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A piece of fairy chess , chess pieces , orthodox chess pieces , or heterodox chess pieces are chess pieces used in chess conventional but incorporated into certain chess variants and some chess problems. Fairy pieces vary in the way they move. Due to the distributed and uncoordinated nature of orthodox chess development, the same section can have different names, and different pieces of the same name in different contexts. Almost all are typically denoted as icons reversed or rotated from standard pieces in the diagram, and the meaning of these "wildcards" must be defined in each context separately. Pieces found for use in chess variants rather than problems sometimes have special icons designed for them, but with some exceptions (princess, queen, and sometimes amazon), many of these are not used outside of individual games which they found.


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Today's chess exists because of the variations one made to the rules of the previous version of the game. For example, the queen we used today can only move one square in the diagonal direction, a ferz . Today, this section still begins beside the king, but has gained new moves and become queen today. Thus, ferz is now regarded as a non-standard chess piece. Chess fans still often try variations of rules and how the pieces move. Pieces that move differently from the current standard rule are called "variant" or "fairy" chess pieces.

Maps Fairy chess piece



Classification

Fairy chess pieces usually fall into one of three classes, though some are hybrids. Compound cuttings combine the motion forces of two or more different pieces.

Movement type

Leapers

An ( m , n ) - leaper is the moving part of the fixed vector type between the starting and destination box. One of the coordinates of the 'start square - arrival square' vector must have an absolute value m and the other is the absolute value n . A leaper catches by occupying the square where an enemy piece sits. For example, the knight is (1,2) -women. It is easier to classify all fixed moves as jumps, including moving into adjacent squares, as it allows all normal movements to be placed in two categories (leapers and riders) without the need to create a third category for the king and pion.

Leaper movement can not be blocked; it "jumps" over the interacting pieces. Leapers can not make pins, but effective for pieces. Leaper checks can not be deflected by interposing. All orthodox chess players except pawns are leapers or riders, even though the castle 'jumps' over its own king when the palace.

In shatranj, a Persian predecessor for chess, the predecessor of the bishop and queen is leapers: the alphil is (2,2) -the company (moves two boxes diagonally in all directions), and ferz a (1,1) - leaper (move one square diagonally in all directions). The vizier is (1,0) -leaper (a "one-square" orthogonal leaper). The standard chess king combines ferz and vizir. The dabbaba is (2.0) -leaper. Alibaba combines dabbaba and alfil, while squirrels can move to square 2 more units (combining knights and alibaba).

The 'level-3' leapers are threeleaper (0,3), camel (1,3), zebra (2,3), and tripper (3,3). Giraffe is a leaper level-4 (1,4). An amphibian is a combination of leaper with a greater range than its components, such as frog , a (1,1) - (0.3) -leaper.

Riders

The rider is the part that moves unlimited distances in one direction, provided there are no snippets on the road. There are three riders in orthodox chess : the castle is (1.0) - driver; the bishop is (1,1) -large; and the queen combines both patterns. Slider is a special case of riders that can only move between adjacent geometric cells. All riders in orthodox chess are examples of sliders. Riders and sliders can make pins and skewers. One of the popular fairy chess players is the nightrider , which can create an unlimited number of knights in all directions (like other riders, it can not change direction on the way). The rider's names are often obtained by taking the name of leaper base and adding a "rider" suffix. For example, zebrarider is (2,3) -based.

Hoppers

hopper is the moving part by skipping over the other (called obstacle ). Obstacles can be any piece of color. Unless it can skip a piece, the wagon can not move. Note that the hopper generally catches by taking the snippet in the destination box, not by taking the obstacle (as it does in the dam). The exception is grasshopper which is the capture part by skipping the victim. They are sometimes regarded as a hopper type. No wagons in Western chess. In xiangqi, cannon captures as a hopper (when not capturing, it is (1.0) -level that can not jump). Grasshoppers move along the same lines as queens, jump over other pieces and land on the square just outside.

Compound Pieces

Compound cuttings combine the power of two or more pieces. The archbishop, chancellor, and amazon are three popular compounds, combining the power of small orthodox chess pieces.

When one part of the composite is a knight, the compound may be referred to as knighted . The archbishop, chancellor, and amazon are archbishops, knight nobles, and their respective knight queens. When one of the combined pieces is king, the compound can be called crowned . The crowned knight combines the knights with the king's movement. The dragon king shogi is the king of the crown (rook king).

Sea fragments are compound pieces consisting of a rider (for ordinary movements) and grasshoppers (to catch) in the same direction. Sea fragments have names that refer to the sea and its myths, for example, nereide (sea bishop), mermaid (queen of the sea), or poseidon (king of the sea).

Games

Some cutting classes come from certain games, and will have common characteristics. An example is a piece of xiangqi, a Chinese game similar to chess. The most common are leo , pao and vao (originated from Chinese cannon) and mao (originated from horses). Those originating from cannons are distinguished by moving as a hopper while capturing, but instead moving as a rider.

