--- /dev/null
+p.boxed
+ | Two new pieces: camel and wildebeest. Bigger board.
+ | Orthodox rules with a few adaptations.
+
+h3 Specifications
+
+ul
+ li Chessboard: 11x10.
+ li Material: standard + camel + wildebeest.
+ li Non-capturing moves: standard (+ new pieces).
+ li Special moves: standard (see below).
+ li Captures: standard.
+ li End of game: checkmate or stalemate win.
+
+h3 Basics
+
+p.
+ Notation for camel is C and wildebeest is W. A camel moves as a knight but with a
+ 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.
+
+figure.diagram-container
+ .diagram
+ | fen:11/11/11/11/11/4C6/11/11/11/11 f2,h4,h6,f8,d8,b6,b4,d2:
+ figcaption Squares reachable by the white camel on e5.
+
+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.
+
+p.
+ Note: the castling rule is more restrictive than described in the original rules.
+ The game seems OK like that, but this may change soon enough.
+
+h3 Source
+
+p
+ | The
+ a(href="https://www.chessvariants.com/large.dir/wildebeest.html") Wildebeest page
+ | nbsp;on chessvariants.com.