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Fairy chess piece

A fairy chess piece, variant chess piece, unorthodox chess piece, or heterodox chess piece is a chess piece not used in conventional chess but incorporated into certain chess variants and some chess problems. Compared to conventional pieces, fairy pieces vary mostly in the way they move, but they may also follow special rules for capturing, promotions, etc. Because of the distributed and uncoordinated nature of unorthodox chess development, the same piece can have different names, and different pieces can have the same name in various contexts as it can be noted in the list of fairy chess pieces.

Most are symbolised as inverted or rotated icons of the standard pieces in diagrams, and the meanings of these "wildcards" must be defined in each context separately. Pieces invented for use in chess variants rather than problems sometimes instead have special icons designed for them, but with some exceptions (the princess, empress, and occasionally amazon), many of these are not used beyond the individual games for which they were invented.[1]

Background edit

 
Fragment of a chessboard and chess pieces from 17th-century Russia. This may once have been a "standard" form of chess in a particular area.

The earliest known forms of chess date from the 7th century in Persia (chatrang) and India (chaturanga). They had different rules from the modern game. The game was then transmitted to the Arabs, then to the Europeans, and for several centuries, it was played with those ancient rules. For example, the queen was once able to move only a single square diagonally, while the bishop could jump two squares diagonally. The change of rules occurred in Spain in the end of the 15th century when the queen and the bishop were given the moves they have today. In the old Muslim manuscripts those two pieces were referred as a ferz (meaning advisor) and fil (meaning elephant). The queen is still called ferz in Russian and Ukrainian and the bishop is still called alfil (from al fil, with the article) in Spanish. Due to the piece's change in movement, the ferz and the alfil are now considered non-standard chess pieces. As those who created modern chess did in the 15th century, modern chess enthusiasts still often create their own variations of the rules and the way the pieces move. Pieces that move differently from today's standard rules are called "variant" or "fairy" chess pieces.[2]

The names of fairy pieces are not standardised, and most do not have standard symbols associated with them. Most are typically represented in diagrams by rotated versions of the icons for normal pieces, though there are a few exceptions that sometimes get their own icons: the equihopper, the knighted pieces (princess, empress, and amazon),[3] and a few of the basic leapers (e.g. wazir, ferz, and alfil).[4] This article uses common names for the pieces described whenever possible, but these names sometimes differ between circles associated with chess problems and circles associated with chess variants.

Classification edit

Many of the simplest fairy chess pieces do not appear in the orthodox game, but they usually fall into one of three classes.[5] There are also compound pieces that combine the movement powers of two or more different pieces.

Simple pieces edit

Leapers edit

Names and moves of the leapers
m
n
0 1 2 3 4
0 Zero
(0)
Wazir
(W)
Dabbaba
(D)
Threeleaper
(H)
Fourleaper
1 Wazir
(W)
Ferz
(F)
Knight
(N)
Camel
(C)
Giraffe
2 Dabbaba
(D)
Knight
(N)
Alfil
(A)
Zebra
(Z)
Stag
3 Threeleaper
(H)
Camel
(C)
Zebra
(Z)
Tripper
(G)
Antelope
4 Fourleaper
Giraffe Stag Antelope Commuter
Piece names may vary; this table uses each piece's most common name.

A leaper is a piece that moves directly to a square a fixed distance away. A leaper captures by occupying the square on which an enemy piece sits. The leaper's move cannot be blocked (unlike elephant and horse in Xiangqi and Janggi) – it "leaps" over any intervening pieces – so the check of a leaper cannot be parried by interposing. Leapers are not able to create pins, but are effective forking pieces. A leaper's move that is not orthogonal (i.e. horizontal or vertical) nor diagonal is said to be hippogonal.

Moves by a leaper may be described using the distance to their landing square – the number of squares orthogonally in one direction and the number of squares orthogonally at right angles. For instance, the orthodox knight is described as a (1,2)-leaper or a (2,1)-leaper.[6] The table to the right shows common (but by no means standard) names for the leapers reaching up to 4 squares, together with the letter used to represent them in Betza notation, a common notation for describing fairy pieces.

Although moves to adjacent squares are not strictly "leaps" by the normal use of the word, they are included for generality. Leapers that move only to adjacent squares are sometimes called step movers in the context of shogi variants.[7]

In shatranj, a Persian forerunner to chess, the predecessors of the bishop and queen were leapers: the alfil is a (2,2)-leaper (moving two squares diagonally in any direction), and the ferz a (1,1)-leaper (moving one square diagonally in any direction).[8] The wazir is a (0,1)-leaper (an "orthogonal" one-square leaper). The dabbaba is a (0,2)-leaper. The 'level-3' leapers are the threeleaper (0,3), camel (1,3), zebra (2,3), and tripper (3,3). The giraffe, stag, and antelope are level-4 leapers (1,4), (2,4), and (3,4). Many of these basic leapers appear in Tamerlane chess.

     
     
     
     
     
Ferz (notation F)
     
     
     
     
     
Alfil (notation A), can jump.
     
     
     
     
     
Wazir (notation W)
     
     
     
     
     
Dabbaba (notation D), can jump.

Riders edit

A rider, or ranging piece, is a piece that moves an unlimited distance in one direction, provided there are no pieces in the way. Each basic rider corresponds to a basic leaper, and can be thought of as repeating that leaper's move in one direction until an obstacle is reached. If the obstacle is a friendly piece, it blocks further movement; if the obstacle is an enemy piece, it may be captured, but it cannot be jumped over.

There are three riders in orthodox chess: the rook is a (0,1)-rider; the bishop is a (1,1)-rider; and the queen combines both patterns. Sliders are a special case of riders that can only move between geometrically contiguous cells. All of the riders in orthodox chess are examples of sliders.

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8
 
 
 
 
 
 
 
 
 
 
8
77
66
55
44
33
22
11
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Nightrider (represented by an inverted knight) makes any number of knight moves in the same direction.
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8
 
 
 
 
 
 
 
 
 
 
 
 
 
8
77
66
55
44
33
22
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The white nightrider on a1 is blocked from reaching c5 by its pawn on b3. It may travel to c2 independent of the pieces on a2, b2, and b1. It may capture the enemy pawn on e3, but may not continue on to g4, so the black king is not in check. The black e-pawn is pinned, as moving it exposes its king to check. The white queen and rook are skewered by the black nightrider on a8. Hence, NNxe3 is possible.

Riders can create both pins and skewers. One popular fairy chess rider is the nightrider, which can make an unlimited number of knight moves in any direction (like other riders, it cannot change direction partway through its move). The names of riders are often obtained by taking the name of its base leaper and adding the suffix "rider". For example, the zebrarider is a (2,3)-rider. A nightrider can be blocked only on a square one of its component knight moves falls on: if a nightrider starts on a1, it can be blocked on b3 or c2, but not on a2, b2, or b1. It can only travel from a1 to c5 if the intervening square b3 is unoccupied.

Some generalised riders do not follow a straight path. The Aanca from the historical game of Grant Acedrex is such a "bent rider": it takes its first step like a ferz and continues outward from that destination like a rook. The unicorn, from the same game, takes its first step like a knight and continues outward from that destination like a bishop. The rose, which is used in chess on a really big board, traces out a path of knight moves on an approximate regular octagon: from e1, it can go to g2, h4, g6, e7, c6, b4, c2, and back to e1. The crooked bishop or boyscout follows a zigzag: starting from f1, its path could take it to e2, f3, e4, f5, e6, f7, and e8 (or g2, f3, g4, f5, g6, f7, and g8).

A limited ranging piece moves like a rider, but only up to a specific number of steps. An example is the short rook from Chess with different armies: it moves like a rook, but only up to a distance of 4 squares. From a1, it can travel in one move to b1, c1, d1, or e1, but not f1. A rider's corresponding leaper can be thought of as a limited ranging piece with a range of 1: a wazir is a rook restricted to moving only one square at a time. The violent ox and flying dragon from dai shogi (an ancient form of Japanese chess) are a range-2 rook and a range-2 bishop respectively.

There are other possible generalisations as well; the picket from Tamerlane chess moves like a bishop, but at least two squares (thus it cannot stop on the square next to it, but it can be blocked there.) These are in general called ski-pieces: the picket is a ski-bishop. A skip-rider skips over the first and then every odd cell in its path: it cannot be blocked on the squares it skips. Thus a skip-rook would be a dabbabarider, and a skip-bishop would be an alfilrider. A slip-rider is similar, but skips over the second and then every even cell in its path.[9]

In some shogi variants (variants of Japanese chess), there are also area moves. These are similar to limited ranging pieces in that the pieces with such moves repeat one kind of basic step up to a fixed number of times, and must stop when they capture. However, unlike other riders, they may change direction during their move, and do not have a fixed path shape like riders or bent riders do.

Hoppers edit

 
The long-range threat of a cannon (): move shown is of 砲 (here it is capturing "俥").

A hopper is a piece that moves by jumping over another piece (called a hurdle). The hurdle can be any piece of any color. Unless it can jump over a piece, a hopper cannot move. Note that hoppers generally capture by taking the piece on the destination square, not by taking the hurdle (as is the case in checkers). The exceptions are locusts which are pieces that capture by hopping over its victim. They are sometimes considered a type of hopper.

