longer jump: 3 squares in one direction, and 1 left or right after that.
The wildebeest combines the moving abilities of a camel and a knight.
+p You can win by checkmating or stalemating the enemy king.
+
figure.diagram-container
.diagram
| fen:11/11/11/11/11/4C6/11/11/11/11 f2,h4,h6,f8,d8,b6,b4,d2:
h3 Special moves
p.
- Castling is possible as in orthodox 8x8 game. The white king move to c1 or j1
- (one square to the left of bottom-right corner) for large (resp. small) castle.
- Same for black on the other side.
-
-p.
- Promotion occurs when pawns reach last rank.
- They can only transform into a queen or a wildebeest.
-
-h3 End of the game
-
-p You can win by checkmating or stalemating the enemy king.
+ Castling is possible, and more flexible than in orthodox game:
+ the king can slide any number of (free) squares toward the rook,
+ which will end next to him on the other side.
p.
- Note: the castling rule is more restrictive than described in the original rules.
- The game seems OK like that, but this may change in the future.
+ When a pawn reaches last rank, it can promote
+ into a queen or a wildebeest (only).
h3 Source
p
| The
- a(href="https://www.chessvariants.com/large.dir/wildebeest.html") Wildebeest page
- | nbsp;on chessvariants.com.
+ a(href="https://www.chessvariants.com/large.dir/wildebeest.html")
+ | Wildebeest page
+ | on chessvariants.com.
+
+p Inventor: R. Wayne Schmittberger (1987)