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Turnover

Introduction

Turnover 

  • Chess Fusion oriented.
  • Based on Othello’s (Reversi) turning pieces ability.
  • Moves based on Chess moves.
  • Uses flat pieces like pieces from Checkers to improve semiotic performance when players visualise and recognize pieces and possible moves.
  • With only three different pieces, an external and internal ring and a main button, the arrangement turns it simple and complex at same time.
  • Turnover has Beauty of Go, Grace of Checkers, Power of Reversi, Wisdom of Chess.
  • Best chess variant of all time.
  • Designed by brazilian designer Lúcio José Patrocínio Filho.

Pieces

Rules

Turnover Chess Variant

It is a game about take and turnover pieces between 2 players.

Pieces

  • Each player has 24 pieces, initially arranged in 8 groups of three concentric pieces in the first row of each player.
  • There are three kinds of pieces, two of them like rings, concentric with a mid button.
  • This setup will determine the movement of most outer piece.
  • Only one piece can be moved per turn and the piece to be moved is the outermost of the group.
  • When the position changes, new combinations determine new kinds of movements.

 

Initial Arrangement

Turnover

  • Pieces are double-sided in white and black.

  • When player overlaps a piece that fits each other, it is not removed from the board; in other words, it is not a take, but rather, a turnover. In this case, pieces must be flipped to match color.

Pawn (external ring alone)

  • Moves just one square per turn.
  • Turnovers enemy or friendly pieces ahead and diagonally forward.
  • Turnovers a friendly or enemy Bishop to turns it in a friendly Knight.
  • Turnovers a friendly or enemy Queen to turns it in a friendly Castle.
  • Remembering: Pawn cannot take pieces ahead.
  • One square diagonally forward.
    • Takes Castles, Pawns, Rooks and Knights. 
    • Turnover Queens and Bishops.
  • Pawn does not fit with Rook and vice-versa.

Pawn Moves

Pawn, Knight and Castle's Promotion

  • When Pawn reaches board’s last row (row 8 for white or 1 for black) and there is no turnover, in other words, only Pawn remains in square, it is promoted to Queen.
  • When Pawn reaches board’s last row (row 8 for white or 1 for black) in turnover with Queen, in other words, Pawn turnover in Castle on last row, so this Castle is promoted to Queen.
  • When Rook turnovers in Castle on last row (row 8 for white or 1 for black) in turnover with Knight, so this Castle is promoted to Queen.
  • When Knight moves to board’s last row (row 8 for white or 1 for black) and there is no turnover, in other words, only Pawn from Knight remains in square, it is promoted to Queen.
  • When Knight moves to board’s last row (row 8 for white or 1 for black) and turnover with Bishop, in other words, Pawn from Knight turnovers with Bishop, it is not promoted, instead it is a Knight.
  • Gold rule for promotions: Only Pawns and Castles can be promoted to Queen.

Pawn Promotion Castle Promotion Knight Promotion Rook Promotion

Bishop (internal ring alone)

  • Moves any number of vacant squares in any diagonal direction.
  • Can be combined with a friendly or enemy Pawn to turns it in a friendly Knight.
  • Can be combined with a friendly or enemy Rook to turns it in a friendly Queen.
  • Takes: Castles, Bishops, Knights and enemy Queens.

Bishop Moves

Rook (central button alone)

  • Moves any number of vacant squares in orthogonal (in a horizontal or vertical direction).
  • Can be combined with a friendly or enemy Bishop to turns it in a friendly Queen.
  • Can be combined with a friendly or enemy Knight to turns it in a friendly Castle.
  • Takes: Castles, Rooks, Pawns and enemy Queens.

Rook Moves

Combined Pieces

  • Pieces can be combined each other since it matches.
  • Just Rook and Pawn do not match each other.
  • This combination determines the kind of movement to be performed by outermost piece of set.
  • When turnovering, opponent pieces need to be flipped to fit same color.

Rook Does not match with Pawn

Queen (central button + internal ring)

  • Moves her Bishop piece in orthogonal or diagonal direction, as many vacant squares as possible in one direction.
  • Combines her Bishop's piece with a friendly or enemy Pawn to turns it in a friendly Knight.
  • Combines her Bishop's piece with a friendly or enemy Rook to turns it in a friendly Queen.
  • Takes with her Bishop's piece: Queens, Knights, Bishops and enemy Castles.

