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Bulldog chess with Witch (HorusTheThird - Superman)

A player has three days to move. If no move within that time, you can issue a warning, and if no move within one extra day, the opponent is a "no-show" and you win.
I made some proposals for correspondence rules a while ago (here). If anyone thinks 3 days is too long, leave comments there.
This thread is for a game of "Bulldog Chess with Witch" between HorusTheThird and Superman.
Game rules:
Board: 10 x 8 (see image below).
The pieces:
Guard (G) - Moves and captures like a king
Witch (W) - The witch is transparent to friendly pieces, and she also makes all adjacent pieces (friend and foe) transparent to friendly pieces (but pieces are not transparent for the witch). The witch does not capture other pieces, but she can be captured. Although pieces are not transparent to the witch, she is very agile; she combines the movement of queen, knight, and can jump orthogonally and diagonally two squares. Transparency of a piece means that other pieces can move, attack, and capture right through the piece.
Board Setup:
Note the position of black's king and queen are switched compared to classical chess. This is so the guard and witch are equal distance to each player's king and queen.
Castling: (*** Revised from previous games ***)
The rules of castling are similar as in classical chess, however, with the board 10 squares wide, the king travels three squares rather than two. The rook finishes adjacent to the king (white: d1 or h1; black c8 or g8). All squares between the king and the involved rook must be unoccupied, with the exception of the witch (a witch is transparent to pieces in her own army so castling across the witch is allowed).
Other rules of this game are identical with rules of classical chess.
HorusTheThird plays white.