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Fantastic XIII

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Black:



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a Fantastic XIII problem from this position.

Apart from the differences mentioned below, Jean-Louis Cazaux's game of Fantastic XIII is played like Chess:

Pieces

King: moves 1 step in any of the 8 orthogonal or diagonal directions to an unattacked square. The King is in check if it is attacked by one or several enemy pieces. It is forbidden to play a move leaving one's King in check.

There is no castling in Fantastic XIII. On its first move, the King may jump to a free square at two squares' distance. For instance, from f2, it can jump to d1, d2, d3, d4, e4, f4, g4, h4, h3, h2 or h1). It does not matter if the square jumped over is occupied or not; however, the jump is forbidden if that intermediate square is threatened by an enemy piece. When jumping like a Knight, at least one of the two intermediate squares must be free of threat (e.g., if jumping from f2 to h3, either g2 or g3 must not be under attack). The King's jump is not permitted if the King is in check. This rule, which was once prevalent in medieval European chess, replaces castling. Identical to Metamachy.

 Snake: it moves one square vertically and then, slides away of an indefinite number of squares diagonally. It can not jump and the unobstructed path must start with the vertical movement. The Snake is the counterpart of the Ship. Both pieces are constrained bent-riders because the vertical direction is favored compare to the horizontal one in the definition of their moves. (The name of this piece comes obviously from its move in shape of snake's tongue, an idea from Eric Silverman).

Ship: a piece also used in Tamerlane II. It 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 can not jump and must begin its move with the diagonal step. The Ship is more limited than the Eagle (which can move horizontally, see below). Nevertheless its move power is between the Rook and the Bishop. 

 Hawk: it jumps horizontally, vertically or diagonally two or three squares, leaping over the intermediate squares if they are occupied. (A piece invented for Musketeer Chess).

Mammoth: it steps horizontally, vertically or diagonally one or two squares, leaping over the intermediate square if it is occupied. (This piece was first proposed as  a Pasha for Paulovits Game in the 1890s and was used as Mammoth or Mastodon by Mats Winther).

Squirrel: also a compound piece that jumps as a Knight or jumps at 2 squares, diagonally (like an Alfil) or orthogonally (like a Dabbaba).

Cheetah (represented by a Tiger in this GC): it is another "ring" leaper which jumps on any square situated at 3 squares distance from where it stands. (This piece was such named first by Eric Silverman).

Troll: it makes a 3-step orthogonal or diagonal jump, no matter what any intermediate square contains. In addition, it moves 1 step forward and captures 1 step diagonally forward (like a Pawn). This permits the Troll to reach any square on the board. It can promote only when it moves like a Pawn, never by jumping 3 squares.

Prince: a non-royal King who moves and captures one square in any direction, but without being hindered by check. It has been inspired by medieval games like the "Man". Like the Pawn, he can also move without capturing to the second square straight ahead. Identical to Metamachy.

Pawn: can move straight forward one or two squares from any position on the board, without capturing. It captures one square diagonally forward. Identical to Metamachy.

Three pieces are not present on the initial setup but may appear during the game by promotion:

Eagle: This piece may appear in this game by promotion of a Ship.  It moves one square diagonally and then, slides away of an indefinite number of squares vertically or horizontally. It is authorized to go only one square diagonal. It can not jump and the unobstructed path must start with the diagonal movement. This piece is almost as powerful as a Queen and is inspired by the Giraffe from Tamerlane's Chess and the Aanca (a mythical giant bird preying elephants, mistaken for a gryphon) from Alfonso X's Grande Acedrex. Identical to Metamachy.

Rhinoceros: This piece may appear in this game by promotion of a Snake.  It moves one square vertically or horizontally and then, slides away of an indefinite number of squares diagonally. It is authorized to go only one square in line or column. It can not jump and the unobstructed path must start with the orthogonal movement. This piece is inspired by the Unicorn of mediaeval Grande Acedrex. It is a counterpart of the Eagle. Identical to Zanzibar-Maasai Chess.

Direwolf: This piece may appear later on by promotion of a Pawn, a Prince  or a Troll.  It  jumps on any square situated at 2 or 3 squares distance from where it stands. The Direwolf is a “double-ring” leaper: it combines the powers of the Squirrel and the Cheetah, meaning that it can leap at any square at two or three-square distance from the square where it stands. It is the most powerful piece in this game.

Rules

White side plays first.

Pawn and Prince Promotion: A Pawn or a Prince reaching the last rank of the board is immediately replaced by a Direwolf. Promotion to any other type of piece is not allowed.

Troll Promotion: Trolls also promote to Direwolf on last row but only when they reach that line with a one-step move or capture, i.e. like a Pawn. They do not promote when they reach the last row by a long 3-square jump.

Ship and Snake Promotion: These two pieces promote to Eagle and Rhinoceros respectively on last row, which is a manner of completing their powers for a uniform move in all directions.

En Passant capture: Any time a Pawn or a Prince takes a double step and passes through the capture square of an opposing Pawn, that Pawn may capture the opposing piece as if it had only moved one square. This en passant capture must be made in the immediate move following the double step. Only a Pawn may capture en passant. The Prince cannot.

End Of GameThe end-of-game rules, checkmate, stalemate, etc., are identical to standard chess. The goal is to checkmate the opposing King.

