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A Game Courier Preset for Testing Board

18 cannon(35) rose_bishop(16) crab_dabbabah(141) wazir(55) zigzag_general(87) bishop_wazir(27) einstein_grasshopper(145) squirrel(150) shaman(84) rose_rook(15) barc(135) warmachine_ferz(58) circe_grasshopper(146) advancer(49) knight_wazir(38) knight_ferz(39) free_boar(107) forwardrook_backwardbishop(68) pincer_pawn(3) shogi_pawn(4) xiangqi_janggi_pawn(11)
17 b shield(53) crab_alfil(142) knight_guard(40) diagonal_wide_crooked_nightrider(127) fad(72) copper_general(121) side_mover(111) oliphant(92) wuss(165) gnu(155) essential_nightrider(129) vao(36) swapper(47) straight_wide_crooked_nightrider(128) evil_wolf(119) half:queen(96) ferz(56) jumping_pawn(13) knight_pawn(10) sergeant_pawn(6)
16 camel_wazir_ferz(159) forwardrook_backwardknight(64) querquisite(169) pushme_pullyu(50) rose(14) forwardknight_backwardqueen(61) windmill(166) camel_queen(160) stone_general(125) half_rook(97) crooked_bishop_wazir(30) withdrawer(48) flexible_knight(91) reflecting_bishop_wazir(32) bison(156) chancellorider(11) twisted_knight(90) gryphon(81) p berolina_pawn(5) berolina_plus_pawn(7)
15 root_fifty_leaper(163) crooked_rook(26) immobilizer(51) white_horse(108) aanca(82) fibnif(71) siege_engine(76) colonel(73) archbishop(9) lance(99) archer(52) reverse_chariot(113) waffle(59) half_bishop(98) chameleon(45) forwardbishop_backwardrook(67) straight_narrow_crooked_nightrider(131) long_leaper(46) cannon_pawn(2) eurasian_pawn(12) steward(8)
14 sissa(20) alfilrider(80) coordinator(54) crab(136) cylindrical_bishop(24) camel_ferz(158) silver_general(101) cylindrical_rook(23) orphan(168) fischer(42) grasshopper(143) amazon(7) nightrider(13) blind_monkey(117) reclining_dragon(118) rook_ferz(25) woody_rook(57) andernach_grasshopper(144) camel_pawn(9) orphan_pawn(15) moose_pawn(17)
13 alfil_ferz(60) zebra(152) forwardknight_backwardbishop(65) q anti_king(148) n archbishoprider(12) jester(167) amazonrider(10) knightferzee(19) shishi(103) knight_alfil(34) war_elephant(83) ferocious_leopard(116) andernach_einstein_circe_grasshopper(147) drunk_elephant(114) camel_wazir(157) charging_rook(75) frog(14) scorpion_pawn(16) pincer_pawn(3)
12 vertical_mover(110) sliding_general(94) horned_falcon(104) high_priestess(89) dabbabahrider(79) charging_knight(70) r crabrider(138) old_monkey(120) hero(85) knightwazirzee(18) gold_general(100) falcon(132) tile_general(124) coiled_serpent(122) go_between(126) giraffe(153) forwardknight_backwardrook(63) shogi_pawn(4) xiangqi_janggi_pawn(11) jumping_pawn(13)
11 bottom_heart(44) top_heart(43) squeen(21) blind_tiger(115) forwardbishop_backwardknight(66) half_duck(74) cylindrical_queen(22) buffalo(161) lightning_warmachine(93) forwardqueen_backwardknight(62) chancellor(8) crooked_bishop(28) royal_knight(6) rhino(149) whale(109) pao_vao(37) friend(170) flamingo(162) knight_pawn(10) sergeant_pawn(6) p
10 barcrider(137) scorpion(133) guard(95) mamra(164) reflecting_bishop(31) dabbabah_alfil(78) crab_wazir(139) harvestman(29) jumping_king(86) iron_general(123) antelope(154) siege_engine_alfil(77) camel(151) diagonal_narrow_crooked_nightrider(130) flying_ox(106) knight_dabbabah(33) crab_ferz(140) dragon(134) berolina_pawn(5) berolina_plus_pawn(7) cannon_pawn(2)
9 BARCRIDER(137) SCORPION(133) GUARD(95) MAMRA(164) REFLECTING_BISHOP(31) DABBABAH_ALFIL(78) CRAB_WAZIR(139) HARVESTMAN(29) JUMPING_KING(86) IRON_GENERAL(123) ANTELOPE(154) SIEGE_ENGINE_ALFIL(77) CAMEL(151) DIAGONAL_NARROW_CROOKED_NIGHTRIDER(130) FLYING_OX(106) KNIGHT_DABBABAH(33) CRAB_FERZ(140) DRAGON(134) BEROLINA_PAWN(5) BEROLINA_PLUS_PAWN(7) CAMEL_PAWN(9)
8 ubi_ubi(17) k honorable_horse(102) bede(69) minister(88) soaring_eagle(105) flying_stag(112) eohippo(41) BOTTOM_HEART(44) TOP_HEART(43) SQUEEN(21) BLIND_TIGER(115) FORWARDBISHOP_BACKWARDKNIGHT(66) HALF_DUCK(74) CYLINDRICAL_QUEEN(22) BUFFALO(161) LIGHTNING_WARMACHINE(93) FORWARDQUEEN_BACKWARDKNIGHT(62) CHANCELLOR(8) CROOKED:BISHOP(28) ROYAL_KNIGHT(6) RHINO(149) WHALE(109) PAO_VAO(37) FRIEND(170) FLAMINGO(162) KNIGHT_PAWN(10) SERGEANT_PAWN(6) P
7 cannon_pawn(2) eurasian_pawn(12) steward(8) camel_pawn(9) orphan_pawn(15) moose_pawn(17) frog(14) scorpion_pawn(16) VERTICAL_MOVER(110) SLIDING_GENERAL(94) HORNED_FALCON(104) HIGH_PRIESTESS(89) DABBABAHRIDER(79) CHARGING_KNIGHT(70) R CRABRIDER(138) OLD_MONKEY(120) HERO(85) KNIGHTWAZIRZEE(18) GOLD_GENERAL(100) FALCON(132) TILE_GENERAL(124) COILED_SERPENT(122) GO_BETWEEN(126) GIRAFFE(153) FORWARDKNIGHT_BACKWARDROOK(63) SHOGI_PAWN(4) XIANGQI_JANGGI_PAWN(11) JUMPING_PAWN(13)
6 ALFIL_FERZ(60) ZEBRA(152) FORWARDKNIGHT_BACKWARDBISHOP(65) Q ANTI_KING(148) N ARCHBISHOPRIDER(12) JESTER(167) AMAZONRIDER(10) KNIGHTDERZEE(19) SHISHI(103) KNIGHT_ALFIL(34) WAR_ELEPHANT(83) FEROCIOUS_LEOPARD(116) ANDERNACH_EINSTEIN_CIRCE_GRASSHOPPER(147) DRUNK_ELEPHANT(114) CAMEL_WAZIR(157) CHARGING_ROOK(75) STEWARD(8) ORPHAN_PAWN(15) PINCER_PAWN(3)
5 SISSA(20) ALFILRIDER(80) COORDINATOR(54) CRAB(136) CYLINDRICAL_BISHOP(24) CAMEL_FERZ(158) SILVER_GENERAL(101) CYLINDRICAL_ROOK(23) ORPHAN(168) FISCHER(42) GRASSHOPPER(143) AMAZON(7) NIGHTRIDER(13) BLIND_MONKEY(117) RECLINING_DRAGON(118) ROOK_FERZ(25) WOODY_ROOK(57) ANDERNACH_GRASSHOPPER(144) SCORPION_PAWN(16) CANNON_PAWN(2) FROG(14)
4 ROOT_FIFTY_LEAPER(163) CROOKED_ROOK(26) IMMOBILIZER(51) WHITE_HORSE(108) AANCA(82) FIBNIF(71) SIEGE_ENGINE(76) COLONEL(73) ARCHBISHOP(9) LANCE(99) ARCHER(52) REVERSE_CHARIOT(113) WAFFLE(59) HALF_BISHOP(98) CHAMELEON(45) FORWARDBISHOP_BACKWARDROOK(67) STRAIGHT_NARROW_CROOKED_NIGHTRIDER(131) LONG_LEAPER(46) CAMEL_PAWN(9) MOOSE_PAWN(17) EURASIAN_PAWN(12)
3 CAMEL_WAZIR_FERZ(159) FORWARDROOK_BACKWARDKNIGHT(64) QUERQUISITE(169) PUSHME_PULLYU(50) ROSE(14) FORWARDKNIGHT_BACKWARDQUEEN(61) WINDMILL(166) CAMEL_QUEEN(160) STONE_GENERAL(125) HALF_ROOK(97) CROOKED_BISHOP_WAZIR(30) WITHDRAWER(48) FLEXIBLE_KNIGHT(91) REFLECTING_BISHOP_WAZIR(32) BISON(156) CHANCELLORIDER(11) TWISTED_KNIGHT(90) GRYPHON(81) P BEROLINA_PAWN(5) BEROLINA_PLUS_PAWN(7)
2 CAMEL_PAWN(9) MOOSE_PAWN(17) EURASIAN_PAWN(12) SCORPION_PAWN(16) CANNON_PAWN(2) FROG(14) STEWARD(8) ORPHAN_PAWN(15) B SHIELD(53) CRAB_ALFIL(142) KNIGHT_GUARD(40) DIAGONAL_WIDE_CROOKED_NIGHTRIDER(127) FAD(72) COPPER_GENERAL(121) SIDE_MOVER(111) OLIPHANT(92) WUSS(165) GNU(155) ESSENTIAL_NIGHTRIDER(129) VAO(36) SWAPPER(47) STRAIGHT_WIDE_CROOKED_NIGHTRIDER(128) EVIL_WOLF(119) HALF_QUEEN(96) FERZ(56) JUMPING_PAWN(13) KNIGHT_PAWN(10) SERGEANT_PAWN(6)
1 SOARING_EAGLE(105) BEDE(69) EOHIPPO(41) K FLYING_STAG(112) UBI_UBI(17) MINISTER(88) HONORABLE_HORSE(102) CANNON(35) ROSE_BISHOP(16) CRAB_DABBABAH(141) WAZIR(55) ZIGZAG_GENERAL(87) BISHOP_WAZIR(27) EINSTEIN_GRASSHOPPER(145) SQUIRREL(150) SHAMAN(84) ROSE_ROOK(15) BARC(135) WARMACHINE_FERZ(58) CIRCE_GRASSHOPPER(146) ADVANCER(49) KNIGHT_WAZIR(38) KNIGHT_FERZ(39) FREE_BOAR(107) FORWARDROOK_BACKWARDBISHOP(68) PINCER_PAWN(3) SHOGI_PAWN(4) XIANGQI_JANGGI_PAWN(11)
# $ a b c d e f g h % & A B C D E F G H I J K L M N O P Q R S T U

Testing Board

Initial code only. No rules enforced. No legal moves displayed.

