From d783e0c4dab936f6f07cc2cf38d97c617d6c3488 Mon Sep 17 00:00:00 2001
From: Arun Persaud
-e1, e8: King
- Click on a piece below to see its moves e1, e8: King Click on a piece below to see its moves Sliding capture or non-capture, 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.
-
-
-
-
-
- : 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 d1, e8: King Click on a piece below to see its moves Sliding capture or non-capture, 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.
-
-
-
-
-
- : 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 e1, e8: King Click on a piece below to see its moves Sliding capture or non-capture, 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!
-
-
-
-
-
- : 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 e1, e8: King Click on a piece below to see its moves Sliding capture or non-capture, 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.
-
-
-
-
-
- : 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
+ 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
-
+
-
-
+
+
-
-
+
-
+
-
-
-
+
-
-
-
-
can be blocked on any square along the ray
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
+
+
+ can be blocked on any square along the ray
+
+
-
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
+
+
+
-
-
-
-Unblockable leap (capture or non-capture)
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
-
-
-Non-capture only
-
-
+ Unblockable leap (capture or non-capture)
+
+
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
-
-
-Capture only
-
-
+
-
+
-
+ Non-capture only
+
+
+
-
+
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+
-
+
-
+
-
+
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+
-
+
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-
-
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+
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+
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+
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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
-
+
+
+
+
+
+
+
+
+
+
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+
+
+
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+
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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
+ 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
+ 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
-
+
+
+
+
+
-
+
-
+
-
+
-
+
-
+
-
-
-
-
can be blocked on any square along the ray
-
+
-
+
-
+
-
+
-
+
-
+
+
+
+ can be blocked on any square along the ray
+
+
-
+
-
+
-
+
-
-
+
-
+
-
+
-
+
-
+
-
+
+
+
+
-
+
-
+
-
+
-
-
-
-Unblockable leap (capture or non-capture)
-
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+ Unblockable leap (capture or non-capture)
+
+
+
-
+
-
-
-
-Non-capture only
-
+
-
+
-
+
-
+
-
-
-
+
-
+
-
+
-
+
-
+
-
-
-
-Capture only
-
-
+ Non-capture only
+
+
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
-
+
-
+
-
-
-
-
-
-
-
+ Capture only
+
+
+
-
-
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+
-
+
-
-
+
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-
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-
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+
-
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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
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ :
+ :
+ :
+
+
+
+
+
+ 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
+ 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
-
+
-
-
+
+
-
-
+
-
+
-
-
-
+
-
-
-
-
can be blocked on any square along the ray
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
+
+
+ can be blocked on any square along the ray
+
+
-
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
+
+
+
-
-
-
-Unblockable leap (capture or non-capture)
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
-
-
-Non-capture only
-
-
+ Unblockable leap (capture or non-capture)
+
+
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
-
-
-Capture only
-
-
+
-
+
-
+ Non-capture only
+
+
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
-
+
-
-
+
-
+ Capture only
+
+
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
-
+
-
+
+
-
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+
+
-
+
-
+
-
+
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+
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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
- Pawn peculiarities
-
-
-Castling
-General rules
-
-
-Differences with FIDE
-Strategy issues
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ :
+ :
+ :
+
+
+
+
+
+ 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
+ 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
-
+
-
-
+
+
-
-
+
-
+
-
-
-
+
-
-
-
-
can be blocked on any square along the ray
-
+
-
+
-
+
-
+
-
-
-
+
-
+
-
+
-
+
-
+
+
+
+ can be blocked on any square along the ray
+
+
-
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
+
-
-
-Unblockable leap (capture or non-capture)
-
+
+
-
-
-
-
-
-
-
+
-
+
-
+
-
+
-
+
-
+
-
-
-
-Non-capture only
-
-
+
-
+
-
+
-
+
-
+ Unblockable leap (capture or non-capture)
+
+
+
-
+
-
+
-
+
-
+
-
-
-
-Capture only
-
-
+
-
+
-
+
-
+
-
+
-
+
-
+ Non-capture only
+
+
+
-
+
-
+
-
+
-
+
-
+
-
-
-
-
-
-
-
-
-
-
-
+
-
+
-
-
+
-
+
-
+
-
+ Capture only
+
+
+
-
+
-
+
-
+
-
+
-
+
-
-
+
-
+
-
+
-
+
+
+
+
-
+
-
+
-
+
-
+
-
+
-
-
-
-
+
-
+
-
+
-
+
+
+
+
-
+
-
+
-
-
-
-
-
:
:
:
-
-Piece
-
-ID
-
-value
-
-Moves (Betza notation)
-
-Remarks
-
-King
-
-K
-
--
-
-K
-
-Can castle with Rook, moving 2 steps towards it
-
-Queen
-
-Q
-
-9.5
-
-RB or Q
-
-
-
-Rook
-
-R
-
-5
-
-R
-
-
-
-Bishop
-
-B
-
-3.25
-
-B
-
-Color-bound
-
-Knight
-
-N
-
-3.25
-
-
-
-N
-
-Berolina Pawn
-
-P
-
-1
-
-mfFcfW
-
-Promotes to Q, R, B, or N on reaching last rank
- Pawn peculiarities
-
-
-Castling
-General rules
-
-
-Differences with FIDE
-Strategy issues
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ :
+ :
+ :
+
+
+
+
+
+ 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. -
+ +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.)
+ +prefix | + +short for | + +meaning | +
---|---|---|
Move modality | +||
c | + +capture | + +Captures only | +
m | + +move | + +Move but not capture | +
Move blocking | +||
n | + +non-jumping | + +Cannot jump over occupied square | +
j | + +jump one | + +Must jump exactly one | +
jj | + +jump many | + +Can jump over any number of pieces | +
Hopping | +||
p | + +Pao (=Canon) | + +(Obsolete?) + Capture if move jumps over one obstacle, non-capture if it + does not jump | +
g | + +Grasshopper | + +(Obsolete?) + Must land directly behind first obstacle | +
q | + +Circular | + +(Obsolete?) + Basic step repeated at an angle, until it closes on + itself | +
z | + +Zig-zag | + +(Obsolete?) + Repeat step alternates angle between two values. | +
o | + ++ + | wraps around on cylinder board | +
directional-subset and other geometry + indicators | +||
f | + +forward | + +most-forward single or pair of moves of + symmetry-equivalent moves | +
b | + +backward | + +most-backward single or pair of moves of + symmetry-equivalent moves | +
l | + +left | + +left-most single or pair of moves of symmetry-equivalent + moves | +
r | + +right | + +right-most single or pair of moves of symmetry-equivalent + moves | +
s | + +sideways | + +short for lr | +
v | + +vertical | + +short for fb | +
a | + +all | + +short for vs (default on atoms specifying complete move, + but can be needed in chaining) | +
ff | + +forward | + +obsolete notation for forward-most two of 8 + symmetry-equivalent moves | +
fh | + +forward half | + +forward-most four of 8 symmetry-equivalent moves | +
fs | + +sideway-forward | + +fh but not f | +
etc. | + ++ + | Similar for b (bb, bh, bs), l and r | +
i | + +initial | + +Initial move only (for pieces that have not moved + yet) | +
e | + +equal | + +equal in length to previous step, measured in board steps + (see section on chaining) | +
For example, fmWfcF is a Pawn: non-captures forward to a W + square, captures to the two forward F squares. Pretty + complicated, but the Pawn is a very complex piece (asymmetric, + and divergent capture/non-capture). Note that fr and rf are not + the same on 'oblique' (= not orthogonal or diagonal) atoms, which + have 8 moves, and that they might not be what you intuitively + think, as fs = fl + fr.
+ +Grouping of atoms, + modifiers and exponents is possible with parentheses. This + can be done for readability, or for overruling operator + priorities. (fmW)(fcF) might read more easily than fmWfcF. The + parentheses do not have any meaning in themselves. + 'Distributivity' also works for modifier prefixes: m(AB) where m + is a string of modifiers and A and B are atoms, (or expressions + grouped in parentheses), is defined to mean mAmB. Some shortcuts + for commonly used combinations of atoms exist; these can be seen + as implicit grouping of the involved atoms.
