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This page is written by the game's inventor, Charles Daniel.

Titan Chess

Titan Chess uses a 12x12 board with a total of 72 pieces. Seven diverse pieces supplement the standard chess piece set and make for a completely new chess playing experience.

The rules are exactly the same as in standard chess except for Flexible Castling and extended initial pawn move and en-passant rules.

The main attraction of this game is the unique gameplay made possible by an entire new class of pieces that possess new capture mechanisms and unique movements.

Setup

Titan Chess start position Titan main Start position

Coordinates for white. (black mirrors white)

Flying Bombers on a1, l1
Rooks on b1,k1
Raptors on c1 and j1
Leaping Ninja Guards on d1, and i1
Quad Raptor on e1
Queen on f1
King on g1
Quad Bomber on h1
Ninja Warriors on d2,i2.
Knights on e2,h2
Bishops on f2, g2
Ninja Pawns on a2-c2 and j2-l2
Pawns from a3-l3

Pieces

The new pieces are: the Ninja Pawns, Ninja Warriors, Leaping Ninja Guards, Flying Bombers, Raptors, Quad Bomber and Quad Raptor.
The traditional chess pieces: the bishops, knights, rooks, queen, and king move as in standard chess.

The Pawn

The pawn moves exactly as in standard chess except for its initial moves.
A pawn situated on the lower half of the board, can at any time move forward multiple vacant squares to reach the center of the board (rank 6 for white, rank 7 for black). Once the pawn reaches the center row, it can move forward only one square at a time.
The en-passant rules are extended for this new movement. See rules.

The Ninja Pawn

The ninja pawn possesses slightly different modes of movement and capture depending on which half of the board it is on.

Movement:
The ninja pawn can always move 1 square up or 1 square sideways to an empty square from any part of the board.

When the pawn is situated in the lower half of the board (for White, rank 1-6 and for black 12-7), it can move forward multiple vacant squares (1-4 squares) to reach the middle of the board (rank 6 for White or rank 7 for Black). This move can be done at any time regardless of how many times the pawn has moved. Thus White can on each turn move from c2-c3, c3-d3 and d3-d6.

Once it passes the middle, the ninja pawn can only move 1 square forward at a time, or move 1 square horizontally.

Capture:
Like the standard pawn it can capture one square diagonally up, regardless of which half of the board it is on.
When the ninja pawn is on the top half of board (White after rank 6, Black before rank 7) , it can also capture one square horizontally.

There is no en passant. It cannot capture another pawn or ninja pawn en passant nor can any other pawn capture it this way.

Promotion: The ninja pawn promotes on the last row (rank 10 for white, rank 1 for black), to any piece. Promotion to a piece is mandatory so it would cease to be a pawn in the last row.

The Ninja Warrior

Movement: The Ninja Warrior can move one or two steps orthoganally. It can leap over a piece to land exactly 2 squares away (a two-space orthogonal leap).
Capturing Mechanisms: It can capture an enemy piece by moving into its square.
It can also capture an adjacent enemy piece by jumping over it. If jumping over an enemy piece this capture is mandatory.
It can capture two pieces (the first immediately adjacent, and the next right after) in its orthogonal path by jumping over the first one and capturing the second piece on the square it lands.

The Leaping Ninja Guard

The Leaping Ninja Guard is a color bound piece with three modes of movement and two capture modes. The leaping ninja guard can only capture one piece on the square it lands if performing the extended knight 3,1 jump move or if moving one step diagonally.

The Flying Bomber

Movement: When not capturing it moves exactly like a rook (1 or more squares orthogonally over a clear path).
It can also jump two squares orthogonally by leaping over an adjacent piece.
Capturing: The flying bomber eliminates an enemy piece by flying towards it in a unobstructed orthogonal path, and landing on THE empty square immediately after it. It cannot capture if this square is occupied nor can it capture a second piece.
The exception to above: the flying bomber can capture by replacement any enemy piece that is 2 squares away. Thus, it can jump over a friendly piece to make a capture 2 spaces away.
If, instead, there is one empty square between the Flying Bomber and the enemy piece, the Bomber can either capture by landing two squares away on the target's square or use the standard method of capturing by landing on empty square immediately after target.
If there is one enemy piece adjacent to it and another immediately after on same line, the flying bomber combines both capture mechanisms to makes a double capture as it lands 2 squares away. Note that when it makes this jump under above conditions capturing both pieces is mandatory.
Flying Bomber moveset
sideways rook rep. flying bomber
smaller board shown
The flying bomber on f4 is posing multiple threats to black's pieces.

It is threatening the black bishop on f7 with the move f4-f8.
Using its special 2 square helicopter capability, it is threatening the black rook on d4 by moving f4-d4 (flying over its own piece and bombing/landing on d4). It cannot land on any squares beyond d4.
This same short-range prowess gives it the ability to threaten f4-h4, flying over and bombing pawn on g4 and landing/bombing rook on h4. Note that the bomber cannot move to g4 by capturing the pawn, it must eliminate both the pawn and the rook. If there was no rook on h4 then the bomber can just capture the pawn by moving f4-h4.

