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Chennis. Kyoto-Shogi-inspired variant (with alternating piece sides), with a tennis theme.[All Comments] [Add Comment or Rating]
🕸Fergus Duniho wrote on Thu, May 26, 2022 04:54 PM UTC:

Okay, I made a few edits and published this. I checked Small and unchecked Modest, because this is a 7x7 game that does not use the usual equipment.


Shatranj With Different Armies. Like Chess with Different Armies, but for Shatranj.[All Comments] [Add Comment or Rating]
🕸Fergus Duniho wrote on Fri, May 27, 2022 12:56 AM UTC:

I have published this. I would recommend using P for the Pawns and another letter for the Berolina Pawns, since if this game is ever programmed for Game Courier, every piece will need to be identified by notation.


Greg Strong wrote on Fri, May 27, 2022 03:30 AM UTC:

Shatranj with Different Armies. Possibly a worthwhile idea... Only possibly, since Shatranj is such a bad game. I will digest this more and post further thoughts, but my first observation is that "The Japanese Jostlers" show a different icon for the Pawn, although the text claims it isn't a Shogi Pawn. Please clarify. Furthermore, I think Shatranj with Different Armies should follow CwDA in the core tenant that the Pawns and Kings don't change between armies. If you have armies with wild pawns, to me that is not "Shatranj with Different Armies" but something else.


Gwangsanghui(광상희). Members-Only A large, historical variant of Janggi, with two more generals that lead each flank and 6 more kinds of pieces.[All Comments] [Add Comment or Rating]

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Grand Riders Chess. Members-Only Chess with cross over between Cavalier Chess and Shogun Chess and use the normal riders.[All Comments] [Add Comment or Rating]

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Chennis. Kyoto-Shogi-inspired variant (with alternating piece sides), with a tennis theme.[All Comments] [Add Comment or Rating]
💡📝Daniel Lee wrote on Sat, May 28, 2022 12:59 PM UTC in reply to Fergus Duniho from Thu May 26 04:54 PM:

Thanks!


Grand Riders Chess. Members-Only Chess with cross over between Cavalier Chess and Shogun Chess and use the normal riders.[All Comments] [Add Comment or Rating]

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Expanded Chess. An attempt at a logical expansion of Chess to a 10x10 board.[All Comments] [Add Comment or Rating]
Kevin Pacey wrote on Sat, May 28, 2022 11:37 PM UTC:

As far as I can tentatively estimate, on 10x10 an Osprey (D^B) would be worth about the same as a W^B (referred to by Betza as an Aanca, in his article on evaluating Bent Riders, at least)).

It would be interesting to know, if the Osprey piece type were to be used in a later CV (e.g. a 10x10 one), where stalemate is considered only to be a draw, whether king plus two opposite-coloured Ospreys could generally force checkmate vs. a lone king. I've already imagined at least one mating situation being possible.


Grand Riders Chess. Members-Only Chess with cross over between Cavalier Chess and Shogun Chess and use the normal riders.[All Comments] [Add Comment or Rating]

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Expanded Chess. An attempt at a logical expansion of Chess to a 10x10 board.[All Comments] [Add Comment or Rating]
Jean-Louis Cazaux wrote on Sun, May 29, 2022 05:14 PM UTC in reply to Kevin Pacey from Sat May 28 11:37 PM:

W^B is referred as Manticore on CVP. An Aanca is F^R, Gryphon here. This is an old tiring discussion.


H. G. Muller wrote on Sun, May 29, 2022 06:19 PM UTC in reply to Kevin Pacey from Sat May 28 11:37 PM:

The Checkmating Applet cannot do bent riders like Osprey. But it can do a truncated leaping version, like DC. And a pair of these does have mating potential, on 10x10. In the theory of 3-vs-1 mates discussed on the Applet page the Osprey would classify as 'potent', since it can switch its attack from c1 to a1 in a singly move (e.g. f2-f4 or f2-d2). This means it can execute mates in combination with almost anything else that is not bound to the same color.

In fact an Osprey can drive a bare King into a corner together with almost anything on any size board: positioned on an edge it can dynamically confine a King in a corner with the help of its own King. With moves to spare, which can be used to invoke the additional piece.


