"Kruzno (board game) Kruzno is a two-player abstract strategy board game played on a hexagonal board, first published in 2005 by the company of the same name. In the most common variant of the game, players start with nine pieces each (three rooks, three knights and three bishops). Though the game is played with chess pieces it is actually a variant of hexagonal checkers, albeit with three unusual features. The first of these is intransitive capturing – rooks capture knights, knights capture bishops and bishops capture rooks. This is somewhat similar to Stephen Addison's Breakthrough where commanders capture generals, generals"
"according to which wing they begin on, i.e. the ""king's bishop"" and ""queen's bishop"". As a consequence of its diagonal movement, each bishop always remains on either the white or black squares, and so it is also common to refer to them as ""light-squared"" or ""dark-squared"" bishops. A rook is generally worth about two pawns more than a bishop (see Chess piece relative value and the exchange). The bishop has access to only half of the squares on the board, whereas all squares of the board are accessible to the rook. On an empty board, a rook always attacks fourteen"
"randomization, ""preserving the dynamic nature of the game by retaining for each player and the right to castle for both sides"". The result is 960 unique possible starting positions. In 2008, FIDE added Chess960 to an appendix of the Laws of Chess. The ""960"" in the name refers to the possible starting positions of the game. Each bishop can take one of four squares; for each setup of two bishops, the queen has six possible squares; finally, the two knights can assume five and four possible squares, respectively. This leaves three vacant squares. As the king must be between the"
"the defense is difficult and there are winning positions (see Rook and bishop versus rook endgame). A rook is worth roughly two pawns plus a bishop or a knight. A bishop and knight are worth roughly a rook and a pawn, and a queen is worth a rook, a """" (bishop or knight) and a pawn (see Chess piece relative value). Three pawns are often enough to win against a minor piece, but two pawns rarely are. However, with rooks on the board, the bishop often outweighs the pawns. This is because the bishop defends against enemy rook attacks, while"
"Neither will he desire to move his own Queen, to provide the necessary target for his opponent to win by."" In ""circular"" Gryphon Chess, players have one king for the entire game as in normal chess. But the transformation sequence is changed and made circular: ""pawn→knight→bishop→rook→queen→pawn"". (So, a piece can transform any number of times without limitation.) Again, no more than four knights, four bishops, four rooks, or two queens are permitted in play at any one time. In ""simplified"" Gryphon Chess, players start with their king and eight pawns. ""The pawns change through the regular Gryphon order and terminate"
"squares, whereas a bishop attacks no more than thirteen and sometimes as few as seven, depending on how near it is to the center. Also, a king and rook can force checkmate against a lone king, while a king and bishop cannot. In general bishops are approximately equal in strength to knights, but depending on the game situation either may have a distinct advantage. Less experienced players tend to underrate the bishop compared to the knight because the knight can reach all squares and is more adept at forking. More experienced players understand the power of the bishop . Bishops"
"on 6×6 board. On a normal 8×8 board, bishops are considered slightly more valuable than knights (especially two bishops). However, on 6×6 boards, because of the smaller size of the board, two knights are presumably equal to two bishops. Minichess Minichess is a family of chess variants played with regular chess pieces and standard rules, but on a smaller board. The motivation for these variants is to make the game simpler and shorter than the standard chess. The first chess-like game implemented on a computer was a 6×6 chess variant Los Alamos chess. The low memory capacity of the early"
"There are nonetheless some modern opening lines where a fianchettoed bishop is given up for a knight in order to double the opponent's pawns, for example 1.d4 g6 2.c4 Bg7 3.Nc3 c5 4.d5 Bxc3+!? 5.bxc3 f5, a sharp line originated by Roman Dzindzichashvili. Giving up a fianchettoed queen bishop for a knight is usually less problematic. For example, in Karpov–Browne, San Antonio 1972, after 1.c4 c5 2.b3 Nf6 3.Bb2 g6?!, Karpov gave up his fianchettoed bishop with 4.Bxf6! exf6 5.Nc3, doubling Black's pawns and giving him a hole on d5. An endgame in which each player has only one bishop,"
