# Fairy-Stockfish, a UCI chess variant playing engine derived from Stockfish # Copyright (C) 2018-2022 Fabian Fichter # # Fairy-Stockfish is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # Fairy-Stockfish is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see . # This is a configuration file to add user-defined variants to Fairy-Stockfish. ################################################ ### Usage: # Add "load" and the file path to the SF call (e.g., "stockfish.exe load variants.ini") # or set the UCI option "VariantPath" to the path of this file in order to load it. # In order to validate the configuration without actually loading the variants # run "stockfish.exe check variants.ini", which reports potential config errors. ################################################ ### Variant configuration: # The variant name needs to be specified as a section in square brackets, # followed by its rule configurations as key-value pairs as described below. # If you encounter problems configuring variants, please report them at: # https://github.com/ianfab/Fairy-Stockfish/issues ### Inheritance # If a variant is similar to a previously defined variant, # inheritance can be used to simplify the definition. To inherit from the # configuration of an existing variant, specify the parent variant after the child # variant name separated by a colon, e.g., [gothic:capablanca]. # When inheritance is used, only the differences to the parent variant need to be defined, # see the examples in this file, e.g., 3check-crazyhouse. # When no inheritance is used, the default template applies, # which is basically standard chess but without any predefined pieces. ### Piece types # Firstly, the piece types for a variant need to be defined. # For that, specify the letter used for each piece type, e.g.: # pawn = p # # See the list below for all available predefined piece types (and their Betza notation): # pawn (fmWfceF) # knight (N) # bishop (B) # rook (R) # queen (Q) # fers (F) # alfil (A) # fersAlfil (FA) # silver (FfW) # aiwok (RNF) # bers (RF) # archbishop (BN) # chancellor (RN) # amazon (QN) # knibis (mNcB) # biskni (mBcN) # kniroo (mNcR) # rookni (mRcN) # shogiPawn (fW) # lance (fR) # shogiKnight (fN) # gold (WfF) # dragonHorse (BW) # clobber (cW) # breakthrough (fmWfF) # immobile () # cannon (mRcpR) # janggiCannon (pR) # soldier (fsW) # horse (nN) # elephant (nA) # janggiElephant (nZ) # banner (RcpRnN) # wazir (W) # commoner (K) # centaur (KN) # king (K) ### Custom pieces # Custom pieces can be defined by using one of the available slots: # customPiece1, customPiece2, ..., customPiece25 # E.g., pawns without double steps could be described as: # customPiece1 = p:mfWcfF # # You can define custom king movements in the same way you can define another custom piece. # E.g., to make the king move like a centaur: # king = k:KN # In contrast to other custom pieces the Betza notation for the king is optional though # and defaults to a standard chess king (betza: K) when skipped, e.g.: # king = k # # The movements of custom pieces can be defined using the Betza notation. # https://www.gnu.org/software/xboard/Betza.html # In Fairy-Stockfish only a subset of Betza notation can be used. The supported features are: # - all base moves/atoms (W, F, etc.) # - all directional modifiers (f, b, etc.) # - limited and unlimited distance sliders/riders for W/R, F/B, and N directions # - hoppers and grasshoppers for W/R and F/B directions, i.e., pR, pB, gR, and gB # - lame leapers (n) for N, A, Z, and D directions, i.e., nN, nA, nZ, and nD ### Piece values # The predefined and precalculated piece values can be overridden # by specifying the pieceValueMg and pieceValueEg options, e.g., # pieceValueMg = p:150 n:800 # pieceValueEg = p:200 n:900 # # For orientation, the internal predefined piece values can be found in types.h. # A suitable piece for gauging the piece values is the rook, which internally has: # pieceValueMg = r:1276 # pieceValueEg = r:1380 ### Option types # [bool]: boolean flag to enable/disable a feature [true, false] # [Rank]: denotes a rank of the board [1-10] # [File]: denotes a file of the board [1-12, a-i] # [int]: any natural number [0, 1, ...] # [PieceType]: a piece type [letters defined for pieces, e.g., p] # [PieceSet]: multiple piece types [letters defined for pieces, e.g., nbrq] # [CastlingRights]: set of castling rights [letters for castling rights as in FEN, e.g., KQkq] # [Bitboard]: list of squares [e.g., d4 e4 d5 e5]. * can be used as wildcard for files (e.g., *1 is the first rank) # [Value]: game result for the side to move [win, loss, draw] # [MaterialCounting]: material counting rules for adjudication [janggi, unweighted, whitedrawodds, blackdrawodds, none] # [CountingRule]: makruk, cambodian, or ASEAN counting rules [makruk, cambodian, asean, none] # [ChasingRule]: xiangqi chasing rules [axf, none] # [EnclosingRule]: reversi, ataxx, etc. enclosing rules [reversi, ataxx, quadwrangle, snort, anyside, top, none] # - in enclosingDrop: # - reversi: must enclose opponent's pieces between yours by Queen move # - ataxx: must be adjacent to own piece by King move # - snort: most *not* be adjacent to opponent's piece by Wazir move # - anyside: must be reached by inserting from an edge and sliding to opposite edge # - top: must be reached by inserting from top and sliding to bottom (ie. Connect 4) # - in flipEnclosedPieces: # - reversi: flip opponent's pieces enclosed between yours by Queen move # - quadwrangle: if a normal move *or* a drop with a friendly piece adjacent by King move, then flip opponent's pieces adjacent by King move # - ataxx: flip opponent's pieces adjacent by King move # [WallingRule]: wall-placing rule [arrow, duck, edge, past, static, none] # - arrow: copies piece movement (ie. Game of the Amazons) # - duck: mobile square (ie. Duck chess) # - edge: edges of board, opening up new edges (ie. Atlantis) # - past: previous square (ie. Snailtrail) # - static: unchanging mask (ie. Isolation) ### Additional options relevant for usage in Winboard/XBoard # A few options only have the purpose of improving compatibility with Winboard/Xboard. # These do not need to be specified when using other GUIs, but can be essential for Winboard/Xboard. # # variantTemplate: base variant to inherit GUI logic from [values: fairy, shogi, bughouse] (default: fairy) # pieceToCharTable: mapping of piece characters to images, # see https://www.gnu.org/software/xboard/whats_new/4.9.0/index.html#tag-B1 (default: -) # pocketSize: number of pockets shown by XBoard/WinBoard for drop variants [int] (default: 0) ### Rule definition options # maxRank: maximum rank [Rank] (default: 8) # maxFile: maximum file [File] (default: 8) # chess960: allow chess960 castling [bool] (default: false) # twoBoards: pocket pieces are added from an external source, usually from a second board (e.g., bughouse) [bool] (default: false) # startFen: FEN of starting position (default: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1) # mobilityRegion: the mobility area can be defined via options specific to color and piece, # .e.g., mobilityRegionWhiteRook, mobilityRegionBlackJanggiElephant, etc. [Bitboard] # pawnTypes: define pieces considered as "pawns" for promotion, en passant, and n move rule [PieceSet] (default: p) # see promotionPawnTypes, enPassantTypes, and nMoveRuleTypes for more specific overrides. # promotionRegionWhite: region where promotions are allowed for white [Bitboard] (default: *8) # promotionRegionBlack: region where promotions are allowed for black [Bitboard] (default: *1) # promotionPawnTypes: promotion pawn types for both colors [PieceSet] (default: p) # promotionPawnTypesWhite: white promotion pawn types [PieceSet] (default: p) # promotionPawnTypesBlack: black promotion pawn types [PieceSet] (default: p) # promotionPieceTypes: pawn promotion options [PieceSet] (default: nbrq) # promotionPieceTypesWhite: white pawn promotion options [PieceSet] (default: nbrq) # promotionPieceTypesBlack: black pawn promotion options [PieceSet] (default: nbrq) # sittuyinPromotion: enable Sittuyin-style pawn promotion [bool] (default: false) # promotionLimit: maximum number of pieces of a type, e.g., q:1 r:2 (default: ) # promotedPieceType: mapping between unpromoted and promoted non-pawn piece types, e.g., p:g s:g (default: ) # piecePromotionOnCapture: piece promotion only allowed on captures (e.g., micro