Since no firstrank constant has been stored for this game, one will be calculated by analyzing the moves in the game. This will work only if the game lasted long enough to put enough pieces into play.

mv is c2-c4, p is #p, o is c2

space c2 is P

0 P c2-c4 27 61 59 61 59 61 59 29

11011 111101 111011 111101 111011 111101 111011 11101

mv is d7-d6, p is #p, o is d7

space d7 is p

1 p d7-d6 27 61 59 61 59 61 59 29

11011 111101 111011 111101 111011 111101 111011 11101

mv is f2-f4, p is #p, o is f2

space f2 is P

2 P f2-f4 27 61 59 61 59 61 59 29

11011 111101 111011 111101 111011 111101 111011 11101

mv is g7-g6, p is #p, o is g7

space g7 is p

3 p g7-g6 27 61 59 61 59 61 59 29

11011 111101 111011 111101 111011 111101 111011 11101

mv is a1-b3, p is #p, o is a1

space a1 is a1

4 a1 a1-b3 27 61 59 61 59 61 59 29

11011 111101 111011 111101 111011 111101 111011 11101

4 one bits in var a1

1 111101 111011 111101 111011 111101 111011 11101

q end a1-b3 1 61 59 61 59 61 59 29

bb end a1-b3 1 61 59 61 59 61 59 29

bw end a1-b3 1 61 59 61 59 61 59 29

firstr is b1, and lastr is h1

r a1-b3 1 29 59 61 59 61 59 29

first 1 29 59 61 59 61 59 29

1 11101 111011 111101 111011 111101 111011 11101

q end a1-b3 1 29 59 61 59 61 59 29

bb end a1-b3 1 29 59 61 59 61 59 29

bw end a1-b3 1 29 59 61 59 61 59 29

firstr is b1, and lastr is h1

r a1-b3 1 29 59 61 59 61 59 29

first 1 29 59 61 59 61 59 29

mv is f8-g7, p is #p, o is f8

space f8 is f1

5 f1 f8-g7 1 29 59 61 59 61 59 29

1 11101 111011 111101 111011 111101 111011 11101

5 one bits in var f1

1 11101 111011 111101 111011 110100 111011 11101

q end f8-g7 1 29 59 61 59 52 59 29

bb end f8-g7 1 29 59 61 59 52 59 29

bw end f8-g7 1 29 59 61 59 52 59 29

firstr is b1, and lastr is h1

r f8-g7 1 29 59 61 59 52 59 29

first 1 29 59 61 59 52 59 29

mv is d2-d4, p is #p, o is d2

space d2 is P

6 P d2-d4 1 29 59 61 59 52 59 29

1 11101 111011 111101 111011 110100 111011 11101

mv is e8-d7, p is #p, o is e8

space e8 is e1

7 e1 e8-d7 1 29 59 61 59 52 59 29

1 11101 111011 111101 111011 110100 111011 11101

5 one bits in var e1

1 11101 111011 111101 110010 110100 111011 11101

q end e8-d7 1 29 59 61 50 52 59 29

bb end e8-d7 1 29 59 61 50 52 59 29

bw end e8-d7 1 29 59 61 50 52 59 29

firstr is b1, and lastr is h1

r e8-d7 1 29 59 61 50 52 59 29

first 1 29 59 61 50 52 59 29

mv is c1-d3, p is #p, o is c1

space c1 is c1

8 c1 c1-d3 1 29 59 61 50 52 59 29

1 11101 111011 111101 110010 110100 111011 11101

5 one bits in var c1

1 11101 1 111101 110010 110100 111011 11101

q end c1-d3 1 29 1 61 50 52 59 29

bb end c1-d3 1 29 1 61 50 52 59 29

bw end c1-d3 1 29 1 61 50 52 59 29

firstr is b1, and lastr is h1

r c1-d3 1 29 1 61 50 52 59 29

first 1 29 1 61 50 52 59 29

1 11100 1 111100 110010 110100 111010 11100