"Bishop's Opening The Bishop's Opening is a chess opening that begins with the moves: White attacks Black's f7-square and prevents Black from advancing his d-pawn to d5. By ignoring the beginner's maxim ""develop knights before bishops"", White leaves his f-pawn unblocked, allowing the possibility of playing f2–f4. The f2–f4 gives the Bishop's Opening an affinity with the King's Gambit and the Vienna Game, two openings that share this characteristic. The Bishop's Opening can transpose into either of these openings, and in particular a favorable variation of the King's Gambit, but with care Black can circumvent this. Transpositions into Giuoco Piano"
"Fide handbook TeamChess (Tactical) Team Chess is both a game and a sport played by two teams (up to 16 [typically 4-6] players in each team) on a single 8 by 8 classical chess board with standard set of pieces (2×16, Whites and Blacks), using standard (or usual) chess playing rules, while control over the pieces is shared among the teammates who are not allowed to communicate with each other during the play other than via valid moves. Chess has been a game played for many centuries and it has been recognized as sport since the first official World Chess"
"Pawn (chess) The pawn (♙,♟) is the most numerous piece in the game of chess, and in most circumstances, also the weakest. It historically represents infantry, or more particularly, armed peasants or pikemen. Each player begins a game with eight pawns, one on each square of the immediately in front of the other pieces. (The white pawns start on a2, b2, c2, d2, e2, f2, g2, h2; the black pawns start on a7, b7, c7, d7. e7, f7, g7, h7.) Individual pawns are referred to by the on which they stand. For example, one speaks of ""White's f-pawn"" or ""Black's"
"bishops and a knight versus a rook (requires up to 68 moves); and two rooks and a minor piece versus a queen (requires up to 82 moves for the bishop, 101 moves for the knight). A three-point material advantage can also result in a forced win, in some cases. For instance, some of the cases of a queen versus two minor piece are such positions (as mentioned above). In addition, the four minor pieces win against a queen. Two bishops win against a knight, but it takes up to 66 moves if a bishop is initially trapped in a corner"
"starting line. Castling and ""en passant"" captures are not permitted. Announcing a check is not obligatory, and ""snaffling"" (winning the game immediately by capturing the opponent's king after he either moved into or failed to move out of check) is allowed – and has on more than one occasion decided a world championship game. Orthodox chess generally assigns the pieces relative values of 9 points for a queen, 5 for a rook, 3 for a bishop or knight, and 1 for a pawn; although no attempt has been made to assign specific values for circular chess, it is certain that"
"the six orthogonals. The bishop (B; ""diplomacy"") may range along any one of the six diagonals, and can reach only one-third of the board. (Compare Gliński's hexagonal chess, which has three bishops for this very reason.) A promoted bishop (+B; ""witchcraft"") gains the power to step to any adjacent (orthogonal) cell. That is, it may move as a bishop or as a king, and can therefore reach every cell on the board. The gold general, or simply 'gold' (G; ""financial influence"") may step to one of the orthogonal forward or side cells (9, 11, 1, or 3 o'clock), or to"
"the remainder 6 we will find ""--B--B--"" in the Bishop's Table at No. 6. Altogether by that for the SP-518 = 512+6 this will result in the well known white starting array ""RNBQKBNR"" from traditional Chess. White's Chess960 starting array can be derived from its number N (0 ... 959) as follows: a) Divide N by 4, yielding quotient N2 and remainder B1. Place a Bishop upon the bright square corresponding to B1 (0=b, 1=d, 2=f, 3=h). b) Divide N2 by 4 again, yielding quotient N3 and remainder B2. Place a second Bishop upon the dark square corresponding to B2"
"Bishop and knight checkmate The bishop and knight checkmate in chess is the checkmate of a lone king which can be forced by a bishop, knight, and king. With the stronger side to move and with perfect play, checkmate can be forced in at most thirty-three moves from any starting position where the defender cannot quickly win one of the pieces. The exceptions occur when (1) the defending king may be forking the bishop and knight so that one of them is lost on the next move, or (2) the knight may be trapped in a corner by the defending"