There are no hoppers in Western chess. In xiangqi (Chinese chess), the cannon captures as a hopper along rook lines (when not capturing, it is a (0,1)-rider which cannot jump, the same as a rook); in janggi (Korean chess), the cannon is a hopper along rook lines when moving or capturing. The grasshopper moves along the same lines as a queen, hopping over another piece and landing on the square immediately beyond it. Yang Qi includes the diagonal counterpart of the cannon, the vao, which moves as a bishop and captures as a hopper along bishop lines.

Compound pieces edit

Compound pieces combine the powers of two or more pieces. The queen may be considered the compound of a rook and a bishop. The king of standard chess combines the ferz and wazir, ignoring restrictions on check and checkmate and ignoring castling. The alibaba combines the dabbaba and alfil, while the squirrel can move to any square 2 units away (combining the knight and alibaba). The phoenix combines the wazir and alfil, while the kirin combines the ferz and dabbaba: both appear in chu shogi, an old Japanese chess variant that is still sometimes played today.

An amphibian is a combined leaper with a larger range than any of its components, such as the frog, a (1,1)-(0,3)-leaper. Although the (1,1)-leaper is confined to one half of the board, and the (0,3)-leaper to one ninth, their combination can reach any square on the board.[10]

When one of the combined pieces is a knight, the compound may be called a knighted piece. The archbishop, chancellor, and amazon are three popular compound pieces, combining the powers of non-royal orthodox chess pieces. They are the knighted bishop, knighted rook, and knighted queen respectively. When one of the combined pieces is a king, the compound may be called a crowned piece. The crowned knight combines the knight with the king's moves (when royal, it is called a knighted king). The dragon king of shogi is a crowned rook (rook + king), while the dragon horse is a crowned bishop (bishop + king). By analogy with the Barnes Opening also being known as the Half Bird in Britain for starting 1.f3 rather than 1.f4, variants where the players start with a short archbishop, a short chancellor, a crowned rook, a crowned bishop may be called “Half” Capablanca chess for replacing one part of the compounds with a shorter range move. The knighted compounds show that a compound piece may not fall into any of the three basic categories from above: a princess slides for its bishop moves (and can be blocked by obstacles in those directions), but leaps for its knight moves (and cannot be blocked in those directions). (The names princess and empress are common in the problemist tradition: in chess variants involving these pieces they are often called by other names, such as archbishop and chancellor in Capablanca chess, or cardinal and marshal in Grand Chess, respectively.) Combinations of known pieces with the falcon from falcon chess are named winged pieces, in Complete Permutation Chess not only winged knight, bishop, rook, and queen are featured, but also winged marshal, winged cardinal, and winged amazon.[11]

Marine pieces are compound pieces consisting of a rider or leaper (for ordinary moves) and a locust (for captures) in the same directions. Marine pieces have names alluding to the sea and its myths, e.g., nereide (marine bishop), triton (marine rook), mermaid (marine queen), and poseidon (marine king). Examples named for non-mythical sea creatures include the seahorse (marine knight), dolphin (marine nightrider), anemone (marine guard or mann), and prawn (marine pawn). Games that consist of these marine pieces, known as "sea chesses", are often played on larger boards to account for these pieces needing more squares available for their locust-like capturing moves.

Restricted pieces edit

In addition to combining the powers of pieces, pieces can also be modified by restricting them in certain ways: for example, their power might only be used for moving, only for capturing, only forwards, only backwards, only sideways, only on their first move, only on a specific square, only against a specific piece, and so on. The horse in xiangqi (Chinese chess) is a knight that cannot leap: it can be blocked on the square orthogonally adjacent to it. The stone general from dai shogi is a ferz that can only move forwards (and therefore is trapped when it reaches the end of the board).

Such restrictions may themselves be combined. The gold general from shogi (Japanese chess) is the combination of a wazir and a forward-only ferz; the silver general from shogi is the combination of a ferz and a forward-only wazir. The pawn has the power of a wazir, but only forward and for movement; the power of a ferz, but only forward and for capturing; the power of a rook with a limited range of 2 squares, but only forward, without capturing, and on its first move; the power to be replaced by a more powerful piece, but only upon reaching its last rank; and the power to capture en passant. A piece that moves and captures differently, like the pawn, is called divergent.[12]

There are some powerful notation systems, described below, that can more succinctly represent arbitrary combinations of the basic restrictions of basic pieces.

Capturing edit

All of the above pieces move once per turn and capture by replacement (i.e., moving to their victim's square and replacing it) except in the case of the en passant capture. A shooting piece (as in Rifle Chess) does not capture by replacement (it stays in place when making a capture). Such a shooting capture is termed igui 居喰い "stationary feeding" in the old Japanese variants where it is common. Baroque chess has many examples of pieces that do not capture by replacement, such as the withdrawer, a piece which captures an adjacent piece by moving directly away from it.

Moving multiple times per turn edit

The lion in chu shogi, as do the pieces in Marseillais chess, can move twice per turn: such pieces are common in the old Japanese variants of chess, termed shogi variants, where they are called lion moves after the simplest example. The lion is a king with the power to move twice per turn: thus it can capture a piece and then move on, possibly capturing another, or returning to its original square. When a double-moving piece captures and then returns to its original square, it acts like a shooting piece.

Games edit

 
Red/black elephants (alfils)
 
Red/black cannons
Xiangqi game piece disks
 
Keima
(the knight)
 
Hisha
(the rook)
Shogi game pieces

Some classes of pieces come from a certain game, and will have common characteristics. Examples are the pieces from xiangqi, a Chinese game similar to chess. The most common are the leo, pao and vao (derived from the Chinese cannon) and the mao (derived from the horse). Those derived from the cannon are distinguished by moving as a hopper when capturing, but otherwise moving as a rider.

Pieces from xiangqi are usually circular disks, labeled or engraved with a Chinese character identifying the piece. Pieces from shogi (Japanese chess) are usually wedge-shaped chips, with kanji characters identifying the piece.

Special attributes edit

Fairy pieces vary in the way they move, but some may also have other special characteristics or powers. The joker (in one of its definitions) mimics the last move made by the opponent. So for example, if White moves a bishop, Black can follow by moving the joker as a bishop. The orphan has no movement powers of its own, but moves like any enemy piece attacking it: so if a rook attacks an orphan, the orphan now has the movement powers of the rook, but those are lost if the enemy rook moves away. Orphans can use these relayed powers to attack each other, creating a chain.[13][14]

A royal piece is one which must not be allowed to be captured. If a royal piece is threatened with capture and cannot avoid capture the next move, then the game is lost (a generalization of checkmate). In orthodox chess, the kings are royal. In fairy chess any other piece may instead be royal, and there may be more than one, or none at all (in which case the winning condition must be some other goal, such as capturing all of the opponent's pieces or promoting a pawn). Tamerlane chess and chu shogi allow multiple royals to be created via promotion. With multiple royal pieces the game can be won by capturing one of them (absolute royalty), or capturing all of them (extinction royalty). The rules can also impose a limit to the number of royals that are allowed to be left in check. In Spartan chess, Black has two kings, and they may not both be left in check even though they can not both be captured in one turn. In Rex Multiplex, a fairy chess condition, pawns can promote to king: a move that checks multiple kings at once is illegal unless all the checks can be resolved on the next move; checkmate happens when a move checkmates all kings of the opposite colour. (A player may not expose any of their kings to check or checkmate, even if it is to resolve checks or checkmates on other attacked kings.)[15]

Pieces, when moving, can also create effects (temporary or permanent) on themselves or on other pieces. In knight relay chess, a knight grants any friendly piece it protects the ability to move like a knight. This ability is temporary and expires when the piece is no longer protected by a knight. In Andernach chess, a piece that moves or captures changes its colour; in volage, a genre of fairy chess problems, a piece changes colour the first time it moves from a light square to a dark square (vice versa), after which its colour is fixed. In Madrasi chess, two pieces of the same kind but different colour attacking each other temporarily paralyse each other: neither may move until the mutual attack is broken by an outside piece. The basilisk from Ralph Betza's Nemoroth inflicts a permanent form of this paralysis (but paralysed pieces may be pushed by the go away, another piece in the game, so they are only prevented from moving of their own accord); the ghast from the same game restricts friendly pieces within two squares of it to moves that take them geometrically further from it, and compels enemy pieces to do so (similar to the compulsion of resolving check in orthodox chess). The immobiliser from Baroque chess immobilises any piece next to it; the fire demon from tenjiku shogi and poison flame from ko shogi capture any enemy pieces that end the turn next to them. The teaching king and Buddhist spirit from maka dai dai shogi are "contagious"; any piece that captures a teaching king or a Buddhist spirit becomes one. (This can be considered as a kind of forced promotion.)

