Desert Oasis Chess
by Gary K. Gifford Desert Oasis Chess is a variant which evolved from my Desert Pub Chess. Desert Kings were added. This piece, a combination of Desert Wazir and Desert Ferz, was first suggested by Abdul-Rahman Sibahi and later Sam Trenholme agreed that such a piece would be a great addition that would even minimize draws. In addition, Oasis pieces have been added, as well as two Camels [per side]. I could not resist adding Camels to this larger variant, only because they seem to be quite at home in this larger desert region. The Oasis pieces have movement/capture characteristics that are pretty much a reversal of what is seen in their Desert piece counterparts.
As in the partial image, with the Black setup mirroring White's. Played on a 12 x 12 board.
Pawns â€“ move only one space at a time (as in Desert Pub Chess). Capture as do western pawns, but no pawn en passant. PROMOTION: White Pawns promote on Rank 8. Black Pawns promote on Rank 5. Thus, when a Pawn has advance 5 spaces it promotes to any non-pawn piece. They cannot move again on the same turn that they promote. Thus a pawn promoting to a Desert Wazir could not immediately jump. Desert Wazir â€“ As in Desert Pub Chess. Moves 1 space orthogonally (+) without capturing. Much like an orthogonal kinged-checker piece would move. Captures only by jumping over enemy piece(s). It can make multiple jumps when possible. It cannot jump over friendly pieces or over empty spaces. Oasis Wazir - Sort of the reverse of a Desert Wazir. The Oasis Wazir Captures by displacement, moving 1 space orthogonally (+) to capture. To move [without capturing], the Oasis Wazir must jump like an orthogonal kinged-checker piece - it can jump over friendly and enemy pieces - but NEVER CAPTURES BY JUMPING. It can make multiple jumps when possible. Desert Ferz - As in Desert Pub Chess. Moves 1 space diagonally (x) without capturing. Much like a kinged-checker piece would move. Captures only by jumping over enemy piece(s). It can make multiple jumps when possible. It cannot jump over friendly pieces or over empty spaces. Oasis Ferz - Sort of the reverse of a Desert Ferz. The Oasis Ferz Captures by displacement, moving 1 space diagonally (x) to capture. To move [without capturing] the Oasis Ferz must jump like a kinged-checker piece - it can jump over friendly and enemy pieces (diagonally) - but NEVER CAPTURES BY JUMPING. It can make multiple jumps when possible. Knights â€“ As in Western chess. Camels - As attributed to today's Camel rules. Can leap 2 spaces orthogonally, followed immediately by 1 diagonal move. Thus they move like a Knight, but extended 1 space orthogonally. Princes â€“ Move like Kings in Western chess. But they are immune from check. They can, however, be captured. Desert Kings - Move and capture like a Desert Wazir and/or Desert Ferz. They can change diagonal or orthogonal movement while on a jumping spree. They can be captured. Oasis Kings - Move and capture like an Oasis Wazir and/or Oasis Ferz. They can change diagonal or orthogonal movement while on a jumping spree. They can be captured.
As with piece movements described above. Win by capturing all opponent's pieces and pawns. Also, see Desert Pub Chess for a movement diagram of Desert pieces. Oasis pieces behave opposite of desert pieces in regard to movement and capture. IMPORTANT: White Pawns promote on Rank 8. Black Pawns promote on Rank 5.
There was also the idea of having a Desert Knight (or Desert Horse) suggested by Abdul-Rahman Sibahi. And the idea has much merit. While thinking of implementing such a creature, I realized that it would need an Oasis Horse - or at least it seemed logical to have such a piece. And then, same with the Camel. But with the good bit of jumping, and repeat jumping, capturing jumps and non-capturing jumps - well, the new Desert and Oasis Horse and Camel pieces would make the game a bit difficult... I think. But, perhaps they can show up in a different game.
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By Gary K. Gifford.
Web page created: 2007-05-18. Web page last updated: 2007-05-18