SIX FORTRESSES By Gary K. Gifford Intro: Six Fortresses is played on a 9x9 checkered board. Each side has three fortresses to protect. When pieces are captured they are removed from the game as in regular Fide chess. When a captured Fortress is removed from the board, you get pieces that you can drop (as in Shogi) and your opponent gets a King's Imposter to drop (or real King if it was his last remaining Fortress).
As in above diagram.* (Pending CV upload bug fix) Preset is here: /play/pbm/play.php?game%3DSix+Fortresses%26settings%3Ddefault * At the start of the game, Wazirs and Ferz can be relocated to any non-fortress space on the player's own first rank. This does not count as a turn.
At the start of the game there are these pieces in the quantities shown are visible for each side: Pawns â€“ 9 Move as chess pawns; except no initial 2-step move. Promote on the last rank to R, N, B, or Q. Rooks â€“ 2 no castling Knights â€“ 2 Bishops â€“ 2 Queens â€“ 2 Wazir -2: Orthoganally, 1 Step. At start of game, Wazirs and Ferz can be relocated to nay non-fortress space on the first rank. This does not count as a turn. Ferz-2: Diagonally, 1 step. At start of game, Wazirs and Ferz can be relocated to nay non-fortress space on the first rank. This does not count as a turn. Kingâ€™s Imposter â€“ 1 Moves like a King. No castling. Check and Checkmate do not apply to the Imposter. You use them like mini-1-move Queens. When dropped, they cannot be dropped next to an enemy fortress. Fortresses - 3 These each include additional pieces as described in the rules. Fortresses CAN NOT MOVE. The last of your fortresses captured holds your King. Therefore, as long as you have 1 fortress remaining you cannot be checkmated.
Wazirs and Ferz may be repositioned prior to starting the game. They can be relocated to any non-fortress space on the player's own first rank. But you cannot put two pieces on the same square. When the first enemy Fortress is captured you get a Bishop and Knight of your color to drop as in Shogi, on your following turn or after. Your opponent gets a Kingâ€™s Imposter to drop. You can only drop one item per turn. You can have more than 1 Bishop on the same color diagonal. IMPORTANT: IMPOSTER KINGS CANNOT BE DROPPED ADJACENT TO AN ENEMY FORTRESS. THERE MUST BE AT LEAST 1 SPACE BETWEEN AN IMPOSTER KING AND AN ENEMY FORTRESS IMMEDIATELY FOLLOWING AN IMPOSTER KING DROP. ***Be careful. If your King is on the board, before capturing a fortress check to see that your opponent won't be able to drop his released King's Imposter to deliver checkmate to your real King.*** When the second enemy Fortress is captured you get a Knight and Rook to drop. Your opponent gets a Kingâ€™s Imposter. When the third enemy Fortress is captured you get a Knight and Queen to drop. Your opponent gets his real King which he must place on the board. That placement counts as his turn. Play proceeds until a King is checkmated, stalemated, or a draw is agreed.
To be added later, should questions arise. Six Fortresses (c) August 2006 by Gary K. Gifford
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By Gary K. Gifford.
Web page created: 2006-08-27. Web page last updated: 2006-08-27