I discovered this really cool thing, you can do a QUINTUPLE CHECK using Fairy chess pieces, In this position Wazir e7 is checkmate because then the king will get a check from the wazir, from the xiangqi horse, from the dragon bishop, from the grasshopper and from the bishop, and each piece checking the king counts as a loss of 1 check live
This WOF is a trash can for your rating. If you get green 3 times in a row you lose 45 rating points.
josephruhf Jan 14, 2024
As some people on this club know, i posted a few posts about one of my variants ideas which have a larger board, i created some versions of this variant: version 1: https://www.chess.com/clubs/forum/view/rate-my-chess-variant-idea version 2: https://www.chess.com/clubs/forum/view/rate-my-variant-idea-again version 3: https://www.chess.com/clubs/forum/view/one-of-my-variant-ideas this is most likely to be last version of my large board variant, but i am still think about doing changes theres the initial position of the variant: and there are the pieces: The King on this variant is stronger than regular chess, it can still move normally (1 square on each direction) but it can also move 2 squares vertically or horizontally (without jumping over pieces, move only) and also can capture pieces 2 squares diagonally (capture only, without jumping over pieces) the pawns on this variant combines soldier (chess.com variants) and pawn (regular chess), they also can move 1 square straight sideways (move only) and they also can always move 2 squares foward like in torpedo chess (move only) The Rooks are the same as regular chess Carriage: Wazir + Xiangqi Horse Elephant: moves like a bishop but it cant move 1 square diagonally, it can also capture diagonally as grasshopper (capture only, only diagonally) Elephants cant capture pieces on the corners of the board (a1, p1, a16 and p16), (they also cant give checks to kings on the corners) Warrior: moves like a camel but also can jump 3 squares horizontally or vertically Crowned Bishop: Bishop + Wazir Crowned Rook: Rook + Ferz Pegasus: Knight-Rider + Grasshopper Crowned Chancellor: Chancellor + Ferz Crowned Archbishop: Archbishop + Wazir Jester: Knight + Camel + Zebra (3,2 Leaper) + Giraffe (4,1 Leaper) Former Actress: This piece Combines Queen and Xiangqi Horse, but it can also move 2 squares vertically or horizontally and then 1 square diagonally on that same direction, its like a Camel version of the Xiangqi Horse, this pieces is extremely strong on a 8x8 board but this variant uses a 16x16 board and this piece cant jump over pieces so it doesnt ruin the game the Rook on this variant moves normally Other rules: Pawn Promotion: Pawns promote to Warrior, Carriage, Rook, Elephant, Crowned Bishop and Crowned Rook on the 16th, but if a pawn is promoted on the A file or the P file then it can be promoted to Warrior, Carriage, Rook, Elephant, Crowned Bishop and Crowned Rook but also to Windmill The Windmill combines Rook, Ferz, Warrior (this variant) and Alibaba Castling: this variant have Free Castling: you can choose where the king and the rook will be after castling as long as they dont leave the 1st Rank (for white) or the 16th Rank (for black), the conditions for castling are the same as Regular chess Bare Piece Rule: the first player to lose all their pieces (except for the king) loses illegal Perpetual Check: after giving 20 checks in a row to your opponent, then your next move must not be a check (unless if its your turn and you can checkmate your opponent in 1) Pieces Value: Former Actress: 13 Jester, Crowned Chancellor and Windmill: 9 Crowned Archbishop: 8 Pegasus: 7 Crowned Rook: 6 Rook: 5 Crowned Bishop: 4 Carriage, Elephant and Warrior: 3 Pawn: 1 Pawns Notation: on this variant pawns algebric notation is different: instead of being like a4 its Pa4, instead of being a8=R its Pa16=R Acting Rule: Former Actresses cant capture each other until the 7th move of the game, but if the king of one of the players take a check then this rule is no longer applied to the current game/match Stalemate: Stalemated player loses
Gabkorook Jan 13, 2024
Well, this variant idea cant be created on chess.com but lets talk about it anyways There is the initial position: and there are the pieces: on this variant the king is a bit stronger than regular chess, it can move normally but also can move 2 squares vertically or horizontally (without capturing) on this variant the pawns combine soldier (chess.com variants) and pawn it can always move 2 squares foward (without capturing) and move 1 square sideways (without capturing) Carriage: Xiangqi horse + Wazir Champion: Alibaba + Wazir Pegasus: Grasshopper + Knight-rider Wizard: Ferz + Camel Hawk: Alibaba + Tripper (3,3 Leaper) + Thereleaper (3,0) Leaper Crowned Archbishop: Archbishop + Wazir Crowned Chancellor: Chancellor + Ferz Silver General: Moves as Ferz and foward as Wazir Gold General: moves as Wazir and foward as Ferz Crowned Rook: Rook + Ferz Crowned Bishop: Bishop + Wazir Zebra: 3,2 Leaper Giraffe: 4,1 Leaper Jester: Knight + Camel + Zebra + Giraffe Amazon: Queen + Knight Rooks and Bishops moves normally Pawn Promotion: Pawns promote to Wizard, Champion, Carriage, Hawk, Gold General, Silver General, Giraffe, Zebra, Crowned Bishop and Crowned Rook on the 16th Rank Other Rules: En Passant: the same as regular chess Castling: the same as regular chess Bare Piece Rule: the first player to lose all their pieces except for the king loses the game Material Rule: to win by Checkmate you must have the same amout of material or more material than your opponent, if you checkmate your opponent but you have less material than your opponent then the game ends in a draw Stalemate: stalemated player loses Opposite Castling: you cant do castling on the same side as your opponent Pieces Value: Amazon: 12 Jester and Crowned Chancellor: 9 Crowned Archbishop: 8 Pegasus: 7 Crowned Rook: 6 Rook: 5 Crowned Bishop: 4 Hawk, Wizard, Champion, Carriage and Bishop: 3 Zebra, Giraffe, Gold General and Silver General: 2 Pawn: 1
Lucas1009991 Jan 7, 2024
I used the Takeover rule and the Stonewall rule in the same variant. The first army I checkmated turned into red pieces (my color), but the other two turned to stone. Does anyone know why that is?
