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Suzumu Shogi

Introduction

When I first came across Tenjiku Shogi via Wikipedia back in 2017, I decided to use some of the piece names when I first came up with Shosu Shogi. When I came across H. G. Muller's Interactive Diagrams page, I began messing around with it and creating diagrams of some of my own games. Eventually, I came across images of some of his Mnemonic pieces (I had been looking for images of just the pieces without them being a board for a while at that point) thanks to his CVP page on Chu Shogi. Shortly after that, I started using those pieces to create a makeshift interactive diagram for my own version of Tenjiku Shogi. After nearly a year of experimenting with piece moves, I settled on a set of moves that I deemed suitable at the time. I decided to name the game Suzumu Shogi (進将棋 suzumu shōgi, literally "advance shogi," but meant in the sense of "hexadecimal shogi") after looking up Japanese translations of the word hexadecimal. Over time, however, I abandoned the original set of moves as unplayable, and worked on designing a more playable game. It wouldn't be until January 25, 2019 that I would finally finalize the rules of the game for good.

Setup

Suzumu Shogi uses the same pieces and the same initial position as Tenjiku Shogi. An interactive diagram has been provided (The Javascript source code was written by H. G. Muller) to make it easier to understand how each piece moves. The images used in the diagram and the table in the Pieces section are my own pieces, made using a free online pixel art drawing tool called Pixilart. The image that uses H. G. Muller's Mnemonic pieces is not the same as the one on his CVP article for that game because a few of the pieces have different moves, which was a difference I wanted to show in that diagram. 

files=16 ranks=16 holdingsType=1 promoOffset=35 promoZone=5 maxPromote=30 promoChoice=+ graphicsDir=../membergraphics/MSsuzumu-shogi/ whitePrefix=w blackPrefix=b lightShade=#FFCC9C darkShade=#FFCC9C graphicsType=png squareSize=42 symmetry=rotate pawn:P:fW:p:a5-p5 dog:D:bFfW:d:e6,l6 knight:N:N:n:b1,o1 iron general:I:fFbW:i:d1,m1 copper general:C:fFvW:c:e1,l1 silver general:S:FfW:s:f1,k1 blind tiger:BT:FsbW:bt:f2,k2 ferocious leopard:FL:FvW:fl:c1,n1 gold general:G:WfF:g:g1,j1 drunk elephant:DE:FsfW:de:i1 reverse chariot:RV:vR:rv:a2,p2 lance:L:fRbW2:l:a1,p1 kirin:KY:FD:ky:g2 phoenix:PH:WA:ph:j2 side mover:SM:WsR:sm:a4,p4 vertical mover:VM:WvR:vm:b4,o4 bishop:B:B:b:c3,n3 side soldier:SS:WsRfnD:ss:a3,p3 vertical soldier:VS:WfRsnD:vs:b3,o3 rook:R:R:r:c4,n4 dragon horse:DH:BW:dh:d3,m3 dragon king:DK:RF:dk:e3,l3 chariot soldier:CS:BvRWnD:cs:c2,d2,m2,n2 horned falcon:HF:BbsRfWfDfcavWfmabW:hf:d4,m4 soaring eagle:SE:RbBfFfAfcavFfmabF:se:e4,l4 lion:LN:KNADcaKmcabK:ln:h2 queen:Q:Q:q:i2 bishop general:BG:pafpafcBmcBcpB:bg:f4,k4 rook general:RG:pafpafcRmcRcpR:rg:g4,j4 water buffalo:WB:BsRWnD:wb:f3,k3 free eagle:FE:QADcasFcafFmcabF:fe:i3 lion hawk:LH:BWNADcaKmcabK:lh:h3 vice general:VG:pafpafcBmcBcpBKaKaaKmabK:vg:i4 great general:GG:pafpafcQmcQcpQ:gg:h4 fire demon:FD:BsRKaKaaKmabKcavK:fd:g3,j3 tokin:+P:WfF:p2: multi general:+D:bBfR:d2: side soldier:+N:WsRfnD:n2: vertical soldier:+I:WfRsnD:i2: side mover:+C:WsR:c2: vertical mover:+S:WvR:s2: flying stag:+BT:KvR:bt2: bishop:+FL:B:fl2: rook:+G:R:g2: crown prince:+DE:K:de2: whale:+RV:bBvR:rv2: white horse:+L:fBvR:l2: lion:+KY:KNADcaKmcabK:ky2: queen:+PH:Q:ph2: free boar:+SM:BsR:sm2: flying ox:+VM:BvR:vm2: dragon horse:+B:BW:b2: water buffalo:+SS:BsRWnD:ss2: chariot soldier:+VS:BvRWnD:vs2: dragon king:+R:RF:r2: horned falcon:+DH:BbsRfWfDfcavWfmabW:dh2: soaring eagle:+DK:RbBfFfAfcavFfmabF:dk2: heavenly tetrarch:+CS:jsR3jBjvRcabK:cs2: bishop general:+HF:pafpafcBmcBcpB:hf2: rook general:+SE:pafpafcRmcRcpR:se2: lion hawk:+LN:BWNADcaKmcabK:ln2: free eagle:+Q:QADcasFcafFmcabF:q2: vice general:+BG:pafpafcBmcBcpBKaKaaKmabK:bg2: great general:+RG:pafpafcQmcQcpQ:rg2: fire demon:+WB:BsRKaKaaKmabKcavK:wb2: king:K:K:k:h1

