3 steps towards it +
+Queen + +Q + +9.5 + +RB or Q + + +
+Chancellor + +C + +9 + +RN + + +
+ArchBishop + +A + +8.75 + +BN + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.5 + +B + +Color-bound +
+Knight + +N + +3 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move three squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square next to the King on the other side. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+ +

Differences with FIDE

+

+The Chancellor and Archbishop pieces are extra, and the board is expanded to accomodate them. +To handle the larger board width, the King moves 3 squares on castling. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +Two Knights cannot do that either. +The Archbishop can force checkmate against a bare King. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+As Chancellor and Archbishop are nearly equal in value to Queen, under-promotion is very common, +and there is virtually never any need to promote to R, B or N. +

+

+The super-pieces (Q, C, A) devaluate by the presence of lower-valued opponent pieces. +As a result trading Q for R + B is in general a good trade when you still have both J, +as the latter gain in value by eliminating the opponent's R and B, +which is more compensation than the intrinsic value difference between Q and R + B. +

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Gothic.png b/whats_new/rules/Gothic.png new file mode 100644 index 0000000..f982b86 Binary files /dev/null and b/whats_new/rules/Gothic.png differ diff --git a/whats_new/rules/Grand.html b/whats_new/rules/Grand.html new file mode 100644 index 0000000..bb31849 --- /dev/null +++ b/whats_new/rules/Grand.html @@ -0,0 +1,404 @@ + +
+Grand Chess + + +
+ +

Grand Chess

+
+ +

Captured pieces will be displayed beside the board for promotion choice

+
+

Initial setup

+

+e1, e8: King +
+d1, d8: Queen +
+f1, f8: Chancellor +
+g1, g8: Archbishop +
+a0, a9, j0, j9: Rook +
+c1, c8, h1, h8: Bishop +
+b1, b8, i1, i8: Knight +
+a2-j2, a7-j7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + + +
+Queen + +Q + +9.5 + +RB or Q + + +
+Chancellor + +C + +9 + +RN + + +
+ArchBishop + +A + +8.75 + +BN + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.5 + +B + +Color-bound +
+Knight + +N + +3 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to any other piece that was captured +
+

Pawn peculiarities

+ +

General rules

+ +

XBoard interface issues

+

+When a Pawn can be promoted, XBoard first advances it as a Pawn to the promotion square. +Then it waits for you to complete the move entry by clicking on the piece in the holdings beside the board that you want to promote to. +To defer promotion you can click on a Pawn or on an empty square in the holdings of the promoting side. +

+

Differences with FIDE

+

+The Chancellor and Archbishop pieces are extra, and the board is expanded to accomodate them. +There is no castling. +Promotion only allows you to regain back a piece that you lost before. +The promotion zone is 3 ranks deep, and promotion is only mandatory on last rank. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +Two Knights cannot do that either. +The Archbishop can force checkmate against a bare King. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+As Chancellor and Archbishop are nearly equal in value to Queen, under-promotion is very common. +

+

+The super-pieces (Q, C, A) devaluate by the presence of lower-valued opponent pieces. +As a result trading Q for R + B is in not as bad when you still have A and C, +as the latter gain in value by eliminating the opponent's R and B, +which is more compensation than the intrinsic value difference between Q and R + B. +

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Grand.png b/whats_new/rules/Grand.png new file mode 100644 index 0000000..a4ca873 Binary files /dev/null and b/whats_new/rules/Grand.png differ diff --git a/whats_new/rules/Great.html b/whats_new/rules/Great.html new file mode 100644 index 0000000..b50f9c0 --- /dev/null +++ b/whats_new/rules/Great.html @@ -0,0 +1,413 @@ + +
+Great Shatranj + + +
+ +

Great Shatranj

+
+ +

Captured pieces will be displayed beside the board for promotion choice

+
+

Initial setup

+

+e1, e8: King +
+f1, f8: Minister +
+d1, d8: Great General +
+g1, g8: High Priestess +
+a1, a8, j1, j8: Dababba +
+c1, c8, h1, h8: Elephant +
+b1, b8, i1, i8: Knight +
+a1, a8, j1, j8: War Machine +
+a2-j2, a7-j7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Direct leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Cannot castle +
+General + +G + +6.5 + +WDFA + + +
+Minister + +M + +6.5 + +WDN + + +
+High Priestess + +H + +6.5 + +FAN + + +
+Elephant + +E + +3 + +FA + +Color-bound +
+Knight + +N + +3.25 + +N + + +
+Woody + +W + +3 + +WD + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to any other piece that was captured, or to Soldier +
+Only available through promotion +
+Soldier + +S + +3 + +WF or K + + +
+

Pawn peculiarities

+ +

General rules

+ +

XBoard interface issues

+

+When a Pawn can be promoted, XBoard first advances it as a Pawn to the promotion square. +Then it waits for you to complete the move entry by clicking on the piece in the holdings beside the board that you want to promote to. +Initially there are a number of Soldiers available in the holdings, +for when you should promote before any of your pieces is captured. +

+

Differences with FIDE

+

+There are no sliders such as Rook, Bishop or Queen in this game: +their distant moves have all been replaced by a single two-square jumping move. +In addition it is more related to Capablanca Chess than to FIDE, +featuring compounds of Knight and the pieces substituting for Rook and Bishop, +and the wider board to accomodate them. +There is no double-push on the Pawns (and thus no e.p. capture), +and promotion only allows you to regain back a piece that you lost before, +or one of the stocked Soldier pieces that do not occur in the initial setup. +

+

Strategy issues

+

+Elephants are confined to squares of a single color. +Having Elephants on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+As the three strongest pieces (General, Minister and High Priestess) are nearly equal in value, under-promotion is very common. +

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Great.png b/whats_new/rules/Great.png new file mode 100644 index 0000000..0f99cce Binary files /dev/null and b/whats_new/rules/Great.png differ diff --git a/whats_new/rules/Janus.html b/whats_new/rules/Janus.html new file mode 100644 index 0000000..b23131e --- /dev/null +++ b/whats_new/rules/Janus.html @@ -0,0 +1,390 @@ + +
+Janus Chess + + +
+ +

Janus Chess

+
+ + +

Initial setup

+

+e1, e8: King +
+f1, f8: Queen +
+b1, b8, i1, i8: Janus +
+a1, a8, j1, j8: Rook +
+d1, d8, g1, g8: Bishop +
+c1, c8, h1, h8: Knight +
+a2-j2, a7-j7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 3 or 4 steps to b- or i-file +
+Queen + +Q + +9.5 + +RB or Q + + +
+Janus + +J + +8.75 + +BN + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.5 + +B + +Color-bound +
+Knight + +N + +3 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, J, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move to the square neighboring a Rook that has not moved before, +in which case that Rook is moved to the square next to the King on the other side. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+ +

Differences with FIDE

+

+The Janus pieces are extra, and the board is expanded to accomodate them. +The King starts on the other side of the Queen. +Castling is asymmetric; the King moves 4 steps on long castling, 3 steps on short. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +Two Knights cannot do that either. +The Janus can force checkmate against a bare King. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+As Janus is nearly equal in value to Queen, under-promotion to it is common, +and there is virtually never any need to promote to R, B or N. +

+

+The super-pieces (Q, J) devaluate by the presence of lower-valued opponent pieces. +As a result trading Q for R + B is in general a good trade when you still have both J, +as the latter gain in value by eliminating the opponent's R and B, +which is more compensation than the intrinsic value differene between Q and R + B. +

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Janus.png b/whats_new/rules/Janus.png new file mode 100644 index 0000000..1f832d7 Binary files /dev/null and b/whats_new/rules/Janus.png differ diff --git a/whats_new/rules/Knightmate.html b/whats_new/rules/Knightmate.html new file mode 100644 index 0000000..18428c2 --- /dev/null +++ b/whats_new/rules/Knightmate.html @@ -0,0 +1,370 @@ + +
+Knightmate + + +
+ +

Knightmate

+
+ + +

Initial setup

+

+e1, e8: Royal Knight +
+d1, d8: Queen +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Bishop +
+b1, b8, g1, g8: Commoners +
+a2-h2, a7-h7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+Royal Knight + +K + +- + +N + +Can castle with Rook, moving 2 steps towards it +
+Queen + +Q + +10 + +RB or Q + + +
+Rook + +R + +4.5 + +R + + +
+Bishop + +B + +3.25 + +B + +Color-bound +
+Commoner + +M + +3 + +K + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, R, B, or M on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A Royal Knight that has not moved before can move two squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square on the other side next to the Royal Knight. +This is only allowed if all squares traveled through by Royal Knight and Rook are empty (after their removal), +when the Royal Knight is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+ +

Differences with FIDE

+

+The King moves as a Knight, the Knights move as a King. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Rook, Bishop or Commoner (in addition to your own King). +All pairs of pieces can force checkmate on a bare King, however. +A Queen can even do it without help of its Royal Knight, and is thus extremely dangerous. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Knightmate.png b/whats_new/rules/Knightmate.png new file mode 100644 index 0000000..148fa2f Binary files /dev/null and b/whats_new/rules/Knightmate.png differ diff --git a/whats_new/rules/Lion.html b/whats_new/rules/Lion.html new file mode 100644 index 0000000..b8df8c5 --- /dev/null +++ b/whats_new/rules/Lion.html @@ -0,0 +1,435 @@ + +
+Mighty Lion Chess + + +
+ +

Mighty Lion Chess

+
+ + +

Initial setup

+

+e1, e8: King +
+b1, b8: Lion +
+d1, d8: Queen +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Bishop +
+g1, g8: Knight +
+a2-h2, a7-h7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Captured while passing through the square to another destination +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 2 steps towards it +
+Lion + +L + +15 + +KADN(cK-aK)(K-bK) + +Can make two independent King steps per turn (capturing upto two pieces) +
+Queen + +Q + +9.5 + +RB or Q + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.25 + +B + +Color-bound +
+Knight + +N + +3.25 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move two squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square the King skipped over. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+ +

The Lion piece

+

+The Lion can make two moves per turn. +That means it can also capture two pieces per turn, +one on the square it moves to (as normal), and one 'en passant' on the transit square. +It can also capture on the transit square, and move on to an empty square ('hit and run'), +or capture and move back to where it came from ('shooting' the piece from a distance, as it were). +Of course it can also capture a single piece in the normal Chess manner. +In that case the transit square is immaterial. +

+

+The Lion can make such double moves as two King steps, +i.e. in all directions, and arbitrarily changing direction between them. +It can also jump over the transit square, i.e. reach the distant two-step destination in a single jump. +Finally it can also just make a step to an adjacent square, refraining from taking a second step. +

+

Restrictions on Lion capture

+

+There are rules to make Lion trading very difficult, in order to keep the Lions in play. +Basically they specify that two Lions cannot be captured in consecutive half-moves. +When the first capture is Lion x Lion from a distance, +it is forbidden to play it if pseudo-legal (i.e. without taking account of check) recapture of the capturing Lion is possible +with another piece than King. +So even when the Lion is protected only with a pinned piece, the other Lion cannot capture it from a distance, +just like a King could not capture it. +

+When a non-Lion captures a Lion, it is just the other way around: +then the 'counterstrike' by a non-Lion against the Lion is forbidden. +One possibility left open is thus when you capture an adjacent Lion. +But then you would in general be foolish to allow recapture, +as you could take the Lion hit-and-run fashion, fleeing to a save square. +An exception to the rule is when a valuable opponent piece (i.e. not a Pawn) forms a 'bridge' between the Lions; +you may then capture that piece in the first leg of the double-move, +and then take the opponent Lion with the second leg. +Then the opponent can recapture, but he will have lost a valuable piece. +In the late end-game, when you have nothing to protect your Lion with other than King, +trading becomes possible. +

+

XBoard interface issues

+

+This game has to be played with the option Show Target Squares on! +This option will cause marking of the target squares of any piece you select or grab, +by the engine (with legality testing off) or by XBoard (legality testing on). +Moving to a square marked in cyan will be interpreted not as the final destination, +but as the transit square after the first step of a multi-leg move. +XBoard will then highlight the possible destination squares of the second leg from there. +Should you want to end on the cyan square, you click it again, (it will be no longer marked in cyan), +and XBoard will terminate the move after the first leg. +You can also move back to the starting square, to 'shoot' the opponent piece from nearby. +

+

Differences with FIDE

+

+One Knight is replaced by a Lion piece with very special properties. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +Two Knights cannot do that either. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Lion.png b/whats_new/rules/Lion.png new file mode 100644 index 0000000..e36e4d4 Binary files /dev/null and b/whats_new/rules/Lion.png differ diff --git a/whats_new/rules/Losers.html b/whats_new/rules/Losers.html new file mode 100644 index 0000000..3fa979e --- /dev/null +++ b/whats_new/rules/Losers.html @@ -0,0 +1,372 @@ + +
+Losers Chess + + +
+ +

Losers Chess

+
+ + +

Initial setup

+

+e1, e8: King +
+d1, d8: Queen +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Bishop +
+b1, b8, g1, g8: Knight +
+a2-h2, a7-h7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 2 steps towards it +
+Queen + +Q + +9.5 + +RB or Q + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.25 + +B + +Color-bound +
+Knight + +N + +3.25 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move two squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square the King skipped over. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+ +

Differences with FIDE

+

+Capture is mandatory. +You win by being checkmated in stead of checkmating, or by having a bare King. +

+

Strategy issues

+

+Initially having more and stronger pieces makes you more likely to win. +

+

+When the opponent has only King and Pawns left, blocking one of his Pawns (e.g. with Knight or Bishop), +and then carefully refraining from attacking it while using your powerful pieces to shephard his King +towards your own Pawns, and then finally sacrificing your mobile material to it, +is a good way to win. +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Makruk.html b/whats_new/rules/Makruk.html new file mode 100644 index 0000000..42b2cc5 --- /dev/null +++ b/whats_new/rules/Makruk.html @@ -0,0 +1,358 @@ + +
+Makruk + + +
+ +

Makruk (Thai Chess)

+
+ + +

Initial setup

+

+d1, e8: King +
+e1, d8: Met +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Elephant +
+b1, b8, g1, g8: Knight +
+a3-h3, a6-h6: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +With Cambodian rules its first move can also be a non-capture Knight jump (mfhN) +
+Met + +M + +1.5 + +F + +With Cambodian rules its first move can also be two steps forward (fD) +
+Rook + +R + +5 + +R + + +
+Elephant + +S + +2.5 + +FfW + + +
+Knight + +N + +3.25 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to M on reaching last rank +
+