shogi) [bool] (default: false) # mandatoryPawnPromotion: pawn promotion is mandatory [bool] (default: true) # mandatoryPiecePromotion: piece promotion (and demotion if enabled) is mandatory [bool] (default: false) # pieceDemotion: enable demotion of pieces (e.g., Kyoto shogi) [bool] (default: false) # blastOnCapture: captures explode all adjacent non-pawn pieces (e.g., atomic chess) [bool] (default: false) # blastImmuneTypes: pieces completely immune to explosions (even at ground zero) [PieceSet] (default: none) # mutuallyImmuneTypes: pieces that can't capture another piece of same types (e.g., kings (commoners) in atomar) [PieceSet] (default: none) # petrifyOnCaptureTypes: defined pieces are turned into wall squares when capturing [PieceSet] (default: -) # petrifyBlastPieces: if petrify and blast combined, should pieces destroyed in the blast be petrified? [bool] (default: false) # doubleStep: enable pawn double step [bool] (default: true) # doubleStepRegionWhite: region where pawn double steps are allowed for white [Bitboard] (default: *2) # doubleStepRegionBlack: region where pawn double steps are allowed for black [Bitboard] (default: *7) # tripleStepRegionWhite: region where pawn triple steps are allowed for white [Bitboard] (default: -) # tripleStepRegionBlack: region where pawn triple steps are allowed for black [Bitboard] (default: -) # enPassantRegion: define region (target squares) where en passant is allowed after double steps [Bitboard] (default: AllSquares) # enPassantRegionWhite: define region (target squares) where en passant is allowed for white [Bitboard] (default: AllSquares) # enPassantRegionBlack: define region (target squares) where en passant is allowed for black [Bitboard] (default: AllSquares) # enPassantTypes: define pieces able to capture en passant [PieceSet] (default: p) # enPassantTypesWhite: define white pieces able to capture en passant [PieceSet] (default: p) # enPassantTypesBlack: define black pieces able to capture en passant [PieceSet] (default: p) # castling: enable castling [bool] (default: true) # castlingDroppedPiece: enable castling with dropped rooks/kings [bool] (default: false) # castlingKingsideFile: destination file of king after kingside castling [File] (default: g) # castlingQueensideFile: destination file of king after queenside castling [File] (default: c) # castlingRank: relative rank of castling [Rank] (default: 1) # castlingKingFile: starting file of the castlingKingPiece if there can be more than one of that type [File] (default: e) # castlingKingPiece: first piece type that participates in castling [PieceType] (default: k) # castlingRookKingsideFile: starting file of castlingRookPieces on kingside (if not in corner) [File] (default: l) # castlingRookQueensideFile: starting file of castlingRookPieces on queenside (if not in corner) [File] (default: a) # castlingRookPieces: second piece type that participates in castling [PieceSet] (default: r) # oppositeCastling: can't castle same side as opponent [bool] (default: false) # checking: allow checks [bool] (default: true) # dropChecks: allow checks by piece drops [bool] (default: true) # mustCapture: captures are mandatory (check evasion still takes precedence) [bool] (default: false) # mustDrop: drops are mandatory (e.g., for Sittuyin setup phase) [bool] (default: false) # mustDropType: piece type for which piece drops are mandatory [PieceType] (default: *) # pieceDrops: enable piece drops [bool] (default: false) # dropLoop: captures promoted pieces are not demoted [bool] (default: false) # capturesToHand: captured pieces go to opponent's hand [bool] (default: false) # firstRankPawnDrops: allow pawn drops to first rank [bool] (default: false) # promotionZonePawnDrops: allow pawn drops in promotion zone [bool] (default: false) # enclosingDrop: require piece drop to enclose pieces [EnclosingRule] (default: none) # enclosingDropStart: drop region for starting phase disregarding enclosingDrop (e.g., for reversi) [Bitboard] # dropRegionWhite: restrict region for piece drops of all white pieces [Bitboard] # dropRegionBlack: restrict region for piece drops of all black pieces [Bitboard] # sittuyinRookDrop: restrict region of rook drops to first rank [bool] (default: false) # dropOppositeColoredBishop: dropped bishops have to be on opposite-colored squares [bool] (default: false) # dropPromoted: pieces may be dropped in promoted state [bool] (default: false) # dropNoDoubled: specified piece type can not be dropped to the same file (e.g. shogi pawn) [PieceType] (default: -) # dropNoDoubledCount: specifies the count of already existing pieces for dropNoDoubled [int] (default: 1) # immobilityIllegal: pieces may not move to squares where they can never move from [bool] (default: false) # gating: maintain squares on backrank with extra rights in castling field of FEN [bool] (default: false) # wallingRule: rule on where wall can be placed [WallingRule] (default: none) # wallingRegionWhite: mask where wall squares (including duck) can be placed by white [Bitboard] (default: all squares) # wallingRegionBlack: mask where wall squares (including duck) can be placed by black [Bitboard] (default: all squares) # wallOrMove: can wall or move, but not both [bool] (default: false) # seirawanGating: allow gating of pieces in hand like in S-Chess, requires "gating = true" [bool] (default: false) # cambodianMoves: enable special moves of cambodian chess, requires "gating = true" [bool] (default: false) # diagonalLines: enable special moves along diagonal for specific squares (Janggi) [Bitboard] # pass: allow passing [bool] (default: false) # passWhite: allow passing for white [bool] (default: false) # passBlack: allow passing for black [bool] (default: false) # passOnStalemate: allow passing in case of stalemate [bool] (default: false) # passOnStalemateWhite: allow passing in case of stalemate for white [bool] (default: false) # passOnStalemateBlack: allow passing in case of stalemate for black [bool] (default: false) # makpongRule: the king may not move away from check [bool] (default: false) # flyingGeneral: disallow general face-off like in xiangqi [bool] (default: false) # soldierPromotionRank: restrict soldier to shogi pawn movements until reaching n-th rank [Rank] (default: 1) # flipEnclosedPieces: change color of pieces that are enclosed by a drop [EnclosingRule] (default: none) # nMoveRuleTypes: define pieces resetting n move rule on irreversible moves [PieceSet] (default: p) # nMoveRuleTypesWhite: define white pieces resetting n move rule on irreversible moves [PieceSet] (default: p) # nMoveRuleTypesBlack: define black pieces resetting n move rule on irreversible moves [PieceSet] (default: p) # nMoveRule: move count for 50/n-move rule [int] (default: 50) # nFoldRule: move count for 3/n-fold repetition rule [int] (default: 3) # nFoldValue: result in case of 3/n-fold repetition [Value] (default: draw) # nFoldValueAbsolute: result in case of 3/n-fold repetition is from white's point of view [bool] (default: false) # perpetualCheckIllegal: prohibit perpetual checks [bool] (default: false) # moveRepetitionIllegal: prohibit moving back and forth with the same piece nFoldRule-1 times [bool] (default: false) # chasingRule: enable chasing rules [ChasingRule] (default: none) # stalemateValue: result in case of stalemate [Value] (default: draw) # stalematePieceCount: count material in case of stalemate [bool] (default: false) # checkmateValue: result in case of checkmate [Value] (default: loss) # shogiPawnDropMateIllegal: prohibit checkmate via shogi pawn drops [bool] (default: false) # shatarMateRule: enable shatar mating rules [bool] (default: false) # bikjangRule: consider Janggi bikjang (facing kings) rule [bool] (default: false) # extinctionValue: result when one of extinctionPieceTypes is extinct [Value] (default: none) # extinctionClaim: extinction of opponent pieces can only be claimed as side to move [bool] (default: false) # extinctionPseudoRoyal: treat the last extinction piece like a royal piece [bool] (default: false) # dupleCheck: when all pseudo-royal pieces are attacked, it counts as a check [bool] (default: false) # extinctionPieceTypes: list of piece types for extinction rules, e.g., pnbrq (* means all) (default: ) # extinctionPieceCount: piece count at which the game is decided by extinction rule (default: 0) # extinctionOpponentPieceCount: opponent piece count required to