query: chess piece that remains on square of its own colour

pos: Queen (chess) starts on a white square and the black queen starts on a black square—thus the mnemonics "queen gets her color", "queen on [her] [own] color", or "the dress [queen piece] matches the shoes [square]" (Latin: "servat rēgīna colōrem"). The queen can be moved any number of unoccupied squares in a straight line vertically, horizontally, or diagonally, thus combining the moves of the rook and bishop. The queen captures by occupying the square on which an enemy piece sits. Although both players start with one queen each, a player can promote a pawn to any of several types of pieces, including

pos: Indoor games and sports available. Such games are often ‘war’ games, which involve capturing an opponent’s pieces. The most popular of all such games today is chess. Chess is a game of great skill that calls for the ability to plan moves and recognize threats several steps ahead. Each player has an ‘army’ of 16 pieces with which to fight a battle. There are six different kinds of piece – king, queen, bishop, knight, rook and pawn – and each has its own special way of moving about the board. If a player moves onto a square occupied by an opposing piece, that piece

pos: Empress (chess) the empress; checkmate can be forced within 11 moves. In comparison, the queen requires 10 moves and the rook requires 16. The drawing positions in the queen versus pawn endgame do not exist in the empress versus pawn endgame. Many chess variants use a rook+knight compound, but due to its powerful ability, it is uncommon for variants to use more than one per colour on a normal 8×8 board. Seirawan Chess uses one such piece (called elephant) per colour. Capablanca Chess uses one chancellor per colour on a 10×8 board. When the playing area is larger, the ratio of squares

pos: Fairy chess piece The check of a leaper cannot be parried by interposing. All orthodox chessmen except the pawn are either leapers or riders, although the rook does 'hop' over its own king when it castles. In shatranj, a Persian forerunner to chess, the predecessors of the bishop and queen were leapers: the alfil is a (2,2)-leaper (moving two squares diagonally in any direction), and the ferz a (1,1)-leaper (moving one square diagonally in any direction). The wazir is a (1,0)-leaper (an "orthogonal" one-square leaper). The king of standard chess combines the ferz and wazir. The dabbaba is a (2,0)-leaper. The alibaba combines

pos: Grasshopper (chess) Grasshopper (chess) The grasshopper is a fairy chess piece that moves along ranks, files, and diagonals (as an ordinary queen) but only by hopping over another piece at any distance to the square immediately closest. If there is no piece to hop over, it cannot move. If the square beyond a piece is occupied by a piece of the opposite color, the grasshopper can capture that piece. The grasshopper may jump over pieces of either color; the piece being jumped over is unaffected. The grasshopper was introduced by T. R. Dawson in 1913 in problems published in the "Cheltenham Examiner"

pos: Grasshopper (chess) and 135° respectively (to either side) upon passing the hurdle. The compound of all four and the grasshopper itself is the "marguerite". Bibliography Grasshopper (chess) The grasshopper is a fairy chess piece that moves along ranks, files, and diagonals (as an ordinary queen) but only by hopping over another piece at any distance to the square immediately closest. If there is no piece to hop over, it cannot move. If the square beyond a piece is occupied by a piece of the opposite color, the grasshopper can capture that piece. The grasshopper may jump over pieces of either color; the

pos: Madrasi chess on g2). In addition to Madrasi RI, another variant is Isardam ("Madrasi" spelled backwards), in which only moves that do not lead to a Madrasi paralysis are legal. Madrasi chess Madrasi chess is a chess variant invented in 1979 by Abdul Jabbar Karwatkar. The game uses the conventional rules of chess with the addition that when a piece is attacked by a piece of the same type but opposite colour (for example, a black queen attacking a white queen) it is paralysed and becomes unable to move, capture or give check. Most of the time, two like pieces attack each

pos: Andernach chess the black units (called "lamas") change colour and piece type when capturing white pieces of a different type. As in Andernach chess, the king is not affected by capture. For example, if a black pawn on d7 captures a white queen on c6, it becomes a white queen and can be moved by White on the next move. This game is not related to Chandraki, a chess variant played in Tibet. A variant on Andernach chess is anti-Andernach, in which pieces except kings change colour after non-captures, but stay the same colour after a capture. There is also super-Andernach in

pos: Chess game with 16 pieces of the specified color, which consist of one king, one queen, two rooks, two bishops, two knights, and eight pawns. The pieces are set out as shown in the diagram and photo, with each queen on a square of its own color, the white queen on a light square and the black queen on a dark. The player with the white pieces always moves first. After the first move, players alternately move one piece per turn (except for castling, when two pieces are moved). Pieces are moved to either an unoccupied square or one occupied by

pos: Madrasi chess Madrasi chess Madrasi chess is a chess variant invented in 1979 by Abdul Jabbar Karwatkar. The game uses the conventional rules of chess with the addition that when a piece is attacked by a piece of the same type but opposite colour (for example, a black queen attacking a white queen) it is paralysed and becomes unable to move, capture or give check. Most of the time, two like pieces attack each other mutually, meaning they are both paralysed. "En passant" pawn captures are an exception to this, since the attack is not mutual. (The status of an "en passant"

pos: Circular chess start in the second ring from the centre, the knights on the third and the rooks on the outermost ring. The pawns are positioned in front of the pieces. The moves of the pieces are identical to those in orthodox chess; a queen or rook may, if it is not obstructed, move any distance round a ring, except that the "null move" of moving a piece all the way round the board and back to its original square is not permitted. A pawn is promoted after moving six squares from its initial position, to the square immediately before the opponent's

pos: Block (chess) Block (chess) A block is a defensive tactic in chess in response to an attack, consisting of interposing a piece between the opponent's attacking piece and the piece being attacked. This type of blocking will only work if the attacking piece is a type that can move linearly an indefinite number of squares such as a queen, rook, or bishop and there is at least one empty square in the line between the attacking and attacked piece. Blocking is not an option when the attacking piece is directly adjacent to the piece it is attacking, or when the attacking piece