Lucas1009991 Dec 29, 2023
well, i realised that most of my fairy chess piece ideas are bad and people are getting annoyed by that, so this is the last post i will make about fairy pieces on this club... note: all pieces are in alphabetical order Actress: Queen + Knight + Camel, Value: 15, Betza notation: QNC, dont worry, i will never talk about this piece again, i realised that this piece is just annoying and the amazon is already strong enough Cannon: Rook + Ferz + Janggi Cannon (the janggi cannon moves like a rook but it must jump over a piece), Value: 8, Betza Notation: RFpR Carriage: Xiangqi Horse + Wazir, Value: 3, Betza Notation: WnN Castle: Wazir + Dabbaba + Xiangqi Elephant (the Xiangqi Elephant moves like a Alfil but cant jump over pieces) + Gryphon (The Gryphon starts by moving like a Ferz and then moves like a rook on that same direction), Value: 9, Betza Notation: WDnAFyafsF Crowned Archbishop: Wazir + Bishop + Knight, Value: 8, Betza Notation: BNW Crowned Chancellor: Ferz + Rook + Knight, Value: 9, Betza Notation: RNF Dragon: Rook + Ferz + Xiangqi Horse + Xiangqi Cannon (the Xiangqi Cannon moves like a Rook but to capture it must jump over a piece) + Xiangqi Elephant, Value: 10, Betza notation: RFcpRnN Elephant: moves like a Bishop that cant jump over pieces but also can move like a Janggi Elephant (without Capturing) (the Janggi Elephant moves like a Zebra (3,2 Leaper) but cant jump over pieces), Value: 3, Betza notation: afBmnZ Emperor: King + Alibaba + Knight, Value: 7, Betza notation: KNDA Fortress: Gryphon + Wazir, Value: 7, Betza Notation: WFyafsF Jester: Knight + Camel + Zebra (3,2 Leaper) + Giraffe (4,1 Leaper), Value: 9, Betza notation: NCZFX Pegasus: Knight-Rider + Grasshopper, Value: 7, Betza Notation: NNgQ or N0gQ Tower: moves Foward as Rook, backwards as Wazir and Ferz and sideways as Knight, Value: 4, Betza notation: fRsNbWbF Xiangqi Horse-Rider: can move infinitely as Xiangqi Horse, Value: 4, Betza Notation: ?
Lucas1009991 Dec 29, 2023
Shogi (将棋, shōgi, English: /ˈʃoʊɡiː/, Japanese: [ɕo̞ːŋi] or [ɕo̞ːɡʲi]), also known as Japanese chess or the Game of Generals, is a two-player strategy board game that is the Japanese variant of chess. It is the most popular chess variant in Japan. Shōgi means general's (shō 将) board game (gi 棋). Shogi was the earliest chess variant to allow captured pieces to be returned to the board by the capturing player. This drop rule is speculated to have been invented in the 15th century and possibly connected to the practice of 15th century mercenaries switching loyalties when captured instead of being killed. The earliest predecessor of the game, chaturanga, originated in India in the 6th century, and the game was likely transmitted to Japan via China or Korea sometime after the Nara period. Shogi in its present form was played as early as the 16th century, while a direct ancestor without the drop rule was recorded from 1210 in a historical document Nichūreki, which is an edited copy of Shōchūreki and Kaichūreki from the late Heian period (c. 1120). Equipment Two players face each other across a board composed of rectangles in a grid of 9 ranks (rows, 段) by 9 files (columns, 筋) yielding an 81 square board. In Japanese they are called Sente 先手 (first player) and Gote 後手 (second player), but in English are conventionally referred to as Black and White, with Black the first player. The board is nearly always rectangular, and the rectangles are undifferentiated by marking or color. Pairs of dots mark the players' promotion zones. Each player has a set of 20 flat wedge-shaped pentagonal pieces of slightly different sizes. Except for the kings, opposing pieces are undifferentiated by marking or color. Pieces face forward by having the pointed side of each piece oriented toward the opponent's side – this shows who controls the piece during play. The pieces from largest (most important) to smallest (least important) are: 1 king 1 rook 1 bishop 2 golden generals 2 silver generals 2 knights 2 lances 9 pawns English speakers sometimes refer to promoted bishops as horses and promoted rooks as dragons, after their Japanese names, and generally use the Japanese term tokin for promoted pawns. Silver generals and gold generals are commonly referred to simply as silvers and golds. The characters inscribed on the reverse sides of the pieces to indicate promotion may be in red ink, and are usually cursive. The characters on the backs of the pieces that promote to gold generals are cursive variants of 金 'gold', becoming more cursive (more abbreviated) as the value of the original piece decreases. These cursive forms have these equivalents in print: 全 for promoted silver, 今 for promoted knight, 仝 for promoted lance, and 个 for promoted pawn (tokin). Another typographic convention has abbreviated versions of the original values, with a reduced number of strokes: 圭 for a promoted knight (桂), 杏 for a promoted lance (香), and the 全 as above for a promoted silver, but と (a hiragana symbol for the syllable "to") for tokin. The suggestion that the Japanese characters have deterred Western players from learning shogi has led to "Westernized" or "international" pieces which use iconic symbols instead of characters. Most players soon learn to recognize the characters, however, partially because the traditional pieces are already iconic by size, with more powerful pieces being larger. As a result, Westernized pieces have never become popular. Bilingual pieces with both Japanese characters and English captions have been developed as have pieces with animal cartoons. English speakers sometimes refer to promoted bishops as horses and promoted rooks as dragons, after their Japanese names, and generally use the Japanese term tokin for promoted pawns. Silver generals and gold generals are commonly referred to simply as silvers and golds. The characters inscribed on the reverse sides of the pieces to indicate promotion may be in red ink, and are usually cursive. The characters on the backs of the pieces