Yes, and SF being triple (in my case quadruple) our ratings, you'd expect it to evaluate the position correctly
CTRL+V game
[Event "Stockfish+NNUE vs Lc0 (3|2)"]
[Site "?"]
[Date "2020.07.21"]
[Round "1"]
[White "Lc0"]
[Black "Stockfish NNUE"]
[Result "1-0"]
[ECO "E73"]
[GameDuration "00:14:52"]
[GameEndTime "2020-07-21T08:37:11.376 PDT"]
[GameStartTime "2020-07-21T08:22:19.102 PDT"]
[Opening "King's Indian"]
[PlyCount "273"]
[TimeControl "180+2"]
[Variation "Semi-Averbakh system"]
1. d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 5. Be2 O-O 6. Be3 Nc6 7. Nf3 e5 8. d5 Ne7
9. Nd2 Bd7 10. h4 h5 11. f3 c6 12. a4 Qc7 13. g4 b6 14. Nf1 a6 15. Ng3 cxd5 16.
cxd5 Qb7 17. g5 Ne8 18. Qb3 Rb8 19. Nf1 f5 20. Nd2 Nc7 21. Nc4 Nc8 22. O-O Qa8
23. Qa3 Rf7 24. Qa2 Kh7 25. Kg2 b5 26. axb5 Nxb5 27. Qxa6 Qxa6 28. Rxa6 Nxc3 29.
bxc3 Bb5 30. Ra3 fxe4 31. fxe4 Rc7 32. Rb1 Bxc4 33. Rxb8 Bxe2 34. Kf2 Bg4 35.
Ke1 Bf3 36. Rb4 Bf8 37. Kd2 Kg7 38. Ra8 Kf7 39. Kd3 Bg2 40. Rbb8 Bf1+ 41. Kd2
Bh3 42. Kd3 Bf1+ 43. Kc2 Bg2 44. Rxc8 Rxc8 45. Rxc8 Bxe4+ 46. Kb3 Bxd5+ 47. c4
Be4 48. Kb4 Bf3 49. c5 dxc5+ 50. Bxc5 Bg7 51. Rc7+ Kg8 52. Kc4 Bg2 53. Re7 Bf1+
54. Kd5 Bg2+ 55. Ke6 Bh3+ 56. Kd5 Bg2+ 57. Kc4 Bf3 58. Bd6 Bg4 59. Bxe5 Bf8 60.
Rb7 Be6+ 61. Kd4 Bf5 62. Kd5 Bg4 63. Rb6 Bf5 64. Bb2 Kf7 65. Bd4 Kg8 66. Be5 Kf7
67. Rb7+ Kg8 68. Bd4 Bg4 69. Rb6 Bf5 70. Bc3 Kf7 71. Be5 Kg8 72. Bd4 Kf7 73. Bc3
Kg8 74. Bd4 Kf7 75. Rb7+ Kg8 76. Be5 Bh3 77. Rb2 Kf7 78. Kd4 Bc8 79. Rb6 Bf5 80.
Bf6 Ba3 81. Kd5 Bc1 82. Rb7+ Kg8 83. Rb3 Bd2 84. Bc3 Bf4 85. Be5 Bd2 86. Bg3 Kf7
87. Ke5 Ba5 88. Rb7+ Kf8 89. Bf2 Ke8 90. Bd4 Be1 91. Kf6 Kd8 92. Rb3 Bxh4 93.
Rf3 Kd7 94. Rf4 Bxg5+ 95. Kxg5 Ke7 96. Bf2 Ke6 97. Rd4 Ke5 98. Rd2 Ke4 99. Kf6
Kf4 100. Rd4+ Kf3 101. Bh4 Ke3 102. Ke5 Kf3 103. Bg5 Kg3 104. Rf4 Bg4 105. Ra4
Kf3 106. Ra3+ Ke2 107. Kd4 Bf5 108. Bh4 Bd7 109. Re3+ Kd2 110. Rg3 Kc2 111. Rxg6
Be8 112. Rg2+ Kb3 113. Rg7 Bc6 114. Rc7 Ba4 115. Bg5 Be8 116. Rc3+ Kb4 117. Rc8
Bd7 118. Rb8+ Ka4 119. Bc1 h4 120. Kc5 h3 121. Rb4+ Ka5 122. Rb7 Bc8 123. Ra7+
Ba6 124. Bd2+ Ka4 125. Rxa6+ Kb3 126. Rh6 Kc2 127. Rxh3 Kxd2 128. Kd4 Ke2 129.
Rb3 Kf2 130. Ke4 Kg2 131. Rf3 Kh2 132. Kf4 Kg2 133. Ke3 Kg1 134. Rf2 Kh1 135.