Pieces may promote to other pieces, as the pawn automatically does in orthodox chess on the last rank: the pawn has a choice of what it promotes to. In xiangqi, pawns automatically promote as soon as they cross the river in the middle of the board, but this promotion is fixed and only gives them the power to move sideways as well as forward. In shogi, the pawn is not the only piece that can promote; promotion can occur if a move takes place partly or wholly in the last three ranks from the player's viewpoint, and is optional unless the piece could not move further, but a piece's promotion is fixed. In dai dai shogi, promotion (again fixed depending on the piece) happens when a piece that can promote makes a capture, and may not be refused.

Pieces may also have restrictions on where they can go. In xiangqi, the general and advisors may not leave their palaces (a 3×3 section of the board for each player). The topology of the board can also be changed, and some pieces may respect it while others ignore it. In Tamerlane chess, only a king, prince, or adventitious king may enter the opponent's citadel, and only the adventitious king may enter its own citadel. In cylindrical chess, the left and right edges are joined to each other so a rook can continue to the right from h1 and end up on a1. It would be possible to have both cylindrical pieces and normal pieces on the same board.

Pieces may also have restriction on how they can be captured. An iron piece may not be captured at all.[16] There are other possibilities, like a piece that can be captured by some pieces but not others, which is common in ko shogi (e.g. a shield unit is invulnerable to bows and guns). In Ralph Betza's Jupiter army, the Jovian bishop is a Nemesis ferz: it cannot capture, it cannot increase its distance from the enemy king, and it may not be captured (except possibly by the enemy king itself; Betza vacillated on this point).[17]

Such special characteristics of pieces are normally not included in the notations describing the movement of fairy pieces, and are usually explained separately.

Higher dimensions edit

Some three-dimensional chess variants also exist, such as Raumschach, along with pieces that take advantage of the extra dimension on the board.

     
     
     
     
     
E
     
     
     
     
     
D
     
     
     
     
     
C
     
     
     
     
     
B
     
     
     
     
     
A
In Raumschach the Unicorn moves through the vertices of cubes (i.e. along a space diagonal). The unicorn on Cd4 can move to squares with black dots. The boards are stacked, with board E on top.

Notations edit

Parlett's movement notation edit

In his book The Oxford History of Board Games[18] David Parlett used a notation to describe fairy piece movements. The move is specified in the form m={expression}, where m stands for "move", and the expression is composed from the following elements:

  • Distance (numbers, n)
    • 1 – a distance of one (i.e. to adjacent square)
    • 2 – a distance of two
    • n – any distance in the given direction
  • Direction (punctuation, X)
    • + – orthogonally (four possible directions)
    • > – orthogonally forwards
    • < – orthogonally backwards
    • <> – orthogonally forwards and backwards
    • = – orthogonally sideways (used here instead of Parlett's divide symbol ÷)
    • >= – orthogonally forwards or sideways
    • <= – orthogonally backwards or sideways
    • X – diagonally (four possible directions)
    • X> – diagonally forwards
    • X< – diagonally backwards
    • – orthogonally or diagonally (all eight possible directions); same as +X; Parlett uses *
  • Grouping
    • / – two orthogonal moves separated by a slash denote a hippogonal move (i.e. jumps like a knight)
    • & – repeated movement in the same direction, such as for hippogonal riders (e.g., the nightrider)
    • . – then, (e.g., an aanca is 1X.n+; one step diagonally and then any distance orthogonally outwards)

Additions to Parlett's edit

The following can be added to Parlett's to make it more complete:[citation needed]

  • Conditions under which the move may occur (lowercase alphanumeric, except n)
    • (default) – May occur at any point in the game
    • i – May only be made on the initial move (e.g. pawn's 2 moves forward)
    • c – May only be made on a capture (e.g. pawn's diagonal capture)
    • o – May not be used for a capture (e.g. pawn's forward move)
  • Move type
    • (default) – Captures by landing on the piece; blocked by intermediate pieces
    • ~ – Leaper (leaps); captures by landing on the opposing piece
    • ^ – Locust (captures by hopping; implies hopper); capture move is one square past the captured piece
  • Grouping (punctuation)
    • , (comma) – separates move options; only one of the comma-delimited options may be chosen per move
    • () – grouping operator; see nightrider
    • - – range operator

The format (not including grouping) is: <conditions> <move type> <distance> <direction> <other>

On this basis, the traditional chess moves (excluding castling and en passant capture) are:

  • King: 1
  • Queen: n
  • Bishop: nX
  • Rook: n+
  • Pawn: o1>, c1X>, oi2>
  • Knight: ~1/2

Ralph Betza's "funny notation" edit

Ralph Betza created a classification scheme for fairy chess pieces (including standard chess pieces) in terms of the moves of basic pieces with modifiers.[19]

Capital letters stand for basic leap movements, ranging from single-square orthogonal moves to 3×3 diagonal leaps: Wazir, Ferz, Dabbaba, KNight, Alfil, THreeleaper (ortHogonal), Camel, Zebra, and diaGonal (3,3)-leaper. C and Z are equivalent to obsolete letters L (Long Knight) and J (Jump) which are no longer commonly used. Longer leaps are specified here by a vector, such as (1,4) for the giraffe.

Betza's "atomic" notation of pieces' moves
Atom Name Board step
W Wazir (1,0)
F Ferz (1,1)
D Dabbaba (2,0)
N Knight (2,1)
A Alfil (2,2)
H Threeleaper (3,0)
C (formerly L) Camel (3,1)
Z (formerly J) Zebra (3,2)
G Tripper (3,3)

A leaper is converted into a rider by doubling its letter. For example, WW describes a rook, FF describes a bishop, and NN describes a nightrider. The second letter can instead be a number, which is a limitation on how many times the leap motion can be repeated; for example, W4 describes a rook limited to 4 spaces of movement. R4 is an old synonym for W4.[20]

Combining multiple movement letters into a string means the piece can use any of the available options. For example, WF describes a king, capable of moving one space orthogonally or diagonally.

Standard chess pieces except pawns (which are particularly complex) and knights (which are a basic leap movement) have their own letters available; K = WF, Q = WWFF, B = FF, R = WW.[20]

All mentioned capitals refer to a maximally symmetric set of moves that can be used for both moving and capturing. Lowercase letters in front of the capital letters modify the component, usually restricting the moves to a subset. They can be distinguished in directional, modal and other modifiers. Basic directional modifiers are: forward, backward, right, left. On non-orthogonal moves these indicate pairs of moves, and a second modifier of the perpendicular type is needed to fully specify a single direction. Otherwise, when multiple directions are mentioned, it means that moves in all these directions are possible. The prefix notations sideways and vertical are shorthands for lr and fb, respectively. Modal modifiers are move only, capture only. Other modifiers are jumping (basic distant leap must jump, cannot move without a hurdle), non-jumping like the Chinese elephant, grasshopper (a rider that moves only by landing on the square immediately beyond the first piece it encounters), pao (a rider that moves only by landing any number of squares beyond the first piece it encounters, but not beyond a second piece), o cylindrical (moving off one side of the board wraps to the other), z crooked (moving in a zigzag line like the boyscout), q circular movement (like the rose), and then (for pieces that start moving in one direction and then continue in another, like the gryphon).

In addition, Betza has also suggested adding brackets to his notation: q[WF]q[FW] would be a circular king, which can move from e4 to f5 (first the ferz move) then g5, h4, h3, g2, f2, e3, and back to e4, effectively passing a turn, and could also start from e4 to f4 (first the wazir move) then g5, g6, f7, e7, d6, d5, and back to e4.

Example: The standard chess pawn can be described as mfWcfF (ignoring the initial double move).

There is no standard order of the components and modifiers. Betza often plays with the order to create somehow pronounceable piece names and artistic word play.

Betza's notation for the fundamental leapers
X
Y
−3 −2 −1 0 1 2 3
3 G Z C H C Z G
2 Z A N D N A Z
1 C N F W F N C
0 H D W 0 W D H
−1 C N F W F N C
−2 Z A N D N A Z
−3 G Z C H C Z G

Note that this table is a special case of the Cartesian coordinate plane, where the Origin is always the current location of the piece about to move.

Addition to Betza's notation ('XBetza') edit

Betza does not use the small letter i. It is used here for initial in the description of the different types of pawns. The letter a is used here to describe again, indicating the piece can make the move on which it is prefixed multiple times, possibly with new modifiers mentioned behind the a, which then apply to the second 'leg' of the move. Directional specifications for such a continuation step should be interpreted relative to the first step (e.g. aW is a two-step orthogonal move that can change direction; afW is a two-step orthogonal move that must continue the same direction).[21]

To handle some frequently encountered special moves, e can be used next to m and c to indicate en-passant capture, i.e. capture of the piece that just made a move with i & n modifier, by moving to the square where the n implies it could have been blocked. (This makes the full description of the FIDE pawn mfWcefFimfnD.) An O with a range specifier is used to indicate castling with the furthest piece in that direction in the initial setup, the range indicating the number of squares the king moves (orthodox castling: ismO2). XBetza overloads some modifiers, by giving them an alternative meaning where the original meaning makes no sense. E.g. i in a continuation leg ('iso') indicates the length must be the same as the previous riding leg, useful for indicating rifle captures (caibR).