Pawn peculiarities

+ +

General rules

+ +

Differences with FIDE

+

+The Queen and Bishops are replaced by Ferz and Elephant. +Pawns start on the third rank. +Promotion happens on 6th rank. +Promotion always to Met. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Met, Elephant or Knight (in addition to your own King). +Two Knights or two Mets cannot do it either. +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Makruk.png b/whats_new/rules/Makruk.png new file mode 100644 index 0000000..af58e5a Binary files /dev/null and b/whats_new/rules/Makruk.png differ diff --git a/whats_new/rules/Mini.html b/whats_new/rules/Mini.html new file mode 100644 index 0000000..0e4c766 --- /dev/null +++ b/whats_new/rules/Mini.html @@ -0,0 +1,414 @@ + +
+mini-Shogi + + +
+ +

mini-Shogi (Diamond Quest)

+
+ + +

Initial setup

+

+a1, e5: King +
+e1, a5: Rook +
+d1, hb5: Bishop +
+b1, d5: Gold General +
+c1, c5: Silver General +
+a2, e4: Pawn +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +WF + + +
+Rook + +R + +5 + +WW + +Promotes tp Dragon +
+Bishop + +B + +4 + +FF + +Promotes to Horse +
+Gold + +G + +4 + +WfF + + +
+Silver + +S + +3.5 + +FfW + +promotes to Gold +
+Pawn + +P + +1 + +fW + +promotes to Gold +
+Promoted pieces (not initially present) +
+Dragon + +D or +R + +6 + +RF + + +
+Horse + +H or +B + +5 + +BW + + +
+

Pawn peculiarities

+ +

General rules

+ +

XBoard interface issues

+

+Mini-Shogi is (not yet) a standard variant in XBoard. +It has to be played in XBoard by selecting regular Shogi +after having set the board- and holdings-size overrides in the New Variant dialog all to 5 +(i.e. 5x5 board, and holdings for 5 piece types). +This is not all, however; the pieceToCharTable has to be changed to tell XBoard that the Lance and Knight do not participate. +(In regular Shogi they would, but here they would push Silver and Gold out of the holdings!) +This can unfortunately only be done through command-line options. +

+

+It is therefore best to put all options needed to massage XBoard into playing this variant in a settings file mini.xop. +On install .xop files are associated with XBoard, so clicking them would start XBoard with the options in that file. +You could then set everything in the file needed to start in mini-Shogi mode: +

+-variant shogi
+-boardHeight 5
+-boardWidth 5
+-holdingsSize 5
+-pieceToCharTable "P.BR.S...G.+.++.+Kp.br.s...g.+.++.+k"
+
+Since the game is just a subset of regular Shogi, legality testing can remain on. +You could also specify your favorite mini-Shogi engine with -fcp in that file. +

+

+You can drop pieces by dragging them onto the board from the holdings displayed beside the board. +

+

+Of course there will always be people that prefer an oriental look, with pentagonal kanji tiles. +XBoard comes with a set of kanji pieces in the 'themes/shogi' sub-directory of its data directory +(e.g. /usr/local/share/games/xboard). +You can select that as -pieceImageDirectory (-pid for short) from the command line, or from the View -> Board dialog. +You would also have to tick 'Flip black pieces Shogi style' there (or use the option -flipBlack true) +to make sure the pieces won't go upside down when you flip the view. +

+

Differences with FIDE

+

+In stead of Queens you have Silver and Gold Generals. +Pawns capture straight ahead. +Captured pieces can later be dropped to augment the army of their capturer. +There is no castling, Pawn double-push or e.p. capture. +

+

Strategy issues

+

+Because pieces are dropped back, there will not be a traditional end-game. +Trading material does not constitute progress towards winning, even when you are ahead. +

+

+Because Gold Generals obtained through promotion revert to their original form on capture, +they are really different piece types from the primordial Golds that move the same. +In notation they are therefore not indicated as 'G', but as the ID of the original piece prefixed with a '+'. +Especially the promoted Pawn (aka Tokin) is more valuable: it is much better to lose a Gold that gives the opponent a Pawn in hand, +than to lose a Gold that gives him a Gold in hand. +

+

+It is a big advantage to have a General on the central square. +

+

+Pieces in hand are in general worth more than on the board, as they are much more mobile. +And you can drop them in the promotion for an easy promotion on the next turn. +But pieces in hand cannot capture anything, and don't guard your promotion zone. +

+

+

+

+

+ + diff --git a/whats_new/rules/Mini.png b/whats_new/rules/Mini.png new file mode 100644 index 0000000..8d8aaeb Binary files /dev/null and b/whats_new/rules/Mini.png differ diff --git a/whats_new/rules/No.html b/whats_new/rules/No.html new file mode 100644 index 0000000..b6aa4fd --- /dev/null +++ b/whats_new/rules/No.html @@ -0,0 +1,377 @@ + +
+No Castle + + +
+ +

No Castle

+

+This is a shuffle variant of normal Chess, which in general destroys the possibility to castle, +as the King and Rooks are also shuffled. +For uniformity, castling is therefore always forbidden. +

+
+ + +

Initial setup

+

+There is no fixed setup; +the back-rank pieces are randomly shuffled with certain restrictions. +Black's setup is the mirror image of white's, though. +

+

+Both sides have: +

+1 King +
+1 Queen +
+2 Rooks +
+2 Bishops +
+2 Knights +
+a2-j2, a7-j7: Pawns +

+

+The Bishops will start on opposite colors. +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 2 steps towards it +
+Queen + +Q + +9.5 + +RB or Q + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.25 + +B + +Color-bound +
+Knight + +N + +3.25 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

General rules

+ +

Differences with FIDE

+

+The Back-rank pieces are randomly shuffled on the back rank in the opening setup. +There is no castling. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +Two Knights cannot do that either. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/No.png b/whats_new/rules/No.png new file mode 100644 index 0000000..a3cbb17 Binary files /dev/null and b/whats_new/rules/No.png differ diff --git a/whats_new/rules/Rookies.png b/whats_new/rules/Rookies.png new file mode 100644 index 0000000..c134701 Binary files /dev/null and b/whats_new/rules/Rookies.png differ diff --git a/whats_new/rules/Seirawan.html b/whats_new/rules/Seirawan.html new file mode 100644 index 0000000..976751c --- /dev/null +++ b/whats_new/rules/Seirawan.html @@ -0,0 +1,427 @@ + +
+Seirawan Chess + + +
+ +

Seirawan Chess (S-Chess)

+
+ +

Pieces available for gating will be displayed beside the board

+
+

Initial setup

+

+e1, e8: King +
+d1, d8: Queen +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Bishop +
+b1, b8, g1, g8: Knight +
+a2-h2, a7-h7: Pawns +
+In each hand +
+1 Elephant +
+1 Hawk +

+ +
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 3 steps towards it +
+Queen + +Q + +9.5 + +RB or Q + + +
+Elephant + +E + +9 + +RN + + +
+Hawk + +H + +8.75 + +BN + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.5 + +B + +Color-bound +
+Knight + +N + +3 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, E, H, R, B, or N on reaching last rank +
+

Pawn peculiarities

+ +

Castling

+

+A King that has not moved before can move three squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square next to the King on the other side. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+ +

XBoard interface issues

+

+To perform a gating move, first select the piece to be gated. +(When you have not switched off highlighting or the line gap, this will draw a yellow border around the piece.) +Then move the piece on the back rank. +If you drag the piece, the gated piece will appear from under it. +(With click-click moving you will only see it after the move is already done.) +To gate on the Rook square after castling, you have to enter the castling by dragging the Rook onto the King! +

+

+To enter a gating move by typing, you have to suffix them with /H or /E. +For gating on the Rook square after castling, you would have to write the castling as RxK. +(Ughh! Good thing that no one in his right mind would want to gate there!) +

+

Differences with FIDE

+

+The Elephant and Hawk pieces are extra, and enter the board by gating. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +Two Knights cannot do that either. +The Archbishop can force checkmate against a bare King. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+As Elephant and Hawk are nearly equal in value to Queen, under-promotion is very common. +

+

+The super-pieces (Q, E, H) devaluate by the presence of lower-valued opponent pieces. +As a result trading Q for R + B is in general a good trade when you still have E and H, +as the latter gain in value by eliminating the opponent's R and B, +which is more compensation than the intrinsic value difference between Q and R + B. +

+

+Keeping E and H in hand is good if there are still many gating opportunities, +as you can then gate at the location that is most damaging to your opponents position. +When there are not too many positions left, protecting the remaining ones becomes a vulnerability, however, +so you better use them were you still can. +If you still have a piece in hand, and only a single Knight that can gate it (bacause all your other pieces already moved), +even sacrificing a Queen for that Knight would gain your opponent a piece. +

+

+

+

+

+ + diff --git a/whats_new/rules/Seirawan.png b/whats_new/rules/Seirawan.png new file mode 100644 index 0000000..89f0cfd Binary files /dev/null and b/whats_new/rules/Seirawan.png differ diff --git a/whats_new/rules/Shatranj.html b/whats_new/rules/Shatranj.html new file mode 100644 index 0000000..82d02c8 --- /dev/null +++ b/whats_new/rules/Shatranj.html @@ -0,0 +1,364 @@ + +
+Shatranj + + +
+ +

Shatranj (ancient Arabic/Persian Chess)

+
+ + +

Initial setup

+

+d1, d8: King +
+e1, e8: Ferz (General) +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Alfil (Elephant) +
+b1, b8, g1, g8: Knight +
+a2-h2, a7-h7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +No castling of any kind +
+Ferz + +Q + +2 + +F + + +
+Rook + +R + +8 + +R + + +
+Alfil + +B + +1 + +A + +Bound to 8 squares! +
+Knight + +N + +4 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Ferz on reaching last rank +
+

Pawn peculiarities

+ +

General rules

+ +

Differences with FIDE

+

+The Ferz and Alfil replace the Queen and Bishop. +The Pawn have no double move. +No castling. +The King starts on the e-file. +

+

Strategy issues

+

+Because of the baring rule a win is possible with any material other than a bare King. +

+

+Alfils are not only color bound, but also skip over half the files and ranks. +So they can only reach 8 squares, making them next to worthless. +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Shatranj.png b/whats_new/rules/Shatranj.png new file mode 100644 index 0000000..4e6d32c Binary files /dev/null and b/whats_new/rules/Shatranj.png differ diff --git a/whats_new/rules/Sho.html b/whats_new/rules/Sho.html new file mode 100644 index 0000000..a44efb0 --- /dev/null +++ b/whats_new/rules/Sho.html @@ -0,0 +1,433 @@ + +
+Sho Shogi + + + +

Sho Shogi (precurser of modern Japanese Chess)

+

+Sho Shogi means 'small Shogi', and was one of the smaller variants of Japanese Chess, +living in the shadow of its far more popular big brother, Chu Shogi ('middle Shogi'). +Until people invented piece drops for the captured pieces. +The small game was much more suitable for playing with piece drops, +and a small adaptation (eliminating the Elephant) made it into the modern game. +While Chu Shogi is in fact utterly unsuitable for playing with drops. +And in the end, the drops won the day! +

+
+ + +

Initial setup

+

+e1, e8: King +
+b8, h2: Rook +
+b2, h8: Bishop +
+e2, e8: Elephant +
+d1, d8, f1, f8: Gold General +
+c1, c8, g1, g8: Silver General +
+b1, b8, h1, h8: (Shogi) Knight +
+a1, a8, i1, i8: Lance +
+a3-i3, a7-i7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + + +
+Rook + +R + +15 + +R + +Promotes to Dragon +
+Bishop + +B + +13 + +B + +Promotes to Horse +
+Elephant + +E + +11 + +FsfW + +Promotes to a second King +
+Gold + +G + +9 + +WfF + + +
+Silver + +S + +8 + +FfW + +promotes to Gold +
+Knight + +N + +6 + +fN + +promotes to Gold +
+Lance + +L + +5 + +fN + +promotes to Gold +
+Pawn + +P + +1 + +fW + +promotes to Gold +
+Promoted pieces (not initially present) +
+Dragon + +D or +R + +18 + +RF + + +
+Horse + +H or +B + +15.5 + +BW + + +
+

Pawn peculiarities

+
    +
  • Pawns move and capture straight ahead.
  • +
  • It is forbidded to have more than one Pawn in the same file.
  • +
  • It is forbidden to checkmate the opponent with a Pawn drop.

    +
+

General rules

+
    +
  • The game is won by capturing the opponent's only King.
  • +
  • Pieces promote at the end of a move into, in or out of the promotion zone.
  • +
  • The promotion zone consists of the last three ranks.
  • +
  • Perpetual checking is forbidden, and would be ruled a loss on the 4-fold repeat.
  • +
+

XBoard interface issues

+

+Sho Shogi is not a standard variant in XBoard. +It has to be played in XBoard by selecting regular Shogi +after having set the holdings-size override in the New Variant dialog to 0, to disable piece drops. +This is not all, however; the pieceToCharTable has to be changed to tell XBoard that the Elephant participates. +This can unfortunately only be done through command-line options. +

+

+It is therefore best to put all options needed to massage XBoard into playing this variant in a settings file sho.xop. +On install .xop files are associated with XBoard, so clicking them would start XBoard with the options in that file. +You could then set everything in the file needed to start in Sho-Shogi mode: +

+-variant shogi
+-holdingsSize 0
+-pieceToCharTable "PNBRLSE..G.+.++.++Kpnbrlse..g.+.++.++k"
+
+Since the game is just a subset of regular Shogi, legality testing can remain on. +You could also specify your favorite Sho-Shogi engine with -fcp in that file. +

+

+Of course there will always be people that prefer an oriental look, with pentagonal kanji tiles. +XBoard comes with a set of kanji pieces in the 'themes/shogi' sub-directory of its data directory +(e.g. /usr/local/share/games/xboard). +You can select that as -pieceImageDirectory (-pid for short) from the command line, or from the View -> Board dialog. +You would also have to tick 'Flip black pieces Shogi style' there (or use the option -flipBlack true) +to make sure the pieces won't go upside down when you flip the view. +

+

Differences with FIDE

+

+In stead of Queens you have Silver and Gold Generals, and Lances. +The Knight only has the two forward-most moves of a FIDE Knight. +Pawns capture straight ahead. +There is no castling, Pawn double-push or e.p. capture. +Other pieces than Pawns also promote. +The promotion zone is three ranks deep in stead of one. +You have an Elphant that can promote to a second King. +

+

Strategy issues

+

+Most pieces are quite slow, or not manoeuvrable at all, and their practical value is very dependent on how far they are from the Kings. +

+

+

+

+

+ + diff --git a/whats_new/rules/Sho.png b/whats_new/rules/Sho.png new file mode 100644 index 0000000..eda238d Binary files /dev/null and b/whats_new/rules/Sho.png differ diff --git a/whats_new/rules/Shogi.html b/whats_new/rules/Shogi.html new file mode 100644 index 0000000..d2ed972 --- /dev/null +++ b/whats_new/rules/Shogi.html @@ -0,0 +1,425 @@ + +
+Shogi + + + +

Shogi (Japanese Chess)

+

+Shogi (literally meaning 'Generals Game') is highly popular in Japan, +and is the World's third major Chess variant, after Xiangqi and FIDE. +Draws hardly occur, because there rule that captured pieces can be dropped back on the board +ensures the game can go on until a decision is reached. +Historically, it are these piece drops that have won the game its popularity; +the dropless version, Sho Shogi (= small Shogi) was overwhelmed in popularity by the also dropless Chu Shogi +(= middle Shogi). +

+
+ + +

Initial setup

+

+e1, e8: King +
+b8, h2: Rook +
+b2, h8: Bishop +
+d1, d8, f1, f8: Gold General +
+c1, c8, g1, g8: Silver General +
+b1, b8, h1, h8: (Shogi) Knight +
+a1, a8, i1, i8: Lance +
+a3-i3, a7-i7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + + +
+Rook + +R + +15 + +R + +Promotes to Dragon +
+Bishop + +B + +13 + +B + +Promotes to Horse +
+Gold + +G + +9 + +WfF + + +
+Silver + +S + +8 + +FfW + +promotes to Gold +
+Knight + +N + +6 + +fN + +promotes to Gold +
+Lance + +L + +5 + +fN + +promotes to Gold +
+Pawn + +P + +1 + +fW + +promotes to Gold +
+Promoted pieces (not initially present) +
+Dragon + +D or +R + +18 + +RF + + +
+Horse + +H or +B + +15.5 + +BW + + +
+

Pawn peculiarities

+
    +
  • Pawns move and capture straight ahead.
  • +
  • It is forbidded to have more than one Pawn in the same file.
  • +
  • It is forbidden to checkmate the opponent with a Pawn drop.

