Anonymous wrote on Fri, Feb 18, 2005 05:53 PM UTC:
I'm putting the finishing touches on my entry (which I'm tenatively
naming 'Decima')
It has a 10x10 board, 10 non-pawn piece types, and a win condition of 10
'points' on the tenth rank.
The pieces are King (non-royal), Knight, Bishop, Rook, and the six
2-element combination pieces. The pieces are given point values in the
inverse order of material value/mobility.
King = 10
Knight = 9
Bishop = 8
Rook = 7
Duke (K+N) = 6
Pope (K+B) = 5
Dragon King (K+R) =4
Palladin (N+B) = 3
Marshall (N+R) = 2
Queen (B+R) = 1
Pawns have no point value but may promote to any combination piece that
has been lost.
Moving a piece to the tenth rank so that the total point value of your
pieces on the tenth rank is 10 or more is check. If the opponent cannot
capture a piece that reduces your point total to 9 or less, it is mate.
The capture of a piece on its tenth rank is a suicide capture (capturing
piece is also removed from the board) whether or not a check conditon
exists.
Stalemate and repetiton are draws. If both armies are reduced to 9 points
or less on the whole board (counting Pawns as 6 each for this purpose),
the game is drawn.
Capturing your opponent's last piece is a draw by stalemate unless the
capturing move causes the point total on your tenth rank to be 10 or
more,
then it is mate.
Eliminating your own last piece by suicide capture draws by stalemate
provided that it does not not leave the opponent with 10 or more points
on
the tenth rank (this would be an illegal move as it does not relieve
check)
or unless the opponent can bring his point total on the tenth rank to 10
or
more points on the next move.
The last piece rules are logical extrapolations of the FIDE rules for
check, mate, and stalemate. If you have no pieces on the board when your
turn comes, you have no legal move--if you are in check, this is mate; if
not, this is stalemate.