The bomber IS giving check to the king since it is exactly 2 squares away and can land on f2.

However it is not threatening the knight on f1 that is more than 2 squares away and with no empty square beyond it. If the king moves, the knight will not be under attack either.

The Raptor

The Raptor is an exact diagonal version of the Flying Bomber.
When not capturing, it moves exactly like the bishop.
To capture, it flies towards its prey along an unobstructed diagonal path and lands on the square immediately after it.
Additionally, like the Flying Bomber, it can make a special move by jumping over a diagonally adjacent friendly piece.
Similarly, it can also capture by landing on the same square as an enemy piece exactly two square away diagonally.
If an empty space separates the Raptor from its prey, then it can capture by replacement on target's square, or if possible, capture by landing on the empty square immediately after.
If there is a friendly piece between the Raptor and its prey, the Raptor can only capture by replacement.
If there is one enemy piece adjacent to it and another immediately after on same diagonal line, the Raptor takes out both pieces and lands 2 squares away.

It can also be described as a two step diagonal jumper (the Alfil) combined with the non capturing bishop move, and the diagonal fly over capture mechanism.

Diagonal Bombers moves The Raptor on d4 can capture pawn on b6 by flying over to a7 or by flying to b6 (2 square helicopter landing)
It can capture the knight by flying over to h8.
It can capture both the pawn and rook by flying over to f2. It cannot fly beyond f2 and it must capture both since it cannot move to e3.
The Raptor cannot capture the pawn at c3 since it is blocked by the white pawn at b2.

Note that the ninja guard could have captured on c3, as well as on e3, f2, or b6 but it could not have captured the knight at g7.

Diag shows smaller board than that used for game.

The Quad Bomber

The Quad Bomber moves along any unobstructed path (it cannot leap) of one square diagonally followed by one or more squares horizontally or vertically outwards.
The Quad Bomber does not capture by replacement, and instead captures by flying over the enemy piece. To capture, the following criteria must be met: It cannot capture more than one piece nor can it capture any piece that is diagonally adjacent to it.
Quad Bomber Moves Partial board shows Quad Bomber (rep by sideways rook). It can travel to blue squares or capture by landing on green squares
The Quad Bomber on d4 can capture the knight on e6 by flying over and landing on e7.
It can also capture the pawn on g3 by landing on h3.
Notice that the pawn at c3 blocks its path.
Also the two pawns at f5 and g5 block another of its paths and cannot be captured. If f5 pawn moves, the Bomber can capture g5 pawn by landing on h5. If g5 pawn moves, the Bomber can capture f5 pawn by by landing on g5, but the black knight can recapture.

The Quad Raptor

This is the exact diagonal equivalent of the Quad Bomber.
The Quad Raptor moves along any unobstructed path (it cannot leap) of one horizontal or vertical square followed by one or more squares diagonally outwards.
The Quad Raptor does not capture by replacement, and instead captures by flying over the enemy piece. To capture, the following criteria must be met:
Quad Raptor Moves Partial board shows Quad Raptor (rep by upsidedown bishop). It can travel to blue squares or capture by landing on green squares
The Quad Raptor on d4 can capture the pawn on f7 by flying over and landing on g8.
It can also capture the pawn on f5 by landing on g6 (though the black pawn on f7 may recapture).
Notice that the pawn at d3 blocks its path.
The two pawns at b5 and a6 block another of its paths and cannot be captured. However, if the pawn at a6 moves, the Quad Raptor can capture the pawn on b5 by flying over to a6. If instead, b5 pawn moves, the Quad Raptor still cannot capture a6 pawn.
It cannot capture the knight at b1.

