[ Help | Earliest Comments | Latest Comments ][ List All Subjects of Discussion | Create New Subject of Discussion ][ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]Single Comment Jumping Knights Chess. Nightriders replace Knights and War Machines have also been added to Jumping Chess. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]David Paulowich wrote on 2007-05-23 UTCIncidentally, the 'wraparound' coordinates [zabcdefghi] and  are something Ralph Betza and I used years ago in email discussions of 10x10 variants, especially those that placed White Queen (d1) and King (e1). To help clarify my intentions for Jumping Knights Chess, I have decided to include a version of Peter's statement: 'Note that Pawns on edge squares are trapped unless a capturing move presents itself, and Rooks on corners are similarly trapped, since in both cases the piece's noncapturing move would land on an edge square, which is ... only allowed on a capturing move.' Peter has also written: 'These edge squares can only be entered as the result of a capturing jump, and pieces sitting on them are obliged to capture if possible.' and 'Only a capturing move may end on one of the 36 edge squares. A player with a piece on an edge square that has a possible capture (even a pawn with an en-passant capture), must make that capture, even if it results in their King being captured.' Time to take a deep breath. We seem to be diverging at this point. A literal interpretation of his set of rules leads to the conclusion that, for example, a Rook on a corner square must capture an opponent's piece on the edge of the board. My [Rule 4] only applies to a piece that '... has a legal capture that takes it off the edge of the board ...'