+ +shortcut | + +stands for | + +orthodox piece | +
---|---|---|
K | + +WF | + +King | +
B | + +F0 (FF) | + +Bishop | +
R | + +W0 (WW) | + +Rook | +
Q | + +RB | + +Queen | +
C | + +L | + +Camel | +
Z | + +J | + +Zebra | +
When a number of atoms is concatenated, like WF, it joins + their move sets. So the piece described by WF moves either as W + or as F, i.e. one step diagonal, or one step orthogonal. That + means it is the King of orthodox Chess! (From the notation you + cannot see whether it is royal yet; the main purpose of the + notation is to convey how it moves. But a 'k' prefix could be used to + indicate royalty, when this is of relevance.)
+ +It is also possible to specify that certain moves have to be + performed sequentially, one after the other. For instance because + something of importance happens or should be noted on an + intermediate square. Such as for pieces that can be blocked on + squares they cannot visit ('lame leapers'), or that have to hop + over other pieces in a specific pattern. The simplest example of + this, however, is repetition of the same step in the same + direction, as in sliding or riding pieces, such as a Rook. The + far moves of such a piece can indeed be blocked by an obstacle + closer by on their path, although it can then always reach that + square itself as well. Such moves are indicated by + 'exponentiation': a number after the atom indicates how often the + step may be repeated. E.g. F3 would be a piece that slides + diagonally (i.e. like a Bishop), upto a maximum of 3 steps. To + indicate an arbitrary number of steps can be taken, we use 0 + (zero) for the exponent. (This because infinity is not in the + ASCII character set, and 0 would be pointless when taken at face + value.) So W0 would be the Rook, sliding arbitrarily far + orthogonally, and F0 the Bishop. (Old notation for this would be + WW and FF, but in the extended context these would be + troublesome.)
Not all multi-step moves are as regular as + simple sliders, however. Some 'bent' sliders can turn corners, + for instance. The 'Griffon' is an example that first moves one + step diagonally, and then continues outward as a Rook. It + does not have to go beyond the corner, though; just like a normal + Rook it can make the first step of its move only. And if it + encounters something on that first step, it is blocked, and never + gets to the rooky part of its move. To describe this trajectory + we cannot use exponentiation, but have to explicitly write the + chain: FtR. Here the 't' is the chaining operator, that + distinguishes this from FR, which would mean a piece that steps + one diagonally or moves like Rook (a Shogi Dragon Horse). + The 't' is because of 'and then', but also because the + move could be terminated at that point, and there is no + requirement to visit the later parts of the specified trajectory. + +There are other forms of chaining, where the 'connecting + square' can not be visited. (I.e. no termination there.) The + Xiangqi Horse moves one orthogonal step, and then (without + stopping) one step diagonally outward, mimicking the move of a + Knight, but blockable on the intermediate square. This is written + as the chain W-F. The chaining operator '-' indicates the move + cannot be terminated at that point (ending on the connection + square), but must continue. If it cannot, because the square was + occupied, the move described by the chain is considered blocked, + and cannot be made.
+ +Overview of chaining operators | +||
---|---|---|
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 index 6b69c3a..14c38a8 100644 --- a/whats_new/rules/CRC.html +++ b/whats_new/rules/CRC.html @@ -1,415 +1,486 @@ - -- - |
-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
+- |
- - | + |
+ 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, | ||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - |
+ |
+ Sliding capture or non-capture, |
+ + | |||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Unblockable leap (capture or non-capture) - | |
+ | + | + | |||||||||||||||||
- | + | - | + | - | + | - | - - | + | - | + | - | + | - | + | - | - - | -Non-capture only - | ||
+ | - | + | - | + | - | + | Unblockable leap (capture or non-capture) | ++ | |||||||||||
- | + | - | + | - | + | - | + | - | + | - | - - | -Capture only - | |||||||
+ | - | + | - | + | - | + | - | + | - | - - | + | 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. -
--
--
--
--
+:
+ :
+ :
+ :
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/CWDA.html b/whats_new/rules/CWDA.html index cc82970..ba2de2f 100644 --- a/whats_new/rules/CWDA.html +++ b/whats_new/rules/CWDA.html @@ -1,589 +1,703 @@ - --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, | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
- - | - - | - - | - - | - - | - - | - - | - - | - - | - - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
- - | - - | - - |
+
+ |
+ Chess with Different Armies- |
+ This is actually a group of variants. It defines a number of + 'armies', each containing of an orthodox King and Pawns, plus 7 + other pieces of 4 different types. The orthodox FIDE army, with + pieces Q, R, B and N, is one example of this. But there are many + armies considting of four completely different pieces, together + of approximately equal strength as the FIDE army. Here we discuss + three possible realizations of this. - |
+ Each of these four armies can be pitted against each of the + others, with either color. - |
+
| - - | - - | - - | - - |
+ Moves at a Glance- |
+ Click on a piece below to see its moves - |
+
:
Pawn peculiarities-
Castling--A King that has not moved before can (in general) move two squares in the direction of a corner piece that has not moved before, -in which case that corner piece is moved to the square next to the King on the other side. -This is only allowed if all squares traveled through by King and corner piece are empty (after their removal), -when the King is not in check on the square it came from, -and would not be in check on any of the squares it skipped over. -When the corner piece is color-bound, however, the King moves 2 or 3 squares, subject to all other rules mentioned above, -to make sure the piece it castles with stays on the same color. - -General rules-
XBoard interface issues--Man of the pieces in the various army are quite exotic even by the standards of Chess variants, -and XBoard does not know them. -So Chess with different Armies has to be played with legality testing off, -using pieces XBoard does implement for different purposes. -CwDA is also not an variant name known to XBoard; -it has to be played as the catch-all variant 'fairy'. -This variant can mean anything as far as XBoard is concerned; -you have to tell the engine what you actually want to play, -and then the engine will tell it to XBoard (i.e. which piece symbols to use, in which initial setup). -So CwDA cannot be played without an engine that knows how to play it. - --Fairy-Max implements various versions of CwDA. -With a combobox in the Engine Settings dialog you can select which version you want to play -(e.g. Clobberers-Nutters) as variant fairy. -When you then select 'fairy' from the New Variant dialog -(or start a New Game when 'fairy' was already selected) -the engine will setup the game for the selected armies. - -Differences with FIDE--Except for the FIDE army, all armies consist of pieces (not King and Pawns) that move in completely different ways. - -Strategy issues--It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). -Two Knights cannot do that either. -It is not possible to force checkmate on a bare King with just a single Elephant or C or L (in addition to your own King). -A pair CC, LL or CL on unlike colors can force checkmate without help of their King. -A pair of Elephants can checkmate with help of their King. -It is not possible to force checkmate on a bare King with just a single Fibnif or a pair of them (in addition to your own King). -All pieces of the Rookies army can force checkmate against a bare King. - --Bishops, C and L are confined to squares of a single color. -Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. -Combining other color-bound pieces on unlike colors is expected to involve even larger bonuses. - -- -- -- -- -- + | + + | + + | + + | + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | 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 index 5e9e8ab..c531bb0 100644 --- a/whats_new/rules/Capablanca.html +++ b/whats_new/rules/Capablanca.html @@ -1,400 +1,474 @@ - -- - |
-Initial setup-
-f1, f8: King
- |
Click on a piece below to see its moves
+- |
- - | + |
+ Initial setup- |
+ f1, f8: King |
+
Click on a piece below to see its moves
-- | + | - | + | - | - - | - - |
- Sliding capture or non-capture, | |||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ + | ||
- | ||||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | ||
- | - - | -Unblockable leap (capture or non-capture) - | ||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | - - | + | - | + | - | + | - | + | - | - - | -Non-capture only - |
+ | - | + | Unblockable leap (capture or non-capture) | ++ | ||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Capture only - | ||||
+ | - | + | - | + | - | + | 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. -
--
--
