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Squirrel Chess

Introduction

This game is based on Squirrels And Camels Chess.

Setup

The game is played on a 10x10 board.

Pieces

Camel - (1;3)-Leaper

Squirrel - (0;2, 1;2, 2;2)-Leaper

Knight

Bishop

Rook

Queen

King

Guard

Rules

The Guard moves like a king. But besides this, it possesses the unique property to brake opponent pieces round itself. It's zone of influence is all eight adjacent squares. A piece can move only one square of its normal move in this zone. Leapers cannot move at all. Leapers can enter this zone, but cannot escape... Leapers cannot capture the Guard.

For example, opponent's Rook is on b3; Guard on b5: Rook cannot capture Guard because b4 is in the zone of Guard's influence. So Rook must stop on b4. Only after this can it move one square to b3 (or c4; b5;a4) on next move.

So, sliding pieces (rook; bishop; queen) cannot capture Guard without being adjacent to it.

This piece is taken from an old chess game called Hiashatar.

Pawns always can move one or two squares forward(not only by first move).

Also a pawn can move one square backward.

Each time a pawn makes two-square move it can be captured en-passant.

Promotion Rule:

First promotion. Pawn can be promoted to Knight, Guard or Camel.

Second promotion. Second pawn that reaches last rank can be promoted to Squirrel, Rook or Bishop.

Third promotion. Third pawn that reaches last rank must be promoted to Queen. After third promotion player can promote pawns to all type of pieces (exept king).

Castling:

King moves to "h" or "c" line. Rook to "g" or "d" line.

Other rules like in classic chess.

Notes

Special thanks to Nicholas Wolff for his idea of Guard possibility.



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By Vitya Makov.
Web page created: 2009-10-04. Web page last updated: 2009-10-04