New chess for 100 board with two kings and two queens. Pawns can move from position to 3 square. Modern 100 Chess is played like orthodox chess except for some rule changes. The neoclassic chess on 10x10 board adds two pawns, 1 King and 1 Queen for others parts. Pawn can move the triple move can be done on first move only. You win if you checkmate one of Kings or double check Kings if imposible protection. In this variant posible to checkmate with one Knight one Bishop, one Pawn two Kings. Object: checkmate one or two kings https://www.zillions-of-games.com/cgi-bin/zilligames/submissions.cgi?do=show;id=2823
The griffin https://www.chessvariants.com/piececlopedia.dir/griffon.html starts its move by moving one square diagonally and then moving any number of squares vertically or horizontally.  It can also just move just one square diagonally, and if there’s a piece along its path then it’s blocked by that piece and can’t move beyond it, although it can also capture an enemy piece along its path before stopping.  I think the griffin would make an interesting addition to the fairy pieces as it has properties similar to that of a rider but is also different in the sense that the first part of its path is different from the rest of its path in terms of being diagonal instead of vertically or horizontally.
I have a thermopylae rating of 1768. Why is my composed rating 2024? I hever even got close to 2000
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imchesspro0930 Sep 14, 2024
Screen Antichess game is very lively and fun. It will certainly suit those who prefer action and eschew bland and monotonous games. You won't be bored in Screen Antichess.The rules are quite simple:The game is played according to the rules of Losing Chess.At the beginning of the game, both players place their pieces on their half of the board. Neither player sees the other's pieces until both have placed them. To prevent players from seeing the process of arranging each other's pieces, a screen is used.When placing, the following restriction apply:- Pawns may not be placed on the first rank.Bishops can be placed on squares of the same color.No castling / Yes en passant. Like regular Losing Chess, the game can be very fast-paced.The way players place their pieces on the chessboard has a huge impact on the entire outcome of the game. We can say that Screen Antichess is a game - a battle of starting positions, a battle of chess formations, a duel of chess improvisations.It is impossible to give any winning formation as a guide.In each individual case, each chess formation will work differently.For example, in this starting position: White wins in 16 moves. But if Black uses another formation, then the situation will be completely different: Knowing your opponent, the ability to 'read' him, is one of the key elements on the path to success. Psychology plays an important role in Screen Antichess. For example, let's say we know that our opponent, playing black, will use a standard starting chess formation. Well, or he himself openly tells us about it. In this case, we can go for the following starting position: We will have an easy win in 16 moves. We are waiting for Black to finish placing his pieces. The screen is removed... We were wrong in our expectations. EV minus 6 and the game cannot be saved unless the opponent makes a blunder. And judging by his sly grin, he will bring this game to the end. The positions that arise in Screen Antichess cannot be compared with the positions that are typical for playing regular losing chess. For example, let's return to our game, where our cunning opponent, was already preparing to celebrate the victory. The first moves have been made and we have the following position: Black to move and #11 Black has six capture options: 1. ...de5, 1. ...Nxd2, 1. ...Nxf2, 1. ...Bxe5, 1. ...Bxh4, 1. ...Qxg2  Only 1...Nxf2 leads to the goal (#11): 1. ... Nxf2 2. Nxg6 Bxb2 3. Nxe7 e5 4. Nxf5 exf4 5. Nxd6 cxd6 6. Raxf4 Nd3 7. cxd3 Bf6 8. Rxf6 d5 9. Rxb6 Nd4 10. Rxd4 d6 11. Rxd6#  Interestingly, 1...Bxh4 brings victory to White in 12: 1... Bxh4 2. Nxg6 Nxd2 3. Nxe7 Bxf2 4. Nxf5 exf5 5. Bxd6 cxd6 6. Ra5 Kxa5 7. h4 Bxh4 8. c4 Nxc4 9. b4 Kxb4 10. e3 Nxe3 11. a4 Nxg2 12. axb5 Kxb5#  As you can see, you won’t be bored at all during the game, and a losing starting position for one of the players does not guarantee his opponent a victory, since this victory still needs to be achieved, avoiding a lot of pitfalls that may not allow you to get the desired result. I hope you enjoyed this version of Antichess and you can have fun and useful time at the chessboard.