How to Move Pieces

Full Algebraic Notation

Algebraic notation identifies each space by a coordinate that begins with its file label and ends with its rank label. On the Chess board, files go up and down from one player to the other, and ranks go from left to right. In most games, files are represented by letters, and ranks are represented by numbers, but there is no fixed rule requiring this for all games, and some games, such as Shogi, reverse this convention. If you look at the diagram, you will usually see the file labels going from left to right and the file labels going up and down. And if you hover your mouse over a space, you will normally see the name of the coordinate appear in a tooltip.

It is not uncommon to see algebraic notation being used for Chess, but it is often in an abbreviated format that requires you to know both the rules of the game and the current position to know exactly which piece moves where. For example, the notation "Ne6" indicates that a Knight is moving to e6, but it doesn't indicate which Knight, and it doesn't specify where the Knight is coming from. To figure this out, you need to know how a Knight moves and which Knight on the board can make a legal move to e6.

Although rules may be programmed for individual games, Game Courier itself does not know the rules of any game, and it is unable to parse abbreviated algebraic notation. Therefore, it relies on full algebraic notation, which completely specifies the move without requiring any knowledge of the game's rules or the current position. The most usual type of full algebraic notation indicates the piece that is moving by its label, the space it is moving from, and the space it moving to. In Chess, a typical first move might be written as "P e2-e4". When you hover your mouse over a piece, you will normally see the piece label followed by the coordinate for the space, and when you hover it over an empty space, you will normally see the coordinate label. Including the piece label in your notation allows Game Courier to check that the piece you're moving is the right one, and it makes game notation easier to follow, but it is not mandatory.

You may promote a piece by including a promotion move after your regular move. A promotion move has a piece go directly to a coordinate. Here is an example: "p e7-e8; q-e8".

You may remove a piece from a space by adding an @ to the space or by omitting the destination coordinate. For example, both "@-e4" and "e4-" would remove the piece on "e4". This is useful for en passant when you are playing a game that does not handle this automatically. For example, "P d5-e6; e5-" removes the Pawn on e5 after a Pawn moves from d5 to e6.

You will not need to remove spaces for most games, but if you should need to, you can do this by omitting the first coordinate in a move. For example, "-e4" would remove e4 from the board. To add or return a space to the board, you may add an @ or any other piece to it.

Available Pieces

Pieces are represented by labels, usually using uppercase letters for White and lowercase letter for Black. When you enter a move or specify the starting position for a game, you should remember that piece labels are case-sensitive. Many piece sets are available for use with Game Courier, and this table shows you which pieces belong to the piece set you are currently using.

The inclusion of a piece does not indicate that it is used in the game you are playing. But if your game uses pieces not included here, you should choose a different piece set.

wamazon.png
A
wbishop.png
B
wtiger.png
C
wfalcon.png
D
welephant.png
E
wwildebeest.png
F
wgryphon.png
G
wbird.png
H
wduke.png
I
wknightguard.png
J
wking.png
K
wlion.png
L
wmammoth.png
M
wsnake.png
N
wwolf.png
O
wpawn.png
P
wsquirrel.png
Q
wrook.png
R
wship.png
S
wman.png
T
wrhino.png
U
wcrocodile.png
V
wwarmachinewazir.png
W
wcardinal.png
X
wpromotedbishop.png
Y
wgiraffe.png
Z
bamazon.png
a
bbishop.png
b
btiger.png
c
bfalcon.png
d
belephant.png
e
bwildebeest.png
f
bgryphon.png
g
bbird.png
h
bduke.png
i
bknightguard.png
j
bking.png
k
blion.png
l
bmammoth.png
m
bsnake.png
n
bwolf.png
o
bpawn.png
p
bsquirrel.png
q
brook.png
r
bship.png
s
bman.png
t
brhino.png
u
bcrocodile.png
v
bwarmachinewazir.png
w
bcardinal.png
x
bpromotedbishop.png
y
bgiraffe.png
z

Credits

This preset uses the Default-Alternate settings file for Fantastic XIII, which was made by Jean-Louis Cazaux.

Game Courier was created, programmed and written by Fergus Duniho.

Game Courier, Copyright © Fergus Duniho, 2001-2017


WWW Page Created: 15 August 2001

Kibbitzing Etiquette

Kibbitzing is the practice of commenting on a game you are not playing. In commenting on a game, please follow these rules of etiquette.

(1) If you notice that someone has made an illegal move, please mention it. Some Game Courier presets cannot enforce rules, but Game Courier does enable players to take back any previous move. Details on how to take back a move are provided in the User's Guide, linked to above the board.

(2) Unless otherwise specifically asked to, do not offer hints or suggestions to players on what moves they should make. In general, avoid coaching comments.

(3) Once a game is over, it should be alright to offer your analysis of the game and your specific comments on what moves players should have made. If some players don't want this, they may mention it in the Kibbitzing section, and you should honor this request by not commenting on the game.

(4) Be polite. At the appropriate time, offer any criticism you have in a constructive manner. Avoid heckling players for bad moves.

(5) Don't spam this space with irrelevant comments. If you have a comment about Game Courier, rather than about the specific game you're viewing, please post it on Game Courier's Index page to give it.