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Fairy Chess, the Mother of All Battles


  

source :
Fairy Chess is a tribute to his creator, Jean-Louis Cazaux

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Introduction
Fairy chess is a type of chess where new pieces are invented to move in ways not normal to chess. These pieces are decided upon before the game begins by both players, usually for the purpose of trying out different strategies or offering new challenges. There are thousands of different recognized fairy chess pieces, and the option to invent a new one for any purpose is always there. There are, however, a number of chess pieces that are more commonly used which have been created using a number of strategies commonly referred to for inventing new pieces. These strategies include creating hybrid pieces, putting additional restrictions on normal pieces, adding movements or directions, or creating new movements entirely, such as hopping. There are, in addition, pieces that are given special powers for alternate types of boards, though the following pieces can all be played in regular chess. What follows are a number of pieces that are good exemplars of these new types of movements that can be used as additions in any otherwise classical game of chess.

Here is a Chess variant with 24 different pieces on a 16 x 16 board, an unrealistic summum. They are 256 cases and 64 pieces per side which gives the same density than for Orthodox Chess.

The board is a 16 x 16 checkered squares with a white one at the right end of each player. There are 64 pieces per side:
  • 1 Unicorn, 1 Dragon Woman, 1 Diablo, 1 Star, 1 Rhinoceros, 1 Buffalo, 2 Cannons, 2 Bulls, 2 Bows, 2 Camels, 2 Antelopes on 1st row,
    • 1 Lion, 1 Gryphon and 14 Centurion on 2nd row,
    • 1 King, 1 Queen, 2 Buffoon, 2 Ships, 2 Bishops, 2 Knights, 2 Rooks, 2 Machines, 2 Elephants on 3rd row,
    • 16 Pawns on 4th row.
    The white King is placed on the center of the third row on a black square, the black King being on a white square. The Queen lays beside the King. The Gryphon is just behind the King, and the Lion is behind the Queen. They are the only major pieces on the second raw, the rest being populated by the Centurions. On the 1st row, the Unicorn is in the back line of the King and commands a side with Dragon Woman and Diablo. On the opposite side, there is the Star on Queen side with Rhinoceros and Buffalo.

    Moves and Captures
    • Exactly as in usual Chess :  Knight- Bishop - Rook - King - Queen



     
    • Pawn (16) : When the Pawn reaches the last row it simply promotes to an Unicorn. There are two differences: It can advance one or two square from ANY position on the board. However, its capturing move is unchanged: one square diagonally forward. As a consequence, the en-passant capture is possible every time the opposite Pawn has advanced two squares.

      • Centurion (14) : The Centurion is an improved Pawn: It can advance one or two square from any position on the board and its capturing move is one square diagonally forward. The improvement is that the Centurion can also advance 1 step diagonally forward. (So, with or without capturing). The Centurion can take en-passant every time an opposite Pawn or Centurion has advanced two squares. When the Centurion reaches the last row it promotes to one of the three major pieces: Queen, Lion or Gryphon.

        • Buffoon (2) : It moves one square in an arbitrary direction, like the king, but without being hindered by check. A Buffoon reaching the first opposite row (the 9th rank for White) can be promoted to a Queen.

            • Elephant (2) : moves one or two squares diagonally. When an Elephant moves two squares, it is allowed to jump, i.e., the intervening square does not have to be empty. 

              • Machine (2) : it is an orthogonal counterpart of the Elephant as it moves 1 or 2 cases orthogonally; jumping over the first case if it is occupied. 

                • Lion (1) : In this game, the Lion may move as a King (a single step move in any direction), or it may jump to a position two squares away, jumping in any orthogonal or diagonal direction, or alternatively jumping as a Knight in Western Chess. 
                  • Gryphon (1) : moves one square diagonally and then, goes away of an indefinite number of cases vertically or horizontally. It is authorized to go only one square diagonal. It cannot jump and the unobstructed path must start with the diagonal movement. This piece is almost as powerful as the Queen. The Griphon is a powerful piece that is more effective in the endgame where it has more open space to move.

                    • Ship (2) : moves one square diagonally and then, goes away of an indefinite number of cases vertically, never horizontally. It can move one square diagonally only. It cannot jump and must begin its move with the diagonal step. The Ship is more limited than the Gryphon (which can move horizontally). Nevertheless its move power is comparable to the Rook and the Bishop. A Ship reaching one of both opposite corners can be promoted to a Gryphon.

                      • Camel (2): It jumps to the opposite case of a 2x4 rectangle, like an extended Knight. No matter what intermediate cases contain. Note that it always stays on the same colour of square. The camel is a jumper. This means that it reaches its destination square by moving either three squares horizontally and one vertically, or one square horizontally and three vertically. The camel is a jumping piece, meaning it can move to its destination square whether the intervening squares are occupied or not. If the destination square is occupied by an enemy piece, then it captures that piece.

