X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Ftranslations%2Frules%2FChess960%2Fen.pug;h=f978917baa6b51dabb0396ea0e21e7df392124c0;hb=d807470f965d4d60a7fe6e1320ac7dfd3f0ea03f;hp=670acd283cb44d4b54e14c9f01966cc48b33dd77;hpb=2c5d7b20742b802d9c47916915c1114bcfc9a9c3;p=vchess.git diff --git a/client/src/translations/rules/Chess960/en.pug b/client/src/translations/rules/Chess960/en.pug deleted file mode 100644 index 670acd28..00000000 --- a/client/src/translations/rules/Chess960/en.pug +++ /dev/null @@ -1,183 +0,0 @@ -p.boxed - | Orthodox rules (with shuffled starting position). - -p. - Chess is played between two players, one moving the white pieces and the - other the black pieces. A "move" consists of a piece's movement on the board. - White and black moves alternate until a specific situation occurs (checkmate, - stalemate, or draw criteria met; this is detailed later). - White pieces' player always make the first move. - -p. - Each piece has a particular way to move, but almost always captures by moving - to an occupied square (with only one exception, detailed later). - -figure.diagram-container - .diagram - | fen:rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR: - figcaption Standard initial position. - -p. - Board coordinates: squares are identified by a couple (letter, number). - The letter starts from 'a' and indicates the column, while the number starts - at 1 and indicates the row. - Since the chessboard is 64 squares, 8x8, this results in a coordinates system - from a1 to h8. 'a1' is the bottom left corner square from the white pieces - player perspective, while 'h8' is in the upper right corner. - -h3 Regular moves - -h4 Pawns - -p. - They are the weakest units on board, but the most complex to move. - From their initial rank they can either jump two squares forward - (vertically), or advance only one square in this same direction. After that - first move they only advance one square at a time, vertically, moving up. - -p. - Pawns capture by moving forward (upper on the board) one square diagonally, - when an enemy piece sits on that square. - -p. - When reaching the last rank, pawns must promote into any (friendly) - other non-royal piece: queen, rook, knight or bishop. - -p. - Moves notations: "pawn" is implicit, so for a simple move we only write the - destination square (because only one pawn at most can move forward to a - specific square). Thus, 1.e5 means "pawn from e4 to e5". However, in case of - captures the situation could be ambiguous (two pawns on the same rank), so - the column is specified too: "fxe6" (for example). - As you can see capture is marked by a cross symbol: "x". - -figure.diagram-container - .diagram - | fen:k7/8/8/1prp4/1P1P4/8/6P1/7K: - figcaption Possible pawn moves: g3, g4, dxc5, bxc5 - -p - | For a piece movement, we just prepend the upper-case piece initial before - | the previously described notation. A rook taking something on f3 square - | writes: Rxf3. There are rules for ambiguous situation, but discussing them - | now would be too far off-topic. Please visit for example the - a(href="https://en.wikipedia.org/wiki/Algebraic_notation_(chess)") - | Wikipedia page - | for full information on this subject. - -h4 Rooks - -p. - They move either horizontally or vertically, as far as they want while the - path is free of pieces. If this path ends with an enemy piece, it can a - priori be captured (a priori because if the move ends up with the king in - check, then it's illegal). - -h4 Knights - -p. - They are the only units able to jump over other pieces (without capturing - them). They do "L" moves: two squares in one direction (horizontally or - vertically), and then one square in an orthogonal direction. - -figure.diagram-container - .diagram - | fen:k7/2p5/5q2/2b5/4N3/2R3r1/3P4/7K f6,d6,c5,f2,g3,g5: - figcaption Possible knight moves from e4. - -h4 Bishops - -p. - They move diagonally, as far as they want while the path is free of pieces. - If this path ends with an enemy piece, it can a priori be captured. - -h4 Queen - -p. - This piece combines the movement of a rook and a bishop, with the same - conditions. - -h4 King - -p. - This piece moves like a queen, but only by one square at a time. The final - square must be either vacant or occupied by an enemy piece (therefore - captured). - -p. - The king cannot be captured, but a move may ends up attacking enemy's king. - It is said to be "under check" (or "in check") and the opponent must either: -ul - li move the king to a safe square, or - li capture the attacker, or - li intercept the attacking line. -p. - Depending on the situation one or more of these counter-measures could be - impossible. - -p Leaving our king in check after a move is forbidden. - -figure.diagram-container - .diagram - | fen:r6k/4q3/8/8/8/B7/8/K7: - figcaption Bxe7 is illegal (it allows Rxa1). - -h3 Special moves - -p. - Apart from pawn promotion which has already been introduced, two special - moves exist: -ul - li. - castle: if both the king and the right-most (from white player perspective) - rook haven't moved yet, and if nothing stand in the path from king to rook, - and if the squares f1 and g1 are either free or occupied by the king or - rook implied, then the king can go to g1 while the rook moves to f1. Note - that since positions are shuffled one of these two pieces may apparently - not move. The same can be done on the other side (left-most rook), and end - squares are c1 for king and d1 for rook. The former is small castle, and - the latter large castle. - Notation: small castle writes "0-0" while large castle is "0-0-0". - li. - en-passant: after a pawn has jumped two squares, if an enemy pawn stands - just next to it then it can capture the jumping pawn "en passant", exactly - as if it had advanced only one square. The move is noted as usual, but - with "e.p." in the end to indicate the special move. The capture is - possible only right after the pawn jump: not later in the game. - -figure.diagram-container - .diagram.diag12 - | fen:nr1kb1r1/ppp3pp/8/2Pp4/8/7P/PP3PP1/1R3KBR: - .diagram.diag22 - | fen:nr1kb1r1/ppp3pp/3P4/8/8/7P/PP3PP1/2KR2BR: - figcaption. - Left: black just played d5 (jump from d7). - Right: after cxd6 e.p. and 0-0-0. - -h3 End of the game - -p. - The best-known way to end a game is by "checkmating" the enemy king. - This means that you end a move in a situation where the king can be captured, - and your opponent has no way to avoid the capture. - The checkmating player has one point and the other zero, so the score writes - 1-0 or 0-1 depending if white pieces or black pieces mated. - -figure.diagram-container - .diagram - | fen:rnbqkbnr/ppp2Qpp/2np4/4p3/2B1P3/8/PPPP1PPP/RNB1K1NR: - figcaption Famous mating pattern: 1-0 - -p All other ways to end the game lead to a draw (1/2-1/2); nobody wins: -ul - li when a player has no legal move but is not under check (stalemate), - li. - when a position is repeated three times with the same castling right and - same player in turn, - li when 50 moves are played without pawn movement or capture. -p. - Note: this last way to end a game is not implemented, because it quite seldom - occurs, does not generalize so well to variants (it depends), and more - important because games played on this website are not official tournament - games. If you feel like manoeuvring for 200 moves and your opponent isn't - bored, then keep going :)