From: Arun Persaud
+e1, e8: King
+ Click on a piece below to see its moves Sliding capture or non-capture, :
+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.
+
+You lose when being checked for the third time.
+
+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.
+
+
+
+
+
+
+d1, e8: King
+ Click on a piece below to see its moves Sliding capture or non-capture, :
+The Queen and Bishops are replaced by Ferz and Elephant.
+Pawns start on the third rank.
+Promotion always to Ferz.
+
+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.
+
+
+
+
+
+
+e1, e8: King
+ Click on a piece below to see its moves Sliding capture or non-capture, :
+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.
+
+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).
+
+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!
+
+
+
+
+
+
+e1, e8: King
+ Click on a piece below to see its moves Sliding capture or non-capture, :
+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.
+
+The capture and non-capture move of the Pawns have been swapped. As a result the initial double-push is also diagonal.
+
+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.
+
+
+
+
+
+
+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 following table describes the most important atoms
+
+Laid out on the board, (standing at O),
+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).
+
+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.)
+
+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 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.
+
+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.)
+Three Checks
+
+
+
+
+
+ Initial setup
+
+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
+
+
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+
can be blocked on any square along the ray
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+Unblockable leap (capture or non-capture)
+
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+Non-capture only
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+Capture only
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+
:
:
:
+
+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
+General rules
+
+
+Differences with FIDE
+Strategy issues
+ASEAN (Association of South-East Asean Nations) Chess
+
+
+
+
+
+ Initial setup
+
+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
+
+
+
+
+
+
+
+
+
+
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+
+
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+
+
can be blocked on any square along the ray
+
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+Unblockable leap (capture or non-capture)
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+Non-capture only
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+Capture only
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:
:
:
+
+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
+Strategy issues
+Atomic Chess
+
+
+
+
+
+ Initial setup
+
+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
+
+
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+
+
+
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+
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+
can be blocked on any square along the ray
+
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+
+Unblockable leap (capture or non-capture)
+
+
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+Non-capture only
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+Capture only
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+
+
+
:
:
:
+
+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
+General rules
+
+
+Differences with FIDE
+Strategy issues
+Berolina Chess
+
+
+
+
+
+ Initial setup
+
+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
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
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+
+
+
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+
+
can be blocked on any square along the ray
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Unblockable leap (capture or non-capture)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+Non-capture only
+
+
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+
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+Capture only
+
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
:
:
:
+
+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
+General rules
+
+
+Differences with FIDE
+Strategy issues
+Extended Betza notation
+The basic 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)
+
+
+
+
the move encoding is as follows:
+
+
+
+. . . . . . . . .
+
+. G J L H L J G .
+
+. J A N D N A J .
+
+. L N F W F N L .
+
+. H D W O W D H .
+
+. L N F W F N L .
+
+. J A N D N A J .
+
+. G J L H L J G .
+
+. . . . . . . . .
+ Modifier prefixes
+
+
+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)
+ Grouping
+
+
+
+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
+
+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 + | ||
---|---|---|
t | then | terminate on connection square (if empty or enemy) or continue (if empty). |
- | block | must continue if connection square empty; otherwise entire path is considered blocked |
+ | hop | connection square must be occupied and remains untouched; move must go on from there |
? | own | connection square must contain own piece and remains untouched; move must go on from there |
! | foe | connection square must contain enemy and remains untouched; move must go on from there |
x | capture | connection square must contain enemy, which is captured; move must go on from there |
d | destroy | connection square must be occupied, friend or foe there is destroyed; must go on |
y | split | connection 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. +
++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. +
++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 @@ + ++ + |
+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
+ +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. + + |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +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 + |
+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. +
++You can use the New Shuffle dialog to control the randomization of the initial position. +
++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. +
++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 @@ + ++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
+ Fabulous-FIDEs army+
+e1, e8: King
+ |
+ + |
+Nutty-Knights army+
+e1, e8: King
+ Color-bound Cloberers army+
+e1, e8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +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 + | + + |
+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. +
++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. +
++Except for the FIDE army, all armies consist of pieces (not King and Pawns) that move in completely different ways. +
++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 @@ + ++ + |
+Initial setup+
+f1, f8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +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 + |
+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. +
++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. +
++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 @@ + ++ + |
+Initial setup+
+e1, e8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +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 + |
+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. +
++None. +
++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 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
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +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 + | + + |
+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. +
++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. +
++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. +
++Except that there are also Kings, Queens, Rooks and Bishops, not much is the same. +
++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 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
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Unblockable leap (capture or non-capture) + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Non-capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Captured while passing through the square to another destination + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
:
:
:
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+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 + |
+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. +
++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 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. +
++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. +
++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. +
++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. +
++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 @@ + ++ + |
+Initial setup+
+f1, f8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +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 + |
+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. +