pos: Pawn (chess) the game. "En passant" was added in the 15th century to compensate for the then newly added two-square initial move rule (Hooper & Whyld 1992:124). Without "en passant", a pawn on its initial square could safely bypass a square controlled by an advanced enemy pawn. A pawn that advances all the way to the opposite side of the board (the opposing player's first rank) is "promoted" to another piece of that player's choice: a queen, rook, bishop, or knight of the same color. The pawn is immediately (before the opposing player's next move) replaced by the new piece. Since it

pos: Circular chess of the board and a different starting setup. In the citadel game, if a king reaches the citadel, a draw is forced. The starting position is essentially obtained from that of orthodox chess by cutting the board in half and bending the two halves to join at the ends. Two lines are marked on opposite sides of the board, and each set of pieces is positioned so as to straddle this line. The king and queen start on the innermost ring, with, as is the case in square chess, the queen on a square of the same colour; the bishops

pos: Courier chess updated rules. The starting setup is the same as for medieval Courier Chess. The king, queen, courier (bishop), knight, and rook have their modern powers. The bishop (or archer) can move one square diagonally, or leap diagonally to the second square. The fool, standing beside the queen, moves one square in any direction. The sage, standing beside the king, combines the powers of the fool and the knight. The pawn moves like the modern pawn, except that after reaching the farthest rank it must remain there for two moves before taking up its new career as a piece. Castling is

pos: Decoy (chess) Decoy (chess) In chess, decoying is the tactic of ensnaring a piece, usually the king or queen, by forcing it to move to a poisoned square with a sacrifice on that square. In the diagram, with Black to play, illustrates two separate decoys. First, the white queen is set up on c4 for a knight fork: 1... Rxc4! 2. Qxc4. Next, the fork is executed by removing the sole defender of the a3-square: 2... Qxb2!+ 3. Rxb2 Na3+ 4. Kc1. Finally, a zwischenzug decoys the king to b2: 4... Bxb2+. After either 5.Kxb2 Nxc4+ 6.Kc3 Rxe4, or 5.Kd1 Nxc4, Black

pos: King (chess) phase, the endgame. Players cannot make any move that places their own king in check. White starts with the king on the first to the right of the queen. Black starts with the king directly across from the white king. The white king starts on e1 and the black king on e8. A king can move one square in any direction (horizontally, vertically, or diagonally) unless the square is already occupied by a friendly piece or the move would place the king in check. As a result, the opposing kings may never occupy adjacent squares (see opposition), but the king

pos: Decoy (chess) is two pawns ahead and should win comfortably. Perhaps the most celebrated game featuring a decoy theme is Petrosian vs. Pachman, Bled 1961, which also involved a queen sacrifice. Decoy (chess) In chess, decoying is the tactic of ensnaring a piece, usually the king or queen, by forcing it to move to a poisoned square with a sacrifice on that square. In the diagram, with Black to play, illustrates two separate decoys. First, the white queen is set up on c4 for a knight fork: 1... Rxc4! 2. Qxc4. Next, the fork is executed by removing the sole defender of

pos: Star Wars Chess Dark Side. The chess pieces are portrayed as characters which match the rank of the chess piece. For example Luke Skywalker is the white king, Darth Vader is the black queen and the Stormtrooper are black pawns. When one chess piece takes an opposing one, a brief battle scene shows the chess piece character defeating the opponent. "Computer Gaming World" concluded that "" and "Star Wars Chess" "are examples of marketing at its best (or worst, depending on your point of view)". In 1996, "Computer Gaming World" declared "Star Wars Chess" the 49th-worst computer game ever released. Star Wars Chess

pos: Knight (chess) (depending on its exact location) and a knight in the corner only two. Moreover, it takes more moves for an uncentralized knight to switch operation to the opposite side of the board than an uncentralized bishop, rook, or queen. The mnemonic phrases "A knight on the rim is grim" or "A knight on the rim is dim" are often used in chess instruction to reflect this principle. The knight is the only piece that can move at the beginning of the game without first moving a pawn. For the reasons above, the best square for the initial move of each

pos: Game of the Amazons has four "amazons" (not to be confused with the amazon fairy chess piece), which start on the board in the configuration shown at right. A supply of markers (checkers, poker chips, etc.) is also required. White moves first, and the players alternate moves thereafter. Each move consists of two parts. First, one moves one of one's own amazons one or more empty squares in a straight line (orthogonally or diagonally), exactly as a queen moves in chess; it may not cross or enter a square occupied by an amazon of either color or an "arrow". Second, after moving, the amazon

neg: Chess piece each of the two players begins with the following sixteen pieces in a standard game: The rules of chess prescribe the types of move a player can make with each type of chess piece. Each piece type moves in a different way. During play, the players take turns moving one of their own chess pieces. Pieces other than pawns capture in the same way that they move. A capturing piece replaces the opponent piece on its square, except for an "en passant" capture. Captured pieces are immediately removed from the game. A square may hold only one piece at any

neg: Annan shogi Annan shogi Annan shogi ( ) also called Korean shogi, is a variant of shogi (Japanese chess). Annan shogi is a popular shogi variant in Japan. The game is played as standard shogi, except that, when a piece has a friendly piece on the square directly behind it, it has the movement of that piece instead of its own. A variant rule is that a piece may move like any friendly piece that protects it. The setup is somewhat different from standard shogi. The game should not be confused with Korean chess, a variant of chess that is played in

neg: Annan shogi Korea, but which resembles xiangqi (Chinese chess) rather than shogi. Annan shogi Annan shogi ( ) also called Korean shogi, is a variant of shogi (Japanese chess). Annan shogi is a popular shogi variant in Japan. The game is played as standard shogi, except that, when a piece has a friendly piece on the square directly behind it, it has the movement of that piece instead of its own. A variant rule is that a piece may move like any friendly piece that protects it. The setup is somewhat different from standard shogi. The game should not be confused with

neg: Chess is under attack, or a stalemate (a draw) if the king is not. Each chess piece has its own way of moving. In the diagrams, the dots mark the squares where the piece can move if there are no intervening piece(s) of either color. Once in every game, each king is allowed to make a special move, known as "castling". Castling consists of moving the king two squares along the first rank toward a rook (which is on the player's first rank) and then placing the rook on the last square that the king has just crossed. Castling is permissible

