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Fairy Chess, the Mother of All Battles
ABSTRACT STRATEGY GAMES
Chess Variants
Checkers Variants
Abstract Games
Puzzle
GIANT KITES
Kites in the Sky
Building Plan
Learn to Play Kites
SOUNDS FROM SKY
Sky Drum
khoa
source :
http://history.chess.free.fr/terachess.htm
Fairy Chess is a tribute to his creator, Jean-Louis Cazaux
[email protected]
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Introduction
All Work No Play...
Fairy chess is a type of chess where new pieces are invented to move in ways not
normal to chess. These pieces are decided upon before the game begins by both Marie-Ange Guilleminot
players, usually for the purpose of trying out different strategies or offering new Terre et Son
challenges. There are thousands of different recognized fairy chess pieces, and the Ecoutez Voir
option to invent a new one for any purpose is always there. There are, however, a
number of chess pieces that are more commonly used which have been created using
a number of strategies commonly referred to for inventing new pieces. These
strategies include creating hybrid pieces, putting additional restrictions on normal
pieces, adding movements or directions, or creating new movements entirely, such as
hopping. There are, in addition, pieces that are given special powers for alternate
types of boards, though the following pieces can all be played in regular chess. What
follows are a number of pieces that are good exemplars of these new types of
movements that can be used as additions in any otherwise classical game of chess.
Here is a Chess variant with 24 different pieces on a 16 x 16 board, an unrealistic
summum. They are 256 cases and 64 pieces per side which gives the same density
than for Orthodox Chess.
The board is a 16 x 16 checkered squares with a white one at the right end of each
player. There are 64 pieces per side:
1 Unicorn, 1 Dragon Woman, 1 Diablo, 1 Star, 1 Rhinoceros, 1
Buffalo, 2 Cannons, 2 Bulls, 2 Bows, 2 Camels, 2 Antelopes on 1st
row,
1 Lion, 1 Gryphon and 14 Centurion on 2nd row,
1 King, 1 Queen, 2 Buffoon, 2 Ships, 2 Bishops, 2 Knights, 2 Rooks, 2
Machines, 2 Elephants on 3rd row,
16 Pawns on 4th row.
The white King is placed on the center of the third row on a black square, the black
King being on a white square. The Queen lays beside the King. The Gryphon is just
behind the King, and the Lion is behind the Queen. They are the only major pieces on
the second raw, the rest being populated by the Centurions. On the 1st row, the
Unicorn is in the back line of the King and commands a side with Dragon Woman and
Diablo. On the opposite side, there is the Star on Queen side with Rhinoceros and
Buffalo.
Moves and Captures
Exactly as in usual Chess : Knight- Bishop - Rook - King -
Queen
Pawn (16) : When the Pawn reaches the last row it simply promotes to an
Unicorn. There are two differences: It can advance one or two square from ANY
position on the board. However, its capturing move is unchanged: one square
diagonally forward. As a consequence, the en-passant capture is possible every
time the opposite Pawn has advanced two squares.
Centurion (14) : The Centurion is an improved Pawn: It can advance one or
two square from any position on the board and its capturing move is one square
diagonally forward. The improvement is that the Centurion can also advance 1
step diagonally forward. (So, with or without capturing). The Centurion can
take en-passant every time an opposite Pawn or Centurion has advanced two
squares. When the Centurion reaches the last row it promotes to one of the
three major pieces: Queen, Lion or Gryphon.
Buffoon (2) : It moves one square in an arbitrary direction, like the king, but
without being hindered by check. A Buffoon reaching the first opposite row (the
9th rank for White) can be promoted to a Queen.
Elephant (2) : moves one or two squares diagonally. When an Elephant
moves two squares, it is allowed to jump, i.e., the intervening square does not
have to be empty.
Machine (2) : it is an orthogonal counterpart of the Elephant as it moves 1 or
2 cases orthogonally; jumping over the first case if it is occupied.
Lion (1) : In this game, the Lion may move as a King (a single step move in
any direction), or it may jump to a position two squares away, jumping in any
orthogonal or diagonal direction, or alternatively jumping as a Knight in
Western Chess.
