Forums

Need testrunners for Dragon's Chess: Game of Conquer, version 2c

Sort:
BattleChessGN18

Dragon Chess: Game of Conquer

(征服龍棋 - "Chengfoecklohng Kei")

(The following instructions guide will utilize Western transfiguration pieces and chessboard for instructional diagrams, rather than the original Xiangqi design; I've developed both designs, but haven't had the chance to use the Western figurines that I've spent so much time creating!)

 

Introduction

This Xiangqi variant introduces a series of new chessmen, mainly the Dragon piece. (龍)

Unlike in standard Xiangqi, the Knight (傌,馬) and Elephant (象, 相) pieces are replaced with upgraded, stronger versions of themselves: The Serpent (蛇, ) and Mammoth-Mastodon (猛, 獁), respectively. (Unlike the Elephant, Mammoth-Mastodons are no longer restricted to their own Kingdom.) Also, as Xiangqi was focused much on Orthogonal movement, Chengfoecklohng Kei re-introduces the substantiation of diagonals as an equal to orthogonals, as seen in western FIDE chess.

Many new concepts which are foreign to Xiangqi and FIDE chess are utilized to enhance gameplay, including the concept of Trample Capture, Transformation and Rank-Placement Empowerment.

The Dragon is a powerful piece, resembling a much-loved piece found in western FIDE chess!

.

.

.

Board Anatomy and Gamestart Positions

I - Components of the Board

........

 

II - In Chengfoecklohng Kei (ver. 2c), players may choose from 3 different options for starting positions in which to play a match.

  • Traditional

 

  • Seige Line

 

  • Imperial Gate Deployment

 

 

 

Rules of the Dragon

(The most important section of this instructional guide!)

Dragons do not appear at game-start. Rather, they come into play during a player’s turn.

I - Appearance of Egg

  • When a player moves a chessman into enemy Imperial Borders, a new Egg is added into his/her inventory. An infinite ∞ number of Eggs can be contained in a player’s inventory.

(In the example above, White plays Ci5x12; capturing the Snake. In doing so, White’s Cannon has crossed into enemy Imperial Borders and, therefore, is rewarded with an Egg added to White’s Egg Inventory.) 

(Clarification: the same player can cross the same chessman out and back into enemy Imperial Borders again, repeating the process as many times as desired; each time the chessman does, a new Egg is added into player’s territory.

  • Induction – During a turn, player may take an Egg from his/her inventory and place it in his/her own Kingdom. Player may not have more than 3 Eggs on the board at a time. Inducing Egg onto the board counts as a move.
  • Eggs can neither move nor capture, though they can block sliding enemy Chessmen and be captured.

.

II - Appearance of Dragon

  • If the Egg meets both of the following conditions, that Egg has the option during its owning player’s following turn, or any other subsequent turns after that, to Hatch into a Dragon. 
    • It survives after 3 opponent turns have passed since its Induction on the board
    • It survives after a capture is performed (by the owning player or the opponent)
  • Hatching counts as a move.
  • A player may not have more than 3 Dragons on the board at a time.
  • Rank-Placement Empowerment - A Dragon is designated 1 of 4 strength levels, which dictates how powerful its range is. The strength-level assigned that Dragon depends on which rank its Egg was originally Induced. If Egg was placed in
    • Player’s back 3 ranks, resulting hatch is a Base Dragon (龍).
    • Player’s *4th or *5th rank, resulting hatch is a 2-Strong Dragon ().
    • Player’s **6th rank, resulting hatch is a 3-Strong Dragon ().
    • Player’s ***7th rank, resulting hatuch is a 4-Strong Dragon (𪚥).

................*Ranks 10 and 11 for Black/Player II..............**Rank 9 for Black/Player II..............***Rank 8 for Black/Player II

....................(The powers of the Dragon is described in “Piece’s Power” section.)

 

BattleChessGN18

Piece’s Power

I – Rook (俥,車) – Moves and captures like the western Rook: slides orthogonally over an unlimited number of squares (intersection-points)

..........Class – Battlefield, Major Powerpiece

 

 

II – Mammoth-Mastodon (猛,獁) Moves and captures by sliding diagonally, always skipping odd-numbered squares

(Note – Due to the dimension of the board and the Mammoth-Mastodons placement, enemy Mammoth-Mastodon’s can never be a threat to one another; since they will never land on the same square as the opponent’s!)