Kf4 Kg1 136. Kg3 Kh1 137. Rf1# 1-0
Most of Leela's wins that I post here are in KID closed positions. Leela knows what she likes
The FAIRY PIECES
...
ChimpReturns
ChimpReturns
#1
Note that Shift-clicking on pieces actually shows how they move!
Welcome to my class.
I am going to be teaching you all about the fairy pieces. Shadowmoon_KE said that it was an update in 4PC, and I think he/she is right. I am going to teach you about the large pieces first, in alphabetical order. Then I am going to teach you about the pawns, I will be teaching about them in the Greek letter order. Each will have their own explanation and stats. It will be a fun class. But I can only show you the existing pieces. (Note: The easier way is to SHIFT-CLICK on pieces, which will show how each piece moves)
Thank you, and be great students!
ChimpReturns
A is for AMAZON
You may think the QUEEN is the most powerful, but guess what? The AMAZON is the most powerful in fairy pieces. It can zoom Up, Down, to the Sides and Diagonally! It can also make knight moves - L SHAPED movements (2 forward, 1 to the side), and when it is used as a knight, it jumps over other pieces! It can't if it is used as a queen, though. It looks like a queen-crowned chess knight - and it has a whopping exchange of 12!
Direction*: N, S, E, W, NE, SE, SW, NW, NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW
Range: 1-13 for queen uses, 2-1 for knight uses
Can jump over other pieces: Only on Knight uses
Exchange Value: 12 points
* Note: The compass points are used, to enhance what I am saying. The NORTH is at YELLOW's side, and SOUTH at RED's side.
B is for a basic piece (Bishop)
C is for CAMEL
You can tell it's a CAMEL because it is a knight with a pointy bottom. It moves 3 squares forward and 1 to the side. It can jump over other pieces. 3 points of exchange.
Direction: NNNE, NENE, SESE, SSSE, SSSW, SWSW, NWNW, NNNW, ENNE, EENE, EESE, ESSE, WSSW, WWSW, WWNW, WNNW
Range: 3 squares forwards, one to the side
Can jump over other pieces: Yes
Exchange Value: 3 points
Fact: These stay on the same square colour!
D is for a basic 4PC piece (1-point Queen)
Many people think that I am wrong because it is actually represented by a Q. This is when something gets confusing. If you do not believe me, then you'll see why I used a D.
Custom promotion: D
Move notation: Q
Well, at least I think D stands for DAME, so it does not get TOO confusing... yet.
If you still don't believe me, then D will be vacant. Problem solved.
E is for ELEPHANT
This is highly dangerous. It moves rookways*, moves like a knight, and jumps on knight uses. 7 points worth of exchange.
Direction: N, S, E, W, NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW
Range: 1-13 on rook uses, 2-1 on knight uses
Can jump over other pieces: Only on knight uses
Exchange Value: 7 points
*ROOKWAYS is a word I invented myself. It means "In the direction of the rook."
F is for FERZ
This piece is no good. It only moves one square diagonally - and why is it worth 1 point of exchange?!
Direction: NE, SE, SW, NW
Range: 1
Can jump over other pieces: No
Exchange Value: 1 point
Fact: These stay on the same square colour!
G is for GRASSHOPPER
Jumping over other pieces for this 3-point piece is compulsory. When a piece is behind another piece, one square North, one square South, one square to the sides or one square diagonally, with the piece I am talking about in the line of the pin/skewer, and there is no piece in between, then it is attacked.
Direction: N, S, E, W, NE, SE, SW, NW
Range: 2-14
Can jump over other pieces: Always
Exchange Value: 3 points
H is for HAWK
It is a knight and bishop combined. Be careful when that 7-points-of-exchange piece is on the board.
Direction: NE, SE, SW, NW, NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW
Range: 1-10 on bishop uses, 2-1 on knight uses
Can jump over other pieces: Only on knight uses
Exchange Value: 7 points
I is for ALFIL
I know that the piece's name does not begin with an I, but that is what they put in for the notation. Anyway, it jumps two squares diagonally. Just 1 point, like the Ferz.
Direction: NE, SE, SW, NW
Range: 2
Can jump over other pieces: Yes
Exchange Value: 1 point
Fact: These stay on the same square colour!
J is for ALFIL-RIDER
Repeated Alfil moves. 5 points.
Direction: NE, SE, SW, NW
Range: 2, 4, 6, 8 and 10
Can jump over other pieces: Yes, but not over the squares it lands on. Once there is a piece in a square attacked by the ALFIL-RIDER, the way is blocked. The ALFIL-RIDER cannot move further.