--
+:
+ :
+ :
+ :
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/Chess.html b/whats_new/rules/Chess.html index 6b3816e..a933fe3 100644 --- a/whats_new/rules/Chess.html +++ b/whats_new/rules/Chess.html @@ -1,369 +1,429 @@ - -- - |
-Initial setup-
-e1, e8: King
- |
Click on a piece below to see its moves
+- |
+ |
+ Initial setup- | - - |
+ e1, e8: King |
+
Click on a piece below to see its moves
-- | + | - | - - | + | - | - - |
- Sliding capture or non-capture, | ||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ + | |||
- | |||||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | |||
- | - - | -Unblockable leap (capture or non-capture) - | |||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Non-capture only - |
+ | Unblockable leap (capture or non-capture) | ++ | |||||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Capture only - | |||
+ | - | + | - | + | 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. -
--
--
--
--
--
+:
+ :
+ :
+ :
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 index 273a249..21dd898 100644 --- a/whats_new/rules/Chu.html +++ b/whats_new/rules/Chu.html @@ -1,719 +1,853 @@ - --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, | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
- - | - - | - - | - - | - - | - - | - - | - - | - - | - - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
- - | - - | - - | - - | - - | - - |
+
+ |
+ Chu Shogi (Ancient Japanese Chess)- |
+ Chu Shogi was already known in the year 1250, and has been the + dominant form of Chess in Japan for many centuries. In recent + time, after the invention of piece drops, it was overtaken in + popularity by modern Shogi. It is still widely played in Japan, + though. - |
+
|
+ Moves at a Glance- | - - | - - | - - | - - | - - |
+ Click on a piece below to see its moves - |
+
:
Pawn peculiarities-
General rules-
Lion moves and Stinging pieces--Some pieces can make two moves per turn. -That means they can also capture two pieces per turn, -one on the square they move to (as normal), and one 'en passant' on the transit square. -They can also capture on the transit square, and move on to an empty square ('hit and run'), -or capture and move back to where they came from ('shooting' the piece from a distance, as it were). -Of course they can also capture a single piece in the normal Chess manner. -In that case the transit square is immaterial. - --The Lion can make such double moves as two King steps, -i.e. in all directions, and arbitrarily changing direction between them. -The Unicorn and the Eagle can only make double moves in one or two directions respectively. -They can not arbitrarily change direction, but only reverse it (or not), so they do stay on the ray in that direction. -But that way they can still make double, hit-and-run, shooting or normal captures. -All these pieces can also jump over the transit square, i.e. reach the distant two-step destination in a single jump. -Finally they can also just make a step to an adjacent square, refraining from taking a second step. - -Restrictions on Lion capture--There are rules to make Lion trading very difficult, in order to keep the Lions in play. -Basically they specify that two Lions cannot be captured in consecutive half-moves. -When the first capture is Lion x Lion from a distance, it is forbidden to play it if recapture of the capturing Lion is possible. -When another piece captures a Lion, it is just the other way around: -then the 'counterstrike' by a non-Lion against the Lion is forbidden. -One possibility left open is thus when you capture an adjacent Lion. -But then you would in general be foolish to allow recapture, -as you could take the Lion hit-and-run fashion, fleeing to a save square. -An exception to the rule is when a valuable opponent piece (i.e. not a Pawn or Go Between) forms a 'bridge' between the Lions; -you may then capture that piece in the first leg of the double-move, -and then take the opponent Lion with the second leg. -Then the opponent can recapture, but he will have lost a valuable piece. - -XBoard interface issues--This game has to be played with the option Show Target Squares on! -This option will cause marking of the target squares of any piece you select or grab, -by the engine (with legality testing off) or by XBoard (legality testing on). -Moving to a square marked in cyan will be interpreted not as the final destination, -but as the transit square after the first step of a multi-leg move. -XBoard will then highlight the possible destination squares of the second leg from there. -Should you want to end on the cyan square, you click it again, (it will be no longer marked in cyan), -and XBoard will terminate the move after the first leg. -You can also move back to the starting square, to 'shoot' the opponent piece from nearby. - --With Detour Underpromotion on, XBoard will assume by default that every piece that enters the zone promotes. -Should you want to defer in this mode, you should use a click-click move, -and when you make the click on the promotion square, -move the mouse down before releasing the button. -If you move enough the piece on the promotion square will change back to the unpromoted form, -and then you can release. -With Detour Underpromotion off, you will automatically get a promotion popup that asks whether you want to promote or defer. - -Differences with FIDE--Except that there are also Kings, Queens, Rooks and Bishops, not much is the same. - -Strategy issues--Piece with no sliding forward moves are hard to promote, -but promotion of forward sliders is practically unavoidable. - --You can have two Kings by promoting the Elephant, in which case the opponent would have to capture both in order to win. - -- + | + + | + + | + + | + + | + + | + + | + + | + + | + + | Unblockable leap (capture or non-capture) | +||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + + | + + | Captured while passing + through the square to another destination | +||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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+ + | + + | + + | + + | + + | + + | + + | + + | + + | + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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+ + | + + | + + | + + | + + | + + | + + | + + | + + | + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + |
:
+ :
+ :
+ :
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/ChuChess.html b/whats_new/rules/ChuChess.html index 8765ba5..5ee1e23 100644 --- a/whats_new/rules/ChuChess.html +++ b/whats_new/rules/ChuChess.html @@ -1,515 +1,610 @@ - --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
+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.
-- - |
+
| - - |
+ Moves at a Glance- |
+ Click on a piece below to see its moves - |
+
:
Pawn peculiarities-
Castling--A King that has not moved before can move three squares in the direction of a Rook that has not moved before, -in which case that Rook is moved to the square the King skipped over. -This is only allowed if all squares between King and Rook are empty, -when the King is not in check on the square it came from, -and would not be in check on any of the squares it skipped over. - -General rules-
Chess-like or Shogi-like promotion--In the Chess-like version only Pawns promote. -You can choose what piece to promote to, but promotion is mandatory: -you cannot stay a Pawn. -In the Shogi-like version other pieces can also promote, but there is no choice: -pieces promote to their 'crowned' versions, and acquire the moves of a King on top of their own that way. -Pieces that already had all King moves cannot promote. -Thus a Commoner cannot Promote, and a Pawn can only promote to Commoner. -The Knight promotes to Lion, and thus gains unusually much in value. - -The Lion piece--The Lion can make two moves per turn. -That means it can also capture two pieces per turn, -one on the square it moves to (as normal), and one 'en passant' on the transit square. -It can also capture on the transit square, and move on to an empty square ('hit and run'), -or capture and move back to where it came from ('shooting' the piece from a distance, as it were). -Of course it can also capture a single piece in the normal Chess manner. -In that case the transit square is immaterial. - --The Lion can make such double moves as two King steps, -i.e. in all directions, and arbitrarily changing direction between them. -It can also jump over the transit square, i.e. reach the distant two-step destination in a single jump. -Finally it can also just make a step to an adjacent square, refraining from taking a second step. - -Restrictions on Lion capture--There are rules to make Lion trading very difficult, in order to keep the Lions in play. -Basically they specify that two Lions cannot be captured in consecutive half-moves. -When the first capture is Lion x Lion from a distance, -it is forbidden to play it if pseudo-legal (i.e. without taking account of check) recapture of the capturing Lion is possible -with another piece than King. -So even when the Lion is protected only with a pinned piece, the other Lion cannot capture it from a distance, -just like a King could not capture it. - -When a non-Lion captures a Lion, it is just the other way around: -then the 'counterstrike' by a non-Lion against the Lion