(Clarification – Mammoth-Mastodon cannot leap; will be blocked by intersecting pieces, even those that are standing on a skipped square.)

The Mammoth-Mastodon can perform Trample Capture (Read more in the “Trample Capture” Subsection of “Special moves”.)

..........Class – Battlefield, Minor Powerpiece, Auxiliary

 

 

III – Serpent (蛇, ) – Capturing power varies slightly from moving power –

  • Moves by sliding orthogonally 1 square and then as far as 2 more square diagonally outwards
  • Captures like moving power, but additionally may capture by leaping 1 more square even further diagonally outwards from as far as its moving power can reach.

(Clarification – Cannot leap, like the Knight in FIDE chess; intervening pieces will block Serpent’s further movement; except for capturing at range 4.)

..........Class – Battlefield, Moderate Powerpiece

 

 

IV – Immortal Priest (仙, 山) – Moves and captures within his own Kingdom by leaping diagonally over an unlimited range of squares

..........Class – Sentinel, Minor Powerpiece

 

 

V – Guardian Advisor (仕, 士) – Moves and captures within his/her Palace by sliding 1 square diagonally

..........Class – Castle wall, Basic

 

 

VI – Cannon (, 砲) – Capturing power varies slightly from moving power –

  • Moves by sliding orthogonally over an unlimited range of squares
  • Captures by leaping orthogonally over exactly 1 intervening piece

(Clarification - As demonstrated in the above example, never may a Cannon ever leap over a piece to move onto that square; there must always be an enemy piece there for capture. Likewise, the Cannon may not simply take an enemy piece on its orthogonal path; there must always be exactly 1 piece obstructing the path between Cannon and the target enemy piece.)

..........class – Battlefield, Moderate Powerpiece

 

 

VII – Battering Ram (, ) – Capturing power varies slightly from moving power –

  • Moves by sliding orthogonally over as many as 3 squares
  • May optionally capture 1 square forward from final destination

(Clarification – Any piece being captured will never be on the same square which the Battering Ram lands. Also, if an enemy piece occupies a square that’s orthogonally adjacent to the Battering Ram, the Battering Ram may capture it without having to move!)

..........Class – Battlefield, Moderate Powerpiece 

 

 

VIII – Terracotta Soldier (,) – Capturing power varies slightly from moving power –

  • Moves by sliding diagonally over as many as 3 squares
  • Captures like moving power, but additionally may capture by leaping exactly 4 diagonal squares

..........Class – Battlefield, Minor Powerpiece

 

 

IX – foot-soldier-private (卒, 兵) – (Unlike the pawn in FIDE chess) Moving and capturing powers are the same: moves and captures forward 1 square

When crossed into his/her opponent’s Kingdom, foot-soldier-private additionally has the power to move/capture one square sideways.

(Clarification – Like FIDE chess, pawn can never retreat backwards; always moves forward.)

Foot-soldier-privates have the ability to Transform. (Read more in the “Transformation” subsection of “Special Moves”)

..........Class – Battlefield, Basic

 

 

X – Qilin (麒,麟) – Moves and captures within its own Kingdom by leaping orthogonally over an unlimited range of squares

..........Class – Sentinel, Moderate Powerpiece

 

 

XI – General-Officer (帥,將) – Moves and captures within his Palace by sliding 1 square orthogonally

Rules of check/checkmate apply.

“Flying General” Rule – In the theoretical situation where two Kings stand in the same file without any pieces in-between them on that file, the Kings are considered to be in check by each other: The King to move would be able to orthogonally cross the board on that file to ‘defeat’ the enemy King. Since Kings can never be in check with each other, the Kings are never allowed on the same file without at least one intervening chessman on that file!

..........Class – Castlewall, Basic, Indispensable

 

 

XII – Phoenix-Empress (媓,凰) - Moves and captures within her own Kingdom by leaping diagonally or orthogonally over an unlimited range of squares.

Phoenix-Empress appears on the board through combining two pieces. (Read more in “Queen Aggregation (Chengfoecklohng Kei Version)” subsection of “Special Powers”.)