Exchange Value: 5 points
Fact: These stay on the same square colour!
K is for a basic piece (King)
Note: Once the royal piece is captured, or in checkmate, that is it. You are out of the game.
Note: The king is not royal in ANTICHESS and the variants with a Custom Royal Piece.
L is for CAMEL-RIDER
It has repeated camel moves and is worth 7 points of exchange
Direction: NNNE, NENE, SESE, SSSE, SSSW, SWSW, NWNW, NNNW, ENNE, EENE, EESE, ESSE, WSSW, WWSW, WWNW, WNNW
Range: Repeated 3-1 moves
Can jump over other pieces: Yes, but not over the squares it lands on. Once there is a piece in a square attacked by the CAMEL-RIDER, the way is blocked. The CAMEL-RIDER cannot move further.
Exchange Value: 7 points
Fact: These stay on the same square colour!
M is for GENERAL
A combined King-Knight (5 points)
Direction: N, S, E, W, NE, SE, SW, NW, NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW
Range: 1 for king uses, 2-1 for knight uses
Can jump over other pieces: Only on knight uses
Exchange Value: 5 points
N is for a basic piece (Knight)
O is for KNIGHT RIDER
This is a strong 7-point piece. It moves very far on those 2-1 moves, as far as it likes, as long as the squares it attacks do not have any other pieces. EEEEERP! CRASH! Like the Camel Rider, when it could land on an enemy piece, the Knight Rider stops in a dead end of its line and you need to wait another turn to continue. It is blocked if it is a piece on its side.
Direction: NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW
Range: Repeated 2-1 moves
Can jump over other pieces: Yes, but not over the squares it lands on. Once there is a piece in a square attacked by the KNIGHT-RIDER, the way is blocked. The KNIGHT-RIDER cannot move further.
Exchange Value: 7 points
P is for a basic pawn
Actually, the pawn does not get represented by a letter, so P will be vacant.
Q is for a basic piece (Queen)
Note: The 1-Point Queen also occupies the Q in notation. The Q is only used in this piece on custom promotion. Unfortunately, the same letter is used to notate two different-point pieces.
R is for a basic piece (Rook)
S is for DABBABA
These 1-point pieces jump two squares rookways. But if one of its four directions has a friendly piece on its square that it will land on, it will not move in that direction. If one of its four directions has an enemy piece on it, it must capture it. It can jump over a piece that is next to it, as far as I'm concerned...
Direction: N, S, E, W
Range: 2
Can jump over other pieces: Yes
Exchange Value: 1 point
Fact: These stay on the same square colour!
T is for DABBABA-RIDER
Repeated Dabbaba moves. (5 points)
Direction: N, S, E, W
Range: 2, 4, 6, 8, 10, 12
Can jump over other pieces: Yes, but not over the squares it lands on. Once there is a piece in a square attacked by the DABBABA-RIDER, the way is blocked. The DABBABA-RIDER cannot move further.
Exchange Value: 5 points
Fact: These stay on the same square colour!
U is VACANT
No piece is represented by the letter U. Perhaps the Camelzon Rider may occupy the letter U if it comes...
V is for WILDEBEEST
Combining the CAMEL and the Knight will make an unstoppable 5-point piece...
Direction: NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW, NNNE, NENE, SESE, SSSE, SSSW, SWSW, NWNW, NNNW, ENNE, EENE, EESE, ESSE, WSSW, WWSW, WWNW, WNNW
Range: 2-1 for Knight uses, 3-1 for Camel uses
Can jump over other pieces: Yes
Exchange Value: 5 points
W is for WAZIR
These pieces are weak. They only move one square rookways, and would only give you 1 point if you wanted to capture it.
Direction: N, S, E, W
Range: 1
Can jump over other pieces: No
Exchange Value: 1 point
Fact: These change square colours every move.
X is for a basic wall
These don't move actually! Why did I put the wall in there? X will have to be vacant.
Direction: None
Range: 0
Can jump over other pieces: No
Exchange value: Walls cannot be captured.
Y is for ALIBABA
This 3-point piece is a Dabbaba and an Alfil combined together.
Direction: N, S, E, W, NE, SE, SW, NW
Range: 2
Can jump over other pieces: Yes
Exchange Value: 3 points
Fact: These stay on the same square colour!
Z is for ALIBABA-RIDER
This is the last large piece in the collection. Next we will meet the pawns. Anyway, this 7-points-of-exchange piece makes repeated Alibaba moves.