adjudicate by extinction rule (default: 0) # flagPiece: piece type for capture the flag win rule [PieceType] (default: *) # flagPieceWhite: piece type for capture the flag win rule [PieceType] (default: *) # flagPieceBlack: piece type for capture the flag win rule [PieceType] (default: *) # flagRegion: target region for capture the flag win rule [Bitboard] (default: ) # flagRegionWhite: white's target region for capture the flag win rule [Bitboard] (default: ) # flagRegionBlack: black's target region for capture the flag win rule [Bitboard] (default: ) # flagPieceCount: number of flag pieces that have to be in the flag zone [int] (default: 1) # flagPieceBlockedWin: for flagPieceCount > 1, win if at least one flag piece in flag zone and all others occupied by pieces [bool] (default: false) # flagMove: the other side gets one more move after one reaches the flag zone [bool] (default: false) # flagPieceSafe: the flag piece must be safe to win [bool] (default: false) # checkCounting: enable check count win rule (check count is communicated via FEN, see 3check) [bool] (default: false) # connectN: number of aligned pieces for win [int] (default: 0) # connectPieceTypes: pieces evaluated for connection rule [PieceSet] (default: *) # connectVertical: connectN looks at Vertical rows [bool] (default: true) # connectHorizontal: connectN looks at Horizontal rows [bool] (default: true) # connectDiagonal: connectN looks at Diagonal rows [bool] (default: true) # connectRegion1White: connect Region 1 to Region 2 for win. obeys connectVertical, connectHorizontal, connectDiagonal [Bitboard] (default: -) # connectRegion2White: " # connectRegion1Black: " # connectRegion2Black: " # connectNxN: connect a tight NxN square for win [int] (default: 0) # collinearN: arrange N pieces collinearly (other squares can be between pieces) [int] (default: 0) # connectValue: result in case of connect [Value] (default: win) # materialCounting: enable material counting rules [MaterialCounting] (default: none) # adjudicateFullBoard: apply material counting immediately when board is full [bool] (default: false) # countingRule: enable counting rules [CountingRule] (default: none) # castlingWins: Specified castling moves are win conditions. Losing these rights is losing. [CastlingRights] (default: -) ################################################ ### Example for minishogi configuration that would be equivalent to the built-in variant: # [minishogi] # variantTemplate = shogi # maxRank = 5 # maxFile = 5 # shogiPawn = p # silver = s # gold = g # bishop = b # dragonHorse = h # rook = r # bers = d # king = k # startFen = rbsgk/4p/5/P4/KGSBR[-] w 0 1 # pieceDrops = true # capturesToHand = true # promotionRegionWhite = *5 # promotionRegionBlack = *1 # doubleStep = false # castling = false # promotedPieceType = p:g s:g b:h r:d # dropNoDoubled = p # immobilityIllegal = true # shogiPawnDropMateIllegal = true # stalemateValue = loss # nFoldRule = 4 # nMoveRule = 0 # perpetualCheckIllegal = true # pocketSize = 5 # nFoldValue = loss # nFoldValueAbsolute = true # pawns with extra sideways and backwards movement # example for defining a custom pawn type # resetting the original "p" piece with "pawn = -" is optional as already done implicitly [allwayspawns:chess] customPiece1 = p:mWfceFifmnD pawnTypes = p # Hybrid variant of three-check chess and crazyhouse, using crazyhouse as a template [3check-crazyhouse:crazyhouse] startFen = rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR[] w KQkq - 3+3 0 1 checkCounting = true # Hybrid variant of atomic and giveaway [atomic-giveaway:giveaway] blastOnCapture = true # Hybrid variant of atomic, giveaway, and king of the hill [atomic-giveaway-hill:giveaway] blastOnCapture = true flagPiece = k flagRegion = d4 e4 d5 e5 # Crazyhouse with mandatory captures, using crazyhouse as a template [coffeehouse:crazyhouse] mustCapture = true # Hybrid variant of makruk and crazyhouse [makhouse:makruk] startFen = rnsmksnr/8/pppppppp/8/8/PPPPPPPP/8/RNSKMSNR[] w - - 0 1 pieceDrops = true capturesToHand = true firstRankPawnDrops = true promotionZonePawnDrops = true immobilityIllegal = true # Hybrid variant of xiangqi and crazyhouse [xiangqihouse:xiangqi] startFen = rnbakabnr/9/1c5c1/p1p1p1p1p/9/9/P1P1P1P1P/1C5C1/9/RNBAKABNR[] w - - 0 1 pieceDrops = true capturesToHand = true dropChecks = false dropRegionWhite = *1 *2 *3 *4 *5 dropRegionBlack = *6 *7 *8 *9 *10 mobilityRegionWhiteFers = d1 f1 e2 d3 f3 mobilityRegionBlackFers = d8 f8 e9 d10 f10 mobilityRegionWhiteElephant = c1 g1 a3 e3 i3 c5 g5 mobilityRegionBlackElephant = c6 g6 a8 e8 i8 c10 g10 mobilityRegionWhiteSoldier = a4 a5 c4 c5 e4 e5 g4 g5 i4 i5 *6 *7 *8 *9 *10 mobilityRegionBlackSoldier = *1 *2 *3 *4 *5 a6 a7 c6 c7 e6 e7 g6 g7 i6 i7 # Hybrid variant of janggi and crazyhouse [janggihouse:janggi] startFen = rnba1abnr/4k4/1c5c1/p1p1p1p1p/9/9/P1P1P1P1P/1C5C1/4K4/RNBA1ABNR[] w - - 0 1 pieceDrops = true capturesToHand = true # Hybrid variant of antichess and losalamos [anti-losalamos:losalamos] king = - commoner = k promotionPieceTypes = nrqk mustCapture = true stalemateValue = win extinctionValue = win extinctionPieceTypes = * # Indian great chess # https://www.chessvariants.com/historic.dir/indiangr1.html [indiangreat] pieceToCharTable = PNBRQ..VW.........G..Kpnbrq..vw.........g..k pawn = p knight = n bishop = b rook = r queen = q king = k archbishop = v chancellor = w amazon = g maxRank = 10 maxFile = 10 startFen = rnbqkgvbnr/ppppwwpppp/4pp4/10/10/10/10/4PP4/PPPPWWPPPP/RNBVGKQBNR w - - 0 1 promotionRegionWhite = *10 promotionRegionBlack = *1 promotionPieceTypes = q doubleStep = false castling = false # Centaurking # A variant demonstrating how to define a custom royal piece movement [centaurking:chess] king = k:KN # Mahajarah and the Sepoys # https://en.wikipedia.org/wiki/Maharajah_and_the_Sepoys [maharajah] pawn = p knight = n bishop = b rook = r queen = q king = k amazon = m pieceToCharTable = PNBRQ.............MKpnbrq.............mk startFen = rnbqkbnr/pppppppp/8/8/8/8/8/4M3 w kq - 0 1 extinctionValue = loss extinctionPieceTypes = m extinctionPseudoRoyal = true # Maharajah # https://vchess.club/#/variants/Maharajah (Balanced version of Maharajah and the Sepoys) [maharajah2:maharajah] amazon = - customPiece1 = m:QNAD pieceToCharTable = PNBRQ.............MKpnbrq.............mk startFen = 3mm3/8/8/8/8/8/PPPPPPPP/RNBQKBNR w KQ - 0 1 extinctionPieceTypes = m # Upside-down [upsidedown:chess] startFen = RNBKQBNR/PPPPPPPP/8/8/8/8/pppppppp/rnbkqbnr w - - 0 1 # Peasant revolt # https://www.chessvariants.com/large.dir/peasantrevolt.html [peasant:chess] startFen = 1nn1k1n1/4p3/8/8/8/8/PPPPPPPP/4K3 w - - 0 1 # https://www.chessvariants.com/unequal.dir/weak.html [weak:chess] startFen = nnnnknnn/pppppppp/2p2p2/1pppppp1/8/8/PPPPPPPP/RNBQKBNR w KQ - 0 1 # Semi-torpedo chess [semitorpedo:chess] doubleStepRegionWhite = *2 *3 doubleStepRegionBlack = *7 *6 # This variant is similar to Capablanca Chess, but with two archbishops and no chancellor piece. [gemini:janus] startFen = rnbaqkabnr/pppppppppp/10/10/10/10/PPPPPPPPPP/RNBAQKABNR w KQkq - 0 1 archbishop = a pieceToCharTable = PNBRQ............A...Kpnbrq............a...k castlingKingsideFile = i castlingQueensideFile = c # https://www.chessvariants.com/diffsetup.dir/pawnsonly.html [pawnsonly] pawn = p queen = q startFen = 8/pppppppp/8/8/8/8/PPPPPPPP/8 w - - 0 1 promotionPieceTypes = q castling = false stalemateValue = loss flagPiece = q flagRegionWhite = *8 flagRegionBlack = *1 #https://github.com/yagu0/vchess/blob/master/client/src/translations/rules/Pawnsking/en.pug [pawnsking:pawnsonly] commoner = k flagPiece = * startFen = 4k3/pppppppp/8/8/8/8/PPPPPPPP/4K3 w - - 0 1 extinctionValue = loss extinctionPieceTypes = k stalemateValue = draw [tictactoe] maxRank = 3 maxFile = 3 immobile = p startFen = 3/3/3[PPPPPpppp] w - - 0 1 pieceDrops = true doubleStep = false castling = false stalemateValue = draw immobilityIllegal = false connectN = 3 [cfour] maxRank = 6 maxFile = 7 immobile = p startFen = 7/7/7/7/7/7[PPPPPPPPPPPPPPPPPPPPPppppppppppppppppppppp] w - - 0 1 pieceDrops = true enclosingDrop = top doubleStep = false castling = false stalemateValue = draw immobilityIllegal = false connectN = 4 nMoveRule = 0 [flipello6:flipello] maxRank = 6 maxFile = 6 startFen = 6/6/2pP2/2Pp2/6/6[PPPPPPPPPPPPPPPPPPPPPPpppppppppppppppppppppp] w 0 1 enclosingDropStart = c3 d3 c4 d4 [grandhouse:grand] startFen = r8r/1nbqkcabn1/pppppppppp/10/10/10/10/PPPPPPPPPP/1NBQKCABN1/R8R[] w - - 0 1 pieceDrops = true capturesToHand = true [shogun:crazyhouse] variantTemplate = shogi pieceToCharTable = PNBR.F.....