that promote to gold generals are cursive variants of 金 'gold', becoming more cursive (more abbreviated) as the value of the original piece decreases. These cursive forms have these equivalents in print: 全 for promoted silver, 今 for promoted knight, 仝 for promoted lance, and 个 for promoted pawn (tokin). Another typographic convention has abbreviated versions of the original values, with a reduced number of strokes: 圭 for a promoted knight (桂), 杏 for a promoted lance (香), and the 全 as above for a promoted silver, but と (a hiragana symbol for the syllable "to") for tokin. The suggestion that the Japanese characters have deterred Western players from learning shogi has led to "Westernized" or "international" pieces which use iconic symbols instead of characters. Most players soon learn to recognize the characters, however, partially because the traditional pieces are already iconic by size, with more powerful pieces being larger. As a result, Westernized pieces have never become popular. Bilingual pieces with both Japanese characters and English captions have been developed as have pieces with animal cartoons. English speakers sometimes refer to promoted bishops as horses and promoted rooks as dragons, after their Japanese names, and generally use the Japanese term tokin for promoted pawns. Silver generals and gold generals are commonly referred to simply as silvers and golds. The characters inscribed on the reverse sides of the pieces to indicate promotion may be in red ink, and are usually cursive. The characters on the backs of the pieces that promote to gold generals are cursive variants of 金 'gold', becoming more cursive (more abbreviated) as the value of the original piece decreases. These cursive forms have these equivalents in print: 全 for promoted silver, 今 for promoted knight, 仝 for promoted lance, and 个 for promoted pawn (tokin). Another typographic convention has abbreviated versions of the original values, with a reduced number of strokes: 圭 for a promoted knight (桂), 杏 for a promoted lance (香), and the 全 as above for a promoted silver, but と (a hiragana symbol for the syllable "to") for tokin. The suggestion that the Japanese characters have deterred Western players from learning shogi has led to "Westernized" or "international" pieces which use iconic symbols instead of characters. Most players soon learn to recognize the characters, however, partially because the traditional pieces are already iconic by size, with more powerful pieces being larger. As a result, Westernized pieces have never become popular. Bilingual pieces with both Japanese characters and English captions have been developed as have pieces with animal cartoons. English speakers sometimes refer to promoted bishops as horses and promoted rooks as dragons, after their Japanese names, and generally use the Japanese term tokin for promoted pawns. Silver generals and gold generals are commonly referred to simply as silvers and golds. The characters inscribed on the reverse sides of the pieces to indicate promotion may be in red ink, and are usually cursive. The characters on the backs of the pieces that promote to gold generals are cursive variants of 金 'gold', becoming more cursive (more abbreviated) as the value of the original piece decreases. These cursive forms have these equivalents in print: 全 for promoted silver, 今 for promoted knight, 仝 for promoted lance, and 个 for promoted pawn (tokin). Another typographic convention has abbreviated versions of the original values, with a reduced number of strokes: 圭 for a promoted knight (桂), 杏 for a promoted lance (香), and the 全 as above for a promoted silver, but と (a hiragana symbol for the syllable "to") for tokin. The suggestion that the Japanese characters have deterred Western players from learning shogi has led to "Westernized" or "international" pieces which use iconic symbols instead of characters. Most players soon learn to recognize the characters, however, partially because the traditional pieces are already iconic by size, with more powerful pieces being larger. As a result, Westernized pieces have never become popular. Bilingual pieces with both Japanese characters and English captions have been developed as have pieces with animal cartoons. Setup and gameplay Each player sets up friendly pieces facing forward (toward the opponent). In the rank nearest the player: the king is placed in the center file;the two gold generals are placed in files adjacent to the king;the two silver generals are placed adjacent to each gold general;the two knights are placed adjacent to each silver general;the two lances are placed in the corners, adjacent to each knight. Shogi starting setup; Black (at bottom) moves first. In the second rank, each player places: the bishop in the same file as the left knight;the rook in the same file as the right knight. In the third rank, the nine pawns are placed one per file. A furigoma 振り駒 'piece toss' is used to decide who moves first. One of the players tosses five pawns. If the number of tokins (promoted pawns, と) facing up is higher than unpromoted pawns (歩), then the player who tossed the pawns plays gote 後手 'white' (that is, getting the second move). Deciding who goes first: Furigoma After the piece toss furigoma, the game proceeds. If multiple games are played, then players alternate turns for who goes first in subsequent games. (The terms "Black" and "White" are used to differentiate sides although there is no difference in the color of the pieces.) For each turn, a player may either move a piece that is currently on the board (and potentially promote it, capture an opposing piece, or both) or else drop a piece that has been previously captured onto a square of the board. These options are explained below. Rules Objective The usual goal of a game is for one player to checkmate the other player's king, winning the game. Movement Most shogi pieces can move only to an adjacent square. A few may move across the board, and one jumps over intervening pieces. The