Desert Oasis Chess
Introductionby 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.
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