q end c1-d3 1 28 1 60 50 52 58 28

bb end c1-d3 1 28 1 60 50 52 58 28

bw end c1-d3 1 28 1 60 50 52 58 28

firstr is b1, and lastr is h1

r c1-d3 1 28 1 60 50 52 58 28

first 1 28 1 60 50 52 58 28

mv is d7-f5, p is #p, o is d7

space d7 is e1

9 e1 d7-f5 1 28 1 60 50 52 58 28

1 11100 1 111100 110010 110100 111010 11100

3 one bits in var e1

1 11100 1 111100 10010 110100 111010 11100

q end d7-f5 1 28 1 60 18 52 58 28

bb end d7-f5 1 28 1 60 18 52 58 28

bw end d7-f5 1 28 1 60 18 52 58 28

firstr is b1, and lastr is h1

r d7-f5 1 28 1 60 18 52 58 28

first 1 28 1 60 18 52 58 28

mv is g1-e3, p is #p, o is g1

space g1 is g1

10 g1 g1-e3 1 28 1 60 18 52 58 28

1 11100 1 111100 10010 110100 111010 11100

4 one bits in var g1

1 11100 1 111100 10010 110100 10010 11100

q end g1-e3 1 28 1 60 18 52 18 28

bb end g1-e3 1 28 1 60 18 52 18 28

bw end g1-e3 1 28 1 60 18 52 18 28

firstr is b1, and lastr is h1

One Rook found

r g1-e3 1 28 1 60 18 52 18 8

first 1 28 1 60 18 52 18 8

mv is c8-b6, p is #p, o is c8

space c8 is c1

11 c1 c8-b6 1 28 1 60 18 52 18 8

1 11100 1 111100 10010 110100 10010 1000

1 one bits in var c1

1 11100 1 111100 10010 110100 10010 1000

q end c8-b6 1 28 1 60 18 52 18 8

bb end c8-b6 1 28 1 60 18 52 18 8

bw end c8-b6 1 28 1 60 18 52 18 8

firstr is b1, and lastr is h1

One Rook found

r c8-b6 1 28 1 60 18 52 18 8

first 1 28 1 60 18 52 18 8

mv is b1-c1, p is #p, o is b1

space b1 is b1

12 b1 b1-c1 1 28 1 60 18 52 18 8

1 11100 1 111100 10010 110100 10010 1000

3 one bits in var b1

1 11000 1 111100 10010 110100 10010 1000

q end b1-c1 1 24 1 60 18 52 18 8

bb end b1-c1 1 24 1 60 18 52 18 8

bw end b1-c1 1 24 1 60 18 52 18 8

firstr is b1, and lastr is h1

One Rook found

r b1-c1 1 24 1 60 18 52 18 8

first 1 24 1 60 18 52 18 8

mv is h7-h5, p is #p, o is h7

space h7 is p

13 p h7-h5 1 24 1 60 18 52 18 8

1 11000 1 111100 10010 110100 10010 1000

mv is g2-g3, p is #p, o is g2

space g2 is P

14 P g2-g3 1 24 1 60 18 52 18 8

1 11000 1 111100 10010 110100 10010 1000

mv is f5-d3, p is #p, o is f5

space f5 is e1

15 e1 f5-d3 1 24 1 60 18 52 18 8

1 11000 1 111100 10010 110100 10010 1000

2 one bits in var e1

1 11000 1 111100 10010 110100 10010 1000

q end f5-d3 1 24 1 60 18 52 18 8

bb end f5-d3 1 24 1 60 18 52 18 8

bw end f5-d3 1 24 1 60 18 52 18 8

firstr is b1, and lastr is h1

One Rook found

r f5-d3 1 24 1 60 18 52 18 8

first 1 24 1 60 18 52 18 8

mv is e3-d3, p is #p, o is e3

space e3 is g1

16 g1 e3-d3 1 24 1 60 18 52 18 8

1 11000 1 111100 10010 110100 10010 1000

2 one bits in var g1

1 11000 1 111100 10010 110100 10000 1000

queen before e3-d3 1 24 1 60 18 52 16 8

queen after e3-d3 1 8 1 44 2 36 16 8

q end e3-d3 1 8 1 44 2 36 16 8

bb end e3-d3 1 8 1 44 2 36 16 8

bw end e3-d3 1 8 1 44 2 36 16 8

firstr is b1, and lastr is h1

Two rooks found.