Direction: N, S, E, W, NE, SE, SW, NW
Range: 2, 4, 6, 8, 10 (Diagonal range ends on 10), 12
Can jump over other pieces: Yes, but not over the squares it lands on. Once there is a piece in a square attacked by the ALIBABA-RIDER, the way is blocked. The ALIBABA-RIDER cannot move further.
Exchange Value: 7 points
Fact: These stay on the same square colour!
THE PAWNS
Now it is time to meet the pawns. They always go forward or on the forward diagonal squares and move one square at a time. On the start, it can move two, it can only capture on one square and all 5 types are worth 1 point. Pawns get promoted at a certain rank (for RED and YELLOW sides) and a certain file (for BLUE and GREEN sides). I can only show you the fairy pawns.
The Berolina (a Alpha)
AKA the REVERSED pawn, because it moves on the forward diagonals and attacks forward. If there are pieces on its forward diagonals and none on its forward square, the poor Berolina can't move past!
The Soldier (ß Beta)
AKA the FORWARD pawn, because it can move and capture on the forward squares only. The warm-coloured sides' soldiers stay on the same file while the cool-coloured sides' soldiers stay on the same rank. Those two happen until they get promoted. Fact: These usually change square colours every move.
The Stone General (? Gamma)
AKA the DIAGONAL pawn, because it can move and capture on the forward diagonal squares only. Fact: These stay on the same square colour!
The Sergeant (d Delta)
AKA the SUPER pawn, because it can move and capture on the forward AND forward diagonal squares.
Those are all the pieces and pawns that I need to teach. So, you are ALL great students! Well done! Remember what their notations are and their moves! Thank you,
ChimpReturns
*This was in my clipboard
The FAIRY PIECES
...
ChimpReturns
ChimpReturns
#1
Note that Shift-clicking on pieces actually shows how they move!
Welcome to my class.
I am going to be teaching you all about the fairy pieces. Shadowmoon_KE said that it was an update in 4PC, and I think he/she is right. I am going to teach you about the large pieces first, in alphabetical order. Then I am going to teach you about the pawns, I will be teaching about them in the Greek letter order. Each will have their own explanation and stats. It will be a fun class. But I can only show you the existing pieces. (Note: The easier way is to SHIFT-CLICK on pieces, which will show how each piece moves)
Thank you, and be great students!
ChimpReturns
A is for AMAZON
You may think the QUEEN is the most powerful, but guess what? The AMAZON is the most powerful in fairy pieces. It can zoom Up, Down, to the Sides and Diagonally! It can also make knight moves - L SHAPED movements (2 forward, 1 to the side), and when it is used as a knight, it jumps over other pieces! It can't if it is used as a queen, though. It looks like a queen-crowned chess knight - and it has a whopping exchange of 12!
Direction*: N, S, E, W, NE, SE, SW, NW, NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW
Range: 1-13 for queen uses, 2-1 for knight uses
Can jump over other pieces: Only on Knight uses
Exchange Value: 12 points
* Note: The compass points are used, to enhance what I am saying. The NORTH is at YELLOW's side, and SOUTH at RED's side.
B is for a basic piece (Bishop)
C is for CAMEL
You can tell it's a CAMEL because it is a knight with a pointy bottom. It moves 3 squares forward and 1 to the side. It can jump over other pieces. 3 points of exchange.
Direction: NNNE, NENE, SESE, SSSE, SSSW, SWSW, NWNW, NNNW, ENNE, EENE, EESE, ESSE, WSSW, WWSW, WWNW, WNNW
Range: 3 squares forwards, one to the side
Can jump over other pieces: Yes
Exchange Value: 3 points
Fact: These stay on the same square colour!
D is for a basic 4PC piece (1-point Queen)
Many people think that I am wrong because it is actually represented by a Q. This is when something gets confusing. If you do not believe me, then you'll see why I used a D.
Custom promotion: D
Move notation: Q
Well, at least I think D stands for DAME, so it does not get TOO confusing... yet.
If you still don't believe me, then D will be vacant. Problem solved.
E is for ELEPHANT
This is highly dangerous. It moves rookways*, moves like a knight, and jumps on knight uses. 7 points worth of exchange.
Direction: N, S, E, W, NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW
Range: 1-13 on rook uses, 2-1 on knight uses
Can jump over other pieces: Only on knight uses
Exchange Value: 7 points
*ROOKWAYS is a word I invented myself. It means "In the direction of the rook."
F is for FERZ
This piece is no good. It only moves one square diagonally - and why is it worth 1 point of exchange?!
Direction: NE, SE, SW, NW
Range: 1
Can jump over other pieces: No
Exchange Value: 1 point
Fact: These stay on the same square colour!