Grand Riders Chess. Members-Only Chess with cross over between Cavalier Chess and Shogun Chess and use the normal riders.[All Comments] [Add Comment or Rating]

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Wild Tamerlane Chess. A clash on a 11x11 board with pairs Queens and Eagles/Gryphons. (11x11, Cells: 121) [All Comments] [Add Comment or Rating]
💡📝Jean-Louis Cazaux wrote on Fri, Jun 3, 2022 06:55 PM UTC:

In case it had been unread, I re-post this message: this page is ready


The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Tue, Jun 7, 2022 07:11 PM UTC in reply to H. G. Muller from Thu May 26 09:33 AM:Excellent ★★★★★

Some Nemoroth pieces are 'color blind': they capture or otherwise affect friendly and enemy pieces in exactly the same way. The only effect of their allegeance is then which player is allowed to move them. But when they are petrified neither player can move them, and in effect they become neutral. An alabaster and an obsidian Leaf Pile are really the same piece, from a game-theoretical point of view, and that also holds for petrified Wounded Fiends. Likewise petrified Go Aways are all the same. And since they lose their special power on petrification, they are also the same as a Mummy. And they only differ from petrified Humans when we adopt the rule that petrified Humans promote to Zombie when pushed to last rank. Which would also make it necessary to distinguish petrified Humans by color.

Petrified Basilisks remember their allegeance because of the Basilisk's asymmetric move, which is preserved in the way it sees. Ghasts have a more severe effect on foes as on friends.


Azgoroth wrote on Wed, Jun 8, 2022 04:16 AM UTC in reply to H. G. Muller from Tue Jun 7 07:11 PM:

The observations that certain pieces become effectively neutral in color on petrification, and that a petrified Go Away is identical to a Mummy, are almost true. However, if one were to actually make such reductions during play, information would be lost as far as counting repetitions of positions goes.

Unrelated but worth mentioning while I'm here: in my Nemoroth implementation, there are really two Leaf Pile piece types, normal and "digesting." A normal Leaf Pile becomes a digesting Leaf Pile upon engulfing a piece, and a digesting Leaf Pile reverts back to normal when it moves of its own accord (i.e. not as a result of a Go Away's scream). It's rather important to keep track of this state, or you won't remember whether the Leaf Pile is supposed to leave behind a Mummy. This is an unfortunate omission from the otherwise fine scheme in the "Nemoroth Notation" article by John Lawson -- I would suggest using a "d" prefix to indicate digestion, such as in "dL."


H. G. Muller wrote on Wed, Jun 8, 2022 06:31 AM UTC in reply to Azgoroth from 04:16 AM:

Indeed, the digestion is most conveniently indicated through changing the piece type to a visibly different one. It is no crime in chess variants to have invisible game state (e.g. castling rights in orthodox Chess), but I think this would just invite errors in the Leaf Pile case.

It is true that 'collapsing' game-theoretically identical piece types into one would affect the repetition rule. But this seems an advantage rather than a disadvantage. What would be the use of prolonging play by allowing another set of repetitions of game states that are considered artificially different (e.g. because two Mummies got swapped)? In the end repeating the sequence of moves will swap the pieces back, with the same result. In my experience pieces almost never get swapped in games without drops. (Jocly considers pieces of the same type distinguishable when testing for repetitions, in deviation of FIDE rules, and it only started to cause problems when I implemented Shogi variants.)

BTW, I am pondering about how to make a more compact description of the rules of this excellent game. A formulation that seems to go a long way would be:

Pieces can change location either by 'Moving', or by being pushed (by a Go Away). In general, Moving is only allowed to empty, unpolluted squares. But there is no restriction on squares pieces can be pushed to; the pushed pieces will coexist there with any previous occupants. Exceptions are the Zombie (which can Move to any square, and then destroys all pieces that were there before), and the Leaf Pile (which can Move to unpolluted squares containing only mobile pieces). Zombies cannot coexist with Ichor, and the two agents destroy each other. Leaf Piles digest all pieces that try to coexist with them; when two Leaf Piles meet the stationary one is digested. Removal of pieces due to failure to coexist happens automatically at the end of any turn.