                        • Cannon (2) : When the Cannon does not take, it moves like a Rook, i.e., on an orthogonal line an arbitrary number of empty squares. When it takes, it must jump: when taking, the Cannon also moves over an orthogonal line, jumps over the first piece it meets (which may either be friendly or from the opponent) and then continues over the line until the next piece it sees: if that is from the opponent, the Cannon can take it by moving to that position. To make a capture, a Cannon must jump over a screen. This is an intervening piece, which may be of either color, that must stand between the Cannon and its target. Without a screen between the Cannon and its target, it cannot capture the piece. The Cannon moves as a Rook without capturing, and once it jumps over its screen, it continues along as a Rook but only to capture. It cannot jump the screen to make a non-capturing move. When a Cannon attacks, it can be blocked by two pieces, or the opponent can defuse the Cannon's attack by moving the screen out of its path.
                         
                          • Bow  (2) : it is the diagonal counterpart of the Chinese Cannon. It moves like a Bishop and needs an intermediate piece between itself and its victim to capture it. The Bow jumps the intermediate and takes the victim on its square. The intermediate is left unaffected.

                            • Buffalo (2) : combines the leaps of the Knight (3x2), the Camel (4x2) and the Bull (4x3).  The buffalo can either move two squares in one orthogonal direction and then one in the other orthogonal direction (like a Knight), or three squares in one orthogonal direction and then one in the other orthogonal direction, or three squares in one orthogonal direction and then two in the other orthogonal direction. When moving, the buffalo jumps, i.e., the move can be completed regardless of whether intervening squares are occupied.
                             
                              • Dragon Woman (1) : may move like a orthodox chess Rook, OR like a orthodox chess Knight

                                • Diablo (1) : may move like an orthodox chess Bishop, OR like an orthodox chess Knight.

                                    • Unicorn (1) strongest piece on the board, it combines the powers of Queen and Knight. so as to move in any direction like a Queen or in the L formation of a Knight.

                                      • Bull (1) : jumps to the opposite case of a 3x4 rectangle, like an extended Knight. No matter what intermediate cases contain. Note that it always changes the same color of its square. 

                                        • Antelope (2) : jumps 2 or 3 step orthogonally or diagonally. No matter what intermediate cases contain.

                                          • Rhinoceros (1) : jumps as a Knight then slides diagonally away, forward or backward. 

                                            • Star (1) : it moves like a Queen and needs an intermediate piece between itself and its victim to capture it. The Star jumps the intermediate and takes the victim on its square. The intermediate is left unaffected. Like the Queen is Bishop + Rook, the Star is Cannon + Bow.

                                              Metamorphosis



                                              Initial Setup

                                              Object
                                              Checkmate the opponent’s King
                                              This variant is founded on the idea that a piece can change in other piece depending on the colour of the square.
                                              • VIOLET change a piece into a ROOK
                                              • VIOLET    = A ROOK
                                              • BLACK     = A BISHOP
                                              • ORANGE  = A PAWN
                                              • RED           = A KNIGHT
                                              • WHITE does not change the piece

                                              The Board
                                              The playing surface is made of a 7 x 7 board with 8 non-board squares coloured SILVER with cross.




                                              The Rules
                                              The rules of FIDE chess apply except as noted below.
                                              • Upon entering a YELLOW square, any piece , except a King, changes into a QUEEN
                                              • A VIOLET square changes a piece into a ROOK
                                              • A BLACK square changes a piece into a BISHOP
                                              • A ORANGE square changes a piece into a PAWN
                                              • PAWNS do not promote on the last rank except in accordance with the above rule and do not have a initial double-move. There is no castling.
                                              • Check and Checkmate as in orthodox chess

                                              Echecs Héxagonaux





                                              Matériel
                                              Un échiquier hexagonal, de 91 cases hexagonales, de 3 couleurs, 18 pièces noires et 18 pièces blanches
                                               
                                              Pièces et déplacements
                                              Chaque joueur possède 18 pièces : 

                                                 1 Roi : il peut se déplacer d’une case, dans l’une quelconque des 6 directions
                                               
                                              1 Dame : elle peut se déplacer d’un nombre indéfini de cases, en ligne droite. Dans l’une quelconque des 12 directions données par les cotés et les angles de l’hexagone. Elle ne peut traverser que des cases vides.
                                               
                                              3 Fous. Un Fou peut se déplacer d’un nombre indéfini de cases, en ligne droite, dans l’une des 6 directions données par les angles de l’hexagone de départ. Chaque Fou reste ainsi toujours sur des cases d’une même couleur. Il ne peut traverser que des cases vides sur son chemin mais les pièces situées sur les cases adjacentes de couleurs différentes ne sont pas un obstacle.
                                               