Queen Moves

Castle (central button + external ring + internal ring)

  • Moves and turnovers with his Pawn's piece, 1 or 2 vacant square ahead.
    • To move to the second square ahead, the first square needs to be vacant.

Castle Move Castle Move

  • Takes and turnovers with his Pawn's piece, just like a Pawn.
  • There is no “en Passant” movement.
  • Each Castle, including those formed along match, may choose to move one or two vacant squares ahead and can even be combined with a compatible piece (Bishop or Queen) on first or second square ahead.

Knight (external ring + internal ring)

  • Moves his external piece (Pawn), just as Knight does on Chess, in other words, it moves in L, two squares horizontally or vertically and then one square vertically or horizontally and vice-versa. It is the only movement that allows the piece to jump over pieces.
  • Combines his Pawn's piece with a friendly or enemy Bishop to turns it on a friendly Knight.
  • Combines his Pawn's piece with a friendly or enemy Queen to turns it on a friendly Castle.
  • Takes with his Pawn's piece: Knights, Rooks, Pawns and enemy Castles.

Knight Moves

Rules

Start Moves

  • White moves first, then alternate moves.
  • Making a move is required; it is not legal to skip a move, even when having to move is detrimental. If player is unable to move and there is not a checkmate, it’s a draw.
  • Touch-move rule. In serious matches, if a player having the move, touches a piece, as if having the intention of moving it, then the player must move it if it can be legally moved. So long as the hand has not left the piece on a new square, any legal move can be made with the piece. If a player touches one of the opponent's pieces then that piece must be captured if there is a legal move that does so. If none of the touched pieces can be moved or captured there is no penalty.

Victory conditions

  • The first player to take or turnover all enemies Castles wins the match.

    Checkmate

    • The last Castle is not taken, but checkmate.
    • There is the possibility to checkmate more then one castle at same time.
  • 50 moves Draw: After 50 moves without any taken or turnover.
    • Remembering: "turnover" is the move where you turn an opponent piece to you.
  • Draw: By agreement between the two parties.
  • Due to material insufficiency: When both players agree that it is impossible to end the game because of lack of pieces to perform a take or turnover move.
  • The repetitive triple rule: If a player performs 3 repetitive moves, it’s a draw.

Check and Checkmate

Checkmate

  • Castles can be check and checkmate.
  • Castles are in check when they are under attack by at least one enemy piece.
  • Even if there are several Castles on the board, if each one is in check, it may be considered a check.
  • Players do not have to go through the last move to determine the end of the match, because the checkmate is about no possibilities to rest even one Castle on the board. So if it is clear that there is no possibility of saving at least one Castle, the match is done.
  • There is the possibility to checkmate more then one castle at same time.
  • Take with your last Castle the last opponent's Castle is an illegal move, because the result is no Castle on board. 
    • Suppose the Kings are inside the last Castle, and on Chess, Kings never die, the match reaches the end on checkmate, so this is an illegal move.
  • A Castle in check can move if there are one or more other Castles in check.
  • A Castle in check can move to combine with a Queen to make a new Castle, just if this new Castle ends the turn not in check.

Play Turnover: 

Player vs computer: https://glukkazan.github.io/checkmate/turnover.htm

Player vs player: https://glukkazan.github.io/checkmate/turnover-board.htm

You can play Turnover at Google Drive:

If you wish, I can create there a folder to you with a board game presentation where you may invite friends to play. It is like game courier, but without programming. You just need move piece and duplicate slide. Duplicate slide means pass your turn. So you may duplicate file and change its name to play with other players, inviting him by sharing file with him. Just need share it with gmail accounts and setup permission to write. Check it up! Link. Send me an email if you want more information about how it works.

Simulating a real Castle with pieces. 

It is easy to grab and move pieces and gives better view to the game.

Notes

Turnover Chess Variant Notation

Is a system developed to record all moves. As Turnover pieces have "turnover" special ability, some changes on algebraic notation are needed.