About the UI issues with Go-Away pushing order: wouldn't it be a natural interface to highlight all adjacent pieces after ordering a push by clicking the Go Away twice (as already has to be done now), and then allow the user to 'click them away' one by one?

And some thoughts about compulsion:

Replacing a Ghast compulsion by a lesser one (at greater distance) was explicity declared to be legal. The other two types of compulsion do not exist in grades. (Although they could, depending on the age of the Ichor or the number of pieces in a crowded square.) It was not specified whether it was legal to replace one type of compulsion by another. E.g. when a piece is pushed from an ichorous square onto a Ghast square, is the compulsion addressed? And when the reverse happens? What if a piece gets pushed to an ichorous Ghast square? Can you resolve that by pushing it to an empty square closer to the Ghast? Or would you have to address all pre-existing compulsions on the same piece simultaneously?

I would be inclined to require that, with the exception of getting a lesser Ghast compulsion, the piece should be free of all compulsions after the move in order to count that move as legal.


Azgoroth wrote on Wed, Jun 8, 2022 09:35 PM UTC in reply to H. G. Muller from 06:31 AM:

It's clear that the rules of compulsion as laid out here are not quite formal. I took my own stab at interpreting them on the itch.io page that I linked. To summarize my interpretation:

  • Every compulsion defines conditions under which it is satisfied.
  • Multiple occupancy compulsion is satisfied by moving off or destroying the piece entirely (plus some edge cases).
  • Ichor compulsion is satisfied by moving off, being pushed to a non-ichorous square, or destroying the piece entirely (plus some edge cases).
  • Ghast compulsion is satisfied by fleeing, being pushed further from the Ghast, destroying the Ghast, or destroying the piece (plus some edge cases).
  • If it's your turn and one of your pieces is compelled, you must make a legal move that satisfies at least one of your pieces' compulsions.
  • There is nothing wrong with adding new compulsions to your pieces, although this is only possible with either a Go Away's push or by a Wounded Fiend leaving a square containing another one of your pieces.

While typing this up I realized that there are a few omissions in my edge cases, which I will rectify when I get a chance. It really is tough to enumerate all the cases!


H. G. Muller wrote on Thu, Jun 9, 2022 09:53 AM UTC in reply to Azgoroth from Wed Jun 8 09:35 PM:

It strikes me as a bit inconsistent that an Ichor compulsion would not count as resolved when you push the piece onto other Ichor, while it would count as twice resolved when you push it onto a Ghast square, and then back onto the same Ichor. Of course there is a clear precedent in that you don't have to completely resolve Ghast compulsion in a single move, but there at least the severity must decrease. It would be more consistent to require all types of compulsions on the same piece to be lessened. (Which for Ichor and crowdedness would mean these have to entirely disappear.)

But perhaps this is completely moot, because players would try to avoid compelling their own pieces very strongly, even when it is not required by the rules. Still, requiring more thorough resolution of compulsion would make it easier to checkmate. I don't know if that is good or bad, though.


Azgoroth wrote on Mon, Jun 13, 2022 01:29 AM UTC in reply to H. G. Muller from Thu Jun 9 09:53 AM:

Fundamentally, the problem we're encountering is that Betza never gave an example of what happens when a piece is under multiple different types of compulsion. Your interpretation requires all types of compulsion to be satisfied simultaneously to count as a saving move for a piece, while my interpretation (and the one currently implemented in the Web game) requires just one type of compulsion to be satisfied.

Your example doesn't seem particularly inconsistent to me, by the way, but maybe because I'm just used to playing by my interpretation of the rules for all these years.


Trappist-1. Chess game with no boundaries. includes Guard, Chancellor, Hawk, and Huygens. () [All Comments] [Add Comment or Rating]
Gavin Yancey wrote on Tue, Jun 21, 2022 07:51 PM UTC in reply to David Haft from Mon Jun 14 2021 09:59 PM:

I wrote a digital implementation of this a few years ago. It's somewhat incomplete and probably a bit buggy, but likely good enough to play.

Code here: https://github.com/g-rocket/trappist-1-chess/

I'm currently hosting it at http://chess.yancey.io/ -- although don't expect that to be highly available.


