In Avatar Chess, the skill level of a figure results from the value of the square on which the figure stands. With each move, the move options change depending on the square you have reached.
The game board and the initial position
The initial position
The game pieces
Game figures are transparent in order to be able to recognize the respective playing field with its value.
The transparent game pieces are virtual representatives of a real game figure – hence Avatars. After completing a move, Avatars get the value and the move options of the field they reached.
The Avatarius corresponds to the king in normal chess which is to beat.
During the game, the Avatarius behaves like the king in normal chess, i.e. it changes its position by one square in the line, row or diagonal.
Basically, the FIDE rules apply.
Rule supplement (optional, if the players agree on it)
If a piece reaches the opposing row of pawns and from there in a further move the opposing baseline, the player receives an additional Avatar. This additional Avatar starts from your own row of pawns; the player can choose the pawn square.
In the course of the game, a maximum of 5 avatars can be added.
From the circle of editors (Greg Strong and Ben Reiniger) came the tip that Bruce Trone introduced a game called "Cataclysmo" in 1991, which has a similar mechanism. Further explanations about the way of playing could not be given.
The author would like to point out that at the time of the development of Avatar Chess the mentioned game was not known.
Play it !
The Diagram cannot do any better than this: No extra avatars (drops are not implemented in the AI), and it cannot 'promote' the Rook on a castling move.
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By Gerd P. Degens.
Last revised by Gerd Degens.
Web page created: 2022-02-24. Web page last updated: 2022-07-16