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Appendix 2 Rules of StrongChess

“Of course, errors are not good for a chess game, but errors are unavoidable and in any case, a game without any errors, or as they say 'flawless game' is colorless.” Mikhail Tal, World Champion ( widely regarded as one of the top tactical geniuses the game has ever seen).

 

1. PREFACE

The rules of StrongChess attempt to cover every situation on the board, but where there is doubt, a study of the rules and the spirit should be achievable.  Any situation which cannot be resolved should be referred to the inventor of the game, the author.

2. BASIC RULES OF PLAY

There are two opponents in StrongChess who move alternately on a rectangular board which has 8 rows (ranks) and 10 columns (files). The board consists of white and black pieces.  This initial position of the pieces will be described in the next section. The play alternates between the white player and the black player until the game is concluded. The game can end in a draw or with one or the other king checkmated. A player may also resign on his/her turn or offer a draw. A threefold repetition of positions automatically results in a draw. If neither player can possibly checkmate, the game is a draw.

3.   Initial Position of the Pieces on the board.

A StrongChess game is played on a board consisting of 8 rows (ranks) and 10 columns (files).  The squares alternate between light and dark.  At the beginning of the game each player has 20 pieces. The white player has light colored pieces and the black player has dark colored pieces. The structure of the board is as follows, with algebraic notation for the squares:

img16.png

Diagram 16 – Algebraic notation for StrongChess

The 10 vertical columns of squares are called files. The eight horizontal rows are called ranks.  A straight line running from one edge of the board to an adjacent edge is called a diagonal. The files are designated from left to right as a,b,c,d,e,f,g,h,I,j,  The ranks are labeled 1-8. The initial position can be summarized as follows:

White: rook on a1, knight on b1, knight on c1, bishop on d1, queen on e1, king on f1, bishop on g1, bishop on h1, knight on i1 and rook on j1.

Pawns on a2, b2, c2, d2, e2, f2, g2, h2, i2 and j2.

Black: rook on a8, knight on b8, knight on c8, bishop on d8, queen on e8, king on f8, bishop on g8, bishop on h8, knight on i8 and rook on j8.

Diagram 6 in Chapter 6 shows the initial placement of pieces for StrongChess.

4. No square can be doubly occupied by pieces of the same color. If a piece captures a piece of the opposite color, the captured piece is removed.  The bishop moves diagonally but cannot leap over any other piece.  The rooks move vertically and horizontally on ranks and files but cannot jump over any existing piece. The queen can move along any diagonal and also vertically and horizontally. It too cannot jump over pieces.  The knight moves in an “L” shape in any direction, and can jump over other pieces. These rules for StrongChess are identical to normal chess rules. The presence of the extra pieces adds a lot of complexity to the game and increases the number of possible moves considerably.

5. The pawn can move forward one spot vertically if the spot is unoccupied. On the first move it may move 2 spaces if the space is unoccupied. For captures, the pawn can move diagonally across one space.  A pawn crossing two squares which crosses the opponents pawn on the way can be captured as if it only moved one space (en passant capture as in regular chess).

6. When a pawn reaches the eighth rank in the opposition territory, it can be exchanged for a bishop, knight, queen or rook (promotion as in regular chess).

7. The king can move to any adjoining square not attacked by an opponent’s piece or pieces. The king can also castle as shown in the diagrams below:

E. Position before White king side castle

img17.png

Diagram 17 – Position before White king side castle

F. Position after king side castle

 

img18.png

Diagram 18 – Position after White king side castle

G. Position before white queen side castle

img19.png

Diagram 19 – Position before Queen Side castle

H. Position after white queen side castle

 

img20.png

Diagram 20 – Position after  Queen Side castle

Symmetric rules apply for black.  This again is very similar to the standard chess rules. If either the king or the rook have already moved, castling cannot be done. Castling is prevented if the king has to cross through the scope of the opponents pieces and is in check.  The line between the king and the rook must be clear to execute a castling maneuver

8. The king is “in check” if an opposing players piece attacks it. No piece can be moved that will expose the king of the same color to check or leave that king in check. This is the same as standard chess rules.

9. The remaining rules are all identical to standard chess rules in regards to checkmate, draws, resignations and stalemates. Wherever a rule is not explicitly stated, the rules from standard chess are meant to be applied to StrongChess.

10. Each move must be made with one hand only.

11. A player may adjust a piece if he/she expresses his/her intention of doing so. An example would be by announcing “I’m going to adjust”.

12. Except for clause 11, if the player having the move touches one or more of his/her own pieces he/she must move the first piece touched which can be moved.

13. Except for clause 11, if the player having the move touches one or more of the opponent’s pieces, he/she must capture the first piece that can be captured.

14. All other rules are as in standard chess.

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