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A Game Courier Preset for UC-73

!F .CBW .DF K AAN _CBJ_HPF LZ GRY N.B EE !A A .DW !D _AS_RO N.R .EW _JJ_TN .DE .NGU _JG_LDW P P P P P P P P OX N.Q SP DR T DD B.R SN NN Q.N !M .ET R .CV .NE _JJ_.EEFF .BW AA !G BI R.N _JJ_NWD Q O _MLV_CNNL .RF .NF GU B.N OO R.B M _JJ_JG HR .NW _JJ_SG !J !I N _JJ_FN S .ND MM .EF KA _JG_LEF .1EF RA MG _JJ_ZG _JJ_LWM CP _jj_fn s .nd mm .ef ka _jg_lef .1ef ra mg _jj_zg _jj_lwm cp p p p p p p p p .nf gu b.n oo r.b m _jj_jg hr .nw _jj_sg !j !i n _cbj_hpf k gry .cbw lz !f aan .df .cv .ne _jj_.eeff .bw aa !g bi r.n _jj_nwd q o _mlv_cnnl .rf ox n.q sp dr t dd b.r sn nn q.n !m .et r n.b ee !a a .dw !d _as_ro n.r .ew _jj_tn .de .ngu _jg_ldw

UC-73

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 UC-73 and many other Chess variants through online correspondence.


Rules of UC-73

In general all the rules of standard Chess hold, save there is no castling.

The position of the major pieces is determined randomly on both boards. The game takes place in the one on the left, being the setup settled asymmetrically with respect to White to Blue sides. Pieces placed on the right board must be dropped during the game on the left one according to this order:

1st that of A1/A10
2nd that of B1/B10
3rd that of C1/C10
......
13th that of M1/M10
14th that of A2/A9
15th that of B2/B9
......
26th that of M2/M9
27th that of A3/A8
And so on.

Drops must be made in any empty square of the first row of each side, and can only be made to replace a piece that has disappeared from the board due to some exchange. There is no condition on the exact turn in which to make the drop, but the logical thing would be to do it immediately after the exchange as part of a regular move, that is, it's allowed to make any normal move and at the same time make a drop. 

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

1 King - Standard king.
2 Queen - Standard queen.
3 Amazon - A compound of queen and knight. It may move each time [or turn] like queen or like knight.
4 Chancellor - Also known as marshall. It may move each turn like rook or like knight.
5 Archbishop - Also known as cardinal. It may move each turn like bishop or like knight.
6Amazonrider - A compound of queen and nightrider; it may move each turn like queen or nightrider.
7 Chancellorrider - A compound of rook and nightrider; also known as marshallrider; it may move each turn like rook or like nightrider.
8 Archbishoprider - Also known as cardinalrider or unicorn: a compound of bishop and nightrider; it may move each turn like bishop or like nightrider.
9 Knight - Standard knight.
10 Nightrider - 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.
11 Rook - Standard rook.
12 RF - A compound of rook and ferz better known as dragon king; it may move each turn like rook or like ferz.
13 BW - A compound of bishop and wazir better known as dragon horse; it may move each turn like bishop or like wazir.
14Harvestman - It may move either like wazir or like wazir and then continue like crooked bishop.

harvestman

15 NW - A compound of knight and wazir; it may move each turn like knight or like wazir.
16 NF - A compound of knight and ferz; it may move each turn like knight or like ferz.
17 NG - A compound of knight and guard; it may move each turn like knight or like a guard [guard=non royal king].
18 Gryphon - It steps one space diagonally then slides like a rook.

gryphon
19 Aanca - It steps one space orthogonally then slides like a bishop.

aanca
20 Squeen - A compound of queen and sissa; it may move each turn like queen or like sissa.
21 Sissa - It moves each time 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.