lance, bishop, and rook are ranging pieces: They can move any number of squares along a straight line limited only by intervening pieces and the edge of the board. If an opposing piece intervenes, it may be captured by removing it from the board and replacing it with the moving piece. If a friendly piece intervenes, the moving piece must stop short of that square; if the friendly piece is adjacent, the moving piece may not move in that direction at all. A king (玉/王) moves one square in any direction, orthogonal or diagonal. A rook (飛) moves any number of squares in an orthogonal direction. A bishop (角) moves any number of squares in a diagonal direction. Because they cannot move orthogonally, the players' unpromoted bishops can reach only half the squares of the board, unless one is captured and then dropped. A gold general (金) moves one square orthogonally, or one square diagonally forward, giving it six possible destinations. It cannot move diagonally backwards. A silver general (銀) moves one square diagonally, or one square straight forward, giving it five possible destinations. Because an unpromoted silver can retreat more easily than a promoted one, it is common to leave a silver unpromoted at the far side of the board. (See Promotion). A knight (桂) jumps at an angle intermediate to orthogonal and diagonal, amounting to one square straight forward plus one square diagonally forward, in a single move. Thus the knight has two possible forward destinations. Unlike international chess knights, shogi knights cannot move to the sides or in a backwards direction. The knight is the only piece that ignores intervening pieces on the way to its destination. It is not blocked from moving if the square in front of it is occupied, but neither can it capture a piece on that square. It is often useful to leave a knight unpromoted at the far side of the board. A knight must promote, however, if it reaches either of the two furthest ranks. (See Promotion.) A lance (香) moves just like the rook except it cannot move backwards or to the sides. It is often useful to leave a lance unpromoted at the far side of the board. A lance must promote, however, if it reaches the furthest rank. (See Promotion.) A pawn (歩) moves one square straight forward. It cannot retreat. Unlike international chess pawns, shogi pawns capture the same as they move. A pawn must promote if it arrives at the furthest rank. (See Promotion.) In practice, however, a pawn is usually promoted whenever possible. There are two restrictions on where a pawn may be dropped. (See Drops.) All pieces but the knight move either horizontally, vertically, or diagonally. These directions cannot be combined in a single move; one direction must be chosen. Every piece blocks the movement of all other non-jumping pieces through the square it occupies. If a piece occupies a legal destination for an opposing piece, it may be captured by removing it from the board and replacing it with the opposing piece. The capturing piece may not continue beyond that square on that turn. Shogi pieces capture the same as they move. Normally when moving a piece, a player snaps it to the board with the ends of the fingers of the same hand. This makes a sudden sound effect, bringing the piece to the attention of the opponent. This is also true for capturing and dropping pieces. On a traditional shogi-ban, the pitch of the snap is deeper, delivering a subtler effect. King and rook The rest of the pieces Movement guide. Promotion A player's promotion zone consists of the furthest one-third of the board – the three ranks occupied by the opponent's pieces at setup. The zone is typically delineated on shogi boards by two inscribed dots. When a piece is moved, if part of the piece's path lies within the promotion zone (that is, if the piece moves into, out of, or wholly within the zone; but not if it is dropped into the zone – see Drops), then the player has the option to promote the piece at the end of the turn. Promotion is indicated by turning the piece over after it moves, revealing the character of the promoted piece. If a pawn or lance is moved to the furthest rank, or a knight is moved to either of the two furthest ranks, that piece must promote (otherwise, it would have no legal move on subsequent turns). A silver general is never required to promote, and it is often advantageous to keep a silver general unpromoted. (It is easier, for example, to extract an unpromoted silver from behind enemy lines; whereas a promoted silver, with only one line of retreat, can be easily blocked.) A rook, bishop, or pawn is almost always promoted, unless there is a problem due to "mate with a dropped pawn". Promoting a piece changes the way it moves. The various pieces promote as follows: A silver general, knight, lance, or pawn has its normal power of movement replaced by that of a gold general. A rook or bishop keeps its original movement and gains the power to move one square in any direction (like a king). For a promoted bishop, this means it is able to reach any square on the board, given enough moves. A king or a gold general does not promote; nor can a piece that is already promoted. Promotion stuff When captured, a piece loses its promoted status. Otherwise promotion is permanent. A promoted rook ("dragon king", 龍王 ryūō; alternate forms: 龍, 竜) moves as a rook and as a king. It is also called a dragon. the dragon A promoted bishop ("dragon horse", 龍馬 ryūma; alternate form: 馬) moves as a bishop and as a king. It is also known as a horse. dragon horse A promoted silver (成銀 narigin; alternate forms: 全, cursive 金), a promoted knight (成桂 narikei; alternate forms: 圭, 今, cursive 金), a promoted lance (成香 narikyō; alternate forms: 杏, 仝, cursive 金) and a promoted pawn (と金 tokin; alternate forms: と, 个) all move the same way as a gold general. The promoted pawn is often called by its Japanese name tokin, even by non-Japanese players. promoted pieces Drops Captured pieces are retained in hand and can be brought back into