"Ka8 10. Bd6! Qb7 11. Qe8+ Ka7 12. Bc5+ Ka6 13. Qa4# . An ending with two bishops versus a knight occurred in the seventeenth game of the 1961 World Chess Championship match between Mikhail Botvinnik and Mikhail Tal. The position occurred after White captured a pawn on ""a6"" on his 77th move, and White resigned on move 84. White to move may draw in this position: 1. Nb7+ Kd5 2. Kc7 Bd2 3. Kb6 Bf4 4. Nd8 Be3+ 5. Kc7 . White gets his knight to ""b7"" with his king next to it to form a long-term fortress. The"
"all four suits follow the 'plain suit' ranking. Cards are dealt one at a time to each player, clockwise, starting with the player to the dealer's left. Each player receives six cards. Bidding is the key to the game, as it is essentially what makes it different from Euchre. Starting at the person to the left of the dealer, each player ""bids"" how many ""tricks"" he or she thinks it is possible to get in partnership with his/her partner (sitting across the table). Players may pass or bid, and a ""one"" bid is generally not used. Common bids are 3,"
"Greek gift sacrifice In chess, the Greek gift sacrifice (or classical bishop sacrifice) is a typical sacrifice of a bishop by White playing Bxh7+ or Black playing Bxh2+. Greek gift sacrifices, or the threat of them, occur relatively frequently in play, especially at the lower levels. One of the most famous examples of the sacrifice is found in the game Edgard Colle versus John O'Hanlon, Nice 1930. Less commonly, a Greek gift sacrifice may be the prelude to a double bishop sacrifice, as seen in the game Lasker versus Bauer, Amsterdam 1889. The position after the moves 1.e4 e6 2.d4"
"been known even earlier. From the diagram position at left, instead of 1...Nb6+??, Black would win quickly by threatening mate on d8 by 1. ...Na5, e.g. 2. Kd8 Ba4 3. Kc8 Bd7+ and the white king is forced to b8 with mate in 6. Bishop and knight checkmate The bishop and knight checkmate in chess is the checkmate of a lone king which can be forced by a bishop, knight, and king. With the stronger side to move and with perfect play, checkmate can be forced in at most thirty-three moves from any starting position where the defender cannot quickly"
"zone"". The starting setup is as shown. Pieces capture the same as they move. Composition of pieces per player: 1 king, 1 tower, 2 bishops, 2 generals, 2 knights, 8 pawns. The king steps one square in any direction, orthogonal or diagonal. The king does not promote. The rook moves any number of unoccupied squares along any of the four orthogonal directions. Promoted rook is marked by the red circle, it moves as king too. The bishop moves any number of unoccupied squares along any of the four diagonal directions. Promoted bishop is marked by the red circle, it moves"
"centre, pawns close to promotion are worth far more, pieces controlling the centre are worth more than average, trapped pieces (such as bad bishops) are worth less, etc. Although the 1-3-3-5-9 system of point totals is the most commonly given, many other systems of valuing pieces have been proposed. Several systems give the bishop slightly more value than the knight. A bishop is usually slightly more powerful than a knight, but not always; it depends on the position . A chess-playing program was given the value of 3 for the knight and 3.4 for the bishop . ""Note:"" Where a"
"Embassy Chess or Chess480). Here the King will move a regular castling distance (8×8: two steps, 10×8: three steps) aside, but at most just before the border. Ten consecutive free squares in a rank are encoded by ""10"", and nine free squares are represented with a ""9"". For a princess (knight+bishop) the letter ""A"" is used, after its name in Capablanca Chess (the ""archbishop""); an empress (knight+rook) is encoded using the letter ""C"" (as it is called the ""chancellor"" in Capablanca chess). As usual, lowercase letters are used for black pieces. The starting position of traditional chess and moreover all"
"has four suits: The ranking of the suits is the same. Each suit consists of eight cards in the usual order: Ace/Deuce/Sow (""Ass/Daus/Sau""), King (""König""), Ober, Unter, Ten, Nine, Eight, Seven; plus the ""Weli"", a 6 of Bells. The game may be played between 2, 4 or 6 players, but it is usually played in fours, two against two. The players sit in a 'cross' with partners facing each other across the table. Each player is dealt five cards. There is also a variation for two players in which they receive seven cards each. At the start of the game,"
"TeamChess (Tactical) Team Chess is both a game and a sport played by two teams (up to 16 [typically 4-6] players in each team) on a single 8 by 8 classical chess board with standard set of pieces (2×16, Whites and Blacks), using standard (or usual) chess playing rules, while control over the pieces is shared among the teammates who are not allowed to communicate with each other during the play other than via valid moves. Chess has been a game played for many centuries and it has been recognized as sport since the first official World Chess Championship match"
