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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 UTC

Incidentally, the 'wraparound' coordinates [zabcdefghi] and [0123456789] 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 ...'

Peter Aronson wrote on 2007-05-23 UTCGood ★★★★
Very interesting game, David. I particularly like how the War Machines guard the Pawns in the starting array against being picked off by the Nightriders. I have not yet fully absorbed the effect of your more severe rules for pieces on the edge -- having to capture to escape makes the edge makes the edge risky in another way than it is in Jumping Chess. I assume that is part of preserving checkmate as part of the game?

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