Chess

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Rules

Rules with * are standard chess rules. Rules with ** are from Chess 2: The Sequel Rules with *** are from Omega Chess

  • Double Pawn* - Pawn may move two on first move)
  • En Passant* - Pawn may take a double/triple moving pawn)
  • Castling* - Rook moves next to king, king jumps rook
  • Promotion* - Pawns receive promotion upon reaching opponent's end of the board, transforming into any non-pawn non-king piece in the player's army. "Typed" pawns promote only to their type.
  • Rule of Three* - If the same position repeats three times, the game is a draw.
  • 50-Move Rule - If 50 moves pass with no pawn moves or captures, the game is a draw.
  • Triple Pawn*** - Pawn may move three on first move)
  • Guarding*** - Rook moves next to queen, queen jumps rook)
  • Dueling** - Players begin with 3 stones which may be bid to contest capture. Whenever you would capture any piece, the defender can initiate a duel. If your piece is higher rank

than his (ranks: pawn -> knight/bishop -> rook -> queen), he must pay 1 stone to initiate a duel. To duel, you each put 0, 1, or 2 stones in your closed fists, then simultaneously reveal them. All stones revealed are destroyed. The winner of the duel is the one who showed more stones--ties go to the attacker. f the attacker wins a duel, he takes the piece in question as in normal Chess. If the defender wins, he still loses his piece, but the attacker ALSO loses the piece he attacked with. Kings may not be dueled. Capturing a pawn grants you one stone for a maximum of 6 stones at any given time.

  • Midline Invasion** - If a King moves past the fourth rank from his side of the board, that player wins.[1]
  • No Stalemate** - If a player retains no legal moves, that player loses.
  • Warrior King** - If you have a Warrior King, you may take an extra King-Turn after your regular turn. During this turn, you may only move a Warrior King, be it to move or to make a Whirlwind Attack.

Descriptors

Pieces can be explained simply using descriptors to add moves to them.

  • Knighted - Leaps 1/2 (as a knight)
  • Crowned - Moves as a king
  • Ordained - Rides diagonally (as a bishop)
  • Fortified - Rides orthogonally (as a rook)
  • Locust - Jumps a piece to capture
  • Zodiac - Captures pieces next to which it ends movement
  • Slider - Moves through contiguous squares
  • Leaper - Moves directly to destination
  • Rider - May repeat move
  • Hopper - Must jump a piece to move
  • Edgehog - Must stay at edge of board
  • Empowered** - Empowered typically affects Bishops, Knights and Rooks, and hampers Queens. While a knight, bishop, or rook is orthogonally adjacent to another knight, bishop, or rook on your team, each piece gains the movement powers of its neighbor in addition to its regular movement powers. This does not pass transitively. While pieces are empowered, the Queen is an Elegant Queen.
  • Ranks** - All pieces have a rank, based on their position. pawn -> knight/bishop -> rook -> queen. Replacement pieces retain their type (Empowered Queens are still Queens, even though they suck)

Parlett's Move Descriptors

Parlett has a system for describing the moves of chess pieces.

Move Flow

  • , - Divides steps of a multi-step move[2]
  • ; - Separate move patterns where a piece has multiple[3]
  • ! - Not permitted[4]
  • † - Move is optional.[5]
  • () - used for grouping sequences[6]

Distance

Distance numbers are placed before the move direction.

  • 1 - distance of one
  • 2 - distance of two
  • 3 - distance of three
  • # - distance of [number]
  • n - any number of this move

Direction

Note that there is no indicator for left or right movement.

  • | - Vertical orthogonally
  • = - Sideways orthogonally
  • + - Orthogonal movement
  • X - Diagonal movement
  • * - Any direction
  • > - Advance Only (modifier follows movement)
  • < - Retreat Only (modifier follows movement)
  • / - Must perform contrary orthogonal movement, aka. hippoganal movement (| then = or = then |)[7]

Conditionals

When a move may occur. The default is "any time; may capture." If a conditional is followed by an uppercase piece abbreviation (e.g. (K) or (NN)), it refers to that piece exclusively.

  • c - Must capture
  • o - Cannot capture
  • i - Only on initial move[8]
  • p - Move adjacent to another piece
  • w - Must be a space that was leaped or ridden on opponent's move[9]

Standard Chess Example: A pawn may take another pawn en passant. This is indicated with cw[P]X>1

Movement conditions

The default is to capture by landing on the piece and be blocked by intermediate pieces.