neg: Rules of chess procedure for determining who plays White. Instead, this decision is left open to tournament-specific rules (e.g. a Swiss system tournament or Round-robin tournament) or, in the case of non-competitive play, mutual agreement, in which case some kind of random choice is often employed. A common method is for one player to conceal a piece (usually a pawn) of each color in either hand; the other player chooses a hand to open, and receives the color of the piece that is revealed. Each type of chess piece has its own method of movement. A piece moves to a vacant square except

neg: Fairy chess piece Thus, the ferz is now considered a non-standard chess piece. Chess enthusiasts still often like to try variations of the rules and in the way pieces move. Pieces which move differently from today's standard rules are called "variant" or "fairy" chess pieces. Fairy chess pieces usually fall into one of three classes, although some are hybrids. Compound pieces combine the movement powers of two or more different pieces. An ("m","n")-leaper is a piece that moves by a fixed type of vector between its starting and destination squares. One of the coordinates of the vector 'start square – arrival square' must

neg: Grand Chess can elect to either promote or remain a pawn, but it "must" promote upon reaching the tenth rank. Unlike standard chess, a pawn may be promoted only to a captured piece of the same colour. (So, it is impossible for either side to own two queens, or two marshals, or three rooks, etc.) If, and for as long as, no captured piece is available to promote to, a pawn on a player's ninth rank must stay on the ninth rank, but it can still give check. As in standard chess: pawns can move one or two squares on their first

neg: Andernach chess Andernach chess Andernach chess is a chess variant in which a piece making a capture (except kings) changes colour. For instance, if a white bishop on a2 were to capture a black knight on g8, the end result would be a black bishop on g8. Non-capturing moves are played as in orthodox chess. If a pawn captures on eighth rank, it is promoted first and then changes colour. The game was named after the German town of Andernach, which is the site of annual meetings of fairy chess enthusiasts. It was during the 1993 meeting there that Andernach chess was

neg: Millennium 3D Chess only difference that each square is prefaced by its level number. The white and black armies begin, in standard formation, on boards 1 and 3 respectively. For example, in standard chess, White's king starts on square e1 and Black's king starts on square e8. In Millennium 3D Chess, White's king starts on "1e1" and Black's king starts on "3e8". (And so on.) All pieces can always move as normal whilst staying on the same board. Additionally, every piece is able to move between boards. Each piece's additional permitted movement in the third dimension is extrapolated from its traditional movement as

neg: Jetan the course of a move. The Princess and the Flier may jump over a piece that is in their path. A capture is made when a piece lands on a square occupied by an opposing piece with its final step or jump; the Princess may not make such a move. The pieces move as follows: By analogy to standard chess, it is assumed that a piece that moves multiple squares can capture an opposing piece only by "finishing" its move on the opposing piece's square. In other words, a piece can capture only once per turn. It is not explicitly

neg: Camel (chess) Camel (chess) The camel (or long knight) is a fairy chess piece that moves like an elongated knight. When it moves, it can jump to a square that is three squares horizontally and one square vertically, or three squares vertically and one square horizontally, regardless of intervening pieces; thus, it is a (1,3)-leaper. The camel is a very old piece, appearing in some early chess variants such as Tamerlane chess, but also in Wildebeest Chess. It is still known as such in fairy chess problems. The camel by itself is worth about two pawns (appreciably less than a knight), because

neg: Novotny (chess) Novotny (chess) The Novotny (also often spelled as Nowotny, even in non-German sources) is a device found in chess problems named after its discoverer Antonín Novotný. A white piece is sacrificed on a square where it could be taken by two different black pieces - whichever black piece makes the capture, it interferes with the other. It is essentially a Grimshaw brought about by a white sacrifice on the critical square. This pattern can arise as part of a combination in an actual game, but it is extremely rare (see games below). Most chess players would not use the term

neg: Fairy chess piece is a piece that moves by jumping over another piece (called a hurdle). The hurdle can be any piece of any color. Unless it can jump over a piece, a hopper cannot move. Note that hoppers generally capture by taking the piece on the destination square, "not" by taking the hurdle (as is the case in checkers). The exceptions are locusts which are pieces that capture by hopping over its victim. They are sometimes considered a type of hopper. There are no hoppers in Western chess. In xiangqi, the cannon captures as a hopper (when not capturing, it is a

neg: Deflection (chess) Deflection (chess) Deflection in chess is a tactic that forces an opposing piece to leave the square, rank or file it occupies, thus exposing the king or a valuable piece. It is typically used in the context of a combination or attack, where the deflected piece is critical to the defence. Deflection may be used as a gambit to cause an opponent's piece to move to a less suitable square. Deflections are often used as part of a combination which may involve other types of chess tactics as well. If the deflected piece happens to be an overworked piece then

neg: Knight (chess) Sicilian it is called "sceccu", a slang term for a donkey, derived from the Arabic "sheikh", who during the Islamic period rode from village to village on donkeys collecting taxes. The knight move is unusual among chess pieces. It moves to a square that is two squares away horizontally and one square vertically, or two squares vertically and one square horizontally. The complete move therefore looks like the letter "L". Unlike all other standard chess pieces, the knight can "jump over" all other pieces (of either color) to its destination square. It captures an enemy piece by replacing it on

neg: Zebra (chess) large to be functional on an 8×8 board, and that only on a 10×10 board or larger would it be worth its ideal value of about a knight. Zebra (chess) The zebra is a fairy chess piece that moves like a stretched knight. It jumps three squares horizontally and two square vertically, or three squares vertically and two square horizontally, regardless of intervening pieces; thus, it is a (2,3)-leaper. The zebra by itself is worth just below two pawns (appreciably less than a knight), due to its restricted freedom of movement on an 8×8 board. Its larger move is the

neg: Hexagonal chess Hexagonal chess Hexagonal chess refers to a group of chess variants played on boards composed of hexagon . The best known is Gliński's variant, played on a symmetric 91-cell hexagonal board. Since each hexagonal cell not on a board edge has six neighbor cells, there is increased mobility for pieces compared to a standard orthogonal chessboard. (E.g., a rook has six natural directions for movement instead of four.) Three colours are typically used so that no two neighboring cells are the same colour, and a colour-restricted game piece such as the orthodox chess bishop usually comes in sets of three

neg: Rules of chess move is not complete until the promoted piece is released on that square. If a player wishes to touch a piece with the intention of adjusting its position on a square, the player must first alert the opponent of this intention by saying "J'adoube" or "I adjust". Once the game has started, only the player with the move may touch the pieces on the board . Tournament games are played under time constraints, called time controls, using a chess clock. Players must make their moves within the time control or forfeit the game. There are different types of time controls.

