From df72269570b1c8a4bdd34319739006d7eebfb5d0 Mon Sep 17 00:00:00 2001 From: Arun Persaud Date: Sat, 7 Dec 2013 09:50:14 -0800 Subject: [PATCH] run tidy over html files; added include for gnu pages according to tidy, id's shouldn't start with a number for html4. Renaming the ids changed the highlight behavior in firefox. fixed it. --- whats_new/rules/3checks.html | 615 +++++++++------- whats_new/rules/ASEAN.html | 587 +++++++++------- whats_new/rules/Atomic.html | 632 +++++++++-------- whats_new/rules/Berolina.html | 625 +++++++++-------- whats_new/rules/Betza.html | 1413 +++++++++++++++++++++++------------- whats_new/rules/CRC.html | 723 +++++++++++--------- whats_new/rules/CWDA.html | 1218 +++++++++++++++++-------------- whats_new/rules/Capablanca.html | 696 ++++++++++-------- whats_new/rules/Chess.html | 622 +++++++++-------- whats_new/rules/Chu.html | 1504 +++++++++++++++++++++------------------ whats_new/rules/ChuChess.html | 963 ++++++++++++++----------- whats_new/rules/Courier.html | 674 ++++++++++-------- whats_new/rules/Crazy.html | 656 ++++++++++-------- whats_new/rules/Cylinder.html | 646 +++++++++-------- whats_new/rules/FRC.html | 331 +++++---- whats_new/rules/Falcon.html | 351 +++++---- whats_new/rules/Giveaway.html | 618 +++++++++-------- whats_new/rules/Gothic.html | 700 ++++++++++-------- whats_new/rules/Grand.html | 701 ++++++++++-------- whats_new/rules/Great.html | 707 ++++++++++-------- whats_new/rules/Janus.html | 671 ++++++++++-------- whats_new/rules/Knightmate.html | 636 +++++++++-------- whats_new/rules/Lion.html | 773 +++++++++++--------- whats_new/rules/Losers.html | 631 +++++++++-------- whats_new/rules/Makruk.html | 596 +++++++++------- whats_new/rules/Mini.html | 701 ++++++++++-------- whats_new/rules/No.html | 626 +++++++++-------- whats_new/rules/Seirawan.html | 774 +++++++++++--------- whats_new/rules/Shatranj.html | 601 +++++++++------- whats_new/rules/Sho.html | 749 +++++++++++--------- whats_new/rules/Shogi.html | 744 +++++++++++--------- whats_new/rules/Spartan.html | 866 +++++++++++++---------- whats_new/rules/Suicide.html | 611 +++++++++------- whats_new/rules/Super.html | 778 +++++++++++--------- whats_new/rules/TwoKings.html | 638 +++++++++-------- whats_new/rules/Wild.html | 657 ++++++++++-------- whats_new/rules/Xiangqi.html | 701 ++++++++++-------- whats_new/rules/chu.js | 6 +- whats_new/rules/cwda.js | 6 +- whats_new/rules/index.html | 535 ++++++++++---- whats_new/rules/move.js | 8 +- whats_new/rules/moves.css | 4 +- whats_new/rules/spartan.js | 6 +- whats_new/rules/template.html | 351 +++++----- 44 files changed, 15461 insertions(+), 12190 deletions(-) diff --git a/whats_new/rules/3checks.html b/whats_new/rules/3checks.html index b34698c..521a98f 100644 --- a/whats_new/rules/3checks.html +++ b/whats_new/rules/3checks.html @@ -1,365 +1,426 @@ - -
-Three Checks - - -
- -

Three Checks

-
- - -

Initial setup

-

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

-
+ + Three Checks + + + + + -

Moves at a Glance

+

Three Checks

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
- - +

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- - - + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + -
+ - - + - - -

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

-
+ + + + + + + + + +

Sliding capture or non-capture,
+ 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 - - -
-Pawn - -P - -1 - -mfWcfF - -Promotes to Q, R, B, or N on reaching last rank -
-

Pawn peculiarities

- -

Castling

-

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

-

General rules

- -

Differences with FIDE

-

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

-

Strategy issues

-

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

-

-

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 2 steps towards it
QueenQ9.5RB or Q
RookR5R
BishopB3.25BColor-bound
KnightN3.25N
PawnP1mfWcfFPromotes to Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

Differences with FIDE

+ +

You lose when being checked for the third time.

+ +

Strategy issues

+ +

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

+ + diff --git a/whats_new/rules/ASEAN.html b/whats_new/rules/ASEAN.html index 06c1b5e..fc9e2b3 100644 --- a/whats_new/rules/ASEAN.html +++ b/whats_new/rules/ASEAN.html @@ -1,357 +1,428 @@ - -
-ASEAN Chess - - -
- -

ASEAN (Association of South-East Asean Nations) Chess

-
- - -

Initial setup

-

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

-
+ + ASEAN Chess + + + + + -

Moves at a Glance

+

ASEAN (Association of South-East Asean Nations) Chess

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
+

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + -
+ + + + + - - -

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

-
+ + + + + + +

Sliding capture or non-capture,
+ 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
+
- - + +
+ + + + + + - - +
+
+
+ + + + + + + +
+
+
- - + + + + + + + +
+
+ -

:
:
:
:

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

Pawn peculiarities

- -

General rules

- -

Differences with FIDE

-

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

-

Strategy issues

-

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

-

-

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-K
FerzQ1.5FWith Cambodian rules its first move can also be two steps + forward
RookR5R
ElephantB2.5FfW
KnightN3.25N
PawnP1mfWcfFPromotes to Ferz on reaching last rank
+ +

Pawn peculiarities

+ + + +

General rules

+ + + +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ + diff --git a/whats_new/rules/Atomic.html b/whats_new/rules/Atomic.html index 025e648..f055f4c 100644 --- a/whats_new/rules/Atomic.html +++ b/whats_new/rules/Atomic.html @@ -1,372 +1,436 @@ - -
-Atomic Chess - - -
- -

Atomic Chess

-
- - -

Initial setup

-

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

-
+ + Atomic Chess + + + + + -

Moves at a Glance

+

Atomic Chess

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
- - +

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- - - + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + -
+ - - + - - -

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

-
+ + + + + + + + + +

Sliding capture or non-capture,
+ 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 - - -
-Pawn - -P - -1 - -mfWcfF - -Promotes to Q, R, B, or N on reaching last rank -
-

Pawn peculiarities

- -

Castling

-

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

-

General rules

- -

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

-

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 2 steps towards it
QueenQ9.5RB or Q
RookR5R
BishopB3.25BColor-bound
KnightN3.25N
PawnP1mfWcfFPromotes to Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/Berolina.html b/whats_new/rules/Berolina.html index 87bf887..92dc67a 100644 --- a/whats_new/rules/Berolina.html +++ b/whats_new/rules/Berolina.html @@ -1,370 +1,435 @@ - -
-Berolina Chess - - -
- -

Berolina Chess

-
- - -

Initial setup

-

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

-
+ + Berolina Chess + + + + + -

Moves at a Glance

+

Berolina Chess

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
- - +

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- - - + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - -
+ - - + - - -

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

-
+ + + + - - + + + + + +

Sliding capture or non-capture,
+ 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

-

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

-

General rules

- -

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

-

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 2 steps towards it
QueenQ9.5RB or Q
RookR5R
BishopB3.25BColor-bound
KnightN3.25N
Berolina PawnP1mfFcfWPromotes to Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/Betza.html b/whats_new/rules/Betza.html index 20ea851..d64d806 100644 --- a/whats_new/rules/Betza.html +++ b/whats_new/rules/Betza.html @@ -1,514 +1,903 @@ - -
-(Extended) Betza notation -
- -