 

Naming pieces

  • C Castle
  • Q Queen
  • B Bishop
  • R Rook
  • K or N Knight
  • Pawn has no letter
  • King has no letter (it is assumed that he is inside the last castle which will be revealed in the checkmate)

 

Move
Moves are indicated by point (.). By the way, for lonely pieces, indicate moves with point is not needed. Ex.: Be5, e5, Ra5

 

Examples:

  • R.e5
  • Re1.5 (disambiguation)
  • B.e5
  • Bc3.e5 (disambiguation)

 

Moves resulting in combining friendly pieces:

  • Qe5
  • Re1.Q5 (disambiguation)
  • Ce5 (disambiguation)
  • Ke5
  • Kd3.Ke5 (disambiguation. This notation reflects a Knight in d3 moving to combine its pawn piece with a friendly Bishop in e5)
  • Re1.C5

 

Turnover
This name defines a special ability's to take opponent's pieces without removing them from board. This move is called turnover.
When a player performs a turnover, this move is indicated with two points (:).

Combining pieces of same color is not considered a turnover, so these kinds of movements are not indicated by two points, but just by its final result. This difference is needed because a turnover is considered a valid move to reset 50 moves’ rule.  

 

Examples:

  • When a White Rook in e1 combines with a Black Bishop in e5: :Qe5 (when disambiguation is not needed) Re1:Q5 (when disambiguation is needed)
  • When a White Rook in e1 combines with a White Bishop in e5: Qe5 (when disambiguation is not needed) Re1Q5 (when disambiguation is needed)
  • When a White Pawn in e1 turnover forward with Black Bishop in e2: :Ke2 (impossible to happen a disambiguation in this case)
  • When a White Pawn in e1 combines forward with White Bishop in e2: Ke2 (disambiguation in this case e1Ke2)

 

Takes
Takes are indicated by letter x.

 

Example:

  • RxRe5
  • Re1xR5 (disambiguation)
  • xRe5 (pawn has no letter)
  • d4xRe5 (disambiguation)
  • Rxe5 (Rook takes pawn in e5)
  • Re1x5 (Rook takes pawn in e5) (disambiguation)

 

Promotion

  • When a White Pawn reaches last row, in turnover with Black Queen: :Qe8 (note that Pawn is removed from board and black pieces are flipped to match color white)
  • When a White Pawn reaches last row, in turnover with White Queen: Qe8 (note that Pawn is removed from board and white pieces do nothing, so combine Pawn with friendly Queen can be considered as useless move unless player want to release pieces left behind or the square itself empty)
  • When a White Pawn reaches empty last row: Qe8 (note that Pawn is removed from board)
  • When a White Pawn reaches last row, in take with Black Pieces: xRd8.Q (note that Pawn is removed from board and black pieces are flipped to match color white) e7xRd8.Q (disambiguation)
  • When a White Pawn from a White Knight reaches last row, in turnover with Black Queen: :Qe8 (note that Pawn is removed from board and black pieces are flipped to match color white) Kd6:Qe8 (disambiguation)
  • When a White Pawn from a White Knight reaches empty last row: Qe8 (note that Pawn is removed from board and black pieces are flipped to match color white) Kd6.Qe8 (disambiguation)
  • When a White Rook in e1 reaches last row in turnover with Black Knight: :Qe8 (note that Pawn is removed from board and pieces are flipped to match color white) Re1:Q8 (disambiguation)
  • When a White Rook in e1 reaches last row in turnover with White Knight: Qe8 (note that Pawn is removed from board)
  • When White Castle in e6 reaches last row in turnover with Black Queen: :Qe8 Ce6:Q8 (note that repeat column letter is not needed) (disambiguation is needed if R in a8 as example)

 

Check, Mate and Draw

  • Check is indicated by +.
  • Checkmate is indicated by ++.
  • Draw offer accepted is indicated by =.
  • Draw by other reason is indicated by ½.

 

End game

  • The notation 1-0 at the completion of moves indicates that White won, 0-1 indicates that Black won, and = or ½ indicates a draw.

 



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By Lúcio José Patrocínio Filho.
Web page created: 2019-06-24. Web page last updated: 2019-06-24