..........Class – Sentinel, Moderate-Major Powerpiece, Latter

 

 

XIII – Dragon (龍,,,𪚥) – All Dragons’ capturing power varies slightly from their moving.

  • Base Dragon (龍) –
    • Moves by sliding as far as 3 squares orthogonally or diagonally
    • Captures like moving power, but additionally may capture by leaping exactly 4 squares orthogonally or diagonally

..........Class – Battlefield, Moderate Powerpiece, Latter

 

  • 2-Strong Dragon () –
    • Moves by sliding as far as 6 squares orthogonally or diagonally
    • Captures like moving power, but additionally may capture by leaping exactly 7 squares orthogonally or diagonally

..........Class – Battlefield, Major, Latter

 

  • 3-Strong Dragon () –
    • Moves by sliding as far as 9 squares orthogonally or diagonally
    • Captures like moving power, but additionally may capture by leaping exactly 10 squares orthogonally or diagonally

..........Class – Battlefield, Major, Latter

 

  • 4-Strong Dragon (𪚥) –
    • Moves by sliding as far as 12 squares orthogonally or diagonally
    • Captures like moving power, but additionally may capture by leaping exactly 13 squares on a file, whenever it is on a border rank

..........Class – Battlefield, Major, Latter

BattleChessGN18

Special Moves

I - Transformation – At the final rank of the board, the pawn has the option to be switched out for the Powerpiece which originated on the file that the pawn is being switched out on.

(Example – a-file and m-file: Rook, b-file and l-file: Cannon, c-file and k-file: Mammoth-Mastodon, etc.)

The one exception is g-file, where the option for Transformation is not into an Immortal Priest. Rather, the option for transformation is into a Base Dragon. Transformation counts as 1 move.

(Clarification – Unlike pawn-promotion in FIDE chess, pawn Transformation is optional, and such maneuver is a single move, which no other movement is allowed to be made before or afterwards within the same turn. Pawn-promotion, in contrast, mandatorily occurs immediately after a pawn’s entrance into the final rank.)

 

 

II – Trample-Capture –If 1 or 2 intervening enemy pieces stand in the Mammoth-Mastodon’s path of a target enemy piece, the Mammoth-Mastodon may capture the target enemy piece as well as those intervening enemy pieces. Final destination of Mammoth-Mastodon is target enemy square.

(Clarification - The Mammoth-Mastodon seeking to perform Trample-Capture cannot simply leap over intervening enemy piece to Trample-Capture it. Without a target enemy piece to capture, the Mammoth-Mastodon will simply be blocked by the intervening piece. Likewise, if there are 3 or more intervening enemy pieces, or if at least 1 intervening piece is not an enemy piece, Trample-Capture may not occur. Consult diagram above.)

 

III - Queen Aggregation (Chengfoecklohng Kei Version) – Whenever one of two specific piece types of a player have line-of-sight of the other, the piece with line-of-sight of the other may “combine” with the other to produce the Phoenix-Empress piece. Specific pieces valid for combination –

  • Qilin and Immortal Priest
  • Rook and Immortal Priest
  • Dragon and Immortal Priest
  • Dragon and Qilin

(In this example, White plays Ra-i3==P. Since an allied Immortal Priest is already occupying the i3 square, White’s Rook moving onto that square will produce a Pheonix-Empress; since valid combinations include that of a Rook with an Immortal Priest.)

 

BattleChessGN18

Classifications

There are at two categories in which pieces are generally classified in Chengfoecklohng Kei.

(Side note - Other lesser classifications outside these categories also exist and are used in a few pieces.)

I - Zonal Restriction – This class describes what part of the board a piece has control over.

  • Castle wall – The chessman may only maneuver within his/her/its own Palace; he/she/it is otherwise prohibited from maneuvering within his/her/its Kingdom, let alone the opposing Kingdom, if it is outside the designated 5x5 region.
  • Sentinel – The chessman is free to maneuver only within his/her/its own Kingdom, both inside and outside the Palace, but not in his/her/its opposing Kingdom.

............(Side note – All Sentinel pieces in Chengfoecklohng Kei are line-leapers.)

  • Battlefield – The chessman has unrestricted access all across the board; he/she/it is allowed to land on squares in both Kingdoms and both Palaces.

............(Side note – The majority of Chengfoecklohng Kei pieces fall into this category.)

