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Revision as of 21:41, 4 November 2019 by 5.51.36.81(talk)(Undid revision 924606869 by 5.51.36.81 (talk) Turns out it was in the correct order)
Chess with different armies (or Betza's Chess[1] or Equal Armies[2]) is a chess variant invented by Ralph Betza in 1979. Two sides use different sets of fairy pieces. There are several armies of equal strength to choose from, including the standard FIDE army. In all armies, kings and pawns are the same as in FIDE chess, but the four other pieces are different.
Rules
Before the game players choose their armies in a certain way, predefined by tournament rules. This can be done either randomly or secretly by both players. Each player has a choice of 4 armies:[3] the Fabulous FIDEs, which are the standard chess pieces, the Colorbound Clobberers, the Nutty Knights, and the Remarkable Rookies.
All armies are designed to be equal in strength, but have significantly different properties. Kings and pawns move the same as in chess for all armies. Pawns can only promote to pieces of either army on the board at the start. Castling is done as in standard chess with the exception of the case when the rook replacement is colorbound, like in the Colorbound Clobberers army. In the latter case the king when castling long moves to b1 and the rook replacement to c1. This is so colorbound pieces don't change square color.
Many pieces in the following armies are combination of standard chess pieces and 4 fairy pieces: ferz, alfil, wazir and dabbaba (see their movement diagrams above). The game can be played with standard chess pieces and the following move diagrams use standard pieces as well (except queens).
Colorbound Clobberers
In this army, rooks, knights, bishops, and queen are replaced by the following pieces:
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Bede (notation BD). Moves as bishop or dabbaba. Can jump for dabbaba moves.
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Waffle (notation WA). Moves as wazir or alfil. Can jump for alfil moves.
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FAD (notation FAD). Moves as ferz, alfil or dabbaba, hence the name. Can jump for all moves.
As mentioned, when using this army and castling queenside, the king moves three squares (from e1 to b1) and the bede moves from a1 to c1.
Nutty Knights
This army includes a lot of leapers, but most of them have asymmetrical move patterns, with backward moves being restricted.
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Charging rook, originally furlrurlbakking (notation frlRrlbK) moves forward and sideways as a rook, or backward as a king.
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Fibnif (notation fbNF). Moves as ferz, or as a knight for its two longest forward and backward moves.
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Charging knight, originally forfnibakking (notation fhNrlbK). Moves as king backward and sideways or as a knight forward.
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Colonel, originally forfnifurlrurking (notation fhNfrlRK). Moves as king, or as rook forward and sideways, or as knight forward.
Remarkable Rookies
The rooks, knights, bishops, and queen are replaced by the following pieces:
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Short rook (notation R4). Moves as rook, but not more than 4 spaces.
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Woody rook (notation WD). Moves as dabbaba or as wazir. Can jump for all moves.
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Half duck (notation HFD). Moves as ferz or dabbaba or jumps 3 squares in orthogonal directions (the move of jumping 3 squares in orthogonal directions is called the threeleaper or trébuchet).
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Chancellor (notation RN). Moves as rook or knight.
Other armies
The four armies described above were playtested by Ralph Betza and selected as the most balanced ones. There are other armies, invented by Betza and other people, some of which are presented here.
In the initial version of the game there were 8 armies[1] and in these armies the king moved differently from the king in the standard chess. Instead of normal pawns, fairy pawns could be selected, for example berolina pawns. However, later Betza abandoned the idea of using fairy pieces for king and pawn[4] and reduced the number of armies to four.
The rooks, knights, bishops, and queen are replaced by the following pieces:
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Cylindrical Waffle (notation oWoA). Moves as wazir or alfil on a cylinder. Can jump for alfil moves.
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Cylindrical Knight (notation oN). Moves as knight on a cylinder.
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Cylindrical Bishop (notation oB). Moves as bishop on a cylinder. The position with an x can be reached in 2 different ways.
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Cylindrical Chancellor (notation oRoN). Moves as rook or knight on a cylinder. Can jump for knight moves. The horizontal line can be reached from both directions.