                                              2 Tours. Une Tour se déplace d’un nombre indéfini de cases, dans l’une quelconque des 6 directions traversant les cotés de l’hexagone de départ. Une Tour peut ainsi atteindre toutes les cases de l’échiquier. Elle ne peut traverser que les cases vides.
                                               
                                              2 Cavaliers. Un Cavalier saute d’une case comme un Fou et d’une case comme une Tour. A partir d’un hexagone du centre de l’échiquier, un Cavalier peut ainsi atteindre 18 cases différentes. Peu importe ce que contiennent les cases intermédiaires.
                                               
                                              9 Pions. Un Pion peut se déplacer d’une case vers l’avant (2 cases si le joueur le désire, pour le premier déplacement). Le pion est la seule pièce qui ne capture pas comme elle avance. Il prend, comme aux échecs normaux, à 60° sur la gauche et la droite de la direction de la marche. LA prise est donc oblique mais s’effectue selon un pas de Tour ce qui est une différence remarquable avec les Échecs orthodoxes où la prise se fait selon un pas de Fou.
                                              Remarques : le Roi doit se garder d’agressions provenant de 12 directions. L’échiquier est pavé de 3 couleurs au lieu de 2. Un Fou reste indéfiniment sur une de ces 3 couleurs, ce qui rend logique d’attribuer 3 Fous à chaque camp. Le Cavalier devient une pièce formidable commandant 18 cases. Avec ces nouvelles dispositions, l’échiquier, plus grand que le classique 64 cases, devient un maquis difficile à maîtriser.
                                              Mouvements et captures
                                              Par analogie avec les échiquiers classiques à cases carrées, on définit le mouvement orthogonal comme un mouvement qui traverse les cases en passant par les cotés des hexagones et le mouvement diagonal comme un mouvement qui traverse les cases en passant par les sommets.
                                              Règles particulières :
                                              Double pas initial du pion : lorsqu’un pion est sur une case de départ d’un Pion de son camp il peut se déplacer, au gré du joueur et si la case intermédiaire est vide, de 2 cases vers l’avant. C’est le cas lors du premier mouvement mais aussi, lorsque par une prise, un Pion se retrouve sur l’une des cases de départ d’un pion voisin. il a alors de nouveau le droit d’avancer d’un double pas. Cette règle dispense d’avoir à se souvenir si un Pion, sur une telle case de départ, en est à son premier mouvement ou pas.
                                              Prise en passant : s’applique à un Pion qui se déplace de 2 cases. Si un Pion opposé menaçait la case par-dessus laquelle il est passé, ce Pion peut alors le capturer comme s’il s’était arrêté sur la case intermédiaire. Toutefois, cette capture doit être effectuée immédiatement au coup suivant.
                                              Promotion du Pion : un Pion atteignant l’une des 11 cases sur les bords du camp adverse peut être remplacé par, au choix, une Dame, un Fou, une Tour ou un cavalier.
                                              Il n’y a pas de roque

                                              Rollerball Chess







                                              RollerBall Chess, a creation of Jean-louis Cazaux 

                                              Board and pieces
                                              The board in a double ring of 40 squares made from a 7 x 7 with a 3 x 3 hole in the center. There is an inner ring and a outer ring. Also, it is convenient to see 4 zones, South, West, North and East.
                                              Each side has 6 pieces only: 1 King, 1 Bishop, 2 Rooks and 2 Pawns.
                                              White plays first. 


                                              Moves and Rules
                                              The play is mostly clockwise: generally speaking, the pieces move mainly ahead and have only limited motion backward. At every corner of the board, the pieces rotate 90°.
                                              All pieces change their orientation (rotating 90° clockwise) when they land on a corner or bend space (a1, b2, a7, b6, g7, f6, g1, f2).
                                              Main directions on the board. The squares where direction changes are enlighted with white arrows 


                                              King: moves and captures exactly as in Orthochess to any adjacent square but never to a square where it can be captured. It is the only piece to have a symmetric move.



                                              Rook: slides any number of squares forward or sideways along the row or column. Also, it can move 1 square only orthogonally backward. It never slides backward. On the external ring, they have one rebound allowed on the corners of the board.




                                              Bishop: slides diagonally forward any number of squares with one rebound allowed on the sides, external and internal, of the board. Also, it can move 1 square diagonally backward. It never slides diagonally backward.
                                              One may note that the white diagonals are forming another ring joining the mid-points of the external sides. The Bishop is very powerful there.





                                              Pawn: moves and captures forward straight or diagonally. When reaching the starting square of opposite Pawns it promotes to either a Rook or a Bishop. (Promotion to a Bishop upon dark squares is not recommended)




                                              All captures are by displacement as for Chess. End of the Game: There are 2 ways to win the game:
                                              • Ckeckmate the opposite King, or,
                                              • When the King reaches the starting square of the opposite King, but only if had turned clockwise.
                                              Pat is a draw. A 3 times repetition also.

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