Gryphon (1) : moves one square diagonally and then, goes away of an
indefinite number of cases vertically or horizontally. It is authorized to go only
one square diagonal. It cannot jump and the unobstructed path must start with
the diagonal movement. This piece is almost as powerful as the Queen. The
Griphon is a powerful piece that is more effective in the endgame where it has
more open space to move.
Ship (2) : moves one square diagonally and then, goes away of an indefinite
number of cases vertically, never horizontally. It can move one square
diagonally only. It cannot jump and must begin its move with the diagonal step.
The Ship is more limited than the Gryphon (which can move horizontally).
Nevertheless its move power is comparable to the Rook and the Bishop. A Ship
reaching one of both opposite corners can be promoted to a Gryphon.
Camel (2): It jumps to the opposite case of a 2x4 rectangle, like an extended
Knight. No matter what intermediate cases contain. Note that it always stays on
the same colour of square. The camel is a jumper. This means that it reaches its
destination square by moving either three squares horizontally and one
vertically, or one square horizontally and three vertically. The camel is a
jumping piece, meaning it can move to its destination square whether the
intervening squares are occupied or not. If the destination square is occupied by
an enemy piece, then it captures that piece.
Cannon (2) : When the Cannon does not take, it moves like a Rook, i.e., on
an orthogonal line an arbitrary number of empty squares. When it takes, it must
jump: when taking, the Cannon also moves over an orthogonal line, jumps over
the first piece it meets (which may either be friendly or from the opponent) and
then continues over the line until the next piece it sees: if that is from the
opponent, the Cannon can take it by moving to that position. To make a
capture, a Cannon must jump over a screen. This is an intervening piece,
which may be of either color, that must stand between the Cannon and its
target. Without a screen between the Cannon and its target, it cannot capture
the piece. The Cannon moves as a Rook without capturing, and once it jumps
over its screen, it continues along as a Rook but only to capture. It cannot jump
the screen to make a non-capturing move. When a Cannon attacks, it can be
blocked by two pieces, or the opponent can defuse the Cannon's attack by
moving the screen out of its path.
Bow (2) : it is the diagonal counterpart of the Chinese Cannon. It moves like a
Bishop and needs an intermediate piece between itself and its victim to capture
it. The Bow jumps the intermediate and takes the victim on its square. The
intermediate is left unaffected.
Buffalo (2) : combines the leaps of the Knight (3x2), the Camel (4x2) and the
Bull (4x3). The buffalo can either move two squares in one orthogonal direction
and then one in the other orthogonal direction (like a Knight), or three squares
in one orthogonal direction and then one in the other orthogonal direction, or
three squares in one orthogonal direction and then two in the other orthogonal
direction. When moving, the buffalo jumps, i.e., the move can be completed
regardless of whether intervening squares are occupied.
Dragon Woman (1) : may move like a orthodox chess Rook, OR like a
orthodox chess Knight.
Diablo (1) : may move like an orthodox chess Bishop, OR like an orthodox
chess Knight.
Unicorn (1) strongest piece on the board, it combines the powers of
Queen and Knight. so as to move in any direction like a Queen or in the L
formation of a Knight.
Bull (1) : jumps to the opposite case of a 3x4 rectangle, like an extended
Knight. No matter what intermediate cases contain. Note that it always changes
the same color of its square.
Antelope (2) : jumps 2 or 3 step orthogonally or diagonally. No matter what
intermediate cases contain.
Rhinoceros (1) : jumps as a Knight then slides diagonally away, forward or
backward.
Star (1) : it moves like a Queen and needs an intermediate piece between itself
and its victim to capture it. The Star jumps the intermediate and takes the
victim on its square. The intermediate is left unaffected. Like the Queen is
Bishop + Rook, the Star is Cannon + Bow.
L I B E L L É S :
A B S T R A C T S T R AT E G Y G A M E,
C H E S S,
É C H E C S,
VA R I A N T E D E J E U X D ' É C H E C S
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