neg: Fairy chess piece an intermediate direction on a 4-fold-symmetrical move would then swap orthogonal moves to the corresponding diagonal moves, (e.g. W ⟷ F) and vice versa. (So mafsW is the xiangqi horse, move to an empty W-square, and continue one F-step at 45 degree, and FyafsF is the gryphon.) Bibliography Web pages Fairy chess piece A fairy chess piece, variant chess piece, unorthodox chess piece, or heterodox chess piece is a chess piece not used in conventional chess but incorporated into certain chess variants and some chess problems. Fairy pieces vary in the way they move. Because of the distributed and uncoordinated

neg: Andernach chess which all pieces except kings change colour after every move, whether a capture or not. Super-Andernach was introduced by John Rice in "The Problemist Supplement" in March 2006. Andernach chess Andernach chess is a chess variant in which a piece making a capture (except kings) changes colour. For instance, if a white bishop on a2 were to capture a black knight on g8, the end result would be a black bishop on g8. Non-capturing moves are played as in orthodox chess. If a pawn captures on eighth rank, it is promoted first and then changes colour. The game was named

neg: Philip M. Cohen capturing piece leaves the square. The zombie assumes the same piece type as the (last) piece captured, and the color of the capturing player. There is no "en passant" capture in Reincarnation Chess. Bibliography Philip M. Cohen Philip M. Cohen is the inventor of several chess variants. He authored the column "Olla Podrida" in the periodical "Nost-algia" published by the (now defunct) correspondence game club NOST. The column regularly featured chess variants, many experimental, since 1972. This variant by Cohen uses the same board and pieces as standard chess, but a captured piece can make its presence felt on the

neg: Ferz Ferz A ferz (or fers) is a fairy chess piece that moves like a bishop, but can only go one square. The ferz can move one square diagonally in any direction. In this article, the ferz is represented by an elephant. The ferz is a very old piece, appearing in the ancestor of all chess variants chaturanga and shatranj as well as some very early chess variants, such as Tamerlane chess. The advisor in xiangqi moves like a ferz, but has additional restrictions involving where it can move. The ferz was a standard chess piece until the modern moves of

neg: Atomic chess case of "en passant", the capture is considered to take place on the sixth rank square where the capturing pawn would have landed. Captures that result in the explosion of your own king are illegal, and therefore a king can never capture any other piece. Threats to the king can be direct or indirect. Putting a king in check is a direct attack and is sometimes called "atomic check". An indirect threat occurs when a player threatens to explode the king by capturing an adjacent piece. In most variations of atomic chess, players must respond to being checked in a

neg: Zebra (chess) Zebra (chess) The zebra is a fairy chess piece that moves like a stretched knight. It jumps three squares horizontally and two square vertically, or three squares vertically and two square horizontally, regardless of intervening pieces; thus, it is a (2,3)-leaper. The zebra by itself is worth just below two pawns (appreciably less than a knight), due to its restricted freedom of movement on an 8×8 board. Its larger move is the main reason why it is weaker than a camel on an 8×8 board, even though the camel is colorbound and the zebra is not. A zebra and a

neg: Alice Chess 21...Bd7/Be6/Nf6 [then] 22.Qg8/Re8/Qh8#.) Rule modifications have sprouted a number of variations of Alice Chess. The black army starts out on the opposite board (board B). "Null" or "zero" moves are permitted. (A move consisting of piece transfer only – from the current square a piece sits on, to the corresponding square, if vacant, on the opposite board.) A king cannot escape check with a zero move, and castling is denied if either king or rook have made a zero move. By John Ishkan (1973). Alice Chess rules, except that a move is permitted even though the square normally transferred to

neg: Grimshaw (chess) are 1...f5, taking away that square from the king and allowed 2.Qd6# and two recaptures: 1...Rxc7 2.Nxc7# and 1...Bxd4 2.Nxd4#. A close relative of the Grimshaw is the Novotny, which is essentially a Grimshaw brought about by a white sacrifice on a square where it can be captured by two different black pieces – whichever black piece captures the white piece, it interferes with the other. Grimshaw (chess) A Grimshaw is a device found in chess problems in which two black pieces arriving on a particular square mutually interfere with each other. It is named after the 19th-century problem composer

neg: Uckers have a playing piece adjacent to the blob and then on their turn throw X + 1 six where X = the number of playing pieces forming the blob. Note that if the blob is on its own colour doorstep, then an additional six (i.e. X + 2 sixes) must be thrown to remove the blob and exit the homebase. If one succeeds in knocking the blob off, then the single playing piece used to attack the blob is moved to the square that the blob was on and the pieces forming the blob are returned to the base. Play

neg: Knight (chess) of chaturanga in India around the 6th century. Similar pieces are found in almost all games of the chess family. The "ma" of xiangqi and janggi are slightly more restricted; conceptually, the piece is considered to pass through the adjacent orthogonal square, which must be unoccupied, rather than "jumping". Another related piece is the "keima" of shogi, which moves like a knight but may only move two squares forward followed by one square sideways, restricting its movement to two possible squares. Unicode defines two codepoints for knight: ♘ U+2658 White Chess Knight (HTML ♘) ♞ U+265E Black Chess Knight (HTML

