"in chess problems in English to refer exclusively to the original alfil (a (2,2)-leaper). The alfil by itself is not much more powerful than a pawn, but as an additional power to other pieces it is worth about half a knight. Eight alfils (each covering a different eighth of the chessboard) and a king can force checkmate on a bare king. Its value as a piece by itself is severely compromised by its being ""thrice-colourbound"", only being able to reach an eighth of the squares on the 8×8 chessboard; combining it with other pieces usually masks this weakness to some"
"and 135° respectively (to either side) upon passing the hurdle. The compound of all four and the grasshopper itself is the ""marguerite"". Bibliography Grasshopper (chess) The grasshopper is a fairy chess piece that moves along ranks, files, and diagonals (as an ordinary queen) but only by hopping over another piece at any distance to the square immediately closest. If there is no piece to hop over, it cannot move. If the square beyond a piece is occupied by a piece of the opposite color, the grasshopper can capture that piece. The grasshopper may jump over pieces of either color; the"
"(There is no magic square to which pawns can be moved and then promoted.) All the pieces except for the king capture differently from their counterparts in chess, and all but the king have different names. The king is the only piece that captures, as chess pieces do, by moving into a square that is occupied by an enemy piece. All the other pieces capture enemy pieces in more complex ways. Friendly pieces are never allowed to capture other friendly pieces. The names of the pieces and rules for movement are as follows: The remaining pieces all move like standard"
"Grasshopper (chess) The grasshopper is a fairy chess piece that moves along ranks, files, and diagonals (as an ordinary queen) but only by hopping over another piece at any distance to the square immediately closest. If there is no piece to hop over, it cannot move. If the square beyond a piece is occupied by a piece of the opposite color, the grasshopper can capture that piece. The grasshopper may jump over pieces of either color; the piece being jumped over is unaffected. The grasshopper was introduced by T. R. Dawson in 1913 in problems published in the ""Cheltenham Examiner"""
"only piece that can move independently from the temdek is the king. The ditch in the central board is used as marker: If shatras cross the ditch, they can be moved like kings. Pieces are captured like in draughts by ""jumping over an adjacent piece to an empty square immediately beyond"". Thereby, shatras and the king perform a so called ""short leap"", meaning they can only jump over pieces directly adjacent to them, while queens, rooks and bishops are able to perform a ""long leap"", meaning they can """"move over any number of vacant squares and leap over an opposing"
"chess, except for two new pieces, and the pawn's ability to advance to the players' fifth in a single move from either their second or third ranks. Wildebeest Chess differs from the standard game in that a win can be achieved either by checkmate or stalemate. In both cases the losing side has no legal moves. The camel is a (1,3)-leaper fairy chess piece. It moves and captures like an elongated move of a chess knight – jumping in a 2×4 (squares) rectangular pattern over any intervening men. Each camel is thus limited to squares of one color. The ""wildebeest"""
"is a piece that moves by jumping over another piece (called a hurdle). The hurdle can be any piece of any color. Unless it can jump over a piece, a hopper cannot move. Note that hoppers generally capture by taking the piece on the destination square, ""not"" by taking the hurdle (as is the case in checkers). The exceptions are locusts which are pieces that capture by hopping over its victim. They are sometimes considered a type of hopper. There are no hoppers in Western chess. In xiangqi, the cannon captures as a hopper (when not capturing, it is a"
"piece is limited to a distance that stops short of the intervening piece; if the friendly piece is adjacent, it cannot move in that direction at all. The ranging pieces are the great general, vice general, rook general, bishop general, free eagle, soaring eagle, horned falcon, queen, water buffalo, chariot soldier, fire demon, lion hawk, dragon king, dragon horse, rook, bishop, vertical mover, side mover, reverse chariot, vertical soldier, side soldier and lance. A few powerful pieces may jump over any number of pieces (including zero), friend or foe, along a diagonal or orthogonal, but only when making a capture."
