Thursday, 29 December 2016

Waterloo 百田棋 (5th edition)

It is here that the battle of Waterloo was won!
Duke of Wellington

Waterloo 百田棋 (the chess variant)
(5th edition)

Kosintsev I.G.
kosintsev.i.g@gmail.com
(15.10.2017)

If you want play a perfect grand chess, play Waterloo. This 100-squares chess variant has wide strategic and tactical possibilities but at the same time is using an extended set of the chess pieces with the traditional style of movement well known to all chess players. Pieces are arranged hierarchically and harmonically at the initial position.
The initial (in agree with etiquette centre-symmetrical) position at the game Waterloo with the 10x10 board is follows.


The complete set of the chess Waterloo have 72 pieces: 36 white and 36 black.

The basic initial white pieces (Humans):
1. (P) Pawn: a3, b3, d3, e3, f3, g3, i3, k3 (8 pieces).
2. (N) Knight: d2, e2, f2, g2 (4 pieces).
3. (G) Guard: a2, b2, k2, i2 (4 pieces).
4. (B) Bishop: c2, h2 (2 pieces).
5. (C) Cardinal: c1, h1 (2 pieces).
6. (R) Rook: a1, k1 (2 pieces).
7. (M) Marshall: b1, i1 (2 pieces).
8. (A) Adviser: d1, g1 (2 pieces).
9. (Q) Queen: f1 (1 piece).
10.(K) King: e1 (1 piece).

The additional reserved white pieces (Aliens):
1. (S) Spy: c3, h3, r3, s3 (4 pieces).
2. (J) Joker: r2, s2 (2 pieces).
3. (W) Wiseman: r1,s1 (2 pieces).

The basic initial black pieces (Humans):
1. (P) Pawn: a8, b8, d8, e8, f8, g8, i8, k8 (8 pieces).
2. (N) Knight: d9, e9, f9, g9 (4 pieces).
3. (G) Guard: a9, b9, k9, i9 (4 pieces).
4. (B) Bishop: c9, h9 (2 pieces).
5. (C) Cardinal: c10, h10 (2 pieces).
6. (R) Rook: a10, k10 (2 pieces).
7. (M) Marshall: b10, i10 (2 pieces).
8. (A) Adviser: d10, g10 (2 pieces).
9. (Q) Queen: f10 (1 piece).
10.(K) King: e10 (1 piece).

The additional reserved black pieces (Aliens):
1. (S) Spy: c8, h8, r8, s8 (4 pieces).
2. (J) Joker: r9, s9 (2 pieces).
3. (W) Wiseman: r10, s10 (2 pieces).

Rules:
1. The orthogonal mode of the movement O or O(n), where n is the number of the path cells.
2. The diagonal mode of the movement D or D(n), where n is the number of the path cells.
3. The jumping mode JO or JD means that a piece can jump own way over one other (friendly or enemy) piece (hurdle).
4. The neighbor mode of the movement N or N(n), where n=1,2,3 over the neighbor occupied or unoccupied squares (Jump).


1. (P) The pawn moves ahead without the capture by O(1) mode or with the capture by D(1) mode.
Pawn may advance in its first ahead move, without capturing, by O(2) mode.
The pawn may standard capture «en passant».
The pawn that reaches the eighth promotion row promotes for the spy.
The rule of third pawn. The achievement of the eighth promotional row by third pawn brings the victory.
2. (N) The knight moves by N(3) mode.
3. (G) The guard (pasha or mastodon) jumps by N(1) or N(2) modes.
When a guard captures a knight, he turns into a joker (if the reserve allows this).
4. (B) The bishop moves by D mode.
5. (C) The cardinal combines the powers of the bishop and knight.
6. (R) The rook moves by O mode.
7. (M) The marshall combines the powers of the rook and knight.
8. (A) The adviser moves by O or D modes.
The checking adviser turns immediately into a wiseman (if the reserve allows this).
9. (Q) The queen (Amazonka) combines the powers of the adviser and knight.
10. (K) The king moves by N(1) mode.
When (double) castling, the Marshall move towards the King, the Rook move towards this Marshall and the King moves to the square at the other side of this Rook (for whites: 0-0 (Md1, Rc1, Kb1), 0-0-0 (Mf1, Rg1, Kh1); for blacks: 0-0 (Mg10, Rh10, Ki10), 0-0-0 (Me10, Rd10, Kc10)).
Castling may only be done if the King, the Marshall and the Rook have never moved, the squares between the King and the Marshall involved are unoccupied, the King is not in check, and the King does not cross over or end on a square in which it would be in check.
The achievement of the eighth promotional row by the king brings the victory.
11. (S) The spy moves by N(1) mode.
The spy that achieves the ninth promotion row can optionally promote for the joker (if the reserve allows this).
The spy that achieves the last promotion row can optionally promote for the wiseman (if the reserve allows this).
12. (J) The joker moves by N mode.
13. (W) The wiseman moves by JO or JD modes.
14. The (stale)mate brings the victory.
15. Waterloo has no draws. Repeating any position with the same order of move is prohibited. Thirty ordinary moves without any capture and promotion means defeat.

Other rules of this game are identical with rules of classical chess [1].

Internet resources:
1. Chess.
http://en.wikipedia.org/wiki/Chess
2. Chess.com.
http://www.chess.com/
3. Chaturanga.
http://www.chessvariants.org/historic.dir/chaturanga.html
4. Omega Chess.
http://susanpolgar.blogspot.com/2007/08/omega-chess.html
5. Wikipedia, the free encyclopedia. Grand chess.
1 http://en.wikipedia.org/wiki/Grand_chess
6. Archchess.
http://www.chessvariants.com/historic.dir/arch.html
7. Pacific Chess.
http://www.chessvariants.com/large.dir/pacific.html
8. Mideast Chess.
http://www.chessvariants.com/large.dir/mideast.html
9. Mastodon Chess (10x10).
http://hem.passagen.se/melki9/mastodon.htm
10. Modern Grand Chess.
http://chess-checkers-go.blogspot.com/2010/02/modern-chess.html
11. Avant-garde Grand Chess.
http://chess-checkers-go.blogspot.com/2013/02/avant-garde-grand-chess.html
12. Playing card.
https://en.wikipedia.org/wiki/Playing_card

No comments:

Post a Comment