++++.+Kpnbr.f.....++++.+k pocketSize = 8 startFen = rnb+fkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNB+FKBNR[] w KQkq - 0 1 commoner = c centaur = g archbishop = a chancellor = m fers = f promotionRegionWhite = *6 *7 *8 promotionRegionBlack = *3 *2 *1 promotionLimit = g:1 a:1 m:1 q:1 promotionPieceTypes = - promotedPieceType = p:c n:g b:a r:m f:q mandatoryPawnPromotion = false firstRankPawnDrops = true promotionZonePawnDrops = true dropRegionWhite = *1 *2 *3 *4 *5 dropRegionBlack = *4 *5 *6 *7 *8 immobilityIllegal = true #https://www.chess.com/variants/caught-in-a-snag [caught-in-a-snag:chess] pieceToCharTable = P..........GUFW......Mp..........gufw......m maxRank = 6 pawnTypes = p fers = f horse = u wazir = w centaur = m king = g:gBgR customPiece1 = p:fmWfcF startFen = fuwmgwuf/pppppppp/8/8/PPPPPPPP/FUWGMWUF w - - 0 1 stalemateValue = win promotionPawnTypes = - #https://www.chess.com/variants/minihouse [minihouse:crazyhouse] maxRank = 6 maxFile = 6 startFen = 2bnrk/5p/6/6/P5/KRNB2 promotionPieceTypes = nbr promotionRegionWhite = *6 doubleStep = false #https://www.chess.com/variants/rookmate [rookmate:chess] #in this variant, one rook is royal, one isn't #to define this, the royal rook will be a king(K) with custom moves, and the non-royal king a commoner(C) pieceToCharTable = PNBRQC...............Kpnbrqc...............k startFen = rnbqcbnk/pppppppp/8/8/8/8/PPPPPPPP/RNBQCBNK w 7+7 0 1 king = k:R commoner = c extinctionPieceCount = 1 extinctionValue = loss extinctionPieceTypes = * # Asymmetric variant with one army using pieces that move like knights but attack like other pieces (kniroo and knibis) [orda:chess] pieceToCharTable = PNBRQ..AH...........LKp...q..ah.y.........lk centaur = h knibis = a kniroo = l silver = y promotionPieceTypes = qh startFen = lhaykahl/8/pppppppp/8/8/8/PPPPPPPP/RNBQKBNR w KQ - 0 1 flagPiece = k flagRegionWhite = *8 flagRegionBlack = *1 # Ordamirror # https://vchess.club/#/variants/Ordamirror [ordamirror:chess] pieceToCharTable = P...Q..AH.F.........LKp...q..ah.f.........lk centaur = h knibis = a kniroo = l customPiece1 = f:mQcN promotionPieceTypes = lhaf startFen = lhafkahl/8/pppppppp/8/8/PPPPPPPP/8/LHAFKAHL w - - 0 1 flagPiece = k flagRegionWhite = *8 flagRegionBlack = *1 # Hybrid variant of Gothic-chess and crazyhouse, using Capablanca as a template [gothhouse:capablanca] startFen = rnbqckabnr/pppppppppp/10/10/10/10/PPPPPPPPPP/RNBQCKABNR[] w KQkq - 0 1 pieceDrops = true capturesToHand = true # Synochess # https://www.pychess.org/variant/synochess [synochess:pocketknight] pieceToCharTable = PNBRQAE...SCH........Kpnbrqae...sch........k pocketSize = 8 janggiCannon = c soldier = s horse = h fersAlfil = e commoner = a stalemateValue = loss perpetualCheckIllegal = true startFen = rneakenr/8/1c4c1/1ss2ss1/8/8/PPPPPPPP/RNBQKBNR[ss] w KQ - 0 1 flyingGeneral = true capturesToHand = false dropRegionBlack = *5 flagPiece = k flagRegionWhite = *8 flagRegionBlack = *1 # Capture chess # https://vchess.club/#/variants/Capture [capture:chess] mustCapture = true # Double Army chess # https://vchess.club/#/variants/Doublearmy [doublearmy:chess] pieceToCharTable = PNBRQ.....C...........Kpnbrq.....c...........k commoner = c startFen = rnbqkbnr/pppppppp/rnbqcbnr/pppppppp/PPPPPPPP/RNBQCBNR/PPPPPPPP/RNBQKBNR w KQkq - 0 1 # Pawn Massacre chess # https://vchess.club/#/variants/Pawnmassacre [pawnsmassacre:chess] startFen = RNBKQBNR/pppppppp/8/8/8/8/PPPPPPPP/rnbkqbnr w - - 0 1 # Screen chess (Below version assumes 1 drop per turn instead of the whole blind setup as in vchess) # https://vchess.club/#/variants/Screen [screen:placement] dropNoDoubled = p startFen = 8/8/8/8/8/8/8/8[KQRRBBNNPPPPPPPPkqrrbbnnpppppppp] w - - 0 1 dropRegionWhite = *1 *2 *3 *4 dropRegionBlack = *8 *7 *6 *5 # Crossing chess # https://vchess.club/#/variants/Crossing [crossing:kingofthehill] flagRegionWhite = *5 flagRegionBlack = *4 # 4x5 Chess # https://greenchess.net/rules.php?v=4x5-chess --> Solved draw [4x5chess:gardner] maxRank = 5 maxFile = d startFen = rnbk/pppp/4/PPPP/RNBK w - - 0 1 # 4x6 Chess # https://greenchess.net/rules.php?v=4x6-chess --> Solved draw [4x6chess:gardner] maxRank = 6 maxFile = d promotionRegionWhite = *6 promotionRegionBlack = *1 startFen = rnbk/pppp/4/4/PPPP/RNBK w - - 0 1 # 5x6 chess # https://greenchess.net/rules.php?v=5x6-chess [5x6chess:gardner] maxRank = 6 maxFile = e promotionRegionWhite = *6 promotionRegionBlack = *1 startFen = rnbqk/ppppp/5/5/PPPPP/RNBQK w - - 0 1 # Active chess # https://greenchess.net/rules.php?v=active [active:chess] maxFile = i startFen = rnbkqbnrq/ppppppppp/9/9/9/9/PPPPPPPPP/RNBKQBNRQ w KQkq - 0 1 # Checkless 6x6 Atomic [6x6atom:nocheckatomic] extinctionPseudoRoyal = true maxRank = 6 maxFile = f promotionRegionWhite = *6 promotionRegionBlack = *1 doubleStep = false startFen = rbqkbr/pppppp/6/6/PPPPPP/RBQKBR w - - 0 1 # Advanced Pawn chess # https://greenchess.net/rules.php?v=advanced-pawn [advancedpawn:chess] doubleStep = false startFen = rnbqkbnr/8/pppppppp/8/8/PPPPPPPP/8/RNBQKBNR w KQkq - 0 1 # Capture-all Chess # https://greenchess.net/rules.php?v=capture-all [captureall:extinction] extinctionPieceTypes = * # Corner Rook Chess # https://greenchess.net/rules.php?v=corner-rook [cornerrook:chess] doubleStep = false castling = false startFen = r6r/1nbqkbn1/pppppppp/8/8/PPPPPPPP/1NBQKBN1/R6R w - - 0 1 # Diana Chess # https://greenchess.net/rules.php?v=diana [diana:losalamos] pieceToCharTable = PNBRQ................Kpnbrq................k bishop = b promotionPieceTypes = rbn castling = true castlingKingsideFile = e castlingQueensideFile = b startFen = rbnkbr/pppppp/6/6/PPPPPP/RBNKBR w KQkq - 0 1 # Microchess # https://greenchess.net/rules.php?v=microchess [microchess:gardner] maxRank = 5 maxFile = d startFen = rbnk/p3/4/3P/RBNK w - - 0 1 # Empire Chess # https://vchess.club/#/variants/Empire [empire:chess] pieceToCharTable = PNBRQ.....ST.C.D.E...Kpnbrq.....st.c.d.e...k customPiece1 = e:mQcN customPiece2 = c:mQcB customPiece3 = t:mQcR customPiece4 = d:mQcK soldier = s promotionPieceTypes = q startFen = rnbqkbnr/pppppppp/8/8/8/PPPSSPPP/8/TECDKCET w kq - 0 1 stalemateValue = loss nFoldValue = loss flagPiece = k flagRegionWhite = *8 flagRegionBlack = *1 flyingGeneral = true # Shinobi Chess # https://vchess.club/#/variants/Shinobi [shinobi:chess] variantTemplate = shogi pieceToCharTable = PNBRQ.DJMLH.....CKpnbrq.djmlh.....ck pocketSize = 8 commoner = c bers = d archbishop = j fers = m shogiKnight = h lance = l promotionRegionWhite = *7 *8 promotionRegionBlack = *2 *1 promotionPieceTypes = - promotedPieceType = p:c m:b h:n l:r mandatoryPiecePromotion = true stalemateValue = loss perpetualCheckIllegal = true startFen = rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/LH1CK1HL[LHMMDJ] w kq - 0 1 pieceDrops = true dropRegionWhite = *1 *2 *3 *4 dropRegionBlack = *5 *6 *7 *8 immobilityIllegal = true flagPiece = k flagRegionWhite = *8 flagRegionBlack = *1 # Wildebeest # https://vchess.club/#/variants/Wildebeest # Limitations: No flexible castling, no pawn triple steps [wildebeest:chess] maxRank = 10 maxFile = k customPiece1 = c:C customPiece2 = w:NC doubleStepRegionWhite = *2 *3 doubleStepRegionBlack = *9 *8 tripleStepRegionWhite = *2 tripleStepRegionBlack = *9 pieceToCharTable = PNBRQ.......C....WKpnbrq.......c....wk startFen = rnccwkqbbnr/ppppppppppp/11/11/11/11/11/11/PPPPPPPPPPP/RNBBQKWCCNR w KQkq - 0 1 promotionPieceTypes = qw promotionRegionWhite = *9 *10 promotionRegionBlack = *2 *1 mandatoryPawnPromotion = false castling = false # Pandemonium # A variant that combines drops and powerful pieces, and there is no draw # https://www.chessvariants.com/rules/pandemonium [pandemonium] variantTemplate = shogi pieceToCharTable = PNBRFSA.UV.+++++++.++Kpnbrfsa.uv.+++++++.