neg: En passant if the pawn had moved only one square". The conditions are: "En passant" is a unique privilege of pawns: other pieces cannot capture "en passant". It is the only capture in chess in which the capturing piece does not replace the captured piece on its square. In either algebraic or descriptive chess notation, "en passant" captures are sometimes denoted by "e.p." or similar, but such notation is not required. In algebraic notation, the capturing move is written as if the captured pawn advanced only one square, for example, ...bxa3 (or ...bxa3e.p.) in the first example. There are some examples of

neg: Deflection (chess) the opponent's defense instantly crumbles, making victory imminent to the one who employed the deflection. Deflection (chess) Deflection in chess is a tactic that forces an opposing piece to leave the square, rank or file it occupies, thus exposing the king or a valuable piece. It is typically used in the context of a combination or attack, where the deflected piece is critical to the defence. Deflection may be used as a gambit to cause an opponent's piece to move to a less suitable square. Deflections are often used as part of a combination which may involve other types of

neg: V. R. Parton of Cubic Chess for the same gameboard: In Compulsion Cubic Chess, capture is compulsory, there are no checks, and the object is "capture" of the opposing king. Parton's most famous chess variant, played on two adjacent chessboards. A piece that completes its move on one board automatically "vanishes strangely off its board to appear suddenly on the other board, magically out of thin air!" A move in Alice Chess has two basic stipulations: the move must be legal on the board on which it is played, and the square transferred to on the opposite board must be vacant. (Consequently, capture

neg: Diplomat chess piece except the king. In notation, suborn is represented by the destination cell, followed by the equal symbol (=) and then the colour the suborned piece changes to, alternatively only one letter: b for black and w for white. Example: b3=b for 'the piece on b3 becomes black'. (There is no need of writing the letter D for the diplomat). The game can be played through the Zillions of Games game platform, by downloading the corresponding files from this link. Diplomat chess Diplomat chess is a chess variant invented by Carlos Martín-Fuertes in 2003 as a contribution to a Contest

neg: Diplomat chess in the two inner rows (2 and 3). The rook is not allowed to do a "null move", i.e. to move 360° around the board back to the same square in one move. The diplomat moves as a king, but can only move to unoccupied cells. The diplomat can not capture. Instead, it can suborn an enemy pieces on an adjacent cell, making them change sides. The enemy piece is replaced by the same kind of piece of the friendly color. The diplomat remains on the same cell when it suborns an enemy piece. The diplomat can suborn any enemy

neg: Martian chess players decide who moves first. Play turns alternate, and pass to the left after each move. The red lines in the diagrams indicate notional "canals" which divide the board into "territories", or quadrant. At any given time a player controls only those pieces that are in his or her territory. The pieces move as follows: As in chess, a square may contain no more than one piece, and a piece is captured when an enemy piece lands on the square it occupies. The capturing player removes the piece and puts it aside for later scoring. In the two-player game, a

neg: V. R. Parton move one step diagonally forward (to facilitate opening lines). A pawn promotes to rettah, but only if a rettah of the same colour was previously captured. There is no castling in Decimal Rettah. Parton gives several variations, although Decimal Rettah is "possibly the earlier version and arguably the better" . In Absolute Rettah Chess, only a rettah may capture a rettah. (So a successful tactic involves attacking a rettah with a piece guarded by one's own rettah.) In Giveaway Rettah, Decimal or Absolute Rettah are played according to Suicide Chess rules. In Rettah Chess (one rettah; pawns move only one

neg: Three-player chess situations, a piece can move quite safely to a square where it is attacked by both opponents, since neither opponent would take the piece and risk capture by the third player. In games where the third player loses as well as the checkmated one, players must concentrate not only on their own attack and defense, but also on preventing the two opponents from checkmating one another. A player can take advantage of one opponent's position to checkmate the other, but must be careful that the third player does not checkmate first. White could checkmate Red, only to have his piece

neg: Monochromatic chess d2 and f2, the white king can move from e1 only with castling and then g1–h2–g3–... so the pawn on g3 cannot be white. In Bichromatic chess, the opposite restrictions apply. A piece on a white square must move to a black square and vice versa. Hence pawns cannot capture (or advance two squares) and bishops cannot move. Also, castling and "en passant" are impossible, and queens behave like rooks. Monochromatic chess Monochromatic chess is a chess variant with unknown origin. The initial board position and all rules are the same as in regular chess, except that pieces that begin

neg: Brax (game) as in Chess. A piece moves into the same space as the enemy piece, and the enemy piece is removed. It is possible that one player's piece can capture two enemy pieces in one turn. This happens when the player's piece is able to move two spaces on its own colored line, and displacing the two enemy pieces on those two spaces. 6. A player may call "Brax" after moving its piece, and that same piece threatens at least one of their opponent's pieces. A piece threatens an enemy piece if on its next turn, the piece can capture it.

neg: Circe chess game in which the rules of rebirth may vary. For instance, a white pawn captured on b4 is reborn on b2; a black knight captured on f6 is reborn on b8; a black rook captured on the same square is reborn on h8. Castling with a reborn rook is permitted. A reborn pawn regains its initial two-step move option. A captured promoted piece is treated as a piece (not a pawn). If the square that the rebirth should take place on is occupied, either by a friendly or enemy piece, the captured unit is not reborn—it is instead removed from

neg: V. R. Parton is possible only on the board upon which a piece currently stands.) From D. B. Pritchard's "Popular Chess Variants" (2000): This wonderful game, appropriately named after Lewis Carroll's eponymous heroine, was the inspiration of Vernon Parton. If you pass over every other game in this book, don't miss this one. Still, alas, little known, Alice Chess, now almost a half-century old, continues to attract converts. The body of Alice players grows steadily. This variant is for three players on a 10×10 board. Each player has a standard set of pieces in his own colour, including an extra but no pawns.