is forbidden. -One possibility left open is thus when you capture an adjacent Lion. -But then you would in general be foolish to allow recapture, -as you could take the Lion hit-and-run fashion, fleeing to a save square. -An exception to the rule is when a valuable opponent piece (i.e. not a Pawn) forms a 'bridge' between the Lions; -you may then capture that piece in the first leg of the double-move, -and then take the opponent Lion with the second leg. -Then the opponent can recapture, but he will have lost a valuable piece. -In the late end-game, when you have nothing to protect your Lion with other than King, -trading becomes possible. - -XBoard interface issues--This game has to be played with the option Show Target Squares on! -This option will cause marking of the target squares of any piece you select or grab, -by the engine (with legality testing off) or by XBoard (legality testing on). -Moving to a square marked in cyan will be interpreted not as the final destination, -but as the transit square after the first step of a multi-leg move. -XBoard will then highlight the possible destination squares of the second leg from there. -Should you want to end on the cyan square, you click it again, (it will be no longer marked in cyan), -and XBoard will terminate the move after the first leg. -You can also move back to the starting square, to 'shoot' the opponent piece from nearby. - --XBoard will allow both the Chess-like and the Shogi-like promotion; -the engine will have to decide which promotion style it thinks legal. -The default choice in 'sweep-promotions' mode will be deferral for pieces, however, -to facilitate Chess-like play. -To play a Shogi promotion in this mode you should enter it as a click-click move, -but during the click on the promotion square move the mouse pointer down until the promoted piece appears, and only then release the mouse button. -The Pawn will show Queen as default, and a 'dragging click' on the promotion square will cycle through all choices. -In the Shogi version you would have to choose the Commoner that way. -With a promotion popup you would have to press 'No' on piece moves into the zone when you play the Chess-like version, -and press 'Commoner' on Pawn promotions when you play the Shogi-like version. - -Differences with FIDE--The board is 10x10, with a 3-rank-deep promotion zone. -The initial setup leaves an almost empty rank behind the pieces, where you can immediately castle. -You have a Lion, Crowned Rook, Crowned Bishop and two Soldiers as extra pieces. -In the Shogi-like version of the rules, some pieces other than Pawn can also promote. - -Strategy issues--It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). -Two Knights cannot do that either. - --With a single Commoner you can force checkmate on a bare King. - --Bishops are confined to squares of a single color. -Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. - --A Queen is upward compatible with all weaker pieces except Knight. -So only promotion to Queen or Knight makes sense, -(except perhaps for rare situations where you might have to avoid stalemate). - -- -- -- + | + + | + + | + + | + + | + + | + + | + + | + + | + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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/Courier.html b/whats_new/rules/Courier.html index e3f7376..e841e7a 100644 --- a/whats_new/rules/Courier.html +++ b/whats_new/rules/Courier.html @@ -1,401 +1,469 @@ - -- - |
-Initial setup-
-f1, f8: King
- |
Click on a piece below to see its moves
+- |
+ |
+ Initial setup- |
+ f1, f8: King |
+
Click on a piece below to see its moves
-- | + | - | + | - | + | - | + | - | + | - | - - |
- Sliding capture or non-capture, | ||||||
+ | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ + | ||||||
- | + | - | + | - | + | - | ||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | + | + | ||||||
- | + | - | + | - | + | - | - - | -Unblockable leap (capture or non-capture) - | ||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | + | Unblockable leap (capture or non-capture) | ++ | |
- | - - | -Non-capture only - | ||||||||||||||||
+ | - | + | - | + | - | + | - | - - | - - | - - | + | - | + | - | + | - | - - | -Capture only - |
+ | - | + | - | + | - | + | 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. -
--
--
--
--
+:
+ :
+ :
+ :
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/Crazy.html b/whats_new/rules/Crazy.html index 3594958..d7f35a0 100644 --- a/whats_new/rules/Crazy.html +++ b/whats_new/rules/Crazy.html @@ -1,380 +1,452 @@ - -- - |
-Initial setup-
-e1, e8: King
- |
Click on a piece below to see its moves
+- |
+ |
+ Initial setup- | - - |
+ e1, e8: King |
+
Click on a piece below to see its moves
-- | + | - | - - | + | - | - - |
- Sliding capture or non-capture, | ||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ + | |||
- | |||||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | |||
- | - - | -Unblockable leap (capture or non-capture) - | |||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Non-capture only - |
+ | Unblockable leap (capture or non-capture) | ++ | |||||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Capture only - | |||
+ | - | + | - | + | 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. -
--
--
--
--
+:
+ :
+ :
+ :
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/Cylinder.html b/whats_new/rules/Cylinder.html index c8dc03c..95e282a 100644 --- a/whats_new/rules/Cylinder.html +++ b/whats_new/rules/Cylinder.html @@ -1,378 +1,444 @@ - -- - |
-Initial setup-
-e1, e8: King
- |
Click on a piece below to see its moves
+- |
+ |
+ Initial setup- | - - |
+ e1, e8: King |
+
Click on a piece below to see its moves
-- | + | - | - - | + | - | - - |
- Sliding capture or non-capture, | ||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ + | |||
- | |||||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | |||
- | - - | -Unblockable leap (capture or non-capture) - | |||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Non-capture only - |
+ | Unblockable leap (capture or non-capture) | ++ | |||||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Capture only - | |||
+ | - | + | - | + | 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. -
--
--
--
--
+:
+ :
+ :
+ :
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/FRC.html b/whats_new/rules/FRC.html index 28f1aaa..fdbbf5e 100644 --- a/whats_new/rules/FRC.html +++ b/whats_new/rules/FRC.html @@ -1,153 +1,182 @@ - -- - |
-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. -
--
--
--
--
+ ++ + |
+ 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/Falcon.html b/whats_new/rules/Falcon.html index 462fe95..e754cf3 100644 --- a/whats_new/rules/Falcon.html +++ b/whats_new/rules/Falcon.html @@ -1,161 +1,194 @@ - -- - |
-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. -
--
--
--
+ ++ + |
+ 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/Giveaway.html b/whats_new/rules/Giveaway.html index 0a7ea9b..b60b98d 100644 --- a/whats_new/rules/Giveaway.html +++ b/whats_new/rules/Giveaway.html @@ -1,366 +1,428 @@ - -- - |
-Initial setup-
-e1, e8: King
- |
Click on a piece below to see its moves
+- |
+ |
+ Initial setup- | - - |
+ e1, e8: King |
+
Click on a piece below to see its moves
-- | + | - | - - | + | - | - - |
- Sliding capture or non-capture, | ||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ + | |||
- | |||||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | |||
- | - - | -Unblockable leap (capture or non-capture) - | |||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Non-capture only - |
+ | Unblockable leap (capture or non-capture) | ++ | |||||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Capture only - | |||
+ | - | + | - | + | Non-capture only | ++ | |||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | |||||||||
+ | - | - - | - - | - - | - - | - - | - - | - - | + | - | + | - | |||||||||
+ | - | + | Capture only | ++ | |||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | |||||||
+ | - | + | + | - - | + | ||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | |||||||||
- - | + | - | + | - | + | + | + | ||||||||||||||
- | - - | - - | - - | - - | - - |
:
:
:
:
-Piece - | -ID - | -value - | -Moves (Betza notation) - | -Remarks - |
-King - | -K - | -- - | -WF - | -Can castle with Rook, moving 2 steps towards it - |
-Queen - | -Q - | -6 - | -RB or Q - | - - |
-Rook - | -R - | -4 - | -R - | - - |
-Bishop - | -B - | -3 - | -B - | -Color-bound - |
-Knight - | -N - | -3 - | -N - | - - |
-Pawn - | -P - | -1 - | -mfWcfF - | -Promotes to K, Q, R, B, or N on reaching last rank - |
-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. -
--
--
--
--
--
+:
+ :
+ :
+ :
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 index d1e3d63..5f6aa04 100644 --- a/whats_new/rules/Gothic.html +++ b/whats_new/rules/Gothic.html @@ -1,403 +1,475 @@ - -- - |
-Initial setup-
-f1, f8: King
- |
Click on a piece below to see its moves
+- |
- - | + |
+ Initial setup- |
+ f1, f8: King |
+
Click on a piece below to see its moves
-- | + | - | + | - | - - | - - |
- Sliding capture or non-capture, | |||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ + | ||
- | ||||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | ||
- | - - | -Unblockable leap (capture or non-capture) - | ||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | - - | + | - | + | - | + | - | + | - | - - | -Non-capture only - |