Non-final legs of a multi-leg move also have the option to end on an occupied square without disturbing its contents. To indicate this the modifier p is used, and thus has a slightly different meaning than on final legs; the traditional meaning can then be seen as shorthand for paf. To make the a notation more versatile, it can also be used when the moves of the two legs are not exactly congruent: g is an alternative to indicates a non-final leg to an occupied square, but in contrast to p it specifies a 'range toggle', converting a mentioned rider move into the corresponding leaper move (e.g. RW) for the next leg, and vice versa (making the traditional g shorthand for gaf). A similar range toggle on reaching an empty square can be indicated by y, to indicate a slider spontaneously turns a corner after starting with a leap. Continuation directions will always be encoded in the 8-fold (K) system, even when the initial leg only had 4-fold symmetry. Mention of an intermediate direction on a 4-fold-symmetrical move would then swap orthogonal moves to the corresponding diagonal moves, (e.g. WF) and vice versa. (So mafsW is the xiangqi horse, move to an empty W-square, and continue one F-step at 45 degree, and FyafsF is the gryphon.)

Bex notation also adds many extensions for indicating different modes of capture: where a simple c describes replacement capture as in chess, the notations [ca], [cw], [cl] describe capture by approach, withdrawal, leaping over, etc. [crM] describes rifle capture (i.e. annihilating enemy pieces without moving), and specifies with the atom M it contains what can be captured that way. Bex notation also introduces a way to describe exotic effects as a step in a longer move. E.g. [xo] as final move step indicates returning to the square of origin, [xiK] means immobilize all pieces a K step away from the current square, while [x!iK] would similarly mobilize such neighbors. [xwN] would denote a position swap with a piece an N leap away. None of these things can be specified in the original Betza notation, but the downside is that the notations are completely ad-hoc, and do not follow from an underlying principle.

Notation used by problemists edit

The British Chess Problem Society (BCPS) provides notations for many fairy chess pieces,[22] extending the standard algebraic notation for chess. The notation consists of one or two capital letters or of one capital letter followed by a digit. It is noteworthy that the notation of the standard Knight is the letter S (from German Springer) and the single letter N denotes the Nightrider. The notation for the Wazir is WE (from German Wesir) while the notation WA denotes the Waran (Rook + Nightrider).

Relative value of pieces edit

As with piece values in traditional chess, fairy pieces have values assigned for use in scoring and strategising. While a large amount of information can be found concerning the relative value of variant chess pieces, there are few resources where it is in a concise format for more than just a few piece types. One challenge of producing such a summary is that piece values are dependent upon the size of boards they are played on, and the combination of other pieces on the board: even when the same game format is assumed (board size and combination of other pieces), there is often little agreement on the specific value of many other pieces.

On an 8×8 board, the standard chess pieces (pawn, knight, bishop, rook, and queen) are usually given values of 1, 3, 3, 5, and 9 respectively. When the basic pieces wazir (W), ferz (F), and mann (WF = K), are played with a similar mix of pieces, they are typically valued at around 1, 1.5, and 3 points respectively. Three popular compound pieces, the archbishop (BN), chancellor (RN), and amazon (QN) have been estimated to have point values around 8, 8.5, and 12 respectively. The values of other pieces are not well established; compound pieces are sometimes approximated as the sum of their component pieces, or estimated to be slightly higher due to synergistic effects (such as it is for the archbishop and chancellor).[citation needed]

Musketeer Chess,[23] a modern chess variant, has tried to give relatively accurate values of 10 fairy pieces: Hawk, Elephant, Unicorn, Fortress, Dragon, Spider, Leopard, Cannon, Archbishop, Chancellor. The method that led to these calculations has been based on computation, using a dedicated engine developed. Thousands of games were generated, which helped refine the values that served as a starting point (Musketeer Chess Pieces Relative Value[24]). Other independent approaches have given Musketeer Chess a trial.[25] For example, Sbiis Sabian, in a 24-page article, reviewed many existing methods and came-up with his own methodology, inspired from previous trials. He created a program that generates random chess positions, then calculated average mobility in thousands of positions approximating the relative piece val.[25] Another progress has been the use of powerful engines: an approach presented by Grandmaster Larry Kaufman has allowed the evaluation of the relative piece values in many situations, e.g. the bishop pair.[26]

See also edit

References edit

  1. ^ Unicode proposal for heterodox chess pieces 2017-07-24 at the Wayback Machine. Quotes: "Most fairy pieces are conventionally represented by rotating the standard chess piece symbols." (p. 1); "Unlike the standard upright symbols, which always correspond to the orthodox pieces, there is no strict one-to-one correspondence between rotated symbols and particular piece types: the number of fairy pieces in use is uncountable, and the number of possible pieces is infinite. Instead, rotated symbols are assigned to pieces as needed, and the composer has wide latitude in choosing which ones they feel are appropriate, with only a few very common ones fixed by convention..." (p. 2); "The use of distinct symbols for these pieces is more common among players of the aforementioned variants than among problem enthusiasts" (p. 6).
  2. ^ Velimirović, M.; Valtonen, K. (2012), Encyclopedia of Chess Problems, Šahovski informator, p. 168
  3. ^ Wallace, Garth; Everson, Michael (4 April 2017). "Revised proposal to encode heterodox chess symbols in the UCS" (PDF). unicode.org. Unicode. Retrieved 9 January 2024.
  4. ^ Bala, Gavin Jared; Miller, Kirk (22 December 2023). "Unicode request for shatranj symbols" (PDF). unciode.org. Unicode. Retrieved 9 January 2024.
  5. ^ Dickins, Anthony S. M. (1969) [1967]. A Guide to Fairy Chess (1971 Dover repub. of 2nd ed.). Richmond, England; New York: Q Press; Dover. ISBN 0-486-22687-5; pp. 9, 30.
  6. ^ Poisson, "Catégories de pièces – Types of pieces", § "Bondisseur(m,n) – (m,n)Leaper"
  7. ^ "Chu Shogi".
  8. ^ Poisson, "Pièces féeriques – Fairy pieces", §§ "Alfil" & "Fers"
  9. ^ "J. P. Jelliss, All the King's Men". from the original on 2016-07-31. Retrieved 2010-07-20.
  10. ^ "J. P. Jelliss, Theory of Moves and Pieces". from the original on 2017-07-31. Retrieved 2017-09-11.
  11. ^ "P. Aronson and G. W. Duke, Complete Permutation Chess". from the original on 2021-11-30. Retrieved 2021-04-05.
  12. ^ "The Piececlopedia: Pawn".
  13. ^ "Piecelopedia: Orphan". from the original on 2022-10-27. Retrieved 2022-10-27.
  14. ^ Unicode proposals for fairy chess: L2/16-293 2017-07-24 at the Wayback Machine, L2/17-034R3 2022-10-03 at the Wayback Machine
  15. ^ "Rex Multiplex".
  16. ^ "The Iron Knight".
  17. ^ "War of Worlds: Jupiter".
  18. ^ Parlett, 1999
  19. ^ Overby, Glenn, II (2003). "Betza Notation" 2010-06-20 at the Wayback Machine. CVP.
  20. ^ a b Betza, Ralph. "My Funny Notation". Chess Variants – via chessvariants.com.
  21. ^ "XBetza" 2017-06-20 at the Wayback Machine. GNU XBoard.
  22. ^ "S. Emmerson, A Glossary of Fairy Chess Definitions" (PDF). (PDF) from the original on 2021-05-06. Retrieved 2021-04-15.
  23. ^ "homepage". www.musketeerchess.net. Retrieved 2019-11-04.
  24. ^ Haddad, Zied (2017-12-12). "Musketeer Chess, Relative Piece Value". Musketeer Chess Games, modern Chess Variants. Retrieved 2019-11-04.
  25. ^ a b Sabian, Sbiis. . sites.google.com. Archived from the original on 2020-03-31. Retrieved 2019-11-04.
  26. ^ Kaufman, Larry (17 November 2008). "The Evaluation of Material Imbalances (by IM Larry Kaufman)". Chess.com. Retrieved 2019-11-04.

Bibliography

Web pages

  • Bagley-Jones, Christine (2012). "Fairy Pieces Part 1". CVP. Retrieved 2021-03-16. 154 pieces from old Shogi variants.
  • Betza, Ralph (1996–2000). "My Funny Notation". CVP. Retrieved 2006-05-13.
  • Bodlaender, Hans L.; Howe, David; Duniho, Fergus, eds. (1995). "Index page of the CVP". The Chess Variant Pages.. §§: "Piececlopedia" & "Articles on Pieces".
  • Cazaux, Jean-Louis (2000–2014). "History of Chess". History of Chess: chesspage of JL Cazaux. Also: "My Chess Variants".
  • Derzhanski, Ivan A. (2001). "Who is Who on Eight by Eight". CVP.
  • Howe, David (2011). "The Concise Guide to Chess Variants". CVP.
  • Jelliss, George P. (2002–2012). "A Guide to Variant Chess". Mayhematics. British Chess Variants Society. § "All the King's Men". Retrieved 2010-07-20. §§: "Variant Chess Games"; "Introducing Variant Chess" & "Simple Chess Variants" [PDF] (2010)
  • Jelliss, George P. (2000–2016). "Knight's Tour Notes". Mayhematics. § "All the King's Men". §§: "Geometry: Theory of Moves"; "History" & "Other Pieces".
  • Poisson, Christian (2003–2011). "Catégories de pièces – Types of pieces". Problemesis (in French and English). Retrieved 2008-04-18.
  • Poisson, Christian (2002–2006). "Pièces féeriques – Fairy pieces". Problemesis (in French and English). Retrieved 2008-04-18.