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TheMidnightExpress12 Sep 13, 2024
Promotion should be more flexible: it would be better if we could define promotion for non-pawn variants and select specific squares for promotion for each player, that would already add tons of possibilities for variants it would be really cool if we had more fairy chess pieces, these are some of my suggestions: Crowned Rook: Rook + Ferz Crowned Bishop: Bishop + Wazir Wizard: Ferz + Camel Champion: Wazir + Alibaba Modern Elephant: Ferz + Alfil Woody Rook: Wazir + Dabbaba Xiangqi Cannon: moves like a Rook but it must jump over one piece to capture Crowned Chancellor: Chancellor + Ferz Crowned Archbishop: Archbishop + Wazir Zebra: (3,2) Leaper Bison: Camel + Zebra Buffalo: Knight + Camel + Zebra and many more… it would also be cool if we could set KOTH squares for each player, for example: a variant where if the white king reaches the 8th Rank then white wins, if the black king reaches the 1st rank the black wins
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Lucas1009991 Sep 9, 2024
Is there any way to change the background colour of the piece pocket and the promotion option for the Black?
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TheMidnightExpress12 Sep 9, 2024
*Feel free to spot the mistakes (if this forum has any) Warui-shogi, like chess, can be divided into the opening, middle game and endgame, each requiring a different strategy. The opening consists of arranging one's defenses and positioning for attack, the middle game consists of attempting to break through the opposing defenses while maintaining one's own, and the endgame starts when one side's defenses have been compromised. 1. Tactics Many basic tactics of Warui-shogi are similar to those of chess tactics, involving forks, pins, removing the defender and other techniques, all of which are considered very strong when used effectively. However, other tactics, particularly ones involving dropped pieces, have no parallel in western chess. List of commonly used tactics: — Fork: a move that uses one piece to attack two or more of the opponent's pieces simultaneously, with the aim to achieve material advantage, since the opponent can counter only one of the threats. Pic 1: An example of Fork — Pin: occurs when a defending piece that is attacked by a ranging piece cannot move without exposing a more valuable piece behind it. Pic 2: An example of Pin — Skewer: occurs when a defending piece that is attacked by a ranging piece is compelled to move, exposing a less valuable piece behind it. Pic 3: An example of Skewer — Piece sacrifice: can be very useful in checkmating situations in order to force the king of one's opponent into mateable position. [Insert picture here] Pic 4: An example of Piece sacrifice — Striking soldier: dropping a soldier directly in front of an opponent's piece immediately attacking it. Pic 5: An example of Striking soldier — Dangling soldier: a soldier that is dropped in a position in which it can promote (to a mann) in the player's next move. Pic 6: An example of Dangling soldier — Nifu: dropping a soldier in a file that already has your own soldier(s). Pic 7: An example of Nifu 2. Relative values Warui-shogi pieces may be considered to have different valuations in which some pieces are generally more valuable than others – all other things being equal. (Cf. piece value in western chess.) There are three main valuation groups: — The king which has an absolute value since the game is lost if mated — The three majors (most mobile): chariot, bishop, mann — The three minors: soldier, dabbaba, ferz The three majors and the three minors can be further grouped in the following valuation hierarchy: chariot > (bishop, mann) > (dabbaba, ferz) > soldier Warui-shogi pieces' can also be formalized with specific numerical values. This is particularly common in the explicit formalizations found in its community. The numerical pieces' values: Pieces Values Soldier 1 Dabbaba 3 Ferz 3 Mann 7 Bishop 7 Rook 10 King ∞ 3. Castle In Warui-shogi, defensive fortifications protecting the king are known as castles. There are many types of castles and variations which can be used, but it is essential to understand which ones are useful in the current situation and how to compensate for its weak points. Three simplest castles are listed below. 