++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 @@ + ++ + |
+Initial setup+
+e1, e8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +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 + |
+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. +
++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. +
++Captured pieces can later be dropped to augment the army of their capturer. +
++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 @@ + ++ + |
+Initial setup+
+e1, e8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +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 + |
+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. +
++Cylinder Chess must be played with legality testing off, as XBoard does not understand the wrapping of the board. +
++The board wraps around as a cylinder. +
++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 @@ + ++ + |
+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
+ +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 + |
+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. +
++You can use the New Shuffle dialog to control the randomization of the initial position. +
++The start position is not fixed, but randomly picked. +Castling is generalized to allow it with non-standard placement of King and Rooks. +
++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 @@ + ++ + |
+Initial setup+
+f1, f8: King
+ |
+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 + |
+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 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. +
++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. +
++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 @@ + ++ + |
+Initial setup+
+e1, e8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Unblockable leap (capture or non-capture) + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Non-capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
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:
:
:
+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 + |
+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. +
++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. +
++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 @@ + ++ + |
+Initial setup+
+f1, f8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Unblockable leap (capture or non-capture) + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Non-capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
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:
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:
+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 + |
+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. +
++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. +
++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 @@ + +
+
+ Captured pieces will be displayed beside the board for promotion choice + |
+Initial setup+
+e1, e8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Unblockable leap (capture or non-capture) + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Non-capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
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+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 + |
+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. +
++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. +
++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 @@ + +
+
+ Captured pieces will be displayed beside the board for promotion choice + |
+Initial setup+
+e1, e8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Direct leap (capture or non-capture) + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Non-capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
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:
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:
+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 + | + + |
+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. +
++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. +
++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 @@ + ++ + |
+Initial setup+
+e1, e8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Unblockable leap (capture or non-capture) + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Non-capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
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:
:
:
+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 + |
+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. +
++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. +
++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 @@ + ++ + |
+Initial setup+
+e1, e8: Royal Knight
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Unblockable leap (capture or non-capture) + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Non-capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
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:
+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 + |
+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. +
++The King moves as a Knight, the Knights move as a King. +
++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 @@ + ++ + |
+Initial setup+
+e1, e8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Unblockable leap (capture or non-capture) + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Non-capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Captured while passing through the square to another destination + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
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:
:
+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 + |
+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. +
++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. +
++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. +
++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. +
++One Knight is replaced by a Lion piece with very special properties. +
++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 @@ + ++ + |
+Initial setup+
+e1, e8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Unblockable leap (capture or non-capture) + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Non-capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
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+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 + |
+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. +
++Capture is mandatory. +You win by being checkmated in stead of checkmating, or by having a bare King. +
++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 @@ + ++ + |
+Initial setup+
+d1, e8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Unblockable leap (capture or non-capture) + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Non-capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
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+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 + |
+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. +
++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 @@ + ++ + |
+Initial setup+
+a1, e5: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
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+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 + | + + |
+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. +
++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. +
++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 @@ + ++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
+ +The Bishops will start on opposite colors. + + |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +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 + |
+The Back-rank pieces are randomly shuffled on the back rank in the opening setup. +There is no castling. +
++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 @@ + +
+
+ Pieces available for gating will be displayed beside the board + |
+Initial setup+
+e1, e8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Unblockable leap (capture or non-capture) + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Non-capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
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+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
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+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 + |
+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. +
++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!) +
++The Elephant and Hawk pieces are extra, and enter the board by gating. +
++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 @@ + ++ + |
+Initial setup+
+d1, d8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Unblockable leap (capture or non-capture) + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Non-capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
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+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 + |
+The Ferz and Alfil replace the Queen and Bishop. +The Pawn have no double move. +No castling. +The King starts on the e-file. +