External links edit

  • Piececlopedia An extensive list of fairy chess pieces, their history and movement diagrams
  • Who is Who on Eight by Eight Compiled by Ivan A Derzhanski, shows also piece values
  • Generic Chess Piece Creation System Easy ways to estimate piece values
  • A Guide to Variant Chess: All the King's Men

fairy, chess, piece, fairy, chess, piece, variant, chess, piece, unorthodox, chess, piece, heterodox, chess, piece, chess, piece, used, conventional, chess, incorporated, into, certain, chess, variants, some, chess, problems, compared, conventional, pieces, fa. A fairy chess piece variant chess piece unorthodox chess piece or heterodox chess piece is a chess piece not used in conventional chess but incorporated into certain chess variants and some chess problems Compared to conventional pieces fairy pieces vary mostly in the way they move but they may also follow special rules for capturing promotions etc Because of the distributed and uncoordinated nature of unorthodox chess development the same piece can have different names and different pieces can have the same name in various contexts as it can be noted in the list of fairy chess pieces Most are symbolised as inverted or rotated icons of the standard pieces in diagrams and the meanings of these wildcards must be defined in each context separately Pieces invented for use in chess variants rather than problems sometimes instead have special icons designed for them but with some exceptions the princess empress and occasionally amazon many of these are not used beyond the individual games for which they were invented 1 Contents 1 Background 2 Classification 2 1 Simple pieces 2 1 1 Leapers 2 1 2 Riders 2 1 3 Hoppers 2 2 Compound pieces 2 3 Restricted pieces 2 4 Capturing 2 5 Moving multiple times per turn 2 6 Games 2 7 Special attributes 2 8 Higher dimensions 3 Notations 3 1 Parlett s movement notation 3 1 1 Additions to Parlett s 3 2 Ralph Betza s funny notation 3 2 1 Addition to Betza s notation XBetza 3 3 Notation used by problemists 4 Relative value of pieces 5 See also 6 References 7 External linksBackground edit nbsp Fragment of a chessboard and chess pieces from 17th century Russia This may once have been a standard form of chess in a particular area The earliest known forms of chess date from the 7th century in Persia chatrang and India chaturanga They had different rules from the modern game The game was then transmitted to the Arabs then to the Europeans and for several centuries it was played with those ancient rules For example the queen was once able to move only a single square diagonally while the bishop could jump two squares diagonally The change of rules occurred in Spain in the end of the 15th century when the queen and the bishop were given the moves they have today In the old Muslim manuscripts those two pieces were referred as a ferz meaning advisor and fil meaning elephant The queen is still called ferz in Russian and Ukrainian and the bishop is still called alfil from al fil with the article in Spanish Due to the piece s change in movement the ferz and the alfil are now considered non standard chess pieces As those who created modern chess did in the 15th century modern chess enthusiasts still often create their own variations of the rules and the way the pieces move Pieces that move differently from today s standard rules are called variant or fairy chess pieces 2 The names of fairy pieces are not standardised and most do not have standard symbols associated with them Most are typically represented in diagrams by rotated versions of the icons for normal pieces though there are a few exceptions that sometimes get their own icons the equihopper the knighted pieces princess empress and amazon 3 and a few of the basic leapers e g wazir ferz and alfil 4 This article uses common names for the pieces described whenever possible but these names sometimes differ between circles associated with chess problems and circles associated with chess variants Classification editMany of the simplest fairy chess pieces do not appear in the orthodox game but they usually fall into one of three classes 5 There are also compound pieces that combine the movement powers of two or more different pieces Simple pieces edit Leapers edit Names and moves of the leapers mn 0 1 2 3 40 Zero 0 Wazir W Dabbaba D Threeleaper H Fourleaper1 Wazir W Ferz F Knight N Camel C Giraffe2 Dabbaba D Knight N Alfil A Zebra Z Stag3 Threeleaper H Camel C Zebra Z Tripper G Antelope4 Fourleaper Giraffe Stag Antelope CommuterPiece names may vary this table uses each piece s most common name A leaper is a piece that moves directly to a square a fixed distance away A leaper captures by occupying the square on which an enemy piece sits The leaper s move cannot be blocked unlike elephant and horse in Xiangqi and Janggi it leaps over any intervening pieces so the check of a leaper cannot be parried by interposing Leapers are not able to create pins but are effective forking pieces A leaper s move that is not orthogonal i e horizontal or vertical nor diagonal is said to be hippogonal Moves by a leaper may be described using the distance to their landing square the number of squares orthogonally in one direction and the number of squares orthogonally at right angles For instance the orthodox knight is described as a 1 2 leaper or a 2 1 leaper 6 The table to the right shows common but by no means standard names for the leapers reaching up to 4 squares together with the letter used to represent them in Betza notation a common notation for describing fairy pieces Although moves to adjacent squares are not strictly leaps by the normal use of the word they are included for generality Leapers that move only to adjacent squares are sometimes called step movers in the context of shogi variants 7 In shatranj a Persian forerunner to chess the predecessors of the bishop and queen were leapers the alfil is a 2 2 leaper moving two squares diagonally in any direction and the ferz a 1 1 leaper moving one square diagonally in any direction 8 The wazir is a 0 1 leaper an orthogonal one square leaper The dabbaba is a 0 2 leaper The level 3 leapers are the threeleaper 0 3 camel 1 3 zebra 2 3 and tripper 3 3 The giraffe stag and antelope are level 4 leapers 1 4 2 4 and 3 4 Many of these basic leapers appear in Tamerlane chess nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp Ferz notation F nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp Alfil notation A can jump nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp Wazir notation W nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp Dabbaba notation D can jump Riders edit A rider or ranging piece is a piece that moves an unlimited distance in one direction provided there are no pieces in the way Each basic rider corresponds to a basic leaper and can be thought of as repeating that leaper s move in one direction until an obstacle is reached If the obstacle is a friendly piece it blocks further movement if the obstacle is an enemy piece it may be captured but it cannot be jumped over There are three riders in orthodox chess the rook is a 0 1 rider the bishop is a 1 1 rider and the queen combines both patterns Sliders are a special case of riders that can only move between geometrically contiguous cells All of the riders in orthodox chess are examples of sliders abcdefgh8 nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp 877665544332211abcdefghNightrider represented by an inverted knight makes any number of knight moves in the same direction abcdefgh8 nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp 877665544332211abcdefghThe white nightrider on a1 is blocked from reaching c5 by its pawn on b3 It may travel to c2 independent of the pieces on a2 b2 and b1 It may capture the enemy pawn on e3 but may not continue on to g4 so the black king is not in check The black e pawn is pinned as moving it exposes its king to check The white queen and rook are skewered by the black nightrider on a8 Hence NNxe3 is possible Riders can create both pins and skewers One popular fairy chess rider is the nightrider which can make an unlimited number of knight moves in any direction like other riders it cannot change direction partway through its move The names of riders are often obtained by taking the name of its base leaper and adding the suffix rider For example the zebrarider is a 2 3 rider A nightrider can be blocked only on a square one of its component knight moves falls on if a nightrider starts on a1 it can be blocked on b3 or c2 but not on a2 b2 or b1 It can only travel from a1 to c5 if the intervening square b3 is unoccupied Some generalised riders do not follow a straight path The Aanca from the historical game of Grant Acedrex is such a bent rider it takes its first step like a ferz and continues outward from that destination like a rook The unicorn from the same game takes its first step like a knight and continues outward from that destination like a bishop The rose which is used in chess on a really big board traces out a path of knight moves on an approximate regular octagon from e1 it can go to g2 h4 g6 e7 c6 b4 c2 and back to e1 The crooked bishop or boyscout follows a zigzag starting from f1 its path could take it to e2 f3 e4 f5 e6 f7 and e8 or g2 f3 g4 f5 g6 f7 and g8 A limited ranging piece moves like a rider but only up to a specific number of steps An example is the short rook from Chess with different armies it moves like a rook but only up to a distance of 4 squares From a1 it can travel in one move to b1 c1 d1 or e1 but not f1 A rider s corresponding leaper can be thought of as a limited ranging piece with a range of 1 a wazir is a rook restricted to moving only one square at a time The violent ox and flying dragon from dai shogi an ancient form of Japanese chess are a range 2 rook and a range 2 bishop respectively There are other possible generalisations as well the picket from Tamerlane chess moves like a bishop but at least two squares thus it cannot stop on the square next to it but it can be blocked there These are in general called ski pieces the picket is a ski bishop A skip rider skips over the first and then every odd cell in its path it cannot be blocked on the squares it skips Thus a skip rook would be a dabbabarider and a skip bishop would be an alfilrider A slip rider is similar but skips over the second and then every even cell in its path 9 In some shogi variants variants of Japanese chess there are also area moves These are similar to limited ranging pieces in that the pieces with such moves repeat one kind of basic step up to a fixed number of times and must stop when they capture However unlike other