G is for GRASSHOPPER
Jumping over other pieces for this 3-point piece is compulsory. When a piece is behind another piece, one square North, one square South, one square to the sides or one square diagonally, with the piece I am talking about in the line of the pin/skewer, and there is no piece in between, then it is attacked.
Direction: N, S, E, W, NE, SE, SW, NW
Range: 2-14
Can jump over other pieces: Always
Exchange Value: 3 points
H is for HAWK
It is a knight and bishop combined. Be careful when that 7-points-of-exchange piece is on the board.
Direction: NE, SE, SW, NW, NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW
Range: 1-10 on bishop uses, 2-1 on knight uses
Can jump over other pieces: Only on knight uses
Exchange Value: 7 points
I is for ALFIL
I know that the piece's name does not begin with an I, but that is what they put in for the notation. Anyway, it jumps two squares diagonally. Just 1 point, like the Ferz.
Direction: NE, SE, SW, NW
Range: 2
Can jump over other pieces: Yes
Exchange Value: 1 point
Fact: These stay on the same square colour!
J is for ALFIL-RIDER
Repeated Alfil moves. 5 points.
Direction: NE, SE, SW, NW
Range: 2, 4, 6, 8 and 10
Can jump over other pieces: Yes, but not over the squares it lands on. Once there is a piece in a square attacked by the ALFIL-RIDER, the way is blocked. The ALFIL-RIDER cannot move further.
Exchange Value: 5 points
Fact: These stay on the same square colour!
K is for a basic piece (King)
Note: Once the royal piece is captured, or in checkmate, that is it. You are out of the game.
Note: The king is not royal in ANTICHESS and the variants with a Custom Royal Piece.
L is for CAMEL-RIDER
It has repeated camel moves and is worth 7 points of exchange
Direction: NNNE, NENE, SESE, SSSE, SSSW, SWSW, NWNW, NNNW, ENNE, EENE, EESE, ESSE, WSSW, WWSW, WWNW, WNNW
Range: Repeated 3-1 moves
Can jump over other pieces: Yes, but not over the squares it lands on. Once there is a piece in a square attacked by the CAMEL-RIDER, the way is blocked. The CAMEL-RIDER cannot move further.
Exchange Value: 7 points
Fact: These stay on the same square colour!
M is for GENERAL
A combined King-Knight (5 points)
Direction: N, S, E, W, NE, SE, SW, NW, NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW
Range: 1 for king uses, 2-1 for knight uses
Can jump over other pieces: Only on knight uses
Exchange Value: 5 points
N is for a basic piece (Knight)
O is for KNIGHT RIDER
This is a strong 7-point piece. It moves very far on those 2-1 moves, as far as it likes, as long as the squares it attacks do not have any other pieces. EEEEERP! CRASH! Like the Camel Rider, when it could land on an enemy piece, the Knight Rider stops in a dead end of its line and you need to wait another turn to continue. It is blocked if it is a piece on its side.
Direction: NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW
Range: Repeated 2-1 moves
Can jump over other pieces: Yes, but not over the squares it lands on. Once there is a piece in a square attacked by the KNIGHT-RIDER, the way is blocked. The KNIGHT-RIDER cannot move further.
Exchange Value: 7 points
P is for a basic pawn
Actually, the pawn does not get represented by a letter, so P will be vacant.
Q is for a basic piece (Queen)
Note: The 1-Point Queen also occupies the Q in notation. The Q is only used in this piece on custom promotion. Unfortunately, the same letter is used to notate two different-point pieces.
R is for a basic piece (Rook)
S is for DABBABA
These 1-point pieces jump two squares rookways. But if one of its four directions has a friendly piece on its square that it will land on, it will not move in that direction. If one of its four directions has an enemy piece on it, it must capture it. It can jump over a piece that is next to it, as far as I'm concerned...
Direction: N, S, E, W
Range: 2
Can jump over other pieces: Yes
Exchange Value: 1 point
Fact: These stay on the same square colour!
T is for DABBABA-RIDER
Repeated Dabbaba moves. (5 points)
Direction: N, S, E, W
Range: 2, 4, 6, 8, 10, 12
Can jump over other pieces: Yes, but not over the squares it lands on. Once there is a piece in a square attacked by the DABBABA-RIDER, the way is blocked. The DABBABA-RIDER cannot move further.
Exchange Value: 5 points
Fact: These stay on the same square colour!
U is VACANT
No piece is represented by the letter U. Perhaps the Camelzon Rider may occupy the letter U if it comes...
V is for WILDEBEEST
Combining the CAMEL and the Knight will make an unstoppable 5-point piece...