NOTICE: The setup shown here has been modified from the original setup thanks to running code for this game. If this game randomizes the setup, then you may expect to see a different setup when you actually play the game.

Welcome to Game Courier, where you can play Testing Board and many other Chess variants through online correspondence.


Rules of Testing Board

This variant features 170 different kinds of major pieces and 17 different kinds of pawns. The starting setup is determined randomly on the three boards. The game takes place in the one on the left, being the setup settled asymmetrically with respect to White to Blue sides. Pieces of the center and pawns of the right may be dropped in the one of the left during the game following this order: 

Pieces
1st that of A1/A18
2nd that of B1/B18
3rd that of C1/C18
......
18th that of R1/R18
19th that of A2/A17
20th that of B2/B17
......
36th that of R2/R17
37th that of A3/A16
And so on.

Pawns
1st that of S1/S18
2nd that of T1/T18
3rd that of U1/U18
4th that of S2/S17
5th that of T2/T17
6th that of U2/U17 
And so on.

Piece drops must be made on any empty square of the 1st row of each side, and can only be made to replace a piece that has disappeared from the board due to some exchange. Anti-Kings may be dropped on any unoccupied square of the entire board provided that they remain attacked by at least one adversary's piece.

Pawn drops must be made on any empty square of the 2nd row of each side, and can only be made to replace a pawn that has disappeared from the board due to some exchange.

Whether it be pieces or pawns there is no condition on the exact turn in which to make the drops, but the logical thing would be to do it immediately after the exchanges as part of a regular move, that is, it's allowed to make any normal move and at the same time make a drop. Likewise pieces and pawns may be dropped either at the same time in a determined turn or separately in different turns. It is permitted to drop more than one piece (or pawn) on one turn.

The basic concept is "exchange" which happens when a piece that captures another is immediately captured: A captures B and C captures A, that is, player X wins B by losing A while player Y wins A by losing B. We can also say that player X makes a capture while player Y makes a re-capture.

If a piece (or a pawn) is not recaptured immediately, then the piece (or the pawn) that was captured will be considered an "absolute loss" for the victim and will not have the right to replace it.

When several pieces and pawns are captured by a single piece of the adversary, the player who undergoes the multi-capture will only be able to replace one, be it pawn or piece, as he chooses, as long as the piece that carried out the multicapture is immediately recaptured.

When a pawn is promoted by capturing an opponent's piece and is immediately recaptured, then said pawn may be replaced by another pawn or by a piece according to the player's preference.

1King - It moves, whether capturing or not, to any orthogonal or diagonal adjacent square. Kings are royal: they may not be moved to a square attacked by a piece of the opponent. When they are attacked by a piece of the opponent, it is called "check", and when in a check that cannot be removed, they are mated, and the game is lost for their owner.
2Queen - It is a compound piece that can move as a Rook or a Bishop. It moves an arbitrary number of spaces in any orthogonal or diagonal direction. It may not pass over occupied spaces, and it ends its move by occupying an empty space or by capturing an enemy piece.
3Rook - It moves an arbitrary number of spaces in any orthogonal direction. It may not pass over occupied spaces, and it ends its move by occupying an empty space or by capturing an enemy piece.
4Bishop - It moves an arbitrary number of spaces in any diagonal direction. It may not pass over occupied spaces, and it ends its move by occupying an empty space or by capturing an enemy piece.
5Knight - It  leaps to any square that can be reached by moving one square orthogonally, followed by another square diagonally outward, or vice versa.  This is normally understood as moving in an L shape by moving two squares in the same direction, followed by one more square after turning at a right angle. Or one square, turn at a right angle, and move two more squares.  The Knight leaps over any intervening pieces, as though they weren't even there. It can move to an empty square or take an enemy piece by moving to its square, but it may not move to a square already occupied by a friendly piece.
6Royal Knight - It moves ONLY like standard knight but it is subject to be checkmated. It is the Knigthmate's royal piece.
7Amazon - Compound of Queen and Knight. It may move each time [or turn] like Queen OR like Knight.
8Chancellor - Also known as Marshall. It may move each turn like Rook OR like Knight.
9Archbishop - Also known as Cardinal. It may move each turn like Bishop OR like Knight.
10Amazonrider - Compound of Queen and Nightrider; it may move each turn like Queen OR Nightrider.
11Chancellorrider - Compound of Rook and Nightrider; it may move each turn like Rook OR like Nightrider.
12Archbishoprider - Also known as Unicorn: Compound of Bishop and Nightrider; it may move each turn like Bishop OR like Nightrider.
13Nightrider - It can make a move like a Knight, but then can continue to move in the same direction. Thus, it can make one or more successive knight-leaps, all in the same direction: the spaces visited by all but the last jump must be empty.
14Rose - A circular Nightrider.
15Rose Rook - Compound of Rose and Rook; it may move each turn like Rose or like Rook.
16Rose Bishop - Compound of Rose and Bishop; it may move each turn like Rose or Bishop.
17Ubi-Ubi - Let's name it "UU". It makes an arbitrary finite number of knight moves in a single turn as desired. It must stop when it captures an opponent's piece but it will be able to capture ONLY those pieces that in the immediate previous turn had captured any piece of its own, in other words, UU can make a capture only if this capture is a RE-CAPTURE. For example, in the following diagram:

If White to move, then UUxe8 (a3-b5-d6-e8) would be illegal; but if Blue to move and makes Rxe3 (Rook x Bishop), then UUxe3 (a3-c4-e3) would be perfectly legal. Under this view, the King will always be immune to checks from UU. But on the other hand, it also implies that the King may capture an enemy piece only if the opposing UU has no path leading to the square where the King will remain. 

18Knightwazirzee - Piece invented by Jeremy Gabriel Good. It may move as knight, wazir, one of each or twice as one (knight; wazir; knight + wazir; wazir + knight; knight + knight; or wazir + wazir). See a detailed description of its move  here.
19Knightferzee - Piece invented by Jeremy Gabriel Good. It may move as knight, ferz, one of each or twice as one (knight; ferz; knight + ferz; ferz + knight; knight + knight; or ferz + ferz). See a detailed description of its move  here.
20Sissa - It moves each turn as Rook AND Bishop following a movement pattern of the form nR+nB or nB+nR, where n is any whole number. nR+nB means "first n squares like Rook followed by n squares like Bishop"; nB+nR means "first n squares like Bishop followed by n squares like Rook". Then, if for instance n=5, Sissa MUST MOVE 5 squares as Rook followed by 5 squares as Bishop or viceversa. There is no restriction on the movement direction of the second stage respecting to the first. Sissa doesn't leap. All squares it passes by must be empty.