    +
+

General rules

+
    +
  • The game is won by capturing the opponent's King.
  • +
  • Pieces captured change color, and are kept in hand by the side who captured them. +In stead of a normal move, such pieces can be dropped at any later time.
  • +
  • Pieces cannot be moved or dropped to a location where all their moves would go off board.
  • +
  • Pieces promote at the end of a move into, in or out of the promotion zone.
  • +
  • The promotion zone consists of the last three ranks.
  • +
  • Pieces obtained by promotion revert to their original form on capture.
  • +
  • Perpetual checking is forbidden, and would be ruled a loss on the 4-fold repeat.
  • +
+

XBoard interface issues

+

+You can drop pieces by dragging them onto the board from the holdings displayed beside the board. +

+

+Of course there will always be people that prefer an oriental look, with pentagonal kanji tiles. +XBoard comes with a set of kanji pieces in the 'themes/shogi' sub-directory of its data directory +(e.g. /usr/local/share/games/xboard). +You can select that as -pieceImageDirectory (-pid for short) from the command line, or from the View -> Board dialog. +You would also have to tick 'Flip black pieces Shogi style' there (or use the option -flipBlack true) +to make sure the pieces won't go upside down when you flip the view. +

+

Differences with FIDE

+

+In stead of Queens you have Silver and Gold Generals, and Lances. +The Knight only has the two forward-most moves of a FIDE Knight. +Pawns capture straight ahead. +Captured pieces can later be dropped to augment the army of their capturer. +There is no castling, Pawn double-push or e.p. capture. +Other pieces than Pawns also promote. +The promotion zone is three ranks deep in stead of one. +

+

Strategy issues

+

+Because pieces are dropped back, there will not be a traditional end-game. +Trading material does not constitute progress towards winning, even when you are ahead. +

+

+Because Gold Generals obtained through promotion revert to their original form on capture, +they are really different piece types from the primordial Golds that move the same. +In notation they are therefore not indicated as 'G', but as the ID of the original piece prefixed with a '+'. +Especially the promoted Pawn (aka Tokin) is more valuable: it is much better to lose a Gold that gives the opponent a Pawn in hand, +than to lose a Gold that gives him a Gold in hand. +

+

+Most pieces are quite slow, or not manoeuvrable at all, and their practical value is very dependent on how far they are from the Kings. +

+

+Pieces in hand are in general worth more than on the board, as they are much more mobile. +And you can drop them in the promotion for an easy promotion on the next turn. +But pieces in hand cannot capture anything, and don't guard your promotion zone. +

+

+

+

+

+ + diff --git a/whats_new/rules/Shogi.png b/whats_new/rules/Shogi.png new file mode 100644 index 0000000..9f8c705 Binary files /dev/null and b/whats_new/rules/Shogi.png differ diff --git a/whats_new/rules/Spartan.html b/whats_new/rules/Spartan.html new file mode 100644 index 0000000..7e8a992 --- /dev/null +++ b/whats_new/rules/Spartan.html @@ -0,0 +1,470 @@ + +
+Spartan Chess + + +
+ +

Spartan Chess

+
+ + +

Initial setup

+

Black (Spartans)

+

+c8, f8: King +
+g1: Warlord +
+b8: General +
+a8, h8: Lieutenant +
+d8, e8: Captain +
+a7-h7: Hoplites +

+

White (Persians)

+

+f1: King +
+e1: Queen +
+a1, h1: Rook +
+c1, f1: Bishop +
+b1, g1: Knight +
+a2-h2: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King (Persian) + +K + +- + +K + +Can castle with Rook, moving 2 steps towards it +
+Queen + +Q + +9.5 + +RB or Q + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.25 + +B + +Color-bound +
+Knight + +N + +3.25 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, R, B, or N on reaching last rank +
+King (Spartan) + +K + +4.5 + +K + +Distributed Royalty: check only when all your Kings are in Check +
+Warlord + +W + +8.75 + +BN + + +
+General + +G + +7 + +RF + + +
+Lieutenant + +L + +3.5 + +FAmsW + +Color-changing sideway non-capture move +
+Captain + +C + +3 + +WD + +Has mating potential +
+Hoplite Pawn + +H + +1 + +mfFcfW + +Promotes to K, W, G, L or C on reaching last rank +
+

Pawn peculiarities

+
    +
  • Pawns capture differently from how they move (Perians straight move, diagonal capture, Spartans the other way around).
  • +
  • Pawns can move two squares straight ahead from their initial position, in the direction(s) of their non-capture.
  • +
  • The double-push of Persian Pawns can be blocked, but Hoplites can jump.
  • +
  • There is no en-passant capture.
  • +
  • Pawns/Hoplites promote to another piece of their own side when they reach last rank.
  • +
  • Hoplites can promote to King, but only when the Spartans have a single King just before the promotion.
  • +
  • Persian Pawns can not promote to King.
  • + +
+

Castling

+

+The Persian King, if it has not moved before, can move two squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square the King skipped over. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+
    +
  • It is not allowed to expose all your Kings to capture at the same time.
  • +
  • The Spartans can leave one of their Kings under attack, and as a consequence, have it captured.
  • +
  • The game is won by checkmating the opponent's King or King-pair.
  • +
  • Stalemate (no legal moves, but not in check) is a draw.
  • +
+

Duple check

+

+The rule that the Spartans cannot leave both Kings attacked would not follow from a rule where you lose when all your Kings are captured. +Because under that rule the opponent could at most capture one of the two in the next turn, +and the next turn the other King could move to safety. +So it is an special rule that leaving them both under attack is illegal, (and only then are you considered to be in check). +In consequence that when you cannot get out of that check situation, you are (duple) checkmated. +(It is as if at the begining of every turn you can decide anew which of your Kings is the royal one.) +

+

Differences with FIDE

+

+The black army is completely different. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop, Knight or Lieutenant (in addition to your own King). +Two Knights cannot do that either. +

+

+Although Captains are worth less than orthodox minors B and N, they can force checkmate on a bare King. +As a result the Spartans can often win when they are a minor ahead, if one of their minors is a Captain +(e.g. KLCKB is a win, where KBNKB in FIDE is a draw). +

+

+A pair of Spartan Kings also can force checkmate against a bare King. +Furthermore, Kings are tough defenders, because they cannot be attacked by the opponent's King. +So if all the attacker's power is in a single piece, the defending King pair has nothing to fear when they protect each other. +This makes even KQKK is a draw (provided the Spartan kings can connect). +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+Because Hoplites can choose their path, they become passers very easily. +This is only of limited value, though, as moving them around an obstructing Persian Pawn usually also gives the latter a free path to promotion. +Hoplites do stay on the same color when they do not capture. +A Bishop on the other color is thus powerless to stop their promotion. +

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Spartan.png b/whats_new/rules/Spartan.png new file mode 100644 index 0000000..61436e1 Binary files /dev/null and b/whats_new/rules/Spartan.png differ diff --git a/whats_new/rules/Suicide.html b/whats_new/rules/Suicide.html new file mode 100644 index 0000000..688a116 --- /dev/null +++ b/whats_new/rules/Suicide.html @@ -0,0 +1,363 @@ + +
+Suicide Chess + + +
+ +

Suicide Chess

+
+ + +

Initial setup

+

+e1, e8: King +
+d1, d8: Queen +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Bishop +
+b1, b8, g1, g8: Knight +
+a2-h2, a7-h7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 2 steps towards it +
+Queen + +Q + +6 + +RB or Q + + +
+Rook + +R + +4 + +R + + +
+Bishop + +B + +3 + +B + +Color-bound +
+Knight + +N + +3 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to K, Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+
    +
  • Pawns capture differently from how they move (straight move, diagonal capture).
  • +
  • Pawns can move two squares straight ahead from their initial position, provided they are not blocked.
  • +
  • On the move immediately after such a double push, they can be captured en passant by another Pawn, +as if they had only moved 1 square ahead.
  • +
  • Pawns promote to another piece of choice (including King) when they reach last rank.
  • +
+

Castling

+

+A King that has not moved before can move two squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square the King skipped over. +This is only allowed if all squares between King and Rook are empty. +

+

General rules

+
    +
  • Capture is mandatory; if ay capture is possible, you cannot play a non-capture.
  • +
  • The game is won by the side that has no legal moves (usually because he has no pieces left).
  • +
+

Differences with FIDE

+

+The King is not special in any way, and can be captured like any other piece. +Hence the concept of 'check' does not exist. +Pawns can promote to King. +

+

Strategy issues

+

+The King is actually a good choice for a promotion piece, as it is not so easy for the opponent to feed a lot of material to a King. +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Super.html b/whats_new/rules/Super.html new file mode 100644 index 0000000..cb3b6bb --- /dev/null +++ b/whats_new/rules/Super.html @@ -0,0 +1,430 @@ + +
+Superchess + + +
+ +

Superchess

+
+ +

Captured and substituted pieces will be displayed beside the board for promotion choice

+
+

Initial setup

+

The setup is not fixed, but created by randomly picking substitutes for four pieces of the FIDE array from a predetermined set. +This substitution starts from the FIDE array:

+

+e1, e8: King +
+d1, d8: Queen +
+a1, a8, h1, h8: Rook +
+c1, c8, f1, f8: Bishop +
+b1, b8, g1, g8: Knight +
+a2-h2, a7-h7: Pawns +

+

Substitutes set I (Dutch Open Championship)

+

+1 Amazon +
+1 Empress +
+1 Princess +
+1 Veteran +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 2 steps towards it +
+Queen + +Q + +9.5 + +RB or Q + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.25 + +B + +Color-bound +
+Knight + +N + +3.25 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to any other piece that was captured or substituted +
+Amazon + +A + +12.25 + +QN + + +
+Empress + +E + +9 + +RN + + +
+Princess + +S + +8.75 + +BN + + +
+Veteran + +V + +7.5 + +KN + + +
+

Pawn peculiarities

+
    +
  • Pawns capture differently from how they move (straight move, diagonal capture).
  • +
  • Pawns can move two squares straight ahead from their initial position, provided they are not blocked.
  • +
  • On the move immediately after such a double push, they can be captured en passant by another Pawn, +as if they had only moved 1 square ahead.
  • +
  • Pawns promote to a piece chosen from the set of captured or substituted pieces when they reach last rank. +The chosen piece is then removed from this set.
  • +
+

Castling

+

+A King that has not moved before can move two squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square the King skipped over. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+
    +
  • It is not allowed to expose your King to check.
  • +
  • The game is won by checkmating the opponent's King.
  • +
  • Stalemate (no legal moves, but not in check) is a draw.
  • +
+

XBoard interface issues

+

+When a Pawn can be promoted, XBoard first advances it as a Pawn to the promotion square. +Then it waits for you to complete the move entry by clicking on the piece in the holdings beside the board that you want to promote to. +You can use the New Shuffle dialog to control the randomization of the initial position. +

+

Differences with FIDE

+

+The start position contains four unorthodox pieces. +Promotion only to pieces that were captured before (or substituted). +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +Two Knights cannot do that either. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Super.png b/whats_new/rules/Super.png new file mode 100644 index 0000000..21d0477 Binary files /dev/null and b/whats_new/rules/Super.png differ diff --git a/whats_new/rules/TwoKings.html b/whats_new/rules/TwoKings.html new file mode 100644 index 0000000..783e081 --- /dev/null +++ b/whats_new/rules/TwoKings.html @@ -0,0 +1,374 @@ + +
+Two Kings + + +
+ +

Two Kings

+
+ + +

Initial setup

+

+e1, e8, f1, f8: King +
+d1, d8: Queen +
+a1, a8, h1, h8: Rook +
+c1, c8: Bishop +
+b1, b8, g1, g8: Knight +
+a2-h2, a7-h7: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 2 steps towards it +
+Queen + +Q + +9.5 + +RB or Q + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.25 + +B + +Color-bound +
+Knight + +N + +3.25 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+
    +
  • Pawns capture differently from how they move (straight move, diagonal capture).
  • +
  • Pawns can move two squares straight ahead from their initial position, provided they are not blocked.
  • +
  • On the move immediately after such a double push, they can be captured en passant by another Pawn, +as if they had only moved 1 square ahead.
  • +
  • Pawns promote to another (non-royal) piece of choice when they reach last rank.
  • +
+

Castling

+

+An e-file King that has not moved before can move two squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square the King skipped over. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+
    +
  • The King closest to square a1 is the royal one (horizontal measure prevailing over vertical).
  • +
  • It is not allowed to expose your royal King to capture ('check').
  • +
  • The game is won by checkmating the opponent (i.e. being in check, and not being able to get out of it).
  • +
  • Stalemate (no legal moves, but not in check) is a draw.
  • +
+

Differences with FIDE

+

+You have a pair of Kings, and only a single Bishop. +Only one of the Kings is royal, but which one can change during the game, as it depends on their relative location on the board. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +Two Knights cannot do that either. +Two Kings can force checkmate on a bare King. +

+Your non-royal King can be exposed to capture, and thus captured. +After that, the remaining King will always be royal. +

+

+Once both sides are down to a single King, this variant degenerate to orthodox Chess. +