Extended Betza notation

-

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

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

-

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

-

The basic atoms

-
-

-The following table describes the most important atoms -

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

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

-
-

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

- -

Modifier prefixes

-

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

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

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

Grouping

-

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

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

Chaining moves

-

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

-

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

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

-

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

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

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

-

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

-

Weird captures

-

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

-

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

-

More about exponentiation

-

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

-

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

+ + (Extended) Betza notation + + + + +

Extended Betza notation

+ +

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

+ +

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

+ +

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

+ +

The basic atoms

+ + + + + + + +
+

The following table describes the most important + atoms

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

Laid out on the board, (standing at O),
+ the move encoding is as follows:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
.........
.GJLHLJG.
.JANDNAJ.
.LNFWFNL.
.HDWOWDH.
.LNFWFNL.
.JANDNAJ.
.GJLHLJG.
.........
+
+ +

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

+ +

Modifier prefixes

+ +

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

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
prefixshort formeaning
Move modality
ccaptureCaptures only
mmoveMove but not capture
Move blocking
nnon-jumpingCannot jump over occupied square
jjump oneMust jump exactly one
jjjump manyCan jump over any number of pieces
Hopping
pPao (=Canon)(Obsolete?) + Capture if move jumps over one obstacle, non-capture if it + does not jump
gGrasshopper(Obsolete?) + Must land directly behind first obstacle
qCircular(Obsolete?) + Basic step repeated at an angle, until it closes on + itself
zZig-zag(Obsolete?) + Repeat step alternates angle between two values.
owraps around on cylinder board
directional-subset and other geometry + indicators
fforwardmost-forward single or pair of moves of + symmetry-equivalent moves
bbackwardmost-backward single or pair of moves of + symmetry-equivalent moves
lleftleft-most single or pair of moves of symmetry-equivalent + moves
rrightright-most single or pair of moves of symmetry-equivalent + moves
ssidewaysshort for lr
vverticalshort for fb
aallshort for vs (default on atoms specifying complete move, + but can be needed in chaining)
ffforwardobsolete notation for forward-most two of 8 + symmetry-equivalent moves
fhforward halfforward-most four of 8 symmetry-equivalent moves
fssideway-forwardfh but not f
etc.Similar for b (bb, bh, bs), l and r
iinitialInitial move only (for pieces that have not moved + yet)
eequalequal in length to previous step, measured in board steps + (see section on chaining)
+ +

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

+ +

Grouping

+ +

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

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
shortcutstands fororthodox piece
KWFKing
BF0 (FF)Bishop
RW0 (WW)Rook
QRBQueen
CLCamel
ZJZebra
+ +

Chaining moves

+ +

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

+ +

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

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

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

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

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

+ +

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

+ +

Weird captures

+ +

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

+ +

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

+ +

More about exponentiation

+ +

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

+ +

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

+ + + diff --git a/whats_new/rules/CRC.html b/whats_new/rules/CRC.html index 6b69c3a..14c38a8 100644 --- a/whats_new/rules/CRC.html +++ b/whats_new/rules/CRC.html @@ -1,415 +1,486 @@ - -
-CRC - - -
- -

Capablanca Random Chess (CRC)

-
- - -

Initial setup

-

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

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

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

-
+ + CRC + + + + + -

Moves at a Glance

+

Capablanca Random Chess (CRC)

-

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

-
+

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

+
- - - +

Moves at a Glance

- +

Click on a piece below to see its moves

- + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + -
- - - - -

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

-
+ + + + + + + + + +
+ +

Sliding capture or non-capture,
+ 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 3 steps towards it -
-Queen - -Q - -9.5 - -RB or Q - - -
-Chancellor - -C - -9 - -RN - - -
-ArchBishop - -A - -8.75 - -BN - - -
-Rook - -R - -5 - -R - - -
-Bishop - -B - -3.5 - -B - -Color-bound -
-Knight - -N - -3 - -N - - -
-Pawn - -P - -1 - -mfWcfF - -Promotes to Q, R, B, or N on reaching last rank -
-

Pawn peculiarities

- -

Castling

-

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

-

General rules

- -

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

-

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

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

-

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

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 3 steps towards it
QueenQ9.5RB or Q
ChancellorC9RN
ArchBishopA8.75BN
RookR5R
BishopB3.5BColor-bound
KnightN3N
PawnP1mfWcfFPromotes to Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

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

+ +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Chess with Different Armies - - -
- -

Chess with Different Armies

-

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

-

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

-
- - -

Initial setup

-

Remarkable-Rookies army

-

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

-

Fabulous-FIDEs army

-

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

-
- - -

Nutty-Knights army

-

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

-

Color-bound Cloberers army

-

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

-
- - -

Moves at a Glance

- -

Click on a piece below to see its moves

- - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
- - - - - - - - - - - - - - - - - - - - - - -

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

-
- - - - - - - - - - - - - - - - - - - -
- - - - - - + + Chess with Different Armies + + + + + - +

Chess with Different Armies

-
+

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

-
+

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

-
+ + + - + - + - + +
+ +

Initial setup

-
+

Remarkable-Rookies army

-
- - -Unblockable leap (capture or non-capture) -
+

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

-
+

Fabulous-FIDEs army

-
+

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

+
- - - - - - - - - - +
+ +

Nutty-Knights army

-
- - -Non-capture only -
+

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

-
+

Color-bound Cloberers army

-
+

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

+
-
- - - - - - - - +

Moves at a Glance

-
+

Click on a piece below to see its moves

-
+ + + - - - - - - - - - - - + - + - - - - - -
- - -Capture only -
+ + + - - - - - - - - + + +
+ - - - - - - - - - - - - + + +
+ +

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

+
+
+ + + + + - - - - - -
- - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - -
- -

:
:
:
:

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

Pawn peculiarities

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

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

-
    -
  • Any army can be pitted against any other.
  • -
  • It is not allowed to expose your King to check.
  • -
  • The game is won by checkmating the opponent's King.
  • -
  • Stalemate (no legal moves, but not in check) is a draw.
  • -
-

XBoard interface issues

-

-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
+ +

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
Common to all armies
KingK-KCan castle with corner piece
PawnP1mfWcfFPromotes to any piece specific to the army on reaching + last rank
FIDE army
QueenQ9.5RB or Q
RookR5R
BishopB3.25BColor-bound
KnightN3.25N
Clobberers army
ArchbishopA8.75BN
Leaping BishopL5BDColor-bound
ClobbererC4.5FADColor-bound
ElephantE3WA
Nutters army
ColonelC9.5fRsRKfhN
TurretT5bKfsR
UnicornB3.75fhNbsK
HorseH3FbbNffN
Rookies army
MarshallM9RN
Short RookS4.5R4
Half DuckB4HFD
WoodyW3WD
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

XBoard interface issues

+ +

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

+ +

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

+ +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/Capablanca.html b/whats_new/rules/Capablanca.html index 5e9e8ab..c531bb0 100644 --- a/whats_new/rules/Capablanca.html +++ b/whats_new/rules/Capablanca.html @@ -1,400 +1,474 @@ - -
-Capablanca Chess - - -
- -

Capablanca Chess

-
- - -

Initial setup

-

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

-
+ + Capablanca Chess + + + + + -

Moves at a Glance

+

Capablanca Chess

-

Click on a piece below to see its moves

+ + + -
+ +
- - + +

Initial setup

-
+

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- - - + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - -
+ + - - - - -

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

-
+ + + + + + + + + +

Sliding capture or non-capture,
+ 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 3 steps towards it -
-Queen - -Q - -9.5 - -RB or Q - - -
-Chancellor - -C - -9 - -RN - - -
-ArchBishop - -A - -8.75 - -BN - - -
-Rook - -R - -5 - -R - - -
-Bishop - -B - -3.5 - -B - -Color-bound -
-Knight - -N - -3 - -N - - -
-Pawn - -P - -1 - -mfWcfF - -Promotes to Q, C, A, R, B, or N on reaching last rank -
-

Pawn peculiarities

- -

Castling

-

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

-

General rules

- -

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

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

-

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

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 3 steps towards it
QueenQ9.5RB or Q
ChancellorC9RN
ArchBishopA8.75BN
RookR5R
BishopB3.5BColor-bound
KnightN3N
PawnP1mfWcfFPromotes to Q, C, A, R, B, or N on reaching last + rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Chess - - -
- -

Chess (aka FIDE, Mad Queen)

-
- - -

Initial setup

-

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

-
+ + Chess + + + + + -

Moves at a Glance

+

Chess (aka FIDE, Mad Queen)

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
- - +

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- - - + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + -
+ - - + - - -

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

-
+ + + + + + + + + +

Sliding capture or non-capture,
+ 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 - - -
-Pawn - -P - -1 - -mfWcfF - -Promotes to Q, R, B, or N on reaching last rank -
-

Pawn peculiarities

- -

Castling

-

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

-

General rules

- -

Differences with FIDE

-

-None. -

-

Strategy issues

-

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

-

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

-

-

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 2 steps towards it
QueenQ9.5RB or Q
RookR5R
BishopB3.25BColor-bound
KnightN3.25N
PawnP1mfWcfFPromotes to Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

Differences with FIDE

+ +

None.