play under the capturing player's control. The Japanese term for piece(s) in hand is either 持ち駒 mochigoma or 手駒 tegoma. On any turn, instead of moving a piece on the board, a player may select a piece in hand and place it – unpromoted side up and facing the opposing side – on any empty square. The piece is then one of that player's active pieces on the board and can be moved accordingly. This is called dropping the piece, or simply, a drop. A drop counts as a complete move. A drop cannot capture a piece, nor does dropping within the promotion zone result in immediate promotion. Capture and/or promotion may occur normally, however, on subsequent moves of the piece. Restrictions. There are three restrictions on dropping pieces; the last two of these apply only to pawns. Piece with No Moves (Japanese: 行き所のない駒 ikidokorononaikoma): Pawns, lances and knights may not be dropped onto the last (9th) rank, and knights may not be dropped onto the penultimate (8th) rank; this is because such dropped pieces would have no legal moves on subsequent turns (as they can only move in the forward direction). Two Pawns (Japanese: 二歩 nifu): A pawn may not be dropped onto a file (column) containing another unpromoted pawn of the same player (promoted pawns do not count). Drop Pawn Mate (Japanese: 打ち歩詰め uchifudzume): A pawn may not be dropped to give an immediate checkmate. (This rule only applies specifically to pawns, drops and checkmates − to clarify, a player may deliver an immediate checkmate by dropping a non-pawn piece, a player may checkmate a king with a pawn that is already on the board, and a pawn may be dropped to give an immediate check as long as it does not also result in checkmate.) A corollary of the second restriction is that a player with an unpromoted pawn on every file is unable to drop a pawn anywhere. For this reason, it is common to sacrifice a pawn in order to gain flexibility for drops. Captured pieces are typically kept on a wooden stand (駒台 komadai) which is traditionally placed so that its bottom-left corner aligns with the bottom-right corner of the board from the perspective of each player. It is not permissible to hide pieces from full view. It is common for players to swap bishops, which oppose each other across the board, early in the game. This leaves each player with a bishop in hand to be dropped later. The ability for drops in shogi gives the game tactical richness and complexity. The fact that no piece ever goes entirely out of play accounts for the rarity of draws. Check When a player's move threatens to capture the opposing king on the next turn, the move is said to give check to the king and the king is said to be in check. If a player's king is in check, that player's responding move must remove the check if possible. Ways to remove a check include moving the king away from the threat, capturing the threatening piece, or placing another interposing piece between the king and the threatening piece.To announce check in Japanese, one can say ōte (王手). However, this is an influence of international chess and is not required, even as a courtesy.Announcing a check vocally is unheard of in serious play. End of the game The usual way for shogi games to end is for one side to checkmate the other side's king, after which the losing player will be given the opportunity to admit defeat. Unlike western chess or xiangqi, checkmate is almost always the end result in shogi since pieces never retire from play which gives the players a sufficient number of pieces to deliver checkmate. That said, there are three other possible ways for a game to end: repetition (千日手 sennichite), impasse (持将棋 jishōgi), and an illegal move (反則手). The first two – repetition and impasse – are particularly uncommon. Illegal moves are also uncommon in professional games although this may not be true with amateur players (especially beginners). Unlike western chess, there is no tradition of offering a mutual draw by agreement. Game End Win State checkmate loss resignation loss illegal move loss repetition draw impasse draw time forfeit loss Checkmate If the king is in check and there is no possible move which could protect the king, the move is said to checkmate (tsumi 詰み) the king. Checkmate effectively means that the opponent wins the game as the player would have no remaining legal moves. Resignation The losing player will usually resign when the situation is thought to be hopeless and may declare the resignation at any time during their turn. Although a player may resign just after they are checkmated, playing up to the checkmate point rarely occurs in practice as players normally resign as soon as a loss is deemed inevitable – such as when a tsume (forced mate sequence) is realized by the losing player. Similarly, if a player were to lose in an Entering King situation (see section below) by having less than 24 points (or by any of the other Impasse rules used by amateurs), then the player will usually resign before that point. In traditional tournament play, a formal resignation is required – that is, a checkmate is not a sufficient condition for winning. The losing player will usually resign when the situation is thought to be hopeless and may declare the resignation at any time during their turn. Although a player may resign just after they are checkmated, playing up to the checkmate point rarely occurs in practice as players normally resign as soon as a loss is deemed inevitable – such as when a tsume (forced mate sequence) is realized by the losing player. Similarly, if a player were to lose in an Entering King situation (see section below) by having less than 24 points (or by any of the other Impasse rules used by amateurs), then the player will usually resign before that point. In traditional tournament play, a formal resignation is required – that is, a checkmate is not a sufficient condition for winning. The losing player will usually resign when the situation is thought to be hopeless and may declare the resignation at any