+ | - | + | Unblockable leap (capture or non-capture) | ++ | ||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Capture only - | ||||
+ | - | + | - | + | - | + | 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 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. -
--
--
--
--
+:
+ :
+ :
+ :
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/Grand.html b/whats_new/rules/Grand.html index bb31849..fdf346c 100644 --- a/whats_new/rules/Grand.html +++ b/whats_new/rules/Grand.html @@ -1,404 +1,483 @@ - -
-
- 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
+
+
-
|
+ Moves at a Glance- |
+ Click on a piece below to see its moves - |
+
:
Pawn peculiarities-
General rules-
XBoard interface issues--When a Pawn can be promoted, XBoard first advances it as a Pawn to the promotion square. -Then it waits for you to complete the move entry by clicking on the piece in the holdings beside the board that you want to promote to. -To defer promotion you can click on a Pawn or on an empty square in the holdings of the promoting side. - -Differences with FIDE--The Chancellor and Archbishop pieces are extra, and the board is expanded to accomodate them. -There is no castling. -Promotion only allows you to regain back a piece that you lost before. -The promotion zone is 3 ranks deep, and promotion is only mandatory on last rank. - -Strategy issues--It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). -Two Knights cannot do that either. -The Archbishop can force checkmate against a bare King. - --Bishops are confined to squares of a single color. -Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. - --As Chancellor and Archbishop are nearly equal in value to Queen, under-promotion is very common. - --The super-pieces (Q, C, A) devaluate by the presence of lower-valued opponent pieces. -As a result trading Q for R + B is in not as bad when you still have A and C, -as the latter gain in value by eliminating the opponent's R and B, -which is more compensation than the intrinsic value difference between Q and R + B. - -- -- -- + | + + | + + | + + | + + | + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + |
:
+ :
+ :
+ :
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/Great.html b/whats_new/rules/Great.html index b50f9c0..cd469e9 100644 --- a/whats_new/rules/Great.html +++ b/whats_new/rules/Great.html @@ -1,413 +1,492 @@ - -
-
- 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
+
+
-
|
+ Moves at a Glance- |
+ Click on a piece below to see its moves - |
+
| - | + |
-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. -
--
--
--
+:
+ :
+ :
+ :
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/Janus.html b/whats_new/rules/Janus.html index b23131e..30606d5 100644 --- a/whats_new/rules/Janus.html +++ b/whats_new/rules/Janus.html @@ -1,390 +1,461 @@ - -- - |
-Initial setup-
-e1, e8: King
- |
Click on a piece below to see its moves
+- |
- - | + |
+ Initial setup- |
+ e1, e8: King |
+
Click on a piece below to see its moves
-- | + | - | + | - | - - | - - |
- Sliding capture or non-capture, | |||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ + | ||
- | ||||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | ||
- | - - | -Unblockable leap (capture or non-capture) - | ||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | - - | + | - | + | - | + | - | + | - | - - | -Non-capture only - |
+ | - | + | Unblockable leap (capture or non-capture) | ++ | ||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Capture only - | ||||
+ | - | + | - | + | - | + | Non-capture only | ++ | ||||||||||||
- | + | - | + | - | + | - | + | - | + | - | ||||||||||
+ | - | - - | - - | - - | - - | - - | - - | - - | + | - | + | - | ||||||||
+ | - | + | - | + | Capture only | ++ | ||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | ||||||||
+ | - | + | - | - - | + | + | + | |||||||||||||
- | + | - | + | - | + | - | + | - | + | - | ||||||||||
+ | - | + | - | + | - | + | + | + | ||||||||||||
- | + | - | + | - | - - | - - | - - |
:
:
:
:
-Piece - | -ID - | -value - | -Moves (Betza notation) - | -Remarks - |
-King - | -K - | -- - | -K - | -Can castle with Rook, moving 3 or 4 steps to b- or i-file - |
-Queen - | -Q - | -9.5 - | -RB or Q - | - - |
-Janus - | -J - | -8.75 - | -BN - | - - |
-Rook - | -R - | -5 - | -R - | - - |
-Bishop - | -B - | -3.5 - | -B - | -Color-bound - |
-Knight - | -N - | -3 - | -N - | - - |
-Pawn - | -P - | -1 - | -mfWcfF - | -Promotes to Q, J, R, B, or N on reaching last rank - |
-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. -
--
--
--
+:
+ :
+ :
+ :
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/Knightmate.html b/whats_new/rules/Knightmate.html index 18428c2..37ec937 100644 --- a/whats_new/rules/Knightmate.html +++ b/whats_new/rules/Knightmate.html @@ -1,370 +1,442 @@ - -- - |
-Initial setup-
-e1, e8: Royal Knight
- |
Click on a piece below to see its moves
+- |
+ |
+ Initial setup- | - - |
+ e1, e8: Royal Knight |
+
Click on a piece below to see its moves
-- | + | - | - - | + | - | - - |
- Sliding capture or non-capture, | ||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ + | |||
- | |||||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | |||
- | - - | -Unblockable leap (capture or non-capture) - | |||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Non-capture only - |
+ | Unblockable leap (capture or non-capture) | ++ | |||||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Capture only - | |||
+ | - | + | - | + | Non-capture only | ++ | |||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | |||||||||
+ | - | - - | - - | - - | - - | - - | - - | - - | + | - | + | - | |||||||||
+ | - | + | Capture only | ++ | |||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | |||||||
+ | - | + | + | - - | + | ||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | |||||||||
- - | + | - | + | - | + | + | + | ||||||||||||||
- | - - | - - | - - | - - | - - |
:
:
:
:
-Piece - | -ID - | -value - | -Moves (Betza notation) - | -Remarks - |
-Royal Knight - | -K - | -- - | -N - | -Can castle with Rook, moving 2 steps towards it - |
-Queen - | -Q - | -10 - | -RB or Q - | - - |
-Rook - | -R - | -4.5 - | -R - | - - |
-Bishop - | -B - | -3.25 - | -B - | -Color-bound - |
-Commoner - | -M - | -3 - | -K - | - - |
-Pawn - | -P - | -1 - | -mfWcfF - | -Promotes to Q, R, B, or M on reaching last rank - |
-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. -
--
--
--
--
--
+:
+ :
+ :
+ :
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/Lion.html b/whats_new/rules/Lion.html index b8df8c5..bb5a9fb 100644 --- a/whats_new/rules/Lion.html +++ b/whats_new/rules/Lion.html @@ -1,435 +1,508 @@ - -- - |
-Initial setup-
-e1, e8: King
- |
Click on a piece below to see its moves
+- |
+ |
+ Initial setup- | - - |
+ e1, e8: King |
+
Click on a piece below to see its moves
-- | + | - | - - | + | - | - - |
- Sliding capture or non-capture, | |||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ + | ||
- | ||||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | ||
- | - - | -Unblockable leap (capture or non-capture) - | ||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | - - | + | - | + | - | + | - | - - | -Non-capture only - |
+ | - | + | Unblockable leap (capture or non-capture) | ++ | ||||||||||||||||
- | + | - | + | - | + | - | + | - | - - | + | - | + | - | - - | -Capture only - | |||||
+ | - | + | - | + | - | + | - | - - | - - | + | Non-capture only | +- - | + | |||||||
- | + | - | - - | -Captured while passing through the square to another destination - | ||||||||||||||||
+ | - | - - | + | - | + | - | - - | + | - | + | - | + | - | + | - | + | - | |||
+ | - | + | Capture only | ++ | ||||||||||||||||
- | + | - | + | - | + | - | + | - | - - | + | - | + | - | |||||||
+ | - | + | - | - - | + | - | + | - | + | Captured while passing + through the square to another destination | ++ | |||||||||
- | + | - | + | - | + | - | ||||||||||||||
- - | + | - | + | - | - - | - - | - - | - - | - - | - - | - - |
:
:
:
:
-Piece - | -ID - | -value - | -Moves (Betza notation) - | -Remarks - |
-King - | -K - | -- - | -K - | -Can castle with Rook, moving 2 steps towards it - |
-Lion - | -L - | -15 - | -KADN(cK-aK)(K-bK) - | -Can make two independent King steps per turn (capturing upto two pieces) - |
-Queen - | -Q - | -9.5 - | -RB or Q - | - - |
-Rook - | -R - | -5 - | -R - | - - |
-Bishop - | -B - | -3.25 - | -B - | -Color-bound - |
-Knight - | -N - | -3.25 - | -N - | - - |
-Pawn - | -P - | -1 - | -mfWcfF - | -Promotes to Q, R, B, or N on reaching last rank - |
-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. -
--
--
--
--
--
+:
+ :
+ :
+ :
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/Losers.html b/whats_new/rules/Losers.html index 3fa979e..b6f49eb 100644 --- a/whats_new/rules/Losers.html +++ b/whats_new/rules/Losers.html @@ -1,372 +1,435 @@ - -- - |
-Initial setup-
-e1, e8: King
- |
Click on a piece below to see its moves
+- |
+ |
+ Initial setup- | - - |
+ e1, e8: King |
+
Click on a piece below to see its moves
-- | + | - | - - | + | - | - - |
- Sliding capture or non-capture, | ||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ + | |||
- | |||||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | |||
