Final Wars - Beta

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Blocked Pawn Jumps

A Pawn can not jump over a square that is controlled by an opposing Pawn.

 

The two Black Pawns that are located on either side of the White Pawn can not jump two squares forward in one move because they are blocked by the White Pawn.

 

The White Pawn controls the square in front of each of the Black Pawns.

 

The White Pawn is called a Blocking Pawn because it blocks Pawn Jumps.

The two Black Pawns are called Blocked Pawns because they can not double step.

 

Both of the Black Pawns, in the above diagram, can move one square forward.

 

In Final Wars the en passant rule, that is used in chess, does not exist.

 

Using either blocked Black Pawn, in the above diagram, the Blocking Pawn Rule from Final Wars can be compared to the En Passant Rule from chess as follows:

 

1. Pawn does not move

2. Pawn steps one square forward, Pawn is captured.

3. Pawn steps one square forward, Pawn is not captured.

 

4. Pawn jumps two squares forward, Pawn is captured.

5. Pawn jumps two squares forward, Pawn is not captured.

 

In Final Wars there are only 3 possible options, the last 2 options that are shown above only apply to the en passant rule that is used in chess.

 

Note that a pinned Blocking Pawn still blocks a Pawn Jump.

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Steps vs. Jumps

 

In the above diagram:

The Pawn structure on the left occurs after the Black Pawn steps forward one square.

The Pawn structure on the right occurs after the Black Pawn jumps forward two squares.

 

The Pawn structure on the left applies to both Final Wars and Chess.

The Pawn structure on the right applies to Chess only, it is not relevant for Final Wars.

 

Jumps (Chess Only)

 

The 3 red circles, on the right, in the diagram indicate that an en passant capture is not a standard move as 3 squares are affected on the board.

 

The red arrow indicates that a decision is forced, a player can not delay capture. This forced decision results in immediate resolution of Pawn tension, either the position is closed or the Pawn is captured.

 

The blue arrow indicates that a player can close the position in one move. The player can also create a passed Pawn in one move but this is not shown in the diagram.

 

Steps

 

The 2 red circles, on the left, in the diagram indicate that a Pawn capture is a standard move as only 2 squares are affected on the board.

 

The green double sided arrow indicates that a decision is not forced, a player can delay or avoid capturing. The Pawn tension does not need to be resolved, both the Black Pawn and the White Pawn can remain in the position shown.

 

The blue arrows indicate that a player can close the position in two moves. The player can also create a passed Pawn in two moves but this is not shown in the diagram.

 

Grandmasters and Chess Engines

 

When playing over chess games played by grandmasters or when using a chess engine for analysis it should be noted that, in the significant majority of positions, they both generally prefer to maintain Pawn tension in the position.

 

When advancing a Pawn on its first move they tend to avoid jumping over a square that is controlled by an opposing Pawn.

 

You could say that they generally prefer the green arrow and mainly avoid the red arrow.

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Stage 1

 

Well that's all for now folks.

 

I am currently playing test games, that is my focus now.

You can find the link to those test games on page 2 of this topic.

 

This is the Beta release of the game, there is still more to show wink.png

Not sure when I will start showing all of that, please do not ask for that information now.

 

Warlord

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