"Queen (chess) The queen (♕,♛) is the most powerful piece in the game of chess, able to move any number of squares vertically, horizontally or diagonally. Each player starts the game with one queen, placed in the middle of the first next to the king. Because the queen is the strongest piece, a pawn is promoted to a queen in the vast majority of cases. In the game ""shatranj"", the ancestor of chess that included only male figures, the closest thing to the queen was the ""vizier"", a weak piece only able to move or capture one step diagonally and"
"Knight (chess) The knight (♘ ♞) is a piece in the game of chess, representing a knight (armored cavalry). It is normally represented by a horse's head and neck. Each player starts with two knights, which begin on the row closest to the player, between the rooks and bishops. Colloquially it is sometimes referred to as a ""horse"", which is also the translation of the piece's name in several languages. Some languages refer to it as the ""jumper"", reflecting the knight's ability to move over pieces in its way: Polish ""skoczek"", Danish/Norwegian ""springer"", German ""Springer"", Luxembourgish ""Sprénger"", Slovene ""skakač"". In"
"of an actual elephant. However, H. J. R. Murray in his ""History of Chess"" considered the two-square diagonal leap to be the original move, and reasoned that the main reason for the changes that made the alfil and ferz stronger in modern chess during the Renaissance (becoming the bishop and queen, respectively) were that these were originally the weakest pieces in the game (except the pawns). The alfil can only reach one eighth of the squares on the board, while the dabbaba can reach one quarter and the silver general can reach every square on the board. When chess came"
"can pass over any intervening piece, whether friend or foe, with no effect on either. These are the lion, the kirin, the phoenix, the horned falcon and the soaring eagle. Only the lion can jump in all directions. Many pieces can move any number of empty squares along a straight orthogonal or diagonal line, limited only by the edge of the board. If an opposing piece intervenes, it may be captured by moving to that square and removing it from the board. A ranging piece must stop where it captures, and cannot bypass a piece that is in its way."
"Threeleaper A threeleaper (or trébuchet) is a fairy chess piece that jumps three squares orthogonally (the directions a chess rook can move), leaping over any intermediate piece. Below, it is given the symbol H from Betza notation. The threeleaper by itself is not much more powerful than a pawn, but as an additional power to other pieces it is worth about half a knight. Its value as a piece by itself is severely compromised by its being only being able to reach a ninth of the squares on any size of chessboard; combining it with other pieces usually masks this"
"Tripper (chess) A tripper is a fairy chess piece that jumps three squares diagonally, leaping over any intermediate piece. Below, it is given the symbol G from Betza notation. The tripper by itself is not much more powerful than a pawn, but as an additional power to other pieces it is worth slightly less than half a knight. This slightly reduced value is due to its limited mobility on the 8×8 board; Betza noted that it was a much more useful component on the 12×12 board, then having practically its ideal value of half a knight. Its value as a"
"extent. Alfil (chess) An alfil (or elephant) is a xiangqi piece and fairy chess piece that jumps two squares diagonally. In many chess variants, but not in xiangqi, it can leap over intermediate pieces. The alfil jumps two squares diagonally, leaping over any intermediate piece. The alfil is a very old piece, appearing in some very early chess variants, such as Tamerlane chess and shatranj. The elephant in xiangqi moves like an alfil, but has additional restrictions involving where it can move. The piece was originally called an ""elephant"", and two of its alternate names were ""hastīn"" and ""gāja"", two"
"languages, castling is known by a derivative from the same root as the English word ""rook"" (e.g. ""rochieren, rochada, enroque""), while the local adjectives meaning ""long"" and ""short"" (or ""big"" and ""small"") are used in those countries to refer to queenside and kingside castling, respectively. Castling Castling is a move in the game of chess involving a player's king and either of the player's original rooks. It is the only move in chess in which a player moves two pieces in the same move, and it is the only move aside from the knight's move where a piece can be"
"♞) Knight (chess) The knight (♘ ♞) is a piece in the game of chess, representing a knight (armored cavalry). It is normally represented by a horse's head and neck. Each player starts with two knights, which begin on the row closest to the player, between the rooks and bishops. Colloquially it is sometimes referred to as a ""horse"", which is also the translation of the piece's name in several languages. Some languages refer to it as the ""jumper"", reflecting the knight's ability to move over pieces in its way: Polish ""skoczek"", Danish/Norwegian ""springer"", German ""Springer"", Luxembourgish ""Sprénger"", Slovene ""skakač""."
