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Correctly spelled, the game would be called Renaissance Chess; Greenwood, however, thought it would be fun to deliberately misspell it as Renniassance. The game is also commonly referred to as Rennchess, this is the name it goes by on Richard's PBeM Server.
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All pieces from Orthodox Chess play a role in this game, with several new pieces with challenging moves and interesting interactions.
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K - King: Moves one square in any direction. The K may not move onto a square attacked by an enemy piece. If an enemy piece attacks the K, the K must be out of check at the end of his next move. |
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Q - Queen: Moves any number of squares in any direction. The Q may not jump over other pieces. |
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R - Rook: Moves any number of squares horizontally or vertically. The R may not jump over other pieces. |
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B - Bishop: Moves any number of squares diagonally. The B may not jump over other pieces. Note that the B can not change the color of squares on which it moves. |
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H - Horse: Moves one square straight and then one diagonally away from the starting square. The H may leap over other pieces. Its move is the same as the knight in chess. Note that an H starting its move on a dark-colored square will end its move on a light-colored square and vice versa. |
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P - Pawn: Moves forward one square. On its first move, the P may move one or two squares. The P's capture is different from its move, it captures by moving diagonally forward one square. When a P reaches the last rank, it promotes to any piece of the player owning the pawn that has been captured by his opponent. Also, if a Pawn reaches the next-to-last rank it may promote to Fox (see below) only. There is no limit to the number of Foxes a player may obtain through P promotion. |
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F - Fox: Moves one square horizontally or vertically. If the F reaches the last rank it has the option of promoting to guard (see below). There is no limit to the number of Guards a player may obtain through F promotion. |
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U - Guard: Moves one square in any direction. Unlike the K, however, the U is not limited by threats from the opponent's pieces. |
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E - Page: Moves as either a Horse or a Guard. |
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S - Squire: Moves one or two squares in any direction. The S may jump over other pieces. |
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C - Castle: Moves as a Horse, or moves exactly two square in
any direction. The C may jump over other pieces.
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G - General: Moves two squares straight and one diagonally away from the staring square. The G may jump over other pieces. Note that the G can not change the color of square on which it moves. |
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A - Archbishop: moves as either Bishop or Horse. |
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N - Nobleman: moves as either Rook or Horse. |
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I - Prince: moves as either Queen or Horse. |
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D - Duke: moves one square straight and any # diagonally; or any # diagonally and one straight. May not jump or move to an adjacent square. |
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V - Cavalier: moves one square diagonally and any # straight; or any # straight and one diagonally. Also may not jump or move to an adjacent square. |
There is no castling.
There is en passant allowed. (if a pawn moves two squares (only allowed on its first move): it may be captured by an opposing pawn attacking the square the pawn "skipped" over. The attacking pawn moves into the "skipped" square and the two-move pawn is captured just as if it had only moved one square. This is allowed ONLY the turn directly after the double-move takes place.)
Object of the game is to mate the King of the opponent; other rules are as in Orthodox Chess.
There are a number of variants of Renniassance Chess.
Inspiration is from Tamerlane chess (also called Timur's Chess.)
My trip to Dallas lasted longer than anticipated. I did, however, have the oportunity to play Renniassance Chess several times and found it quite interesting. The game does indeed have many features in common with Timur's Chess. It differs, though, in the degree of raw 'board power' available to each player. In fact, the Renniassance Chess pieces have collectively about three times as much power as that of most of the games that I regularly play.
This is not necessarily undesirable -- it just forces a different strategy. With my one partner, I found that the winner was most often the player who could orchestrate his moves so that each piece was protected by a lesser piece, thus making captures unprofitable. In fact, we became so fascinated with this new strategy, that my partner has vowed to explore its possibilities by designing other games that favor this style of play.
On the down side, I would say that a game of this intensity is not something one might play for relaxation. I tended to play best (and enjoy it more) when I was hyped up and high on caffeen. But hey -- life must have its little thrills! Perhaps you should add a disclaimer to your site: Not for the Weak of Heart :-)
In another email, he wrote:
... Bear in mind that mine and Mr. Havel's style of play is one that is pecular to the synergy of our personalities. With so much power and mobility on the board, we find it difficult to look acurately more than one or two moves ahead. To compensate for these unknowns, we "insure" our pieces by moving them in a lock step of mutual coverage. Other players, more familiar with the game (or having greater "foresight") might employ a different strategy. Moreover, our styles may very well mutate as we become more accustomed to the game.
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For author and/or inventor information on this item see: this item's information page.
Created on: July 01, 1997. Last modified on: July 30, 2002.
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Last modified: Monday, December 22, 2008