21Squeen - Compound of Queen and Sissa; it may move each turn like Queen OR like Sissa.
22Cylindrical Queen - Compound of Cylindrical Rook and Cylindrical Bishop. Assuming that the board is joined at the outermost ranks ("a" and "h") as if it were a cylindrical board opened up, the Cylindrical Queen can move, threaten, and attack across the edge because it 'wrap' to the other side.
23Cylindrical Rook - Assuming that the board is joined at the outermost ranks ("a" and "h") as if it were a cylindrical board opened up, the Cylindrical Rook can move, threaten, and attack across the edge because it 'wrap' to the other side.
24Cylindrical Bishop - Assuming that the board is joined at the outermost ranks ("a" and "h") as if it were a cylindrical board opened up, the Cylindrical Bishop can move, threaten, and attack across the edge because it 'wrap' to the other side.
25Rook Ferz - Compound of Rook and Ferz better known as Dragon King; it may move each turn like Rook OR like Ferz.
26Crooked Rook - It is a Rook that must make a 90 degree turn with every step, and must always keep moving away from its starting square.
27Bishop Wazir - Compound of Bishop and Wazir better known as Dragon Horse; it may move each turn like Bishop OR like Wazir.
28Crooked Bishop - Also known as Boyscout. It makes one or more successive diagonal steps, but every step must make a 90 degree turn, and every step must be moving away from the starting square. For example, placed on b1 it could move via a2, b3, a4, b5, a6, b7 to a8. It captures as they move, and cannot jump.
29Seenschach's Harvestman - It may move either like Wazir or like Wazir and then continue like Crooked Bishop.
30Crooked Bishop Wazir - Compound of Crooked Bishop and Wazir; it may move each turn like Crooked Bishop OR like Wazir.
31Reflecting Bishop - It moves like a normal chess Bishop, but it has the additionally power of reflecting off the side of the board at a 90 degree angle. It may not move to the square on which it starts its move.
32Reflecting Bishop Wazir -  It may move either like Wazir or like Wazir and then continue like Reflecting Bishop.
33Knight Dabbabah - Compound of Knight and Dabbabah; it may move each turn like Knight OR like Dabbabah.
34Knight Alfil - Compound of Knight and Alfil or Elephant; it may move each turn like Knight OR like Alfil.
35Cannon - From Xiangqi. Also known as Cannon. It moves differently when it moves to capture than when it moves passively. It moves the same as the Chariot/Rook when it is not capturing a piece, and it moves in the same directions when capturing except that to make the capture it must hop over a single intervening piece, referred to as the screen. In other words, Paos/Cannons capture by hopping over a second piece in order to capture a third piece. For example, a Pao/Cannon on a1 can take a piece on f1 when exactly one of the spaces b1, c1, d1, or e1 is occupied by a piece of either color. Paos/Cannons only capture when hopping and only hop when capturing. They may never hop over more than one piece in a given move.
36Vao - The counterpart as Bishop of the Pao.
37PaoVao - Compound of Pao and Vao. Also known as Leo. It may move each turn like Pao OR like Vao.
38Knight Wazir - Compound of Knight and Wazir. It may move each turn like Knight OR like Wazir.
39Knight Ferz - Compound of Knight and Ferz. It may move each turn like Knight OR like Ferz.
40Knight Guard - Compound of Knight and Guard. iI may move each turn like Knight OR like a Guard [Guard = Non-royal King].
41Eohippo - Piece invented by Jörg Knappen for 10-directional Chess. It is an augmented Knight. In addition to the normal moves of the Knight it can also move one space forward or backward. In Ralph Betza's notation, it is a NfbW.
42Fischer - Another piece invented by Jörg Knappen for 10-directional Chess. It is a restricted version of the Chancellor or Marshall piece. It has the moves of the Knight and the forward and backward moves of the Rook. It cannot move sideways. In Ralph Betza's notation, it is a NfbR.
43Top Heart - Piece invented by Jeremy Gabriel Good. See the move description here.
44Bottom Heart - Piece invented by Jeremy Gabriel Good. See the move description here.

The following 7 Rococo's pieces move according to the original game, EXCEPTING the restrictions about the edge squares, that is, at this variant they may move freely on the whole board.

45Chameleon - It moves passively as an Orthodox Queen. To capture, it mimics the powers of its intended victim. For example, captures standard pawns in passing when these make a double-step first move, withdraws from Withdrawers, approaches Advancers, leaps over Long Leapers, and swaps with Swappers. By the same token, an enemy King standing adjacent to a Chameleon can be captured by the Chameleon. Chameleons can freeze Immobilizers but cannot capture them (but when next to an Immobilizer do not freeze any other pieces). A Chameleon next to a Swapper may capture it (and itself) by mutual destruction. A Chameleon can use multiple types of capture in the same move. Consider a white Withdrawer on a1, a black Chameleon on a2, a white Long Leaper on a3 and a white Advancer on a5. The Black Chameleon by leaping over the Long Leaper to a4 would also capture the white Withdrawer by moving away from it, and the white Advancer by approaching it (for purposes of approaching and withdrawing it doesn't matter if the move is a slide or a leap). Swaps with Swappers may be combined with other captures.
46Long Leaper - It moves as an Orthodox Queen and captures by overtaking. It takes possession of a single intervening piece by leaping to a vacant square somewhere beyond it. It may capture additional pieces, along the same line, if a vacant 'landing square' lies somewhere beyond each enemy piece. A Long Leaper may never jump over a friendly piece, jump over two or more pieces in a row without any empty spaces between, or move to an occupied square.
47Swapper - It moves as an Orthodox Queen without capturing, or may swap position with any piece (of either side) an unobstructed Queen's move away. A Swapper may capture an adjacent piece and itself at the same time by mutual destruction. Mutual destruction may not be used when immobilized. If a Swapper swaps with an opposing Swapper or Chameleon, on the following turn the two pieces may not swap back. They may swap again once any other move is made.
48Withdrawer - It moves passively as an Orthodox Queen. In order to capture, the Withdrawer must occupy a square adjacent to an enemy piece. To complete the capture, it must move one-or-more squares directly away from the enemy piece. These captures are part of movement, and are not optional -- you can not move a Withdrawer directly away from an opposing piece and not capture it. A Withdrawer may never move to an occupied square.
49Advancer - It moves passively as an Orthodox Queen. In order to capture, the Advancer must move to a square adjacent to an enemy piece. If the next square in the direction it moved from the square the Advancer stopped on is occupied by an opposing piece, that opposing piece is captured. (This is capture by approach.) These captures are part of movement, and are not optional -- you can not move an Advancer next to an opposing piece in the line of movement and not capture it. An Advancer never moves into an occupied square.
50Pushme-Pullyu - Piece invented by Fergus Duniho that combines the move of the Advancer and the Withdrawer.
51Immobilizer - It moves as an Orthodox Queen but does not capture. An enemy piece standing adjacent to an Immobilizer may not move while the Immobilizer is present. Black and white Immobilizers, occupying adjacent squares, are each frozen until the other is captured. An immobilized piece other than a King may 'commit suicide' by removing itself from the board (usually to open a line of attack). This counts as a move for the player removing the piece. The Immobilizer may never move to an occupied square.
52Fuge's Archer - The Archer moves as an Orthodox Queen without capturing. It captures by shooting: an Archer can capture an enemy piece an unobstructed Queen’s move away without moving. There is no restriction on shooting an enemy piece adjacent to the Archer or two squares away; for longer shots, some other friendly piece must spot the target by being adjacent to it or two squares away in an unobstructed straight line. An immobilized Archer cannot shoot, but an immobilized piece can spot for the Archer.
53Fuge's Shield - The Shield moves as an Orthodox Queen but does not capture. A friendly piece (including the King!) standing adjacent to a Shield is immune from capture. The Shield itself is capturable. The Shield does not protect against immobilization, but an immobilized Shield still protects adjacent friendly pieces. The Shield may never move to an occupied square.
54Ultima's Coordinator - The Coordinator moves as an Orthodox Queen but captures by 'coordinating' with the King. Upon completing its move, the Coordinator may remove an enemy piece with which (1) it shares a file, and (2) its King shares a rank (or vice versa). Thus, it is possible for a Coordinator to capture two pieces at once. (e.g.: King at a3, Coordinator moves to c7 and captures pieces at a7 and/or c3.) The Coordinator may never move to any occupied square.
55Wazir - It moves one square orthogonally. It takes in the same way as it moves without taking.
56Ferz - It moves and takes one square diagonally.
57Woody Rook - Moves like a Dabbabah, OR a Wazir. Text notation: WR.
58Warmachine/Ferz - Moves like a Dabbabah, OR a Ferz.
59Waffle - Moves like a Wazir OR an Alfil. Text notation: WA.
60Alfil Ferz - Moves like an Elephant/Alfil, OR a Ferz.
61Forward Knight Backward Queen - It moves forwards like knight OR backwards like queen. It cannot make none move sideways.
62Forward Queen Backward Knight - The inverse of the before piece. It moves forwards like queen OR backwards like knight. It cannot make none move sideways.
63Forward Knight Backward Rook - Knight forwards OR rook backwards. It cannot make none move sideways.
64Forward Rook Backward Knight - Rook forwards OR knight backwards. It cannot make none move sideways.
65Forward Knight Backward Bishop - Knight forwards OR bishop backwards. It cannot make none move sideways.
66Forward Bishop Backward Knight - Bishop forwards OR knight backwards. It cannot make none move sideways.
67Forward Bishop Backward Rook - Bishop forwards OR rook backwards. It cannot make none move sideways.
68Forward Rook Backward Bishop - Rook forwards OR bishop backwards. It cannot make none move sideways.
69Bede - Moves like a Bishop OR a Dabbabah. Text notation: BD.
70Charging Knight - Moves like a Knight for its four forward moves, OR moves like a king sideways and backwards. Text notation: CN.
71Fibnif - Moves like a Knight for its two longest forward and backward moves, OR a Ferz. Text notation: FN.
72Fad - Moves either like Ferz or Alfil or Dabbabah. Text notation: FA.
73Colonel - Moves like a Rook forwards or sideways, OR a Knight in a knight's four foward moves, OR a king. Text notation: CO.
74Half-Duck - Moves like a Dabbabah, OR like a Ferz, OR can move three squares Rookwise (jumping over obstacles). Text notation: HD.
75Charging Rook - Moves like a Rook forward and sideways, OR moves like a King backwards. Text notation: CR.
76Siege Engine - It moves 1 square orthogonally OR leaps 3 squares orthogonally.
77Siege Engine Alfil - Compound of Elephant and Siege Engine: it may move 1 square orthogonally OR leaps 3 squares orthogonally OR leaps 2 squares diagonally.
78Dabbabah Alfil - Compound of Elephant/Alfil and Dabbabah: it moves (with or without taking) two squares horizontally, vertically or diagonally. It "jumps", i.e., it can move regardless whether the intervening square is occupied or not.
79Dabbabahrider - It may make any number of successive leaps like Dabbabah.
80Alfilrider - It may make any number of successive leaps like Elephant/Alfil.
81Gryphon - It steps one space diagonally then slides like a Rook.
82Aanca - It steps one space orthogonally then slides like a Bishop.
83War Elephant - This colorbound piece slides 1 or 2 squares like a ferz. It may change direction during its move. It may not jump. It may not make a null move (move off and then back onto its starting square). A capture immediately ends its move. This piece is used by David Paulowich in Opulent Lemurian Shatranj.

The following diagram shows how the war elephant and the shaman move.

In the case of the war elephant, the squares marked with green circles are reached by taking two successive steps like ferz since this piece does not jump. The squares marked with white circles are reached by taking a simple step like ferz. To reach j5, l3, l7 and n5 it is necessary to change the direction 90° after having taken the first step.