+

+The spare King is a tough defender, because it cannot be attacked by the opponent's royal King. +So if all the attacker's power is in a single piece, the defending King pair has little to fear when they protect each other. +This makes even KQKK is a draw (provided the Kings can connect). +

+

+

+

+

+

+ + diff --git a/whats_new/rules/TwoKings.png b/whats_new/rules/TwoKings.png new file mode 100644 index 0000000..a38ef09 Binary files /dev/null and b/whats_new/rules/TwoKings.png differ diff --git a/whats_new/rules/Wild.html b/whats_new/rules/Wild.html new file mode 100644 index 0000000..d530566 --- /dev/null +++ b/whats_new/rules/Wild.html @@ -0,0 +1,385 @@ + +
+Wild Castle + + +
+ +

Wild Castle

+

+This is a shuffle variant of normal Chess, which preserves the possibility to do sort of conventional castling, +by starting Rooks always in he corner, and the King on the central files. +When played on an Internet Chess Server, the King can also start on the d-file, and you can castle from there. +This adds nothing to the game, though, it just produces mirror images of other start positions. +So in local mode XBoard does not bother to do this. +

+
+ + +

Initial setup

+

+There is no fixed setup; +the back-rank pieces are randomly shuffled with certain restrictions. +Black's setup is the mirror image of white's, though. +

+e1, e8: King +
+a1, a8, h1, h8: Rook +
+a2-j2, a7-j7: Pawns +

+In addition both sides have: +

+1 Queen +
+2 Bishops +
+2 Knights +

+

+The Bishops will start on opposite colors. +

+
+ +

Moves at a Glance

+ +

Click on a piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Unblockable leap (capture or non-capture) +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +K + +Can castle with Rook, moving 2 steps towards it +
+Queen + +Q + +9.5 + +RB or Q + + +
+Rook + +R + +5 + +R + + +
+Bishop + +B + +3.25 + +B + +Color-bound +
+Knight + +N + +3.25 + +N + + +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+
    +
  • Pawns capture differently from how they move (straight move, diagonal capture).
  • +
  • Pawns can move two squares straight ahead from their initial position, provided they are not blocked.
  • +
  • On the move immediately after such a double push, they can be captured en passant by another Pawn, +as if they had only moved 1 square ahead.
  • +
  • Pawns promote to another (non-royal) piece of choice when they reach last rank.
  • +
+

Castling

+

+A King that has not moved before can move two squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square the King skipped over. +This is only allowed if all squares between King and Rook are empty, +when the King is not in check on the square it came from, +and would not be in check on any of the squares it skipped over. +

+

General rules

+
    +
  • It is not allowed to expose your King to check.
  • +
  • The game is won by checkmating the opponent's King.
  • +
  • Stalemate (no legal moves, but not in check) is a draw.
  • +
+

Differences with FIDE

+

+The Queen, Bishops and Knights are randomly shuffled on the back rank in the opening setup. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +Two Knights cannot do that either. +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Wild.png b/whats_new/rules/Wild.png new file mode 100644 index 0000000..4019be1 Binary files /dev/null and b/whats_new/rules/Wild.png differ diff --git a/whats_new/rules/Xiangqi.html b/whats_new/rules/Xiangqi.html new file mode 100644 index 0000000..f2e77cd --- /dev/null +++ b/whats_new/rules/Xiangqi.html @@ -0,0 +1,403 @@ + +
+Xiangqi + + +
+ +

Xiangqi (Chinese Chess)

+

+Xiangqi is the World's number one Chess variant in terms of number of players. +Almost all players live in China, Taiwan or Vietnam, though. +It is a fast and aggressive game, often described as a 'race to mate'. +When it gets to an end-game it is often a draw, +because there are many pieces that cannot leave their own board half, +and thus can be used to defend but not to attack or to trade for the opponent's defenders. +

+
+ + +

Initial setup

+

+e0, e9: King +
+a0, a9, i0, i9: Rook +
+b2, b7, h2, h7: Cannon +
+b0, b9, h0, h9: Horse +
+d0, d9, f0, f9: Advisor +
+c0, c9, g0, g9: Elephant +
+a3, c3, e3, g3, i3, a6, c6, e6, g6, i6: Pawns +

+
+ +

Moves at a Glance

+ +

Click on a white piece below to see its moves

+ +
+ + + + + + + + + + + + + + + + + + + + + + +

Sliding capture or non-capture,
can be blocked on any square along the ray

+
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + + +Non-capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Capture only +
+ + + + + + + + + + + + + + + + + + + + + + +Unreachable square where move to other square can be blocked +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + +
+ +

:
:
:
:

+ +
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +W + +Cannot leave its Palace +
+Rook + +R + +10 + +R + + +
+Cannon + +C + +4-5 + +pR + +Must jump 1 piece to capture +
+Horse + +H + +5-4 + +n[WF] + +Cannot jump +
+Adviser + +A + +2 + +F + + +
+Elephant + +E + +2 + +nA + +Cannot move onto opponent's board half +
+Pawn + +P + +1 + +fW + +Acquires sideway moves (fWsW) on opponent's board half +
+

Pawn peculiarities

+
    +
  • Pawns capture and move straight ahead.
  • +
  • When they reach the opponent's board half ('cross the River'), they can also move and capture sideways.
  • +
  • There is no real promotion; when Pawns reach last rank they are stuck there.
  • +
+

General rules

+
    +
  • It is not allowed to expose your King to check.
  • +
  • Kings are not allowed to face each other, i.e. be on the same file with nothing in between.
  • +
  • The game is won by checkmating the opponent's King.
  • +
  • Stalemate (no legal moves, but not in check) is a los for the stalemated side.
  • +
  • Perpetual checking is forbidden, and the side that checks is ruled to lose on the 3rd repeat.
  • +
  • When both sides are perpetually checking each other, the game is ruled a draw, however.
  • +
  • It is also forbidden to perpetually harass the same piece other than King (see below).
  • +
  • But when both sides do it, the game is again ruled a draw.
  • +
+

Differences with FIDE

+

+The board is sub-divided into zones, and some pieces are not allowed to cross some zone boundaries. +Pieces move in general different than their FIDE counterpart. Only the Rook moves truly the same. +

+

Perpetual Chasing

+

+It is forbidden to perpetually harass the same piece, +and when a repeat loop (after 3 repeats) has one side violating this rule, that side will forfeit the game. +This is only invoked if there wasn't any perpetual checking in the loop as well. +Exact rules for this are quite complex. +Basically, when a repeat loop creates a new attack on the same unprotected piece on every move, +the move sequence will be considered a perpetual chase. +The chasing side then is ruled to lose, but if both sides are chasing, it is a draw. +A Rook counts as unprotected against attacks of C or H. +On the other hand, being able to capture your attacker (as when equal pieces attack each other) counts as (pre-emptive) protection. +Attacks on a Pawn that is still on its own board half, or attacks by a King are never considered chases. +

+

+Only legal moves should be taken into account; i.e. pinned pieces are not considered attackers or protectors. +An attack by the same piece is not considered a new one just because the attacking piece moved to another location, +e.g. when a Rook moves along the ray of the attack. +Note that the above rules do not take into account whether the attacking or protecting captures are good or non-sensical, +or if pieces are sufficiently protected against multiple attacks. +Even if recapturing would get you mated in one, the piece would still count as protected! +Also note that is perfectly allowed to alternately chase different pieces. +Even if one of the pieces is a King. +

+

Strategy issues

+

+Any piece except a Pawn on the last rank can force Checkmate against a bare King. +