In this army, the left rook, the right rook, knights, bishops, and queen are replaced by the following pieces:
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Left Single-Step Rhino, on the left. Steps one square in any direction, then, if the first square is empty, may turn 45 degrees to the left, and move one more square.
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Right Single-Step Rhino, on the right. Turns 45 degrees to the right instead.
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Gnohmon (notation fbNfbWnH). Moves as knight for its longest moves, as wazir vertically or slides 3 squares in orthogonal directions. Can jump for knight moves.
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Crabinal (notation ffNbsNhhB). Moves as knight for the longest forward and shortest backward moves, or as bishop for half the distance to the edge of the board. Can jump for knight moves.
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Eagle-Scout (notation WzB). Moves as wazir or as crooked bishop. Positions with an x can each be reached in 2 different ways.
In this army, the rooks, knights, bishops, and queen are replaced by the following pieces:
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Wader (notation WDD). Moves as wazir, or makes consecutive dabbaba moves. Can jump between dabbaba moves.
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Darter (notation ffNWbAA). Moves as wazir, as knight for its 2 most forward moves and can make consecutive alfil moves backwards. Can jump between alfil moves.
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Faalcon (notation FAA). Moves as ferz, or makes consecutive alfil moves. Can jump between alfil moves.
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Flying Kingfisher (notation WFAADD). Combines the moves of the Wader and the Faalcon.
In this army, the rooks, knights, bishops, and queen are replaced by the following pieces:
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Mortar, on the left. Moves and captures as wazir or a rook that must stop one space before any piece. Can leap over the first piece in an orthogonal line and capture the next piece on that line (here the black rook can be captured).
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Howitzer, on the right. Moves and captures as wazir or a rook that must stop one space before any piece. Can leap over the first piece in an orthogonal line and land on any free space after it but before a second piece.
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Napoleon (notation fbNW). Moves as wazir or as knight for its longest moves. Can jump for all moves.
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Carronade. Moves as bishop but must stop one space before any piece. Can leap over the first piece in a diagonal line and then continue as a normal bishop.
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Big Bertha. Combines the moves of the Howitzer and the Carronade.
The rooks, knights, bishops, and queen are replaced by the following pieces:
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Pepperoni (notation rlDfAfbWF). Moves as ferz, horizontally as dabbaba, vertically as wazir or forward as alfil. Can jump for all moves.
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Mushroom (notation fbNfsLbF). Moves forwards as knight for its longest moves, backwards as ferz or as camel for its shortest forward moves. Can jump for all moves.
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Sausage (notation rlWFfbNfbH). Moves as ferz, horizontally as wazir, as knight for its longest moves or jumps 3 squares vertically. Can jump for all moves.
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Meatball (notation FWADfN.). Moves as king, alfil, dabbaba or as knight for its 2 longest forward moves. Can jump for all moves.
The rooks, knights, bishops, and queen are replaced by the following pieces:
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Forfer (notation FR4). Moves as ferz, or up to 4 spaces as rook.
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Fibnif (notation fbNF). Moves as ferz, or as a knight for its two longest forward and backward moves. This piece is also in the Nutty Knights army.
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B4nD (notation B4nD). Moves up to 4 spaces as bishop, or exactly 2 spaces as rook.
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N2R4 (notation N2R4.). Moves up to 4 spaces as rook, or makes up to 2 consecutive knight moves in the same direction. Can jump for knight moves, but the first must end on an empty space to be able to make a second one.
The rooks, knights, bishops, and queen are replaced by the following pieces:
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Panda or Slip Rook. Moves as rook, but only on squares of the opposite color its standing on. Can jump over squares it cannot move to.
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Marquis (notation NW). Moves as knight or wazir. Can jump for knight moves.
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Unicorn. Moves as knight, then may continue as bishop. Can jump for the initial knight moves, but the longest ones (marked with an x) cannot continue as bishop if they are blocked.
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Erl Queen or Erlkoenigin or Slip Queen. Moves as queen, but jumps over every other space along its way.
^Pritchard, D. B. (2007). "Equal Armies". In Beasley, John (ed.). The Classified Encyclopedia of Chess Variants. John Beasley. pp. 186–87. ISBN978-0-9555168-0-1.