Pieces of xiangqi are usually round-shaped discs, labeled or engraved with Chinese characters that identify pieces. Pieces of shogi (Japanese chess) are usually wedge-shaped chips, with kanji characters identifying pieces.

Custom attribute

Fairy pieces vary in the way they move, but some also have other special characteristics or strengths. Joker (in one definition) mimics the last movement made by the opponent. So for example, if white moves a bishop, black can follow by moving the joker as a bishop.

A piece of the kingdom is one that should not be allowed to be caught. If a piece of the kingdom is threatened with capture and can not avoid taking the next step, then the game disappears (generalization of the skakmat). In orthodox chess, kings are kings. In fairy chess, any other part can be a kingdom, and there may be more than one, or none at all (in this case victory conditions there must be another purpose, such as capturing all pieces of the opponent). With some royal games can be won by capturing one of them (absolute royalty), or catch them all (extinction royalty). The rules can also limit the number of nobles who are allowed to be abandoned in the examination. In the black Spartan chess has two kings, and both can not be abandoned even though both can not be captured in a round.

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Important example

The following table shows chunks of unusual chess games, from fairy chess problems and chess variants (including historical and regional ones), and six orthodox chess pieces. The "Parlett" and "Betza" columns contain notation explaining how each part moves. The notation system is described in the last section of this article.


A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X , Y, Z

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Nilai relatif potongan

While a large amount of information can be found on the relative value of chess pieces, there are several sources where it is in a concise format for more than just some kind of snippet. One challenge to produce such a summary is that the part values ​​depend on the size of the board being played, and the combination of other parts on the board.

On board 8ÃÆ' â € "8, standard chess pieces (pawns, knights, bishops, battlements, and queens) are usually rated 1, 3, 3, 5, and 9. When the basic pieces of wazir (W), ferz ( F), and mann (WF = K), played with the same mixture of pieces, they are usually worth about 1, 1.5, and 3 points respectively. Three pieces of popular compound, archbishop (BN), chancellor (RN), and amazon (QN) have been estimated to have a point value of about 8, 8.5, and 12 respectively.

The value of other parts is not well defined. Even when the same game format is assumed (board size and combination of other parts), there is often little agreement about the specific value of many other parts. Compound pieces are sometimes estimated as the number of pieces of their components, or estimated slightly higher by synergistic effects (such as for archbishops and chancellors).

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Notations

Parlett movement notation

In his book The Oxford History of Board Games David Parlett uses a notation to illustrate the fairy-tail movement. This step is specified in the form m = { expression }, where m stands for "moving", and the expression is composed of the following elements:

  • Distance (number, n)
    • 1 - the distance of one (ie to the adjacent box)
    • 2 - distance of two
    • n - any distance in the given direction
  • Instructions (punctuation, X)
    • * - orthogonal or diagonal (eighty possible)
    • - orthogonal (four possible directions)
    • & gt; - orthogonal forward
    • & lt; - orthogonal backward
    • & lt; & gt; - orthogonal forward and backwards
    • = - italics ortogonal (used here, not Parlett's distribution symbol.)
    • & gt; = - advances orthogonal or sideways
    • & lt; = - orthogonal backward or sideways
    • X - diagonally (four possible directions)
    • X & gt; - diagonal forward
    • X & lt; - diagonal backwards
  • Grouping
    • / - two orthogonal movements separated by slashes indicate a hippogonal movement (ie jumping like a knight)
    • & amp; - repeat motion in the same direction, such as for hippogonal riders (ie nightrider)
    • . - then, (i.e. aanca is 1.nX)

Addition to Parlett's

The following can be added to Parlett to make it more complete:

  • The conditions under which displacement may occur (alphanumeric lowercase, except n)
    • (default) - Can happen at any point in the game
    • me - Only should be done in the first step (eg pion 2 moves forward)
    • c - Only for catches (eg diagonal pawn capture)
    • o - May not be used for shooting (e.g. pawns move forward)
  • Moving type
    • (default) - Capture by landing on the part; blocked by intermediate pieces
    • ~ - Leaper (leap)
    • ^ - Locust (catch by jumping, implies leaper)
  • Grouping (punctuation)
    • / - two orthogonal movements separated by a slash show a hippogonal movement (ie jump like a knight); this is in Parlett, but repeated here for completeness
    • , (comma) - separates the move option; only one comma-separated option can be selected per movement
    • () - carrier grouping; see nightrider
    • - - operator range

Format (excluding grouping) are: & lt; condition & gt; & lt; move type & gt; & lt; distance & gt; & lt; directions & gt; & lt; More & gt;

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

  • King: 1 *
  • Queen: n *
  • Bishop: nX
  • Fortress: n
  • Mortgage: o1 & gt;, c1X & gt;, oi2 & gt;
  • Knight: ~ 1/2

"Funny notation" Ralph Betza

Ralph Betza created a classification scheme for chess pieces (including a standard chess piece) in terms of base-cut movements with modifiers.