+

+

+

+

+

+

+

+

+

+

+ + diff --git a/whats_new/rules/Xiangqi.png b/whats_new/rules/Xiangqi.png new file mode 100644 index 0000000..aab564e Binary files /dev/null and b/whats_new/rules/Xiangqi.png differ diff --git a/whats_new/rules/chu.js b/whats_new/rules/chu.js new file mode 100644 index 0000000..cddde07 --- /dev/null +++ b/whats_new/rules/chu.js @@ -0,0 +1,302 @@ +var initDone = 0; +var board; +var save; +var savx; +var savy; +var msg; +var down = 0; +var size = 10; +var bw = 0; + +function set(x, y, n) { + sq = x + 'x' + y; + if(n > 0) { + board[x][y] = document.getElementById(sq).innerHTML; + if(n == 2) + document.getElementById(sq).innerHTML = ''; + else if(n == 3) + document.getElementById(sq).innerHTML = ''; + else if(n == 10) + document.getElementById(sq).innerHTML = ''; + else if(n == 4 || n == 8 || n == 20) + document.getElementById(sq).innerHTML = ''; + else if(n == 5) + document.getElementById(sq).innerHTML = ''; + else if(n == 15) + document.getElementById(sq).innerHTML = ''; + else if(n == 9 || n == 45) + document.getElementById(sq).innerHTML = ''; + else + document.getElementById(sq).innerHTML = ''; + } else + document.getElementById(sq).innerHTML = board[x][y]; +} + +function text(s, t, n) { + if(t == '') t = ':
:
:'; + if(n) + document.getElementById('piece').innerHTML = s + '
' + t; + else + document.getElementById('piece').innerHTML = ':
:
:
:'; +} + +function slide(x, y, vx, vy, d, n) { + xx = x + vx; yy = y + vy; + if(vx > 1 || vx < -1 || vy > 1 || vy < -1) n = 5*n; + if(d == 2) { + set(xx, yy, 2*n); + xx = xx + vx; yy = yy + vy; d--; n = 5*n; + } + while(d-- > 0 && xx >= bw && xx < size - bw && yy >= 0 && yy < size) { + set(xx, yy, n); + xx = xx + vx; yy = yy + vy; + } +} + +function slide_n(x, y, d, n) { + slide(x, y, 2, 1, d, n); + slide(x, y, 2,-1, d, n); + slide(x, y,-2, 1, d, n); + slide(x, y,-2,-1, d, n); + slide(x, y, 1, 2, d, n); + slide(x, y, 1,-2, d, n); + slide(x, y,-1, 2, d, n); + slide(x, y,-1,-2, d, n); +} + +function slide_f(x, y, d, n) { + slide(x, y, 0, 1, d, n); +} + +function slide_b(x, y, d, n) { + slide(x, y, 0, -1, d, n); +} + +function slide_v(x, y, d, n) { + slide_f(x, y, d, n); + slide_b(x, y, d, n); +} + +function slide_s(x, y, d, n) { + slide(x, y, 1, 0, d, n); + slide(x, y,-1, 0, d, n); +} + +function slide_fd(x, y, d, n) { + slide(x, y, 1, 1, d, n); + slide(x, y,-1, 1, d, n); +} + +function slide_bd(x, y, d, n) { + slide(x, y, 1, -1, d, n); + slide(x, y,-1, -1, d, n); +} + +function slide_diag(x, y, d, n) { + slide_fd(x, y, d, n); + slide_bd(x, y, d, n); +} + +function slide_orth(x, y, d, n) { + slide_v(x, y, d, n); + slide_s(x, y, d, n); +} + +function highlight(x, y, m, n) { + if(0) { + } else if(x > 7 && y == 9) { // castle + slide(x, y,-1-m, 0, 1, 9*n); + slide(x, y, 0, 0, 1, 10*n); + slide(x, y,-2-m, 0, 1, 3*n); + slide(x, y,5-m-x, 0, 1, 2*n); + text('Castling', ': The King and Rook swing around each other
:
:', n); + } else if(x < 2 && y == 9) { // castle + slide(x, y, 2-m, 0, 1, 9*n); + slide(x, y, 0, 0, 1, 10*n); + slide(x, y, 3-m, 0, 1, 3*n); + slide(x, y, 5-m-x, 0, 1, 2*n); + text('Castling', ': The King and Rook swing around each other
:
:', n); + } else if((x == 4 || x == 5) && y == 9) { // castle + slide(x, y, 2+m, 0, 1, 4*n); + slide(x, y,-2-m, 0, 1, 4*n); + text('Castling', ': Click on Rook to see how
:
:', n); + } else if(x == 2 && y == 1) { // FL + slide_fd(x, y, 1, 3*n); + slide_f(x, y, 2, 4*n); + text('Pawn', ': Different capture (red) and non-capture (green)
' + + ': Initial double-push non-capture can be blocked
' + + ': The black Pawn can e.p. capture to the skipped square', n); + } else if(x == 7 && y == 2) { // FL + slide_fd(x, y, 1, 3*n); + slide_f(x, y, 1, 4*n); + text('Pawn', ': Different capture (red) and non-capture (green)
:
:', n); + } else if(x == 2 && y == 5) { // V + slide_v(x, y, size, n); + slide_s(x, y, 1, n); + text('Vertical Mover', '', n); + } else if(x == 2 && y == 4) { // H + slide_s(x, y, size, n); + slide_v(x, y, 1, n); + text('Side Mover', '', n); + } else if(x == 2 && y == 3) { // I + slide_v(x, y, 1, n); + text('Cobra (aka Go Between)', '', n); + } else if(x == 3 && y == 7) { // G + slide_orth(x, y, 1, n); + slide_fd(x, y, 1, n); + text('Gold General', '', n); + } else if(x == 3 && y == 6) { // FL + slide_diag(x, y, 1, n); + slide_v(x, y, 1, n); + text('Ferocious Leopard', '', n); + } else if(x == 3 && y == 5) { // +V + slide_diag(x, y, size, n); + slide_v(x, y, size, n); + text('Narrow Queen (aka Flying Ox)', '', n); + } else if(x == 3 && y == 4) { // +H + slide_diag(x, y, size, n); + slide_s(x, y, size, n); + text('Sleeping Queen (aka Free Boar)', '', n); + } else if(x == 3 && y == 3) { // Ky + slide_diag(x, y, 1, n); + slide(x, y, 2, 0, 1, n); + slide(x, y,-2, 0, 1, n); + slide(x, y, 0,-2, 1, n); + slide(x, y, 0, 2, 1, n); + text('Kylin', '', n); + } else if(x == 3 && y == 2) { // Ky + slide(x, y, 1, 2, 1, n); + slide(x, y,-1, 2, 1, n); + text('(Shogi) Knight', '', n); + } else if(x == 4 && y == 7) { // S + slide_diag(x, y, 1, n); + slide_f(x, y, 1, n); + text('Silver General', '', n); + } else if(x == 4 && y == 6) { // +A + slide_v(x, y, size, n); + slide_bd(x, y, size, n); + text('Whale', '', n); + } else if(x == 4 && y == 5) { // +D + slide_orth(x, y, size, n); + slide_bd(x, y, size, n); + slide_fd(x, y, 2, n); + text('Soaring Eagle', + ': Can shoot or capture en-passant what is on the cyan
' + + ': square with the first of its two steps along the forward
' + + ': diagonal, or jump directly to cyan or orange squares
', n); + } else if(x == 4 && y == 4) { // Lion + slide_diag(x, y, 2, n); + slide_orth(x, y, 2, n); + slide_n(x, y, 1, n); + text('Lion', ': Can shoot or capture en-passant what is on the
' + + ': cyan squares with the first of its two King steps,
' + + ': or jump directly to any of the colored squares
', n); + } else if(x == 4 && y == 3) { // +L + if(m == 1) { + slide_n(x, y, 1, n); + text('Knight', '', n); + } else { + slide_v(x, y, size, n); + slide_fd(x, y, size, n); + text('White Horse', '', n); + } + } else if(x == 4 && y == 2) { // L + slide_f(x, y, size, n); + text('Lance', '', n); + } else if(x == 5 && y == 7) { // C + slide_fd(x, y, 1, n); + slide_v(x, y, 1, n); + text('Copper General', '', n); + } else if(x == 5 && y == 6) { // +A + slide_v(x, y, size, n); + text('Canon (aka Reverse Chariot)', '', n); + } else if(x == 5 && y == 5) { // +H + slide_diag(x, y, size, n); + slide_s(x, y, size, n); + slide_b(x, y, size, n); + slide_f(x, y, 2, n); + text('Unicorn (aka Horned Falcon)', + ': Can shoot or capture en-passant what is on the cyan
' + + ': square with the first of its two forward/backward
' + + ': steps, or jump directly to cyan or orange square
', n); + } else if(x == 5 && y == 4) { // Q + slide_diag(x, y, size, n); + slide_orth(x, y, size, n); + text('Queen', '', n); + } else if(x == 5 && y == 3) { // +BT + slide_v(x, y, size, n); + slide_s(x, y, 1, n); + slide_diag(x, y, 1, n); + text('Flying Stag', '', n); + } else if(x == 5 && y == 2) { // BT + slide_diag(x, y, 1, n); + slide_s(x, y, 1, n); + slide_b(x, y, 1, n); + text('Blind Tiger', '', n); + } else if(x == 6 && y == 7) { // Commoner + slide_diag(x, y, 1, n); + slide_orth(x, y, 1, n); + text('Soldier', '', n); + } else if(x == 6 && y == 6) { // King + slide_diag(x, y, 1, n); + slide_orth(x, y, 1, n); + text('King', '', n); + } else if(x == 6 && y == 5) { // dragon + slide_orth(x, y, size, n); + slide_diag(x, y, 1, n); + text('Dragon King', '', n); + } else if(x == 6 && y == 4) { // horse + slide_diag(x, y, size, n); + slide_orth(x, y, 1, n); + text('Dragon Horse', '', n); + } else if(x == 6 && y == 3) { // Ph + slide_orth(x, y, 1, n); + slide(x, y, 2, 2, 1, n); + slide(x, y,-2, 2, 1, n); + slide(x, y, 2,-2, 1, n); + slide(x, y,-2,-2, 1, n); + text('Phoenix', '', n); + } else if(x == 6 && y == 2) { // P + slide_f(x, y, 1, n); + text('Pawn', '', n); + } else if(x == 7 && y == 6) { // E + slide_diag(x, y, 1, n); + slide_s(x, y, 1, n); + slide_f(x, y, 1, n); + text('Elephant', '', n); + } else if(x == 7 && y == 5) { // rook + slide_orth(x, y, size, n); + text('Rook', '', n); + } else if(x == 7 && y == 4) { // bishop + slide_diag(x, y, size, n); + text('Bishop', '', n); + } +} + +function down_click(x, y) { + if(!initDone) { + initDone = 1; + board = new Array(); + for(i=0; i<12; i = i + 1) board[i] = new Array(); + if(document.getElementById('0x0').innerHTML[1] == ' ') bw = 1; + } + if(down) return; + if(y < 0) { + y = -y; msg = 1; + } else msg = 0; + if(x < 0) { + x = -x; msg = msg + 2; + } + highlight(x, y, msg, 1); + savx = x; savy = y; down = 1; +// save = document.getElementById(sq).innerHTML; +// document.getElementById(sq).innerHTML = ''; +} + +function up_click() { + highlight(savx, savy, msg, 0); + down = 0; +// document.getElementById(x + 'x' + y).innerHTML = save; +} + + diff --git a/whats_new/rules/cwda.js b/whats_new/rules/cwda.js new file mode 100644 index 0000000..830d651 --- /dev/null +++ b/whats_new/rules/cwda.js @@ -0,0 +1,283 @@ +var initDone = 0; +var board; +var save; +var savx; +var savy; +var msg; +var down = 0; +var size = 10; +var bw = 0; + +function set(x, y, n) { + sq = x + 'x' + y; + if(n > 0) { + board[x][y] = document.getElementById(sq).innerHTML; + if(n == 2) + document.getElementById(sq).innerHTML = ''; + else if(n == 3) + document.getElementById(sq).innerHTML = ''; + else if(n == 10) + document.getElementById(sq).innerHTML = ''; + else if(n == 4 || n == 20) + document.getElementById(sq).innerHTML = ''; + else if(n == 5) + document.getElementById(sq).innerHTML = ''; + else if(n == 11) + document.getElementById(sq).innerHTML = ''; + else if(n == 15) + document.getElementById(sq).innerHTML = ''; + else if(n == 30) + document.getElementById(sq).innerHTML = ''; + else if(n == 50) + document.getElementById(sq).innerHTML = ''; + else if(n == 60) + document.getElementById(sq).innerHTML = ''; + else + document.getElementById(sq).innerHTML = ''; + } else + document.getElementById(sq).innerHTML = board[x][y]; +} + +function text(s, t, n) { + if(t == '') t = ':
:
:'; + if(n) + document.getElementById('piece').innerHTML = s + '
' + t; + else + document.getElementById('piece').innerHTML = ':
:
:
:'; +} + +function slide(x, y, vx, vy, d, n) { + xx = x + vx; yy = y + vy; c = d; + if(vx > 1 || vx < -1 || vy > 1 || vy < -1) n = 5*n; + while(d-- > 0 && xx >= bw && xx < size - bw && yy >= 0 && yy < size) { + set(xx, yy, n); + xx = xx + vx; yy = yy + vy; + if(c == 2 && n == 1) n = 5; + } +} + +function slide_n(x, y, d, n) { + slide(x, y, 2, 1, d, n); + slide(x, y, 2,-1, d, n); + slide(x, y,-2, 1, d, n); + slide(x, y,-2,-1, d, n); + slide(x, y, 1, 2, d, n); + slide(x, y, 1,-2, d, n); + slide(x, y,-1, 2, d, n); + slide(x, y,-1,-2, d, n); +} + +function slide_f(x, y, d, n) { + slide(x, y, 0, 1, d, n); +} + +function slide_b(x, y, d, n) { + slide(x, y, 0, -1, d, n); +} + +function slide_v(x, y, d, n) { + slide_f(x, y, d, n); + slide_b(x, y, d, n); +} + +function slide_s(x, y, d, n) { + slide(x, y, 1, 0, d, n); + slide(x, y,-1, 0, d, n); +} + +function slide_fd(x, y, d, n) { + slide(x, y, 1, 1, d, n); + slide(x, y,-1, 1, d, n); +} + +function slide_bd(x, y, d, n) { + slide(x, y, 1, -1, d, n); + slide(x, y,-1, -1, d, n); +} + +function slide_diag(x, y, d, n) { + slide_fd(x, y, d, n); + slide_bd(x, y, d, n); +} + +function slide_orth(x, y, d, n) { + slide_v(x, y, d, n); + slide_s(x, y, d, n); +} + +function highlight(x, y, m, n) { + if(0) { + } else if(x == 1 && y == 9) { // castle + slide(x, y, 0, 0, 1, 10*n); + slide(x, y, 2, 0, 1, 10*n); + slide(x, y, 3, 0, 1, 3*n); + slide(x, y, 4, 0, 1, 2*n); + text('Castling', ': King and corner piece swing around each other
:
:', n); + } else if(x == 8 && y == 9) { // castle + slide(x, y, 0, 0, 1, 10*n); + slide(x, y,-1, 0, 1, 50*n); + slide(x, y,-2, 0, 1, 3*n); + slide(x, y,-3, 0, 1, 2*n); + text('Castling', ': King and corner piece swing around each other
:
:', n); + } else if(x == 5 && y == 9) { // castle + slide(x, y, 2, 0, 1, 4*n); + slide(x, y,-2, 0, 1, 4*n); + text('Castling', ': Click on a corner piece to see how
:
:', n); + } else if(x == 1 && y == 0) { // castle + slide(x, y, 0, 0, 1, 10*n); + slide(x, y, 1, 0, 1, 60*n); + slide(x, y, 2, 0, 1, 6*n); + slide(x, y, 4, 0, 1, 2*n); + text('Castling', ': King and corner piece swing around each other
' + + ': King goes to b1, to keep its partner on same color!
:', n); + } else if(x == 8 && y == 0) { // castle + slide(x, y, 0, 0, 1, 10*n); + slide(x, y,-1, 0, 1, 60*n); + slide(x, y,-2, 0, 1, 6*n); + slide(x, y,-3, 0, 1, 2*n); + text('Castling', ': King and corner piece swing around each other
:
:', n); + } else if(x == 5 && y == 0) { // castle + slide(x, y, 2, 0, 1, 4*n); + slide(x, y,-3, 0, 1, 4*n); + text('Castling with color-bound corner piece', ': Click on a corner piece to see how
:
:', n); + } else if(x == 1 && y == 3) { // FL + slide(x, y, 1, 0, 1, 10*n); + slide(x, y, 1,-1, 1, 11*n); + slide(x, y, 0, 0, 1, 10*n); + text('en-passant capture', ': A Pawn that just made a double-push past you
: is caught by its tail
:', n); + } else if(x == 2 && y == 1) { // FL + slide_fd(x, y, 1, 3*n); + slide_f(x, y, 2, 4*n); + if(m == 2) text('Pawn', ': Different capture (red) and non-capture (green)
' + + ': Initial double-push non-capture can be blocked
' + + ': The black Pawn can e.p. capture to the skipped square', n); + else text('Pawn', ': Different capture (red) and non-capture (green)
:
:', n); + } else if(x == 2 && y == 3) { // FL + slide_fd(x, y, 1, 3*n); + slide_f(x, y, 1, 4*n); + text('Pawn', ': Different capture (red) and non-capture (green)
:
:', n); + } else if(x == 3 && y == 6) { // FL + slide_orth(x, y, size, n); + text('Rook', '', n); + } else if(x == 3 && y == 5) { // +V + slide_orth(x, y, 4, n); + text('Short Rook', ': Slides upto 4 squares
:
:', n); + } else if(x == 3 && y == 4) { // +H + slide_orth(x, y, 1, n); + slide(x, y, 2, 2, 1, n); + slide(x, y,-2, 2, 1, n); + slide(x, y, 2,-2, 1, n); + slide(x, y,-2,-2, 1, n); + text('Elephant', '', n); + } else if(x == 3 && y == 3) { // fibnif + slide_diag(x, y, 1, n); + slide(x, y, 1, 2, 1, n); + slide(x, y,-1, 2, 1, n); + slide(x, y, 1,-2, 1, n); + slide(x, y,-1,-2, 1, n); + text('Horse', '', n); + } else if(x == 4 && y == 6) { // +A + slide_n(x, y, 1, n); + text('Knight', '', n); + } else if(x == 4 && y == 5) { // +D + slide_diag(x, y, 1, n); + slide(x, y, 2, 0, 1, n); + slide(x, y,-2, 0, 1, n); + slide(x, y, 0,-2, 1, n); + slide(x, y, 0, 2, 1, n); + slide(x, y, 3, 0, 1, n); + slide(x, y,-3, 0, 1, n); + slide(x, y, 0,-3, 1, n); + slide(x, y, 0, 3, 1, n); + text('Half-Duck', '', n); + } else if(x == 4 && y == 4) { // Lion + slide_diag(x, y, size, n); + slide(x, y, 2, 0, 1, n); + slide(x, y,-2, 0, 1, n); + slide(x, y, 0,-2, 1, n); + slide(x, y, 0, 2, 1, n); + text('Leaping Bishop', ': Color bound
:
:', n); + } else if(x == 4 && y == 3) { // +L + slide(x, y, 1, 2, 1, n); + slide(x, y,-1, 2, 1, n); + slide(x, y, 2, 1, 1, n); + slide(x, y,-2, 1, 1, n); + slide_b(x, y, 1, n); + slide_s(x, y, 1, n); + slide_bd(x, y, 1, n); + text('Unicorn', '', n); + } else if(x == 5 && y == 6) { // +A + slide_orth(x, y, size, n); + slide_diag(x, y, size, n); + text('Queen', '', n); + } else if(x == 5 && y == 5) { // +H + slide_orth(x, y, size, n); + slide_n(x, y, 1, n); + text('Marshall', '', n); + } else if(x == 5 && y == 4) { // Q + slide_diag(x, y, size, n); + slide_n(x, y, 1, n); + text('Archbishop', '', n); + } else if(x == 5 && y == 3) { + slide(x, y, 1, 2, 1, n); + slide(x, y,-1, 2, 1, n); + slide(x, y, 2, 1, 1, n); + slide(x, y,-2, 1, 1, n); + slide_diag(x, y, 1, n); + slide_f(x, y, size, n); + slide_s(x, y, size, n); + slide_b(x, y, 1, n); + text('Colonel', '', n); + } else if(x == 6 && y == 6) { // B + slide_diag(x, y, size, n); + text('Bishop', '', n); + } else if(x == 6 && y == 5) { // dragon + slide_orth(x, y, 2, n); + text('Woody', '', n); + } else if(x == 6 && y == 4) { // horse + slide(x, y, 2, 0, 1, n); + slide(x, y,-2, 0, 1, n); + slide(x, y, 0,-2, 1, n); + slide(x, y, 0, 2, 1, n); + slide_diag(x, y, 2, n); + text('Clobberer', ': Color bound
:
:', n); + } else if(x == 6 && y == 3) { // Ph + slide_b(x, y, 1, n); + slide_bd(x, y, 1, n); + slide_f(x, y, size, n); + slide_s(x, y, size, n); + text('Turret', '', n); + } else if(x == 7 && y == 6) { // Ph + slide_diag(x, y, 1, n); + slide_orth(x, y, 1, n); + text('King', '', n); + } +} + +function down_click(x, y) { + if(!initDone) { + initDone = 1; + board = new Array(); + for(i=0; i<12; i = i + 1) board[i] = new Array(); + if(document.getElementById('0x0').innerHTML[1] == ' ') bw = 1; + } + if(down) return; + if(y < 0) { + y = -y; msg = 1; + } else msg = 0; + if(x < 0) { + x = -x; msg = msg + 2; + } + highlight(x, y, msg, 1); + savx = x; savy = y; down = 1; +// save = document.getElementById(sq).innerHTML; +// document.getElementById(sq).innerHTML = ''; +} + +function up_click() { + highlight(savx, savy, msg, 0); + down = 0; +// document.getElementById(x + 'x' + y).innerHTML = save; +} + + diff --git a/whats_new/rules/index.html b/whats_new/rules/index.html new file mode 100644 index 0000000..ebe1e72 --- /dev/null +++ b/whats_new/rules/index.html @@ -0,0 +1,159 @@ + +
+Variants supported by XBoard +
+ + +