++k maxFile = 9 maxRank = 9 pocketSize = 9 startFen = rnbsksbnr/2a1f1u2/p1p1p1p1p/4v4/9/4V4/P1P1P1P1P/2U1F1A2/RNBSKSBNR[] w - - 0 1 customPiece1 = o:NA customPiece2 = s:WF customPiece3 = u:D customPiece4 = w:DWF castling = false pieceDrops = true capturesToHand = true immobilityIllegal = true soldier = p knight = n bishop = b rook = r king = k queen = q commoner = g dragonHorse = h bers = d alfil = a archbishop = c chancellor = m fers = f wazir = v centaur = t promotionRegionWhite = *7 *8 *9 promotionRegionBlack = *3 *2 *1 promotedPieceType = p:g n:o b:h r:d a:c v:m f:q s:w u:t doubleStep = false perpetualCheckIllegal = true nMoveRule = 0 nFoldValue = loss stalemateValue = loss flagPiece = k flagRegionWhite = *9 flagRegionBlack = *1 # 5x5 breakthrough [breakthrough5:breakthrough] maxFile = 5 maxRank = 5 startFen = ppppp/ppppp/5/PPPPP/PPPPP w 0 1 flagRegionWhite = *5 flagRegionBlack = *1 # 6x6 breakthrough [breakthrough6:breakthrough] maxFile = 6 maxRank = 6 startFen = pppppp/pppppp/6/6/PPPPPP/PPPPPP w 0 1 flagRegionWhite = *6 flagRegionBlack = *1 # 7x7 breakthrough [breakthrough7:breakthrough] maxFile = 7 maxRank = 7 startFen = ppppppp/ppppppp/7/7/7/PPPPPPP/PPPPPPP w 0 1 flagRegionWhite = *7 flagRegionBlack = *1 # Mansindam (Pantheon tale) # A variant that combines drop rule and powerful pieces, and there is no draw [mansindam] variantTemplate = shogi pieceToCharTable = PNBR.Q.CMA.++++...++Kpnbr.q.cma.++++...++k maxFile = 9 maxRank = 9 pocketSize = 8 startFen = rnbakqcnm/9/ppppppppp/9/9/9/PPPPPPPPP/9/MNCQKABNR[] w - - 0 1 pieceDrops = true capturesToHand = true shogiPawn = p knight = n bishop = b rook = r queen = q archbishop = c chancellor = m amazon = a king = k commoner = g centaur = e dragonHorse = h bers = t customPiece1 = i:BNW customPiece2 = s:RNF promotionRegionWhite = *7 *8 *9 promotionRegionBlack = *3 *2 *1 doubleStep = false castling = false promotedPieceType = p:g n:e b:h r:t c:i m:s dropNoDoubled = p stalemateValue = loss nMoveRule = 0 nFoldValue = loss flagPiece = k flagRegionWhite = *9 flagRegionBlack = *1 immobilityIllegal = true mandatoryPiecePromotion = true # Cross derby # Pawns promote to a knight on the 8th rank. Checkmate or stalemate your opponent to win the game. # https://www.chess.com/variants/cross-derby [crossderby:chess] pieceToCharTable = PN...................Kpn...................k queen = - rook = - bishop = - startFen = n*nnnn*k/**pppp**/pp4pp/8/8/PP4PP/**PPPP**/K*NNNN*N w - - 0 1 stalemateValue = loss # Elimination chess # Eliminate all the opponents' pieces but one to win. No checkmates, capturing is compulsory # https://www.chess.com/variants/elimination-chess [elimination:giveaway] extinctionValue = loss stalemateValue = loss extinctionPieceCount = 1 # Hybrid variant of atomic and giveaway [antiatomic:giveaway] blastOnCapture = true castling = false extinctionOpponentPieceCount = 1 # Hybrid of atomic and Crazyhouse. --> SOLVED [atomiczh:atomic] dropChecks = false pieceDrops = true capturesToHand = true pocketSize = 6 castling = false # Chak # Variant invented by Couch Tomato and inspired in the Mayan civilization # https://www.pychess.org/variants/chak [chak] maxRank = 9 maxFile = 9 rook = r knight = v centaur = j immobile = o customPiece1 = s:FvW customPiece2 = q:pQ customPiece3 = d:mQ2cQ2 customPiece4 = p:fsmWfceF customPiece5 = k:WF customPiece6 = w:FvW startFen = rvsqkjsvr/4o4/p1p1p1p1p/9/9/9/P1P1P1P1P/4O4/RVSJKQSVR w - - 0 1 mobilityRegionWhiteCustomPiece6 = *5 *6 *7 *8 *9 mobilityRegionWhiteCustomPiece3 = *5 *6 *7 *8 *9 mobilityRegionBlackCustomPiece6 = *1 *2 *3 *4 *5 mobilityRegionBlackCustomPiece3 = *1 *2 *3 *4 *5 promotionRegionWhite = *5 *6 *7 *8 *9 promotionRegionBlack = *5 *4 *3 *2 *1 promotionPieceTypes = - mandatoryPiecePromotion = true promotedPieceType = p:w k:d extinctionValue = loss extinctionPieceTypes = kd extinctionPseudoRoyal = true flagPiece = d flagRegionWhite = e8 flagRegionBlack = e2 nMoveRule = 50 nFoldRule = 3 nFoldValue = draw stalemateValue = loss # Chennis # Variant invented by Couch Tomato, tennis-themed and inspired in Kyoto Shogi # https://www.pychess.org/variants/chennis [chennis] maxRank = 7 maxFile = 7 mobilityRegionWhiteKing = b1 c1 d1 e1 f1 b2 c2 d2 e2 f2 b3 c3 d3 e3 f3 b4 c4 d4 e4 f4 mobilityRegionBlackKing = b4 c4 d4 e4 f4 b5 c5 d5 e5 f5 b6 c6 d6 e6 f6 b7 c7 d7 e7 f7 customPiece1 = p:fmWfceF cannon = c commoner = m fers = f soldier = s king = k bishop = b knight = n rook = r promotionPieceTypes = - promotedPieceType = p:r f:c s:b m:n promotionRegionWhite = *1 *2 *3 *4 *5 *6 *7 promotionRegionBlack = *7 *6 *5 *4 *3 *2 *1 startFen = 1fkm3/1p1s3/7/7/7/3S1P1/3MKF1[] w - 0 1 pieceDrops = true capturesToHand = true pieceDemotion = true mandatoryPiecePromotion = true dropPromoted = true castling = false stalemateValue = loss # Gorogoro+ # 5x6 Shogi # https://www.pychess.org/variants/gorogoroplus [gorogoroplus:gorogoro] startFen = sgkgs/5/1ppp1/1PPP1/5/SGKGS[LNln] w 0 1 lance = l shogiKnight = n promotedPieceType = l:g n:g pieceToCharTable = P....SLN.G.+....+Kp....sln.g.+....+k # Dragonfly # Simplified Crazyhouse. Two rules have been removed from the original definition (Removing captured pawns and special pawn promotion). Credits to Procyon for the definition. # https://en.wikipedia.org/wiki/Dragonfly_(chess_variant) [dragonfly:chess] maxFile = 7 maxRank = 7 pocketSize = 7 castlingKingsideFile = f castlingQueensideFile = b pieceDrops = true capturesToHand = true promotionRegionWhite = *7 promotionRegionBlack = *1 promotionPieceTypes = nbr doubleStep = false dropNoDoubled = p dropNoDoubledCount = 0 startFen = rbbknnr/ppppppp/7/7/7/PPPPPPP/RBBKNNR[] w - - 0 1 # Kamikaze Rooks # The objective of the game is to lose both rooks. Credits to Procyon for the definition. # Variant defined in Pychess discord and previously playable with Chessboi bot. [kamikazerooks:chess] extinctionValue = win extinctionPieceTypes = r # Mounted # Variant invented by Procyon. Credits to him for the definition. # Variant defined in Pychess discord and previously playable with Chessboi bot. [mounted] maxRank = 7 maxFile = 7 pieceDrops = true capturesToHand = true stalemateValue = loss nFoldValue = loss extinctionValue = loss extinctionPseudoRoyal = true extinctionPieceTypes = k flagPiece = k flagRegionWhite = *7 flagRegionBlack = *1 centaur = k bishop = b rook = r cannon = c customPiece1 = a:mBcpB customPiece2 = s:FsfW startFen = 1cbkra1/2s1s2/7/7/7/2S1S2/1CBKRA1 w - - 0 1 # Racing Chess # Win by campmate. No checks allowed. # Variant defined in Pychess discord and previously playable with Chessboi bot. [racingchess:chess] flagPiece = k flagRegionWhite = *8 flagRegionBlack = *1 flagMove = true checking = false # Shinobi Mirror # Symmetric version of Shinobi. # Variant defined in Pychess discord and previously playable with Chessboi bot. [shinobimirror:crazyhouse] commoner = c bers = d archbishop = j fers = m shogiKnight = h lance = l pieceToCharTable = P.....DJMLH.....CKp.....djmlh.....ck promotionRegionWhite = *7 *8 promotionRegionBlack = *2 *1 promotionPieceTypes = - promotedPieceType = p:c m:b h:n l:r mandatoryPiecePromotion = true stalemateValue = loss perpetualCheckIllegal = true startFen = lh1ck1hl/pppppppp/8/8/8/8/PPPPPPPP/LH1CK1HL[LHMMDJlhmmdj] w - - 0 1 capturesToHand = false dropRegionWhite = *1 *2 *3 *4 dropRegionBlack = *5 *6 *7 *8 immobilityIllegal = true flagPiece = k flagRegionWhite = *8 flagRegionBlack = *1 castling = false # Two Kings v2 # Slightly different implementation of Two Kings chess. # Variant defined in Pychess discord and previously playable with Chessboi bot. [twokings2:chess] king = - commoner = k extinctionValue = loss extinctionPseudoRoyal = true extinctionPieceTypes = k extinctionPieceCount = 1 startFen = rnbkkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBKKBNR w - - 0 1 # Anti-Antichess # Lose at anti-chess to win at anti-antichess. # Variant defined in Liantichess website. Credits to SriMethan for the definition. [antiantichess:giveaway] extinctionValue = loss stalemateValue = loss castling = false # Anti-Minishogi # Hybrid of antichess and minishogi. This might look like a coffee variant, but it isn't. # Variant defined in Liantichess website. Credits to SriMethan for the definition. [antiminishogi:minishogi] king = - commoner = k mustCapture = true stalemateValue = win extinctionValue = win extinctionPieceTypes = * extinctionPseudoRoyal = false # Anti-House # Hybrid of antichess and zh. Antichess is the base variant. # Variant defined in Liantichess website. Credits to SriMethan for the definition. [antihouse:giveaway] pieceDrops = true capturesToHand = true pocketSize = 6 castling = false # Coffee-Race # Hybrid of rk and antichess --> SOLVED # Variant defined in Liantichess website. Credits to SriMethan for the definition. [coffeerace:racingkings] mustCapture = true # Epic Atomic # Atomic with bigger board size and more pieces. # Variant defined in Liatomic website. Credits