+ +

Strategy issues

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/Chu.html b/whats_new/rules/Chu.html index 273a249..21dd898 100644 --- a/whats_new/rules/Chu.html +++ b/whats_new/rules/Chu.html @@ -1,719 +1,853 @@ - -
-Chu Shogi - - -
- -

Chu Shogi (Ancient Japanese Chess)

-

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

-
- - -

Initial setup

-

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

-
- -

Moves at a Glance

- -

Click on a piece below to see its moves

- - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
- - - - - - - - - - - - - - - - - - - - - - -

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

-
- - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - + + Chu Shogi + + + + + - +

Chu Shogi (Ancient Japanese Chess)

-
+

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

-
+ + + - + +
- - -Unblockable leap (capture or non-capture) -
+ +

Initial setup

-
+

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

+
-
+

Moves at a Glance

-
- - - - - - - - - - +

Click on a piece below to see its moves

-
+ + + - - - - - - - - - - - + - + - - - - - - - - - + - + - -
- - -Captured while passing through the square to another destination -
+ + - - - - - - - - - - - - + +
+ + - - - - - - - - - - - - + +
+ + - - - - - - - - - - + +

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

+
+
+
+ + + + - - - - - - + + +
+
- - - - - - - - +
+ - - - - - -
- - - - - - - - - - - - - - - - - - - -
- -

:
:
:
:

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

Pawn peculiarities

-
    -
  • Pawns move and capture straight ahead.
  • -
-

General rules

-
    -
  • The game is won by capturing the opponent's only King.
  • -
  • Pieces promote at the end of a move into the promotion zone.
  • -
  • The promotion zone consists of the last four ranks.
  • -
  • Pieces promote only once.
  • -
  • Perpetual checking is forbidden, and would be ruled a loss on the 4-fold repeat.
  • -
  • Other repetitions lose for the side that creates them.
  • -
-

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
+ +

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
symPiece nameIDvalueMoves (Betza + notation)Remarks
KingK-K
LionNKADN(cK-aK)(K-bK)Can move twice per turn (as King)
QueenQRB or Q
Dragon(-King)DRFPromotes to Eagle
(Dragon-)HorseHBWPromotes to Unicorn
RookRRPromotes to Dragon
BishopBBPromotes to Horse
Vertical MoverVvRsWPromotes to Narrow Queen
Side MoverSsRvWPromotes to Sleeping Queen
CanonAvRPromotes to Whale
LanceLfRPromotes to White Horse
KylinOFDPromotes to Lion
PhoenixXWAPromotes to Queen
ElephantEFsfWPromotes to a second King
Blind TigerTFsbWPromotes to Flying Stag
GoldGWfFPromotes to Rook
SilverSFfWpromotes to Vertical Mover
CopperCfFvWpromotes to Side Mover
Ferocious LeopardFFvWpromotes to Bishop
CobraIvWpromotes to Elephant
PawnPfWpromotes to Gold
Promoted pieces (not initially present) + +
Eagle+DRbBf(FA(cF-F)(mcF-bF))Moves as Q, except for linear double-step 'stinging' + moves diagonally forward
Unicorn+HBsbRf(WD(cW-W)(mcW-bW))(aka Horned Falcon) Moves as Q, except for linear + double-step 'stinging' forward
Narrow Queen+VBvRaka Flying Ox
Sleeping Queen+MBsRaka Free Boar
Flying Stag+TFvRsW
White Horse+LvRfB
Whale+AfbRbB
+ +

Pawn peculiarities

+ + + +

General rules

+ + + +

Lion moves and Stinging pieces

+ +

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

+ +

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

+ +

Restrictions on Lion capture

+ +

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

+ +

XBoard interface issues

+ +

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

+ +

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

+ +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 - - -
- -

Chu Chess

-

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

-
- - -

Initial setup

-

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

-
+ + Chu Chess + + + + + -

Moves at a Glance

+

Chu Chess

-

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.

- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
- - + + + - + +
+ +

Initial setup

-
+

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

+
-
- - +

Moves at a Glance

-
+

Click on a piece below to see its moves

-
+ + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + -
+ - - - - -

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

-
+ + + + + + + + + + +

Sliding capture or non-capture,
+ 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 -
+ + + + - - - - - - - - + + - - -Captured while passing through the square to another destination -
+ - - + Non-capture only
+
- - + + + + +
+ + + + + + Capture only
+
- - + +
+ + - - + + + + + + + Captured while passing + through the square to another destination
+
- - - - - - - - - - - - - - - - - -
- -

:
:
:
:

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

Pawn peculiarities

-
    -
  • Pawns capture differently from how they move (straight move, diagonal capture).
  • -
  • Pawns can move two squares straight ahead from their initial position, provided they are not blocked.
  • -
  • On the move immediately after such a double push, they can be captured en passant by another Pawn, -as if they had only moved 1 square ahead.
  • -
  • Pawns promote asthey promote in orthodox Chess piece of choice when they enter the promotion zone (in the Chess-like version).
  • -
-

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

-
    -
  • It is not allowed to expose your King to check.
  • -
  • The game is won by checkmating the opponent's King.
  • -
  • Stalemate (no legal moves, but not in check) is a draw.
  • -
  • The promotion zone is three ranks deep.
  • -
  • You cannot promote to Lion if you already have one.
  • -
-

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). -

-

-

-

-

-

-

+
+ +

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 3 steps towards it
LionL15KNAD(cK-aK)(K-bK)Can make two independent King steps per turn (capturing + upto two pieces)
QueenQ9.5RB or Q
Crowned Rook+R7RFaka Dragon Kin
Crowned Bishop+B5.25BWaka Dragon Horse
RookR5R
BishopB3.5BColor-bound
KnightN3N
CommonerM3Kaka Man or Soldier
PawnP1mfWcfFPromotes to Q, R, B, or N on reaching promotion zone
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

Chess-like or Shogi-like promotion

+ +

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

+ +

The Lion piece

+ +

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

+ +

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

+ +

Restrictions on Lion capture

+ +

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

+ +

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

+ +

XBoard interface issues

+ +

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

+ +

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

+ +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Courier Chess - - -
- -

Courier Chess (a medieval precursor of modern Chess)

-
- - -

Initial setup

-

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

-
+ + Courier Chess + + + + + -

Moves at a Glance

+

Courier Chess (a medieval precursor of modern Chess)

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
+

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - -
+ + + + + - - -

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

-
+ + + + + + +

Sliding capture or non-capture,
+ 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
+
+ + + + + + + +
+
+
+ + + + + + + +
+
+
+ + + + + + + +
+ + -

:
:
:
:

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

Pawn peculiarities

- -

General rules

- -

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

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

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KNo castling of any kind
RookR8R
CourierB5BColor bound
ElephantE1ABound to 8 squares!
KnightN4N
CommonerM4K
FerzF2FColor bound
WazirW1.5W
PawnP1mfWcfFPromotes to Ferz on reaching last rank
+ +

Pawn peculiarities

+ + + +

General rules

+ + + +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Crazyhouse - - - -

Crazyhouse

-
- - -

Initial setup

-

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

-
+ + Crazyhouse + + + + + -

Moves at a Glance

+

Crazyhouse

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
- - +

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- - - + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + -
+ - - + - - -

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

-
+ + + + + + + + + +

Sliding capture or non-capture,
+ 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 - - -
-Pawn - -P - -1 - -mfWcfF - -Promotes to Q, R, B, or N on reaching last rank -
-

Pawn peculiarities

- -

Castling

-

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

-

General rules

- -

XBoard interface issues

-

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

-

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 2 steps towards it
QueenQ9.5RB or Q
RookR5R
BishopB3.25BColor-bound
KnightN3.25N
PawnP1mfWcfFPromotes to Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

XBoard interface issues

+ +

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

+ +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Cylinder Chess - - -
- -

Cylinder Chess

-
- - -

Initial setup

-

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

-
+ + Cylinder Chess + + + + + -

Moves at a Glance

+

Cylinder Chess

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
- - +

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- - - + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + -
+ - - + - - -

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

-
+ + + + + + + + + +

Sliding capture or non-capture,
+ 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 - -- - -oK - -Can castle with Rook, moving 2 steps towards it -
-Queen - -Q - -11 - -oRoB or oQ - - -
-Rook - -R - -5 - -oR - - -
-Bishop - -B - -4 - -oB - -Color-bound -
-Knight - -N - -3.25 - -oN - - -
-Pawn - -P - -1 - -mfWcfoF - -Promotes to Q, R, B, or N on reaching last rank -
-

Pawn peculiarities

- -

Castling

-

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

-

General rules

- -

XBoard interface issues

-

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

-

Differences with FIDE

-

-The board wraps around as a cylinder. -

-

Strategy issues

-

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

-

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

-

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

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-oKCan castle with Rook, moving 2 steps towards it
QueenQ11oRoB or oQ
RookR5oR
BishopB4oBColor-bound
KnightN3.25oN
PawnP1mfWcfoFPromotes to Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

XBoard interface issues

+ +

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

+ +

Differences with FIDE

+ +

The board wraps around as a cylinder.

+ +

Strategy issues

+ +

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

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-FRC -
- -

Fischer Random Chess (Chess960)

-
- - -

Initial setup

-

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

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

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

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

Pawn peculiarities

- -

Castling

-

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

-

General rules

- -

XBoard interface issues

-

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

-

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

-

-

-

-

-

-

-

+ + FRC + + + + + +

Fischer Random Chess (Chess960)

+ + + + + + + +
+

Initial setup

+ +

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

+ +

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

+ +

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

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 3 steps towards it
QueenQ9.5RB or Q
RookR5R
BishopB3.5BColor-bound
KnightN3N
PawnP1mfWcfFPromotes to Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

XBoard interface issues

+ +

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

+ +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Falcon Chess -
- -

Falcon Chess

-
- - -

Initial setup

-

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

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

Pawn peculiarities

- -

Castling

-

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

-

The Falcon piece

-

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

-

General rules

- -

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

-

-

-

-

-

+ + Falcon Chess + + + +

Falcon Chess

+ + + + + + + +
+

Initial setup

+ +

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

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 3 or 4 steps to b- or + i-file
QueenQ9.5RB or Q
FalconF~5nLnJCan reach its 16 destination through 3 paths each
RookR5R
BishopB3.5BColor-bound
KnightN3N
PawnP1mfWcfFPromotes to Q, F, R, B, or N on reaching last rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

The Falcon piece

+ +

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

+ +

General rules

+ + + +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Give-away Chess - - -
- -

Give-away Chess

-
- - -

Initial setup

-

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

-
+ + Give-away Chess + + + + + -

Moves at a Glance

+

Give-away Chess

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
- - +

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- - - + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + -
+ - - + - - -

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

-
+ + + + + + + + + +

Sliding capture or non-capture,
+ 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 - -- - -WF - -Can castle with Rook, moving 2 steps towards it -
-Queen - -Q - -6 - -RB or Q - - -
-Rook - -R - -4 - -R - - -
-Bishop - -B - -3 - -B - -Color-bound -
-Knight - -N - -3 - -N - - -
-Pawn - -P - -1 - -mfWcfF - -Promotes to K, Q, R, B, or N on reaching last rank -
-

Pawn peculiarities

- -

Castling

-

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

-

General rules

- -

Differences with FIDE

-

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

-

Strategy issues

-

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

-

-

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-WFCan castle with Rook, moving 2 steps towards it
QueenQ6RB or Q
RookR4R
BishopB3BColor-bound
KnightN3N
PawnP1mfWcfFPromotes to K, Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ + diff --git a/whats_new/rules/Gothic.html b/whats_new/rules/Gothic.html index d1e3d63..5f6aa04 100644 --- a/whats_new/rules/Gothic.html +++ b/whats_new/rules/Gothic.html @@ -1,403 +1,475 @@ - -
-Gothic Chess - - -
- -

Gothic Chess

-
- - -

Initial setup

-

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

-
+ + Gothic Chess + + + + + -

Moves at a Glance

+

Gothic Chess

-

Click on a piece below to see its moves

+ + + -
+ +
- - + +

Initial setup

-
+

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- - - + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - -
+ + - - - - -

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

-
+ + + + + + + + + +

Sliding capture or non-capture,
+ 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 3 steps towards it -
-Queen - -Q - -9.5 - -RB or Q - - -
-Chancellor - -C - -9 - -RN - - -
-ArchBishop - -A - -8.75 - -BN - - -
-Rook - -R - -5 - -R - - -
-Bishop - -B - -3.5 - -B - -Color-bound -
-Knight - -N - -3 - -N - - -
-Pawn - -P - -1 - -mfWcfF - -Promotes to Q, R, B, or N on reaching last rank -
-

Pawn peculiarities

- -

Castling

-

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

-

General rules

- -

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

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

-

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

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 3 steps towards it
QueenQ9.5RB or Q
ChancellorC9RN
ArchBishopA8.75BN
RookR5R
BishopB3.5BColor-bound
KnightN3N
PawnP1mfWcfFPromotes to Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Grand Chess - - -
- -

Grand Chess

-
- -

Captured pieces will be displayed beside the board for promotion choice

-
-

Initial setup

-

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

-
+ + Grand Chess + + + + + -

Moves at a Glance

+

Grand Chess

-

Click on a piece below to see its moves

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ - - + +
+

Captured pieces will be displayed beside the board + for promotion choice

+
+ +

Initial setup

-
+

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

+
-
+

Moves at a Glance

-
+

Click on a piece below to see its moves

-
+ + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - -
+ + + + - - -

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

-
+ + + + + + + +

Sliding capture or non-capture,
+ 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
+
+ + + + + + +
+ +
- - +
+ + + + + +
+ + +
+
+ + + + - - - -
- -

:
:
:
:

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

Pawn peculiarities

-
    -
  • Pawns capture differently from how they move (straight move, diagonal capture).
  • -
  • Pawns can move two squares ahead from their initial position, provided they are not blocked.
  • -
  • On the move immediately after such a double push, they can be captured en passant by another Pawn, -as if they had only moved 1 square ahead.
  • -
  • Pawns promote to a piece chosen from the set of captured pieces when moving in or into the promotion zone.
  • -
  • The Promotion zone consists of the last three ranks.
  • -
  • When arriving on last rank, promotion is mandatory. On other ranks it is optional. -
  • If no promotion piece is available for a mandatory promotion, the Pawn cannot be advanced.
  • -
-