r e3-d3 1 8 1 36 2 36 16 8

first 1 8 1 36 2 36 16 8

1 1000 1 100100 10 100100 10000 1000

q end e3-d3 1 8 1 36 2 36 16 8

bb end e3-d3 1 8 1 36 2 36 16 8

bw end e3-d3 1 8 1 36 2 36 16 8

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

first 1 8 1 36 2 36 16 8

mv is b6-a4, p is #p, o is b6

space b6 is c1

17 c1 b6-a4 1 8 1 36 2 36 16 8

1 1000 1 100100 10 100100 10000 1000

1 one bits in var c1

1 1000 1 100100 10 100100 10000 1000

q end b6-a4 1 8 1 36 2 36 16 8

bb end b6-a4 1 8 1 36 2 36 16 8

bw end b6-a4 1 8 1 36 2 36 16 8

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

first 1 8 1 36 2 36 16 8

mv is d3-c2, p is #p, o is d3

space d3 is g1

18 g1 d3-c2 1 8 1 36 2 36 16 8

1 1000 1 100100 10 100100 10000 1000

1 one bits in var g1

1 1000 1 100100 10 100100 10000 1000

q end d3-c2 1 8 1 36 2 36 16 8

bb end d3-c2 1 8 1 36 2 36 16 8

bw end d3-c2 1 8 1 36 2 36 16 8

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

first 1 8 1 36 2 36 16 8

mv is g8-h7, p is #p, o is g8

space g8 is g1

19 g1 g8-h7 1 8 1 36 2 36 16 8

1 1000 1 100100 10 100100 10000 1000

1 one bits in var g1

1 1000 1 100100 10 100100 10000 1000

q end g8-h7 1 8 1 36 2 36 16 8

bb end g8-h7 1 8 1 36 2 36 16 8

bw end g8-h7 1 8 1 36 2 36 16 8

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

first 1 8 1 36 2 36 16 8

mv is f1-g2, p is #p, o is f1

space f1 is f1

20 f1 f1-g2 1 8 1 36 2 36 16 8

1 1000 1 100100 10 100100 10000 1000

2 one bits in var f1

1 1000 1 100100 10 100100 10000 1000

q end f1-g2 1 8 1 36 2 36 16 8

bb end f1-g2 1 8 1 36 2 36 16 8

bw end f1-g2 1 8 1 36 2 36 16 8

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

b1 h1

first 1 8 1 36 2 36 16 8

mv is d8-g8, p is #p, o is d8

space d8 is d1

21 d1 d8-g8 1 8 1 36 2 36 16 8

1 1000 1 100100 10 100100 10000 1000

2 one bits in var d1

rook ride

King castling by moving 2+ spaces

1 1000 1 100000 10 100100 10000 1000

q end d8-g8 1 8 1 32 2 4 16 8

bb end d8-g8 1 8 1 32 2 4 16 8

bw end d8-g8 1 8 1 32 2 4 16 8

first 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

d1

Array
(
    [0] => a1
    [1] => b1
    [2] => c1
)

q end d8-g8 1 8 1 32 2 4 16 8

bb end d8-g8 1 8 1 32 2 4 16 8

bw end d8-g8 1 8 1 32 2 4 16 8

first 1 8 1 32 2 4 16 8

mv is e1-f2, p is #p, o is e1

space e1 is e1

22 e1 e1-f2 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

1 one bits in var e1

1 1000 1 100000 10 100 10000 1000

d1

Array
(
    [0] => a1
    [1] => b1
    [2] => c1
)

q end e1-f2 1 8 1 32 2 4 16 8

bb end e1-f2 1 8 1 32 2 4 16 8

bw end e1-f2 1 8 1 32 2 4 16 8

first 1 8 1 32 2 4 16 8

mv is c7-c6, p is #p, o is c7

space c7 is p

23 p c7-c6 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

mv is d1-g1, p is #p, o is d1

space d1 is d1

24 d1 d1-g1 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

1 one bits in var d1

1 1000 1 100000 10 100 10000 1000

d1

Array
(
    [0] => a1
    [1] => b1
    [2] => c1
)

q end d1-g1 1 8 1 32 2 4 16 8

bb end d1-g1 1 8 1 32 2 4 16 8

bw end d1-g1 1 8 1 32 2 4 16 8

first 1 8 1 32 2 4 16 8

mv is a8-c7, p is #p, o is a8

space a8 is a1

25 a1 a8-c7 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

1 one bits in var a1

1 1000 1 100000 10 100 10000 1000

d1

Array
(
    [0] => a1
    [1] => b1
    [2] => c1
)