Chess variants supported by XBoard

+

+Next to orthodox Chess (aka FIDE or Mad Queen), XBoard supports many other Chess variants. +This includes the World's major forms of Chess: Chinese, FIDE, Japanese, and Thai Chess. +But also many popular western variants (Suicide Chess, Crazyhouse, Chess960, Gothic/Capablanca Chess, Seirawan Chess). +

+

+Full support by XBoard means that the latter is fully aware of how all pieces move, and what the winning condition is. +This means the variant can be played with the option Test Legality switched on, +and that it can accurately check any result claims that engines make. +Non-supported variants can often be played with legality checking switched off. +Then any of the 22 piece types known by XBoard can be used in ways XBoard does not expect. +The only real drawback of this is that the game notation looks a bit crummy, +with many spurious or missing disambiguators, check and checkmate symbols. +XBoard will always be able to read suh games back, however (as on reading it suffers from the same misconceptions on piece movement). +This can be kept baerable by choosing XBoard supported pieces to represent the unsupported ones that +move as similar as possible. +

+

+Some variants are only partially supported. +This means they have to be played with legality checking off, +although XBoard knows they exist, and even implements some of their rules that no other variant would allow. +For instance, in Berolina Chess Pawns move diagonally, and in any other variant this would lead to disappearence +of other Pawns during the game, as normally XBoard interprets a diagonal Pawn move to an empty square as e.p. capture. +

+

+The following list tries to group all variants by properties. +Some duplicates occur when a variant fits in more than one group. +

+

List of supported variants

+
+ + += recommended +
+FIDE ChessThe modern international game, second in popularity only to Xiangqi +
+Shuffle games with normal pieces +
+Wild CastleShuffles the initial FIDE setup, leaving King and Rooks in place +
+No CastleMore aggressive shuffling of the initial FIDE setup, without castling +
+Chess960A Shuffle variant where even Kings and Rooks in non-standard location can castle +
+Variants with piece drops +
+CrazyhousePieces you capture are added to your army, by dropping them back onto the board +
+Bughousefour-player game that XBoard can only play with the aid of an Internet Chess Server +
+ShogiJapanese Chess, where pieces you captured can be dropped to strengthen your own army +
+mini-ShogiHighly simplified and very tactical mini version of Shogi (on 5x5 board) +
+Unusual winning conditions +
+Suicide ChessWin by getting rid of all your material by mandatory capture +
+Give-Away ChessWin by getting rid of all your material by mandatory capture +
+Losers ChessWin by being left with a bare King +
+3-checksLose by being checked 3 times +
+Variants with various intrusive rules +
+Atomic ChessPieces that capture explode, destroying anything in the vicinity +
+Cylinder ChessThe a-file and h-file connect to make the board a cylinder +
+TwoKingsPlay with two Kings, changing which one is royal during the game +
+Variants where just a few pieces move in unorthodox ways +
+ShatranjAncient Arabic/Persian Chess, with primitive Queen and Bishops +
+Berolina ChessPawns capture straight ahead, and move diagonally +
+ASEANSouth-East Asian Chess, a modernized version of Makruk +
+KnightmateTry to checkmate a single Royal Knight with (amongst others) two non-royal Kings +
+Falcon ChessTwo (Rook-class) Falcon pieces augment FIDE on a 10-wide board +
+Mighty-Lion ChessAll-powerful Lions can capture other pieces en-passant, or two pieces at once +
+Variants with extra Rook-Knight and Bishop-Knight compound pieces +
+Seirawan ChessTwo extra super-pieces can be 'gated' onto the board during the opening +
+Capablanca ChessTwo super-pieces are added to FIDE on a 10-wide board +
+Gothic ChessTwo super-pieces are added to FIDE on a 10-wide board, with stream-lined initial setup +
+Janus ChessTwo Janus super-pieces (B-N compounds) are added to FIDE on a 10-wide board +
+Capablanca Random ChessCapablanca Chess with shuffled initial setup, with generalized castling rules +
+Grand ChessChess on a 10x10 board with two extra super-pieces +
+Oriental forms of Chess +
+XiangqiChinese Chess, where the King is confined to a Palace +
+ShogiJapanese Chess, where pieces you captured can be dropped to strengthen your own army +
+Sho ShogiAncient precurser of the modern Japanese 9x9 Shogi game (without drops) +
+Chu ShogiAncient Japanese Chess with many pieces on a 12x12 board, and a Lion super-piece +
+MakrukThai Chess, with an interesting Elephant piece +
+ASEANSouth-East Asian Chess, a modernized version of Makruk +
+Variants with mostly un-orthodox pieces +
+Courier ChessMediaval precursor of Chess, combining Shatranj with modern pieces on a wide board +
+SuperchessRandomly picked unorthodox pieces of many kinds replace some of your FIDE pieces +
+Great ShatranjVersion of Capablanca Chess that replaces all sliding moves by 2-square jumps +
+Spartan ChessTwo different armies (Persians and Spartans, the latter lead by two Kings) battle each other +
+Chess with Different ArmiesPick one of a set of (mostly) unsual armies to battle a completely different army +
+Chu ShogiAncient Japanese Chess with many pieces on a 12x12 board, and a Lion super-piece +
+Chu ChessIntermediate between Chess and Chu shogi, on a 10x10 board +
+Cambodian Chess +
+Ai-Wok Makruk +
+

