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Players: Two.
Requires:
8x8 square board of 64 cells with alternating colors (typically black and white).
Two equal sets of 16 pieces each, one of white pieces and one of black pieces. Aim:
Checkmate the opposing King. Mechanics:
In turns, starting with White, with exactly one move per turn and with a fixed
initial position of the pieces, until a player achieves the objective, resigns or a
tie situation (draw) occurs. You cannot pass or move more than once in any case.
Specifications:
Both players are placed facing each other and separated by the board, which must be
placed between them so that each player's nearest right corner square is white.
Each of the horizontal lines will be called rows and the vertical ones columns.
The squares are usually identified by coordinates as follows: a letter [a..h] for
the file followed by a number [1..8] for the row, and starting from the lower left
corner of the player with White.
Each player has at his disposal a group of 16 pieces of the same color with
specific names and characteristics that represent his army. The player can only
move pieces from his army in his turn, according to the legal rules of the
particular movement. In addition, each piece has the ability to capture enemy
pieces, which are removed from the board.
# # # # # #
# # #The 16 pieces of each army are made up of: 1King
1Lady
2 Bishops
2 Knights 2 Rooks
8 Pawns
The initial layout of the pieces in the game is:
The 8 Pawns occupy the eight squares of the second rank of each player. The 2 Rooks
occupy the corners of the first rank.
Next to the Rooks are the Knights and then the Bishops.
In the central squares of the first row the King and Queen are located so that the
color of the Queen matches that of the square.
Fig. 1 Initial position of the pieces on the board.
Movements:
Any movement that a player makes in his turn must always respect these maxims,
which are considered priority:
# # #
Tower
Movement: as many squares as desired along the same row or column as the original,
limited to the end of the board or the first piece found along the way. If the
piece is enemy, it is within range.
Capture: If an enemy piece is reachable, it can be captured by placing the tower on
the square occupied by the enemy piece and removing it from the board.
Bishop
Movement: all the squares that are desired by one of the four diagonals that start
from the piece, until the end of the board or the first piece found. If the piece
is enemy, it is within range.
Capture: the Bishop is placed in the square occupied by the rival piece, and it is
withdrawn.
No piece can leave the board, nor can there be two on the same square. A player
cannot capture pieces of his own army.It is not possible to make such a movement
that leaves the King itself in check at the end of the turn, that is, that the
rival could capture it in his turn.
Each type of piece moves as follows (ordered for simplicity):
Note that each of the bishops starts on squares of a different color, and cannot
reach those of the opposite color.
Lady
Movement: works like a combined Rook and Bishop, that is, in any of the 8 possible
directions all the desired squares, until the end of the board or the first piece
found. If it's a rival, it's within range.
Capture: the Queen is placed in the square occupied by the rival piece, removing it
from the board.
King
Movement: works like the Queen but only one square at a time, that is, it can only
move to adjacent squares.
Capture: any enemy piece located in any of the 8 adjacent squares can be captured,
placing the King on it and removing the enemy piece.
Note that in particular it implies that the King cannot move next to the other, as
it would be attacked by the rival.
Horse
Movement: You can move to one of the 8 squares that are located at a certain
distance from you, regardless of the pieces that might be in between. Each of these
destination squares form an “L” shape from the starting square. All of them are of
a different color from the initial.
Fig. 2 Destination squares of a knight.Capture: Any enemy piece located on a
Knight's destination square, regardless of the ones in between, can be captured by
moving it there and removing the captured one.
Pawn
Movement: forward, in the same column, one square at a time. If it is the first
time that pawn has been moved (it is still on the second rank) it can move 1 or 2
squares.
Capture: unlike the rest of the pieces, they do not capture how they move. Each
Pawn attacks the two squares that are diagonally forward, so that when capturing
change column. Any enemy piece that is located on these attacked squares can be
captured.
In addition, a Pawn has an additional way to capture enemy pawns in a certain
circumstance (capture en passant). For it:
The original pawn must be on your fifth rank.
The opposing pawn must be in its starting position on an adjacent file.
The opponent must advance his pawn two steps, so that both pawns are together on
the same file.
At that moment, if the player wants, he can capture the enemy as if he had only
moved one square, that is, moving his own diagonally to the next row and removing
the captured one. If you choose to ignore the capture that turn, you will forfeit
the right to do so.
It is the only capture in the game in which the piece that captures does not end up
on the captured square.Crowning: when a pawn reaches the last rank it must be
exchanged (crowned) by a Knight, Bishop, Rook or Queen, even if the player already
has that piece. In this way you can increase your own strength by being able to
have, for example, several Queens. This substitution is included in the same turn
of the pawn.
A special move: castling
Castling is the only move in which two of your own pieces move in the same turn:
the King and a Rook. This movement can only be done by each player 1 time in the
entire game, being optional but fulfilling a series of requirements, one of which
would make it impossible permanently and others only temporarily:
It must be the first move of both the King and the Rook to castle. If the King
moves, castling is disabled for the rest of the game. If the Rook is moved, it is
still possible to use the other one.
There must not be any piece between the King and the Rook, neither friendly nor
contrary.
The King cannot be in check (attacked) at that moment, nor its destination square,
nor the intermediate one. Other squares, like the origin of the Tower, if they can
be.
The move is made in this order whichever side you castle on: first move the King
two squares towards the Rook and then move the Rook to the adjacent square on the
other side of the King.
Fig. 3 Possible castles for White
CheckIt is said that a player is in check when his King is being attacked by one or
two enemy pieces, and it would be possible for the opponent to capture it the next
turn. It is not mandatory to explicitly announce the check. Following the rules,
the player must act accordingly so that this situation disappears on his turn. To
do this you can:
Capture the attacking piece, if you have a piece to do so, and there is only one
attacking piece.
Put a piece in the middle as a shield, if the attacking piece is not a Knight and
there is not more than one attacking.
Move the King to a square such that it is no longer in check, if any.
Fig. 4 Example of check with one piece Fig. 5 Example of double check
Checkmate
When a check occurs and a player cannot execute any movement that allows him to
resolve that situation, he has lost the game.
Boards
There are many possibilities to end a game in a draw:
A player who is not in check cannot move on his turn (stifled).
Both players have agreed to a draw.
The same position has been repeated 3 times (not necessarily with the same moves,
but with the same pieces and the same possible moves for both sides).
There are not enough pieces for either side to force a checkmate. If there are
still any pawns left, it is not applied. Possible cases: King against King, King
against King and Knight or Bishop.A sequence of 50 moves by each side in a row
occurs without capture or pawn movement.