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Mann (chess)

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A Mann (also known as a Guard, Sage, Commoner, Prince) is a fairy chess piece that can move like a King, but has no royal power.

Movements

abcdefgh
8
e6 black circle
f6 black circle
g6 black circle
e5 black circle
f5 white upside-down king
g5 black circle
e4 black circle
f4 black circle
g4 black circle
8
77
66
55
44
33
22
11
abcdefgh
Possible movements of the unhindered Mann piece. (Usually shown as an inverted King)
abcdefgh
8
a8 black rook
b8 black knight
c8 black bishop
d8 black queen
e8 black king
f8 black upside-down king
g8 black knight
h8 black rook
a7 black pawn
b7 black pawn
c7 black pawn
d7 black pawn
e7 black pawn
f7 black pawn
g7 black pawn
h7 black pawn
a2 white pawn
b2 white pawn
c2 white pawn
d2 white pawn
e2 white pawn
f2 white pawn
g2 white pawn
h2 white pawn
a1 white rook
b1 white knight
c1 white bishop
d1 white queen
e1 white king
f1 white upside-down king
g1 white knight
h1 white rook
8
77
66
55
44
33
22
11
abcdefgh
Starting position of the variant Two Kings Each, The king closest to the a-file is the one you must checkmate to win.
abcdefghij
10a10 black rookb10 black knightc10 black upside-down kingd10 black bishope10 black queenf10 black kingg10 black bishoph10 black upside-down kingi10 black knightj10 black rook10
9a9 black pawnb9 black pawnc9 black pawnd9 black pawne9 black pawnf9 black pawng9 black pawnh9 black pawni9 black pawnj9 black pawn9
8a8b8c8d8e8f8g8h8i8j88
7a7b7c7d7e7f7g7h7i7j77
6a6b6c6d6e6f6g6h6i6j66
5a5b5c5d5e5f5g5h5i5j55
4a4b4c4d4e4f4g4h4i4j44
3a3b3c3d3e3f3g3h3i3j33
2a2 white pawnb2 white pawnc2 white pawnd2 white pawne2 white pawnf2 white pawng2 white pawnh2 white pawni2 white pawnj2 white pawn2
1a1 white rookb1 white knightc1 white upside-down kingd1 white bishope1 white queenf1 white kingg1 white bishoph1 white upside-down kingi1 white knightj1 white rook1
abcdefghij
Roman Chess starting setup. Archers are on c1, h1, c10 and h10 for black.

Value

A Mann is approximately equal in strength and value to a knight, generally speaking. Often it takes a few moves to get the Mann properly developed in the opening. It is very effective at close proximity, where its striking power is considerable; although it is rather slow, the Mann is extremely good at both attacking and defending nearby pieces and pawns, like the King for instance (Ward 1996:13). The Mann reaches its peak value during the endgame, in which its fighting strength is slightly enhanced above a knight's value, despite being slightly below a knight in the starting phase of the game.

See also

References

  • Wild 9 guide on Internet Chess Club
  • Roman Chess brief overview
  • Ward, Chris (1996), Endgame Play, Batsford, ISBN 0-7134-7920-5