22 ND - A compound of knight and dabbabah; it may move each turn like knight or like dabbabah.
23 NE - A compound of knight and alfil or elephant; it may move each turn like knight or like alfil.
24 The dragon icon represents a piece conceived by David Paulowich that initially he named it "chainsaw" but recently [December 2008] he is thinking to change its name to "dragon". It is a strong piece. The following diagram shows its way of movement, a compound of rook (red circlets) and spotted gryphon (green circlets):

dragon

25 Rose - A circular nightrider.

rose
26 Dancing Horse - It is an ubi- ubi limited to ONLY two leaps. It may move and capture like standard knight, and also may make two consecutive knight leaps, the second leap in ANY direction respecting to the first. Jeremy Gabriel Good called this piece at 2007 "knightzee".
27 Paovao - A compound of cannon and vao.

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.

28 Chameleon - It moves passively as an orthodox queen. To capture, it mimics the powers of its intended victim. For example, captures 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 blue 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.
29 Long 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.
30 Swapper - 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.
31 Withdrawer - 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.
32 Advancer - 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.
33 Immobilizer - 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. Blue 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.
34 Cannon 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. If a cannon pawn makes a move by itself (rather than being swapped) that lands it on a square on the rank where the opposing king started, then it may promote like if it were a standard pawn.
35 Woody Rook - Moves like a Dabbabah, or a Wazir. Text notation: WR.
36 Warmachine/Ferz - Moves like a Dabbabah, or a Ferz.
37 Waffle - Moves like a Wazir or an Alfil. Text notation: WA.
38 Elephant/Ferz - Moves like a Elephant/Alfil, or a Ferz.
39 Bede - Moves like a Bishop or a Dabbabah. Text notation: BD.
40 Charging Knight - Moves like a Knight for its four forward moves, or moves like a king sideways and backwards. Text notation: CN.
41 Fibnif - Moves like a Knight for its two longest forward and backward moves, or a Ferz. Text notation: FN.
42 Fad - Moves like a Ferz, an Alfil, or a Dabbabah. Text notation: FA.
43 Colonel - Moves like a Rook forwards or sideways, or a Knight in a knight's four foward moves, or a king. Text notation: CO.
44 Half-Duck - Moves like a Dabbabah, or like a Ferz, or can move three squares Rookwise (jumping over obstacles). Text notation: HD.
45 Charging Rook - Moves like a Rook forward and sideways, or moves like a King backwards. Text notation: CR.
46 Short Rook - Moves like a Rook, but only up to 4 spaces. Text notation: SR.
47 Falcon - A piece patented by George W. Duke. It is a compound of camel and zebra but with the condition of never leaping; it is a SLIDER. You can see a detailed explanation of this piece here: Falcon Chess.
48 Siege Engine - It moves 1 square orthogonally or leaps 3 squares orthogonally. David Paulowich uses this piece in Rose Chess XII calling it War Machine.
49 Elephant/Siege Engine - A compound of elephant and siege engine: it may move 1 square orthogonally or leaps 3 squares orthogonally or leaps 2 squares diagonally.
50 Elephant/Dabbabah - A 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.
51 Dabbabahrider - It may make any number of successive leaps like dabbabah.
52 Elephantrider - It may make any number of successive leaps like elephant/alfil.
53 NQ - It moves forwards like knight OR backwards like queen. As queen it cannot move sideways.

N.Q

54 QN - The inverse of the before piece. It moves forwards like queen OR backwards like knight. As queen it cannot move sideways.

Q.N

55 NR - Knight forwards OR rook backwards. As rook it cannot move sideways.

N.R

56 RN - Rook forwards OR knight backwards. As rook it cannot move sideways.

R.N

57 NB - Knight forwards OR bishop backwards.

N.B

58 BN - Bishop forwards OR knight backwards.

B.N

59 BR - Bishop forwards OR rook backwards. As rook it cannot move sideways

B.R

60 RB - Rook forwards OR bishop backwards. As rook it cannot move sideways.

R.B

61 War 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 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.

62 Shaman[*] - 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.
63 Hero[*] - 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.
64 Jumping general - Moves as the elephant or dababba. It may move 1 square or leap 2 squares orthogonally or diagonally.

Jumping General

65 Zigzag 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. This piece is very strong. The following diagram shows all its posible moves on an 11x11 board.