Direction: NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW, NNNE, NENE, SESE, SSSE, SSSW, SWSW, NWNW, NNNW, ENNE, EENE, EESE, ESSE, WSSW, WWSW, WWNW, WNNW
Range: 2-1 for Knight uses, 3-1 for Camel uses
Can jump over other pieces: Yes
Exchange Value: 5 points
W is for WAZIR
These pieces are weak. They only move one square rookways, and would only give you 1 point if you wanted to capture it.
Direction: N, S, E, W
Range: 1
Can jump over other pieces: No
Exchange Value: 1 point
Fact: These change square colours every move.
X is for a basic wall
These don't move actually! Why did I put the wall in there? X will have to be vacant.
Direction: None
Range: 0
Can jump over other pieces: No
Exchange value: Walls cannot be captured.
Y is for ALIBABA
This 3-point piece is a Dabbaba and an Alfil combined together.
Direction: N, S, E, W, NE, SE, SW, NW
Range: 2
Can jump over other pieces: Yes
Exchange Value: 3 points
Fact: These stay on the same square colour!
Z is for ALIBABA-RIDER
This is the last large piece in the collection. Next we will meet the pawns. Anyway, this 7-points-of-exchange piece makes repeated Alibaba moves.
Direction: N, S, E, W, NE, SE, SW, NW
Range: 2, 4, 6, 8, 10 (Diagonal range ends on 10), 12
Can jump over other pieces: Yes, but not over the squares it lands on. Once there is a piece in a square attacked by the ALIBABA-RIDER, the way is blocked. The ALIBABA-RIDER cannot move further.
Exchange Value: 7 points
Fact: These stay on the same square colour!
THE PAWNS
Now it is time to meet the pawns. They always go forward or on the forward diagonal squares and move one square at a time. On the start, it can move two, it can only capture on one square and all 5 types are worth 1 point. Pawns get promoted at a certain rank (for RED and YELLOW sides) and a certain file (for BLUE and GREEN sides). I can only show you the fairy pawns.
The Berolina (a Alpha)
AKA the REVERSED pawn, because it moves on the forward diagonals and attacks forward. If there are pieces on its forward diagonals and none on its forward square, the poor Berolina can't move past!
The Soldier (ß Beta)
AKA the FORWARD pawn, because it can move and capture on the forward squares only. The warm-coloured sides' soldiers stay on the same file while the cool-coloured sides' soldiers stay on the same rank. Those two happen until they get promoted. Fact: These usually change square colours every move.
The Stone General (? Gamma)
AKA the DIAGONAL pawn, because it can move and capture on the forward diagonal squares only. Fact: These stay on the same square colour!
The Sergeant (d Delta)
AKA the SUPER pawn, because it can move and capture on the forward AND forward diagonal squares.
Those are all the pieces and pawns that I need to teach. So, you are ALL great students! Well done! Remember what their notations are and their moves! Thank you,
ChimpReturns
*This was in my clipboard
I just wanted to pain everyone by making them scroll through that again
He was weakened by the city of poor souls,
This is "Poor Unfortunate Souls" translated into Hawaiian, Latin, Greek, German, and Chinese, and then back into English using Google Translate. Malinda got "The spirit of abysmal despair".
The FAIRY PIECES
...
ChimpReturns
ChimpReturns
#1
Note that Shift-clicking on pieces actually shows how they move!
Welcome to my class.
I am going to be teaching you all about the fairy pieces. Shadowmoon_KE said that it was an update in 4PC, and I think he/she is right. I am going to teach you about the large pieces first, in alphabetical order. Then I am going to teach you about the pawns, I will be teaching about them in the Greek letter order. Each will have their own explanation and stats. It will be a fun class. But I can only show you the existing pieces. (Note: The easier way is to SHIFT-CLICK on pieces, which will show how each piece moves)
Thank you, and be great students!
ChimpReturns
A is for AMAZON
You may think the QUEEN is the most powerful, but guess what? The AMAZON is the most powerful in fairy pieces. It can zoom Up, Down, to the Sides and Diagonally! It can also make knight moves - L SHAPED movements (2 forward, 1 to the side), and when it is used as a knight, it jumps over other pieces! It can't if it is used as a queen, though. It looks like a queen-crowned chess knight - and it has a whopping exchange of 12!
Direction*: N, S, E, W, NE, SE, SW, NW, NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW
Range: 1-13 for queen uses, 2-1 for knight uses
Can jump over other pieces: Only on Knight uses
Exchange Value: 12 points
* Note: The compass points are used, to enhance what I am saying. The NORTH is at YELLOW's side, and SOUTH at RED's side.