+

+

+

+

+

+

+

+

+

+

+

+

+

+ + + + diff --git a/whats_new/rules/move.js b/whats_new/rules/move.js new file mode 100644 index 0000000..6210622 --- /dev/null +++ b/whats_new/rules/move.js @@ -0,0 +1,245 @@ +var initDone = 0; +var board; +var save; +var savx; +var savy; +var down = 0; +var size = 10; + +function set(x, y, n) { + sq = x + 'x' + y; + if(n > 0) { + board[x][y] = document.getElementById(sq).innerHTML; + if(n == 1) + document.getElementById(sq).innerHTML = ''; + else if(n == 3) + document.getElementById(sq).innerHTML = ''; + else + document.getElementById(sq).innerHTML = ''; + } else + document.getElementById(sq).innerHTML = board[x][y]; +} + +function text(s, t, n) { + if(t == '') t = ':
:
:'; + if(n) + document.getElementById('piece').innerHTML = s + '
' + t; + else + document.getElementById('piece').innerHTML = ':
:
:
:'; +} + +function slide(x, y, vx, vy, d, n) { + xx = x + vx; yy = y + vy; + if(d == 2) { + set(xx, yy, 2*n); + xx = xx + vx; yy = yy + vy; d--; n = 3*n; + } + while(d-- > 0 && xx >= 0 && xx < size && yy >= 0 && yy < size) { + set(xx, yy, n); + xx = xx + vx; yy = yy + vy; + } +} + +function slide_n(x, y, d, n) { + slide(x, y, 2, 1, d, 3*n); + slide(x, y, 2,-1, d, 3*n); + slide(x, y,-2, 1, d, 3*n); + slide(x, y,-2,-1, d, 3*n); + slide(x, y, 1, 2, d, 3*n); + slide(x, y, 1,-2, d, 3*n); + slide(x, y,-1, 2, d, 3*n); + slide(x, y,-1,-2, d, 3*n); +} + +function slide_f(x, y, d, n) { + slide(x, y, 0, 1, d, n); +} + +function slide_b(x, y, d, n) { + slide(x, y, 0, -1, d, n); +} + +function slide_v(x, y, d, n) { + slide_f(x, y, d, n); + slide_b(x, y, d, n); +} + +function slide_s(x, y, d, n) { + slide(x, y, 1, 0, d, n); + slide(x, y,-1, 0, d, n); +} + +function slide_fd(x, y, d, n) { + slide(x, y, 1, 1, d, n); + slide(x, y,-1, 1, d, n); +} + +function slide_bd(x, y, d, n) { + slide(x, y, 1, -1, d, n); + slide(x, y,-1, -1, d, n); +} + +function slide_diag(x, y, d, n) { + slide_fd(x, y, d, n); + slide_bd(x, y, d, n); +} + +function slide_orth(x, y, d, n) { + slide_v(x, y, d, n); + slide_s(x, y, d, n); +} + +function highlight(x, y, n) { + if(0) { + } else if(x == 2 && y == 5) { // V + slide_v(x, y, size, n); + slide_s(x, y, 1, n); + text('Vertical Mover', '', n); + } else if(x == 2 && y == 4) { // H + slide_s(x, y, size, n); + slide_v(x, y, 1, n); + text('Side Mover', '', n); + } else if(x == 2 && y == 3) { // I + slide_v(x, y, 1, n); + text('Cobra (aka Go Between)', '', n); + } else if(x == 3 && y == 7) { // G + slide_orth(x, y, 1, n); + slide_fd(x, y, 1, n); + text('Gold General', '', n); + } else if(x == 3 && y == 6) { // FL + slide_diag(x, y, 1, n); + slide_v(x, y, 1, n); + text('Ferocious Leopard', '', n); + } else if(x == 3 && y == 5) { // +V + slide_diag(x, y, size, n); + slide_v(x, y, size, n); + text('Narrow Queen (aka Flying Ox)', '', n); + } else if(x == 3 && y == 4) { // +H + slide_diag(x, y, size, n); + slide_s(x, y, size, n); + text('Sleeping Queen (aka Free Boar)', '', n); + } else if(x == 3 && y == 3) { // Ky + slide_diag(x, y, 1, n); + slide(x, y, 2, 0, 1, n); + slide(x, y,-2, 0, 1, n); + slide(x, y, 0,-2, 1, n); + slide(x, y, 0, 2, 1, n); + text('Kylin', '', n); + } else if(x == 4 && y == 7) { // S + slide_diag(x, y, 1, n); + slide_f(x, y, 1, n); + text('Silver General', '', n); + } else if(x == 4 && y == 6) { // +A + slide_v(x, y, size, n); + slide_bd(x, y, size, n); + text('Whale', '', n); + } else if(x == 4 && y == 5) { // +D + slide_orth(x, y, size, n); + slide_bd(x, y, size, n); + slide_fd(x, y, 2, n); + text('Soaring Eagle', + ': Can shoot or capture en-passant what is on the cyan
' + + ': square with the first of its two steps along the forward
' + + ': diagonal, or jump directly to cyan or red squares
', n); + } else if(x == 4 && y == 4) { // Lion + slide_diag(x, y, 2, n); + slide_orth(x, y, 2, n); + slide_n(x, y, 1, n); + text('Lion', ': Can shoot or capture en-passant what is on the
' + + ': cyan squares with the first of its two King steps,
' + + ': or jump directly to any of the colored squares
', n); + } else if(x == 4 && y == 3) { // +L + slide_v(x, y, size, n); + slide_fd(x, y, size, n); + text('White Horse', '', n); + } else if(x == 4 && y == 2) { // L + slide_f(x, y, size, n); + text('Lance', '', n); + } else if(x == 5 && y == 7) { // C + slide_fd(x, y, 1, n); + slide_v(x, y, 1, n); + text('Copper General', '', n); + } else if(x == 5 && y == 6) { // +A + slide_v(x, y, size, n); + text('Canon (aka Reverse Chariot)', '', n); + } else if(x == 5 && y == 5) { // +H + slide_diag(x, y, size, n); + slide_s(x, y, size, n); + slide_b(x, y, size, n); + slide_f(x, y, 2, n); + text('Unicorn (aka Horned Falcon)', + ': Can shoot or capture en-passant what is on the cyan
' + + ': square with the first of its two forward/backward
' + + ': steps, or jump directly to cyan or red square
', n); + } else if(x == 5 && y == 4) { // Q + slide_diag(x, y, size, n); + slide_orth(x, y, size, n); + text('Queen', '', n); + } else if(x == 5 && y == 3) { // +BT + slide_v(x, y, size, n); + slide_s(x, y, 1, n); + slide_diag(x, y, 1, n); + text('Flying Stag', '', n); + } else if(x == 5 && y == 2) { // BT + slide_diag(x, y, 1, n); + slide_s(x, y, 1, n); + slide_b(x, y, 1, n); + text('Blind Tiger', '', n); + } else if(x == 6 && y == 6) { // King + slide_diag(x, y, 1, n); + slide_orth(x, y, 1, n); + text('King', '', n); + } else if(x == 6 && y == 5) { // dragon + slide_orth(x, y, size, n); + slide_diag(x, y, 1, n); + text('Dragon King', '', n); + } else if(x == 6 && y == 4) { // horse + slide_diag(x, y, size, n); + slide_orth(x, y, 1, n); + text('Dragon Horse', '', n); + } else if(x == 6 && y == 3) { // Ph + slide_orth(x, y, 1, n); + slide(x, y, 2, 2, 1, n); + slide(x, y,-2, 2, 1, n); + slide(x, y, 2,-2, 1, n); + slide(x, y,-2,-2, 1, n); + text('Phoenix', '', n); + } else if(x == 6 && y == 2) { // P + slide_f(x, y, 1, n); + text('Pawn', '', n); + } else if(x == 7 && y == 6) { // E + slide_diag(x, y, 1, n); + slide_s(x, y, 1, n); + slide_f(x, y, 1, n); + text('Elephant', '', n); + } else if(x == 7 && y == 5) { // rook + slide_orth(x, y, size, n); + text('Rook', '', n); + } else if(x == 7 && y == 4) { // bishop + slide_diag(x, y, size, n); + text('Bishop', '', n); + } +} + +function down_click(x, y) { + if(!initDone) { + initDone = 1; + board = new Array(); + for(i=0; i<12; i = i + 1) board[i] = new Array(); + } + if(down) return; + highlight(x, y, 1); + savx = x; savy = y; down = 1; +// sq = x + 'x' + y; +// sq = '7x5'; +// save = document.getElementById(sq).innerHTML; +// document.getElementById(sq).innerHTML = ''; +} + +function up_click() { + highlight(savx, savy, 0); + down = 0; +// document.getElementById(x + 'x' + y).innerHTML = save; +} + + diff --git a/whats_new/rules/moves.css b/whats_new/rules/moves.css new file mode 100644 index 0000000..48f33b7 --- /dev/null +++ b/whats_new/rules/moves.css @@ -0,0 +1,36 @@ +table.board { + border-collapse: collapse; + overflow: hide; +} +table.board td { + width: 36px; height: 36px; vertical-align: center; + text-align: center; +} +table.board tr.toplegend td { + height: 15px; + text-align: right; +} +table.board td.leftlegend { + width: 15px; height: 36px; +} +table.board tr.toplegend td.corner { + border: none; width: 15px; +} +table.board td img { + display: block; +} +table.board td.w { + background: #FFFFFF; color: black; height: 36px; width: 360px; + text-align: left; +} +table.board td.b { + background: #FFFFFF; color: white; height: 72px; width: 36px; +} +table.board td.h { + background: #FFFFFF; color: black; height: 36px; width: 36px; +} +table.board td.n { + background: #C0C0C0; color: black; height: 36px; width: 36px; + border: 1px solid black; +} + diff --git a/whats_new/rules/spartan.js b/whats_new/rules/spartan.js new file mode 100644 index 0000000..62e4887 --- /dev/null +++ b/whats_new/rules/spartan.js @@ -0,0 +1,323 @@ +var initDone = 0; +var board; +var save; +var savx; +var savy; +var msg; +var down = 0; +var size = 10; +var bw = 0; + +function set(x, y, n) { + sq = x + 'x' + y; + if(n > 0) { + board[x][y] = document.getElementById(sq).innerHTML; + if(n == 2) + document.getElementById(sq).innerHTML = ''; + else if(n == 3 || n == 25) + document.getElementById(sq).innerHTML = ''; + else if(n == 10) + document.getElementById(sq).innerHTML = ''; + else if(n == 4 || n == 20) + document.getElementById(sq).innerHTML = ''; + else if(n == 5) + document.getElementById(sq).innerHTML = ''; + else if(n == 7) + document.getElementById(sq).innerHTML = ''; + else if(n == 8) + document.getElementById(sq).innerHTML = ''; + else if(n == 11) + document.getElementById(sq).innerHTML = ''; + else if(n == 15) + document.getElementById(sq).innerHTML = ''; + else if(n == 9 || n == 45) + document.getElementById(sq).innerHTML = ''; + else if(n == 40) + document.getElementById(sq).innerHTML = ''; + else if(n == 50) + document.getElementById(sq).innerHTML = ''; + else if(n == 12 || n == 60) + document.getElementById(sq).innerHTML = ''; + else + document.getElementById(sq).innerHTML = ''; + } else + document.getElementById(sq).innerHTML = board[x][y]; +} + +function text(s, t, n) { + if(t == '') t = ':
:
:'; + if(n) + document.getElementById('piece').innerHTML = s + '
' + t; + else + document.getElementById('piece').innerHTML = ':
:
:
:'; +} + +function slide(x, y, vx, vy, d, n) { + xx = x + vx; yy = y + vy; c = d; + if(vx > 1 || vx < -1 || vy > 1 || vy < -1) n = 5*n; + while(d-- > 0 && xx >= bw && xx < size - bw && yy >= 0 && yy < size) { + set(xx, yy, n); + xx = xx + vx; yy = yy + vy; + if(c == 2 && n == 1) n = 5; + } +} + +function slide_n(x, y, d, n) { + slide(x, y, 2, 1, d, n); + slide(x, y, 2,-1, d, n); + slide(x, y,-2, 1, d, n); + slide(x, y,-2,-1, d, n); + slide(x, y, 1, 2, d, n); + slide(x, y, 1,-2, d, n); + slide(x, y,-1, 2, d, n); + slide(x, y,-1,-2, d, n); +} + +function slide_f(x, y, d, n) { + slide(x, y, 0, 1, d, n); +} + +function slide_b(x, y, d, n) { + slide(x, y, 0, -1, d, n); +} + +function slide_v(x, y, d, n) { + slide_f(x, y, d, n); + slide_b(x, y, d, n); +} + +function slide_s(x, y, d, n) { + slide(x, y, 1, 0, d, n); + slide(x, y,-1, 0, d, n); +} + +function slide_fd(x, y, d, n) { + slide(x, y, 1, 1, d, n); + slide(x, y,-1, 1, d, n); +} + +function slide_bd(x, y, d, n) { + slide(x, y, 1, -1, d, n); + slide(x, y,-1, -1, d, n); +} + +function slide_diag(x, y, d, n) { + slide_fd(x, y, d, n); + slide_bd(x, y, d, n); +} + +function slide_orth(x, y, d, n) { + slide_v(x, y, d, n); + slide_s(x, y, d, n); +} + +function highlight(x, y, m, n) { + if(0) { + } else if(x < 4 && y == 9) { // O-O-O + if(x == 3) { x = 1; p = 12; } else p = (45-36*m); // Knightmate + if(x == 2) { x = 0; z = 1; } else z = x; // Janus + slide(x, y, 2 + m, 0, 1, 3*n); + slide(x, y, 1 + m, 0, 1, p*n); + slide(x, y, 5 - z, 0, 1, 2*n); + slide(x, y, 0, 0, 1, 10*n); + text('Castling', ': King and Rook swing around each other
:
:', n); + } else if(x > 6 && y == 9) { // O-O + if(m == 2) { z = x + 1; m = 0; } else z = x; // King left + if(x == 7) { x = 8; p = 12; z = x; } else p = (45-36*m); // Knightmate + slide(x, y,-2 - m, 0, 1, 3*n); + slide(x, y,-1 - m, 0, 1, p*n); + slide(x, y, 5 - z, 0, 1, 2*n); + slide(x, y, 0, 0, 1, 10*n); + text('Castling', ': King and Rook swing around each other
:
:', n); + } else if((x == 4 || x == 5) && y == 9) { // castle + if(m == 0) f = 15; else f = 3; + slide(x, y, 2 + m, 0, 1, 4*n); + if(m == 2) m = 1; + slide(x, y,-2 - m, 0, 1, 4*n); + text('Castling', ': Click on Rook to see how
:
:', n); + } else if(x == 1 && y == 3) { // FIDE e.p. + slide(x, y, 1, 0, 1, 10*n); + slide(x, y, 1,-1, 1, 11*n); + slide(x, y, 0, 0, 1, 10*n); + text('en-passant capture', ': A Pawn that just made a double-push past you
: is caught by its tail
:', n); + } else if((x == 2 || x == 4) && y == 8) { // Berolina double-push + slide_bd(x, y, 2, 4*n); + slide_b(x, y, 1, 3*n); + if(m == 1) text('Hoplit', ': Different capture (red) and non-capture (green)
' + + ': Initial double-push non-capture can jump!
:', n); + else text('Berlin Pawn', ': Different capture (red) and non-capture (green)
' + + ': Initial double-push non-capture can be blocked
' + + ': The white Pawn can e.p. capture to the skipped square in front of it', n); + } else if(x == 2 && y == 1) { // FIDE double-push + slide_fd(x, y, 1, 3*n); + slide_f(x, y, 2, 4*n); + if(m == 2) text('Pawn', ': Different capture (red) and non-capture (green)
' + + ': Initial double-push non-capture can be blocked
' + + ': The black Pawn can e.p. capture to the skipped square', n); else + if(m == 1) text('Pawn', ': Different capture (red) and non-capture (green)
' + + ': Initial double-push non-capture can be blocked
:', n); + else text('Pawn', ': Different capture (red) and non-capture (green)
:
:', n); + } else if(x == 2 && y == 6) { // Berolina + slide_bd(x, y, 1, 4*n); + slide_b(x, y, 1, 3*n); + if(m == 1) text('Hoplit', ': Different capture (red) and non-capture (green)
:
:', n); + else text('Berlin Pawn', ': Different capture (red) and non-capture (green)
:
:', n); + } else if(x == 2 && y == 3) { // FIDE Pawn + slide_fd(x, y, 1, 3*n); + slide_f(x, y, 1, 4*n); + text('Pawn', ': Different capture (red) and non-capture (green)
:
:', n); + } else if(x == 2 && y == 5) { // XQ passed Pawn + slide_f(x, y, 1, n); + slide_s(x, y, 1, n); + text('Pawn (across the River)', '', n); + } else if(x == 2 && y == 2) { // XQ Pawn + slide_f(x, y, 1, n); + text('Pawn', '', n); + } else if(x == 3 && y == 6) { // Modern Elephant + if(m == 1) { // Berolina e.p. + slide(x, y, 0, 0, 1, 10*n); + slide(x, y,-1, 0, 1, 10*n); + slide(x, y, 0, 1, 1, 8*n); + text('en-passant capture', ': A Pawn that just made a double-push
' + + ': crossing your path is caught by its tail
' + + ': (Note the other white Pawn can NOT capture it!)', n); + return; + } + slide_diag(x, y, 2, n); + if(m == 2) text('Modern Elephant', '', n); else { + slide_s(x, y, 1, 4*n); + text('Lieutenant', ': Jumps directly to orange squares
' + + ': Sideway step non-capture only
:', n); + } + } else if(x == 3 && y == 5) { // KAD + slide_orth(x, y, 2, n); + slide_diag(x, y, 2, n); + text('Great General', '', n); + } else if(x == 3 && y == 4) { // KN / NAD + slide_n(x, y, 1, n); + slide_diag(x, y, 2 - m, n); + if(m == 1) { text('Veteran', '', n); slide_orth(x, y, 1, n); } + else text('High Priestess', '', n); + } else if(x == 3 && y == 3) { // FvN + slide_orth(x, y, size, n); + text('Rook', '', n); + } else if(x == 4 && y == 6) { // Dragon + slide_diag(x, y, 1, n); + slide_orth(x, y, size, n); + text('General', '', n); + } else if(x == 4 && y == 5) { // F + slide_diag(x, y, 1, n); + if(m == 2) text('Advisor (aka Mandarin or Palace Guard)', ': Cannot leave Palace
:
:', n); else + if(m == 1) text('Met (aka Ferz, General)', '', n); + else text('Ferz (aka General)', '', n); + } else if(x == 4 && y == 4) { // Amazon / NWD + slide_n(x, y, 1, n); + slide_orth(x, y, 2 + m*size, n); + if(m == 1) { text('Amazon', '', n); slide_diag(x, y, size, n); } + else text('Minister', '', n); + } else if(x == 4 && y == 3) { // N + if(m == 2) { slide_orth(x, y, 1, 7*n); f = 6; } else f = 1; + slide_n(x, y, 1, f*n); + if(m == 2) text('Horse', ': Moves can be blocked on the adjacent square
' + + ': marked with open circle, to which it cannot move
:', n); else + if(m == 1) text('Royal Knight', ': Royal piece that has to be checkmated
:
:', n); + else text('Knight', '', n); + } else if(x == 5 && (y == 6 || y == 10)) { // BN + if(y == 10) { text('Hawk', '', n); y = 6; } else + if(m == 3) text('Janus', '', n); else + if(m == 2) text('Princess', '', n); else + if(m == 1) text('Warlord', '', n); + else text('Archbishop', '', n); + slide_diag(x, y, size, n); + slide_n(x, y, 1, n); + } else if(x == 5 && y == 5) { // Alfil / XQ Elephant + f = n*(1 + 5*m); + slide(x, y, 2, 2, 1, f); + slide(x, y,-2, 2, 1, f); + slide(x, y, 2,-2, 1, f); + slide(x, y,-2,-2, 1, f); + if(m == 1) { + slide_diag(x, y, 1, 7*n); + text('Elephant', ': Can be blocked on the nearest square marked
' + + ': with open circle, to which it cannot move
' + + ': It cannot cross the River separating board halves', n); + } else + text('Elephant (aka Alfil)', '', n); + } else if(x == 5 && y == 4) { // RN + slide_orth(x, y, size, n); + slide_n(x, y, 1, n); + if(m == 3) text('Empress', '', n); else + if(m == 2) text('Elephant', '', n); else + if(m == 1) text('Marshall', '', n); + else text('Chancellor', '', n); + } else if(x == 5 && y == 3) { // Q + slide_orth(x, y, size, n); + slide_diag(x, y, size, n); + text('Queen', '', n); + } else if(x == 6 && y == 6) { // WD + slide_orth(x, y, 2, n); + if(m == 2) text('War Machine', '', n); + else text('Captain', ': Jumps directly to orange squares
:
:', n); + } else if(x == 6 && y == 5) { // Wazir + slide_orth(x, y, 1, n); + if(m == 1) text('King (aka General)', ': Royal piece that has to be checkmated
: Cannot leave Palace
:', n); + else text('Wazir (aka Grandvizer)', '', n); + } else if(x == 6 && y == 4) { // NN + slide_n(x, y, size, 4*n); + text('Nightrider', '', n); + } else if(x == 6 && y == 3) { // B + slide_diag(x, y, size, n); + text('Bishop', '', n); + } else if(x == 6 && y == 2) { // Silver + slide_diag(x, y, 1, n); + slide_f(x, y, 1, n); + text('Elephant', '', n); + } else if(x == 7 && y == 2) { // XQ Canon + slide_v(x, y, 3, 4*n); + slide_s(x, y, 4, 4*n); + slide(x, y, 0, 7, 1, 5*n); + slide(x, y,-6, 0, 1, 5*n); + text('Canon', ': Slides non-capturing to first obstacle
' + + ': and can capture first piece behind that
:', n); + } else if(x == 7 && y == 0) { // Gating + slide(x, y, 0, 0, 1, 50*n); + slide(x, y,-1, 2, 1, 8*n); + bw = 0; slide(x, y, 2, 0, 1, 2*n); bw = 1; + text('Gating:', ': On the first move of a back-rank piece
' + + ': your Hawk or Elephant can appear from under it
:', n); + } else if(x == 7 && (y == 3 || y == 6)) { // K + slide_orth(x, y, 1, n); + slide_diag(x, y, 1, n); + if(m == 2) text('Soldier', '', n); else + if(m == 1) text('Commoner (aka Man)', '', n); + else text('King', '', n); + } +} + +function down_click(x, y) { + if(!initDone) { + initDone = 1; + board = new Array(); + for(i=0; i<12; i = i + 1) board[i] = new Array(); + if(document.getElementById('0x0').innerHTML[1] == ' ') bw = 1; + } + if(down) return; + if(y < 0) { + y = -y; msg = 1; + } else msg = 0; + if(x < 0) { + x = -x; msg = msg + 2; + } + highlight(x, y, msg, 1); + savx = x; savy = y; down = 1; +// save = document.getElementById(sq).innerHTML; +// document.getElementById(sq).innerHTML = ''; +} + +function up_click() { + highlight(savx, savy, msg, 0); + down = 0; +// document.getElementById(x + 'x' + y).innerHTML = save; +} + + diff --git a/whats_new/rules/sym/BlackAdvisor.png b/whats_new/rules/sym/BlackAdvisor.png new file mode 100644 index 0000000..c48daa5 Binary files /dev/null and b/whats_new/rules/sym/BlackAdvisor.png differ diff --git a/whats_new/rules/sym/BlackArchbishop.png b/whats_new/rules/sym/BlackArchbishop.png new file mode 100644 index 0000000..22b3fe0 Binary files /dev/null and b/whats_new/rules/sym/BlackArchbishop.png differ diff --git a/whats_new/rules/sym/BlackBishop.png b/whats_new/rules/sym/BlackBishop.png new file mode 100644 index 0000000..aad7a13 Binary files /dev/null and b/whats_new/rules/sym/BlackBishop.png differ diff --git a/whats_new/rules/sym/BlackCanon.png b/whats_new/rules/sym/BlackCanon.png new file mode 100644 index 0000000..0b742db Binary files /dev/null and b/whats_new/rules/sym/BlackCanon.png differ diff --git a/whats_new/rules/sym/BlackChancellor.png b/whats_new/rules/sym/BlackChancellor.png new file mode 100644 index 0000000..7cd66e6 Binary files /dev/null and b/whats_new/rules/sym/BlackChancellor.png differ diff --git a/whats_new/rules/sym/BlackClaw.png b/whats_new/rules/sym/BlackClaw.png new file mode 100644 index 0000000..fd9442b Binary files /dev/null and b/whats_new/rules/sym/BlackClaw.png differ diff --git a/whats_new/rules/sym/BlackCobra.png b/whats_new/rules/sym/BlackCobra.png new file mode 100644 index 0000000..cdd3d61 Binary files /dev/null and b/whats_new/rules/sym/BlackCobra.png differ diff --git a/whats_new/rules/sym/BlackCommoner.png b/whats_new/rules/sym/BlackCommoner.png new file mode 100644 index 0000000..4760cad Binary files /dev/null and b/whats_new/rules/sym/BlackCommoner.png differ diff --git a/whats_new/rules/sym/BlackCrownedBishop.png b/whats_new/rules/sym/BlackCrownedBishop.png new file mode 100644 index 0000000..f08ef8e Binary files /dev/null and b/whats_new/rules/sym/BlackCrownedBishop.png differ diff --git a/whats_new/rules/sym/BlackCrownedRook.png b/whats_new/rules/sym/BlackCrownedRook.png new file mode 100644 index 0000000..f008cb1 Binary files /dev/null and b/whats_new/rules/sym/BlackCrownedRook.png differ diff --git a/whats_new/rules/sym/BlackDolphin.png b/whats_new/rules/sym/BlackDolphin.png new file mode 100644 index 0000000..e08ee63 Binary files /dev/null and b/whats_new/rules/sym/BlackDolphin.png differ diff --git a/whats_new/rules/sym/BlackElephant.png b/whats_new/rules/sym/BlackElephant.png new file mode 100644 index 0000000..78f229d Binary files /dev/null and b/whats_new/rules/sym/BlackElephant.png differ diff --git a/whats_new/rules/sym/BlackGold.png b/whats_new/rules/sym/BlackGold.png new file mode 100644 index 0000000..3d905ac Binary files /dev/null and b/whats_new/rules/sym/BlackGold.png differ diff --git a/whats_new/rules/sym/BlackGoldKnight.png b/whats_new/rules/sym/BlackGoldKnight.png new file mode 100644 index 0000000..6cbda06 Binary files /dev/null and b/whats_new/rules/sym/BlackGoldKnight.png differ diff --git a/whats_new/rules/sym/BlackGoldLance.png b/whats_new/rules/sym/BlackGoldLance.png new file mode 100644 index 0000000..1156199 Binary files /dev/null and b/whats_new/rules/sym/BlackGoldLance.png differ diff --git a/whats_new/rules/sym/BlackGoldPawn.png b/whats_new/rules/sym/BlackGoldPawn.png new file mode 100644 index 0000000..c2cdf6d Binary files /dev/null and b/whats_new/rules/sym/BlackGoldPawn.png differ diff --git a/whats_new/rules/sym/BlackGoldSilver.png b/whats_new/rules/sym/BlackGoldSilver.png new file mode 100644 index 0000000..bc88c78 Binary files /dev/null and b/whats_new/rules/sym/BlackGoldSilver.png differ diff --git a/whats_new/rules/sym/BlackHCrown.png b/whats_new/rules/sym/BlackHCrown.png new file mode 100644 index 0000000..53d8e3b Binary files /dev/null and b/whats_new/rules/sym/BlackHCrown.png differ diff --git a/whats_new/rules/sym/BlackHSword.png b/whats_new/rules/sym/BlackHSword.png new file mode 100644 index 0000000..18a1f8b Binary files /dev/null and b/whats_new/rules/sym/BlackHSword.png differ diff --git a/whats_new/rules/sym/BlackHawk.png b/whats_new/rules/sym/BlackHawk.png new file mode 100644 index 0000000..950473e Binary files /dev/null and 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+rsvg -h 33 -w 33 BlackCrownedRook.svg BlackCrownedRook.png +rsvg -h 33 -w 33 BlackDolphin.svg BlackDolphin.png +rsvg -h 33 -w 33 BlackElephant.svg BlackElephant.png +rsvg -h 33 -w 33 BlackGoldKnight.svg BlackGoldKnight.png +rsvg -h 33 -w 33 BlackGoldLance.svg BlackGoldLance.png +rsvg -h 33 -w 33 BlackGoldPawn.svg BlackGoldPawn.png +rsvg -h 33 -w 33 BlackGoldSilver.svg BlackGoldSilver.png +rsvg -h 33 -w 33 BlackGold.svg BlackGold.png +rsvg -h 33 -w 33 BlackHawk.svg BlackHawk.png +rsvg -h 33 -w 33 BlackHCrown.svg BlackHCrown.png +rsvg -h 33 -w 33 BlackHSword.svg BlackHSword.png +rsvg -h 33 -w 33 BlackKing.svg BlackKing.png +rsvg -h 33 -w 33 BlackKnight.svg BlackKnight.png +rsvg -h 33 -w 33 BlackLance.svg BlackLance.png +rsvg -h 33 -w 33 BlackLeopard.svg BlackLeopard.png +rsvg -h 33 -w 33 BlackLion.svg BlackLion.png +rsvg -h 33 -w 33 BlackMarshall.svg BlackMarshall.png +rsvg -h 33 -w 33 BlackNightrider.svg BlackNightrider.png +rsvg -h 33 -w 33 BlackPawn.svg BlackPawn.png +rsvg -h 33 -w 33 BlackPrincess.svg BlackPrincess.png +rsvg -h 33 -w 33 BlackPromoBishop.svg BlackPromoBishop.png +rsvg -h 33 -w 33 BlackPromoDragon.svg BlackPromoDragon.png +rsvg -h 33 -w 33 BlackPromoHorse.svg BlackPromoHorse.png +rsvg -h 33 -w 33 BlackPromoHSword.svg BlackPromoHSword.png +rsvg -h 33 -w 33 BlackPromoRook.svg BlackPromoRook.png +rsvg -h 33 -w 33 BlackPromoSword.svg BlackPromoSword.png +rsvg -h 33 -w 33 BlackQueen.svg BlackQueen.png +rsvg -h 33 -w 33 BlackRook.svg BlackRook.png +rsvg -h 33 -w 33 BlackSword.svg BlackSword.png +rsvg -h 33 -w 33 BlackUnicorn.svg BlackUnicorn.png +rsvg -h 33 -w 33 BlackWhale.svg BlackWhale.png +rsvg -h 33 -w 33 eo_Analyzing.svg eo_Analyzing.png +rsvg -h 33 -w 33 eo_Black.svg eo_Black.png +rsvg -h 33 -w 33 eo_Clear.svg eo_Clear.png +rsvg -h 33 -w 33 eo_Ponder.svg eo_Ponder.png +rsvg -h 33 -w 33 eo_Thinking.svg eo_Thinking.png +rsvg -h 33 -w 33 eo_Unknown.svg eo_Unknown.png +rsvg -h 33 -w 33 eo_White.svg eo_White.png +rsvg -h 33 -w 33 icon_black.svg icon_black.png +rsvg -h 33 -w 33 icon_white.svg icon_white.png +rsvg -h 33 -w 33 WhiteAdvisor.svg WhiteAdvisor.png +rsvg -h 33 -w 33 WhiteArchbishop.svg WhiteArchbishop.png +rsvg -h 33 -w 33 WhiteBishop.svg WhiteBishop.png +rsvg -h 33 -w 33 WhiteCanon.svg WhiteCanon.png +rsvg -h 33 -w 33 WhiteChancellor.svg WhiteChancellor.png +rsvg -h 33 -w 33 WhiteClaw.svg WhiteClaw.png +rsvg -h 33 -w 33 WhiteCobra.svg WhiteCobra.png +rsvg -h 33 -w 33 WhiteCommoner.svg WhiteCommoner.png +rsvg -h 33 -w 33 WhiteCrownedBishop.svg WhiteCrownedBishop.png +rsvg -h 33 -w 33 WhiteCrownedRook.svg WhiteCrownedRook.png +rsvg -h 33 -w 33 WhiteDolphin.svg WhiteDolphin.png +rsvg -h 33 -w 33 WhiteElephant.svg WhiteElephant.png +rsvg -h 33 -w 33 WhiteGoldKnight.svg WhiteGoldKnight.png +rsvg -h 33 -w 33 WhiteGoldLance.svg WhiteGoldLance.png +rsvg -h 33 -w 33 WhiteGoldPawn.svg WhiteGoldPawn.png +rsvg -h 33 -w 33 WhiteGoldSilver.svg WhiteGoldSilver.png +rsvg -h 33 -w 33 WhiteGold.svg WhiteGold.png +rsvg -h 33 -w 33 WhiteHawk.svg WhiteHawk.png +rsvg -h 33 -w 33 WhiteHCrown.svg WhiteHCrown.png +rsvg -h 33 -w 33 WhiteHSword.svg WhiteHSword.png +rsvg -h 33 -w 33 WhiteKing.svg WhiteKing.png +rsvg -h 33 -w 33 WhiteKnight.svg WhiteKnight.png +rsvg -h 33 -w 33 WhiteLance.svg WhiteLance.png +rsvg -h 33 -w 33 WhiteLeopard.svg WhiteLeopard.png +rsvg -h 33 -w 33 WhiteLion.svg WhiteLion.png +rsvg -h 33 -w 33 WhiteMarshall.svg WhiteMarshall.png +rsvg -h 33 -w 33 WhiteNightrider.svg WhiteNightrider.png +rsvg -h 33 -w 33 WhitePawn.svg WhitePawn.png +rsvg -h 33 -w 33 WhitePrincess.svg WhitePrincess.png +rsvg -h 33 -w 33 WhitePromoBishop.svg WhitePromoBishop.png +rsvg -h 33 -w 33 WhitePromoDragon.svg WhitePromoDragon.png +rsvg -h 33 -w 33 WhitePromoHorse.svg WhitePromoHorse.png +rsvg -h 33 -w 33 WhitePromoHSword.svg WhitePromoHSword.png +rsvg -h 33 -w 33 WhitePromoRook.svg WhitePromoRook.png +rsvg -h 33 -w 33 WhitePromoSword.svg WhitePromoSword.png +rsvg -h 33 -w 33 WhiteQueen.svg WhiteQueen.png +rsvg -h 33 -w 33 WhiteRook.svg WhiteRook.png +rsvg -h 33 -w 33 WhiteSword.svg WhiteSword.png +rsvg -h 33 -w 33 WhiteUnicorn.svg WhiteUnicorn.png +rsvg -h 33 -w 33 WhiteWhale.svg WhiteWhale.png diff --git a/whats_new/rules/sym/open.png b/whats_new/rules/sym/open.png new file mode 100644 index 0000000..0d95440 Binary files /dev/null and b/whats_new/rules/sym/open.png differ diff --git a/whats_new/rules/sym/orange.png b/whats_new/rules/sym/orange.png new file mode 100644 index 0000000..2334310 Binary files /dev/null and b/whats_new/rules/sym/orange.png differ diff --git a/whats_new/rules/sym/red.png b/whats_new/rules/sym/red.png new file mode 100644 index 0000000..535d9af Binary files /dev/null and b/whats_new/rules/sym/red.png differ diff --git a/whats_new/rules/sym/yellow.png b/whats_new/rules/sym/yellow.png new file mode 100644 index 0000000..37fff52 Binary files /dev/null and b/whats_new/rules/sym/yellow.png differ diff --git a/whats_new/rules/template.html b/whats_new/rules/template.html new file mode 100644 index 0000000..a143d4c --- /dev/null +++ b/whats_new/rules/template.html @@ -0,0 +1,164 @@ + +
+Gothic Chess +
+ +