Rules

The rules in Titan Chess are the same as in chess except for using the new pieces and for the following modifications :
  1. Castling: The usual castling criteria apply: No piece must be in between the spaces travelled by the king and castling rook, cannot castle out of check, King cannot pass over or land on squares attacked by enemy, but rook can.
    Castling is flexible with the king able to travel 1, 2, 3, 4 or even 5 squares towards the rook. There are 9 possible castling positions, the most extreme wing castling involves the rook moving one square over and the King occupying the original rook square.
    The choice of castling positions will depend on whether it is immediately necessary for the king to be nearer the wing or for the rook to be centralized. Note that the rook must always be next to the king after castling.
    1. 1 space transposition - King Side Castling
      White moves King one space from g1-h1 and rook from k1-g1
      Black moves King one space from g12-h12 and rook from k12-g12
    2. 1 space transposition - Queen Side Castling
      White moves King one space from g1-f1 and rook from b1-g1
      Black moves King one space from g12-f12 and rook from b12-g12
    3. 2 space transposition - King Side Castling
      White moves King two spaces from g1-i1 and rook from k1-h1
      Black moves King two spaces from g12-i12 and rook from k12-h12
    4. 2 space transposition - Queen Side Castling
      White moves King two spaces from g1-e1 and rook from b1-f1
      Black moves King two spaces from g12-e12 and rook from b12-f12
    5. 3 space transposition - King Side Castling
      White moves King three spaces from g1-j1 and rook from k1-i1
      Black moves King three spaces from g12-j12 and rook from k12-i12
    6. 3 space transposition - Queen Side Castling
      White moves King three spaces from g1-d1 and rook from b1-e1
      Black moves King three spaces from g12-d12 and rook from b12-e12
    7. 4 space transposition - King Side Castling
      White moves King four spaces from g1-k1 and rook from k1-j1
      Black moves King four spaces from g12-k12 and rook from k12-j12
    8. 4 space transposition - Queen Side Castling
      White moves King four spaces from g1-c1 and rook from b1-d1
      Black moves King four spaces from g12-c12 and rook from b12-d12
    9. 5 space transposition - Queen Side Castling
      White moves King five spaces from g1-b1 and rook from b1-c1
      Black moves King five spaces from g12-b12 and rook from b12-c12
  2. Pawn moves: The pawn can move from its original position either 1, 2 or 3 vacant squares forward.
    A pawn, which initially moved forward 1 square or captured from its starting position, can subsequently at any time move forward 1 or 2 vacant squares. Once it reaches the center of the board (rank 6 for white, rank 7 for black), it can move forward only one square at a time.
    Some examples: the white pawn at g3 can start g3-g6 or it can move g3-g5 then g5-g6, or g3-g4 followed by g4-g6, or move g3-h4 to capture enemy piece at h4 followed by h4-h6 next time it moves.
  3. En Passant: If a Pawn moves two or three squares initially and passes an opposing Pawn , the Pawn may be captured en passant. E.g. White pawn on a3 black pawn on b5. If the white pawn moves from a3 to a6 or a5, the black pawn on b4 can capture it as if it had moved to a4.
    Similarly, if the black pawn is on b6 instead and the white pawn moves to a6 from a3 then the black pawn can capture the white pawn as if it moved to a5. Note in this case the white pawn can still avoid the black pawn by moving to a4 instead.
    If a pawn slides forward 2 squares on its second move, it can also be captured en passant by an opposing pawn on the 6th rank. E.g. white pawn on a4 and black pawn on b6. White plays a4-a6, black pawn on b6 can capture the pawn en passant by moving to a5.
    Capturing en passant is optional unless it is the only legal move available. The capture must be made on the next move.
    Ninja Pawns cannot capture En Passant nor can any other pawn capture them in this manner.
  4. Pawn promotion: Pawns can promote to any piece (except the ninja pawn) on the 12th rank only.

Notes

It is much more difficult to gauge the relative power of the pieces in Titan Chess than in orthodox chess, and the dynamic relative power of each piece makes this game very challenging. Below is an approximate guideline:
In Titan Chess, the Leaping Ninja Guard is slightly more powerful or roughly equal to the bishop. On the other hand, the ordinary knight is considerably weakened on the larger board and roughly equal to the Ninja Warrior. The Ninja Warrior can checkmate the opposite king with the aid of its king so its power is probably more than the knight in the endgame despite controlling the same number of squares.

The Quad Raptor and Quad Bomber though potentially very powerful are not quite as effective on a crowded board, and thus have a wider range of power than the other pieces.

Ability To Checkmate

The following pieces or combination of pieces can checkmate a lone enemy king on an otherwise empty board.
  • Queen and King
  • Rook and King
  • 2 Bishops and King
  • 2 Leaping Ninja Guards and King
  • Ninja Warrior and King
  • Flying Bomber and King

More Gameplay Notes

In a typical game, the beginning is normally characterized by a struggle between the Leaping Ninja Guards, Bishops, Raptors, Knights, and Pawns. Later on the Ninja Pawns, Queen, Quad Raptor and Quad Bomber enter into play. Finally, after castling the Rooks and then the Flying Bombers make their way into the game.
It is advisable to carry out extreme wing castling to minimize the number of moves needed to get the flying bomber into play.

Note that the King is a bit weaker on this board and cannot readily reach across the board to stop a pawn.

The ordinary pawn is also weakened since it can be dominated by the other pieces, and is overshadowed by the more powerful ninja pawn.

However, the pawns are just as important here as in orthodox chess, and perhaps even more so, because if they advance far enough, they enable the ninja pawns to shoot forward and control a vast amount of enemy territory. Thus, the basic principles of orthodox chess remain, but different strategies need to be employed to secure a victory.



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By Charles Daniel.
Web page created: 2008-04-05. Web page last updated: 2008-04-05