q end a8-c7 1 8 1 32 2 4 16 8

bb end a8-c7 1 8 1 32 2 4 16 8

bw end a8-c7 1 8 1 32 2 4 16 8

first 1 8 1 32 2 4 16 8

mv is e2-e4, p is #p, o is e2

space e2 is P

26 P e2-e4 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

mv is a7-a6, p is #p, o is a7

space a7 is p

27 p a7-a6 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

mv is e4-e5, p is #p, o is e4

space e4 is P

28 P e4-e5 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

mv is d6-e5, p is #p, o is d6

space d6 is p

29 p d6-e5 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

mv is d4-e5, p is #p, o is d4

space d4 is P

30 P d4-e5 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

mv is c7-e6, p is #p, o is c7

space c7 is a1

31 a1 c7-e6 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

1 one bits in var a1

1 1000 1 100000 10 100 10000 1000

d1

Array
(
    [0] => a1
    [1] => b1
    [2] => c1
)

q end c7-e6 1 8 1 32 2 4 16 8

bb end c7-e6 1 8 1 32 2 4 16 8

bw end c7-e6 1 8 1 32 2 4 16 8

first 1 8 1 32 2 4 16 8

mv is f1-d1, p is #p, o is f1

space f1 is @

32 @ f1-d1 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

0 one bits in var @

1 1000 1 100000 10 100 10000 1000

d1

Array
(
    [0] => a1
    [1] => b1
    [2] => c1
)

q end f1-d1 1 8 1 32 2 4 16 8

bb end f1-d1 1 8 1 32 2 4 16 8

bw end f1-d1 1 8 1 32 2 4 16 8

first 1 8 1 32 2 4 16 8

mv is f8-d8, p is #p, o is f8

space f8 is h1

33 h1 f8-d8 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

1 one bits in var h1

1 1000 1 100000 10 100 10000 1000

d1

Array
(
    [0] => a1
    [1] => b1
    [2] => c1
)

q end f8-d8 1 8 1 32 2 4 16 8

bb end f8-d8 1 8 1 32 2 4 16 8

bw end f8-d8 1 8 1 32 2 4 16 8

first 1 8 1 32 2 4 16 8

mv is c4-c5, p is #p, o is c4

space c4 is P

34 P c4-c5 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

mv is d8-d1, p is #p, o is d8

space d8 is h1

35 h1 d8-d1 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

1 one bits in var h1

1 1000 1 100000 10 100 10000 1000

d1

Array
(
    [0] => a1
    [1] => b1
    [2] => c1
)

q end d8-d1 1 8 1 32 2 4 16 8

bb end d8-d1 1 8 1 32 2 4 16 8

bw end d8-d1 1 8 1 32 2 4 16 8

first 1 8 1 32 2 4 16 8

mv is c1-d1, p is #p, o is c1

space c1 is b1

36 b1 c1-d1 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

1 one bits in var b1

1 1000 1 100000 10 100 10000 1000

d1

Array
(
    [0] => a1
    [1] => b1
    [2] => c1
)

q end c1-d1 1 8 1 32 2 4 16 8

bb end c1-d1 1 8 1 32 2 4 16 8

bw end c1-d1 1 8 1 32 2 4 16 8

first 1 8 1 32 2 4 16 8

mv is b8-d8, p is #p, o is b8

space b8 is b1

37 b1 b8-d8 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

1 one bits in var b1

1 1000 1 100000 10 100 10000 1000

d1

Array
(
    [0] => a1
    [1] => b1
    [2] => c1
)

q end b8-d8 1 8 1 32 2 4 16 8

bb end b8-d8 1 8 1 32 2 4 16 8

bw end b8-d8 1 8 1 32 2 4 16 8

first 1 8 1 32 2 4 16 8

mv is d1-d8, p is #p, o is d1

space d1 is b1

38 b1 d1-d8 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

1 one bits in var b1

1 1000 1 100000 10 100 10000 1000

d1

Array
(
    [0] => a1
    [1] => b1
    [2] => c1
)

q end d1-d8 1 8 1 32 2 4 16 8

bb end d1-d8 1 8 1 32 2 4 16 8

bw end d1-d8 1 8 1 32 2 4 16 8

first 1 8 1 32 2 4 16 8

mv is e6-d8, p is #p, o is e6

space e6 is a1

39 a1 e6-d8 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

1 one bits in var a1

1 1000 1 100000 10 100 10000 1000

d1

Array
(
    [0] => a1
    [1] => b1
    [2] => c1
)