riders they may change direction during their move and do not have a fixed path shape like riders or bent riders do Hoppers edit nbsp The long range threat of a cannon 砲 move shown is of 砲 here it is capturing 俥 A hopper is a piece that moves by jumping over another piece called a hurdle The hurdle can be any piece of any color Unless it can jump over a piece a hopper cannot move Note that hoppers generally capture by taking the piece on the destination square not by taking the hurdle as is the case in checkers The exceptions are locusts which are pieces that capture by hopping over its victim They are sometimes considered a type of hopper There are no hoppers in Western chess In xiangqi Chinese chess the cannon captures as a hopper along rook lines when not capturing it is a 0 1 rider which cannot jump the same as a rook in janggi Korean chess the cannon is a hopper along rook lines when moving or capturing The grasshopper moves along the same lines as a queen hopping over another piece and landing on the square immediately beyond it Yang Qi includes the diagonal counterpart of the cannon the vao which moves as a bishop and captures as a hopper along bishop lines Compound pieces edit Compound pieces combine the powers of two or more pieces The queen may be considered the compound of a rook and a bishop The king of standard chess combines the ferz and wazir ignoring restrictions on check and checkmate and ignoring castling The alibaba combines the dabbaba and alfil while the squirrel can move to any square 2 units away combining the knight and alibaba The phoenix combines the wazir and alfil while the kirin combines the ferz and dabbaba both appear in chu shogi an old Japanese chess variant that is still sometimes played today An amphibian is a combined leaper with a larger range than any of its components such as the frog a 1 1 0 3 leaper Although the 1 1 leaper is confined to one half of the board and the 0 3 leaper to one ninth their combination can reach any square on the board 10 When one of the combined pieces is a knight the compound may be called a knighted piece The archbishop chancellor and amazon are three popular compound pieces combining the powers of non royal orthodox chess pieces They are the knighted bishop knighted rook and knighted queen respectively When one of the combined pieces is a king the compound may be called a crowned piece The crowned knight combines the knight with the king s moves when royal it is called a knighted king The dragon king of shogi is a crowned rook rook king while the dragon horse is a crowned bishop bishop king By analogy with the Barnes Opening also being known as the Half Bird in Britain for starting 1 f3 rather than 1 f4 variants where the players start with a short archbishop a short chancellor a crowned rook a crowned bishop may be called Half Capablanca chess for replacing one part of the compounds with a shorter range move The knighted compounds show that a compound piece may not fall into any of the three basic categories from above a princess slides for its bishop moves and can be blocked by obstacles in those directions but leaps for its knight moves and cannot be blocked in those directions The names princess and empress are common in the problemist tradition in chess variants involving these pieces they are often called by other names such as archbishop and chancellor in Capablanca chess or cardinal and marshal in Grand Chess respectively Combinations of known pieces with the falcon from falcon chess are named winged pieces in Complete Permutation Chess not only winged knight bishop rook and queen are featured but also winged marshal winged cardinal and winged amazon 11 Marine pieces are compound pieces consisting of a rider or leaper for ordinary moves and a locust for captures in the same directions Marine pieces have names alluding to the sea and its myths e g nereide marine bishop triton marine rook mermaid marine queen and poseidon marine king Examples named for non mythical sea creatures include the seahorse marine knight dolphin marine nightrider anemone marine guard or mann and prawn marine pawn Games that consist of these marine pieces known as sea chesses are often played on larger boards to account for these pieces needing more squares available for their locust like capturing moves Restricted pieces edit In addition to combining the powers of pieces pieces can also be modified by restricting them in certain ways for example their power might only be used for moving only for capturing only forwards only backwards only sideways only on their first move only on a specific square only against a specific piece and so on The horse in xiangqi Chinese chess is a knight that cannot leap it can be blocked on the square orthogonally adjacent to it The stone general from dai shogi is a ferz that can only move forwards and therefore is trapped when it reaches the end of the board Such restrictions may themselves be combined The gold general from shogi Japanese chess is the combination of a wazir and a forward only ferz the silver general from shogi is the combination of a ferz and a forward only wazir The pawn has the power of a wazir but only forward and for movement the power of a ferz but only forward and for capturing the power of a rook with a limited range of 2 squares but only forward without capturing and on its first move the power to be replaced by a more powerful piece but only upon reaching its last rank and the power to capture en passant A piece that moves and captures differently like the pawn is called divergent 12 There are some powerful notation systems described below that can more succinctly represent arbitrary combinations of the basic restrictions of basic pieces Capturing edit All of the above pieces move once per turn and capture by replacement i e moving to their victim s square and replacing it except in the case of the en passant capture A shooting piece as in Rifle Chess does not capture by replacement it stays in place when making a capture Such a shooting capture is termed igui 居喰い stationary feeding in the old Japanese variants where it is common Baroque chess has many examples of pieces that do not capture by replacement such as the withdrawer a piece which captures an adjacent piece by moving directly away from it Moving multiple times per turn edit The lion in chu shogi as do the pieces in Marseillais chess can move twice per turn such pieces are common in the old Japanese variants of chess termed shogi variants where they are called lion moves after the simplest example The lion is a king with the power to move twice per turn thus it can capture a piece and then move on possibly capturing another or returning to its original square When a double moving piece captures and then returns to its original square it acts like a shooting piece Games edit Main article List of chess variants nbsp Red black elephants alfils nbsp Red black cannonsXiangqi game piece disks nbsp Keima the knight nbsp Hisha the rook Shogi game pieces Some classes of pieces come from a certain game and will have common characteristics Examples are the pieces from xiangqi a Chinese game similar to chess The most common are the leo pao and vao derived from the Chinese cannon and the mao derived from the horse Those derived from the cannon are distinguished by moving as a hopper when capturing but otherwise moving as a rider Pieces from xiangqi are usually circular disks labeled or engraved with a Chinese character identifying the piece Pieces from shogi Japanese chess are usually wedge shaped chips with kanji characters identifying the piece Special attributes edit Fairy pieces vary in the way they move but some may also have other special characteristics or powers The joker in one of its definitions mimics the last move made by the opponent So for example if White moves a bishop Black can follow by moving the joker as a bishop The orphan has no movement powers of its own but moves like any enemy piece attacking it so if a rook attacks an orphan the orphan now has the movement powers of the rook but those are lost if the enemy rook moves away Orphans can use these relayed powers to attack each other creating a chain 13 14 A royal piece is one which must not be allowed to be captured If a royal piece is threatened with capture and cannot avoid capture the next move then the game is lost a generalization of checkmate In orthodox chess the kings are royal In fairy chess any other piece may instead be royal and there may be more than one or none at all in which case the winning condition must be some other goal such as capturing all of the opponent s pieces or promoting a pawn Tamerlane chess and chu shogi allow multiple royals to be created via promotion With multiple royal pieces the game can be won by capturing one of them absolute royalty or capturing all of them extinction royalty The rules can also impose a limit to the number of royals that are allowed to be left in check In Spartan chess Black has two kings and they may not both be left in check even though they can not both be captured in one turn In Rex Multiplex a fairy chess condition pawns can promote to king a move that checks multiple kings at once is illegal unless all the checks can be resolved on the next move checkmate happens when a move checkmates all kings of the opposite colour A player may not expose any of their kings to check or checkmate even if it is to resolve checks or checkmates on other attacked kings 15 Pieces when moving can also create effects temporary or permanent on themselves or on other pieces In knight relay chess a knight grants any friendly piece it protects the ability to move like a knight This ability is temporary and expires when the piece is no longer protected by a knight In Andernach chess a piece that moves or captures changes its colour in volage a genre of fairy chess problems a piece changes colour the first time it moves from a light square to a dark square vice versa after which its colour is fixed In Madrasi chess two pieces of the same kind but different colour attacking each other temporarily paralyse each other neither may move until the mutual attack is broken by an outside piece The basilisk from Ralph Betza s Nemoroth inflicts a permanent form of this paralysis but paralysed pieces may be pushed by the go away another piece in the game so they are only prevented from moving of their own accord the ghast from the same game restricts friendly pieces within two squares of it to moves that take them geometrically further from it and compels enemy pieces to do so similar to the compulsion of resolving check in orthodox chess The immobiliser from Baroque chess