H. G. Muller wrote on Wed, Jun 22, 2022 09:37 AM UTC in reply to Gavin Yancey from Tue Jun 21 07:51 PM:

There is nothing 'unknown' about the set of prime numbers; it is in fact very well known that there is no such thing as a 'complete' set of them, as the set is infinite. There exist simple (albeit inefficient) algorithms to determine for any given number whether it is prime or not.

It is also a misconception that the presence of a Huygens would make a game unsolvable due to the properties of primes or any other of its properties. E.g. it is very easy to prove a game with a starting position of King + 2 Queens vs King + Huygens on an infinite board is won for the Queens. It is even possible to give a detailed algorithm for how to do this, in a number of moves that only grows logarithmically with the distance between the Huygens and the Kings. If the Huygens has the first move, this number can of course be made arbitrarily large, by moving the Huygens far away after it runs out of safe checks (because the King approached it).

All this would still be true if the Huygens was a Rook, rather than a subset of it.


Pandemonium (Surajang修羅場). Capablanca chess + Crazyhouse.[All Comments] [Add Comment or Rating]
💡📝Daphne Snowmoon wrote on Sat, Jun 25, 2022 09:55 PM UTC:

The setup has changed a lot !


Tenjiku Shogi. Fire Demons burn surrounding enemies, Generals capture jumping many pieces. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
Edward Webb wrote on Wed, Jun 29, 2022 09:04 PM UTC:

The kanji for 'Hawk' (鷹) in the piece Lion Hawk is the same as used for 'Falcon' in the Horned Falcon; while the 'Eagle' (鷲) appears in both the Soaring Eagle and the Free Eagle.

I am curious if the historical moves of the Lion Hawk and Free Eagle are not just Lion + Bishop and Queen + double-move Ferz respectively.

Could the Lion Hawk and Free Eagle instead have moved as Lion + Horned Falcon and Queen + Soaring Eagle respectively?

The Lion Hawk would be more powerful, able to move as a Lion and slide as a Queen except vertically forwards.

The Free Eagle would be slightly less powerful, moving as a Queen with the added Lion power covering two spaces each on the forward diagonals.

This could be the reference that the Free Eagle could move twice as a 'Cat Sword' (Ferz) in the Shōgi Zushiki and Sho Shōgi Zushiki, perhaps created from ambiguity in how the move is described.


📝H. G. Muller wrote on Wed, Jun 29, 2022 10:13 PM UTC in reply to Edward Webb from 09:04 PM:

I think this is unlikely. I have never seen the Edo-era description of Tenjiku Shogi, but I do know how such descriptions looked in general. They basically showed a drawing of the initial position, where each square contained a drawing of the way the piece moved, with the kanji of the piece name in the center. Sliding moves would just be radial lines, and it would be immediately clear whether the Lion Hawk also had orthogonal slides.

Only complex moves, such as the Lion, would not be obvious from the drawing, and would be described by an additional line of text. I once have seen the picture for the Teaching King (a piece from Maka Dai Dai Shogi); it had lines in 8 directions, each with 3 perpendicular line segments crossing it for indicating the multi-captures of teh Lion Dog. (And the text line then said it would move like Queen or Lion Dog.)


Werewolf Chess. An nearly invincible, but bribable Werewolf replaces the Queen. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Daniel Zacharias wrote on Wed, Jun 29, 2022 11:49 PM UTC:

The piece images are not showing up on the diagram for this game


💡📝H. G. Muller wrote on Thu, Jun 30, 2022 05:09 AM UTC:

It appears the CVP website has been switched from http to https. Since the piece images are on my own website, which is http, the browser now refuses to display them.

In this case I can easily fix it, because the same piece set probably is somewhere on the CVP website, and if not, can be uploaded as user graphics. But the same problem will now manifest itself in other places. In particular, the 'Diagram Editor with Scalable Graphics' will be broken. This refers to a C program on my own website thar dynamically generates piece images according to specification, and now also is no longer accessible. So far Fergus did not manage to compile the same program for the CVP website, so that it could run there.

[Edit] Interesting. On my PC with FireFox all this works. Perhaps I have switched off this pedantic security feature there; I don't really remember.