General rules

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

XBoard interface issues

-

-When a Pawn can be promoted, XBoard first advances it as a Pawn to the promotion square. -Then it waits for you to complete the move entry by clicking on the piece in the holdings beside the board that you want to promote to. -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. -

-

-

-

-

-

-

+
+ +

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-K
QueenQ9.5RB or Q
ChancellorC9RN
ArchBishopA8.75BN
RookR5R
BishopB3.5BColor-bound
KnightN3N
PawnP1mfWcfFPromotes to any other piece that was captured
+ +

Pawn peculiarities

+ + + +

General rules

+ + + +

XBoard interface issues

+ +

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

+ +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Great Shatranj - - -
- -

Great Shatranj

-
- -

Captured pieces will be displayed beside the board for promotion choice

-
-

Initial setup

-

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

-
+ + Great Shatranj + + + + + -

Moves at a Glance

+

Great Shatranj

-

Click on a piece below to see its moves

+ + + -

:
:
:
:

+ + -
+ - - + +
+

Captured pieces will be displayed beside the board + for promotion choice

+
+ +

Initial setup

-
+

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

+
-
+

Moves at a Glance

-
+

Click on a piece below to see its moves

-
+ + + - - - - - - - - - - - + - + - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - -
+ + + + - - -

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

-
+ + + + + + + +

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

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

Pawn peculiarities

- -

General rules

- -

XBoard interface issues

-

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

-

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCannot castle
GeneralG6.5WDFA
MinisterM6.5WDN
High PriestessH6.5FAN
ElephantE3FAColor-bound
KnightN3.25N
WoodyW3WD
PawnP1mfWcfFPromotes to any other piece that was captured, or to + Soldier
Only available through promotion
SoldierS3WF or K
+ +

Pawn peculiarities

+ + + +

General rules

+ + + +

XBoard interface issues

+ +

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

+ +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Janus Chess - - -
- -

Janus Chess

-
- - -

Initial setup

-

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

-
+ + Janus Chess + + + + + -

Moves at a Glance

+

Janus Chess

-

Click on a piece below to see its moves

+ + + -
+ +
- - + +

Initial setup

-
+

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

+
- +

Moves at a Glance

- - - +

Click on a piece below to see its moves

- + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - -
+ + - - - - -

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

-
+ + + + + + + + + +

Sliding capture or non-capture,
+ 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 3 or 4 steps to b- or i-file -
-Queen - -Q - -9.5 - -RB or Q - - -
-Janus - -J - -8.75 - -BN - - -
-Rook - -R - -5 - -R - - -
-Bishop - -B - -3.5 - -B - -Color-bound -
-Knight - -N - -3 - -N - - -
-Pawn - -P - -1 - -mfWcfF - -Promotes to Q, J, R, B, or N on reaching last rank -
-

Pawn peculiarities

- -

Castling

-

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

-

General rules

- -

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

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

-

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

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 3 or 4 steps to b- or + i-file
QueenQ9.5RB or Q
JanusJ8.75BN
RookR5R
BishopB3.5BColor-bound
KnightN3N
PawnP1mfWcfFPromotes to Q, J, R, B, or N on reaching last rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Knightmate - - -
- -

Knightmate

-
- - -

Initial setup

-

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

-
+ + Knightmate + + + + + -

Moves at a Glance

+

Knightmate

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
- - +

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- - - + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + -
+ - - + - - -

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

-
+ + + + + + + + + +

Sliding capture or non-capture,
+ 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 -
-Royal Knight - -K - -- - -N - -Can castle with Rook, moving 2 steps towards it -
-Queen - -Q - -10 - -RB or Q - - -
-Rook - -R - -4.5 - -R - - -
-Bishop - -B - -3.25 - -B - -Color-bound -
-Commoner - -M - -3 - -K - - -
-Pawn - -P - -1 - -mfWcfF - -Promotes to Q, R, B, or M on reaching last rank -
-

Pawn peculiarities

- -

Castling

-

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

-

General rules

- -

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

-

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
Royal KnightK-NCan castle with Rook, moving 2 steps towards it
QueenQ10RB or Q
RookR4.5R
BishopB3.25BColor-bound
CommonerM3K
PawnP1mfWcfFPromotes to Q, R, B, or M on reaching last rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Mighty Lion Chess - - -
- -

Mighty Lion Chess

-
- - -

Initial setup

-

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

-
+ + Mighty Lion Chess + + + + + -

Moves at a Glance

+

Mighty Lion Chess

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
- - +

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- - - + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - -
+ - - + - - -

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

-
+ + + + + + + + + +

Sliding capture or non-capture,
+ 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
- - +
+ - - -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 -
-

Pawn peculiarities

- -

Castling

-

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

-

General rules

- -

The Lion piece

-

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

-

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

-

Restrictions on Lion capture

-

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

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

-

XBoard interface issues

-

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

-

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

-

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 2 steps towards it
LionL15KADN(cK-aK)(K-bK)Can make two independent King steps per turn (capturing + upto two pieces)
QueenQ9.5RB or Q
RookR5R
BishopB3.25BColor-bound
KnightN3.25N
PawnP1mfWcfFPromotes to Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

The Lion piece

+ +

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

+ +

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

+ +

Restrictions on Lion capture

+ +

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

+ +

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

+ +

XBoard interface issues

+ +

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

+ +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Losers Chess - - -
- -

Losers Chess

-
- - -

Initial setup

-

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

-
+ + Losers Chess + + + + + -

Moves at a Glance

+

Losers Chess

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
- - +

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- - - + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + -
+ - - + - - -

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

-
+ + + + + + + + + +

Sliding capture or non-capture,
+ 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 - - -
-Pawn - -P - -1 - -mfWcfF - -Promotes to Q, R, B, or N on reaching last rank -
-

Pawn peculiarities

- -

Castling

-

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

-

General rules

- -

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

-

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 2 steps towards it
QueenQ9.5RB or Q
RookR5R
BishopB3.25BColor-bound
KnightN3.25N
PawnP1mfWcfFPromotes to Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/Makruk.html b/whats_new/rules/Makruk.html index 42b2cc5..347a4a3 100644 --- a/whats_new/rules/Makruk.html +++ b/whats_new/rules/Makruk.html @@ -1,358 +1,430 @@ - -
-Makruk - - -
- -

Makruk (Thai Chess)

-
- - -

Initial setup

-

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

-
+ + Makruk + + + + + -

Moves at a Glance

+

Makruk (Thai Chess)

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
+

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - -
+ + + + + - - -

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

-
+ + + + + + +

Sliding capture or non-capture,
+ 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
+
- - + +
+ + + + + + - - +
+
+
+ + + + + + + +
+
+
- - + + + + + + + - - - -
- -

:
:
:
:

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

Pawn peculiarities

- -

General rules

- -

Differences with FIDE

-

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

-

Strategy issues

-

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

-

-

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KWith Cambodian rules its first move can also be a + non-capture Knight jump (mfhN)
MetM1.5FWith Cambodian rules its first move can also be two steps + forward (fD)
RookR5R
ElephantS2.5FfW
KnightN3.25N
PawnP1mfWcfFPromotes to M on reaching last rank
+ +

Pawn peculiarities

+ + + +

General rules

+ + + +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-mini-Shogi - - -
- -

mini-Shogi (Diamond Quest)

-
- - -

Initial setup

-

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

-
+ + mini-Shogi + + + + + -

Moves at a Glance

+

mini-Shogi (Diamond Quest)

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
+

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- + + + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - -
+ + + + +
+ + + +
+
+ + + + +
+ + + - - - - +
+
+ + +
+ + + + + +
- - +
+ +
+ + + + + + - - - - +
+
+ + + + + + - - - - + +
+
+
+ + + + + + + +
+
+
+ + + + - - + + +
+ +
+
+ + + + + + +
+ +
+
+ + + + + + +
+ -

:
:
:
:

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

Pawn peculiarities

- -

General rules

- -

XBoard interface issues

-

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

-

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

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-WF
RookR5WWPromotes tp Dragon
BishopB4FFPromotes to Horse
GoldG4WfF
SilverS3.5FfWpromotes to Gold
PawnP1fWpromotes to Gold
Promoted pieces (not initially present)
DragonD or +R6RF
HorseH or +B5BW
+ +

Pawn peculiarities

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

General rules

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

XBoard interface issues

+ +

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

+ +

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

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

-

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

-

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

-

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

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

-

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

-

-

-

-

+
Since the game is just a subset of regular Shogi, legality +testing can remain on. You could also specify your favorite +mini-Shogi engine with -fcp in that file. + +

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

+ +

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

+ +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-No Castle - - -
- -

No Castle

-

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

-
- - -

Initial setup

-

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

-

-Both sides have: -

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

-

-The Bishops will start on opposite colors. -

-
+ + No Castle + + + + + -

Moves at a Glance

+

No Castle

-

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.

- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + - + +
+ +

Initial setup

-
+

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

-
+

Both sides have:

-
+

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

-
+

The Bishops will start on opposite colors.

+
-
+

Moves at a Glance

-
+

Click on a piece below to see its moves

-
+ + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + -
+ - - -

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

-
+ + + + + + + + + + +

Sliding capture or non-capture,
+ 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 - - -
-Pawn - -P - -1 - -mfWcfF - -Promotes to Q, R, B, or N on reaching last rank -
-

Pawn peculiarities

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

General rules

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

Differences with FIDE

-

-The 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. -

-

-

-

-

-

-

-

-

-

-

+
+ +

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 2 steps towards it
QueenQ9.5RB or Q
RookR5R
BishopB3.25BColor-bound
KnightN3.25N
PawnP1mfWcfFPromotes to Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

+ + + +

General rules

+ + + +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Seirawan Chess - - -
- -

Seirawan Chess (S-Chess)

-
- -

Pieces available for gating will be displayed beside the board

-
-

Initial setup

-

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

+ + Seirawan Chess + + + + + -
+

Seirawan Chess (S-Chess)

-

Moves at a Glance

+ + + -
+ -

Click on a piece below to see its moves

+

Pieces available for gating will be displayed beside + the board

+
+ +
+ +

Initial setup

-
- - +

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- - - + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - -
+ - - + - - -

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

-
+ + + + + + + + + +

Sliding capture or non-capture,
+ 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 3 steps towards it -
-Queen - -Q - -9.5 - -RB or Q - - -
-Elephant - -E - -9 - -RN - - -
-Hawk - -H - -8.75 - -BN - - -
-Rook - -R - -5 - -R - - -
-Bishop - -B - -3.5 - -B - -Color-bound -
-Knight - -N - -3 - -N - - -
-Pawn - -P - -1 - -mfWcfF - -Promotes to Q, E, H, R, B, or N on reaching last rank -
-

Pawn peculiarities

- -

Castling

-

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

-

General rules

- -

XBoard interface issues

-

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

-

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

-

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

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

-

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

-

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

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 3 steps towards it
QueenQ9.5RB or Q
ElephantE9RN
HawkH8.75BN
RookR5R
BishopB3.5BColor-bound
KnightN3N
PawnP1mfWcfFPromotes to Q, E, H, R, B, or N on reaching last + rank
+ +

Pawn peculiarities

+ + + +

Castling

+ +

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

+ +

General rules

+ + + +

XBoard interface issues

+ +

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

+ +

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

+ +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ +

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

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Shatranj - - -
- -

Shatranj (ancient Arabic/Persian Chess)

-
- - -

Initial setup

-

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

-
+ + Shatranj + + + + + -

Moves at a Glance

+

Shatranj (ancient Arabic/Persian Chess)

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
+

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + -
+ + + + + - - -

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

-
+ + + + + + +

Sliding capture or non-capture,
+ 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
- - +
+
+ + + + + + + +
+
+
+ + + + + + + +
+
+
- - + + + + + + + +
+
+ -

:
:
:
:

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

Pawn peculiarities

- -

General rules

- -

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

-

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KNo castling of any kind
FerzQ2F
RookR8R
AlfilB1ABound to 8 squares!
KnightN4N
PawnP1mfWcfFPromotes to Ferz on reaching last rank
+ +

Pawn peculiarities

+ + + +

General rules

+ + + +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 - - - -

Sho Shogi (precurser of modern Japanese Chess)

-

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

-
- - -

Initial setup

-

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

-
+ + Sho Shogi + + + + + -

Moves at a Glance

+

Sho Shogi (precurser of modern Japanese Chess)

-

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!

- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + - + +
+ +

Initial setup

-
+

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

+
-
+

Moves at a Glance

-
+

Click on a piece below to see its moves

-
+ + + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - -
+ + + +
+ + + + +
+
+ + + +
+ + + - - - - + +
+
+ +
+ + + + + + - - - - +
+
+ + + + + + - - - - + +
+
+
+ + + + - - - - + +
+ + +
+
+ + + + + +
+ + +
- - - - +
- - + + +
+ + + + + +
+
+ + +
+ + + + + +
+
+ + +
- -

:
:
:
:

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

Pawn peculiarities

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

    -
-

General rules

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

XBoard interface issues

-

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

-

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

+      
+ +

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-K
RookR15RPromotes to Dragon
BishopB13BPromotes to Horse
ElephantE11FsfWPromotes to a second King
GoldG9WfF
SilverS8FfWpromotes to Gold
KnightN6fNpromotes to Gold
LanceL5fNpromotes to Gold
PawnP1fWpromotes to Gold
Promoted pieces (not initially present)
DragonD or +R18RF
HorseH or +B15.5BW
+ +

Pawn peculiarities

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

General rules

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

XBoard interface issues

+ +

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

+ +

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

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

-

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

-

Differences with FIDE

-

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

-

Strategy issues

-

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

-

-

-

-

+Since the game is just a subset of regular Shogi, legality +testing can remain on. You could also specify your favorite +Sho-Shogi engine with -fcp in that file. + +

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

+ +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ + diff --git a/whats_new/rules/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 - - - -

Shogi (Japanese Chess)

-

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

-
- - -

Initial setup

-

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

-
+ + Shogi + + + + + -

Moves at a Glance

+

Shogi (Japanese Chess)

-

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).

- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + - + +
+ +

Initial setup

-
+

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

+
-
+

Moves at a Glance

-
+

Click on a piece below to see its moves

-
+ + + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - - -
+ + + +
+ + + + +
+
+ + + +
+ + + - - - - + +
+
+ +
+ + + + + + - - +
+
+
+ + + + + + - - - - + +
+
+ + + + + - - - - + +
+ +
+
+ + + + + + +
+ +
+
- - - - + - - + + +
+ + + + +
+
+ + + +
+ + + + +
+
+ + + +
- -

:
:
:
:

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

Pawn peculiarities

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

    -
-

General rules

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

XBoard interface issues

-

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

-

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

-

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

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

-

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

-

-

-

-

+
+ +

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-K
RookR15RPromotes to Dragon
BishopB13BPromotes to Horse
GoldG9WfF
SilverS8FfWpromotes to Gold
KnightN6fNpromotes to Gold
LanceL5fNpromotes to Gold
PawnP1fWpromotes to Gold
Promoted pieces (not initially present)
DragonD or +R18RF
HorseH or +B15.5BW
+ +

Pawn peculiarities

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

General rules

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

XBoard interface issues

+ +

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

+ +

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

+ +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Spartan Chess - - -
- -

Spartan Chess

-
- - -

Initial setup

-

Black (Spartans)

-

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

-

White (Persians)

-

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

-
+ + Spartan Chess + + + + + -

Moves at a Glance

+

Spartan Chess

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
+

Black (Spartans)

-
+

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

-
+

White (Persians)

-
+

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - -
+ + - - -

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

-
+ + - - + + + + + + + +

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

Pawn peculiarities

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

Castling

-

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

-

General rules

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

Duple check

-

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

-

Differences with FIDE

-

-The black army is completely different. -

-

Strategy issues

-

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

-

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

-

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

-

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

-

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

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
King (Persian)K-KCan castle with Rook, moving 2 steps towards it
QueenQ9.5RB or Q
RookR5R
BishopB3.25BColor-bound
KnightN3.25N
PawnP1mfWcfFPromotes to Q, R, B, or N on reaching last rank
King (Spartan)K4.5KDistributed Royalty: check only when all your Kings are + in Check
WarlordW8.75BN
GeneralG7RF
LieutenantL3.5FAmsWColor-changing sideway non-capture move
CaptainC3WDHas mating potential
Hoplite PawnH1mfFcfWPromotes to K, W, G, L or C on reaching last rank
+ +

Pawn peculiarities

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

Castling

+ +

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

+ +

General rules

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

Duple check

+ +

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

+ +

Differences with FIDE

+ +

The black army is completely different.