++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 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
+ |
Click on a piece below to see its moves
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+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 + | + + |
+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. +
++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. +
++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 (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
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
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+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 + | + + |
+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. +
++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. +
++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 @@ + ++ + |
+Initial setup+Black (Spartans)+
+c8, f8: King
+ White (Persians)+
+f1: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Unblockable leap (capture or non-capture) + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Non-capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
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+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 + |
+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. +
++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.) +
++The black army is completely different. +
++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 @@ + ++ + |
+Initial setup+
+e1, e8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Unblockable leap (capture or non-capture) + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Non-capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
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+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 + |
+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. +
++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. +
++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 @@ + +
+
+ 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
+ Substitutes set I (Dutch Open Championship)+
+1 Amazon
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +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 + | + + |
+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. +
++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. +
++The start position contains four unorthodox pieces. +Promotion only to pieces that were captured before (or substituted). +
++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 @@ + ++ + |
+Initial setup+
+e1, e8, f1, f8: King
+ |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +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 + |
+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. +
++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. +
++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 @@ + ++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
+ +In addition both sides have: +
+1 Queen
+ +The Bishops will start on opposite colors. + + |
Click on a piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Unblockable leap (capture or non-capture) + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Non-capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
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+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
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:
+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 + |
+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. +
++The Queen, Bishops and Knights are randomly shuffled on the back rank in the opening setup. +
++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. +
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+ + 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 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
+ |
Click on a white piece below to see its moves
+ ++ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + |
+ Sliding capture or non-capture, |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Non-capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Capture only + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | +Unreachable square where move to other square can be blocked + |
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | ||
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+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 + |
+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. +
++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. +
++Any piece except a Pawn on the last rank can force Checkmate against a bare King. +
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+ + 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 = ':+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. +
++ + | += recommended + |
+FIDE Chess | The modern international game, second in popularity only to Xiangqi + |
+Shuffle games with normal pieces + | |
+Wild Castle | Shuffles the initial FIDE setup, leaving King and Rooks in place + |
+No Castle | More aggressive shuffling of the initial FIDE setup, without castling + |
+Chess960 | A Shuffle variant where even Kings and Rooks in non-standard location can castle + |
+Variants with piece drops + | |
+Crazyhouse | Pieces you capture are added to your army, by dropping them back onto the board + |
+Bughouse | four-player game that XBoard can only play with the aid of an Internet Chess Server + |
+Shogi | Japanese Chess, where pieces you captured can be dropped to strengthen your own army + |
+mini-Shogi | Highly simplified and very tactical mini version of Shogi (on 5x5 board) + |
+Unusual winning conditions + | |
+Suicide Chess | Win by getting rid of all your material by mandatory capture + |
+Give-Away Chess | Win by getting rid of all your material by mandatory capture + |
+Losers Chess | Win by being left with a bare King + |
+3-checks | Lose by being checked 3 times + |
+Variants with various intrusive rules + | |
+Atomic Chess | Pieces that capture explode, destroying anything in the vicinity + |
+Cylinder Chess | The a-file and h-file connect to make the board a cylinder + |
+TwoKings | Play with two Kings, changing which one is royal during the game + |
+Variants where just a few pieces move in unorthodox ways + | |
+Shatranj | Ancient Arabic/Persian Chess, with primitive Queen and Bishops + |
+Berolina Chess | Pawns capture straight ahead, and move diagonally + |
+ASEAN | South-East Asian Chess, a modernized version of Makruk + |
+Knightmate | Try to checkmate a single Royal Knight with (amongst others) two non-royal Kings + |
+Falcon Chess | Two (Rook-class) Falcon pieces augment FIDE on a 10-wide board + |
+Mighty-Lion Chess | All-powerful Lions can capture other pieces en-passant, or two pieces at once + |
+Variants with extra Rook-Knight and Bishop-Knight compound pieces + | |
+Seirawan Chess | Two extra super-pieces can be 'gated' onto the board during the opening + |
+Capablanca Chess | Two super-pieces are added to FIDE on a 10-wide board + |
+Gothic Chess | Two super-pieces are added to FIDE on a 10-wide board, with stream-lined initial setup + |
+Janus Chess | Two Janus super-pieces (B-N compounds) are added to FIDE on a 10-wide board + |
+Capablanca Random Chess | Capablanca Chess with shuffled initial setup, with generalized castling rules + |
+Grand Chess | Chess on a 10x10 board with two extra super-pieces + |
+Oriental forms of Chess + | |
+Xiangqi | Chinese Chess, where the King is confined to a Palace + |
+Shogi | Japanese Chess, where pieces you captured can be dropped to strengthen your own army + |
+Sho Shogi | Ancient precurser of the modern Japanese 9x9 Shogi game (without drops) + |
+Chu Shogi | Ancient Japanese Chess with many pieces on a 12x12 board, and a Lion super-piece + |
+Makruk | Thai Chess, with an interesting Elephant piece + |
+ASEAN | South-East Asian Chess, a modernized version of Makruk + |
+Variants with mostly un-orthodox pieces + | |
+Courier Chess | Mediaval precursor of Chess, combining Shatranj with modern pieces on a wide board + |
+Superchess | Randomly picked unorthodox pieces of many kinds replace some of your FIDE pieces + |
+Great Shatranj | Version of Capablanca Chess that replaces all sliding moves by 2-square jumps + |
+Spartan Chess | Two different armies (Persians and Spartans, the latter lead by two Kings) battle each other + |
+Chess with Different Armies | Pick one of a set of (mostly) unsual armies to battle a completely different army + |
+Chu Shogi | Ancient Japanese Chess with many pieces on a 12x12 board, and a Lion super-piece + |
+Chu Chess | Intermediate between Chess and Chu shogi, on a 10x10 board + |
+Cambodian Chess | + |
+Ai-Wok Makruk | + |
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+ + + + 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 = ':+ + |
+Initial setup+
+f1, f8: King
+ |
+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 + |
+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. +
++None. +
++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. +
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