neg: Kriegsspiel units (infantry, cavalry, artillery, etc.), and the squares were color-coded to represent different types of terrain. Other Germans created their own wargames inspired by Hellwig's. These early wargames were not taken seriously by the military because they were not realistic enough. One criticism was that the pieces were constrained to move across a grid in chess-like fashion; only a single piece could occupy a square (even if that square represented, say, a square mile), and the pieces had to move square by square. In response to these criticisms, a Prussian nobleman and wargaming enthusiast named George Leopold von Reiswitz set

neg: Dark chess player views a different version of the board, on which they can only see their own pieces, and the squares where these pieces can legally move, as well as any opponent pieces on those squares (which must therefore be capturable). It is indicated to the player which squares are hidden, so a hidden square can never be confused with a visible empty square. As an example, it is always clear when an enemy piece is directly in front of a pawn, because that square will be hidden (as capturing it is not a legal move for the pawn to make).

neg: Knight Move Knight Move The game is based around the concept of how a knight piece is moved in the game of chess. The player controls a knight chess piece that is constantly jumping and must continually choose which of the possible legal moves to make before the knight lands back on the board. When the knight lands on any square on the board, it turns from white to light teal. Landing there again, turns it dark teal. Landing there yet again destroys the square altogether, leaving a hole that the player must avoid. Falling in a hole will result in a

neg: Baroque chess (There is no magic square to which pawns can be moved and then promoted.) All the pieces except for the king capture differently from their counterparts in chess, and all but the king have different names. The king is the only piece that captures, as chess pieces do, by moving into a square that is occupied by an enemy piece. All the other pieces capture enemy pieces in more complex ways. Friendly pieces are never allowed to capture other friendly pieces. The names of the pieces and rules for movement are as follows: The remaining pieces all move like standard

neg: Capablanca Chess starting positions are protected by at least one piece. There are also variants of Capablanca Chess that do not use the standard 10×8 board. Grand Chess is a popular variant invented by Dutch game designer Christian Freeling in 1984. It uses Capablanca Chess pieces upon a larger, 10×10 board. In 2007 Grandmaster Yasser Seirawan devised a variant (called Seirawan chess), which adds the two pieces to the standard game in a different manner. The player, after moving a piece (for example, a bishop) from the first , may immediately place either of the two pieces on the bishop's square. If

neg: Archon: The Light and the Dark Archon: The Light and the Dark Archon: The Light and the Dark is a 1983 video game developed by Free Fall Associates and one of the first five games published by Electronic Arts. It is similar in concept to chess, in that it takes place on a board with squares, but, instead of fixed rules when landing on another player's piece, an arcade-style fight takes place to determine the victor. Also unlike chess, each side has different pieces with ranging abilities. These abilities are enhanced when landing on a square of one's own color. "Archon" was originally developed for Atari

neg: Berolina chess Berolina chess Berolina chess is a chess variant using a popular fairy chess piece called the Berolina pawn (also known as "Berlin pawn" or "Anti-pawn"). The Berolina pawn was invented by Edmund Nebermann in 1926 and has found frequent use in chess problems. Berolina chess follows the same rules as standard chess, including castling, except that all eight pawns are replaced by Berolina pawns. The Berolina pawn moves, without capturing, one square diagonally forward. It captures one square straight forward. (So, it is the converse of a standard chess pawn, which moves straight forward and captures diagonally forward.) Like a

neg: Lego Chess Lego Chess Lego Chess is a Lego-themed, chess-based strategy video game developed by Krisalis Software, published by Lego Media, and released for Microsoft Windows in November 1998. The rules of the game can be changed to cater to many popular variations, though the most common rules of chess are the default rules. During a game, clicking on a piece will show the available places to move to. If a piece is captured, a short video plays showing the captured character being caught, with each different capture having its own video clip. These clips are rarely related to chess. Because pawns,

neg: Check (chess) Check (chess) A check is a condition in chess, shogi, and xiangqi that occurs when a player's king (or general in xiangqi) is under threat of on their opponent's next turn. A king so threatened is said to be "in check". A player must get out of check, if possible, by interposing a piece between the threatening piece and the king, capturing the threatening piece, or moving the king to a square where it is no longer in check. If the player cannot move out of check, the game ends in checkmate and the player loses. Players cannot make any

neg: Flight square square and there is no other way to get out of check, it is checkmate. One way to win from an opponent (i.e., end up with more pieces or more valuable pieces left on the board) is to dominate a piece by removing all of its flight squares (through attacking or occupying them), then threatening to capture it. Bibliography Flight square In chess, a flight square or escape square is a safe square to which a king or other piece can move if it is threatened. A bishop sometimes begins to get hemmed in after the Morphy Defence is used,

neg: Wargame movement: mountains were impassable, swamps slowed units down, rivers could only be crossed with the help of a special pontoon unit, etc. A player could only move one piece per turn, or one group of pieces if they were arranged in a rectangle. A piece could capture an enemy piece by moving into its square, just like in chess, but infantry and artillery pieces could also shoot enemy pieces, at a maximum ranges of two to three squares. Unlike chess, the pieces had orientation: for instance, an infantry piece could only shoot an enemy piece if they were facing it

neg: Shogi knight has two possible forward destinations. Unlike international chess knights, shogi knights cannot move to the sides or in a backwards direction. The knight is the only piece that ignores intervening pieces on the way to its destination. It is not blocked from moving if the square in front of it is occupied, but neither can it capture a piece on that square. It is often useful to leave a knight unpromoted at the far side of the board. A knight "must" promote, however, if it reaches either of the two furthest ranks. (See Promotion.) A lance (香) moves just

neg: Hexagonal chess either (0-0) or (0-0-0). The king slides two cells when castling short; three cells when castling long. Other standard chess castling rules and restrictions apply. Pawns start on the players' third . A pawn moves forward to an adjacent cell, or (as its first-move option), two cells forward in the same direction. A pawn captures diagonally forward to the sides (to a cell of the same colour on which the pawn stands). Invented by Yakov Brusky in 1966. The game features an irregular hexagon board comprising 84 cells. Piece movement rules are the same as Gliński's chess, except for the

neg: Circe chess because its rebirth square is occupied. When notating a Circe game in algebraic notation, it is conventional to place details of where a captured piece has been reborn in parentheses following the move. For example, if in the example diagram, White were to take Black's knight, this would be notated Rxe8(Ng8). There are many variants of Circe, especially in chess problems. Instead of being reborn on their starting positions the pieces may be reborn on other locations. Bibliography Circe chess Circe chess (or just Circe) is a chess variant in which captured pieces are reborn on their starting positions as