In the case of the shaman, squares c10, c14, g10 and g14 (marked with green circles) can be reached by jumping directly from e12. As for the squares marked with black circles, b9, b15, h9 and h15 can be reached by first taking a step as ferz followed by a jump as alfil or, viceversa, by first taking a jump as an alfil followed by a step as ferz. To reach the remaining squares marked with black circles (b11, b13, d9, d15, f9, f15, h11, h13) it is necessary to change the direction by 90° between the first step as ferz and the second as alfil or, viceversa, between the first step as alfil and the second as ferz.

The following 12 pieces are used by Joe Joyce in Atlantean Barroom Shatranj, Lemurian Shatranj, Grand Shatranj and Great Shatranj. Those marked with an asterisk are original designs by him.

84Shaman[*] - This colorbound piece (also called the Bent Shaman) is an inclusive compound of alfil and ferz. It may step 1 square diagonally and/or jump 2 squares diagonally, for a maximum of 3 squares moved per turn. It may: step 1 square; or jump 2 squares; or step 1 and jump 2 squares; or jump 2 squares then step 1 more square, always diagonally. It may change direction during its move.
85Hero[*] - This piece (also called the Bent Hero) is an inclusive compound of dabbabah and wazir. It steps 1 square orthogonally and or jumps 2 squares orthogonally, for a maximum of 3 squares per turn. It may: step 1 square; or jump 2 squares; or step 1 and jump 2 squares; or jump 2 squares then step 1 more square, always orthogonally. It may change direction during its move.
86Jumping king - Moves as the elephant or dababba. It may move 1 square or leap 2 squares orthogonally or diagonally.
87Zigzag general[*] - A bent 2-step rider. Moves twice as the jumping general. It may move 1 square or leap 2 squares orthogonally or diagonally, then may do any of the 4 possible move types again. Thus it may move 1, 2, 3, or 4 squares in a turn. It may change directions between its first and second step. Null moves are not allowed.
88Minister[*] - Moves like the knight, dababbah, or wazir. It slides 1 or jumps 2 squares orthogonally, or jumps in the standard knight's "L".
89High priestess[*] - Moves like the knight, alfil, or ferz. It slides 1 or jumps 2 squares diagonally, or jumps in the standard knight's "L".
90Twisted knight[*] - A bent 2-step elephantrider. Moves twice as an alfil or ferz. It slides 1 or jumps 2 squares diagonally, and then may do either again. It too can move 1, 2, 3, or 4 squares in a turn. It may change directions between steps. Null moves are not allowed.
91fleXible knight[*] - A bent 2-step dababbarider. Moves twice as a dabbabah or wazir. It slides 1 or jumps 2 squares orthogonally, then may do either again. It too can move 1, 2, 3 or 4 squares in a turn. It may change directions between steps. Null moves are not allowed.
92Oliphant[*] - A double elephantrider. Moves twice as an alfil or ferz. It slides 1 or jumps 2 squares diagonally, and then may do either again. Thus it may move 1, 2, 3, or 4 squares. It must move in a straight line.
93Lightning warmachine[*] - A double dababbarider. Moves twice as a dabbabah or wazir. It slides 1 or jumps 2 squares orthogonally, then may do either again. It also can move 1, 2, 3 or 4 squares. It must move in a straight line.
94Sliding General - This piece is a combination of 2 guards. It slides 1 or 2 squares. It may not jump. It may change direction during its move. It may not make a null move [move off and then back onto its starting square]. It captures by landing directly on an opposing piece and ending its turn.
95Guard - A nonroyal king: it may make one step in any direction like wazir or ferz.
96Half Queen - Absolute Halfling Queen. Its range is half of what a normal Queen could move on an empty board.
97Half Rook - Absolute Halfling Rook. Its range is half of what a normal Rook could move on an empty board.
98Half Bishop - Absolute Halfling Bishop. Its range is half of what a normal Bishop could move on an empty board.
99Lance - Shogi's piece - It moves as a Rook but only forward in the same file, never sideways or backward.
100Gold General - Shogi's piece. It may move one square vertically, horizontally, or diagonally forward. In all directions except diagonally backward.
101Silver General - Shogi's piece. It may move one square diagonally, or straight forward. In all directions except horizontally or straight backward.
102Honorable Horse - Shogi's piece. It has the two forward-most moves of the Orthodox Knight, always leaping to a space two ranks ahead and one file to the side.
103Shishi - Chu Shogi's piece. Its move is complicated. See its move description here.
104Kakuo (Horned Falcon) - Chu Shogi's piece. It may move any number of squares in any diagonal or orthogonal direction except forwards. Orthogonally forwards, it may move like wazir or dabbabah.
105Hiju (Soaring Eagle) - Chu Shogi's piece. It may move any number of squares orthogonally sideways or forwards (n, s, e or w), or diagonally backwards (s-e or s-w), or diagonally forward like ferz or like alfil.
106Higyu (Flying Ox) - Chu Shogi's piece. It may move any number of squares diagonally or orthogonally backwards or forwards.
107Honcho (Free Boar) - Chu Shogi's piece. It may move any number of squares diagonally forwards or backwards or orthogonally sideways.
108Hakku (White Horse) - Chu Shogi's piece. It may move any number of squares orthogonally backwards or forwards (n or s), or diagonally forwards (n-e or n-w).
109Keigei (Whale) - Chu Shogi's piece. It may move any number of squares orthogonally backwards or forwards (n or s), or diagonally backwards (s-e or s-w).
110Kengyo (Vertical Mover) - Chu Shogi's piece. It may move any number of squares orthogonally forwards or backwards (n or s) or one square orthogonally sideways (w or e).
111Ogyo (Side Mover) - Chu Shogi's piece. It may move one square forwards or backwards (n, s) or any number of squares sideways (e, w).
112Hiroku (Flying Stag) - Chu Shogi's piece. It may move any number of squares orthogonally forwards or backwards (n or s), or one square diagonally backwards or forwards (n-e, s-e, s-w or n-w), or one square orthogonally sideways (w or e).
113Hansha (Reverse Chariot) - Chu Shogi's piece. It may move any number of squares orthogonally forward or backward (ie: n or s).
114Suizo (Drunk Elephant) - Chu Shogi's piece. It moves a single square in any direction except south (backwards).
115Moko (Blind Tiger) - Chu Shogi's piece. It moves one square in any direction except north (forewards).
116Mohyo (Ferocious Leopard)- Chu Shogi's piece. It moves one square in any of the forward or backwards directions, that is, n-w, n, n-e, s-w, s, s-e.
117Blind Monkey - Dai Dai Shogi's piece. It may step one square in one of the four diagonal directions or either orthogonal sideways.
118Reclining Dragon - Maka Dai Dai Shogi's piece. It may move one square in one of the four orthogonal directions or diagonally backward.
119Evil Wolf - Maka Dai Dai Shogi's piece. It may move one square orthogonally sideways or forward; or diagonally forward.
120Old Monkey - Maka Dai Dai Shogi's piece. It may move one square in one of the four diagonal directions or orthogonally backward.
121Copper General - Maka Dai Dai Shogi's piece. It may move one square orthogonally forward or backward; or it may move one square diagonally forward.
122Coiled Serpent - Maka Dai Dai Shogi's piece. It may move one square orthogonally forward or backward; or diagonally backward.
123Iron General - Maka Dai Dai Shogi's piece. It may move one square forward, orthogonally or diagonally.
124Tile General - Maka Dai Dai Shogi's piece. It may move one square diagonally forward or orthogonally backward.
125Stone General - Maka Dai Dai Shogi's piece. It may move one square diagonally forward.
126Chunin (Go-between) - Chu Shogi's piece. It may move one square orthogonally forwards or backwards.
127Diagonal Wide Crooked Nightrider [axis of development (1,1)]. Let's name it: zNN11. See a detailed description of its move here: Nachtmahr
128Straight Wide Crooked Nightrider [axis (0,2)]. Let's name it: zNN02. See a detailed description of its move here: Nachtmahr.
129The Quintessence or essential Nightrider [axis (3,1)]. Let's name it: zNN31. See a detailed description of its move here: Nachtmahr.
130Diagonal Narrow Crooked Nightrider [axis (3,3)]. Let's name it: zNN33. See a detailed description of its move here: Nachtmahr.
131Straight Narrow Crooked Nightrider [axis (0,4)]. Let's name it: zNN04. See a detailed description of its move here: Nachtmahr.
132Falcon - Slider compound of Camel and Zebra. See a detailed explanation of this piece here: Falcon Chess.
133Scorpion - A logical extension of Falcon-like move to four squares rather than Falcon's own three squares. See a detailed explanation of this piece here: Passed Pawns, Scorpions and Dragon.
134Dragon - A further derivative piece in the logical sequence Falcon --> Scorpion --> Dragon. See a detailed explanation of this piece here: Passed Pawns, Scorpions and Dragon.
135Barc - Standard Knight restricted to wide forward, narrow backward.
136Crab - Standard Knight restricted to narrow forward, wide backward.
137Barcrider - It can make a move like a Barc, but then can continue to move in the same direction. Thus, it can make one or more successive Barc-leaps, all in the same direction: the spaces visited by all but the last jump must be empty.
138Crabrider - It can make a move like a Crab, but then can continue to move in the same direction. Thus, it can make one or more successive Crab-leaps, all in the same direction: the spaces visited by all but the last jump must be empty.
139Crabwazir - Compound of Crab and Wazir. It may move each turn like Crab or like Wazir.
140 Crabferz - Compound of Crab and Ferz. It may move each turn like Crab or like Ferz.
141Crabdabbabah - Compound of Crab and Dabbabah. It may move each turn like Crab or like Dabbabah.
142Crabalfil - Compound of Crab and Alfil. It may move each turn like Crab or like Alfil.
143Grasshopper - It moves on the queens lines, but must jump and lands at the first square after the piece he jumps. To be precise: the grasshopper moves in horizontal, vertical or diagonal direction until it meets a piece (either friendly or unfriendly). It jumps over the piece and goes to the first square on the line after the piece that it jumped over. If that square is occupied by a piece from the opponent, that piece is taken, i.e., the grasshopper takes in the same way as it moves without taking.
144Andernach-Grasshoper - Piece invented by Ben Good. The Andernach-Grasshopper moves like a Grasshopper, except that the piece it hurdles changes colors, except for Kings. More specifically, the AG moves any number of squares horizontally, vertically, or diagonally until it reaches an occupied square. It then jumps over this piece to the square immediately beyond it. The piece jumped over - if it is not a King - it changed to the opposite color of what it was when the AG began the move. The AG may only move to unoccupied squares or squares occupied by an enemy piece, which is then captured.
145Einstein Grasshooper - Piece invented by Ben Good. It moves the same as the Andernach-Grasshopper; that is, like a grasshopper. Unlike the AG, however, the EG does not change the color of the pieces it hurdles. Instead, it changes what piece they are, according to the following rules: (a) If the EG moves without capturing, the piece it hurdles will be demoted according to the hierarchy established by the set of pieces and pawns that are present on the 8x8 board at the time the EG is moving. If an EG hurdles another EG without capturing, the hurdled piece is unaffected. (b) If the EG captures a piece on its move, the piece it hurdles will be promoted according to the hierarchy established by the set of pieces and pawns that are present on the 8x8 board at the time the EG is moving. If an EG hurdles another EG and captures, the hurdled piece is unaffected. Kings or royal pieces are never affected by the EG.
146Circe-Grasshopper - Piece invented by Ben Good. Like the AG and EG, the Circe-Grasshopper moves like a grasshopper. Pieces hurdled by the CG, however, are replaced on the board in a similar way as happens in Circe Chess. When a CG hurdles a piece (or a pawn), that piece (or pawn) is placed on its rebirth square. The rebirth square of a piece (or pawn) is the square that that piece (or pawn) would have occupied in the opening setup at the beginning of the game. The rebirth square of both promoted and dropped pieces will be any of the first row that is unoccupied. The rebirth square of dropped pawns will be any of the second row that is unoccupied. If a piece's (or pawn's) rebirth square is occupied, then that piece (or pawn) will be removed from the game. When a CG hurdles a King or any other royal piece and its rebirth square is occupied, then it will be considered checkmated or captured, according to the case.   
147Andernach-Einstein-Circe-Grasshopper - Piece invented by Ben Good. It has multiple effects on the piece that it hurdles, which are considered to occur in the order they are listed in the piece's name.
148Anti-King - From Peter Aronson's Anti-King Chess. The Anti-King is a King that is in check whenever it is not attacked by opposing pieces. If a player ends their turn with their Anti-King not attacked, they are checkmated and lose. Additionally, the Anti-King may not capture opposing pieces, only friendly ones. Since the Anti-King is a form of King, it may not be captured, only mated. Anti-Kings do not offer check to friendly Kings. Kings do not attack Anti-Kings, so an Anti-King next to a hostile King but not attacked by any other piece is not attacked and so in check.
149Rhino - Compound of Mao and Wazir. It  moves one square orthogonally, and then optionally, only if the first square was empty, one square diagonally outward.
150Squirrel - It has the combined moves of Dabbabah, Alfil, and Knight, i.e., it can move two squares in any direction (orthogonally or diagonally) or like a knight, one in one orthogonal direction and two in the other orthogonal direction. When moving, the Squirrel can jump, i.e., it can complete the move, regardless of whether the squares passed over are occupied or not.
151Camel - It is a (1,3)-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.
152Zebra - It is a (2,3)-jumper, i.e., it moves (with or without taking) three squares horizontally and two vertically, or two squares horizontally and three vertically. It "jumps", i.e., it can move regardless whether the intervening squares are occupied or not.
153Giraffe - It has a kind of "stretched" knights-move: it makes a 1,4-jump, i.e, it jumps to a square that is either four squares horizontally and one square vertically away, or to that is four squares vertically and one square horizontally away. It jumps, i.e., the giraffe can move regardless whether passed squares are occupied by other pieces or not.
154Antelope - It is a (3,4)-jumper, i.e., it moves (with or without taking) four squares horizontally and three vertically, or three squares horizontally and four vertically. It `jumps', i.e., it can move regardless whether the intervening squares are occupied or not.
155Gnu - It may move each turn like Knight or like Camel.
156Bison - It may move each turn like Camel or like Zebra.
157Camel Wazir - It may move each turn like Camel or like Wazir.
158Camel Ferz - It may move each turn like Camel or like Ferz.
159Camel Wazir Ferz - It may move each turn like Camel or like Wazir or like Ferz.
160Camel Queen - It may move each turn like Camel or like Queen.
161Buffalo - It may move each turn like Knight or like Camel or like Zebra.
162Flamingo - It is a (1,6)-jumper, i.e., it moves (with or without taking) one square horizontally and six vertically, or six squares horizontally and one vertically. It "jumps", i.e., it can move regardless whether the intervening squares are occupied or not.
163Root-fifty leaper - It makes either a (5,5)-jump or a (7,1)-jump, i.e., it has the following possible jumping moves: (a) Exactly five squares diagonally (i.e., 5 horizontally and 5 vertically) .  (b) Exactly seven squares horizontally and one square vertically. (c) Exactly seven squares vertically and one square diagonally. It "jumps", i.e., it can move regardless whether the intervening squares are occupied or not. Note that a root-fifty leaper cannot change the color of the squares it stands on.
164Mamra - From George Tsavdaris's Mamra Chess. It moves exactly like a nonroyal-King or Guard. But it has the extra-property that no other piece can capture it except Pawns. So Mamra is nearly invincible and it can be captured by Pawns only (not even by another Mamra).
165Wuss - Piece invented by Dan Troyka. It moves like a queen but can not capture and must move when attacked.
166Windmill - It moves as follows: first it chooses a piece, friendly or enemy, adjacent to itself. It can then move either clockwise or counterclockwise around that piece, passing through empty squares adjacent to the piece around which the windmill is moving. The windmill can end on an enemy piece, capturing it. The windmill must end on a square different than the one it started on.
167Jester - From Jester Chess. It has no move of its own but mimics the move of the last opponent piece played. The Jester is subject to two constraints: It may capture only when the piece that it mimics has just captured. It is always limited to a one-square advance when mimicking any kind of Pawn or Steward.
168Orphan - It is a dummy unit that has no movement powers of its own. Rather, it has the power to move like any enemy piece that is attacking it. If the attacking piece or the Orphan moves away, or another piece intervenes, the Orphan loses the power it had gained from that piece. Orphans can gain powers from more than one piece, and can also gain powers from other Orphans, setting off chain reactions if enough Orphans are positioned right. According to Orphan's inventor, David L. Brown, an Orphan threatened by a Rook can not be used to castle, and an Orphan threatened by a Pawn can not promote or capture en passant. An Orphan can move next to an enemy King, checking it.
169 Querquisite - Its move depends on its position on the board; it is determined by the file where it stands. Changing the file, the Querquisite changes its moves accordingly. It moves: (1) as a rook on files a and h; (2) as a knight on files b and g; (3) as a bishop on files c and f; (4) as a queen on file d; (5) as a non-royal king on file e.
170Friend - Invented by David L. Brown, it's the "counterpart" or "reciprocal" of the Orphan. It is a dummy unit that has no movement powers of its own. Rather, it has the power to move like any friendly piece that is guarding it. If the guarding piece or the Friend moves away, or another piece intervenes, the Friend loses the power it had gained from that piece. Friends can gain powers from more than one piece, and can also gain powers from other Friends, setting off chain reactions if enough friends are positioned right. Brown does not specifically say so, but from the rules of the Orphan we can determine the following: a Friend guarded by a Rook can not be used to castle, and a Friend guarded by a pawn can not promote or capture en passant.