Shatranj With Different Armies. Like Chess with Different Armies, but for Shatranj.[All Comments] [Add Comment or Rating]
💡📝Andrew L Smith wrote on Sun, Jul 3, 2022 07:28 PM UTC in reply to Greg Strong from Fri May 27 03:30 AM:

The Japanese Jostlers pawn is a regular Shatranj pawn (though with a different promotion). The image editor doesn't allow me to mix piece sets, unfortunately.


💡📝Andrew L Smith wrote on Sun, Jul 3, 2022 07:36 PM UTC in reply to Fergus Duniho from Fri May 27 12:56 AM:

Edited regarding letters: Berolina pawns changed from P to Q.


Typhoon (Revised). Missing description (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Abigail wrote on Tue, Jul 5, 2022 06:10 PM UTC:

Undertaker

The description of the Undertaker says it promotes to the Knightrider. I believe this is incorrect -- judging from the description of the Knightrider and the Dayrider, it should say the Undertaker promotes to the Dayrider.


Synchess. Members-Only Synchess is the chess that inspiration by regional variation in Europe and Asia, that have concept from regional variation.[All Comments] [Add Comment or Rating]

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Maidens Chess. Members-Only Chess with forced capture (or huffing of piece), adaptation of Shatranj with forced capture of Alfonso Codex, year 1283.[All Comments] [Add Comment or Rating]

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Thâghmd Hrux (All or Nothing). Members-Only Modern Variant.[All Comments] [Add Comment or Rating]

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Grand Dice ChessA game information page
. Private Grand Dice Chess Battle on a 12x12 board with four dice.[All Comments] [Add Comment or Rating]

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Grand Dice Chess. Grand Dice Chess Battle on a 12x12 board with four dice.[All Comments] [Add Comment or Rating]
Ben Reiniger wrote on Fri, Jul 8, 2022 03:18 PM UTC:

I'd suggest to move the link to your blog into this page, and delete the external link page.

You don't say here, but from playing one of the versions linked in your blog, it appears the same piece can be moved multiple times. That's worth saying explicitly, since that is one of the main things that differentiates some multi-move variants.


Shatar, Old 1 Hia. Old Shatar with one Hia. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gary Gifford wrote on Sat, Jul 9, 2022 12:19 AM UTC in reply to bukovski from Mon Dec 19 2016 12:16 AM:

I just noticed the question (only 6 years later). I think the stronger player will win. Here is a game with notes:

  1. d4 d5 mandatory first move

  2. g3 Nc6

  3. Bg2 e6
    Pawns only move 1 space, except for the first required move (1. d4 d5)

  4. e3 b6

  5. f3 g6

  6. Kf2 / Hia e1 . . . White Hia goes to e1 (mandatory) 6.. . . . Bg7

  7. b3 Ba6

  8. Bb2 Nge7

  9. c3 Kd7 / Hia e8

  10. Nd2 Kc8

  11. Nh3 Kb7 As there is no castling in Shatar, Tony moves his King manually to reach something like a Queenside castle. He moves his King to b7 to free the Rook on a8 for his next move.

  12. a3 Rc8

  13. a4 Hia d7 Neither player is used to the Hia but they know it is a great defensive aide to the King. Tony moves his towards the Black monarch.

  14. b4 b5 Timmy wanted to pawn-fork the Bishop and Knight. Tony played b5 to stop it.

  15. axb Bxb5

  16. Qc2 Ra8

  17. Hia e2 . . . Black can’t capture the Hia with his Bishop as he’d have to stop at d3 due to the Hia’s protective field. . . . a6

  18. Ra2 Ra7

  19. R(h)a1 Hia d6

  20. e4 dxe

  21. Nxe4 . . . attacking the Hia . . .Hia d7

  22. Nc5+ Kb6

  23. Nxd7+ exchanging Knight for Hia . . . Qxd7

  24. Hia d3 . . . Annoying, the Black Bishop can’t take the Hia . . .Rha8

  25. Qb3 e5 Struggling for counterplay

  26. d5 Nxd5

  27. c4 Bxc4

  28. Qxc4 N(d)xb4

  29. Qb3 a5

  30. Hia c4 Bf8

  31. f4 Bc5 (This is not a check due to the Hia)

  32. Bxc6 Kxc6

  33. Ra4 Nd3+
    Remember that Knights are immune from the Hia forces but Hias can still capture Knights. Here the Hia can’t capture the Knight because that would activate the Bishop’s check (from c5)). White playing 34. QxN would be a blunder because Black would play 34….QxQ and the Hia could not recapture due to the Bishop check factor.