"2 of each suit of the deck. The ace of spades is removed from the deck. The ace of spades is commonly referred to as the ""Chief"". The remaining 35 cards are shuffled and placed into a deck. Each player is dealt six cards in two sets of three cards by the dealer. The player to the left of the dealer leads with a card of their choice. The player to their left then follows with their card. If possible they must follow suit; however, if they are unable to, they may play a card of any suit. If the"
"of pawnless endgames as being common: (1) a rook versus a minor piece and (2) a rook and a minor piece versus a rook . Other types of pawnless endings have been studied . Of course, there are positions that are exceptions to these general rules stated below. The fifty-move rule is not taken into account, and it would often be applicable in practice. When one side has two bishops, they are assumed to be on opposite colored squares, unless otherwise stated. When each side has one bishop, the result often depends on whether or not the bishops are on"
"be inferior to a knight which can jump over them. A knight check cannot be blocked but a bishop check can. Furthermore, on a crowded board a knight has many tactical opportunities to fork two enemy pieces. A bishop can fork, but opportunities are more rare. One such example occurs in the position illustrated, which arises from the Ruy Lopez: 1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Ba4 Nf6 5.0-0 b5 6.Bb3 Be7?! 7.d4 d6 8.c3 Bg4 9.h3!? Bxf3 10.Qxf3 exd4 11.Qg3 g6 12.Bh6! In the middlegame, a player with only one bishop should generally place friendly pawns on squares of"
"to favor one player and, thus, are not balanced play. There are two usual first moves. A player can move the rook pawn forward (P-26), or, more commonly, advance the seventh file pawn to open the bishop's diagonal for attacking (P-76). A third common first move is to push the central pawn (P-56). However, P-56 is an order of magnitude less common than the other P-76 and P-26 moves. With a bishop diagonal first move, it's common to exchange bishops by having one capture the other (although not necessarily at the beginning of the opening). This allows each player to"
"the game alongside 4 or 5 man tablebases. Using ""ends-and-means"" heuristics a human chess player can intuitively determine optimal outcomes and how to achieve them regardless of the number of moves necessary, but a computer must be systematic in its analysis. Most players agree that looking at least five moves ahead (five plies) when necessary is required to play well. Normal tournament rules give each player an average of three minutes per move. On average there are more than 30 legal moves per chess position, so a computer must examine a quadrillion possibilities to look ahead ten plies (five full"
"the pawn at the head of each bishop (23 for White, 87 for Black) is undefended. By advancing each player's rook pawn (at 83 for White, at 27 for Black), each player aims for their opponent's bishop head. Then, the initial strategy involved is to provide the head of the bishop with adequate defense and/or give the bishop an escape route from the advancing pawn. 1. P-26 P-84, 2. P-25 P-85. Following the joseki, both sides advance their rook pawns to the middle rank 5. 3. G-78 G-32. Then, golds are moved to defend each bishop's head. Note that the"
"game was drawn twelve moves later. The bishop will remain on the c8–h3 diagonal and sacrifice itself for the e-pawn if it advances to e6. (Note that 1...Bb3+ 2.Ke7 Bxf7 does not work because of 3.h6+!) . In this game from the 1971 World Chess Championship Candidate's Match, the second game between Bobby Fischer and Mark Taimanov, Black could have drawn the game because of the wrong rook pawn. One way is: In the actual game, Black made an incorrect move (81...Ke4) and lost because a knight has a hard time defending against rook pawns , . (Fischer went on"
"in the 19th century. Play does not involve hidden information. Each player begins with 16 pieces: one king, one queen, two rooks, two knights, two bishops, and eight pawns. Each of the six piece types moves differently, with the most powerful being the queen and the least powerful the pawn. The objective is to ""checkmate"" the opponent's king by placing it under an inescapable threat of capture. To this end, a player's pieces are used to attack and capture the opponent's pieces, while supporting each other. During the game, play typically involves making of one piece for an opponent's similar"