B is for a basic piece (Bishop)
C is for CAMEL
You can tell it's a CAMEL because it is a knight with a pointy bottom. It moves 3 squares forward and 1 to the side. It can jump over other pieces. 3 points of exchange.
Direction: NNNE, NENE, SESE, SSSE, SSSW, SWSW, NWNW, NNNW, ENNE, EENE, EESE, ESSE, WSSW, WWSW, WWNW, WNNW
Range: 3 squares forwards, one to the side
Can jump over other pieces: Yes
Exchange Value: 3 points
Fact: These stay on the same square colour!
D is for a basic 4PC piece (1-point Queen)
Many people think that I am wrong because it is actually represented by a Q. This is when something gets confusing. If you do not believe me, then you'll see why I used a D.
Custom promotion: D
Move notation: Q
Well, at least I think D stands for DAME, so it does not get TOO confusing... yet.
If you still don't believe me, then D will be vacant. Problem solved.
E is for ELEPHANT
This is highly dangerous. It moves rookways*, moves like a knight, and jumps on knight uses. 7 points worth of exchange.
Direction: N, S, E, W, NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW
Range: 1-13 on rook uses, 2-1 on knight uses
Can jump over other pieces: Only on knight uses
Exchange Value: 7 points
*ROOKWAYS is a word I invented myself. It means "In the direction of the rook."
F is for FERZ
This piece is no good. It only moves one square diagonally - and why is it worth 1 point of exchange?!
Direction: NE, SE, SW, NW
Range: 1
Can jump over other pieces: No
Exchange Value: 1 point
Fact: These stay on the same square colour!
G is for GRASSHOPPER
Jumping over other pieces for this 3-point piece is compulsory. When a piece is behind another piece, one square North, one square South, one square to the sides or one square diagonally, with the piece I am talking about in the line of the pin/skewer, and there is no piece in between, then it is attacked.
Direction: N, S, E, W, NE, SE, SW, NW
Range: 2-14
Can jump over other pieces: Always
Exchange Value: 3 points
H is for HAWK
It is a knight and bishop combined. Be careful when that 7-points-of-exchange piece is on the board.
Direction: NE, SE, SW, NW, NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW
Range: 1-10 on bishop uses, 2-1 on knight uses
Can jump over other pieces: Only on knight uses
Exchange Value: 7 points
I is for ALFIL
I know that the piece's name does not begin with an I, but that is what they put in for the notation. Anyway, it jumps two squares diagonally. Just 1 point, like the Ferz.
Direction: NE, SE, SW, NW
Range: 2
Can jump over other pieces: Yes
Exchange Value: 1 point
Fact: These stay on the same square colour!
J is for ALFIL-RIDER
Repeated Alfil moves. 5 points.
Direction: NE, SE, SW, NW
Range: 2, 4, 6, 8 and 10
Can jump over other pieces: Yes, but not over the squares it lands on. Once there is a piece in a square attacked by the ALFIL-RIDER, the way is blocked. The ALFIL-RIDER cannot move further.
Exchange Value: 5 points
Fact: These stay on the same square colour!
K is for a basic piece (King)
Note: Once the royal piece is captured, or in checkmate, that is it. You are out of the game.
Note: The king is not royal in ANTICHESS and the variants with a Custom Royal Piece.
L is for CAMEL-RIDER
It has repeated camel moves and is worth 7 points of exchange
Direction: NNNE, NENE, SESE, SSSE, SSSW, SWSW, NWNW, NNNW, ENNE, EENE, EESE, ESSE, WSSW, WWSW, WWNW, WNNW
Range: Repeated 3-1 moves
Can jump over other pieces: Yes, but not over the squares it lands on. Once there is a piece in a square attacked by the CAMEL-RIDER, the way is blocked. The CAMEL-RIDER cannot move further.
Exchange Value: 7 points
Fact: These stay on the same square colour!
M is for GENERAL
A combined King-Knight (5 points)
Direction: N, S, E, W, NE, SE, SW, NW, NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW
Range: 1 for king uses, 2-1 for knight uses
Can jump over other pieces: Only on knight uses
Exchange Value: 5 points
N is for a basic piece (Knight)
O is for KNIGHT RIDER
This is a strong 7-point piece. It moves very far on those 2-1 moves, as far as it likes, as long as the squares it attacks do not have any other pieces. EEEEERP! CRASH! Like the Camel Rider, when it could land on an enemy piece, the Knight Rider stops in a dead end of its line and you need to wait another turn to continue. It is blocked if it is a piece on its side.
Direction: NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW
Range: Repeated 2-1 moves
Can jump over other pieces: Yes, but not over the squares it lands on. Once there is a piece in a square attacked by the KNIGHT-RIDER, the way is blocked. The KNIGHT-RIDER cannot move further.
