The repetition rule ('first to repeat 3rd time loses') is usually very unsatisfactury. It often occurs that you can force the opponent to repeat first by perpetually checking him. Games employing this rule therefore usually exempt perpetual checks (making the checker lose in this case, no matter who repeats first).
The exchange of prisoners is an interesting idea for allowing Shogi-like drops with Western Chess material.
Hi everyone!
I would like to have some feedbacks from you about KingsDrop, my new chess variant.
While I was designing KingsDrop I wanted to create a game with this main goal: the game should have a big strategic depth. (A minor goal was to keep the regular equipment of chess.)
I divided this main goal into three sub-goals:
1. huge game-tree
2. great clarity, that is easy to look ahead or easy to see down the game tree
3. more global winning conditions
To reach the first sub-goal my game has:
a. multi-move turn
b. not fixed setup
c. drop rule
To reach the second sub-goal my game has:
d. pieces with easy-to-visualize-movement
e. short range pieces
f. limited squares where to drop the pieces
g. multi-move with each piece can move just once per turn
To reach the third sub-goal my game has:
h. a player can win by getting one of the minor pieces to the last row
i. there are two kings to protect
KingsDrop
All rules of Orthodox Chess (FIDE Chess) apply, but with the following modification.
PIECES
(number of pieces for each player)
4 Spearmen: move one square straight forward or sideward
4 Archers: move one square diagonally forward
2 Rooks: like FIDE Rooks but they move up to three square orthogonally (no castling)
2 Bishops: like FIDE Bishops but they move up to three square diagonally
2 Queens: like FIDE Queens but they move up to two square orthogonally or diagonally
2 Kings: like FIDE King, they move to any orthogonally or diagonally adjacent space
SETUP
The game begins with an empty board. White player places in his first two rows all the pieces. The order of the pieces is up to White.
When White has finished, the same procedure is followed by the Black.
A possible configuration:
TURN
A player can make up to three moves per turn. He has to do the maximum number of moves available. If he has no move available, he passes.
One move consists in one of the two following actions:
- dropping a new piece in the board from the reserve;
- moving a pieces on the board that it is not moved or dropped in the present turn.
Just one drop per turn is allowed.
EXCHANGE
When a player captures a Spearman, an Archer or a King, this piece is permanently removed from the game; but the other pieces (Bishop, Rook and Queen) go into the opponent's prison.
At the end of the turn, if a player has in his prison a type of piece already present in the opponent's prison (Rook and Rook; Bishop and Bishop; or Queen and Queen), there is the prisoners' exchange: the white piece in the black prison is moved to the white reserve, the black piece in the white prison is moved to the black reserve.
The prisoners' exchange is mandatory and it is not considered a move.
DROPPING
Dropping consists in moving a piece from own reserve to the board, placing the piece in an empty square adjacent to one of the two Kings.
THE KINGS
- No check or checkmate.
- The King can move into a square under attack.
- The King can be captured like the other pieces.
OBJECTIVE
The winner is the first player who reaches one of the two following objectives:
- capturing one of the two opposite Kings;
- getting a Spearman or an Archer to the last row (the eighth row for the white player and the first one for the black player).
The three times repetition of the same position (considering the pieces on the board and in the reserve) is a loss.