The 17 pawns are:

1Pawn - Standard, FIDE pawn. It moves without capturing by stepping straight forward one space, and it captures by moving diagonally forward one space.
2Cannon Pawn - It moves without capturing two ways: either a single step in any direction, or, it may leap over an adjacent piece of either side to the empty square just beyond. It capture in the second way they move, by leaping over an adjacent piece (the mount), landing on the opposing piece just beyond the mount.
3Pincer Pawn - Ultima's piece. It moves as Orthodox Rook and perform custodial captures only, by moving adjacent to an enemy piece it in a manner that completes a straight line consisting of (1) Pincer Pawn, (2) enemy piece, (3) friendly piece. Thus, it is possible for a Pincer Pawn to capture more than one piece in a single move. It may never move to an occupied square.
4Shogi Pawn - Shogi's piece. It moves one square straight forward. Shogi Pawns capture in the same manner as they move.
5Berolina Pawn - It is an "inverted" or "reversed" standard Pawn. It makes non-capturing moves one square diagonally forward and captures one square orthogonally forward. When a Berolina Pawn is still on its original square on the second row, it can make a non-capturing move diagonally forwards of one or of two squares - if it moves two squares, the first square must be empty.
6Sergeant Pawn - It may move either as standard Pawn or as Berolina Pawn.
7Berolina-Plus Pawn - It moves as Berolina pawn, but may also capture by a step to the side. The Berolina-Plus Pawn can make a double diagonal step without capturing as its first move.
8Steward - It moves as a Pawn in all four directions.
9Camel Pawn - It may move each turn like a noncapturing-forward Camel or like a standard Pawn. In the following diagrams green circlets indicate non-capturing moves while red ones indicate capturing moves.

camel pawn camel pawn
10Knight Pawn - It may move each turn like a noncapturing-forward Knight or like a standard Pawn. In the following diagrams green circlets indicate non-capturing moves while red ones indicate capturing moves.