"Alfil (chess) An alfil (or elephant) is a xiangqi piece and fairy chess piece that jumps two squares diagonally. In many chess variants, but not in xiangqi, it can leap over intermediate pieces. The alfil jumps two squares diagonally, leaping over any intermediate piece. The alfil is a very old piece, appearing in some very early chess variants, such as Tamerlane chess and shatranj. The elephant in xiangqi moves like an alfil, but has additional restrictions involving where it can move. The piece was originally called an ""elephant"", and two of its alternate names were ""hastīn"" and ""gāja"", two Sanskrit"
"weakness to some extent. Threeleaper A threeleaper (or trébuchet) is a fairy chess piece that jumps three squares orthogonally (the directions a chess rook can move), leaping over any intermediate piece. Below, it is given the symbol H from Betza notation. The threeleaper by itself is not much more powerful than a pawn, but as an additional power to other pieces it is worth about half a knight. Its value as a piece by itself is severely compromised by its being only being able to reach a ninth of the squares on any size of chessboard; combining it with other"
"badger, flying horse, prancing stag, violent bear, the barbarians, and the wood general. Several pieces can ""jump"", that is, they can pass over any intervening piece, whether friend or foe, with no effect on either. These are the lion, kirin, phoenix, poison snake, donkey, and knight. Many pieces can move any number of empty squares along a straight line, limited only by the edge of the board. If an opposing piece intervenes, it may be captured by moving to that square and removing it from the board. A ranging piece must stop where it captures, and cannot bypass a piece"
"The check of a leaper cannot be parried by interposing. All orthodox chessmen except the pawn are either leapers or riders, although the rook does 'hop' over its own king when it castles. In shatranj, a Persian forerunner to chess, the predecessors of the bishop and queen were leapers: the alfil is a (2,2)-leaper (moving two squares diagonally in any direction), and the ferz a (1,1)-leaper (moving one square diagonally in any direction). The wazir is a (1,0)-leaper (an ""orthogonal"" one-square leaper). The king of standard chess combines the ferz and wazir. The dabbaba is a (2,0)-leaper. The alibaba combines"
"first. (The traditional terms 'black' and 'white' are used to differentiate the sides during discussion of the game, though the pieces are all the same color.) A move consists of moving a piece on the board and potentially ""promoting"" the piece. Each of these options is detailed below. Most pieces in the game move in a unique manner. The kings, drunken elephants, blind tigers, ferocious leopards, reclining dragons, Chinese cocks, old monkeys, evil wolves, generals, angry boars, cat swords, coiled serpents, dark spirits, Devas, go betweens and pawns only move one square at a time. If an opponent's piece occupies"
"other pieces usually masks this weakness to some extent. Bibliography Dabbaba (chess) A dabbaba (or dabaaba, dabbabah) is a fairy chess piece that jumps two squares orthogonally (the directions a chess rook can move), leaping over any intermediate piece. In notation, it is given the symbol D. The dabbaba is a very old piece, appearing in some very early chess variants, such as Tamerlane chess. The name ""dabbaba"" (Arabic: دَبَّابَة) means ""tank (vehicle)"" in Modern Arabic. In older Arabic, it referred to a type of medieval siege engine designed to shelter men who are digging a hole in enemy fortifications"
"Monster chess Monster chess—or Super King chess—is a chess variant in which the White side has only a king and four pawns to fight against all the pieces of the Black side. All the rules of chess apply, except that White makes two successive moves per turn. The white king can move into check on the first move of the turn and move out of check during the second move. The goal for both sides is to checkmate the opponent's king. Monster chess is also played with White starting with all eight pawns, or with only two. Monster chess is"
"categories are: Some pieces move only one square at a time. (If a friendly piece occupies an adjacent square, the moving piece may not move in that direction; if an opposing piece is there, it may be displaced and captured.) The step movers are the king, generals, fierce tiger, go between and the 13 pawns on each side. The knight can ""jump"", that is, it can pass over any intervening piece, whether friend or foe, with no effect on either. Many pieces can move any number of empty squares along a straight orthogonal or diagonal line, limited only by the"