  • & - May repeat move, advancing through each square in turn
  • % - Hop (move over a piece)[10]
  • ~ - Leap (move regardless of intervening spaces)
  • ^ - Locust capture (captures[11] by hopping)[12]
  • ♦ - Piece is a royal which must be taken to win the game[13]

Extension

  • ☺ - Allied piece only[14]
  • ☻ - Enemy piece only[15]
  • @ - Strike (take piece without moving at the indicated move position)[16]
  • ■ - Black square only
  • □ - White square only

Miscellaneous

  • Certain moves by definition change the color of the square a piece is on where that is important. All odd orthagonal movement as well as all even/odd leaping behavior.
  • Where boards are aligned, for whatever reason, white and black must align. correctly unless the board allows change of orientation[17]

Standard Pieces

The standard pieces in chess have a few surprisingly unusual moves that have been retained for centuries, but for the most part are straightforward.

  • [P] Pawn
1>;io2>;cX1>;cw[P]X1>
  • [N] Knight
~1/2
  • [B] Bishop
nX
  • [R] Rook
n+;i=pi[K]
  • [Q] Queen
n*
  • [K] King
1*;♦

Standard Arrangement

PPPPPPPP
RBNQKNBR

Category Pieces

Basic Movers

  • Ferz - 1X
  • Wazir - 1+

Rider

  • [B] Bishop
nX
  • [R] Rook
n+
  • [Q] Queen
n*
  • [NN] Nightrider
n(~1/2)

Basic Leapers

  • [N] Knight
~(1/2)
  • [A] Alfil
~(2/2)
  • [D] Dabbaba
~2+
~(1/3)
  • [J] Zebra
~(2/3)
  • [G] Tripper
~(3/3)
  • [H] Threeleaper
~3+

Hybrid Pieces

  • Maharajah
n*; ~(1/2); ♦
  • Amazon
n*; ~(1/2)
  • Princess
nX; ~(1/2)
  • Chancellor
n+; ~(1/2)

Mimics

  • Fool
(Fool Moves) [19]
  • Friend
(Friend Moves) [20]
  • Orphan
(Orphan Moves) [21]
  • Bug-Eyed Monster
(Bug Eyed Monster Move)[22]
  • Boogeyman
c1*; (Boogeyman Move)[23]

Marine Piece

A marine piece is a combination piece consisting of a rider (for ordinary moves) and a locust hop (for captures) in the same directions.

  • Nereide
onX;^2X
  • Triton
on+;+^2+
  • Mermaid
on*;^2*
  • Poseidon
o1*;^2*;†♦[24]

Chess With Different Armies

  • Bede
nX; ~2+
  • Charging Rook
n>=; 1*<
  • Colonel
n>=; 2/1>; 1*
  • FAD
1X; ~2*
  • Phoenix
1+; ~2X
  • Charging Knight
~(1/2)>; 1*<

Shogi

  • Free Boar
nX; n=
  • Flying Ox
n+; n<>
  • Horned Falcon
nX; n<=; 1>; ~2+>
  • Side Mover
n=; 1+
  • White Horse
n<>; nX>
  • Whale
n<>; nX<
  • Vertical Mover
n<>; 1+
  • Flying Stag
n<>; 1*
  • Reverse Chariot
n<>
  • Soaring Eagle
n+; nX<; 1X>; ~2X>
  • Ferocious Leopard
1X; 1<>
  • Copper General
1*>; 1<
  • Free Bear
nX; n=,~2X>
  • Howling Dog
n>; 1<
  • Lion Dog
3*
  • Wood General
2X>
  • Violent Bear
1=; 2X>
  • Blind Monkey
1=; 1X
  • Flying Horse
1+; 2X>
  • Violent Ox
2+
  • Stone General
1X>
  • Kirin
1X; ~2+
  • Blind Tiger
1X; 1<=
  • Evil Wolf
1>=; 1X>
  • Go-Between
1<>
  • Phoenix
1+; ~2X
  • Iron General
1*>
  • Lion
1*; ~2*; ~(1/2)