immobilises any piece next to it the fire demon from tenjiku shogi and poison flame from ko shogi capture any enemy pieces that end the turn next to them The teaching king and Buddhist spirit from maka dai dai shogi are contagious any piece that captures a teaching king or a Buddhist spirit becomes one This can be considered as a kind of forced promotion Pieces may promote to other pieces as the pawn automatically does in orthodox chess on the last rank the pawn has a choice of what it promotes to In xiangqi pawns automatically promote as soon as they cross the river in the middle of the board but this promotion is fixed and only gives them the power to move sideways as well as forward In shogi the pawn is not the only piece that can promote promotion can occur if a move takes place partly or wholly in the last three ranks from the player s viewpoint and is optional unless the piece could not move further but a piece s promotion is fixed In dai dai shogi promotion again fixed depending on the piece happens when a piece that can promote makes a capture and may not be refused Pieces may also have restrictions on where they can go In xiangqi the general and advisors may not leave their palaces a 3 3 section of the board for each player The topology of the board can also be changed and some pieces may respect it while others ignore it In Tamerlane chess only a king prince or adventitious king may enter the opponent s citadel and only the adventitious king may enter its own citadel In cylindrical chess the left and right edges are joined to each other so a rook can continue to the right from h1 and end up on a1 It would be possible to have both cylindrical pieces and normal pieces on the same board Pieces may also have restriction on how they can be captured An iron piece may not be captured at all 16 There are other possibilities like a piece that can be captured by some pieces but not others which is common in ko shogi e g a shield unit is invulnerable to bows and guns In Ralph Betza s Jupiter army the Jovian bishop is a Nemesis ferz it cannot capture it cannot increase its distance from the enemy king and it may not be captured except possibly by the enemy king itself Betza vacillated on this point 17 Such special characteristics of pieces are normally not included in the notations describing the movement of fairy pieces and are usually explained separately Higher dimensions edit Some three dimensional chess variants also exist such as Raumschach along with pieces that take advantage of the extra dimension on the board nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp E nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp D nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp C nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp B nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp AIn Raumschach the Unicorn moves through the vertices of cubes i e along a space diagonal The unicorn on Cd4 can move to squares with black dots The boards are stacked with board E on top Notations editParlett s movement notation edit In his book The Oxford History of Board Games 18 David Parlett used a notation to describe fairy piece movements The move is specified in the form m expression where m stands for move and the expression is composed from the following elements Distance numbers n 1 a distance of one i e to adjacent square 2 a distance of two n any distance in the given direction Direction punctuation X orthogonally four possible directions gt orthogonally forwards lt orthogonally backwards lt gt orthogonally forwards and backwards orthogonally sideways used here instead of Parlett s divide symbol gt orthogonally forwards or sideways lt orthogonally backwards or sideways X diagonally four possible directions X gt diagonally forwards X lt diagonally backwards orthogonally or diagonally all eight possible directions same as X Parlett uses Grouping two orthogonal moves separated by a slash denote a hippogonal move i e jumps like a knight amp repeated movement in the same direction such as for hippogonal riders e g the nightrider then e g an aanca is 1X n one step diagonally and then any distance orthogonally outwards Additions to Parlett s edit The following can be added to Parlett s to make it more complete citation needed Conditions under which the move may occur lowercase alphanumeric except n default May occur at any point in the game i May only be made on the initial move e g pawn s 2 moves forward c May only be made on a capture e g pawn s diagonal capture o May not be used for a capture e g pawn s forward move Move type default Captures by landing on the piece blocked by intermediate pieces Leaper leaps captures by landing on the opposing piece Locust captures by hopping implies hopper capture move is one square past the captured piece Grouping punctuation comma separates move options only one of the comma delimited options may be chosen per move grouping operator see nightrider range operatorThe format not including grouping is lt conditions gt lt move type gt lt distance gt lt direction gt lt other gt On this basis the traditional chess moves excluding castling and en passant capture are King 1 Queen n Bishop nX Rook n Pawn o1 gt c1X gt oi2 gt Knight 1 2Ralph Betza s funny notation edit Main article Betza s funny notation Ralph Betza created a classification scheme for fairy chess pieces including standard chess pieces in terms of the moves of basic pieces with modifiers 19 Capital letters stand for basic leap movements ranging from single square orthogonal moves to 3 3 diagonal leaps Wazir Ferz Dabbaba KNight Alfil THreeleaper ortHogonal Camel Zebra and diaGonal 3 3 leaper C and Z are equivalent to obsolete letters L Long Knight and J Jump which are no longer commonly used Longer leaps are specified here by a vector such as 1 4 for the giraffe Betza s atomic notation of pieces moves Atom Name Board stepW Wazir 1 0 F Ferz 1 1 D Dabbaba 2 0 N Knight 2 1 A Alfil 2 2 H Threeleaper 3 0 C formerly L Camel 3 1 Z formerly J Zebra 3 2 G Tripper 3 3 A leaper is converted into a rider by doubling its letter For example WW describes a rook FF describes a bishop and NN describes a nightrider The second letter can instead be a number which is a limitation on how many times the leap motion can be repeated for example W4 describes a rook limited to 4 spaces of movement R4 is an old synonym for W4 20 Combining multiple movement letters into a string means the piece can use any of the available options For example WF describes a king capable of moving one space orthogonally or diagonally Standard chess pieces except pawns which are particularly complex and knights which are a basic leap movement have their own letters available K WF Q WWFF B FF R WW 20 All mentioned capitals refer to a maximally symmetric set of moves that can be used for both moving and capturing Lowercase letters in front of the capital letters modify the component usually restricting the moves to a subset They can be distinguished in directional modal and other modifiers Basic directional modifiers are forward backward right left On non orthogonal moves these indicate pairs of moves and a second modifier of the perpendicular type is needed to fully specify a single direction Otherwise when multiple directions are mentioned it means that moves in all these directions are possible The prefix notations sideways and vertical are shorthands for lr and fb respectively Modal modifiers are move only capture only Other modifiers are jumping basic distant leap must jump cannot move without a hurdle non jumping like the Chinese elephant grasshopper a rider that moves only by landing on the square immediately beyond the first piece it encounters pao a rider that moves only by landing any number of squares beyond the first piece it encounters but not beyond a second piece o cylindrical moving off one side of the board wraps to the other z crooked moving in a zigzag line like the boyscout q circular movement like the rose and then for pieces that start moving in one direction and then continue in another like the gryphon In addition Betza has also suggested adding brackets to his notation q WF q FW would be a circular king which can move from e4 to f5 first the ferz move then g5 h4 h3 g2 f2 e3 and back to e4 effectively passing a turn and could also start from e4 to f4 first the wazir move then g5 g6 f7 e7 d6 d5 and back to e4 Example The standard chess pawn can be described as mfWcfF ignoring the initial double move There is no standard order of the components and modifiers Betza often plays with the order to create somehow pronounceable piece names and artistic word play Betza s notation for the fundamental leapers XY 3 2 1 0 1 2 33 G Z C H C Z G2 Z A N D N A Z1 C N F W F N C0 H D W 0 W D H 1 C N F W F N C 2 Z A N D N A Z 3 G Z C H C Z GNote that this table is a special case of the Cartesian coordinate plane where the Origin is always the current location of the piece about to move Addition to Betza s notation XBetza edit Betza does not use the small letter i It is used here for initial in the description of the different types of pawns The letter a is used here to describe again indicating the piece can make the move on which it is prefixed multiple times possibly with new modifiers mentioned behind the a which then apply to the second leg of the move Directional specifications for such a continuation step should be interpreted relative to the first step e g aW is a two step orthogonal move that can change direction afW is a two step orthogonal move that must continue the same direction 21 To handle some frequently encountered special moves e can be used next to m and c to indicate en passant capture i e capture of the piece that just made a move with i amp n modifier by moving to the square where the n implies it could have been blocked This makes the full description of the FIDE pawn mfWcefFimfnD An O with a range specifier is used to indicate castling with the furthest piece in that direction in the initial setup the range indicating the number of squares the king moves orthodox castling ismO2 XBetza overloads some modifiers by giving them an alternative meaning where the original meaning makes no sense E g i in a continuation leg iso indicates the length must be the same as the previous riding leg useful for indicating rifle captures caibR Non final legs of a multi leg move also have the option to end on an occupied square without disturbing its contents To indicate this the modifier p is used and thus has a slightly different meaning than on final legs the traditional meaning can then be seen as shorthand for paf To make the a notation more versatile it can also