Only the location of the pieces of one side are mentioned below, in normal (Chess-like) coordinates. The setup for the other side can be obtained by rotating the board 180 degrees. XBetza notation is included for easier reference.

First rank

  • a1, p1 Lance (fRbW2)
  • b1, o1 Knight (N)
  • c1, n1 Ferocious Leopard (FvW)
  • d1, m1 Iron General (fFbW)
  • e1, l1 Copper General (fFvW)
  • f1, k1 Silver General (FfW)
  • g1, j1 Gold General (WfF)
  • h1 King (K)
  • i1 Drunk Elephant (FfsW)

Second rank

  • a2, p2 Reverse Chariot (vR)
  • c2, d2, m2, n2 Chariot Soldier (BvRWnD)
  • f2, k2 Blind Tiger (FbsW)
  • g2 Kirin (FD)
  • h2 Lion (KNADcaKmcabK)
  • i2 Queen (Q)
  • j2 Phoenix (WA)

Third rank

  • a3, p3 Side Soldier (WsRfnD)
  • b3, o3 Vertical Soldier (WfRsnD)
  • c3, n3 Bishop (B)
  • d3, m3 Dragon Horse (BW)
  • e3, l3 Dragon King (RF)
  • f3, k3 Water Buffalo (BsRWnD)
  • g3, j3 Fire Demon (BsRKaKaaKmabKcavK)
  • h3 Lion Hawk (BWNADcaKmcabK)
  • i3 Free Eagle (QADcasFcafFmcabF)

Fourth rank

  • a4, p4 Side Mover (WsR)
  • b4, o4 Vertical Mover (WvR)
  • c4, n4 Rook (R)
  • d4, m4 Horned Falcon (BbsRfWfDfcavWfmabW)
  • e4, l4 Soaring Eagle (RbBfFfAfcavFfmabF)
  • f4, k4 Bishop General (pafpafcBmcBcpB)
  • g4, j4 Rook General (pafpafcRmcRcpR)
  • h4 Great General (pafpafcQmcQcpQ)
  • i4 Vice General (pafpafcBmcBcpBKaKaaKmabK)

Fifth and sixth rank

  • a5-p5 Pawns (fW)
  • e6, l6 Dog (bFfW)

Pieces

The move of pieces from the initial setup is already given in Betza notation above, and should also be clear from the mnemonic piece glyphs in the image above. The Betza notation move of the piece types that can only be obtained through promotion is given below.

  • Prince (K)
  • Heavenly Tetrarch (jsR3jBjvRcabK)
  • Flying Ox (BvR)
  • Free Boar (BsR)
  • White Horse (fBvR)
  • Whale (bBvR)
  • Flying Stag (KvR)
  • Multi General (bBfR)

 The pieces in the table are the same pieces used in the interactive diagram above. 

Piece Promoted Piece

King
The King moves one space in any direction.

The King can move into check at any time, although this is almost always a blunder.

The King does not promote.

