Each player has in addition to a normal set of pieces, two Zebras, two Camels, two Castles, two Noblemen, and two extra Pawns.
White:
King f2; Queen e2; Nobleman d2, g2; Rook a2, j2; Bishop c2, h2; Knight b2, i2;
Zebra a1, j1; Camel c1, h1; Castle e1, f1;
Pawn a3, b3, c3, d3, e3, f3, g3, h3, i3, j3.
Black:
King f9; Queen e9; Nobleman d9, g9; Rook a9, j9; Bishop c9, h9; Knight b9, i9;
Zebra a10, j10; Camel c10, h10; Castle e10, f10;
Pawn a8, b8, c8, d8, e8, f8, g8, h8, i8, j8.
The Castle (or Squirrel) moves as a
Knight, or can jump to any square that is horizontally, vertically, or
diagonally two squares away. So, a Castle on d4 can jump to b2, b3,
b4, b5, b6, c2, c6, d2, d6, e2, e6, f2, f3, f4, f5, or f6.
The Camel has a kind of
stretched Knight's leap: it jumps two squares straight and one
diagonally. So, a Camel on a1 can jump to b4 or to d2.
The Zebra has another
kind of stretched Knight's leap: it jumps one square straight and two
diagonally, so for instance from a1 to c4 or to d3.
The Noblemen move like Crooked Bishops,
which slide alternately on a pair of adjacent diagonal directions,
such as nw-sw-nw-sw-. There are eight possible paths for a Nobleman to
take (two for each Rook-wise direction), and it can reach half the
squares on each path via two different routes.
Large Chess variants don't necessary mean Knight combined with Bishops and Rooks... ;-)
Average piece value according to Zillions (Pawn value = 1): Zebra 1.9
< Camel 2.1 < Knight 2.4 < Bishop 3 < Rook 4.3 < Castle
4.9 < Nobleman 5.3 < Queen 7.3.
Last modified: Sunday, April 1, 2012