66 Minister[*] - Moves like the knight, dababbah, or wazir. It slides 1 or jumps 2 squares orthogonally, or jumps in the standard knight's "L".
67 High priestess[*] - Moves like the knight, alfil, or ferz. It slides 1 or jumps 2 squares diagonally, or jumps in the standard knight's "L".
68 Twisted 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.
69 fleXible 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.
70 Oliphant[*] - 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.
71 Lightning 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.
72 Sliding 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.
73 Guard - A nonroyal king: it may make one step in any direction like wazir or ferz.

pawn Pawns are standard and must promote when they reach the opponent's home row or first row in this manner:
The first promoted pawn will be promoted by the last piece of the dropping order.
The second promoted pawn will be promoted by the penultimate piece of the dropping order.
And so on following the inverse order.

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.

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.

wbishopwarmachine.gif
!A
wforwardknightbackwardsprince.gif
!D
welephantferzwarmachine.gif
!F
wforwardchancellorprince.gif
!G
wforwardrookbackwardsprince.gif
!I
wgreatwarmachinewazir.gif
!J
wnarrowknightferz.gif
!M
bbishopwarmachine.gif
!a
bforwardknightbackwardsprince.gif
!d
belephantferzwarmachine.gif
!f
bforwardchancellorprince.gif
!g
bforwardrookbackwardsprince.gif
!i
bgreatwarmachinewazir.gif
!j
bnarrowknightferz.gif
!m
../alfaeriemisc/bagleyjones/welephant2ferz.gif
.1EF
../alfaeriemisc/bagleyjones/belephant2ferz.gif
.1ef
wpromotedbishop.gif
.BW
../alfaerie2/wcrookedbishopwazir.gif
.CBW
wpaovao.gif
.CV
welephantwarmachine.gif
.DE
../alfaeriemisc/compounds/wwarmachineferz.gif
.DF
wwarmachinewazir.gif
.DW
../alfaeriemisc/compounds/welephantferz.gif
.EF
../alfaeriemisc/wheeler/welephantsiegeengine.gif
.ET
welephantwazir.gif
.EW
../alfaeriemisc/wheeler/wknightwarmachine.gif
.ND
../alfaeriemisc/wheeler/welephantknight.gif
.NE
wknightferz.gif
.NF
../alfaerie2/wguardknight.gif
.NGU
wknightwazir.gif
.NW
wpromotedrook.gif
.RF
bpromotedbishop.gif
.bw
../alfaerie2/bcrookedbishopwazir.gif
.cbw
bpaovao.gif
.cv
belephantwarmachine.gif
.de
../alfaeriemisc/compounds/bwarmachineferz.gif
.df
bwarmachinewazir.gif
.dw
../alfaeriemisc/compounds/belephantferz.gif
.ef
../alfaeriemisc/wheeler/belephantsiegeengine.gif
.et
belephantwazir.gif
.ew
../alfaeriemisc/wheeler/bknightwarmachine.gif
.nd
../alfaeriemisc/wheeler/belephantknight.gif
.ne
bknightferz.gif
.nf
../alfaerie2/bguardknight.gif
.ngu
bknightwazir.gif
.nw
bpromotedrook.gif
.rf
wcardinal.gif
A
wcardinalrider.gif
AA
../alfaeriemisc/good/waanca.gif
AAN
wfbishopbnight.gif
B.N
wfbishopbrook.gif
B.R
wbird.gif
BI