Fire Demon

The fire demon can slide sideways or diagonally, or make an 'area move' - up to 3 King steps in independently chosen directions, stopping at the first capture. In addition, it has a limited form of lion move known as a 'demon move' or 'demon power'. It can step twice in a straight line along any one of the eight orthogonal or diagonal directions, capturing up to two pieces. That is, unlike the lion itself, but like the soaring eagle and horned falcon, it is restricted to moving along a straight line and cannot move to the in-between squares when making a demon move. This power includes igui and skipping a turn, but not jumping (see "Lion"). 

The Fire Demon does not promote.

Great General
The Great General moves as a Queen but can jump up to two pieces along the line of attack when taking. The Great General does not promote.

Vice General
The Vice General moves as a Bishop but can jump up to two pieces along the line of attack when taking. In addition, it can make an 'area move' - up to 3 King steps in independently chosen directions, stopping at the first capture. It can skip a turn, but it does not have the lion power of igui. The Vice General does not promote.
Lion Hawk

The Lion Hawk moves either as a Bishop or as a Lion. This power includes jumping, igui and skipping a turn (see "Lion").

In other words, the Lion Hawk is a Lion enhanced by the diagonal moves of the Queen.

The Lion Hawk does not promote.
Free Eagle The Free Eagle moves as a Queen. In addition, it can move one square in any diagonal direction twice. This power includes jumping, igui and skipping a turn (see "Lion"). So it can:
  • Jump directly to any square in the second square in any direction,
  • Capture any diagonally adjacent piece without moving (igui),
  • Capture a piece on a diagonally adjacent square, and then continue to any of the squares diagonally adjacent to that square, capturing up to two pieces (this is equivalent to 2 turns for a Ferz),
  • Stay in place without capturing anything if at least one diagonally adjacent square is empty, effectively passing a turn

In other words, the Free Eagle is a Queen enhanced by the diagonal moves of the Lion.

The Free Eagle does not promote.
Water Buffalo The Water Buffalo can slide sideways or diagonally. In addition, it can slide one or two squares vertically. Fire Demon

The fire demon can slide sideways or diagonally, or make an 'area move' - up to 3 King steps in independently chosen directions, stopping at the first capture. In addition, it has a limited form of lion move known as a 'demon move' or 'demon power'. It can step twice in a straight line along any one of the eight orthogonal or diagonal directions, capturing up to two pieces. That is, unlike the lion itself, but like the soaring eagle and horned falcon, it is restricted to moving along a straight line and cannot move to the in-between squares when making a demon move. This power includes igui and skipping a turn, but not jumping (see "Lion"). 

Rook General The Rook General moves as a Rook but can jump up to two pieces along the line of attack when taking. Great General

The Great General moves as a Queen but can jump up to two pieces along the line of attack when taking.

Bishop General The Bishop General moves as a Bishop but can jump up to two pieces along the line of attack when taking. Vice General

The Vice General moves as a Bishop but can jump up to two pieces along the line of attack when taking. In addition, it can make an 'area move' - up to 3 King steps in independently chosen directions, stopping at the first capture. It can skip a turn, but it does not have the lion power of igui.

Lion

The Lion has a special movement ability commonly called a 'lion move' or 'lion power'. It can make up to 2 King steps per turn, changing direction between them, even when this returns it to its starting square. it can make the first step as a jump, when it chooses to do so. So it can:

  • Jump directly to any square in the 5x5 area surrounding it,
  • Capture any adjacent piece without moving (igui),
  • Capture a piece on an adjacent square, and then continue to any of the squares adjacent to that square, capturing up to two pieces (this is equivalent to 2 turns for a King),
  • Stay in place without capturing anything if at least one adjacent square is empty, effectively passing a turn
Lion Hawk

The Lion Hawk moves either as a Bishop or as a Lion. This power includes jumping, igui and skipping a turn.

Queen

The Queen moves as it does in Chess - it slides orthogonally or diagonally.

Free Eagle

The Free Eagle moves as a Queen. In addition, it can move one square in any diagonal direction twice. This power includes jumping, igui and skipping a turn (see "Lion"). So it can:

  • Jump directly to any square in the second square in any direction,
  • Capture any diagonally adjacent piece without moving (igui),
  • Capture a piece on a diagonally adjacent square, and then continue to any of the squares diagonally adjacent to that square, capturing up to two pieces (this is equivalent to 2 turns for a Ferz),
  • Stay in place without capturing anything if at least one diagonally adjacent square is empty, effectively passing a turn

 

Soaring Eagle

The Soaring Eagle can slide orthogonally or diagonally backward. In addition, It can step twice, or jump two squares, diagonally forward, capturing up to two pieces. This power includes igui and skipping a turn, but not moving off the diagonal. (see "Lion").