to RaviharaV for the definition. [epicatomic:atomic] queen = q bishop = b knight = n rook = r pawn = p promotionPieceTypes = b blastOnCapture = true castling = false startFen = rnnbqkbnnr/pppppppppp/10/10/10/10/PPPPPPPPPP/RNNBQKBNNR w KQkq - 0 1 maxRank = 8 maxFile = 10 chess960 = false promotionRegionWhite = *6 *7 *8 *9 *10 promotionRegionBlack = *5 *4 *3 *2 *1 doubleStep = true castling = false # Checkmateless chess # Checks and checkmates can't be played. You have to get your enemy into a position where they are forced to make an illegal move (moving your king into check, checking, and checkmating your enemy are included as illegal moves) to win the variant. # https://lichess.org/forum/team-variant-testers/checkmateless-chess [checkmateless:chess] checking = false stalemateValue = loss # Sixth Rank chess # Reach the sixth rank to win. # lichess.org/forum/team-variant-testers/sixth-rank-chess [sixthrank:chess] flagPiece = p flagRegionWhite = *6 flagRegionBlack = *3 # Fullmoon chess # Variant created by moonbay and inspired in Capablanca and Seirawan # https://lichess.org/forum/team-variant-testers/fullmoon-chess-variant [fullmoon:chess] pieceToCharTable = PNBRQ..AC............Kpnbrq..ac............k archbishop = a chancellor = c startFen = rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR[CAca] w - - 0 1 promotionPieceTypes = qcarbn pieceDrops = true dropRegionWhite = *1 dropRegionBlack = *8 castling = false doubleStep = false stalemateValue = loss # Crowded Xiangqi # Chinese Chess on half the board (5 × 9 intersections). Pawns (soldiers) are set to display as archbishops (via pieceToCharTable), so that WinBoard/XBoard won't disappear them on the last rank. # https://github.com/fairy-stockfish/Fairy-Stockfish/issues/180 [crowdedxiangqi:xiangqi] pieceToCharTable = .N.R.ABP.K.C...........n.r.abp.k.c.......... maxRank = 5 startFen = rnbakabnr/pcp1p1pcp/9/PCP1P1PCP/RNBAKABNR w - - 0 1 mobilityRegionBlackKing = d3 e3 f3 d4 e4 f4 d5 e5 f5 mobilityRegionBlackFers = d3 e3 f3 d4 e4 f4 d5 e5 f5 mobilityRegionBlackElephant = *1 *2 *3 *4 *5 soldierPromotionRank = 4 # Massacre # Variant created by Andy Lewicki. Giveaway style but the board is full of pieces. Credits to Mtaktikos for the definition. # https://brainking.com/en/GameRules?tp=128 [massacre:giveaway] commoner = - queen = - rook = - bishop = - knight = - pawn = - customPiece1 = q:cQ customPiece2 = b:cB customPiece3 = n:cN customPiece4 = r:cR startFen = rBbnbqNn/bQrnQRRr/rrqbNqQb/bBNqbNBN/bNRrrrBQ/QRQqRnNB/qBRnnqNQ/BBQnqnRR w - - 0 1 stalemateValue = loss extinctionValue = loss extinctionPieceTypes = * pieceToCharTable = .NBRQ..................nbrq................. # Backrank # The objective of the game is to reach the last rank with any of your pieces. Credits to Procyon for the definition # Variant defined in Pychess discord and previously playable with Chessboi bot. [backrank:chess] king = - commoner = k castlingKingPiece = k extinctionValue = loss extinctionPieceTypes = k extinctionPseudoRoyal = true flagPiece = k promotionPieceTypes = - promotedPieceType = q:k r:k b:k n:k p:k mandatoryPiecePromotion = true flagRegionWhite = *8 flagRegionBlack = *1 # Stardust # Variant invented by Couch Tomato, spaced-themed and inspired in Star Wars. # Variant defined in Pychess discord and previously playable with Chessboi bot. [stardust] maxRank = 10 maxFile = 9 fers = t immobile = p gold = c customPiece1 = x:mRcW customPiece2 = d:FvW customPiece3 = r:mQ2cW customPiece4 = y:mRcD customPiece5 = o:WcF startFen = 3tot3/1p5p1/3XRX3/1d5d1/9/1p1t1t1p1/4d4/9/9/4C4[XXXXYYYYtttttttttd] w - - 0 1 pieceDrops = true dropRegionWhite = *1 *2 *3 d4 e4 f4 d5 e5 f5 d6 e6 f6 *7 d8 e8 f8 d9 e9 f9 d10 e10 f10 dropRegionBlack = a4 b4 c4 g4 h4 i4 a5 b5 c5 g5 h5 i5 a6 b6 c6 g6 h6 i6 a8 b8 c8 g8 h8 i8 a9 b9 c9 g9 h9 i9 a10 b10 c10 g10 h10 i10 castling = false mobilityRegionWhiteCustomPiece3 = *1 *2 *3 *4 a5 c5 d5 e5 f5 g5 i5 *6 *7 *8 a9 c9 d9 e9 f9 g9 i9 *10 # mobilityRegionBlackCustomPiece3 = b5 b9 h5 h9 extinctionValue = loss extinctionPieceTypes = rp extinctionPseudoRoyal = true flagPiece = r flagRegionWhite = e2 nMoveRule = 50 nFoldRule = 3 nFoldValue = draw stalemateValue = loss # Cetus # Variant invented by Couch Tomato, ocean-themed and inspired in whales and other marine mammals. # Variant defined in Pychess discord and previously playable with Chessboi bot. [cetus] maxRank = 9 maxFile = 9 wazir = o fers = k customPiece1 = b:mQ3 customPiece2 = n:mF customPiece3 = p:mW customPiece4 = h:mB3 customPiece5 = s:mR3 customPiece6 = d:mN startFen = 9/9/9/1b7/9/9/9/2B6/9[PPNHSDOppnnhhssdo] pieceDrops = true extinctionValue = loss extinctionPieceTypes = b piecePromotionOnCapture = true mandatoryPiecePromotion = true pieceDemotion = true promotedPieceType = o:k castling = false connectN = 5 promotionRegionWhite = *1 *2 *3 *4 *5 *6 *7 *8 *9 promotionRegionBlack = *9 *8 *7 *6 *5 *4 *3 *2 *1 # Chess vs Hoppel-Poppel # Asymmetrical game, Chess army vs Hoppel Poppel army. Credits to Procyon for the definition. # Variant defined in Pychess discord and previously playable with Chessboi bot. [chessvshp:chess] soldier = s king = k bishop = b knight = n rook = r promotionPieceTypes = - knibis = i biskni = j promotionPieceTypes = nbrqij pieceToCharTable = PNBRQ.......IJ.......Kpnbrq.......ij.......k startFen = rijqkjir/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1 # Orda vs Empire # Asymmetrical game, Empire army vs Orda army. Empire (as Black again), no Soldiers, 8 x Imperial Pawns but on the 3rd rank. Empire rules in place. Yurt is a mNcK. Credits to Procyon for the definition. # Variant defined in Pychess discord and previously playable with Chessboi bot. [ordavsempire:chess] centaur = h knibis = a kniroo = l customPiece1 = e:mQcN customPiece2 = c:mQcB customPiece3 = t:mQcR customPiece4 = d:mQcK customPiece5 = y:mNcK promotionPieceTypes = qh startFen = tecdkcet/8/pppppppp/8/8/PPPPPPPP/8/LHAYKAHL w - - 0 1 stalemateValue = loss nFoldValue = loss flagPiece = k flagRegionWhite = *8 flagRegionBlack = *1 flyingGeneral = true pieceToCharTable = P...Q..AH..ECTDY....LKp...q..ah..ectdy....lk # Atomic duck chess # Atomic + duck chess hybrid. # Playable as a custom variant in chess.com [atomicduck:atomic] wallingRule = duck stalemateValue = win #https://www.chessvariants.com/diffmove.dir/checkers.html [forward:chess] pieceToCharTable = PNBRQGE......S.F..LKpnbrqge......s.f..lk #pieces move only forward. Not even sideways, so no castling. castling = false #I tried to pick letters that would remind people of the full piece. startFen = lesfgsel/pppppppp/8/8/8/8/PPPPPPPP/LESFGSEL w KQkq - 0 1 lance = l customPiece1 = g:fFfW customPiece2 = e:ffNfsN customPiece3 = s:fB customPiece4 = f:fBfR promotedPieceType = l:r e:n s:b f:q g:k #since the king changes forms, should be an extinction variant extinctionValue = loss extinctionPieceTypes = kg extinctionPseudoRoyal = true [kono] maxRank = 5 maxFile = e customPiece1 = p:mF startFen = ppppp/p3p/5/P3P/PPPPP w - - 0 1 flagPiece = p flagRegionWhite = a5 b5 c5 d5 e5 a4 e4 flagRegionBlack = a1 b1 c1 d1 e1 a2 e2 flagPieceCount = 7 flagPieceBlockedWin = true nFoldRule = 0 nMoveRule = 0 #https://www.chessvariants.com/large.dir/xhess.html [xhess:chess] pieceToCharTable = HNBRQ......CI........Khnbrq......ci........k maxRank = 10 maxFile = j promotionRegionWhite = *10 promotionPieceTypes = nbrqci flagPiece = k flagRegionWhite = *10 flagRegionBlack = *1 pawnTypes = h cannon = c customPiece1 = i:NN customPiece2 = h:mfWcfFfhmnN startFen = r8r/3nkqn3/hcb1ii1bch/1hhhhhhhh1/10/10/1HHHHHHHH1/HCB1II1BCH/3NKQN3/R8R #technically not needed because of initial setup ##enPassantRegion = - ##castling = false #https://boardgamegeek.com/boardgame/32/buffalo-chess [buffalo] pieceToCharTable = B...D................Cb...d................c maxRank = 7 maxFile = k customPiece1 = b:mfW customPiece2 = c:K customPiece3 = d:mQ startFen = bbbbbbbbbbb/11/11/11/11/3DDCDD3/11 w - - 0 1 flagPiece = b flagRegionBlack = *1 mobilityRegionWhiteCustomPiece2 = *2 *3 *4 *5 *6 mobilityRegionWhiteCustomPiece3 = *2 *3 *4 *5 *6 stalemateValue = loss #https://www.zillions-of-games.com/cgi-bin/zilligames/submissions.cgi?do=show;id=1596 [knights-halma] maxRank = 8 maxFile = h customPiece1 = n:mN startFen = 5nnn/5nnn/5nnn/8/8/NNN5/NNN5/NNN5 w flagPiece = n flagRegionWhite = f8 g8 h8 f7 g7 h7 g6 g6 h8 flagRegionBlack = a3 b3 c3 a2 b2 c2 a1 b1 c1 flagPieceCount = 9 