Exchange Value: 7 points
P is for a basic pawn
Actually, the pawn does not get represented by a letter, so P will be vacant.
Q is for a basic piece (Queen)
Note: The 1-Point Queen also occupies the Q in notation. The Q is only used in this piece on custom promotion. Unfortunately, the same letter is used to notate two different-point pieces.
R is for a basic piece (Rook)
S is for DABBABA
These 1-point pieces jump two squares rookways. But if one of its four directions has a friendly piece on its square that it will land on, it will not move in that direction. If one of its four directions has an enemy piece on it, it must capture it. It can jump over a piece that is next to it, as far as I'm concerned...
Direction: N, S, E, W
Range: 2
Can jump over other pieces: Yes
Exchange Value: 1 point
Fact: These stay on the same square colour!
T is for DABBABA-RIDER
Repeated Dabbaba moves. (5 points)
Direction: N, S, E, W
Range: 2, 4, 6, 8, 10, 12
Can jump over other pieces: Yes, but not over the squares it lands on. Once there is a piece in a square attacked by the DABBABA-RIDER, the way is blocked. The DABBABA-RIDER cannot move further.
Exchange Value: 5 points
Fact: These stay on the same square colour!
U is VACANT
No piece is represented by the letter U. Perhaps the Camelzon Rider may occupy the letter U if it comes...
V is for WILDEBEEST
Combining the CAMEL and the Knight will make an unstoppable 5-point piece...
Direction: NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW, NNNE, NENE, SESE, SSSE, SSSW, SWSW, NWNW, NNNW, ENNE, EENE, EESE, ESSE, WSSW, WWSW, WWNW, WNNW
Range: 2-1 for Knight uses, 3-1 for Camel uses
Can jump over other pieces: Yes
Exchange Value: 5 points
W is for WAZIR
These pieces are weak. They only move one square rookways, and would only give you 1 point if you wanted to capture it.
Direction: N, S, E, W
Range: 1
Can jump over other pieces: No
Exchange Value: 1 point
Fact: These change square colours every move.
X is for a basic wall
These don't move actually! Why did I put the wall in there? X will have to be vacant.
Direction: None
Range: 0
Can jump over other pieces: No
Exchange value: Walls cannot be captured.
Y is for ALIBABA
This 3-point piece is a Dabbaba and an Alfil combined together.
Direction: N, S, E, W, NE, SE, SW, NW
Range: 2
Can jump over other pieces: Yes
Exchange Value: 3 points
Fact: These stay on the same square colour!
Z is for ALIBABA-RIDER
This is the last large piece in the collection. Next we will meet the pawns. Anyway, this 7-points-of-exchange piece makes repeated Alibaba moves.
Direction: N, S, E, W, NE, SE, SW, NW
Range: 2, 4, 6, 8, 10 (Diagonal range ends on 10), 12
Can jump over other pieces: Yes, but not over the squares it lands on. Once there is a piece in a square attacked by the ALIBABA-RIDER, the way is blocked. The ALIBABA-RIDER cannot move further.
Exchange Value: 7 points
Fact: These stay on the same square colour!
THE PAWNS
Now it is time to meet the pawns. They always go forward or on the forward diagonal squares and move one square at a time. On the start, it can move two, it can only capture on one square and all 5 types are worth 1 point. Pawns get promoted at a certain rank (for RED and YELLOW sides) and a certain file (for BLUE and GREEN sides). I can only show you the fairy pawns.
The Berolina (a Alpha)
AKA the REVERSED pawn, because it moves on the forward diagonals and attacks forward. If there are pieces on its forward diagonals and none on its forward square, the poor Berolina can't move past!
The Soldier (ß Beta)
AKA the FORWARD pawn, because it can move and capture on the forward squares only. The warm-coloured sides' soldiers stay on the same file while the cool-coloured sides' soldiers stay on the same rank. Those two happen until they get promoted. Fact: These usually change square colours every move.
The Stone General (? Gamma)
AKA the DIAGONAL pawn, because it can move and capture on the forward diagonal squares only. Fact: These stay on the same square colour!
The Sergeant (d Delta)
AKA the SUPER pawn, because it can move and capture on the forward AND forward diagonal squares.
Those are all the pieces and pawns that I need to teach. So, you are ALL great students! Well done! Remember what their notations are and their moves! Thank you,
ChimpReturns
*This was in my clipboard
I just wanted to pain everyone by making them scroll through that again
Can’t forget this
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[Variant "FFA"]
[RuleVariants "EnPassant Play-4-Mate Prom=11"]
[CurrentMove "0"]
I know