Rook General

The Rook General moves as a Rook but can jump up to two pieces along the line of attack when taking.

Horned Falcon

The Horned Falcon can slide diagonally, sideways, or directly backward. In addition, It can step twice, or jump two squares, directly forward, capturing up to two pieces. This power includes igui and skipping a turn, but not moving off the orthogonal. (see "Lion").

Bishop General

The Bishop General moves as a Bishop but can jump up to two pieces along the line of attack when taking.

Chariot Soldier

The Chariot Soldier can slide vertically or diagonally. In addition, it can slide one or two squares sideways.

Heavenly Tetrarch

The Heavenly Tetrarch can slide diagonally or vertically. In addition, it can move two or three squares orthogonally sideways. In addition, it can capture pieces on adjacent squares without moving (igui).

It cannot move to any adjacent square, and is not blocked from moving by pieces on those squares. However, it is not a range jumper and cannot jump a piece anywhere else in its path.

Dragon King

The Dragon King moves as it does in Shogi - it can move as a Rook or as a King.

Soaring Eagle

The Soaring Eagle can slide orthogonally or diagonally backward. In addition, It can step twice, or jump two squares, diagonally forward, capturing up to two pieces. This power includes igui and skipping a turn, but not moving off the diagonal. (see "Lion").

Dragon Horse

The Dragon Horse moves as it does in Shogi - it can move as a Bishop or as a King.

Horned Falcon

The Horned Falcon can slide diagonally, sideways, or directly backward. In addition, It can step twice, or jump two squares, directly forward, capturing up to two pieces. This power includes igui and skipping a turn, but not moving off the orthogonal. (see "Lion").

Rook

The Rook moves as it does in Chess - it slides orthogonally.

Dragon King

The Dragon King moves as it does in Shogi - it can move as a Rook or as a King.

Bishop

The Bishop moves as it does in Chess - it slides diagonally.

Dragon Horse

The Dragon Horse moves as it does in Shogi - it can move as a Bishop or as a King.

Vertical Soldier

The Vertical Soldier can slide directly forward or move one square directly backward. In addition, it can slide one or two squares sideways.

Chariot Soldier

The Chariot Soldier can slide vertically or diagonally. In addition, it can slide one or two squares sideways.

Side Soldier

The Side Soldier can slide sideways or move one square directly backward. In addition, it can slide one or two squares directly forward.

Water Buffalo

The Water Buffalo can slide sideways or diagonally. In addition, it can slide one or two squares vertically.

Vertical Mover

The Vertical Mover can slide vertically or move one square sideways.

Flying Ox

The Flying Ox can slide vertically or diagonally.

Side Mover

The Side Mover can slide sideways or move one square vertically.

Free Boar

The Free Boar can slide sideways or diagonally.

Phoenix

The Phoenix can move one square orthogonally or jump two squares diagonally.

Queen

The Queen moves as it does in Chess - it slides orthogonally or diagonally.

Kirin

The Kirin can move one square diagonally or jump two squares orthogonally.

Lion

The Lion has a special movement ability commonly called a 'lion move' or 'lion power'. It can make up to 2 King steps per turn, changing direction between them, even when this returns it to its starting square. it can make the first step as a jump, when it chooses to do so. So it can:

  • Jump directly to any square in the 5x5 area surrounding it,
  • Capture any adjacent piece without moving (igui),
  • Capture a piece on an adjacent square, and then continue to any of the squares adjacent to that square, capturing up to two pieces (this is equivalent to 2 turns for a King),
  • Stay in place without capturing anything if at least one adjacent square is empty, effectively passing a turn
Knight

The Knight moves as it does in Chess - it moves to the nearest square that a queen cannot.

Side Soldier

The Side Soldier can slide sideways or move one square directly backward. In addition, it can slide one or two squares directly forward.

Lance

The Lance slides forward or up to two squares directly backward.

White Horse

The White Horse can slide vertically or diagonally forward.

Reverse Chariot

The Reverse Chariot slides vertically.

Whale

The Whale can slide vertically or diagonally backward.

Drunk Elephant

The Drunk Elephant moves as a King except directly backward.

Prince

The Prince moves one space in any direction.