Omega Chess

  • Fool
?
  • Wizard
1X; ~1/3 
  • Champion
1+; ~2*

Zodiac

  • Capricorn (aka Zodiac Knight)
o~(1/2)†@1*
  • Libra (aka Zodiac Bishop)
onX†@1*
  • Ares (aka Zodiac Rook)
on+†@1*
  • Virgo (aka Zodiac Queen)
on*†@1*
  • Leo (aka Zodiac King)
o1*†@1*

Checkers

  • Checker
1X>;n(^2X>)[25]
  • Checker King
1X;n(^2X)†n(^2X)

Chess 2000

  • [] Dragon
2+; ^2+,†n(^2+)[26]
  • [] Minotaur
1*; c(Minotaur)[27]

Akenhead

  • Lao
on*; c%2*
  • Vao
onX; c%2X
  • Pao
on+; c%2+

Arrow Pawn Chess

  • Arrow pawn
o1+; c1X; io2+

Berolina Pawn

  • Berolina Pawn
o1X>; c1>; io2X

Berolina Plus Pawn

  • Berolina Pawn
o1X>; c1=>; io2X

Empowered**

In the Empowered variant, the Queen is and Elegant Queen. This makes her the weakest non-pawn piece.

  • Elegant Queen
1*

Nemesis and Nemesis Pawn**

The Nemesis and Nemesis Pawns typically replace the Queen and all pawns.

  • Nemesis**
on*; cn*[♦]; (Nemesis Immunity)[28]
  • Nemesis Pawn**
1>; io2>; cX1>; cw[P]X1>; >[K][29]

Reaper and Ghost**

The Reaper and Ghosts typically replace the Queen and Rooks.

  • Reaper**
(Reaper Move)[30]
  • Ghost**
(Ghost Move)[31]

Warrior Kings**

The Warrior King typically replaces both the King and Queen.

  • Warrior King**
1*; (Whirlwind Attack @1*)[32];♦

Animals**

Each of the standard non-pawn pieces is replaced with an animal piece. Knight is a Wild Horse, the Bishop is a Tiger, the Rook is an Elephant, the Queen is a jungle Queen.

  • Wild Horse**
~(1/2); c☺~(1/2)[33]
  • Tiger**
o2X; @2X[34]
  • Elephant**
o1+; o2+; o3+; (Rempage c3+☻☺)[35]
  • Jungle Queen**
~(1/2);n+

Miscellaneous

  • Grasshopper
%n*
  • Scorpion
1*; ^n*
  • Centaur
~1/2; 1*
  • Prince
1*; ♦
  • Spy
1X,2>,2=
  • Assassin
1*; n*c[♦][36]
  • Oracle
0/0[37]
  • Steward
o1+; c1X
  • Banshee
nX; n~(1/2)
  • Raven
n+; n~(1/2) 
  • Queen of the Night
n*; n~(1/2)
  • Alibabarider / Dayrider
n~2*
  • Overtaker Bishop
1X; ^2X
  • Overtaker Rook
1+; ^2+
  • Kirin
1X, ~2+
  • Drunk
1=
1<; c1X<; io2<
  • Anti-King
1*; (Hostage)[39]
  • Aanca
1+,nX(away)[40]
  • Bodyguard
n*; (Bodyguard)[41]