II - Power-Level Hierarchy – This class categorizes pieces based on piece's power potency.

  • Basic – Piece’s power per turn is at the most minimal level in terms of control over the board.
  • Powerpiece – Pieces which hold substantial powers above “Basic”
    • Minor
    • Moderate
    • Major

 

 

 

Notation

In addition to the standard notation for FIDE chess game-recording, the following are additional rules of notation specific to Chengfoecklohng Kei.

 

I – Piece notation – Chinese characters can be utilized. However, if player chooses to use letters of the English alphabet instead, the following letters are used.

  • Rook – R
  • Mammoth-Mastodon – M
  • Serpent – S
  • Immortal Priest – I
  • Guardian-Advisor – A
  • Cannon – C
  • Battering Ram – H  (clarification – Since “R” is already used for Rook and “B” might be confused with FIDE Bishop, “H” is deployed for Siege Hammer.)
  • Terracotta Soldier – T
  • Qilin – O  (clarification – Q might be confused with FIDE Queen. O is deployed for Ox, which body component makes up the Qilin Chimera.)
  • Phoenix-Empress – P
  • General-Officer – G
  • D1 (or simply “D”) – Base Dragon
  • D2 – 2-strong Dragon
  • D3 – 3-strong Dragon
  • D4 – 4-strong Dragon

 

II - Notating Maneuvers unique to Chengfoecklohng Kei

  • Queen Aggregation – (Piece with line-of-sight of other piece and starting square)–(destination square)=P    examples – Rh5-h7==P, Id4-c5==P, Ca2-l2==P]
  • Optional Trample-Capture notation for clarity – Start-parenthesis, xx and square which enemy piece is being Trample-Captured, End-parenthesis [examples – Tf7xf9 (xxf8), Mh11xl7(xxi8)]
  • Optional Egg Addition into Player’s Egg Inventory for clarity – (Regular notation for move), start-parenthesis, asterisk(*), “EGG”, end-parenthesis [examples – Rd1-d14(*EGG), g8-g8(*EGG), Hi6xe10(*EGG)]
  • Pawn transformation – (final-rank square which pawn is standing)===(designated Powerpiece which pawn will be transformed)  [examples – m14===R, e1===S, g14===D]
  • Notating Battering Ram capture – H(Battering Ram’s first position)-(destination square)(start-parenthesis, x(square of enemy piece being captured), end-parenthesis)  [examples – Hm8-j8(xi8), Hh9-h11(xh12), He7-e8(xe9)]
  • Notating Egg Hatching into Dragon – Square where Egg stands === D1/D2/D3/D4  [examples – b4===D2, j7===D4, d1===D1]
BattleChessGN18

Game type - Chengfulohng Kei, V2c testrun

10/18/20, 8:45pm, Pacific Standard Time

Location of game: Chess.com, "Chess Variants" forum

White: MR_McCHESS, Black: BattleChessGN18

Starting Position - Imperial Gate Deployment

 

 

Player I (White), please make your first move. =) And, thank you greatly for volunteering to help me testrun this.

Good luck!

 

BattleChessGN18

MISTER_McCHESS's move - 

01. Tc2-e4

Click here for BattleChessGN18's view as Black

 

 

 

 

 

BattleChessGN18's move - 

(In this testrun, my move will actually list all the moves up to so far.)

01. Tc2-e4                    01... Ck-i11

02.                                02...

03.                                03...

04.                                04...

05.                                     05...

Click here for BattleChessGN18's view as Black

 

BattleChessGN18

02. Sc3-d5 is unavailable right now, because your Cannon on c4 is blocking its path. (Unlike the Knight in FIDE, the Serpent is actually a slider, not a leaper; since the Xiangqi Horse is a slider.)

(However, It would be able to leap to f7, if there was a piece there to catch. It's tricky. Let me know if you get why or if you need further explanation.)

BattleChessGN18

Your other Cannon is blocking your other Snake; it can't move to j5 from that position. 

BattleChessGN18

MISTER_McCHESS's move - 

2. Sk3-h5

Click here for BattleChessGN18's view as Black

 

 

 

 

 

 

 

BattleChessGN18's move - 

01. Tc2-e4                    01... Ck-i11

02. Sk3-h5                    02... k9-8

03.                                03...