time during their turn. Although a player may resign just after they are checkmated, playing up to the checkmate point rarely occurs in practice as players normally resign as soon as a loss is deemed inevitable – such as when a tsume (forced mate sequence) is realized by the losing player. Similarly, if a player were to lose in an Entering King situation (see section below) by having less than 24 points (or by any of the other Impasse rules used by amateurs), then the player will usually resign before that point. In traditional tournament play, a formal resignation is required – that is, a checkmate is not a sufficient condition for winning. The losing player will usually resign when the situation is thought to be hopeless and may declare the resignation at any time during their turn. Although a player may resign just after they are checkmated, playing up to the checkmate point rarely occurs in practice as players normally resign as soon as a loss is deemed inevitable – such as when a tsume (forced mate sequence) is realized by the losing player. Similarly, if a player were to lose in an Entering King situation (see section below) by having less than 24 points (or by any of the other Impasse rules used by amateurs), then the player will usually resign before that point. In traditional tournament play, a formal resignation is required – that is, a checkmate is not a sufficient condition for winning. The resignation is indicated by bowing and/or saying 'I lost' (負けました makemashita) and/or placing the right hand over the piece stands. Placing the hand over the piece stand is a vestige of an older practice of gently dropping one's pieces in hand over the board in order to indicate resignation. In western practice, a handshake may be used. The resignation is indicated by bowing and/or saying 'I lost' (負けました makemashita) and/or placing the right hand over the piece stands. Placing the hand over the piece stand is a vestige of an older practice of gently dropping one's pieces in hand over the board in order to indicate resignation. In western practice, a handshake may be used. Illegal move In professional and serious (tournament) amateur games, a player who makes an illegal move loses immediately. The loss stands even if play continued and the move was discovered later in game. However, if neither the opponent nor a third party points out the illegal move and the opponent later resigned, the resignation stands as the result. Illegal moves include: Violating the Two Pawns (nifu) restriction (See §Drops above.) Violating the Drop Pawn Mate (uchifuzume) restriction Dropping or moving a piece to position where it cannot move (such as dropping a knight to an opponent's last two ranks, etc.) Dropping a piece with its promoted value Playing out of turn, e.g. making more than one move or white moving first instead of moving second. Leaving one's king in check, or moving one's king into check Moving a piece contrary to how its movements are defined (for example, moving a gold like a silver or moving a bishop off its legal diagonal) In friendly amateur games, this rule is sometimes relaxed, and the player may be able to take back the illegal move and replay a new legal move. In particular, the Two Pawn violation is the most common illegal move played by professional players. The Two Pawn violation played by Takahiro Toyokawa (against Kōsuke Tamura) in the 2004 NHK Cup is infamous since it was broadcast on television. On the 109th move, Toyokawa (playing as Black) dropped a pawn to the 29 square while he already had a pawn in play on the board on the 23 square and, thus, lost the game. See the rest of all info on https://en.wikipedia.org/wiki/Shogi
This variant is slightly similar to my other variant idea (https://www.chess.com/clubs/forum/view/rate-my-chess-variant-idea?page=1), so rate it from 0 to 10 This is the initial position: This are the pieces: The pawns combine stone general and berolina pawn, they always can move 2 squares diagonally (without capturing) and they also can move sideways (without capturing) value: 1 Carriage: combines wazir, shogi knight and xiangqi horse (the shogi knight moves like a knight and can jump over pieces but only can move forward, value: 3 Elephant: combines ferz, alfil, tripper (3,3 leaper) and janggi elephant (the janggi elephant moves 1 square vertically or horizontally and then 2 squares diagonally on that same direction, basically a Zebra (3,2 leaper) that cant jump over pieces), value: 4 Wizard: combines Ferz and Camel, value: 3 Champion: combines wazir and alibaba, value: 3 Mann: moves like a king but its not royal, value: 2 Hawk: combines alibaba, threeleaper (3,0 leaper) and tripper (3,3 leaper), value: 3 Queen: even though it have the same name and looks the same as a regular queen, the queen on this variant combines Amazon and camel, in this variant the Queen worths 15 points The King and the Rook moves normally and the rook stills worths 5 points Theres also archbishops (d file on the initial position) and chancellors (i file on the starting position), they are worth 7 points Pawn promotion: pawns can be promoted to: Carriage, Wizard, Champion, Rook, Hawk, Mann, Elephant and Cannon The cannon combines Rook, Ferz and Janggi Cannon (The janggi Cannon moves like a Rook but it must always jump over a piece to move or capture), value: 8 Other rules: Bare piece rule: if you lose all your pieces except your king you lose the game castling: the same as regular chess Opposite castling: you cant do castling on the same side as your opponent En Passant: theres no en passant Game of points: to win you must end the game with the most points: capturing a piece gives you the same amount as they are worth: example: capturing a Queen gives you 15 points, checkmating your opponent gives you 15 points, stalemating your opponent gives you 15 points, resigning gives 15 points to your opponent, the game ends in a draw if the game ends in any way possible and you and your opponent have the exact same amount of points