Notes

  1. The King may still not move into check). If the player has more than one royal piece, typically the original King is the only piece that can initiate an Invasion victory.
  2. "
    |~1,=~2;=~1,|~2
    " would be an exceptionally clumsy way of expressing the knight's move options
  3. Such as to indicate a pawn's ability to move two on initial move, take en passant.
  4. This indicates that the specified move is not possible in the rare case other notation is inadequate to describe a move. For example, an orthogonal rider who may not stop on the second space would be indicated as
    n+;!+2
    ".
  5. †n implies "This move may be retaken uniquely each time" and is, therefore, distinct from n().
  6. Implies identical moves. When a distinct sequence of repeating moves is required, †n or †# will be used. Thus, n(~1/2) means "Any number of knight moves in the same direction," while ~1/2,†n(~1/2) means "Any number of knight moves performed in any direction as many times as is valid."
  7. This implies +
  8. i may be used to indicate that a piece has not moved yet in any context. Examples: "ci" would mean "must capture only an unmoved piece" or oi would be "Move may not capture a piece that has not already moved"
  9. Note that in a multiplayer game, this applies to all previous player's moves - that is, every move that preceded yours.
  10. Hops are assumed to require only one piece to be hopped unless otherwise indicated; for example, "%3+" means "hop at least one piece orthogonally to leap three spaces," whereas "%%3+" means "hop at least two pieces orthogonally"; more complex combos should be parsed as given
  11. Locust implies only one capture. "
    ^3+
    " means "Leap three orthogonally, hop at least one piece and take it."
  12. "Must hop enemy piece" is implied by a locust capture. If the move is ALSO a valid leap, this should be indicated separately. If an orthogonal leaper may make a locust capture, it should be indicated as "
    ~2+;^2+
    "
  13. If there are multiple royals, the rules implied, unless stated otherwise, are "Royals are permitted to move into check" and "All royals must be taken to claim victory"; this may, rarely, result in moving into checkmate.
  14. For example, if a hopper may only hop allied pieces orthagonally, 2+%☺ would indicate
  15. For example, if a hopper may only hop enemy pieces orthagonally, 2+%☻ would indicate
  16. Strike does NOT imply move. "@n+;2+" means "strike any distance orthogonally, or move 2 orthogonally."
  17. I have no specific ideas for boards with specific properties.
  18. A camel is indicated by L because it is a "Long Knight"
  19. The Fool moves as the last piece that has moved, including mimicking the piece mimicked by the previous fool, or mimicking a pawn's advancement choice; the Fool cannot be promoted as a pawn, cannot be checked as a King, and retroactively makes moves illegal if they would make the fool check the king (which can result in stalemate); for obvious reasons, it is not possible to move the Fool first.
  20. The Friend moves as any piece that is currently guarding it. Friends can gain moves from Fools, other Friends or Orphans by transitive property.
  21. The Orphan moves as any piece that is currently threatening it. Orphans can gain moves from Fools, other Friends or Orphans by transitive property. If a move would cause the Orphan to be in checkmate position, that move is not legal.
  22. The Bug-Eyed Monster may move to any position to which a standard chess piece could not move. Normally, this is game-breaking and creates an immediate victory, but there are situations wherein this could be interesting, much like the counterpoint to the Antiking.
  23. The Boogeyman can move to any space not currently occupied or threatened, or he can capture as a King.
  24. That is, Poseidon is frequently used as an alternative king.
  25. Promoted to Checker King if it reaches the last row.
  26. The Dragon may jump a piece orthogonally to capture it, and then may continue to capture pieces in this way until it has no more valid captures.
  27. The Minotaur captures pieces in the same manner they capture.
  28. The nemesis moves as a queen but may only be captured by or capture the enemy king.
  29. The Nemesis Pawn can make any non-capturing move that puts it closer to the enemy King. This is best considered by drawing a box around both the king and the nemesis pawn and allowing the Nemesis Pawn any single space move in that box. Otherwise, it moves exactly like a normal pawn.
  30. The Reaper can move anywhere on the board expect the opponent's rear row as a leap, taking any piece except a royal (♦) which she may never take. She has no special protection against being taken. This does not take precedence over any condition that says a piece may not be taken.
  31. The Ghost may move to any unoccupied space on the board. They may neither claim nor be claimed by pieces.
  32. The Whirlwind Attack captures all pieces, including friendly pieces, currently adjacent the Warrior King. If EITHER Warrior King is checkmated, you lose.
  33. Yes, the Wild Horse is a knight that can capture friendly pieces.
  34. The Tiger does not move to capture. The Tiger captures the same way it moves - 2 diagonal spaces.
  35. When the Elephant captures, it MUST move three spaces and MUST capture all pieces in its path, friend or foe. The elephant cannot be captured by pieces more than 5 spaces away.
  36. The Assassin moves as a queen only when taking an enemy royal.
  37. The oracle cannot move, but permits the player to opt not to move; this prevents that player from ending a match in stalemate.
  38. This is a backwards pawn which does not possess an en passant move.
  39. If the anti-king is unable to move into check, the player loses.
  40. The Anaca may not move toward its initial move position.
  41. Riders may only move one square into or through the area of the bodyguard. They must stop immediately on the next square within the 1* area of the bodyguard's movement at which they could stop. If they MUST ride further, they may not move.