knight pawn knight pawn
11XJ Pawn - Xiangqi's Pawn and/or Janggi's Pawn. It moves and captures one step either forward or sideways.
12Eurasian Pawn - Suggested by Richard Hutnik. It is a standard Pawn with the added ability to capture one step forward.
13Jumping Pawn - From Seenschach. It can move one square forward or sideways without capturing and captures one square diagonally forward. From its starting field [player's 2nd row], it can also move two or three squares in forward direction. Capturing en passant is possible. If two pawns of the same colour are forming a double pawn, the second pawn may jump over the first one in forward direction, provided that the target square is empty. A jumping pawn may be captured en passant, resulting in the capture of two pawns in one strike. It is forbidden to jump into the last rank for promotion.
14Frog - From Nick Wollf's Wild Kingdom Chess. The Frog cannot move on its own, it needs the help of surrounding pieces. It moves by "leap frogging" over other pieces, though it cannot leap backwards, only forwards (vertically or diagonally) and side to side. If a "hop" is available after completing one, the frog may, but is not required, to make another one as long as it doesn't retrace any of its steps for that move. The Frog can capture an enemy piece if it leap frogs over it, much like checkers. This means that it can capture more than one piece per turn. A Frog can jump over both friendly and enemy pieces in the same move, and it can also jump on uncapturable pieces such as the anti-king, mamra and any other that is protected by the shield. 
15Orphan Pawn - It is a standard Pawn that can gain the power to move like any enemy piece that is attacking it. If the attacking piece or the Pawn Orphan moves away, or another piece intervenes, the Pawn Orphan loses the power it had gained from that piece. It retains at all times the ability to move and capture as a standard pawn in addition to the ones it gains according to the pieces that attack it.

16Scorpion Pawn - From Mats Winter's Scorpion Chess. The Scorpion Pawn moves like a standard Pawn with the additional moves of a Knight but only in two forward directions: east-north-east, and west-north-west. There are no additional capture moves. In the following diagrams green circlets indicate non-capturing moves while red ones indicate capturing moves.

scorpion pawnscorpion pawn

17Moose Pawn - It moves like the Scorpion Pawn but adding 2 extra steps like Camel: east-north-east, and west-north-west. In the following diagrams green circlets indicate non-capturing moves while red ones indicate capturing moves.

moose pawn moose pawn

Irrespective its kind, all Pawns must promote when reaching the opponent's home row or first row in this manner:

The first promoted Pawn will be promoted by the last major piece of the dropping order; that is, the one placed on R9 for White, the one placed on R10 for Blue.

The second promoted Pawn will be promoted by the penultimate piece of the dropping order; that is, the one placed on Q9 for White, the one placed on Q10 for Blue.

The third promoted Pawn will be promoted by the antepenultimate piece of the dropping order; that is, the one placed on P9 for White, the one placed on P10 for Blue.

And so on following the inverse major pieces dropping order.

Winning Conditions

Given that there are 4 royal pieces:

The following options hold:

1) If the only royal piece on the board is the Standard King, then the game is won by checkmating it.

2) When the Anti-King is present, winning the game requires to checkmate it and also capture all the royals pieces that are on the board. 

3) When the royal pieces on the board are

Standard King + Knight King

Standard King + Wuss

Standard King + Knight King + Wuss

then to win is needed to capture all them.

There is no castling in this variant and draw conditions are like in standard chess.

Due to the presence of powerful pieces it's possible that the preset generates certain starting positions in which White could capture any undefended pawn or checkmates Blue in the first turn. Of course, this would not be a problem if the preset were programmed to exclude these cases, but since doing so is out of my possibilities, I propose two ways of dealing with the situation:

1) Delete the preset and proceed to generate a new one.
2) Keep the preset by prohibiting problematic moves.

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SOME COMMENTS ON THIS VARIANT


1 - Game=UC-170-17 Log=sissa-cvgameroom-2020-347-123

10. FG c2-e2; FG e2-e4; FG e4-e6; !ffp e5-; FG e6-e8; .jst e7-; _JG_AEGR R9-e8 // This is a valid move, right? My frog captures your pawn // and camel and promotes to the last piece on the list. // Also, how exactly do the einstein and circe grasshoppers // work with all these pieces? 10... m f8-e8 // Yes, it is a valid move but its complexity raises two // questions. // // 1) Since the frog is a 'pawn' that at the end of the move // was transformed into a piece (andernach einstein circe // grasshopper = AECG), after I recapture your AECG, which // replacement will you have the right to make: a pawn or a // piece? // // 2) Since I lost a pawn and a piece, what can I replace: // pawn or piece? // // Answering the second one it occurs to me that we could let // the player choose. This would apply to all cases where there // are multicaptures: the affected player can only replace one // piece (or pawn), whichever he prefers. Would you agree? // // Responding to the first one, I am inclined so that the // player can replace the pawn that was originally in play, in // this case it would be the frog. What do you think, according // to your logic? // // About how the einstein and the circe grashoppers would // work, I just updated their rules according to the // circumstances posed by this chess variant. Your feedback is // welcome. 11. .JST c1-f2 // I agree that you should have a choice whether to drop a // piece or pawn here. // // The first question isn't so clear to me. What you said // makes sense, but I can also think of a reason it could go the // other way, and that is this: When a pawn promotes, it // immediately gains the abilities of the piece it promotes to. // A newly promoted pawn can check the king, or immobilize an // enemy, without having to wait a turn, so maybe it should be // counted as a piece in the case of an exchange as well. // Another reason is that treating a promoted pawn as a piece // seems slightly simpler than than the alternative. I'll let // you decide before I drop anything // // I still have questions about the einstein rules. Is the // last piece in the drop order at the top of the hierarchy, and // the first piece at the bottom? I think that's how you meant // it, but maybe it should be more explicit. Also, what about // the pieces that begin on the board? Do we go from left to // right in the starting array? // // The circe rules seem clear, I just have a small suggestion // about the grammar. 'be unoccupied' would sound more natural // if it were changed to 'is unoccupied' 11... _jg_mp h7-f6 // To solve the first question it occurs to me that we could // let the players choose between dropping a piece or a pawn, as // in the case of the second question. What do you think? // // About the einstein grasshopper rule, I understand that the // hierarchy between the pieces refers to the value they have in // relation to the effectiveness or usefulness they have to // achieve the objective of the game, and the simplest way to // roughly estimate that value is to count the number of squares // they affect from the center of the board. The pieces that // would be taken into account would be those that are present // on the 8x8 board at the time the einstein grasshopper is // moving, discounting the king. // // For example, the starting setup of this game consisted of // the following pieces listed in decreasing order according to // its mobility from the center of the board: // // M (marshall)-------------------------- 22 // HEB (botom heart)--------------------- 20 // CN (gnu = camel-knight)--------------- 16 // JST (camel-steward = camel-guard)----- 16 // QN (forward queen-backward knight)---- 15 // T (siege engine)---------------------- 8 // S (general silver)-------------------- 5 // // The hierarchy of the 'pawns' according to my estimate // would look like this: // // CP (cannon)---------------------------- 8 // MP (moose)----------------------------- 6 // SE (sergeant)-------------------------- 6 // WP (xiangqi/janjgi)-------------------- 3 // !FFP (jumping)------------------------- 3 // FG (frog)------------------------------ 2 // =P (pincer)---------------------------- 1 // ~P (shogi)----------------------------- 1 // // [Maybe the frog is undervalued?] // // Since there is no objectivity in this matter, the players // would have to reach an agreement. Of course, I know that // things get extremely complicated when valuing exotic pieces // like the immobilizer, the swapper or the coordinator (just to // mention three). What do you think? // // Thanks for the suggestion about the grammar; I have // already made the correction. // // I have also updated the einstein grasshopper rule. Please // let me know if it is clear. 12. f3-f4; ~TG A1-b1 // I think allowing a choice of pawn or piece replacement // makes sense here. It's simple and logical. // // Regarding the ranking of pieces: // I tried to think of a simpler way to do it but I couldn't // think of anything that might work, so I guess it's necessary // to have some unambiguous way to rank pieces. Counting moves // works. I suggest that if two pieces have an equal ranking, // the players be allowed to choose which one to demote/promote // to. // // Another suggestion I have regarding the ranking is to // count both moves and captures/other effects separately. I can // think of different ways this might be done. // // 1. Count the maximum number of pieces that a piece can // threaten at // once. A rook can move to 14 squares, and can threaten 4, // so it's value would be 18. An immobilizer can move to 27 and // can affect 8 so it's value would be 35. // // 2. Count the maximum number of squares that a piece can // capture on. A rook can capture on as many as it can move on, // so it's value this way would be 28. An immobilizer would have // the same value of 35. // // 3. Count the maximum number of pieces a piece can capture // or affect in one move. A rook would have a value of 15 and an // immobilizer, which can affect 7 with a move, would be 34. (it // has to move to affect pieces?) // // 4. Count the number of squares a piece could potentially // end it's turn on, whether from movement or capture. // // With any of these systems the frog would have a huge // value, but that might be appropriate. The Ubi-Ubi (and maybe // others, I haven't actually read all the piece rules yet) // would have very different scores depending on which method is // used. // // You might be able to think of other ways to do it, or // maybe you'd just prefer using moves. As long as the rules // specify a clear system for ranking pieces that the players // can easily apply during a game it should work. It would also // be nice if the rules included a full list of all the pieces // in the ranking order with their values for situations where a // piece's value might be complicated to calculate. 12... t a8-a5;A18-f8 // Okay, then we agree that in the two cases raised in the // questions asked on the 10th turn, the players will be able to // choose between dropping a pawn or a piece. // // Regarding the ranking of pieces, I agree with you that if // two pieces have an equal ranking, the players be allowed to // choose which one to demote/promote to. I also agree on the // convenience of having a complete list of all the pieces // ranked according to their value, I will focus on it soon. // // The ranking systems you mention are interesting. I'm going // to think about it a bit. The real (gigantic) problem is // valuing the exotic pieces. ------------------------------------------------------------ 14. .JST f2-e2 // There's something else that isn't clear to me now. If I // capture one of your pawns, and you recapture a piece, do I // drop a piece and you drop a pawn, or do you drop a piece and // I drop a pawn? 14... se a7-c5 // If the exchange consists of a PIECE of yours for a PAWN of // mine, then you must replace your piece with another piece // while I my pawn with another pawn; viceversa, if the exchange // consists of a PAWN of yours for a PIECE of mine, then you // must replace your pawn with another pawn while I my piece // with another piece. [Obviously the CAPTURE-RECAPTURE process // happens in the same square.] // // The 2 cases we saw before are exceptional. // // (1) When there are multicaptures, the player who is losing // two or more pieces (and pawns) will be able to choose what to // replace: piece or pawn, but only one unit of either of these // two types. // // (2) When a pawn promotes capturing and it is immediately // RECAPTURED, then said pawn may be replaced by another pawn or // by a piece as the player chooses. -------------------------------------------------------- 21... pass // Sorry Daniel, the move you are making is not a recapture // because you are not capturing my coordinator, therefore // dropping the scorpion pawn from U1 is illegal, don't you // think? 21. .JST e2-h3; _MW_SP U1-e2 // RECAPTURE (PIECE) // Oh, sorry. I misunderstood that. I was thinking any // capture following a capture was a recapture 21... ~tg f8-e7; _cbj_~h3 C18-f8 // OK, no problem. I do not know how much of the // misunderstandings is due to the fact that my expressions are // translated from Spanish using the Google translator. // // Note that the last exchange was exceptional because // capture and recapture ocurred on different squares. Normally // that action happens in the same square since most of the // pieces capture by replacement. 22. =P g3-f3 // Oh, I thought you were using english. Unfortunately, I // don't understand spanish :( // // I think I understand now. If the piece that made the // capture is recaptured an exchange has occurred. I'm assuming // that if a pincer pawn captures, the pincer pawn would have to // be recaptured, and not // the friendly piece it used to make the capture. Is that right? 22... ~p d6-d5 // Right, the pincer pawn would have to be recaptured. ------------------------------------------------------------------ 39. _JG_HEB c3-e5; HB E1-g1 // CAPTURE(PIECE) // your move was a recapture, right? 39... .nj d8-e5; cb F18-f8 // RECAPTURE (PIECE) - [Drop Turn 38] // Right, sorry. // // I am adding a symbology to keep track of the drops and to // be clear about which piece it replaces, indicating the turn // in which it was captured. Do you think it is useful? Or is it // unnecessary? 40. M a1-b3; CB F1-a1 // [Drop Turn 38] // That makes sense. I don't think it's a bad idea to be as // explicit as possible. Did I do it right? 40... .nj e5-b4; _cbj_nl3 G18-d8 // [Drop Turn 39] Check // Well, you did not do it right because in turn 39 you moved // _JG_HEB c3-e5 and dropped HB E1-g1. This drop corresponded to // the piece you lost on turn 38, so the drop you just made on // turn 40 corresponds to the piece you lost on turn 39. // // In other words, you should have written the play like this: // 40. M a1-b3; CB F1-a1 // [Drop Turn 39] // // By the way, I think that in this chess variant in which // pieces with exotic movements abound, it would be useful to // announce the checks to the king. ---------------------------------------------------------------- 43. _CBJ_NL3 f1-a5 // Here's another thing I think could be improved. Sometimes // when we get to a new piece, I have to look through the whole // piece list to find which one it is. It would help if every // piece had a label related to its name, and the labels were // all included in the piece descriptions so I could just search // the page for the right label to find an unfamiliar piece's // description. 43... _cbj_nl3 d8-a5 // CAPTURE (PIECE) // I agree with your approach. It's a good idea. The label // could have at the end written in parentheses the number with // which the piece is listed which would make its location even // easier. // // I will make such changes in a new preset because if I do // it in this one then our currently game would surely be // damaged.