Lucas1009991 Dec 21, 2023
Chess-and-Checkers-Have-Finally-Merged This blog is just a joke (Even Bobby Fischer would condemn some of the suggested rules as unsound: e. g. If pawns are replaced by a piece where you lose by getting it to the first or eighth rank, is the game a draw when that piece appears to checkmate a king which is there?). However, it is true that the player bases of both games have significant overlap, including experts and masters of one who play the other, a fact which has been known since at least the time of Philidor and Stamma. Today, both games have come to a crisis of a high margin of draws between masters. They both seem to be drawish due to favoring strategies of opposition and blockade over those of breakthrough and promotion. Chess does this as a consequence of the Pawn’s quiet moves and captures not aligning while Diagonal Checkers does this as a consequence of its single plane of movement dividing the right angle, which was ironically done to allow players a choice of direction for forced progress. For those who would trivialize these findings: I don’t want them to lack a triviality they definitely have. And if you would have me be kidding: If by some twist of fate more historical chess masters had nevertheless openly respected checkers like Emanuel Lasker did, some form of Capablanca and Edward Lasker‘s chess reform and balloted checkers would still exist but by no means be dominant methods of trying to solve the master draw crisis of both games. Or else if someone had just now come up with these ideas you might well have rejected the very games you're defending now - and this time maybe rightly so. So don't kid yourself. Either way to unite Chess and Checkers is equally valid. However, I recommend using the Old German (“Gothic”) mfF[cl]fK[cl]sW checker move and mK[cl]K king move on top of Chess because they make the game logically complete and they don’t create overly unbalanced new pieces. Everything else about “Emanuel and Edward Lasker“ Gothic Checker Chess follows from having the new pieces: The board is 8x10 because the new pieces are stronger versions of orthodox pieces: Speed Master (fFmfW[cl]fK[cl]sWimnAimnD), National Master (NmK[cl]K), Candidate Master (K[cl]K), FIDE Master (BmW[cl]K), International Master (RmF[cl]K), Grandmaster (Q[cl]K). The SM can use its checker moves to capture en passant and the FM, IM and GM can double displace on the next two squares in front of themselves and this is the only way masters may do multiple captures where the pieces are in different squares. Alternatively, they may use approach capture as in Fanorona, or even both modalities. En passant is also treated like an ordinary capture. The Pawns and SMs start in the same squares so both can have an initial double step. In order to be fair, any orthodox piece may share a square with the Master which has the same orthodox moves. Line pieces may also pass through the first square in their lines occupied by the player’s other piece. But if two pieces are in the same square, they must be captured separately. To balance the defensiveness of castling, any orthodox piece and the Master which has the same orthodox moves may move on the same turn. Promotion is still earned at the 8th rank, but Pawns and SMs do not have to promote until the 10th and it does not cancel their right to reset the 50/75 move count by simply moving. Until all SMs have promoted or been taken, only they may promote to NM, FM, IM or GM. A game is won by physically taking the King, but a quarter point may be claimed for baring the orthodox pieces and is given by force for perpetual check.
josephruhf Dec 11, 2023
I have some questions about Variants world. 1. How do I create a variant? 2. How do I play it? 3. How do I post it on Variants world? PLS RESPOND
Why did a second duck spawn on move 9 of this standard duck chess game? https://www.chess.com/variants/duck-chess/game/58776430/17/3
Rate my chess Variant Idea from 0 to 10 This is the initial position:The Pieces are: Super Amazon: Queen + Knight + Camel Carriage: Wazir + Xiangqi Horse Assistant: moves like a king but cant move straight backwards Pawns: they move like regular pawns but always can move 2 squares foward Elephant: moves like a Ferz and like a Alfil but White Elephants cant move past the 5th Rank and Black Elephants cant move past the 6th Rank, in the image above the Elephant on i5 cant capture the elephant on j6 or go to h6 or g7 and the elephant on j6 cant capture the elephant on i5 or go to h4, the elephant is more like a defensive piece Emperor: King + Alibaba + Knight The Rooks and The kings move the same as regular chess Pawn Promotion: Pawns Promote to Emperor, Carriage, Rook and Assistant on the 10th Rank Castling: The Rook and the king just switch places after castling, and the conditions for casting are the same as Regular Chess Pieces Value: Super Amazon: 15 Assistant: 2 Elephant: 2 Rook: 5 Carriage: 3 Pawn: 1 Emperor: 7 Other Rules: Opposite Castling: you cant do castling on the same side as your oponent Stalemate: Stalemated Player Loses Bare Piece Rule: If a Player Loses all their Pieces except for the king then that player loses Win/Loss: Checkmate, Stalemate, Bare Piece Rule, Resignation and win/loss on time (only in games with time control) Draw: Threefold repetition, 50 Move Rule and Draw by Agreement
Lucas1009991 Nov 29, 2023
i tried this line against opabinia2401 who is #3 in atomic blitz and they smashed me in quite a few games while playing as black. so i ran this position through an engine to see how i could have survived, or even won. at first the computer thinks white is doing quite well, but then it led me down the following path: after these moves were input the computer says the position is basically equal, and this is only after precise play from white, routing the knight into a useful position just in time. what do you think? would you want to play this line as white? is this a good response to the popular 1.Nf3 2.e3 line?