3.1. Dabbaba-Ferz castle Pic 8: Game example of Dabbaba-Ferz castle Dabbaba-Ferz castle is one of the simplest castle. It can easily be achieved by ranging the Chariot to the center or the left side, moving the king to the Chariot's initial position then move the Ferz to the King's left side (or moving the Ferz first then move the King). Because of the gameplay, Dabbaba-Ferz castle has some weaknesses on the front and on the side. One of its variants (the King is on the square below the Chariot's initial position) secured the frontier weaknesses, with some conditions only. Pic 9: Game example of Dabbaba-Ferz castle's variant 3.2. Dabbaba-Chariot castle Pic 10: Game example of Dabbaba-Chariot castle (with an advanced Chariot-head soldier) Dabbaba-Chariot castle is mostly the same as Dabbaba-Ferz castle, where the Chariot is placed next to the King and the Ferz doesn't move. Because of the placements of the Rook, Dabbaba-Chariot castle has some weaknesses on the front and on the side. 3.3. Static Chariot castle Pic 11: Game example of Static Chariot castle Static Chariot castle is one of the simplest castle for Static Chariot players. It can be achieved by moving the Ferz to the Chariot's left-side, and then moving the King behind the Chariot. Because of the Ferz and King placement, Static Chariot castle has some weaknesses on the front and on the side. 4. Introduction of theories 4.1. Opening theories Pic 12: An example of the Opening This is when you start and form your pieces for attack and defense. The aim of this phase is to position your pieces for better attack and stronger defense. You will also choose which opening strategy you will be using. Openings can be classified as Static Chariot openings, where the offense is supported by the chariot in its original position, and Ranging Chariot openings, where the chariot moves to the center or left of the board to support an attack there. Guideline for the opening: — Put the king in safety (Castle the king) — Develop the pieces and set up the attack (Creating frontline) — Defend your space behind the frontline — Do NOT fall into enemy's tricks / traps 4.2. Middlegame theories Pic 13: An example of the Middlegame This phase is when you initiate your attack moves and exchange pieces, hopefully to your advantage. You will try to converge the attack to where your opponent's King is. You judge the situation with the position of your pieces and also with the value of pieces you have on the board and on hand. Guildline for the middlegame: — Take the initiative and gain tempo — Converge the attack to where your opponent's King is — Use tactics to get material / positional advantage — Go for attack, if you see one and you're confident — Do NOT blunder 4.3. Endgame theories Pic 14: An example of the Endgame The collapse of one side's defense marks the beginning of the endgame. Once a player has broken through the enemy lines, the opponent's king can be easily trapped by its own pieces. In the endgame, it comes down to a race over who can checkmate the opponent first. The value of pieces at hand is not as important. By counting the number of moves until checkmate (assuming the opponent doesn't get to move) for both Black and White, this will help to influence decisions on whether to attack or defend. A simple mistake can change the flow of the game drastically. Among this, there are many other delicate factors to look out for within the endgame, including sacrificial attacks and traps. < Previous: How to play > Next: (the page does not exist)
old old chess battle advancwed cansome one find one plz
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A-Optimusprime Sep 2, 2024
Do you know the custom variant chess piece code for the stylus (from Chrome Web Store)?
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phamthanhbinh2023 Sep 1, 2024
Title Comment 0: If you played 0 new variants. 1: If you played 1 new variant, name of variant? 2: If you played 2 new variants, name of variants? 3: If you played 3 new variants, name of variants? 4: If you played 4 new variants.
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Nyutixbrother Aug 31, 2024
https://www.youtube.com/channel/UCIzkJBqRXbXeW7fJITua_Ag This is my channel. Please subscribe. 