neg: Okisaki shogi "chōma"), which move as in Western chess, and the lance, which can move directly forward or backwards (standard shogi knights and lances can only move forward.) An opposing piece is captured by "displacement": That is, if a piece moves to a square occupied by an opposing piece, the opposing piece is displaced and removed from the board. A piece cannot move to a square occupied by a friendly piece (meaning another piece controlled by the moving player). Each piece on the game moves in a characteristic pattern. Pieces move either "orthogonally" (that is, forward, backward, left, or right, in the

neg: Laser Chess re-implemented many times over the years, including a variant "Advanced Laser Chess" with a larger board and additional pieces. Players take alternate turns taking two actions with their pieces. An action consists of moving a piece vertically or laterally, rotating a piece 90 degrees, or "firing" the laser cannon. A teleporter piece can teleport pieces that it lands on. Moving a distance of one square takes one action; moving two squares takes two actions Since a player has only two actions per turn, the maximum distance a piece can be moved on one turn is two squares. Pieces can be

neg: The Duke (board game) The Duke (board game) The Duke is a two-player abstract strategy board game played on a square-tiled gameboard, with 36 squares arranged in a 6×6 grid. The game has been compared to chess and chess variants, while retaining notable differences in unit movement and overall gameplay. Each player begins game with three pieces: two "footmen" and one eponymous "duke" tile. Each piece, a flat, wooden tile (known as "troop tiles") has its movement options graphically portrayed on its two sides, giving it alternating movement options based upon which side of the piece is currently facing upwards. Pieces are moved to

neg: Exchange (chess) a certain square is defended by one or more of his other pieces. This typically means that if an opponent's piece captures the defended piece, the capturing piece would be subject to recapture by a defending piece ("defender"). An opponent's piece in a position to capture a given piece could be considered an attacking piece ("attacker"). Positions could develop where a player's piece on a square has one or more attackers and one or more defenders. This is a common way in which exchanges could occur, although there are other ways also. In such positions, a player with the attacking

neg: Pawn (chess) positions to be draws that would otherwise be wins. The pawn has its origins in the oldest version of chess, chaturanga, and it is present in all other significant versions of the game as well. In chaturanga, this piece moved directly forward, capturing to the sides (one square diagonally forward to the left or right). In medieval chess, an attempt was made to make the pieces more interesting, each file's pawn being given the name of a commoner's occupation. On the board, from left to right, those titles were: The most famous example of this is found in the second

neg: The exchange (chess) rook for a minor piece. It is often used to destroy the enemy pawn structure (as in several variations of the Sicilian Defence where Black captures a knight on c3 with a rook), to establish a minor piece on a strong square (often threatening the enemy king), to improve one's own pawn structure (creating, for example, connected passed pawns such as in A Yurgis vs. Botvinnik, 1931), or to gain time for development. The exchange sacrifice contrasts with other sacrifices in that during the early-middle to middle game the board is sufficiently crowded to where the rook is not as

neg: United Square players, alternately, place their own tile pieces beside another tile piece completing a single colored square figure. A player gains one point for every complete square figure containing his own color. The game is considered finished when the tiles pieces have all been used or no more tiles could be placed. The player earning the most number of points wins the game. Advanced players resort to strategy to block an opponent's move and sometimes even forcing the latter to place a tile to gain points in his favor. The game can be compared to the game of chess, where players

neg: Wazir (chess) and wazir against the bare king are fortress draws. Wazir (chess) A wazir (or vizir) is a fairy chess piece that moves like a rook, but can go only one square. In notation, it is given the symbol W. In this article, the wazir is represented by an inverted rook. The wazir is a very old piece, appearing in some very early chess variants, such as Tamerlane chess. The general in xiangqi moves like a wazir, but has additional restrictions involving check and where it can move. It also appears in some historical large shogi variants, such as dai shogi,

neg: Wazir (chess) Wazir (chess) A wazir (or vizir) is a fairy chess piece that moves like a rook, but can go only one square. In notation, it is given the symbol W. In this article, the wazir is represented by an inverted rook. The wazir is a very old piece, appearing in some very early chess variants, such as Tamerlane chess. The general in xiangqi moves like a wazir, but has additional restrictions involving check and where it can move. It also appears in some historical large shogi variants, such as dai shogi, under the name "angry boar" (嗔猪 "shinchō"). The name

neg: Sacrifice (chess) Sacrifice (chess) In chess, a sacrifice is a move giving up a piece with the objective of gaining tactical or positional compensation in other forms. A sacrifice could also be a deliberate exchange of a chess piece of higher value for an opponent's piece of lower value. Any chess piece except the king may be sacrificed. Because players usually try to hold on to their own pieces, offering a sacrifice can come as an unpleasant surprise to one's opponent, putting him off balance and causing much precious time to be wasted trying to calculate whether the sacrifice is sound or

neg: Sho shogi indicate that it was declined. For example, Nx7c= indicates a knight capturing on 7c without promoting. In cases where the above notation would be ambiguous, the designation of the start square is added after the designation for the piece in order to make clear which piece is meant. Moves are commonly numbered as in chess. For example, the start of a game might look like this: Sho shogi Shō shōgi (小将棋 'small chess') is a 16th-century form of shogi (Japanese chess), and the immediate predecessor of the modern game. It was played on a 9×9 board with the same setup

neg: Uckers opponent's base. If a piece lands on a square with a playing piece of the same colour then this is known as a "blob" and is basically a barrier. An opposing piece is not allowed to jump over them, but friendly pieces can. The two ways an opposing piece can get by a blob is to destroy it, or by using an adjacent friendly blob to jump over it. A player can destroy the barrier by landing on an opponent's blob with a blob of their own or to "six" the blob off. To do this they will need to