be used when the moves of the two legs are not exactly congruent g is an alternative to indicates a non final leg to an occupied square but in contrast to p it specifies a range toggle converting a mentioned rider move into the corresponding leaper move e g R W for the next leg and vice versa making the traditional g shorthand for gaf A similar range toggle on reaching an empty square can be indicated by y to indicate a slider spontaneously turns a corner after starting with a leap Continuation directions will always be encoded in the 8 fold K system even when the initial leg only had 4 fold symmetry Mention of an intermediate direction on a 4 fold symmetrical move would then swap orthogonal moves to the corresponding diagonal moves e g W F and vice versa So mafsW is the xiangqi horse move to an empty W square and continue one F step at 45 degree and FyafsF is the gryphon Bex notation also adds many extensions for indicating different modes of capture where a simple c describes replacement capture as in chess the notations ca cw cl describe capture by approach withdrawal leaping over etc crM describes rifle capture i e annihilating enemy pieces without moving and specifies with the atom M it contains what can be captured that way Bex notation also introduces a way to describe exotic effects as a step in a longer move E g xo as final move step indicates returning to the square of origin xiK means immobilize all pieces a K step away from the current square while x iK would similarly mobilize such neighbors xwN would denote a position swap with a piece an N leap away None of these things can be specified in the original Betza notation but the downside is that the notations are completely ad hoc and do not follow from an underlying principle Notation used by problemists edit The British Chess Problem Society BCPS provides notations for many fairy chess pieces 22 extending the standard algebraic notation for chess The notation consists of one or two capital letters or of one capital letter followed by a digit It is noteworthy that the notation of the standard Knight is the letter S from German Springer and the single letter N denotes the Nightrider The notation for the Wazir is WE from German Wesir while the notation WA denotes the Waran Rook Nightrider Relative value of pieces editAs with piece values in traditional chess fairy pieces have values assigned for use in scoring and strategising While a large amount of information can be found concerning the relative value of variant chess pieces there are few resources where it is in a concise format for more than just a few piece types One challenge of producing such a summary is that piece values are dependent upon the size of boards they are played on and the combination of other pieces on the board even when the same game format is assumed board size and combination of other pieces there is often little agreement on the specific value of many other pieces On an 8 8 board the standard chess pieces pawn knight bishop rook and queen are usually given values of 1 3 3 5 and 9 respectively When the basic pieces wazir W ferz F and mann WF K are played with a similar mix of pieces they are typically valued at around 1 1 5 and 3 points respectively Three popular compound pieces the archbishop BN chancellor RN and amazon QN have been estimated to have point values around 8 8 5 and 12 respectively The values of other pieces are not well established compound pieces are sometimes approximated as the sum of their component pieces or estimated to be slightly higher due to synergistic effects such as it is for the archbishop and chancellor citation needed Musketeer Chess 23 a modern chess variant has tried to give relatively accurate values of 10 fairy pieces Hawk Elephant Unicorn Fortress Dragon Spider Leopard Cannon Archbishop Chancellor The method that led to these calculations has been based on computation using a dedicated engine developed Thousands of games were generated which helped refine the values that served as a starting point Musketeer Chess Pieces Relative Value 24 Other independent approaches have given Musketeer Chess a trial 25 For example Sbiis Sabian in a 24 page article reviewed many existing methods and came up with his own methodology inspired from previous trials He created a program that generates random chess positions then calculated average mobility in thousands of positions approximating the relative piece val 25 Another progress has been the use of powerful engines an approach presented by Grandmaster Larry Kaufman has allowed the evaluation of the relative piece values in many situations e g the bishop pair 26 See also edit nbsp Chess portalFairy chess List of fairy chess pieces Chess variants Correspondence chess Movement of the orthodox pieces Orthodox piece names in different languages Penultima a chess variant in which fairy pieces are invented for each game Three dimensional chess multiple variants including Raumschach mentioned aboveReferences edit Unicode proposal for heterodox chess pieces Archived 2017 07 24 at the Wayback Machine Quotes Most fairy pieces are conventionally represented by rotating the standard chess piece symbols p 1 Unlike the standard upright symbols which always correspond to the orthodox pieces there is no strict one to one correspondence between rotated symbols and particular piece types the number of fairy pieces in use is uncountable and the number of possible pieces is infinite Instead rotated symbols are assigned to pieces as needed and the composer has wide latitude in choosing which ones they feel are appropriate with only a few very common ones fixed by convention p 2 The use of distinct symbols for these pieces is more common among players of the aforementioned variants than among problem enthusiasts p 6 Velimirovic M Valtonen K 2012 Encyclopedia of Chess Problems Sahovski informator p 168 Wallace Garth Everson Michael 4 April 2017 Revised proposal to encode heterodox chess symbols in the UCS PDF unicode org Unicode Retrieved 9 January 2024 Bala Gavin Jared Miller Kirk 22 December 2023 Unicode request for shatranj symbols PDF unciode org Unicode Retrieved 9 January 2024 Dickins Anthony S M 1969 1967 A Guide to Fairy Chess 1971 Dover repub of 2nd ed Richmond England New York Q Press Dover ISBN 0 486 22687 5 pp 9 30 Poisson Categories de pieces Types of pieces Bondisseur m n m n Leaper Chu Shogi Poisson Pieces feeriques Fairy pieces Alfil amp Fers J P Jelliss All the King s Men Archived from the original on 2016 07 31 Retrieved 2010 07 20 J P Jelliss Theory of Moves and Pieces Archived from the original on 2017 07 31 Retrieved 2017 09 11 P Aronson and G W Duke Complete Permutation Chess Archived from the original on 2021 11 30 Retrieved 2021 04 05 The Piececlopedia Pawn Piecelopedia Orphan Archived from the original on 2022 10 27 Retrieved 2022 10 27 Unicode proposals for fairy chess L2 16 293 Archived 2017 07 24 at the Wayback Machine L2 17 034R3 Archived 2022 10 03 at the Wayback Machine Rex Multiplex The Iron Knight War of Worlds Jupiter Parlett 1999 Overby Glenn II 2003 Betza Notation Archived 2010 06 20 at the Wayback Machine CVP a b Betza Ralph My Funny Notation Chess Variants via chessvariants com XBetza Archived 2017 06 20 at the Wayback Machine GNU XBoard S Emmerson A Glossary of Fairy Chess Definitions PDF Archived PDF from the original on 2021 05 06 Retrieved 2021 04 15 homepage www musketeerchess net Retrieved 2019 11 04 Haddad Zied 2017 12 12 Musketeer Chess Relative Piece Value Musketeer Chess Games modern Chess Variants Retrieved 2019 11 04 a b Sabian Sbiis muskeetervalues Recreomathematica sites google com Archived from the original on 2020 03 31 Retrieved 2019 11 04 Kaufman Larry 17 November 2008 The Evaluation of Material Imbalances by IM Larry Kaufman Chess com Retrieved 2019 11 04 Bibliography Cazaux Jean Louis Knowlton Rick 2017 A World of Chess Its Development and Variations through Centuries and Civilizations McFarland ISBN 978 0 7864 9427 9 Dickins Anthony S M 1969 1967 A Guide to Fairy Chess 1971 Dover repub of 2nd ed Richmond England New York Q Press Dover ISBN 0 486 22687 5 Fabel Karl Kemp Charles E 1969 Schach ohne Grenzen T R Dawsons Marchenschach Chess Unlimited T R Dawson s Fairy Chess in German and English Arnfried Haupt cover design Dusseldorf amp Kempten Allgau Germany Walter Rau Verlag ASIN B0000BQXG3 OCLC 601619310 Giffard Nicolas Bienabe Alain 1993 Le Guide des echecs Traite complet Paris Robert Laffont Bouquins pp 1173 1219 ISBN 9782221059135 Murray Harold J R 1913 A History of Chess Oxford Clarendon Press ISBN 978 0 19 827403 2 Link Parlett David 1999 The Oxford History of Board Games Oxford Oxford University Press ISBN 0 19 212998 8 Pritchard David B 1994 The Encyclopedia of Chess Variants Godalming England Games amp Puzzles Publications pp 132 33 ISBN 0 9524142 0 1 Pritchard David B 2007 Beasley John D ed The Classified Encyclopedia of Chess Variants 2nd ed Harpenden England John Beasley ISBN 978 0 9555168 0 1 Schmittberger R Wayne 1992 New Rules for Classic Games New York John Wiley ISBN 0 471 53621 0 Web pages Bagley Jones Christine 2012 Fairy Pieces Part 1 CVP Retrieved 2021 03 16 154 pieces from old Shogi variants Betza Ralph 1996 2000 My Funny Notation CVP Retrieved 2006 05 13 Bodlaender Hans L Howe David Duniho Fergus eds 1995 Index page of the CVP The Chess Variant Pages Piececlopedia amp Articles on Pieces Cazaux Jean Louis 2000 2014 History of Chess History of Chess chesspage of JL Cazaux Also My Chess Variants Derzhanski Ivan A 2001 Who is Who on Eight by Eight CVP Howe David 2011 The Concise Guide to Chess Variants CVP Jelliss George P 2002 2012 A Guide to Variant Chess Mayhematics British Chess Variants Society All the King s Men Retrieved 2010 07 20 Variant Chess Games Introducing Variant Chess amp Simple Chess Variants PDF 2010 Jelliss George P 2000 2016 Knight s Tour Notes Mayhematics All the King s Men Geometry Theory of Moves History amp Other Pieces Poisson Christian 2003 2011 Categories de pieces Types of pieces Problemesis in French and English Retrieved 2008 04 18 Poisson Christian 2002 2006 Pieces feeriques Fairy pieces Problemesis in French and English Retrieved 2008 04 18 External links editPiececlopedia An extensive list of fairy chess pieces their history and movement diagrams Who is Who on Eight by Eight Compiled by Ivan A Derzhanski shows also piece values Generic Chess Piece Creation System Easy ways to estimate piece values A Guide to Variant Chess All the King s Men Retrieved from https en wikipedia org w index php title Fairy chess piece amp oldid 1210913818, wikipedia, wiki, book, books, library,

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