Gothic Chess

+
+ + +

Initial setup

+

+f1, f8: King +
+d1, d8: Queen +
+e1, e8: Chancellor +
+g1, g8: Archbishop +
+a1, a8, j1, j8: Rook +
+c1, c8, h1, h8: Bishop +
+b1, b8, i1, i8: Knight +
+a2-j2, a8-j8: Pawns +

+
+
+Piece + +ID + +value + +Moves (Betza notation) + +Remarks +
+King + +K + +- + +WF + +Can castle with Rook, moving 2 steps towards it +
+Queen + +Q + +9.5 + +WWFF + + +
+Chancellor + +C + +9 + +WWFF + + +
+ArchBishop + +A + +8.75 + +WWFF + + +
+Rook + +R + +5 + +WW + + +
+Bishop + +B + +3.5 + +FF + +Color-bound +
+Knight + +N + +3 + + + +N +
+Pawn + +P + +1 + +mfWcfF + +Promotes to Q, R, B, or N on reaching last rank +
+

Pawn peculiarities

+
    +
  • Pawns capture differently from how they move (straight move, diagonal capture).
  • +
  • Pawns can move two squares ahead from their initial position, provided they are not blocked.
  • +
  • On the move immediately after such a double push, they can be captured en passant by another Pawn, +as if they had only moved 1 square ahead.
  • +
  • Pawns promote to another (non-royal) piece of choice when they reach last rank.
  • +
+

Castling

+

+A King that has not moved before can move two squares in the direction of a Rook that has not moved before, +in which case that Rook is moved to the square the King skipped over. +This is only allowed when the King is not in check, on the square it came from and would not be in check on the square it skipped over. +

+

General rules

+
    +
  • It is not allowed to expose your King to check.
  • +
  • The game is won by checkmating the opponent's King.
  • +
  • Stalemate (no legal moves, but not in check) is a draw.
  • +
+

Differences with FIDE

+

+None. +

+

Strategy issues

+

+It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). +

+

+Bishops are confined to squares of a single color. +Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. +

+

+As Chancellor and Queen are nearly equal in value to Queen, under-promotion is very common. +

+

+

+

+

+

+

+

+

+ +