The Prince can move into check at any time, although this is almost always a blunder.

Blind Tiger

The Blind Tiger moves as a King except directly forward.

Flying Stag

The Flying Stag moves as a King or slides vertically.

Ferocious Leopard

The Ferocious Leopard moves one square diagonally or vertically.

Bishop

The Bishop moves as it does in Chess - it slides diagonally.

Gold General

The Gold General moves as it does in Shogi - it moves one square orthogonally or diagonally forward.

Rook

The Rook moves as it does in Chess - it slides orthogonally.

Silver General

The Silver General moves as it does in Shogi - it moves one square diagonally or directly forward.

Vertical Mover

The Vertical Mover can slide vertically or move one square sideways.

Copper General

The Copper General moves vertically or diagonally forward.

Side Mover

The Side Mover can slide sideways or move one square vertically.

Iron General

The Iron General moves one square orthogonally backward or diagonally forward.

Vertical Soldier

The Vertical Soldier can slide directly forward or move one square directly backward. In addition, it can slide one or two squares sideways.

Dog

The Dog moves one square orthogonally forward or diagonally backward.

Multi General

The Multi General slides orthogonally forward or diagonally backward.

Pawn

The Pawn moves as it does in Shogi - one square orthogonally forward.

Tokin

The Tokin moves as it does in Shogi - it moves one square orthogonally or diagonally forward.

Rules

Deciding who moves first

furigoma (振り駒 piece toss) is used to decide who moves first. One of the players tosses five pawns. If the number of tokins (promoted pawns, と) facing up is higher than unpromoted Pawns (歩), then the player who tossed the pawns plays Gote (後手 White) (that is, getting the second move).

The players may also decide who goes first through a game of chance or a mutual agreement.

Sente (先手 Black) moves first, then players alternate making a move. Making a move is required – skipping a move is illegal, even when having to move is detrimental. Play continues until a player's last remaining royal piece is captured, a player resigns, or a draw is declared.

Skipping a turn

The Fire Demon, Vice General, Lion Hawk, Free Eagle, Lion, Soaring Eagle, and Horned Falcon have the ability to skip a turn if at least one adjacent square is empty. (The Free Eagle can only do this on the squares diagonally adjacent to it, the Horned Falcon can only do this on the square directly in front of it, and the Soaring Eagle can only do this on either of the two squares diagonally in front of it.) However, it is illegal for a player to skip a turn more than three consecutive times. That is, a player is not allowed to perpetually skip a turn.

Promoting pieces that skip a turn inside the promotion zone do not have the option of promoting on that turn.

Promotion

A player's promotion zone consists of the furthest five ranks of the board, at the original line of the opponent's pawns and beyond. The zone is typically delineated on the game board by two inscribed dots. When a piece is moved, if part of the piece's path lies within the promotion zone (that is, if the piece moves into, out of, or wholly within the zone, but not if it skips a turn or passes in and out of the zone without starting or ending its move within it), then the player has the option to promote the piece at the end of the turn. Promotion is indicated by turning the piece over after it moves, revealing the character of the promoted piece. The pieces promote as follows:

  • Water Buffalo -> Fire Demon
  • Side Soldier -> Water Buffalo
  • Iron General -> Vertical Soldier
  • Lion -> Lion Hawk
  • Kirin -> Lion
  • Queen -> Free Eagle
  • Phoenix -> Queen
  • Rook General -> Great General
  • Soaring Eagle -> Rook General
  • Dragon King -> Soaring Eagle
  • Rook -> Dragon King
  • Gold General -> Rook
  • Pawn -> Gold
  • Dog -> Multi-General
  • Reverse Chariot -> Whale
  • Bishop General -> Vice General
  • Horned Falcon -> Bishop General
  • Dragon Horse -> Horned Falcon
  • Bishop -> Dragon Horse
  • Ferocious Leopard -> Bishop
  • Chariot Soldier -> Heavenly Tertarch
  • Vertical Soldier -> Chariot Soldier
  • Knight -> Side Soldier
  • Vertical Mover -> Flying Ox
  • Silver General -> Vertical Mover
  • Lance -> White Horse
  • Blind Tiger -> Flying Stag
  • Drunk Elephant -> Crown Prince
  • Side Mover -> Free Boar
  • Copper General -> Side Mover

Because promotion doesn't happen until the end of the turn, multi-capturing pieces that promote have a chance to make a double capture before doing so.

