Symmetric Sissa
This chess variant was invented in 1998 by Carlos Cetina from Mexico.
See also:
- Mate in two. A problem from an actual game of Symmetric Sissa.
Rules
On a 9x9 board, the starting position is as follows:
White:
King e1; Sissa d1, f1; Cardinal c1, g1; Knight b1, h1; Rook a1, i1; Pawn
a2, b2, c2, d2, e2, f2, g2, h2, i2.
Black::
King e9; Sissa d9, f9; Cardinal c9, g9; Knight b9, h9; Rook a9, i9; Pawn
a8, b8, c8, d8, e8, f8, g8, h8, i8.
Pieces
Each player has:
- one king (K)
- two sissa's (S)
- two cardinals (C) = bishop + knight
- two knights (N)
- two rooks (R)
- nine pawns (P)
Kings, knights, rooks and pawns are EXACTLY as in FIDE-chess.
When castling, the king moves three squares towards the rook, and the rook moves over the king to the next square. There is both pawn's promotion and en-passant capturing. Pawns can promote to sissa, cardinal, knight, or rook, to the choice of the player owning the pawn, when it moves to the last row.
A sissa moves in the following way: in one turn, first, the sissa moves one or more squares like a rook or a bishop, and then the sissa moves the same number of squares like the other of the two (bishop or rook.) So, the sissa has the following options:
- First, it moves a number of squares as a rook. Then it makes a corner of 45, 135, 225, or 315 degrees, and then moves the same number of squares as a bishop. All squares that are passed by must be empty, i.e., a sissa does not jump over pieces.
- First, it moves a number of squares as a bishop. Then, it makes a corner of 45, 135, 225, or 315 degrees, and then moves the same number of squares as a rook. Again, all squares passed by must be empty.
See below for an example. (The white sissa has the possibility to take the rook or the queen.)
Comments
My experience on this variant is that the game is very interesting because there are many posibilities to make surprising combinations.
Why are there two sissas? Simply, to enjoy them at most!
By the way, a traditional queen compared with a sissa seems to me a poor piece!
Sample Games
White: Carlos Cetina Villahermosa, Mexico Black: Sergio Ramirez March 21, 1998
NOTE: After every sissa's move it's indicated between parenthesis the path by which the sissa is moved from one square to another. If there are more than one moving path, then they are separated by a period. If moreover the sissa gives some check, then first it's indicated the moving paths followed by the checking paths, separating them by a diagonal. That is: (moving paths / checking paths).
1.e4 e6 2.d4 f6 3.Nc3 Ng7 4.Cd3 Cf7 5.Sdd2 (d1-c1-d2, d1-e2-d2) 5. ... Sfe7 (f9-f8-e7, f9-e8-e7) 6.Kb1 Kh9 7.f4 d6 8.Ce3 c6 9.g4 Cd7 10.Ng3 b6 11.e5 fxe5 12.dxe5 dxe5 13.fxe5 Cdxe5 14.Ca6 Sd8 (d9-c9-d8, d9-e9-d8, d9-c8-d8, d9-e8-d8) 15.Cxb6 Sde8 (d8-d7-e8, d8-d9-e8, d8-e9-e8) 16.Cb4 Cfd6 17.Cxd6 Cxd6 18.Nce4 Cb5 19.Sfb3 (f1-d3-b3) 19. ... a7 20.Cc5 S7e5 (e7-c7-e5, e7-g5-e5) 21.Cd7 Ca4 22.Cxe8 Cxb3 23.Cxg7+ hxg7 24.Sxb3 (d2-c3-b3) 24. ... Nc7 25.Rce1 Rab9 26.Sc5 (b3-b4-c5, b3-c4-c5) 26. ... Sxg4 (e5-f5-g4, e5-f4-g4) 27.Sxg7+ (c5-e7-g7, c5-e5-g7 / g7-h8-h9) 27. ... Ki9 28.Si7+ (g7-g5-i7, g7-i5-i7 / i7-g7-i9) 28. ... Kh8 29.Nh5 Nd5 30.Rig1 Sd4 (g4-d1-d4, g4-g7-d4) 31.Si6+ (i7-h7-i6, i7-h6-i6 / i6-i7-h8, i6-h7-h8) 31. ... Kh7 32.Ng5+ Kg6 33.Si7+ (i6-h7-i7, i6-h6-i7 / i7-h7-g6, i7-h6-g6) 33. ... Kf5 34.Sg7# (i7-i5-g7 / g7-f6-f5, g7-g6-f5)
White: David Mora Villahermosa, Mexico Black: Carlos Cetina March 27, 1998 1.e4 e6 2.f4 f6 3.d4 d6 4.Ch3 Cd7 5.Cb3 Cf7 6.Sf3 (f1-d3-f3) 6. ... Ng7 7.Ng3 Sff8 (f9-g9-f8, f9-e8-f8) 8.Nc3 Kh9 9.Sdf2 (d1-e2-f2) 9. ... c6 10.Kh1 Nc7 11.Nce2 d5 12.e5 b6 13.Cd2 Re9 14.Sxf8+ (f3-a3-f8 / f8-g9-h9) 14. ... Sxf8 (d9-e8-f8) 15.c4 dxc4 16.Cxc4 Nd5 17.f5 exf5 18.Nxf5 Cxf5 19.Cxf5 Sxf5 (f8-c8-f5) 20.Sxf5 (f2-i5-f5) 20. ... Nxf5 21.Rgf1 Nfe3 22.Cxe3 Nxe3 23.Rxf6 Cd5 24.Rf2 Rf9 25.Rxf9+ Rxf9 26.Rg1 Rf2 27.Nc3 Cxg2+ 28.Rxg2 Rxg2 29.b3 Rc2 30.Na4 Rc1#
Written by Carlos Cetina. Minor editing by Hans Bodlaender.
WWW page created: August 11, 1998.