  34. Kg2 Nxb2

  35. Qxb2 e4 (perhaps dreaming of a Queen)

  36. Ng5 Qe7

  37. Rb1 e3

  38. Qb5+ Kd5 (Kings are immune from Hias)

  39. Rd1 #


💡📝Gary Gifford wrote on Sat, Jul 9, 2022 12:27 AM UTC in reply to Jose Carrillo from Sat Dec 3 2016 11:38 PM:

Just noticed this comment. Apparently Old Shatar actually starts with the pawns on the 2nd and 7th ranks. 1. d4 d5 is mandatory first move. Since Old Shatar did not actually have the Hia, I wanted to keep the game as close as possible to the original but, of course, add a Hia. Your idea, of course, is good. I did add a game in a comment, as an example game. I think the checkmate is very nice.


Tamerlane chess. A well-known historic large variant of Shatranj. (11x10, Cells: 112) (Recognized!)[All Comments] [Add Comment or Rating]
chessy wrote on Mon, Jul 11, 2022 06:49 AM UTC in reply to Greg Strong from Thu Aug 20 2020 03:48 PM:

i think it does, and considering its been up for 20 years i think its doing good work.


Enhanced Courier Chess. Courier Chess with the weaker pieces enhanced.[All Comments] [Add Comment or Rating]
FireVexil wrote on Tue, Jul 12, 2022 03:51 AM UTC:

Interesting! Creative! Insightful! I do have one small thought: would you consider transposing the courier and the knight? The knight would then be in its usual position, where expert players use it to contest the center and protect the king and queen. The bishop, a long-distance runner, would probably do just as well near the edge.


Jean-Louis Cazaux wrote on Tue, Jul 12, 2022 08:03 PM UTC in reply to FireVexil from 03:51 AM:

I wouldn't switch courier and knight. The charm is to respect the historical setup of Courier chess. That position for the knight, next to the rook is not unusual to my eyes.


Chess 66. Board based on the 8x8 arrangement - with the difference that 66 fields are now available. (8x8, Cells: 66) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Thu, Jul 14, 2022 03:59 PM UTC in reply to Gerd Degens from Thu May 5 06:26 PM:

What about 'Chess66'? Do you want to publish it - or possibly not and why not? If you don't want to continue with 'Chess66', then it won't work with 'Chess69' either. Anyway, then try the variant 'Avatar Chess' , which I think is programmable. Thanks in advance.


Xiangqi: Chinese Chess. Links and rules for Chinese Chess (Xiangqi). (9x10, Cells: 90) (Recognized!)[All Comments] [Add Comment or Rating]
Kevin Pacey wrote on Fri, Jul 15, 2022 11:47 PM UTC:

I'm wondering what the number of moves played in an average game of Chinese Chess would be (for comparison, I've seen 40 or 42 moves given for FIDE Chess). Does anyone know?


Marseillais Chess. Move twice per turn. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Vighnesh Jadhav wrote on Sat, Jul 16, 2022 02:43 PM UTC:Excellent ★★★★★
Marsellais chess has a rule where each player moves 2 pieces in the same turn. Castling is considered a single move. All other castling rules apply.

Continental Chess. Continental Chess is Chess Variations with many types of pieces such as stepper, leaper, hopper and rider. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Ben Reiniger wrote on Sat, Jul 16, 2022 11:15 PM UTC:

I've taken a stab at clarifying the 64+16 rule, please check that it is what was intended. I also cleaned up grammar in a few places (though it looks like someone else had a pass a the same today?).


Avatar Chess. Game with avatars that can assume any piece of chess, depending on the fields of the board. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Ben Reiniger wrote on Sat, Jul 16, 2022 11:26 PM UTC:

Interesting!

I'm reminded of the #Powerup-Zone tag, but this doesn't fit there. There's also Lumberjack which is sort of a simpler version of this, and of course Smess.


Chess with magic fields. Members-Only Missing description (8x8, Cells: 64) [All Comments] [Add Comment or Rating]

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