+ +

Strategy issues

+ +

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

+ +

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

+ +

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

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Suicide Chess - - -
- -

Suicide Chess

-
- - -

Initial setup

-

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

-
+ + Suicide Chess + + + + + -

Moves at a Glance

+

Suicide Chess

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
- - +

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- - - + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + -
+ - - + - - -

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

-
+ + + + + + + + + +

Sliding capture or non-capture,
+ 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 - -6 - -RB or Q - - -
-Rook - -R - -4 - -R - - -
-Bishop - -B - -3 - -B - -Color-bound -
-Knight - -N - -3 - -N - - -
-Pawn - -P - -1 - -mfWcfF - -Promotes to K, Q, R, B, or N on reaching last rank -
-

Pawn peculiarities

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

Castling

-

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

-

General rules

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

Differences with FIDE

-

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

-

Strategy issues

-

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

-

-

-

-

-

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 2 steps towards it
QueenQ6RB or Q
RookR4R
BishopB3BColor-bound
KnightN3N
PawnP1mfWcfFPromotes to K, Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

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

Castling

+ +

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

+ +

General rules

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

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ + diff --git a/whats_new/rules/Super.html b/whats_new/rules/Super.html index cb3b6bb..01a9025 100644 --- a/whats_new/rules/Super.html +++ b/whats_new/rules/Super.html @@ -1,430 +1,512 @@ - -
-Superchess - - -
- -

Superchess

-
- -

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

-
-

Initial setup

-

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

-

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

-

Substitutes set I (Dutch Open Championship)

-

-1 Amazon -
-1 Empress -
-1 Princess -
-1 Veteran -

-
+ + Superchess + + + + + -

Moves at a Glance

+

Superchess

-

Click on a piece below to see its moves

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ - - + +
+

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

+
- - + +

Initial setup

-
+

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

-
+

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

-
- - +

Substitutes set I (Dutch Open Championship)

-
+

1 Amazon
+ 1 Empress
+ 1 Princess
+ 1 Veteran

+
-
- - +

Moves at a Glance

-
- - -

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

-
+

Click on a piece below to see its moves

-
+ + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + -
+ + + + + + + +
+ + + +

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

+
+
+ + + + + + - - -Unblockable leap (capture or non-capture) -
+ + +
+
+ - - + + + + - - -Non-capture only -
+ + + + + + 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 any other piece that was captured or substituted -
-Amazon - -A - -12.25 - -QN - - -
-Empress - -E - -9 - -RN - - -
-Princess - -S - -8.75 - -BN - - -
-Veteran - -V - -7.5 - -KN - - -
-

Pawn peculiarities

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

Castling

-

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

-

General rules

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

XBoard interface issues

-

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

-

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

-

-

-

-

-

-

-

-

-

+
+ +

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 2 steps towards it
QueenQ9.5RB or Q
RookR5R
BishopB3.25BColor-bound
KnightN3.25N
PawnP1mfWcfFPromotes to any other piece that was captured or + substituted
AmazonA12.25QN
EmpressE9RN
PrincessS8.75BN
VeteranV7.5KN
+ +

Pawn peculiarities

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

Castling

+ +

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

+ +

General rules

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

XBoard interface issues

+ +

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

+ +

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Two Kings - - -
- -

Two Kings

-
- - -

Initial setup

-

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

-
+ + Two Kings + + + + + -

Moves at a Glance

+

Two Kings

-

Click on a piece below to see its moves

+ + + -
+ +
+ +

Initial setup

-
- - +

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

+
- +

Moves at a Glance

- +

Click on a piece below to see its moves

- - - + + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + -
+ - - + - - -

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

-
+ + + + + + + + + +

Sliding capture or non-capture,
+ 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 - - -
-Pawn - -P - -1 - -mfWcfF - -Promotes to Q, R, B, or N on reaching last rank -
-

Pawn peculiarities

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

Castling

-

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

-

General rules

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

Differences with FIDE

-

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

-

Strategy issues

-

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

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

-

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

-

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

-

-

-

-

-

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

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 2 steps towards it
QueenQ9.5RB or Q
RookR5R
BishopB3.25BColor-bound
KnightN3.25N
PawnP1mfWcfFPromotes to Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

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

Castling

+ +

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

+ +

General rules

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

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

Your non-royal King can be exposed to capture, and + thus captured. After that, the remaining King will always be + royal. Once both sides are down to a single King, this variant + degenerate to orthodox Chess. The spare King is a tough defender, + because it cannot be attacked by the opponent's royal King. So if + all the attacker's power is in a single piece, the defending King + pair has little to fear when they protect each other. This makes + even KQKK is a draw (provided the Kings can connect). + + diff --git a/whats_new/rules/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 @@ - -
-Wild Castle - - -
- -

Wild Castle

-

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

-
- - -

Initial setup

-

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

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

-In addition both sides have: -

-1 Queen -
-2 Bishops -
-2 Knights -

-

-The Bishops will start on opposite colors. -

-
+ + Wild Castle + + + + + -

Moves at a Glance

+

Wild Castle

-

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.

- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + - + +
- - + +

Initial setup

-
+

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

-
+

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

-
- - +

In addition both sides have:

-
+

1 Queen
+ 2 Bishops
+ 2 Knights

-
- - +

The Bishops will start on opposite colors.

+
-
- - -

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

-
+

Moves at a Glance

-
+

Click on a piece below to see its moves

-
+ + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - -
+ + + + + + +
+ + + + +

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

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

Pawn peculiarities

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

Castling

-

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

-

General rules

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

Differences with FIDE

-

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

-

Strategy issues

-

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

-

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

-

-

-

-

-

-

-

-

-

-

+
+ +

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-KCan castle with Rook, moving 2 steps towards it
QueenQ9.5RB or Q
RookR5R
BishopB3.25BColor-bound
KnightN3.25N
PawnP1mfWcfFPromotes to Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

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

Castling

+ +

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

+ +

General rules

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

Differences with FIDE

+ +

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

+ +

Strategy issues

+ +

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

+ +

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

+ + diff --git a/whats_new/rules/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 - - -
- -

Xiangqi (Chinese Chess)

-

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

-
- - -

Initial setup

-

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

-
+ + Xiangqi + + + + + -

Moves at a Glance

+

Xiangqi (Chinese Chess)

-

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.

- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + - + +
+ +

Initial setup

-
+

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

+
-
+

Moves at a Glance

-
+

Click on a white piece below to see its moves

-
+ + + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - - - + - + - - - - - - - - - + - + - - - - - - - - - + - + - - - -
+ - - + + - - -

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

-
+ + + + + + + + +

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

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

:
:
:
:

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

Pawn peculiarities

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

General rules

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

Differences with FIDE

-

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

-

Perpetual Chasing

-

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

-

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

-

Strategy issues

-

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

-

-

-

-

-

-

-

-

-

-

+
+ +

:
+ :
+ :
+ :

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-WCannot leave its Palace
RookR10R
CannonC4-5pRMust jump 1 piece to capture
HorseH5-4n[WF]Cannot jump
AdviserA2F
ElephantE2nACannot move onto opponent's board half
PawnP1fWAcquires sideway moves (fWsW) on opponent's board + half
+ +

Pawn peculiarities

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

General rules

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

Differences with FIDE

+ +

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

+ +

Perpetual Chasing

+ +

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

+ +

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

+ +

Strategy issues

+ +

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

+ + diff --git a/whats_new/rules/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 @@ - -
-Variants supported by XBoard -
- - -

Chess variants supported by XBoard

-

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

-

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

-

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

-

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

-

List of supported variants

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

-

-

-

-

-

-

-

-

-

-

-

-

-

- + + Variants supported by XBoard + + + +

Chess variants supported by XBoard

+

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

+ +

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

+ +

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

+ +

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

+ +

List of supported variants

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
= recommended
FIDE ChessThe modern international game, second in popularity only + to Xiangqi
Shuffle games with normal pieces
Wild CastleShuffles the initial FIDE setup, leaving King and Rooks + in place
No CastleMore aggressive shuffling of the initial FIDE setup, + without castling
Chess960A Shuffle variant where even Kings and Rooks in + non-standard location can castle
Variants with piece drops
CrazyhousePieces you capture are added to your army, by dropping + them back onto the board
Bughousefour-player game that XBoard can only play with the aid + of an Internet Chess Server
ShogiJapanese Chess, where pieces you captured can be dropped + to strengthen your own army
mini-ShogiHighly simplified and very tactical mini version of Shogi + (on 5x5 board)
Unusual winning conditions
Suicide ChessWin by getting rid of all your material by mandatory + capture
Give-Away ChessWin by getting rid of all your material by mandatory + capture
Losers ChessWin by being left with a bare King
3-checksLose by being checked 3 times
Variants with various intrusive + rules
Atomic ChessPieces that capture explode, destroying anything in the + vicinity
Cylinder ChessThe a-file and h-file connect to make the board a + cylinder
TwoKingsPlay with two Kings, changing which one is royal during + the game
Variants where just a few pieces move in + unorthodox ways
ShatranjAncient Arabic/Persian Chess, with primitive Queen and + Bishops
Berolina ChessPawns capture straight ahead, and move diagonally
ASEANSouth-East Asian Chess, a modernized version of + Makruk
KnightmateTry to checkmate a single Royal Knight with (amongst + others) two non-royal Kings
Falcon ChessTwo (Rook-class) Falcon pieces augment FIDE on a 10-wide + board
Mighty-Lion + ChessAll-powerful Lions can capture other pieces en-passant, + or two pieces at once
Variants with extra Rook-Knight and + Bishop-Knight compound pieces
Seirawan ChessTwo extra super-pieces can be 'gated' onto the board + during the opening
Capablanca ChessTwo super-pieces are added to FIDE on a 10-wide + board
Gothic + ChessTwo super-pieces are added to FIDE on a 10-wide board, + with stream-lined initial setup
Janus ChessTwo Janus super-pieces (B-N compounds) are added to FIDE + on a 10-wide board
Capablanca Random ChessCapablanca Chess with shuffled initial setup, with + generalized castling rules
Grand ChessChess on a 10x10 board with two extra super-pieces
Oriental forms of Chess
XiangqiChinese Chess, where the King is confined to a + Palace
ShogiJapanese Chess, where pieces you captured can be dropped + to strengthen your own army
Sho ShogiAncient precurser of the modern Japanese 9x9 Shogi game + (without drops)
Chu ShogiAncient Japanese Chess with many pieces on a 12x12 board, + and a Lion super-piece
MakrukThai Chess, with an interesting Elephant piece
ASEANSouth-East Asian Chess, a modernized version of + Makruk
Variants with mostly un-orthodox + pieces
Courier ChessMediaval precursor of Chess, combining Shatranj with + modern pieces on a wide board
SuperchessRandomly picked unorthodox pieces of many kinds replace + some of your FIDE pieces
Great ShatranjVersion of Capablanca Chess that replaces all sliding + moves by 2-square jumps
Spartan + ChessTwo different armies (Persians and Spartans, the latter + lead by two Kings) battle each other
Chess with Different ArmiesPick one of a set of (mostly) unsual armies to battle a + completely different army
Chu ShogiAncient Japanese Chess with many pieces on a 12x12 board, + and a Lion super-piece
Chu ChessIntermediate between Chess and Chu shogi, on a 10x10 + board
Cambodian Chess
Ai-Wok Makruk
+ + diff --git a/whats_new/rules/move.js b/whats_new/rules/move.js index 6210622..075bacb 100644 --- a/whats_new/rules/move.js +++ b/whats_new/rules/move.js @@ -7,7 +7,7 @@ var down = 0; var size = 10; 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 == 1) @@ -230,8 +230,8 @@ function down_click(x, y) { if(down) return; highlight(x, y, 1); savx = x; savy = y; down = 1; -// sq = x + 'x' + y; -// sq = '7x5'; +// sq = 'sq' + x + 'x' + y; +// sq = 'sq7x5'; // save = document.getElementById(sq).innerHTML; // document.getElementById(sq).innerHTML = ''; } @@ -239,7 +239,7 @@ function down_click(x, y) { function up_click() { highlight(savx, savy, 0); down = 0; -// document.getElementById(x + 'x' + y).innerHTML = save; +// document.getElementById('sq' + x + 'x' + y).innerHTML = save; } diff --git a/whats_new/rules/moves.css b/whats_new/rules/moves.css index 48f33b7..c572aa7 100644 --- a/whats_new/rules/moves.css +++ b/whats_new/rules/moves.css @@ -1,6 +1,7 @@ table.board { border-collapse: collapse; overflow: hide; + margin-left: 36px; } table.board td { width: 36px; height: 36px; vertical-align: center; @@ -21,13 +22,14 @@ table.board td img { } table.board td.w { background: #FFFFFF; color: black; height: 36px; width: 360px; + padding-left: 36px; text-align: left; } table.board td.b { background: #FFFFFF; color: white; height: 72px; width: 36px; } table.board td.h { - background: #FFFFFF; color: black; height: 36px; width: 36px; + display: none; } table.board td.n { background: #C0C0C0; color: black; height: 36px; width: 36px; diff --git a/whats_new/rules/spartan.js b/whats_new/rules/spartan.js index 62e4887..046e9eb 100644 --- a/whats_new/rules/spartan.js +++ b/whats_new/rules/spartan.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) @@ -299,7 +299,7 @@ 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) { @@ -317,7 +317,7 @@ 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/template.html b/whats_new/rules/template.html index a143d4c..f8a0af6 100644 --- a/whats_new/rules/template.html +++ b/whats_new/rules/template.html @@ -1,164 +1,191 @@ - -
-Gothic Chess -
- -

Gothic Chess

-
- - -

Initial setup

-

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

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

Pawn peculiarities

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

Castling

-

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

-

General rules

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

Differences with FIDE

-

-None. -

-

Strategy issues

-

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

-

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

-

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

-

-

-

-

-

-

-

-

+ + Gothic Chess + + + +

Gothic Chess

+ + + + + + + +
+

Initial setup

+ +

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

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
PieceIDvalueMoves (Betza notation)Remarks
KingK-WFCan castle with Rook, moving 2 steps towards it
QueenQ9.5WWFF
ChancellorC9WWFF
ArchBishopA8.75WWFF
RookR5WW
BishopB3.5FFColor-bound
KnightN3N
PawnP1mfWcfFPromotes to Q, R, B, or N on reaching last rank
+ +

Pawn peculiarities

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

Castling

+ +

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

+ +

General rules

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

Differences with FIDE

+ +

None.

+ +

Strategy issues

+ +

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

+ +

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

+ +

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

+ + -- 1.7.0.4