The capital letters stand for the base jump movement, starting from one-square orthogonal motion to a 3 ~ 3 diagonal jump: W azir, F erz, D A lfil, T H reeleaper, C amel, Z ebra, and G (3,3) -leaper. C and Z are equivalent to obsolete letters L (Long Knight) and J (Jump) usually used.

The jump is converted into a rider by doubling the letters. For example, WW describes a fortress, FF describes a bishop, and NN describes a nightrider. The second letter can be a number, which is a limitation of how many jump movements can be repeated; for example, W4 describes a fortress confined to 4 spaces of motion.

Merging some moving letters into strings means that snippets can use whatever options are available. For example, WF describes a king, capable of moving one space orthogonally or diagonally.

Standard chess pieces except pawns (which are very complicated) and knights (which is a basic jump motion) have their own available letters; K = WF, Q = WWFF, B = FF, R = WW.

All mentioned capitals refer to a series of maximum symmetrical movements that can be used for movement and capture. Lower case in front of uppercase modifies component, usually limits transfer to subset. They can be distinguished in direction, capital and other modifiers. The base direction modifier is: f orward, b ackward, r ight, l eft. In this non-orthogonal movement the pair is moving, and a second modifier of the perpendicular type is required to determine one direction. Otherwise, when some directions are mentioned, it means that moving in all directions is possible. s ideways and v ertical stands for lr and fb , respectively. Modifiers only m ove, c only. Other modifiers are j feedback (the basic long jump must jump, can not move without obstacles), n is jumped like a Chinese elephant, g rasshopper (a rider who must land immediately after the first piece he or she encounters, not on or before it), p ao (rider who can only land behind the first piece he found, not on or before it), o cylindrical (moving from one side of the board wrap to another), z bent (moving in the line z igzag like boyscout), q circular motions (like roses), and t hen (for pieces that start moving in one direction and then go on another , like gryphon).

In addition, Betza also suggests adding parentheses to the notation: q [WF] q [FW] will be a circular king, which can move from e4 to f5 (first ferz step) then g5, h4, h3, g2, f2, e3, and return to e4, effectively bypassing the bend, and can also start from e4 to f4 (first the vizir movement) and g5, g6, f7, e7, d6, d5, and back to e4.

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

There is no standard order of components and modifiers. In fact, Betza often plays with commands to create names of pieces and artistic words that can somehow be spoken.

In addition to Betza notation ( 'XBetza')

Betza does not use lowercase i . Used here for initial in descriptions of different types of pawns. The letters a are used here to describe again , which indicates that the paw can initiate multiple steps, possibly with the new modifier mentioned behind a , which then applies to the second 'foot' of the move. The targeted specification for a continuous step should be interpreted relative to the first step (eg aW is a two-step orthogonal step that can change direction: afW is an orthogonal two-step step that must proceed in the same direction).

To handle some of the frequently-encountered special movements, e can be used next to m and c to show en-passant capture, ie capturing a piece that just moved with i & amp; n modifier, by moving to the box where n implies that it may have been blocked. (This creates a full description of FIDE pawn fmWfceFifmnD.) An O with a range specifier is used to indicate casting with the furthest part in that direction in the initial setting, a range showing the number of squares of moving king (orthodox castling: ismO2). XBetza weighed on some modifiers, giving them an alternative meaning where the original meaning does not make sense. For example. i in an advanced foot ('iso') indicates the length should be the same as the previous riding foot, useful for signaling a shotgun shot (caibR).

The non-final leg of the multi-leg movement also has the option to end on the occupied square without disturbing its contents. To show this, the p modifier is used, and thus has a slightly different meaning than the final leg; Traditional meaning can then be seen as an abbreviation for paf . To make the notation a more flexible, it can also be used when the movement of both legs is not really congruent: g is an alternative to showing non-final legs to the occupied square, but different from the p which specifies the 'toggle range', change the named navigator to the corresponding jump motion (eg R ? W ) for the next leg , and vice versa (making the traditional g stands for gaf ). The same range reach to the empty box can be indicated by y , to show the slider spontaneously turn after starting with a jump. Continuous directions will always be encoded in an 8-fold system ( K ), even when the initial leg has only 4-fold symmetry. The middle term designation of the 4-fold-symmetric motion will then exchange the orthogonal movement to the appropriate diagonal movement, (eg W ? F ) and vice versa. (So ​​the mafsW is the xiangqi horse, move to the empty W-square, and continue one F-step at 45 degrees, and FyafsF is the gryphon.)

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See also

  • Chess variant
  • Chess correspondence
  • The orthodox cut movement
  • The name of orthodox pieces in various languages ​​
  • Penultima - a chess variant in which the fairies pieces are created for each game

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References

Source of the article : Wikipedia

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