- | - - | -Unblockable leap (capture or non-capture) - | |||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Non-capture only - |
+ | Unblockable leap (capture or non-capture) | ++ | |||||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Capture only - | |||
+ | - | + | - | + | 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. -
--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. -
--
--
--
--
--
+:
+ :
+ :
+ :
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 index 42b2cc5..347a4a3 100644 --- a/whats_new/rules/Makruk.html +++ b/whats_new/rules/Makruk.html @@ -1,358 +1,430 @@ - -- - |
-Initial setup-
-d1, e8: King
- |
Click on a piece below to see its moves
+- |
+ |
+ Initial setup- |
+ d1, e8: King |
+
Click on a piece below to see its moves
-- | + | - | + | - | + | - | + | - | + | - | - - |
- Sliding capture or non-capture, | ||||||||
+ | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ + | ||||||||
- | + | - | + | - | + | - | ||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | + | + | ||||||||
- | + | - | + | - | + | - | - - | -Unblockable leap (capture or non-capture) - | ||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | Unblockable leap (capture or non-capture) | ++ | ||||
- | + | - | - - | -Non-capture only - | ||||||||||||||||
+ | - | + | - | + | - | + | - | - - | + | - | + | - | + | - | + | - | + | - | - - | -Capture only - |
+ | Non-capture only | ++ | ||||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | ||||
+ | - | + | - | - - | - - | - - | + | Capture only | ++ | |||||||||||
- | - - | + | - | + | - | |||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | - - | + | + | + | |||||
- | + | - | ||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | ||||
- | + | - | ||||||||||||||||||
- - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | - - |
:
:
:
:
-Piece - | -ID - | -value - | -Moves (Betza notation) - | -Remarks - |
-King - | -K - | -- - | -K - | -With Cambodian rules its first move can also be a non-capture Knight jump (mfhN) - |
-Met - | -M - | -1.5 - | -F - | -With Cambodian rules its first move can also be two steps forward (fD) - |
-Rook - | -R - | -5 - | -R - | - - |
-Elephant - | -S - | -2.5 - | -FfW - | - - |
-Knight - | -N - | -3.25 - | -N - | - - |
-Pawn - | -P - | -1 - | -mfWcfF - | -Promotes to M on reaching last rank - |
-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. -
--
--
--
--
--
+:
+ :
+ :
+ :
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/Mini.html b/whats_new/rules/Mini.html index 0e4c766..77f887a 100644 --- a/whats_new/rules/Mini.html +++ b/whats_new/rules/Mini.html @@ -1,414 +1,495 @@ - -- - |
-Initial setup-
-a1, e5: King
- |
Click on a piece below to see its moves
+- |
+ |
+ Initial setup- |
+ a1, e5: King |
+
Click on a piece below to see its moves
-- | + | - | + | - | + | - | + | - | + | - | |||||||
+ | - | + | - | + | - | + | + | + | |||||||||
- | + | - | + | - | + | - | + | - | + | - | |||||||
+ | - | + | - | + | - | - - | - - | + | + | + | |||||||
- | + | - | + | - | + | - | |||||||||||
+ | - | + | - | + | - | + | - | + | - | + | + | - - | + | ||||
- | + | - | + | - | |||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | - - | - - | + | + | + | |
- | |||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | - - | - - | + | - | + | - |
+ | + | + | |||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | |
+ | + | + | |||||||||||||||
- | + | - | + | - | + | - | + | - | - - | + | - | + | - | + | - | ||
+ | - | + | + | + | |||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | |||
+ | - | + | + | + | |||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - |
:
:
:
:
-Piece - | -ID - | -value - | -Moves (Betza notation) - | -Remarks - |
-King - | -K - | -- - | -WF - | - - |
-Rook - | -R - | -5 - | -WW - | -Promotes tp Dragon - |
-Bishop - | -B - | -4 - | -FF - | -Promotes to Horse - |
-Gold - | -G - | -4 - | -WfF - | - - |
-Silver - | -S - | -3.5 - | -FfW - | -promotes to Gold - |
-Pawn - | -P - | -1 - | -fW - | -promotes to Gold - |
-Promoted pieces (not initially present) - | ||||
-Dragon - | -D or +R - | -6 - | -RF - | - - |
-Horse - | -H or +B - | -5 - | -BW - | - - |
-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: -
++ ++ + + + + + + + + + + + + + + + + + +
:
+ :
+ :
+ :
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. -
--
--
+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/No.html b/whats_new/rules/No.html index b6aa4fd..51b7193 100644 --- a/whats_new/rules/No.html +++ b/whats_new/rules/No.html @@ -1,377 +1,431 @@ - --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
+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.
-
+
|
+ Moves at a Glance- |
+ Click on a piece below to see its moves - |
+
:
Pawn peculiarities-
General rules-
Differences with FIDE--The Back-rank pieces are randomly shuffled on the back rank in the opening setup. -There is no castling. - -Strategy issues--It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). -Two Knights cannot do that either. - --Bishops are confined to squares of a single color. -Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. - -- -- -- -- -- + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + |
:
+ :
+ :
+ :
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/Seirawan.html b/whats_new/rules/Seirawan.html index 976751c..5575c00 100644 --- a/whats_new/rules/Seirawan.html +++ b/whats_new/rules/Seirawan.html @@ -1,427 +1,515 @@ - -
-
- Pieces available for gating will be displayed beside the board - |
-Initial setup-
-e1, e8: King
- |
+
- Click on a piece below to see its moves +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, | |||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ + | ||
- | ||||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | ||
- | - - | -Unblockable leap (capture or non-capture) - | ||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | - - | + | - | + | - | + | - | + | - | - - | -Non-capture only - |
+ | - | + | Unblockable leap (capture or non-capture) | ++ | ||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Capture only - | ||||
+ | - | + | - | + | - | + | Non-capture only | ++ | ||||||||||||
- | - - | + | - | + | - | + | - | + | - | |||||||||||
+ | - | - - | - - | - - | - - | - - | - - | - - | + | - | + | - | ||||||||
+ | - | + | - | + | - | + | Capture only | ++ | ||||||||||||
- | + | - | + | - | + | - | + | - | + | - | ||||||||||
+ | - | + | - | - - | + | - | + | + | + | |||||||||||
- | + | - | + | - | + | - | - - | |||||||||||||
- - | + | - | + | - | - - | - - | - - | - - | - - | - - | - - |
:
:
:
:
-Piece - | -ID - | -value - | -Moves (Betza notation) - | -Remarks - |
-King - | -K - | -- - | -K - | -Can castle with Rook, moving 3 steps towards it - |
-Queen - | -Q - | -9.5 - | -RB or Q - | - - |
-Elephant - | -E - | -9 - | -RN - | - - |
-Hawk - | -H - | -8.75 - | -BN - | - - |
-Rook - | -R - | -5 - | -R - | - - |
-Bishop - | -B - | -3.5 - | -B - | -Color-bound - |
-Knight - | -N - | -3 - | -N - | - - |
-Pawn - | -P - | -1 - | -mfWcfF - | -Promotes to Q, E, H, R, B, or N on reaching last rank - |
-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. -
--
--
+:
+ :
+ :
+ :
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/Shatranj.html b/whats_new/rules/Shatranj.html index 82d02c8..592a9bf 100644 --- a/whats_new/rules/Shatranj.html +++ b/whats_new/rules/Shatranj.html @@ -1,364 +1,435 @@ - -- - |
-Initial setup-
-d1, d8: King
- |
Click on a piece below to see its moves
+- |
+ |
+ Initial setup- |
+ d1, d8: King |
+
Click on a piece below to see its moves
-- | + | - | + | - | + | - | + | - | + | - | - - |
- Sliding capture or non-capture, | |||||||
+ | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ + | |||||||
- | + | - | + | - | + | - | |||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | + | + | |||||||
- | + | - | + | - | + | - | - - | -Unblockable leap (capture or non-capture) - | |||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | Unblockable leap (capture or non-capture) | ++ | |||
- | + | - | - - | -Non-capture only - | |||||||||||||||
+ | - | + | - | + | - | + | - | - - | - - | + | - | + | - | + | - | + | - | - - | -Capture only - |
+ | - | + | Non-capture only | ++ | |||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | |||||
+ | - | + | - | - - | - - | - - | + | - | + | Capture only | +- - | + | |||||||
- | + | - | |||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | |||
- | + | - | |||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | |||
- | + | - | |||||||||||||||||
- - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | ||
- |
:
:
:
:
-Piece - | -ID - | -value - | -Moves (Betza notation) - | -Remarks - |
-King - | -K - | -- - | -K - | -No castling of any kind - |
-Ferz - | -Q - | -2 - | -F - | - - |
-Rook - | -R - | -8 - | -R - | - - |
-Alfil - | -B - | -1 - | -A - | -Bound to 8 squares! - |
-Knight - | -N - | -4 - | -N - | - - |
-Pawn - | -P - | -1 - | -mfWcfF - | -Promotes to Ferz on reaching last rank - |
-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. -
--
--
--
--
--
+:
+ :
+ :
+ :
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/Sho.html b/whats_new/rules/Sho.html index a44efb0..a90d9dc 100644 --- a/whats_new/rules/Sho.html +++ b/whats_new/rules/Sho.html @@ -1,433 +1,510 @@ - --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
+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!