stalemateValue = loss nFoldRule = 2 nFoldValue = loss nMoveRule = 0 #https://www.zillions-of-games.com/cgi-bin/zilligames/submissions.cgi/76202?do=show;id=83 #pawns can be caught in the blast in this one [allexplodeatomic:nocheckatomic] pawn = - customPiece1 = p:fmWfceFifmnD pawnTypes = p #https://en.wikipedia.org/wiki/Hexapawn #black wins [hexapawn] maxRank = 3 maxFile = c startFen = ppp/3/PPP w flagPiece = p flagRegionWhite = *3 flagRegionBlack = *1 customPiece1 = p:mfWcfF stalemateValue = loss #https://ludii.games/details.php?keyword=1D%20Chess #white wins [1d-chess:chess] maxRank = 1 maxFile = h customPiece1 = n:D startFen = KNR2rnk w #https://ludii.games/details.php?keyword=T%27uk%20T%27uk #The implementation on Ludii doesn't match the description. Ludii implements a Wazir, while the translated description is of a forwards and backwards (non-capturing) Rook. #black wins [tuktuk] maxRank = 6 maxFile = f customPiece1 = w:mvR startFen = wwwwww/6/6/6/6/WWWWWW w stalemateValue = loss nFoldRule=0 nMoveRule=0 #https://ludii.games/details.php?keyword=Aralzaa #possibly missing rules #draw [aralzaa] maxRank = 3 maxFile = c customPiece1 = n:mN startFen = nnn/3/NNN w flagPiece = n flagRegionWhite = *3 flagRegionBlack = *1 flagPieceCount = 3 nFoldRule=0 nMoveRule=0 #https://ludii.games/variantDetails.php?keyword=Bajr&variant=1036 #Some ludii players speculate that it might be missing rules: #https://ludii.games/forums/showthread.php?tid=762&highlight=bajr #https://ludii.games/forums/showthread.php?tid=364&highlight=bajr #but after looking at the translated description, the answer is, the pieces can't move backwards (they have the 3 moves that advance toward the goal). #white wins [bajr] maxRank = 6 maxFile = f customPiece1 = p:mfrWmrfF startFen = 4pp/5p/6/6/P5/PP4 w flagPiece = p flagRegionWhite = e6 f6 f5 flagRegionBlack = a1 a2 b1 flagPieceCount = 3 nMoveRule=0 #https://ludii.games/details.php?keyword=Lewthwaite%27s%20Game #black wins [lewthwaite] maxRank = 5 maxFile = e customPiece1 = w:mW startFen = wWwWw/WwWwW/wW1Ww/WwWwW/wWwWw w stalemateValue = loss nMoveRule = 0 [picaria:tictactoe] #Known under multiple names but using the name from Wikipedia. #https://ludii.games/details.php?keyword=Picaria https://en.wikipedia.org/wiki/Picaria #https://ludii.games/details.php?keyword=Les%20Pendus #https://ludii.games/details.php?keyword=Wure%20Dune #https://ludii.games/details.php?keyword=Djara-Badakh #https://ludii.games/details.php?keyword=Tuk%20Tak customPiece1 = p:mKmNmAmD #moves anywhere on the board, KNAD is a list of all possible moves on a 3x3 startFen = 3/3/3[PPPppp] w - - 0 1 mustDrop = true nMoveRule = 0 nFoldRule = 0 [nineholes:picaria] #https://ludii.games/details.php?keyword=Nine%20Holes https://en.wikipedia.org/wiki/Nine_Holes #https://ludii.games/details.php?keyword=San-Noku-Narabe #https://ludii.games/details.php?keyword=Driesticken #https://ludii.games/details.php?keyword=Akidada #https://ludii.games/details.php?keyword=Dris%20at-Talata connectDiagonal = false #https://ludii.games/details.php?keyword=Tic-Tac-Chess [tictacchess:picaria] startFen = 3/3/3[KQRkqr] w - - 0 1 customPiece1 = k:mKmgQ customPiece2 = q:mQmgQ customPiece3 = r:mRmgQ [asimplegame] #https://ludii.games/details.php?keyword=A%20Simple%20Game maxRank = 4 maxFile = d customPiece1 = p:mW connectN = 3 startFen = pPpP/4/4/PpPp w - - 0 1 nMoveRule = 0 #according to Jan's own Zillions file, any repetition is a draw nFoldRule = 2 [alapo:chess] #https://www.chessvariants.org/small.dir/alapo.html pieceToCharTable = ..BRQ.........FW.....K..brq.........fw.....k maxRank = 6 maxFile = f wazir = w fers = f king = - commoner = k startFen = rbqqbr/wfkkfw/6/6/WFKKFW/RBQQBR flagRegionWhite = *6 flagRegionBlack = *1 flagPieceSafe = true flagMove = true stalemateValue = loss nMoveRule = 0 nFoldRule = 0 [rooksquare:chess] #https://www.chessvariants.com/diffobjective.dir/rooksquare.html flagRegionWhite = a8 h8 flagRegionBlack = a1 h1 [allqueenschess] #https://boardgamegeek.com/boardgame/34948/all-queens-chess maxRank = 5 maxFile = e startFen = qQqQq/5/Q3q/5/QqQqQ customPiece1 = q:mQ connectN = 4 nMoveRule = 0 nFoldRule = 0 #https://www.ludii.games/details.php?keyword=Capture%20the%20Queen [capturethequeen] startFen = 3q4/8/8/8/8/8/8/1QQ1QQ2 queen = q extinctionPieceTypes = q nFoldRule = 0 #default #nMoveRule = 50 materialCounting = blackdrawodds #https://www.zillions-of-games.com/cgi-bin/zilligames/submissions.cgi?do=show;id=732 [river:chess] king = - commoner = k castlingKingPiece = k flagPiece = * flagRegionWhite = *8 flagRegionBlack = *1 #https://www.zillions-of-games.com/cgi-bin/zilligames/submissions.cgi?do=show;id=237 [cowboys:amazons] maxRank = 7 maxFile = g customPiece1 = n:mN pieceToCharTable = .N.....................n.................... startFen = 2n1n2/7/n5n/7/N5N/7/2N1N2 w - - 0 1 #https://www.zillions-of-games.com/cgi-bin/zilligames/submissions.cgi?do=show;id=1813 [dragon-chess:chess] customPiece1 = b:BK customPiece2 = n:NK customPiece3 = p:KifmnD customPiece4 = r:RK castlingRookPieces = r pawnTypes = p [annexation:flipello] maxRank = 10 maxFile = 10 startFen = ***4***/***4***/***4***/10/4pP4/4Pp4/10/***4***/***4***/***4***[PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPpppppppppppppppppppppppppppppp] w 0 1 #https://www.chessvariants.com/shogivariants.dir/cannonshogi.html [cannonshogi:shogi] dropNoDoubled = - shogiPawnDropMateIllegal = false soldier = p cannon = u customPiece1 = a:pR customPiece2 = c:mBcpB customPiece3 = i:pB customPiece4 = w:mRpRmFpB2 customPiece5 = f:mBpBmWpR2 promotedPieceType = u:w a:w c:f i:f p:g startFen = lnsgkgsnl/1rci1uab1/p1p1p1p1p/9/9/9/P1P1P1P1P/1BAU1ICR1/LNSGKGSNL[-] w 0 1 #https://www.chessvariants.com/difftaking.dir/deadsquare.html [nuclear:atomic] #define a piece that looks exactly like a pawn, but is not one. Takes care of major differences: #1. Pawns can be petrified. #2. Pawns can be destroyed by explosions. pawn = - customPiece1 = p:fmWfceFifmnD pawnTypes = p petrifyOnCaptureTypes = pnbrq enPassantRegion = - #https://en.wikipedia.org/wiki/Nim #FSF can be used to analyse Nim. The number of empty squares between the pieces is the number of items in the stack, #the number in the custom piece is the number of items you can nim. This is the popular 1-3-5-7 stacks layout. [nim] maxRank = 9 maxFile = d #if the Nim variant has special rules, ie.nimming<=3 pieces then: #customPiece1 = p:mfR3 customPiece1 = p:mfR startFen = 3p/4/2p1/4/1p2/4/p3/4/PPPP stalemateValue = loss #https://www.ludii.games/details.php?keyword=Roll-Ing%20to%20Four [roll-ing-to-four] maxRank = 10 maxFile = d customPiece1 = p:mfFmfW startFen = 1ppp/4/4/4/1PPP/ppp1/4/4/4/PPP1 connectN = 4 #https://www.ludii.games/details.php?keyword=Quad%20Wrangle [quadwrangle:ataxx] #different sources give different info on whether it is a 7x7 or 8x8 board. #7x7 is below maxRank = 8 maxFile = 8 startFen = 1PPPPPP1/p6P/p6P/p6P/p6P/p6P/p6P/1pppppp1 customPiece1 = p:mQ flipEnclosedPieces = quadwrangle #override rule from ataxx since drops can be done freely enclosingDrop = none [quadwrangle7x7:quadwrangle] maxRank = 7 maxFile = 7 startFen = 1PPPPP1/p5P/p5P/p5P/p5P/p5P/1ppppp1 #https://www.ludii.games/details.php?keyword=Crusade [crusade:quadwrangle] startFen = PpPpPpPp/pPpPpPpP/PpPpPpPp/pPpPpPpP/PpPpPpPp/pPpPpPpP/PpPpPpPp/pPpPpPpP customPiece1 = p:cK flipEnclosedPieces = ataxx pieceDrops = false passOnStalemate = false #https://www.ludii.games/details.php?keyword=Snort #also known as Cats & Dogs [snort:ataxx] immobile = p startFen = 8/8/8/8/8/8/8/8 enclosingDrop = snort flipEnclosedPieces = none maxRank = 8 maxFile = 8 passOnStalemate = false stalematePieceCount = false #https://www.chess.com/variants/blackletter-chess [blackletter:chess] pieceToCharTable = PNBRQ.......E...M...HKpnbrq.......e...m...hk maxRank = 10 maxFile = 9 promotionRegionWhite = *10 promotionRegionBlack = *1 archbishop = e chancellor = m centaur = h startFen = 1ebq1meb1/rn2k2nr/ppppppppp/9/9/9/9/PPPPPPPPP/RN2K2NR/1EBQ1MEB1[HHhh] w KQkq - 0 1 promotionPieceTypes = behmnqr doubleStepRegionWhite = *3 doubleStepRegionBlack = *8 pieceDrops = true castlingRank = 2 #https://www.chessvariants.com/winning.dir/castle.html [castle:chess] castlingWins = q #https://github.com/yagu0/vchess/blob/master/client/src/translations/rules/Squatter1/en.pug [squatter:chess] flagRegionWhite = *8 flagRegionBlack = *1 flagPieceSafe = true [opposite-castling:chess] oppositeCastling = true # A Kyoto Shogi variant with a left/right theme. [gethenian] maxRank = 7 maxFile = 7 king = - customPiece1 = k:K customPiece2 = q:mW customPiece3 = b:lfrbB customPiece4 = i:rflbB customPiece5 = r:lrR customPiece6 = n:hlN customPiece7 = t:hrN customPiece8 = m:WfF customPiece9 = s:FfW startFen = 2ikb2/2mnm2/7/7/7/2MNM2/2B+KI2[] w - - 0 1 promotionPieceTypes = - promotedPieceType = k:q b:r i:r n:t m:s promotionRegionWhite = *1 *2 *3 *4 *5 *6 *7 promotionRegionBlack = *7 *6 *5 *4 *3 *2 *1 mandatoryPiecePromotion = true pieceDemotion = true pieceDrops = true capturesToHand = true dropPromoted = true immobilityIllegal = false extinctionValue = loss extinctionPieceTypes = kq extinctionPseudoRoyal = true stalemateValue = loss #https://www.ludii.games/details.php?keyword=Gale [gale:snort] maxRank = 9 maxFile = 9 startFen = 1p1p1p1p1/P1P1P1P1P/1p1p1p1p1/P1P1P1P1P/1p1p1p1p1/P1P1P1P1P/1p1p1p1p1/P1P1P1P1P/1p1p1p1p1 enclosingDrop = none connectRegion1White = a* connectRegion2White = i* connectRegion1Black = *1 connectRegion2Black = *9 #should be impossible anyway connectDiagonal = false #https://www.chessvariants.com/boardrules.dir/atlantis.html [atlantis:chess] wallingRule = edge wallOrMove = true #https://www.chessvariants.com/rules/ajax-orthodox-chess [ajax-orthodox:chess] pieceToCharTable = PNBRQ.............MKpnbrq.............mk customPiece1 = r:RmF customPiece2 = n:NmK customPiece3 = b:BmW customPiece4 = m:KAD promotionPieceTypes = mqnbr castling = true castlingRookPieces = r startFen = rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR[MMmm] w KQkq - 0 1 pieceDrops = true dropRegionWhite = *1 dropRegionBlack = *8 #https://www.chessvariants.com/small.dir/petty.html [petty:chess] maxRank = 6 maxFile = 5 startFen = qkbnr/ppppp/5/5/PPPPP/QKBNR w - 0 1 castling = false doubleStep = false promotionRegionWhite = *6 #https://www.zillions-of-games.com/cgi-bin/zilligames/submissions.cgi?do=show;id=655 [teeko:picaria] maxRank = 5 maxFile = 5 connectN = 4 connectNxN = 2 customPiece1 = p:mK startFen = 5/5/5/5/5[PPPPpppp] w - - 0 1 #https://www.chessvariants.com/small.dir/haynie.html [haynie:chess] maxRank = 6 maxFile = 6 startFen = rbqkbr/pppppp/6/6/PPPPPP/RBQKBR w KQkq - 0 1 doubleStep = false promotionPieceTypes = rbq castlingQueensideFile = c castlingKingsideFile = e promotionRegionWhite = *6 #https://www.zillions-of-games.com/cgi-bin/zilligames/submissions.cgi?do=show;id=1367 [la-mancha-squeez:snailtrail] pieceToCharTable = P.....................p..................... maxRank = 9 maxFile = 9 startFen = p7P/9/9/9/3p*P3/9/9/9/p7P w 0 1 [la-mancha-duel:la-mancha-squeez] customPiece1 = p:K #https://www.chessvariants.com/diffsetup.dir/argess.html [argess:chess] pawnTypes = p customPiece1 = p:mWcF #yes, black moves first startFen = rppppnbk/6qb/7n/7p/PPPP3p/RNPP3p/BQNP3p/KBRP3r b 0 1 castling = false promotionRegionWhite = g8 h8 h7 promotionRegionBlack = a1 a2 b1 #https://www.chessvariants.com/rules/4-kings-quasi-shatranj [quasi-shatranj:twokings2] pieceToCharTable = PN....E...G..FZ....IAKpn....e...g..fz....iak maxRank = 10 maxFile = 10 customPiece1 = a:AD customPiece2 = e:AF customPiece3 = f:AW customPiece4 = i:DF customPiece5 = z:DW customPiece6 = g:K extinctionPieceCount = 3 startFen = kifkaakfik/znegaagenz/pppppppppp/10/10/10/10/PPPPPPPPPP/ZNEGAAGENZ/KIFKAAKFIK w 0 1 promotionRegionWhite = *10 promotionPieceTypes = zangief doubleStepRegionWhite = *3 doubleStepRegionBlack = *8 #https://www.zillions-of-games.com/cgi-bin/zilligames/submissions.cgi?do=show;id=1723 [symphony:tictactoe] maxRank = 8 maxFile = 8 connectN = 5 customPiece1 = p:mfsW nFoldRule = 3 startFen = 8/8/8/8/8/8/8/8[PPPPPPpppppp] w - - 0 #https://www.zillions-of-games.com/cgi-bin/zilligames/submissions.cgi?do=show;id=734 #am calling it cfour-anyside so it's less confusable with roll-ing-to-four [cfour-anyside:cfour] maxRank = 7 startFen = 7/7/7/7/7/7/7[PPPPPPPPPPPPPPPPPPPPPPPPPpppppppppppppppppppppppp] w - - 0 1 enclosingDrop = anyside #http://gamescrafters.berkeley.edu/games.php?game=connect4 [cfour-misere:cfour] connectValue = loss #https://www.ludii.games/details.php?keyword=Three%20Musketeers [three-musketeers] pieceToCharTable = P......M..............p......m.............. startFen = ppppM/ppppp/ppMpp/ppppp/Mpppp maxRank = 5 maxFile = 5 collinearN = 3 connectDiagonal = false customPiece1 = m:cW customPiece2 = p:mW connectValue = loss stalemateValue = win connectPieceTypes = m #https://www.pychess.org/variants/shinobiplus [shinobiplus:crazyhouse] pieceToCharTable = - commoner = c bers = d dragonHorse = f archbishop = j fers = m shogiKnight = h lance = l promotionRegionWhite = *7 *8 promotionRegionBlack = *1 *2 *3 promotionPieceTypes = - promotedPieceType = p:c m:b h:n l:r mandatoryPiecePromotion = true stalemateValue = loss nFoldRule = 4 perpetualCheckIllegal = true startFen = rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/4K3[JDFCLHM] w kq - 0 1 capturesToHand = false dropRegionWhite = *1 *2 *3 *4 immobilityIllegal = true flagPiece = k flagRegionWhite = *8 flagRegionBlack = *1 #https://www.pychess.org/variants/khans [khans:chess] pieceToCharTable = - centaur = h knibis = a kniroo = l customPiece1 = t:mNcK customPiece2 = s:mfhNcfW promotionPawnTypesBlack = s promotionPieceTypesBlack = t stalemateValue = loss nMoveRuleTypesBlack = s flagPiece = k flagRegionWhite = *8 flagRegionBlack = *1 startFen = lhatkahl/ssssssss/8/8/8/8/PPPPPPPP/RNBQKBNR w KQ - 0 1 [muje] variantTemplate = shogi pieceToCharTable = PNBR.F.IS..+Kpnbr.f.is..+k maxFile = 9 maxRank = 9 pocketSize = 7 startFen = rnbfkfbnr/1si3is1/p1p1p1p1p/9/9/9/P1P1P1P1P/1SI3IS1/RNBFKFBNR[] w - - 0 1 pieceDrops = true capturesToHand = true soldier = p knight = n bishop = b rook = r fers = f wazir = w king = k customPiece1 = i:pB customPiece2 = s:pR promotionRegionWhite = *7 *8 *9 promotionRegionBlack = *3 *2 *1 promotedPieceType = p:w doubleStep = false castling = false stalemateValue = loss nMoveRule = 0 nFoldValue = loss perpetualCheckIllegal = true mobilityRegionWhiteKing = *3 *2 *1 mobilityRegionBlackKing = *7 *8 *9 mandatoryPiecePromotion = true #https://www.chessvariants.com/diffobjective.dir/giveaway.html #When stalemate, the stalemated player does not move but the opponent can if he wish to play for win go on moving and do as many moves he wants to do. #If the stalemate then disappear, both players move again as usual. So, if white for example has a pawn on h2 and nothing more and black a pawn on h3, pawn on a7 and rooks on a8 and h8 # black can win by moving : 1.-,Rh4 2.-, a5. 3.-, a4 4.- Ra5 5.-,a3 6.-,a2 7.-,a1=R 8.-,Rg1 9.-,Rg3 10.hxg3,h2 11.gxh4,Rg5 12.hxg5,h1=Q 13.g6,Qh7 14.gxh7 and black has won. [andersgiveaway:giveaway] passOnStalemate = true [andersanti:antichess] passOnStalemate = true # A 10x10 drop variant consisting of only Leapers, Shogi pawns, and Kings. [leaperhouse] variantTemplate = shogi pieceToCharTable = PN...OU.CR.+Kpn...ou.cr.+k maxFile = 10 maxRank = 10 pocketSize = 6 startFen = oncurkucno/10/pppppppppp/10/10/10/10/PPPPPPPPPP/10/ONCUKRUCNO[] w - - 0 1 pieceDrops = true capturesToHand = true shogiPawn = p knight = n customPiece1 = u:Z customPiece2 = c:C customPiece3 = r:GH customPiece4 = o:AD commoner = g king = k promotionRegionWhite = *8 *9 *10 promotionRegionBlack = *3 *2 *1 promotedPieceType = p:g doubleStep = false castling = false perpetualCheckIllegal = true dropNoDoubled = p stalemateValue = loss nMoveRule = 0 nFoldValue = loss flagPiece = k flagRegionWhite = *10 flagRegionBlack = *1 immobilityIllegal = true mandatoryPiecePromotion = true flyingGeneral = true # Twin Leaper Kings, Leapers that can move 16 squares, and Shogi Pawns whose Promotion is Campmate. [mandala] maxRank = 10 maxFile = 10 pocketSize = 6 pieceDrops = true capturesToHand = true shogiPawn = r customPiece1 = l:NAD customPiece2 = f:ZAD customPiece3 = g:NC customPiece4 = b:ZC customPiece5 = j:FWGH customPiece6 = e:vW immobile = c startFen = flgbjjbglf/10/rrrrrrrrrr/10/10/10/10/RRRRRRRRRR/10/FLGBJJBGLF[EE] w - - 0 1 doubleStep = false castling = false dropNoDoubled = r immobilityIllegal = true promotionRegionWhite = *10 promotionRegionBlack = *1 promotionPieceTypes = - promotedPieceType = r:c mandatoryPiecePromotion = true extinctionValue = loss extinctionPieceTypes = j extinctionPseudoRoyal = true extinctionPieceCount = 1 flagPiece = c flagRegionWhite = *10 flagRegionBlack = *1 nMoveRule = 0 nFoldValue = loss stalemateValue = loss