2 - Game=UC-170-17 Log=arx-sissa-2021-27-843

1. SHOGI_PAWN(4) d2-d3 // Thanks for the invitation. Have a nice game! 1... dabbabahrider(79) a8-a2 // CAPTURE (Pawn) // you too (: // I see some kind of mistake on the Archer's description. // You have QueenÂ’s instead of Queen's 2. FLYING_STAG(112) a1-a2 // CAPTURE (Piece) // Okay, thanks, I have already made the correction. The // error came from the description found on the Fuge rules page. // I carried it because I copied and pasted the text without // reviewing it well. // // By the way, how do you understand the 'for longer shots, // some other friendly piece must spot the target by being // adjacent to it or two squares away in an unobstructed // straight line' paragraph? Eleven years ago playing with // Jeremy Good a game of Fuge, a controversy arose about the // interpretation of that paragraph. You should take a look at // that discussion at the following URL: // // https://www.chessvariants.com/index/listcomments.php?order=DESC&itemid=Fugue 2... pincer_pawn(3) c7-c5 // I interpret it the same way Jeremy Good did, the spotter // doesn't have to be on the same line as the archer and the // target. I wouldn't have even noticed any ambiguity in the // rule but now I can see how you'd interpret it differently. 3. PINCER_PAWN(3) g2-g4 // Agree. No problem. I conform to the majority interpretation. // // On the other hand, I'm sorry that I forgot to mention that // my previous move was a recapture. 3... scorpion_pawn(16) a7-a6 // oh that's fine, I knew it was. I didn't drop because I // didn't think a8 was a good place for the crabalfil 4. DABBABAHRIDER(79) f1-f7 // CAPTURE (Pawn) // All right. I didn't drop the cannon pawn either because I // can't find a suitable square but if we accumulate many drops // pending to be made, we must be attentive to how many there // are and not lose the order in which they must be done, one // per turn. 4... ferz(56) g8-f7; crab_alfil(142) A18-g8 // RECAPTURE (PIECE) [Drop turn 2] // // I'm dropping the piece here anyway, but if I didn't, would // I have to drop the piece before the pawn if I have both drops // available? 5. FLYING_STAG(112) a2-b3; CANNON_PAWN(2) S1-a2 // Drop turn 1 // I think so, it would be convenient to respect the // pre-established order for drops, however I admit that it // would also be possible to leave the decision to the // discretion of the players. ---------------------------------------------------------------- 9. ARCHER(52) e5-f4 // Note that your orphan pawn from b7 can capture my // b3-flying stag and, if I recapture the orphan pawn wiht my // b2-berolina plus pawn, then your b8-chancellor could capture // the berolina plus pawn by checking my king. I'm not // recommending you do it right now, just keep it in mind. 9... essential_nightrider(129) d6-a7 // Wouldn't your orphan pawn be able to capture mine? The // description says they have standard pawn moves, and I assume // that includes capturing. Am I misunderstanding it? I think // that should be clarified, whatever the answer is. 10. ESSENTIAL_NIGHTRIDER(129) g1-f3 // Sorry. You are right. You are not misunderstanding // anything. I am the one who forgot the detail that the orphan // pawn is a standard pawn. // // I'm thinking to add the following paragraph: // // 'It retains at all times the ability to move and capture // as a standard pawn in addition to the ones it wins according // to the pieces that attack it.' // // Do you think it would be enough? 10... cannon_pawn(2) f7-e6 // yes that works (: 11. ARCHER(52) f4-e4 // Okay, thanks for the feedback. ------------------------------------------------------------------ 20... swapper(47) a4-f4 // Does the swapper's mutual destruction count as an exchange? 21. CHANCELLOR(8) e3-g2 // I believe that none of the players should replace the lost // pieces because the CAPTURE-RECAPTURE process does not occur // properly, since the player who suffers the destructive action // (not the swapper holder) never made a recapture, that is, he // has passively lost one or more pieces. However, I admit that // it is also possible to conceive that mutual destruction would // be equivalent to an exchange. Which option do you consider // more logical? // // Of course, regardless of it, the owner of the swapper // should do as much damage as possible even if he is not going // to replace his piece. 21... shogi_pawn(4) h7-h6 // I think what you said makes sense. It's not even clear if // I'll be able to use it effectively or not --------------------------------------------------------------- 52... pass // Is it permitted to drop more than one piece on one turn? 53. pass // Being consistent with my intention that drops be made with // flexibility and freedom, I agree that more than one drop can // be done per turn, so the answer is: yes. I just added this // clarification to the rules. 53... gnu(155) d8-c5; forwardbishop_backwardknight(66) G18-g8; crabrider(138) H18-d8 // ok, thanks for the clarification