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ChessMasterGS Aug 27, 2024
During the Gupta Golden Age of the United Kingdom of Musical Instruments world, there are are references to the existence of the first clear predecessor of the Royal United Chess Association/Academy (Associazione/Accademia Scacchistica Reale Unita, ASRU) within the United Federations/Universal Federation of the Greater Game (Federazioni Unite/Federazione Universale Giocata Maggiore, F[F]U[U]GM) of the modern United Kingdom of Musical Instruments. Out of what little remains of the records of the history of this organization, archaeologists have been able to learn the rules this organization was using to govern official play: Dvisenā must allow space for a second copy of the King’s row of pieces to start on the board and only the King on the player’s second rank is royal. All Chaturanga moves are legal and the pieces must have consistent moves. (The Chaturanga Chariot was not necessarily a Chess Rook yet and multiply-colorbound pieces would often be avoided even if not strictly commanded by this rule) Any piece may promote on the ranks of the opponent’s pieces. (Promoted pieces have the moves of the Chess King and often retain their primary longer moves, but the Kings would often start promoted)
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Tnt_Userbruh Aug 24, 2024
This is a new VARIANT that is very fun and has been tested and refined for over a year. The Idea is EVERY TIME ONE OF YOUR PIECES GETS CAPTURED YOU GET TO CHANGE THE VARIANT Rule doc PLZ READ : Rules document for switchy chess
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thedexwrecker Aug 22, 2024
1.Crazyhouse should have these fixes :- point mode-Instead of getting the piece,we get the points to buy new piece.It will be more flexible. Seirawan rule-We should get a option for selecting Crazywan rule and one for keeping crazyhouse and seirawan separate.(Seraiwan starts first.) Setup back rank limit-We should get a option for selecting if we want crazyhouse to be limited to back ranks or keeping crazyhouse and setup separate.(Setup starts first.)
Do Comment if I am wrong. Queen - 7 Knight/Rooks - 5 Bishops - 3 Pawns - 1 I like knight more than rooks because it jump over walls. Sometimes the Queen is useless when all the files and diagonals are blocked (which is very rare). Some Strategies: Allow your opponent to capture your pieces. It will gain time for you. Bishops are the second weakest piece after pawns. Always try to exchange them. Blockade a passed with a king/bishop. Try to block files with the bishop. Try to stop a capture if it blocks your pawns. Also note that Petrified variant is drawn if 1 player moves only his pieces.
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Philodina Aug 21, 2024
In Drawback Chess https://www.drawbackchess.com you win by capturing the enemy king by capturing, and moving through check is allowed. Castling through check, and out of check is also allowed but if you try to castle out of check or through check then your opponent can take your king en passant by moving to a square your king passed through or the square your king moved from. For instance in this game https://www.drawbackchess.com/game/4d1b07a82a8e8097bb981fc242ebca36/white my opponent tried to castle out of checkmate by castling queenside, so I placed my queen on the starting square of the enemy king in order to capture it. I think similarly on this site there should be a variant of capture the king, in which if your opponent tries to castle out of check or through check you can take their king en passant by landing on the square their king left from or a square their king passed through even if you aren’t attacking the square their king landed on. As a compliment to that I think there should be a variant for games that aren’t capture the king, in which it’s possible to castle through check or out of check so long as the square you land on is safe. For instance in this second variant, in this position White could get out of check by castling like this I also think there should be a variant, in which it’s possible to castle when there’s pieces between the king and rook, so long as those pieces are enemy pieces, with those pieces being captured. In this third variant if there was a position like this Black could castle queenside like this Which would capture the two white knights, and so it could be denoted something like O-O-Oxc8xd8
Hi, I am not sure who to report these bugs to, so I'll just put it here (I also sent a bug report but I am not sure where it goes): 1) Long castling jump: Consider a case where one can castle long, except that a piece occupies b1/b8. Then one should be able to cast the skip spell and castle, but it does not work. 2) Castling while the king/rook is frozen should not be possible by the freeze spell's rule. However, if only the rook is frozen, the king can still castle, and the frozen rook moves as if it wasn't frozen. Interestingly, I had both situations in games, but you can verify it in the analysis board too.
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AarushSharma0607 Aug 13, 2024