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Foolish King Chess

Introduction

Unequal forces and different winning conditions.

Setup

Starting position:

R N N H K Q H N N R

P P P P P P P P P P

P P P P P P P P P P

R A N B F N B N A R

Ranks 1,2,7 and 8 are filled with agents. White's on ranks 1 and 2.

White has a fool for a king.

Pieces

A=Archbishop (knight + bishop compound)

H=Hunter Hunters can move diagonally in all four directions and also orthogonally in all four directions. They can never move to a square of a different color than the one they occupy. The hunter can’t jump over any agent when it’s travelling either diagonally or orthogonally. When travelling purely orthogonally, the hunter can never even jump any agent located on squares of opposite color. They can not give check to kings if the king is on a square of a different color.

F=Fool Fools can move as knights, or they may instead move one step in any of the orthogonal directions. They can not take out agents of any type.

Only pawns and the king can take out fools, and this by the usual displacement capture.

Fools are forbidden to step onto a square that means that the enemy king is on a square that the fool could have reached (had it been unoccupied). On the other hand, the enemy king is forbidden to step onto a square that the fool could have reached in just one move, so the fools can contribute to mating the enemy king. The king can take out the fool, but the fool can not take out the king.

(The other letters denotate the same pieces as in orthodox chess.)

Rules

Change of rules from orthodox chess:

¤ The game is played on an 10x8 board instead of an 8x8 board.

¤ Black’s pawns promote (on his/her eight rank) to hunters. White’s pawns promote (on his/her eight rank) to fools.

¤ Castling is free. Both white’s fool and black’s king can castle. The squares between the king/fool and the rook must be unoccupied.

¤ White wins if black is mated. Black can neither give check nor mate. Black wins if white lacks major pieces on the board (no rooks or archbishops presently on the board), and he/she also wins if white has no fool presently on the board. Black also wins if he/she reaches the opposite rank (from the one the king started on) with his/her king.

¤ Naturally, it's not necessary to give check before taking out any fool.

(Note that black’s king and pawns are the only agents capable of taking out the fools.)



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By Patrik Hedman.
Web page created: 2014-03-17. Web page last updated: 2014-03-17