04.                                04...

05.                                     05...

Click here for BattleChessGN18's view as Black

BattleChessGN18

MISTER_McCHESS's move - 

03. Tk2-i4

Click here for BattleChessGN18's view as Black

 

 

 

 

 

 

BattleChessGN18's move - 

01. Tc2-e4                    01... Ck-i11

02. Sk3-h5                    02... k9-8

03. Tk2-i4                     03... Ci11x6 (*EGG)

04.                                04...

05.                                     05...

Click here for BattleChessGN18's view as Black

stevehinkle10

"Peep!" Hey, that's a chicken egg, not a dragon egg!

stevehinkle10

A Mammoth-Mastodon.

BattleChessGN18
stevehinkle10 wrote:

"Peep!" Hey, that's a chicken egg, not a dragon egg!

Funny you mention this. In an earlier version's test-run, I accidentally wrote "Black's/White's Chicken Egg Inventory" in Chinese; apparently, "Egg" was google-translated into "Chicken Egg" in Traditional chinese! xD (I submitted a feedback addressing this translation's error to google-translate; hopefully they cix this. lol)

BattleChessGN18
MISTER_McCHESS wrote:

I forgot about this.

what's the piece on k1?

lol It's alright that you don't remember these pieces. I wouldn't blame you. I introduced too many new characters for someone to sit and learn within just 5-10 minutes. 

stevehinkle10
BattleChessGN18 wrote:
stevehinkle10 wrote:

"Peep!" Hey, that's a chicken egg, not a dragon egg!

Funny you mention this. In an earlier version's test-run, I accidentally wrote "Black's/White's Chicken Egg Inventory" in Chinese; apparently, "Egg" was google-translated into "Chicken Egg" in Traditional chinese! xD (I submitted a feedback addressing this translation's error to google-translate; hopefully they cix this. lol)

Apparently I forgot to say that I was just making a joke.

BattleChessGN18

Haha I already realize you were.  I suppose my response accounting the true event wasn't as comedic. Though, what was funny is that Dax00, the fellow testrunner, kept his/her Chinese-proficient mouth shut and let me proceed half-way through the game with "Chicken egg inventory" in the diagrams. =P We laughed about it once I figured it out.

Of course, one must remember chickens and dinosaurs; dinosaurs and chickens; dragons are dinosaurs with wings. (I think) O.o

stevehinkle10

Can your pieces capture your opponent's Immortal Priest?

BattleChessGN18

@MISTER_McCHESS It's the Mammoth-Mastodon (猛, 獁). (Sorry, I should have said that SteveHinkle10 got it right.)

 

 

@SteveHinkle10 Absolutely can.

The Immortal Priest (仙, 山) can capture pieces only within his own Kingdom, whereas Battlefield enemy pieces (those enemy pieces that have access everywhere across the board) can cross into his Kingdom to capture him.

BattleChessGN18

Mr_McC, What do you think about this following rule, just for thought? (I may or may not want to implement it in the next testrun, depending on our consensus.)

 

After 3 opponent turns have passed since egg induction, players don't get to transform the Egg into a Dragon just yet. Rather, they gain the option, before making a move, to flip 3 coins***. The following would be the consequence for each head-tail combination:

I - No heads, all tails - The Egg loses all chances to ever transform into a Dragon for the remainder of the game

II - 1 heads, 2 tails - The Egg does not transform into a Dragon; player may, however, try another coin flip again during his/her following turn.

III - 2 heads, 1 tails - The Egg has the option to transform into a Dragon not that turn but his/her following turn.

IV - All heads, no tails -  The Egg may transform into a Dragon that turn, per its player's discretion.

(Reminder: Transformation counts as 1 move.)

 

Do you think this is a good idea? Or, do you think it's too early to tell, and we should wait until we actually perform Dragon play?

BattleChessGN18

MR_McCHESS's move -

04. Mi1-m5

BattleChessGN18's view as Black


 

 

 

 

 

BattleChess's move - 

01. Tc2-e4                    01... Ck-i11

02. Sk3-h5                    02... k9-8

03. Tk2-i4                     03... Ci11x6 (*EGG)

04. Mi1-m5                  04... Mk14-e8 

05.                                     05...

BattleChessGN18's view as Black