../alfaerie2/wcannonpawn.gif
CP
wwarmachinerider.gif
DD
wdragon.gif
DR
welephantrider.gif
EE
../alfaeriemisc/good/wgryphon.gif
GRY
wguard.gif
GU
whalfrook.gif
HR
wking.gif
K
wkangaroo.gif
KA
../alfaerie2/wlizard.gif
LZ
wchancellor.gif
M
wmage.gif
MG
wchancellorrider.gif
MM
wknight.gif
N
wfknightbbishop.gif
N.B
wfknightbqueen.gif
N.Q
wfknightbrook.gif
N.R
wnightrider.gif
NN
wamazon.gif
O
wamazonrider.gif
OO
wox.gif
OX
wpawn.gif
P
wqueen.gif
Q
wfqueenbknight.gif
Q.N
wrook.gif
R
wfrookbbishop.gif
R.B
wfrookbknight.gif
R.N
wram.gif
RA
wsnake.gif
SN
../alfaerie2/wspider.gif
SP
../alfaeriemisc/wheeler/wsiegeengine.gif
T
../alfaeriemisc/sibahi/wrose.gif
_AS_RO
../alfaeriemisc/bagleyjones/whighpriestess2ferz.gif
_CBJ_HPF
../alfaeriemisc/good/wlemurianwarmachinewazir.gif
_JG_LDW
../alfaeriemisc/good/wlemurianelephantferz.gif
_JG_LEF
../alfaeriemisc/joyce/welephantrider.gif
_JJ_.EEFF
../alfaerie-plus/wflexibleknight.gif
_JJ_FN
../alfaerie-plus/wjumpinggeneral.gif
_JJ_JG
../alfaerie-plus/wdababbarider.gif
_JJ_LWM
../alfaerie-plus/wnwd.gif
_JJ_NWD
../alfaerie-plus/wslidinggeneral.gif
_JJ_SG
../alfaerie-plus/wtwistedknight.gif
_JJ_TN
../alfaerie-plus/wzigzaggeneral.gif
_JJ_ZG
../alfaeriemisc/lavallee/wcrookedknightriderlong.gif
_MLV_CNNL
../alfaeriemisc/lavallee/wsissa2.gif
S
../alfaeriemisc/sibahi/brose.gif
_as_ro
../alfaeriemisc/bagleyjones/bhighpriestess2ferz.gif
_cbj_hpf
../alfaeriemisc/good/blemurianwarmachinewazir.gif
_jg_ldw
../alfaeriemisc/good/blemurianelephantferz.gif
_jg_lef
../alfaeriemisc/joyce/belephantrider.gif
_jj_.eeff
../alfaerie-plus/bflexibleknight.gif
_jj_fn
../alfaerie-plus/bjumpinggeneral.gif
_jj_jg
../alfaerie-plus/bdababbarider.gif
_jj_lwm
../alfaerie-plus/bnwd.gif
_jj_nwd
../alfaerie-plus/bslidinggeneral.gif
_jj_sg
../alfaerie-plus/btwistedknight.gif
_jj_tn
../alfaerie-plus/bzigzaggeneral.gif
_jj_zg
../alfaeriemisc/lavallee/bcrookedknightriderlong.gif
_mlv_cnnl
../alfaeriemisc/lavallee/bsissa2.gif
s
bcardinal.gif
a
bcardinalrider.gif
aa
../alfaeriemisc/good/baanca.gif
aan
bfbishopbnight.gif
b.n
bfbishopbrook.gif
b.r
bbird.gif
bi
../alfaerie2/bcannonpawn.gif
cp
bwarmachinerider.gif
dd
bdragon.gif
dr
belephantrider.gif
ee
../alfaeriemisc/good/bgryphon.gif
gry
bguard.gif
gu
bhalfrook.gif
hr
bking.gif
k
bkangaroo.gif
ka
../alfaerie2/blizard.gif
lz
bchancellor.gif
m
bmage.gif
mg
bchancellorrider.gif
mm
bknight.gif
n
bfknightbbishop.gif
n.b
bfknightbqueen.gif
n.q
bfknightbrook.gif
n.r
bnightrider.gif
nn
bamazon.gif
o
bamazonrider.gif
oo
box.gif
ox
bpawn.gif
p
bqueen.gif
q
bfqueenbknight.gif
q.n
brook.gif
r
bfrookbbishop.gif
r.b
bfrookbknight.gif
r.n
bram.gif
ra
bsnake.gif
sn
../alfaerie2/bspider.gif
sp
../alfaeriemisc/wheeler/bsiegeengine.gif
t

Credits

This preset uses the asymmetric settings file for UC-73, 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