3 - Game=UC-170-17 Log=arx-sissa-2021-209-325

4. CAMEL(151) a1-b4 // By the way, do you consider that the enunciation of the // Ubi-Ubi movement rule is clear? 4... bottom_heart(44) b8-d6 // The Ubi-Ubi rules are clear. I don't remember it being // restricted to only recaptures. Did you change that recently, // or did I just not notice before? 5. N h1-f2 //CAPTURE (PIECE) // I have not recently made any // changes to the rule. Since I decided to include it in the set // of pieces for this variant, I formulated the rule as it now // appears. The intention is that such an interesting piece can // really be used in a reasonable way and stop being the // 'monster' that its original idea implies. 5... bottom_heart(44) d6-g7 // CAPTURE (Piecee) // ok, I must have read a different description of it -------------------------------------------------------------- 8... n c8-e7 // When the rules say the Ubi_ubi may only recapture, does // that mean it may not capture after a recapture, or that it // may only capture after ANY capturing move? 9. BOTTOM_HEART(44) d1-e2 // That mean it may only capture after any capturing move. // // That is, the UU cannot, on its own initiative, capture // pieces, it can only do so to recapture an opponent's piece // that has made a capture (or recapture) and must do so // immediately. // // I hope we don't get entangled in the words 'capture', // 'recapture', 'capturing', 'recapturing'! 9... dabbabahrider(79) h8-h4 // That clarifies it, thank you. 10. HONORABLE_HORSE(102) b1-c3 // Okay, you are welcome. 10... honorable_horse(102) d8-c6 11. FRIEND(170) e1-f3 // This movement is carried out under the aegis of the UU. 11... honorable_horse(102) c6-b4 // I assume the friend is subject to the same restriction on // capturing when moving according to the ubiubi. Is that right? 12. FRIEND(170) f3-e6 //CAPTURE (PAWN) // Yes, your assumption is right. // // This movement is carried out under the aegis of the // e2-Bottom Heart. 12... friend(170) g8-e6; jumping_pawn(13) T18-d7 // RECAPTURE (PIECE) [Drop Turn 12] // // I can do this because of the cannon pawn? 13. jumping_pawn(13) d7-T18;friend(170) e6-g8;FRIEND(170)-e6 // Sorry Daniel, the rule that defines the way the friend // moves states that 'it has the power to move like any friendly // piece that is guarding it'. Guarding = Protecting. The // h7-cannon pawn DOES NOT PROTECT g8-friend, they are simply // adjacent. The same happens with the g7-bottom heart that is // adjacent to the g8-friend but does not protect it. On the // other hand, the knight from e7 does protect friend and they // are not adjacent. // // Consequently I'm undoing your illegal move and hope you // agree with my explanation. 13... honorable_horse(102) b4-a2 // CAPTURE (Pawn) // Thank you, I'm sorry for the mistake 14. HONORABLE_HORSE(102) c3-b5; gold_general(100)-a2 // OK, you are welcome and don't worry. Thanks to you also // for your patience and willingness to try this bizarre game. // // In general, what I have done is copy the rules of movement // of the pieces according to the game from which they come but // many need to be adapted to the new environment. For example, // those that come from Rococo that here can arrive without // restrictions at the edge squares. // // I just realized that the ones that come from Shogi and its // variants also require an adaptation due to the fact that // originally they can be promoted. This can be clearly seen in // the case of the honorable horse that you moved the previous // turn and that was stuck on a2 with no possibility of moving. // According to Shogi rules, it must necessarily be promoted to // gold general so I have allowed myself to make the change // trusting that you will agree with me. // // The promotion zone for White would be ranks 6, 7 and 8; // while for Blue they would be 3, 2 and 1. 14... gold_general(100) a2-b1 // That makes sense. I thought it was strange that the horse // would get stuck but I assumed you'd just recapture anyway 15. UBI_UBI(17) c1-e1 // I also thought like that until I realized the subject of // promotions.

4 - Game=UC-170-17 Log=arx-sissa-2021-265-059

1. FLAMINGO(162) c1-b7 // CAPTURE (Pawn) // // I'll have to be careful about the ubi ubi this time, if we // get that far. Is this setup ok? 1... flamingo(162) h8-b7 // CAPTURE (Piece) // Thanks for the invite. // // This setup is OK since there is no undefended pawns // excepting the h7-berolina plus, but it is not threatened by // any opposing piece; neither can White checkmates Blue on the // first turn. // // Now then, your move is a serious mistake because White is // checkmated by Blue's move 1. ... flamingo(162) h8-b7. // // If you like to rectify your move and continue this game, I // agree. We can also end this game and start another. As you // decide. 1. FLAMINGO(162) b7-c1; frog(14) -b7; EURASIAN_PAWN(12) g2-g3 // Ok, thank you. 2... eurasian_pawn(12) c7-c6 // You are welcome. 2. FRIEND(170) f1-f3 3... archbishop(9) e8-f6 // Regarding the einstein_grasshopper(145), we need to // establish a hierarchy of the pieces and pawns present in this // game. I propose the following, going from the most to the // least valuable. // // PIECES // 1. archbishop(9) // 2. crocked_bishop_wazir(30) // 3. einstein_grasshopper(145) // 4. friend(170) // 5. crab_wazir(139) // 6. woody_rook(57) // 7. flamingo(162) // // PAWNS // 1. steward(8) // 2. eurasian_pawn(12) // 3. knight_pawn(10) // 4. jumping_pawn(13) // 5. berolina_plus_pawn(7) // 6. frog(14) // 7. cannon_pawn(2) // 8. shogi_pawn(4) // // What do you think? If you consider that there is any // inaccuracy that could be improved, I am willing to make the // corresponding correction. 3. FLAMINGO(162) c1-d7 // CAPTURE (Pawn) // I forget what we agreed about the einstein grasshopper // before. Your ranking looks ok for the pieces. For the pawns, // I would put the frog much higher, since it has the ability to // make multiple captures, and maybe I'd put the cannon pawn // above knight pawn. Also, I'm not sure about the // berolina_plus_pawn. How good is that? So how does this look // to you? // // 1. frog(14) // 2. steward(8) // 3. eurasian_pawn(12) // 4. cannon_pawn(2) // 5. knight_pawn(10) // 6. jumping_pawn(13) // 7. berolina_plus_pawn(7) // 8. shogi_pawn(4) 4... archbishop(9) f6-b2 //CAPTURE (Pawn) // I agree with the hierarchy of pawns you indicate. I'm not // sure how good the berolina_plus_pawn is either; I would // intuitively consider it a bit inferior to the eurasian_pawn // as to the jumping_pawn and the knight_pawn. Certainly the // frog's ability to make multiple captures makes it quite // valuable.


5 – Game=UC-170-17 Log=arx-sissa-2021-270-017

7... war_elephant(83) e6-g4 // RECAPTURE (Piece) [Drop Turn 7] // If I had a pawn drop and a piece drop available, would I // be able to choose which one to make or would they have to go // in the order they became available? 8. QUERQUISITE(169) h3-h2; CHARGING_ROOK(75) A1-h1 //[Drop Turn 7] // I think it would be reasonable that you would be able to // choose which one to make. Freedom and flexibility must // prevail. If a player does not make the drops immediately // after the exchanges, it is because it is in their interest to // do so. // // In our present case, I understand that it is not // convenient for you at the moment to drop your orphan pawn. // You can delay it the number of turns you like. ------------------------------------------------------------------------ 9... orphan_pawn(15) S18-h7; charging_rook(75) A18-h8; pincer_pawn(3) a7-a6 // Drop Turn 7 Drop Turn 9 // Am I right to interpret the jumping pawn rule as saying // the jumping pawn cannot jump over pieces, only pawns? 10. SERGEANT_PAWN(6) c2-c3 // Yes, you are right. 10... moose_pawn(17) c7-c6 // Also, I forgot to ask, does the orphan pawn have the // ubi-ubi move to recapture? That's not clear to me. 11. PINCER_PAWN(3) e2-e4 // The answer is no. The orphan pawn can only be moved // according to the pieces that threaten it. The ubi-ubi is a // HARMFUL piece that does not threaten anyone on its own // initiative. The orphan pawn is not threatened by ubi-ubi, // therefore it cannot move as ubi-ubi. // // We could also say metaphorically that the ubi-ubi is a // DECORATIVE piece that does not fulfill any role; but beware, // it can recapture any piece that has made any capture. ----------------------------------------------------------------- 17. MOOSE_PAWN(17) g3-h4; BEROLINA_PAWN(5) T1-e2 // RECAPTURE (Piece) [Drop Turn 16] // // Remember that the '[Drop Turn ?]' symbology indicates the // turn in which a certain piece was captured/recaptured. I say // this because the drop of the coiled serpent that you did // corresponds to the recapture that I did of your querquisite // on turn 16. It is not that this is very important but I think // it is convenient that we maintain a consistent logic in the // terminology that we are using, especially thinking that the // viewers of this game understand what we are doing. 17... k b8-c7; gold_general(100) C18-d8 // [Drop Turn 17] // Thank you. I try to get it right but I get confused sometimes. 18. FERZ(56) c2-d3 // You are welcome. I understand you perfectly. The same // thing happens to me and what I do to guide myself is to // review the list of plays in detail from the page to print, // since this way it is possible to view the complete list. 18... scorpion(133) a8-e6 // I wouldn't have thought of that. I'll try it. This is a // legal move, isn't it? 19. SCORPION(133) f1-g5 // Yes, it is legal as it complies with the 'oodd' movement // pattern. The one I'm doing follows the 'odoo' pattern by // checking the blue king via 'ddoo'. ---------------------------------------------------------------------- 20... orphan_pawn(15) h7-h3; forwardknight_backwardrook(63) D18-e7 // CAPTURE (Piece) [Drop Turn 20] 21. forwardknight_backwardrook(63) e7-D18; orphan_pawn(15)-h7; QUERQUISITE(169)-h3 // Sorry Daniel, pieces must be dropped on the 1st row of // each side. 21... orphan_pawn(15) h7-h3 // CAPTURE (Piece) // Sorry again, I knew that and forgot ------------------------------------------------------------------------- 23... scorpion(133) e6-b2 // CAPTURE (Pawn) // I need to record all the comments from our previous games // so I can look back and see what you've said about the rules // easily. 24. ZEBRA(152) c1-a4 // Check // It would be useful to have them on hand. // // Remember that you have two drops pending to do: from turn // 22 a pawn and from turn 23 a piece. 24... k c7-b8; berolina_pawn(5) T18-d7 // [Drop Turn 22]

 

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.

These pieces come from a set containing more pieces, but this preset has had the set of pieces reduced to those used in the game.

Credits

This preset uses the test settings file for Testing Board, which was made by Carlos Cetina.

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

Game Courier, Copyright © Fergus Duniho, 2001-2017


WWW Page Created: 15 August 2001