bishopsrannoying Nov 29, 2023
Maybe you'll add a variant, where you play regular chess, but checks go unnoticed and you can capture the king? I think this could be cool. It could be called "capture the king".
I want a option to balance player like in auto-balance odds chess except now variants are included in it. I got this idea from watching this video.(I think the name is wrong for the variant.) PLEASE READ THE WHOLE POST. RIFLE CHESS Battlefield chess The idea is ,to balance player like in auto-balance odds chess except now variants are included in it. This is a variant I would like to add. There are three types of armies. ----------------------------------------------------------------------------------------------------------------- Swordsman Army:-The classical chess army. ---------------------------------------------------------------------------------------------------------------------- Archer Army:-The "rifle" chess army. Names:- PAWN-ARCHER KING-LORD QUEEN-LADY BISHOP-ORIGINAL ARCHER KNIGHT-CAVARLY ARCHER ROOK-TOWER ARCHER ----------------------------------------------------------------------------------------------------- Rifleman Army:-The combination of Swordsman Army and Archer Army NAMES PAWN-RIFLEMAN KING-GOVERNER QUEEN-TANK BISHOP-CRUSADERS KNIGHT-CARBINE SOLDIRES ROOK-LAUNCHER JEEP ----------------------------------------------------------- People with low rating get Rifleman Army. People with medium rating get Archer Army. People with high rating get Swordsman Army. Can you suggest me the rating range for this?
Elephant: moves like a bishop but cant move 1 square diagonally, value: 2Super Amazon: Queen + knight + camel, value: 15Carriage: Wazir + Xiangqi Horse, Value: 3 Sword: it starts by moving like a knight and then it moves like a Xiangqi horse on that same direction, value: 4, Jester: moves like a knight, a Camel, a Zebra (3,2 Leaper) and giraffe (4,1 Leaper), Value: 9Fortress: cant move by itself but can capture the nearest piece to itself as long as its not a king, if the only piece the oponent have is the king then this piece becomes a rook, value: ?
Lucas1009991 Nov 21, 2023
https://www.chess.com/variants/setup-chess/game/58216053/0/1
Im_chess_noob Nov 19, 2023
notation: Ω basically this is a piece you can customize: you can set the icon, if its a pawn variant, and the moves of the piece. you just need to place this piece on the board and then go to “edit rules” and then add this text to “custom piece”: (Letter from A to Z) : (Betza notation), example: A:QNC (Looks like a amazon, and moves like a Queen, Knight and Camel), this piece will be really useful for variants if it gets added About Betza notation: https://www.gnu.org/software/xboard/whats_new/rules/Betza.html
Lucas1009991 Nov 16, 2023

Quick Links to other official variants clubs:


Chess.com Community Championships




Variant tournament schedule
on the Live Chess server

Format Time Control Start Time (PT)
Bughouse
Arena 3+0 4:15, 10:15, 16:15, 22:15
Crazyhouse
Arena 1+0 2:45, 5:45, 8:45, 11:45, 14:45, 17:45, 20:45, 23:45
Arena 3+0 3:15, 9:15, 15:15, 21:15
Swiss 1+0 00:40, 3:40, 6:40, 9:40, 12:40, 15:40, 18:40, 21:40
Swiss 3+0 00:20, 6:20, 12:30, 18:20
3 Check
Arena 1+0 2:45, 5:45, 8:45, 11:45,
14:45, 17:45, 20:45, 23:45
Arena 3+0 3:15, 9:15, 15:15, 21:15
Swiss 1+0 00:40, 3:40, 6:40, 9:40, 12:40, 15:40, 18:40, 21:40
King of the Hill
Arena 1+0 00:45, 3:45, 6:45, 9:45, 12:45, 15:45, 18:45, 21:45
Arena 3+0 00:15, 6:15, 12:15, 18:15
Swiss 1+0 2:40, 5:40, 8:40, 11:40,
14:40, 17:40, 20:40, 23:40
Swiss 3+0 3:20, 9:20, 15:20, 21:20
Live960
Arena 3+0 2:15, 8:15, 14:15, 20:15
Swiss 3+0 5:20, 11:20, 17:20, 23:20
Swiss 10+0 2:35, 8:35, 14:35, 20:35

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