A Game Courier Preset for Nasty Neighbours (conquer style)
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Nasty Neighbours (conquer style)
Legal moves displayed. Might enforce rules.
Rules of Nasty Neighbours (conquer style)
Except for the following changes, the Fide rules apply.
Castling and pawn promotion take place. There is no capturing en passant.
Bare king loses.
Stalemate is a win.
Pawn (nasty neighbours)
The pawn can always move one square forwards and capture. If there is an opponent's piece on the second square forwards, it can be captured if there is no piece in between.
Knight (double knight)
The knight may move to one of the squares nearest to that on which it stands but not on the same rank, file or diagonal. With the double knight, the move options are doubled. This means that the knight can leap directly to a space two knight leaps away.
Bishop (double step bishop)
The bishop may move to any second square along a diagonal on which it stands. The bishop cannot jump over pieces
Rook (double step rook)
The rook may move to any second square along the file or the rank on which it stands. The rook cannot jump over pieces
Queen (double step queen)
The queen may move to any second square along the file, the rank or a diagonal on which it stands. The queen cannot jump over pieces
King
Castling: This is a move of the king and either rook of the same colour along the player’s first rank, counting as a single move of the king and executed as follows: the king is transferred from its original square three squares towards the rook on its original square, then that rook is transferred to the square just next to the king.
Conquer mechanism
- A captured piece remains on the board; the position of this piece is the square from which the capturer came from (see the example below).
- On the new position of the captured piece, assimilation into the opponent's army takes place in a logical second, as it is replaced by an identical piece of the opponent (see example).
- If a situation appears where perpetual recapture becomes possible, the following applies: same moves as previous moves in the same position are excluded.
Example: White moves Nf4 Nd5
Before
After
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.
Credits
This preset uses the nastyneighboursconquerstyle settings file for Nasty Neighbours (conquer style), which was made by Gerd Degens.
Game Courier was created, programmed and written by Fergus Duniho.
Game Courier, Copyright © Fergus Duniho, 2001-2017
WWW Page Created: 15 August 2001