The King, Fire Demon, Great General, Vice General, Lion Hawk, and Free Eagle do not promote, nor can already promoted pieces promote further.

Below is an image of the initial position with all pieces promoted (except for the umpromotable ones). This image, like the one in the Setup section, uses H. G. Mullers's Mnemonic pieces. The pieces with dots in the center are the promoted forms of pieces that occur in the initial setup.

Check

When a player’s last remaining royal piece (a King or Prince) is under immediate attack by at least one enemy piece, it is in check. A player who's last remaining royal is in check is not required to remove the the check, but this is almost always the best option, since a player who has no more royal pieces on the board loses the game. If a player has both a King and a Prince in play, that player may sacrifice one of them. A check can be removed in one of three ways, depending on the situation:

  • Blocking the check by placing a piece in between the royal piece and the attacking piece
  • Capturing the attacking piece
  • Moving to a safe square

The King and Prince need not move out of check, and can even move into check, though this is almost always a blunder. If it is not possible for a player who only has a King or a Prince to get out of check, that piece is checkmated and the game is effectively over.

A player is not allowed to give perpetual check.

Illegal Move

A player who makes an illegal move loses immediately. Illegal moves include:

  • Making more than one move per turn
  • Giving check four consecutive times
  • Skipping a turn four consecutive times
  • Moving a piece contrary to how its movements are defined

This rule may be relaxed in casual games, where a player can take back the illegal move and make a legal move.

End of the game

A player who captures the opponent's last remaining royal piece (a King or Prince) wins the game.

Checkmate and Stalemate

If a player’s last remaining royal piece is placed in check and there is no legal move that will resolve the check, the checking move is also checkmate, and effectively wins the game.

If a player’s last remaining royal piece is not in check but that player has no legal moves, the game is a stalemate. Stalemate, like checkmate, leads to a win for the stalemating player.

Resignation

At any point in the game, a player may resign and their opponent wins the game.

Draw

There are only two ways for a draw to occur - 千日手 sennichite (repetition) and impasse.

Repetition Draw 千日手 sennichite - If the same game position occurs four times with the same player to move, then the game ends in a draw, as long as the positions are not due to perpetual check or skipping a turn four consecutive times.

Impasse – If neither player can hope to force checkmate or stalemate on the other player’s last remaining royal piece or gain any further material through a series of legal moves, the players may agree to a draw.

Notes

Unlike Tenjiku Shogi, Suzumu Shogi has a complete set of rules, with no lacunae whatsoever. This set of rules covers every known situation in the game, including those that would arise due to rule changes other than the differences in how certain pieces move. For example the promotion rule in Suzumu Shogi is the same one used in standard Shogi other than the fact that the promotion zone is five ranks deep instead of three and that promotion is always optional. This actually causes a question to arise; if a Lion, Horned Falcon, or Soaring Eagle were to skip a turn inside the promotion zone, would that piece have the ability to promote on that turn? In Suzumu Shogi, the answer to that question is no, mainly because the diagram won't allow it. However, these pieces are allowed to promote if they capture without moving, as long as they start inside the zone (When you capture without moving, you land on the square that you started on).

The initial position of Suzumu Shogi (which is the same as that of Tenjiku Shogi) is well designed: the Fire Demons in their 'boxed-in' initial positions cannot be attacked by the range-jumping generals (which would be a winning trade, as a Fire Demon is worth at least 3 such pieces), because the Pawns in front of these generals cause the range of their jumping abilities to stop at the shield of range-jumping generals right in front of them. Any attempt to trade these generals in order to capture a Fire Demon in the opening would be pointless because the shield of range-jumping generals in front of them would be able to capture any such range-jumping attacker, and the resulting hole plus a Pawn move would allow the Fire Demon to escape into the open when it would be attacked two moves later. Even if it were to be attacked on the very next move, the Fire Demon would still have plenty of pieces to shield it from attacks. Furthermore, every piece is protected by at least one other piece in the initial position, which means any range jumping general or multi-capturing piece trying to sneak in early on can always be recaptured. So despite the immense tactical power of the Fire Demons and range-jumping generals, the initial position is tactically quiet.



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By Adam DeWitt.
Web page created: 2019-01-26. Web page last updated: 2019-02-09