q end e6-d8 1 8 1 32 2 4 16 8

bb end e6-d8 1 8 1 32 2 4 16 8

bw end e6-d8 1 8 1 32 2 4 16 8

first 1 8 1 32 2 4 16 8

mv is b3-d2, p is #p, o is b3

space b3 is a1

40 a1 b3-d2 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

1 one bits in var a1

1 1000 1 100000 10 100 10000 1000

d1

Array
(
    [0] => a1
    [1] => b1
    [2] => c1
)

q end b3-d2 1 8 1 32 2 4 16 8

bb end b3-d2 1 8 1 32 2 4 16 8

bw end b3-d2 1 8 1 32 2 4 16 8

first 1 8 1 32 2 4 16 8

mv is h5-h4, p is #p, o is h5

space h5 is p

41 p h5-h4 1 8 1 32 2 4 16 8

1 1000 1 100000 10 100 10000 1000

Continue because mv is empty

firstrank is NRNKBBQR






Check out Atomic Chess, our featured variant for November, 2024.

Viewing Game

8 n k
7 p p p b q
6 p p p
5 P P
4 n P p
3 P
2 P P Q N B B P
1 K
a b c d e f g h

Fischer Random Chess

White:
Black:



Orientation:
Scale:

Render as:
Shape:

Piece Set:

Colors:


a Fischer Random Chess problem from this position.

Rules of Fischer Random Chess

K
King
Q
Queen
R
Rook
B
Bishop
N
Knight
P
Pawn

Fischer Random Chess is played just like Chess except as follows:

Notation

You should be aware that Game Courier's notation is not identical with standard Chess notation. Game Courier has been designed for general use with any of several different Chess variants, and it accordingly uses a generic system of notation. This system is described in detail in the User's Guide. Here are the basics you need to know for Chess. Move a piece by writing its present coordinate, a hyphen, and its destination coordinate. For example, "e2-e4". There is no special operator for captures. A hyphen should be used even when a piece is captured. To signal to your opponent what piece you moved, and to provide an extra bit of error checking on the move you enter, you may include Game Courier's notation for the piece before the move. For example, "P e2-e4". Note that Game Courier uses uppercase letters for White pieces and lowercase for Black pieces. Black could enter "p e7-e5" for a move but not "P e7-e5".

This preset enforces the rules. It also automates en passant and castling. To capture by en passant, just move your Pawn to its destination. If it is a legal en passant move, your opponent's Pawn will be automatically captured.

To castle, move either your King or your Rook, but not both, to where it must go to castle. This move should be an otherwise illegal move. Either the King should move two or more spaces, or the King or Rook should hop over or capture the other. If you move your King only one space or move your Rook only across empty spaces, then your move will not count as castling. Once you have made half the castling move, the other piece will automatically move into place.

All promotions must be done explicitly. After moving your Pawn to the last rank, tack a semicolon to your Pawn move and add the new piece to the Pawn's space. For example, "P f7-f8; Q-f8".

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.

WKnightBishop.gif
A
WBishop.gif
B
WCamel.gif
C
WWarmachine.gif
D
WElephant.gif
E
WFers.gif
F
WGrasshopper.gif
G
WHorse.gif
H
WNightrider.gif
I
WGiraffe.gif
J
WKing.gif
K
WLion.gif
L
WKnightRook.gif
M
WKnight.gif
N
WKingRook.gif
O
WPawn.gif
P
WQueen.gif
Q
WRook.gif
R
WBerlinPawn.gif
S
WAmazon.gif
T
WNightPrincess.gif
U
WVao.gif
V
WWazir.gif
W
WKnightKing.gif
X
WKingBishop.gif
Y
WZebra.gif
Z
BKnightBishop.gif
a
BBishop.gif
b
BCamel.gif
c
BWarmachine.gif
d
BElephant.gif
e
BFers.gif
f
BGrasshopper.gif
g
BHorse.gif
h
BNightrider.gif
i
BGiraffe.gif
j
BKing.gif
k
BLion.gif
l
BKnightRook.gif
m
BKnight.gif
n
BKingRook.gif
o
BPawn.gif
p
BQueen.gif
q
BRook.gif
r
BBerlinPawn.gif
s
BAmazon.gif
t
BNightPrincess.gif
u
BVao.gif
v
BWazir.gif
w
BKnightKing.gif
x
BKingBishop.gif
y
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Credits

This preset uses the Abstract settings file for Fischer Random Chess, which was made by Fergus Duniho.

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.