"checkmate against a bare king, but a knight and ferz can only do so if the bare king is significantly close to a corner that is the same color as the ferz. The wazir is better than the ferz in most endgames, because of the wazir's ability to restrict squares adjacent to the squares last restricted. Bibliography Ferz A ferz (or fers) is a fairy chess piece that moves like a bishop, but can only go one square. The ferz can move one square diagonally in any direction. In this article, the ferz is represented by an elephant. The ferz"
"A piece cannot move to a square occupied by a friendly piece, that is, by another piece controlled by the moving player. The one exception to this is the unique ""burn"" of the fire demon. Each piece on the game moves in a characteristic pattern. Pieces move either ""orthogonally"" (that is, forward, backward, left, or right, in the direction of one of the arms of a plus sign, +), or ""diagonally"" (in the direction of one of the arms of a multiplication sign, ×). The vice general, fire demon, lion hawk, lion, and knight are exceptions, in that they do"
"""jump"", that is, they can pass over any intervening piece, whether friend or foe, with no effect on either. These are the lion, kirin, phoenix and knight. Many pieces can move any number of empty squares along a straight orthogonal or diagonal line, limited only by the edge of the board. If an opposing piece intervenes, it may be captured by moving to that square and removing it from the board. A ranging piece must stop where it captures, and cannot bypass a piece that is in its way. If a friendly piece intervenes, the moving piece is limited to"
"the course of a move. The Princess and the Flier may jump over a piece that is in their path. A capture is made when a piece lands on a square occupied by an opposing piece with its final step or jump; the Princess may not make such a move. The pieces move as follows: By analogy to standard chess, it is assumed that a piece that moves multiple squares can capture an opposing piece only by ""finishing"" its move on the opposing piece's square. In other words, a piece can capture only once per turn. It is not explicitly"
"in draughts, jumping is always mandatory, multi-jumps are possible, and the multi-jump chosen must capture the maximum number of pieces possible. (If more than one jumping sequence captures the maximum, the player may choose.) The pieces captured in a multi-jump are not removed from the board until the end of the turn. A pawn promotes to queen when it crosses the centre line of the board. A pawn jumping over the centre line both promotes and immediately ends the turn (i.e. no further jumps are allowed). Also known as Advancing Chess, the game has simple rules: Moves, captures, and checks"
"mountain general, fire general, turtles, vertical wolf, donkey, enchanted badger, flying horse, angry boar, violent bear, liberated horse, barbarians, center master, roc master, horseman, soldiers (except: rook, ram’s-head, spear and sword), wing general, wind general, wood general, great master and roaring dog. Several pieces can ""jump"", that is, they can pass over any intervening piece, whether friend or foe, with no effect on either. The jumping pieces are the wooden dove, running horse, mountain eagle, phoenix master, kirin master, knight, lion, great stag, vice general, flying cat, mountain falcon, golden bird, flying dragon, phoenix, kirin, turtles, treacherous fox, center master,"
"same happens when both kings are the only remaining pieces on the board. The board consists of three concentric circles with 14 cells each and a center cell. The pieces are identical to those in orthodox chess with the following exceptions: An extra piece called the ""diplomat"" is added. The horse is the same as the knight in orthodox chess. There is no queen. White: Black: White moves first. In general, the pieces move as in orthodox chess, with the center (cell 4) being considered orthogonal ""and"" diagonal to every adjacent cell. Pawns move one step orthogonally forward and capture"
"the lesser piece can be captured. Like pins, only queens, rooks, and bishops can perform the skewer, and skewer attacks can be either ""absolute"" (the more valuable piece in front is the king, in check) or ""relative"" (the piece in front is a non-king piece). Pawns are the least valuable chess piece, so are often used to capture defended pieces. A single pawn typically forces a more powerful piece, such as a rook or a knight, to retreat. The ability to fork two enemy pieces by advancing a pawn is often a threat. Or a simple pawn move can reveal"