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Berserker Pawns. Pawns may go berserk to protect their King and once per game in addition. (8x8, Cells: 64)
Anonymous wrote on 2004-11-15 UTCExcellent ★★★★★

John Lawson wrote on 2004-04-04 UTC
```Rule quote:

'A Berserker may move up to seven (7) squares in any direction or
combination of directions, and must attack at the end of the move; that
is, must end the move in a space occupied by an opposing piece.

A Berserker may not:
- pass through/over occupied squares,
- end a move in an unoccupied square,
- end in a square occupied by a friendly piece, or
- attack the opposing king.'

First, all the intermediate squares in the Berserker move must be
unoccupied, so there may not be a clear path less than eight squares
long.

Second, a Berserker may not attack the opposing King, so it doesn't
matter anyway.```

Anonymous wrote on 2004-04-04 UTC
```How can a Pawn not be within 7 squares
of the enemy King?```

Charles Gilman wrote on 2003-07-13 UTCGood ★★★★
```This certainly sounds like it would liven the game up. Other pieces have
also been associated with berserking. Mad Elephant Chess applies it to the
Alfil. Among the Lewis chessmen some of the Rooks (whose name in Norse
means brave, but not necessarily sane, warrior) have been described as
looking like beserkers.
Does 'any direction' really mean just the radial directions (8 on a
square board, 12 on a hex board, 26 in 3d)? Or could some moves be
oblique, allowing access from a2 to a4 via an unoccupied b2 or b4 even if
a3 and b3 are occupied? If the latter, how many squares of the 7 would the
Knight move use up? Clearly a3's occupation would prevent a Dabbaba-like
direct move.```