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Our Featured Variant: Try the Chinese game of Xiangqi, one of the most popular and enduring Chess variants in the world.

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7 |:r:| p |:::| |:::| |:/:|
+---+---+---+---+---+---+---+
6 | w |:p:| |:::| |:/:| |
+---+---+---+---+---+---+---+
5 | p |:::| |:/:| |:::|
+---+---+---+---+---+---+---+
4 | f |:p:| |:/:| |:::| |
+---+---+---+---+---+---+---+
3 |:b:| p |:/:| |:::| |:::|
+---+---#---+---+---+---+---+
2 | P |:P:| P |:P:| P |
+---+---+---+---+---+
1 |:B:| F | | W |:R:|
+---+---+ +---+---+
a b c d e f g |
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Board notes:
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7 |:::| |:::| |:::| |:/:|
+---+---+---+---+---+---+---+
6 | |:::| |:::| |:/:| |
+---+---+---+---+---+---+---+
5 | |:::| |:/:| |:::|
+---+---+---+---+---+---+---+
4 | |:::| |:/:| |:*:| |
+---+---+---+---+---+---+---+
3 |:::| |:/:| |:p:| |:P:|
+---+---#---+---+---+---+---+
2 | |:::| |:p:| W |
+---+---+---+---+---+
1 |:::| | | |:b:|
+---+---+ +---+---+
a b c d e f g |
The White Wazir King on g2 may either leap over the Black Pawn on f2 to capture the Pawn on e3, or it may leap over the White Pawn on g3 to land in the empty square at f4 (marked with a blue circle or a '*'). Note that a piece on c1 could not leap to b3 even if there was a piece on c2, as the diagonal portion of the move would be illegal as c2 does not connect to b3 (see board note 1 above).
The pieces:
Forward is left-to-right for Black and bottom-to-top for White. However, forward changes when the Pawns reach the diagonal line dividing the board (which is on squares c3, d4, e5, f6 and g7), becoming top-to-bottom for Black and right-to-left for White. Pawns actually on the line may use either forward direction.
So, for White, some possible moves for Pawns are:
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7 |:::| + |:::| |:+:| x |:+:|
+---+---+---+---+---+---+---+
6 | |:x:| P |:::| x |:P:| |
+---+---+---+---+---+---+---+
5 | + |:::| |:+:| |:::|
+---+---+---+---+---+---+---+
4 | |:::| |:/:| |:::| |
+---+---+---+---+---+---+---+
3 |:::| |:/:| |:+:| x |:+:|
+---+---#---+---+---+---+---+
2 | |:::| |:P:| |
+---+---+---+---+---+
1 |:::| | | |:::|
+---+---+ +---+---+
a b c d e f g |
Where red circles or 'x's indicate squares where only capture moves may be made, and green circles or '+'s indicate squares where only non-capturing moves may be made. So for the White Pawn on f2, forward is up, for the White Pawn on b6, forward is to the left, and for the White Pawn on f6, since it is on the dividing line, forward is either up or to the left.
For Black, the equivalent moves for Pawns are shown here:
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+---+---+---+---+---+---+---+
7 |:::| |:+:| |:::| |:+:|
+---+---+---+---+---+---+---+
6 | |:p:| x |:::| |:p:| x |
+---+---+---+---+---+---+---+
5 | |:+:| |:+:| x |:+:|
+---+---+---+---+---+---+---+
4 | |:::| |:/:| |:::| |
+---+---+---+---+---+---+---+
3 |:::| |:/:| |:::| p |:::|
+---+---#---+---+---+---+---+
2 | |:::| + |:x:| + |
+---+---+---+---+---+
1 |:::| | | |:::|
+---+---+ +---+---+
a b c d e f g |
Pawns promote to Guardians, which are omni-directional Berolina Pawns, able to move one step in any diagonal direction without capturing, and to capture by moving one step in any orthogonal direction. (Guardians were introduced by Fergus Duniho in Interdependent Chess.)
Then came the usual N-square contest activity of sketching boards in my spare moments. For some reason, I started on a four-player cross-shaped board -- it required too many spaces, but with two sides deleted I ended up with the current Hopgi board. This put the two sides at right angles, which I thought was sort of interesting, and reminiscent of four-player variants with the partners across from each other. The Pawn change of direction was inspired by a similar rule in the four-player variant Chessapeak Challenge, although that game does not use Berolina Pawns. The blockage between squares c2 and b3 was a last minute tweak to prevent pieces from having first turn captures, which I considered esthetically displeasing.
The Chessgi/Shogi-derived rules for capture and drop were added as they seem to work well on small boards -- small Shogi variants are considered very playable. Making all pieces short range increased the Shogi-like feel, and made drops a bit less powerful.
The last unusual part of the game, the limited but linked Kings, is actually something I've been kicking around for a while. A standard FIDE King plus Mao-Hopper seemed a bit too strong, but reduced Kings seemed too weak. A pair of weak Kings, however, worked better, particularly since you can sacrifice one (say, to gain tempo when you're being chased around the board by your opponent's drops) and still win. The linked move also makes it harder for a player to hunker down behind fortresses of mutually defending pieces.
I considered using the King capture rules from Fergus Duniho's Three Player Hex Shogi 91 where you have to collect all Kings to win and captured Kings went in hand, but you could not drop any other pieces until you dropped all captured Kings. However, I was afraid it would draw out the game too much. (It doesn't have that effect in Fergus' game, but it plays very differently than Hopgi.)
This game is a thematic relative to my game Mulligan Stew Chess, which was a non-competing entry in the The contest to design a chess variant on 42 squares. Like Mulligan Stew Chess, Hopgi contains a variety of apparently disparate elements that I felt worked together well (this is rather how I make soup too, actually). In both cases there was one common theme: fluidity. I was looking for game elements that would prevent static positions. In the case of Mulligan Stew Chess it was teleporting pieces, switching pieces, leaping Pawns and double moves. In the case of Hopgi, the drops, the Mao-hopper moves, the fairly large amount of material (allowing exchanges to open positions) and the linked-Kings all result in a game where board positions should not get locked up.
Thanks to Tony Quintanilla for playtesting and comments.
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Created on: April 13, 2003. Last modified on: April 13, 2003.
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Last modified: Monday, December 22, 2008