-
+
|
+ Moves at a Glance- |
+ Click on a piece below to see its moves - |
+
:
Pawn peculiarities-
General rules-
XBoard interface issues--Sho Shogi is not a standard variant in XBoard. -It has to be played in XBoard by selecting regular Shogi -after having set the holdings-size override in the New Variant dialog to 0, to disable piece drops. -This is not all, however; the pieceToCharTable has to be changed to tell XBoard that the Elephant participates. -This can unfortunately only be done through command-line options. - --It is therefore best to put all options needed to massage XBoard into playing this variant in a settings file sho.xop. -On install .xop files are associated with XBoard, so clicking them would start XBoard with the options in that file. -You could then set everything in the file needed to start in Sho-Shogi mode: - + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + |
:
+ :
+ :
+ :
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. -
--
--
+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/Shogi.html b/whats_new/rules/Shogi.html index d2ed972..bb08f55 100644 --- a/whats_new/rules/Shogi.html +++ b/whats_new/rules/Shogi.html @@ -1,425 +1,509 @@ - --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
+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).
-
+
|
+ Moves at a Glance- |
+ Click on a piece below to see its moves - |
+
:
Pawn peculiarities-
General rules-
XBoard interface issues--You can drop pieces by dragging them onto the board from the holdings displayed beside the board. - --Of course there will always be people that prefer an oriental look, with pentagonal kanji tiles. -XBoard comes with a set of kanji pieces in the 'themes/shogi' sub-directory of its data directory -(e.g. /usr/local/share/games/xboard). -You can select that as -pieceImageDirectory (-pid for short) from the command line, or from the View -> Board dialog. -You would also have to tick 'Flip black pieces Shogi style' there (or use the option -flipBlack true) -to make sure the pieces won't go upside down when you flip the view. - -Differences with FIDE--In stead of Queens you have Silver and Gold Generals, and Lances. -The Knight only has the two forward-most moves of a FIDE Knight. -Pawns capture straight ahead. -Captured pieces can later be dropped to augment the army of their capturer. -There is no castling, Pawn double-push or e.p. capture. -Other pieces than Pawns also promote. -The promotion zone is three ranks deep in stead of one. - -Strategy issues--Because pieces are dropped back, there will not be a traditional end-game. -Trading material does not constitute progress towards winning, even when you are ahead. - --Because Gold Generals obtained through promotion revert to their original form on capture, -they are really different piece types from the primordial Golds that move the same. -In notation they are therefore not indicated as 'G', but as the ID of the original piece prefixed with a '+'. -Especially the promoted Pawn (aka Tokin) is more valuable: it is much better to lose a Gold that gives the opponent a Pawn in hand, -than to lose a Gold that gives him a Gold in hand. - --Most pieces are quite slow, or not manoeuvrable at all, and their practical value is very dependent on how far they are from the Kings. - --Pieces in hand are in general worth more than on the board, as they are much more mobile. -And you can drop them in the promotion for an easy promotion on the next turn. -But pieces in hand cannot capture anything, and don't guard your promotion zone. - -- -- + | + + | + + | + + | + + | + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + |
:
+ :
+ :
+ :
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/Spartan.html b/whats_new/rules/Spartan.html index 7e8a992..e17d7f7 100644 --- a/whats_new/rules/Spartan.html +++ b/whats_new/rules/Spartan.html @@ -1,470 +1,574 @@ - -- - |
-Initial setup-Black (Spartans)-
-c8, f8: King
- White (Persians)-
-f1: King
- |
Click on a piece below to see its moves
+- |
+ |
+ 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, | |||||||||||||
+ | - | + | - | - - | + | - | + | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ |
+ | |||||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | - - | -Unblockable leap (capture or non-capture) - |
+ | |||||||||||||||||||
- | + | - | - - | - - | - - | - - | - - | - - | + | - | + | - | - - | -Non-capture only - | |||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | Unblockable leap (capture or non-capture) | ++ | |||
- | + | - | - - | -Capture only - | |||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | Non-capture only | +
+ | |||||||||||||||||||
- | + | - | - - | - - | - - | - - | - - | - - | + | - | + | - | |||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | Capture only | ++ | |||
- | + | - | |||||||||||||||||
+ | - | + | - | - - | + | - | + | - | + | - | + | - | + | - | + | + | + | ||
- | |||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | - - |
:
:
:
:
-Piece - | -ID - | -value - | -Moves (Betza notation) - | -Remarks - |
-King (Persian) - | -K - | -- - | -K - | -Can castle with Rook, moving 2 steps towards it - |
-Queen - | -Q - | -9.5 - | -RB or Q - | - - |
-Rook - | -R - | -5 - | -R - | - - |
-Bishop - | -B - | -3.25 - | -B - | -Color-bound - |
-Knight - | -N - | -3.25 - | -N - | - - |
-Pawn - | -P - | -1 - | -mfWcfF - | -Promotes to Q, R, B, or N on reaching last rank - |
-King (Spartan) - | -K - | -4.5 - | -K - | -Distributed Royalty: check only when all your Kings are in Check - |
-Warlord - | -W - | -8.75 - | -BN - | - - |
-General - | -G - | -7 - | -RF - | - - |
-Lieutenant - | -L - | -3.5 - | -FAmsW - | -Color-changing sideway non-capture move - |
-Captain - | -C - | -3 - | -WD - | -Has mating potential - |
-Hoplite Pawn - | -H - | -1 - | -mfFcfW - | -Promotes to K, W, G, L or C on reaching last rank - |
-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. -
--
--
--
+:
+ :
+ :
+ :
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/Suicide.html b/whats_new/rules/Suicide.html index 688a116..4aebe5e 100644 --- a/whats_new/rules/Suicide.html +++ b/whats_new/rules/Suicide.html @@ -1,363 +1,424 @@ - -- - |
-Initial setup-
-e1, e8: King
- |
Click on a piece below to see its moves
+- |
+ |
+ Initial setup- | - - |
+ e1, e8: King |
+
Click on a piece below to see its moves
-- | + | - | - - | + | - | - - |
- Sliding capture or non-capture, | ||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ + | |||
- | |||||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | |||
- | - - | -Unblockable leap (capture or non-capture) - | |||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Non-capture only - |
+ | Unblockable leap (capture or non-capture) | ++ | |||||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Capture only - | |||
+ | - | + | - | + | Non-capture only | ++ | |||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | |||||||||
+ | - | - - | - - | - - | - - | - - | - - | - - | + | - | + | - | |||||||||
+ | - | + | Capture only | ++ | |||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | |||||||
+ | - | + | + | - - | + | ||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | |||||||||
- - | + | - | + | - | + | + | + | ||||||||||||||
- | - - | - - | - - | - - | - - |
:
:
:
:
-Piece - | -ID - | -value - | -Moves (Betza notation) - | -Remarks - |
-King - | -K - | -- - | -K - | -Can castle with Rook, moving 2 steps towards it - |
-Queen - | -Q - | -6 - | -RB or Q - | - - |
-Rook - | -R - | -4 - | -R - | - - |
-Bishop - | -B - | -3 - | -B - | -Color-bound - |
-Knight - | -N - | -3 - | -N - | - - |
-Pawn - | -P - | -1 - | -mfWcfF - | -Promotes to K, Q, R, B, or N on reaching last rank - |
-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. -
--
--
--
--
--
+:
+ :
+ :
+ :
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 index cb3b6bb..01a9025 100644 --- a/whats_new/rules/Super.html +++ b/whats_new/rules/Super.html @@ -1,430 +1,512 @@ - -
-
- 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
+
+
-
| - - |
+ Moves at a Glance- | - - |
- Sliding capture or non-capture, | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ Click on a piece below to see its moves - |
+
:
Pawn peculiarities-
Castling--A King that has not moved before can move two squares in the direction of a Rook that has not moved before, -in which case that Rook is moved to the square the King skipped over. -This is only allowed if all squares between King and Rook are empty, -when the King is not in check on the square it came from, -and would not be in check on any of the squares it skipped over. - -General rules-