neg: Chess an opponent's piece, which is captured and removed from play. With the sole exception of "en passant", all pieces capture by moving to the square that the opponent's piece occupies. A player may not make any move that would put or leave the player's own king under attack. A player cannot "pass"; at each turn one must make a legal move (this is the basis for the finesse called zugzwang). If the player to move has no legal move, the game is over; it is either a checkmate (a loss for the player with no legal moves) if the king

neg: Tenjiku shogi traditional chess terms "Black" and "White" are only used to indicate who plays first, and to differentiate the sides during discussions of the game.) A "move" consists of moving a piece either to an empty square on the board or to a square occupied by an opposing piece, thus capturing that piece; and optionally of promoting the moving piece, if the move enters the "promotion zone" (that is, it starts outside the promotion zone and ends inside it), or if it is a capture and any part of it is in the promotion zone. Each of these options is detailed

neg: Touch-move rule the player is about to touch a piece on the board, typically to centralise it on its square, without the intent of making a move with it. Although this French term is customary, it is not obligatory; other similar indications may be used. A player may adjust a piece in this way only when it is his turn to move. There have been occasions in chess history when a player has uttered "j’adoube" after making a losing move in order to retract it, thus attempting to avoid the touch-move rule. Such behaviour is regarded as cheating (see cheating in chess).

neg: Jungle (board game) move one square horizontally or vertically (not diagonally). A piece may not move into its own den. Animals of either side can move into and out of any trap square. There are special rules related to the "water squares": Animals capture opponent pieces by "killing/eating" them (the attacking piece the captured piece on its square; the captured piece is removed from the game). A piece can capture any enemy piece that has the same or lower rank, with the following exceptions: There are some commonly played variations, as follows: Bibliography Jungle (board game) Jungle or Dou Shou Qi () is

neg: Flight square Flight square In chess, a flight square or escape square is a safe square to which a king or other piece can move if it is threatened. A bishop sometimes begins to get hemmed in after the Morphy Defence is used, and c2–c3 may be used to create an extra escape square. One way to get a king out of check is to move to a flight square on the next move. The other ways to get out of check are to the checking piece or to a piece to block the check. If the checked king has no flight

neg: Mann (chess) Mann (chess) A man (german: Mann) is a fairy chess piece often used in chess variants. It moves like a king, but is not otherwise treated as one (i.e., it has no ). In diagrams in this article, the man is represented by an inverted king. Chess moves in this article use M as notation for the man. The man moves as a king in chess (one square in any direction) but is otherwise treated as a normal chess piece (i.e. can be captured; is not subject to check or checkmate). The man is one of the most simply described

neg: Grid chess Grid chess Grid chess is a chess variant invented by Walter Stead in 1953. It is played on a "grid board". This is a normal 64-square chessboard with a grid of lines further dividing it into larger squares. A single rule governs Grid chess: for a move to be legal, the piece moved must cross at least one grid line. Grid chess is also used in chess problems. Various arrangements of the grid have been tried, but the original, and by far the most popular, is that illustrated, which divides the board into sixteen 2×2 squares. In the sample position,

neg: Excelsior (chess problem) problem was published it was with the stipulation that White mates with "the least likely piece or pawn". 1. b4! 1... Rc5+ 2. bxc5! 2... a2 3. c6! 3... Bc7 4. cxb7 "any" 5. bxa8=Q/B# Any problem that features a pawn moving from its starting square to promotion in the course of the solution is now said to demonstrate the "Excelsior" theme. Nowadays it is most usually shown in helpmates and seriesmovers. Excelsior (chess problem) "Excelsior" is one of Sam Loyd's most famous chess problems, originally published in "London Era" in 1861, named after the poem "Excelsior" by Henry Wadsworth

neg: Dragonchess and intra-level game piece capabilities are defined. As in chess, the game is won by delivering checkmate to the enemy king. Recording moves is done the same as in algebraic notation for chess, extended to a 12×8 board, with the addition of a numeric prefix ("1", "2", or "3") in front of each square coordinate to identify the level. So for example, White's Elemental starts on square 1g1 (level 1, square g1); Black's King starts on 2g8; and so on. Bibliography Dragonchess Dragonchess is a three-dimensional fantasy chess variant created by Gary Gygax, co-creator of the famed role-playing game "Dungeons

neg: Stratego chess). In the older versions of "Stratego" the "Scout" could not move and strike in the same turn; in newer versions this was allowed. Even before that, sanctioned play usually amended the original "Scout" movement to allow moving and striking in the same turn because it facilitates gameplay. No piece can move back and forth between the same two spaces for more than three consecutive turns (two square rule), nor can a piece endlessly chase a piece it has no hope of capturing (more square rule). When the player wants to attack, they move their piece onto a square occupied

neg: Pin (chess) Pin (chess) In chess, a pin is a situation brought on by an attacking piece in which a defending piece cannot move without exposing a more valuable defending piece on its other side to capture by the attacking piece. Moving the attacking piece to bring on the pin is called pinning; the defending piece so restricted is described as pinned. Only pieces that can move an indefinite number of squares in a horizontal, vertical, or diagonal line (i.e. bishops, rooks, and queens) can pin. Kings, knights, and pawns cannot pin. Any piece can be pinned except the king, since the

neg: Jeson Mor Jeson Mor Jeson Mor (English: "Nine Horses") is a two-player strategy board game from Mongolia. It is considered a chess variant. The game is played on a 9×9 checkered gameboard. Each player has nine chess knights initially lined up on the players' first . A player wins by being first to occupy the central square (square e5) with a knight, and then leave that square. A 9×9 square checkered board is used. Alternatively, an 8×8 square grid can be used with pieces played on the intersection points. Each player has a set of nine chess knights in their own color.

neg: Hand shogi cases where the above notation would be ambiguous, the designation of the start square is added after the designation for the piece in order to make clear which piece is meant. Moves are commonly numbered as in chess. Hand shogi Hand shogi (手将棋 "te shōgi", hand chess) is a variant of shogi (Japanese chess), however it is not Japanese. It was invented in early 1997 by John William Brown of Lewisville, AR, USA. The name “hand” comes from the fact that each player starts the game with most of their pieces in hand and that each round of a match