Hello Variants players! We recently raised the issue of the rating system in Chaturaji. The main "problem" is that there are a lot of games with playing for 2nd and teaming/collaboration cases that are extremely hard to verify (yet we're doing this!). We have several possible actions (changes) we can make, so we would like to bring this up to community to hear your feedback and thoughts, especially from high-rated chaturaji players. Thus, we're opening a Variants Poll with 3 questions that we (admin team) will consider in further decision making. All Chaturaji players who belong to at least one of the categories listed below will receive a poll when the Variants page is loaded. Chaturaji Blitz 2100+ Chaturaji Rapid 1900+ Understanding the problem with FFA/Solo in Chaturaji FFA In FFA, the points distribution is defined as "+3  +1  -1  -3" (not taking Glicko RD into consideration). Therefore, the second place receives the amount of points that is equal to 1/3 of what the first place gains, which is usually a good amount of points. While this compensates an extreme imbalance of the game (sometimes, the game outcome is fully undecided by specific player), it also encourages playing for second, which, first, reduces the game quality and makes others (3rd and 4th place who expected 2nd to play for a win) feel bad and, second, encourages pre-arranged teaming of two players that is very difficult to track. Solo In Solo, the points distribution is defined as "+4  -1.3  -1.3  -1.3," which means the 1st place gets 4 wins, and 2nd-4th all lose equally with 1.33 losses. This eliminates any sort of playing for second and forces everyone to play for the first place, which increases the game quality a lot, as well as solves the teaming issues at once. However, due to the balance issues in Chaturaji, players may (and will) lose their points even if they played literally perfectly, because of power imbalance leading to a low control of a single player over the whole game outcome. Poll questions Question 1.  Would you allow optional Solo mode in Chaturaji? Optional solo mode is an option for players rated above XXXX (e.g. 2100 or 2300) to play a solo game. Such games will have a min rating restriction of XXXX and will not be available for anyone having a lower rating. Question 2.  Would you change FFA to SFA in Chaturaji? SFA is a smooth transition from FFA to Solo. Games with a low average rating of players in a game (e.g. 1500) will use FFA that will gradually change to Solo as the average rating grows. The pure solo point within the transition is defined by admins and is set to XXXX (e.g. 2100 or 2300). Refer to this post to see more details about SFA (morph), FFA, and Solo. Question 3.  Would you make Chaturaji Anonymous by default? Anonymous does a great job in preventing teaming against higher-rated players and strives to reduce any player-targeting and pre-arranged teaming in general. Making Anonymous default will make most of the chaturaji games anonymous (i.e. chat disabled, player username and rating hidden). This may (and most likely will) hurt new players who wish to communicate and see who they're playing against by default, however will encourage a better average game quality. The Anonymous option can still be disabled manually by anyone when creating a new queue. How the polls work? Q: Is it anonymous?A: Yes. However, some players data, such as rating, may be used for statistics. Q: Is it possible to view, change or cancel selected option after voting?A: No. Q: How much time do I have to vote?A: Polls duration may vary, however, this poll will last 2 weeks. Q: Why can't I see the poll?A: Each poll has a target group of players determined by players rating. Only this group of players can see the poll. If you are a member of such group according to the table above, but still don't see the poll, please reload the page. Polls are only loaded when the page loads. Q: Is there a way to see updates on the voting results?A: No. However, in some cases, after voting is completed, the admin team may publish the results. Results See results here.
jackityjackjack Oct 10, 2024
White is just orthodox pieces. Black's front things are berolinas, but they can leap on first double move. The 2 swords are leutenants, which is a ferz + alfil but cna move 1 space sideways. they can't capture in this move. The piece to the right of the left leutenant is the 'general'. This is a rook + ferz. The piece at the bishop's location is the captain, which is a wazir + dabbaba.  There are 2 kings. The spartans only lose if one king is taken AND the other is mated, OR if they are double checked. The right knight thing is just an archbishop. I am not requesting chess.com to adapt this, but I find this rather interesting. Reminds me of Unequal Strategies (my UR custom variant submission) https://variants.world/posts/651 but much more diverse. Interesting variant, the creator made this balanced without the help of fairy stockfish. salutes to him.
jackityjackjack Oct 10, 2024
Black to move. I lost -19.1 just because I got it wrong.
Can you guys shrink the board size to 10 by 10? I do not see a single reason for the board to be 14 by 14, since it just makes play really uncomfortable.
Nyutixbrother Oct 5, 2024
Simple, like three check, but three checks must be made in row (in three subsequent moves). Whenever you do move that is not a check, counter on the opponent king is reset to three I think that in comparison to ordinary three check it would be more strategic, attempt to hunt the opponent's king would require more planing for the attack, but it would still require elevated kings safety and basically eliminate draws form the game.
Many player who open a challenge for less common variant or completely custom game are often waiting for a long time until someone accepts. I often see this open challenges and only reason I do not want to accept is time control.I think that many players who want to play rare variant or their own custom game just want to play it, and chose particular time control just because they had to choose one.It would be nice if could offer alternative time control and player creating a challenge would have option to accept it.if players creating a challenge could also disable receiving such offers I see no downside to this.Alternatively, there perhaps could be option for players creating a challenge to just set a time control range and players accepting a challenge could choose a time control within that range
Nyutixbrother Sep 21, 2024
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
jackityjackjack 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.
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
Lucas1009991 Sep 9, 2024
Is there any way to change the background colour of the piece pocket and the promotion option for the Black?
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
A-Optimusprime Sep 2, 2024
Do you know the custom variant chess piece code for the stylus (from Chrome Web Store)?
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.
Nyutixbrother Aug 31, 2024
https://www.youtube.com/channel/UCIzkJBqRXbXeW7fJITua_Ag This is my channel. Please subscribe. 
ChessMasterGS Aug 27, 2024
I think Fairy Stockfish should be added as an engine we can play against in variants, and possibly to evaluate games in variants. I think having an engine that's actually strong would be nice for variants.

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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