XBoard interface issues--When a Pawn can be promoted, XBoard first advances it as a Pawn to the promotion square. -Then it waits for you to complete the move entry by clicking on the piece in the holdings beside the board that you want to promote to. -You can use the New Shuffle dialog to control the randomization of the initial position. - -Differences with FIDE--The start position contains four unorthodox pieces. -Promotion only to pieces that were captured before (or substituted). - -Strategy issues--It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). -Two Knights cannot do that either. - --Bishops are confined to squares of a single color. -Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. - -- -- -- -- -- + | + + | + + | + + | + + | + + | + + | + + | + + | + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + |
:
+ :
+ :
+ :
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/TwoKings.html b/whats_new/rules/TwoKings.html index 783e081..13ba48b 100644 --- a/whats_new/rules/TwoKings.html +++ b/whats_new/rules/TwoKings.html @@ -1,374 +1,440 @@ - -- - |
-Initial setup-
-e1, e8, f1, f8: King
- |
Click on a piece below to see its moves
+- |
+ |
+ Initial setup- | - - |
+ e1, e8, f1, f8: King |
+
Click on a piece below to see its moves
-- | + | - | - - | + | - | - - |
- Sliding capture or non-capture, | ||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + |
+ Sliding capture or non-capture, |
+ + | |||
- | |||||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | + | + | |||
- | - - | -Unblockable leap (capture or non-capture) - | |||||||||||||||||||
+ | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Non-capture only - |
+ | Unblockable leap (capture or non-capture) | ++ | |||||||||||||||||||
- | + | - | + | - | + | - | + | - | + | - | + | - | + | - | + | - | - - | -Capture only - | |||
+ | - | + | - | + | 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). --
--
--
+:
+ :
+ :
+ :
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/Wild.html b/whats_new/rules/Wild.html index d530566..e3f86a2 100644 --- a/whats_new/rules/Wild.html +++ b/whats_new/rules/Wild.html @@ -1,385 +1,448 @@ - --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
+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.
-
+
| - - |
- Sliding capture or non-capture, | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ Moves at a Glance- |
+ Click on a piece below to see its moves - |
+
:
Pawn peculiarities-
Castling--A King that has not moved before can move two squares in the direction of a Rook that has not moved before, -in which case that Rook is moved to the square the King skipped over. -This is only allowed if all squares between King and Rook are empty, -when the King is not in check on the square it came from, -and would not be in check on any of the squares it skipped over. - -General rules-
Differences with FIDE--The Queen, Bishops and Knights are randomly shuffled on the back rank in the opening setup. - -Strategy issues--It is not possible to force checkmate on a bare King with just a single Bishop or Knight (in addition to your own King). -Two Knights cannot do that either. - --Bishops are confined to squares of a single color. -Having Bishops on both colors compensates this weakness, and is worth an extra 0.5 on top of their added value. - -- -- -- -- -- + | + + | + + | + + | + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + |
:
+ :
+ :
+ :
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.
+ + diff --git a/whats_new/rules/Xiangqi.html b/whats_new/rules/Xiangqi.html index f2e77cd..bff4e76 100644 --- a/whats_new/rules/Xiangqi.html +++ b/whats_new/rules/Xiangqi.html @@ -1,403 +1,482 @@ - --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
+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.
-
+
|
+ Moves at a Glance- |
+ Click on a white piece below to see its moves - |
+
:
Pawn peculiarities-
General rules-
Differences with FIDE--The board is sub-divided into zones, and some pieces are not allowed to cross some zone boundaries. -Pieces move in general different than their FIDE counterpart. Only the Rook moves truly the same. - -Perpetual Chasing--It is forbidden to perpetually harass the same piece, -and when a repeat loop (after 3 repeats) has one side violating this rule, that side will forfeit the game. -This is only invoked if there wasn't any perpetual checking in the loop as well. -Exact rules for this are quite complex. -Basically, when a repeat loop creates a new attack on the same unprotected piece on every move, -the move sequence will be considered a perpetual chase. -The chasing side then is ruled to lose, but if both sides are chasing, it is a draw. -A Rook counts as unprotected against attacks of C or H. -On the other hand, being able to capture your attacker (as when equal pieces attack each other) counts as (pre-emptive) protection. -Attacks on a Pawn that is still on its own board half, or attacks by a King are never considered chases. - --Only legal moves should be taken into account; i.e. pinned pieces are not considered attackers or protectors. -An attack by the same piece is not considered a new one just because the attacking piece moved to another location, -e.g. when a Rook moves along the ray of the attack. -Note that the above rules do not take into account whether the attacking or protecting captures are good or non-sensical, -or if pieces are sufficiently protected against multiple attacks. -Even if recapturing would get you mated in one, the piece would still count as protected! -Also note that is perfectly allowed to alternately chase different pieces. -Even if one of the pieces is a King. - -Strategy issues--Any piece except a Pawn on the last rank can force Checkmate against a bare King. - -- -- -- -- -- + | + + | + + | + + | + + | + + | + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
+ + | + + | + + | + + | + + | + + | + + | + + | + + | + |
:
+ :
+ :
+ :
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.
+ + diff --git a/whats_new/rules/chu.js b/whats_new/rules/chu.js index cddde07..fee3dff 100644 --- a/whats_new/rules/chu.js +++ b/whats_new/rules/chu.js @@ -9,7 +9,7 @@ var size = 10; var bw = 0; function set(x, y, n) { - sq = x + 'x' + y; + sq = 'sq' + x + 'x' + y; if(n > 0) { board[x][y] = document.getElementById(sq).innerHTML; if(n == 2) @@ -278,7 +278,7 @@ function down_click(x, y) { initDone = 1; board = new Array(); for(i=0; i<12; i = i + 1) board[i] = new Array(); - if(document.getElementById('0x0').innerHTML[1] == ' ') bw = 1; + if(document.getElementById('sq0x0').innerHTML[1] == ' ') bw = 1; } if(down) return; if(y < 0) { @@ -296,7 +296,7 @@ function down_click(x, y) { function up_click() { highlight(savx, savy, msg, 0); down = 0; -// document.getElementById(x + 'x' + y).innerHTML = save; +// document.getElementById('sq' + x + 'x' + y).innerHTML = save; } diff --git a/whats_new/rules/cwda.js b/whats_new/rules/cwda.js index 830d651..7deb902 100644 --- a/whats_new/rules/cwda.js +++ b/whats_new/rules/cwda.js @@ -9,7 +9,7 @@ var size = 10; var bw = 0; function set(x, y, n) { - sq = x + 'x' + y; + sq = 'sq' + x + 'x' + y; if(n > 0) { board[x][y] = document.getElementById(sq).innerHTML; if(n == 2) @@ -259,7 +259,7 @@ function down_click(x, y) { initDone = 1; board = new Array(); for(i=0; i<12; i = i + 1) board[i] = new Array(); - if(document.getElementById('0x0').innerHTML[1] == ' ') bw = 1; + if(document.getElementById('sq0x0').innerHTML[1] == ' ') bw = 1; } if(down) return; if(y < 0) { @@ -277,7 +277,7 @@ function down_click(x, y) { function up_click() { highlight(savx, savy, msg, 0); down = 0; -// document.getElementById(x + 'x' + y).innerHTML = save; +// document.getElementById('sq' + x + 'x' + y).innerHTML = save; } diff --git a/whats_new/rules/index.html b/whats_new/rules/index.html index ebe1e72..38c56b8 100644 --- a/whats_new/rules/index.html +++ b/whats_new/rules/index.html @@ -1,159 +1,382 @@ - --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 | - |
-
--
--
--
--
--
--
- + +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 | + ++ |
- - |
-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. -
--
--
--
--
+ ++ + |
+ 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.
+ + -- 1.7.0.4