Final Wars - 4 Ways

Random Unit Setup
The opening setup for each players units is random.
The starting positions of each players King and Queen is random.
The Rooks, Bishops, Knights and Pawns always start from fixed positions as shown in the above diagram.
The King and Queen always start on the central 2 files for each player, as shown in the above diagram, but the exact placement of the royal pair is always random.
For Over-The-Board play the opening setup can be determined simply by using a coin.
Each player flips a coin at the start of the game.
If the coin lands heads up then the King is placed on the white central file square.
If the coin lands tails up then the King is placed on the black central file square.
The player then places the Queen on the empty square next to the King.
For online play a program algorithm sets the random starting position for each player.

King Transfers
A player can perform a King Transfer once during a game.
The King always lands one square away from the edge of the board.
The Rook then swings around and is placed right next to the King.
When the King is moved 2 squares it is called a "Short Transfer"
When the King is moved 3 squares it is called a "Long Transfer"
Note that the starting position of the King is always random but after a King Transfer the King is always one square away from the edge of the board, this is true no matter which side of the board that the King is transferred to.
Note that it is called a King Transfer to avoid confusion, the final position of the King on both flanks is not the same as with castling in chess.

Stage 1
Well that's all for now folks.
I just showed the basic stuff really.
You know, just laying down the foundation.
Well, I guess you could say that the board design was important.
As every decent chess player should know, you play the board, not the pieces.
Same thing with game design really, you get the board right and everything else just falls into place.
Not sure when I am going to start showing the really important stuff, please do not ask me anything about that.
You see I got this other game that I made.
The game that I made for the grandmasters.
Warlord
Knight Tricks
Knights can be tricky little creatures.
They can be even trickier when there are more of them that can double jump on a large board that has a lot more pieces.
There is a technique that can be used for Knight Leaps (Double Jumps)
From the Knights square use the 4 diagonals just like a Bishop when moving away from the Knight and then imagine making a single normal Knights move back towards the Knight.
On a diagonal count 3 squares away from the Knight, then pick each square on either side, these are the 2 possible targets for the Knight in that direction.
If a possible target square is not occupied then imagine moving back towards the Knight using a normal Knight move.
If that square, when going backwards, is also not occupied then the Knight Leap is a valid move.
The 3 squares moving away from the Knight on the diagonal can be empty or occupied it does not matter.
The short blue arrow moving upwards to the right in the diagram is valid, it enters another players zone but this is not shown in full due to the lack of space in the diagram.
If the diagonal hits any edge of the board after only one or two squares then the technique should not be used.