Experimental change: options replacing randomness (more general)
[vchess.git] / client / src / translations / rules / Chess960 / en.pug
1 p.boxed
2 | Orthodox rules with shuffled starting position.
3
4 p.
5 Chess is played between two players, one moving the white pieces and the
6 other the black pieces. A "move" consists of a piece's movement on the board.
7 White and black moves alternate until a specific situation occurs (checkmate,
8 stalemate, or draw criteria met; this is detailed later).
9 White pieces' player always make the first move.
10
11 p.
12 Each piece has a particular way to move, but almost always captures by moving
13 to an occupied square (with only one exception, detailed later).
14
15 figure.diagram-container
16 .diagram
17 | fen:rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR:
18 figcaption Standard initial position.
19
20 p.
21 Board coordinates: squares are identified by a couple (letter, number).
22 The letter starts from 'a' and indicates the column, while the number starts
23 at 1 and indicates the row.
24 Since the chessboard is 64 squares, 8x8, this results in a coordinates system
25 from a1 to h8. 'a1' is the bottom left corner square from the white pieces
26 player perspective, while 'h8' is in the upper right corner.
27
28 h3 Regular moves
29
30 h4 Pawns
31
32 p.
33 They are the weakest units on board, but the most complex to move.
34 From their initial rank they can either jump two squares forward
35 (vertically), or advance only one square in this same direction. After that
36 first move they only advance one square at a time, vertically, moving up.
37
38 p.
39 Pawns capture by moving forward (upper on the board) one square diagonally,
40 when an enemy piece sits on that square.
41
42 p.
43 When reaching the last rank, pawns must promote into any (friendly)
44 other non-royal piece: queen, rook, knight or bishop.
45
46 p.
47 Moves notations: "pawn" is implicit, so for a simple move we only write the
48 destination square (because only one pawn at most can move forward to a
49 specific square). Thus, 1.e5 means "pawn from e4 to e5". However, in case of
50 captures the situation could be ambiguous (two pawns on the same rank), so
51 the column is specified too: "fxe6" (for example).
52 As you can see capture is marked by a cross symbol: "x".
53
54 figure.diagram-container
55 .diagram
56 | fen:k7/8/8/1prp4/1P1P4/8/6P1/7K g3,g4,c5:
57 figcaption Possible pawn moves: g3, g4, dxc5, bxc5
58
59 p
60 | For a piece movement, we just prepend the upper-case piece initial before
61 | the previously described notation. A rook taking something on f3 square
62 | writes: Rxf3. There are rules for ambiguous situation, but discussing them
63 | now would be too far off-topic. Please visit for example the
64 a(href="https://en.wikipedia.org/wiki/Algebraic_notation_(chess)")
65 | Wikipedia page
66 | for full information on this subject.
67
68 h4 Rooks
69
70 p.
71 They move either horizontally or vertically, as far as they want while the
72 path is free of pieces. If this path ends with an enemy piece, it can a
73 priori be captured (a priori because if the move ends up with the king in
74 check, then it's illegal).
75
76 h4 Knights
77
78 p.
79 They are the only units able to jump over other pieces (without capturing
80 them). They do "L" moves: two squares in one direction (horizontally or
81 vertically), and then one square in an orthogonal direction.
82
83 figure.diagram-container
84 .diagram
85 | fen:k7/2p5/5q2/2b5/4N3/2R3r1/3P4/7K f6,d6,c5,f2,g3,g5:
86 figcaption Possible knight moves from e4.
87
88 h4 Bishops
89
90 p.
91 They move diagonally, as far as they want while the path is free of pieces.
92 If this path ends with an enemy piece, it can a priori be captured.
93
94 h4 Queen
95
96 p.
97 This piece combines the movement of a rook and a bishop, with the same
98 conditions.
99
100 h4 King
101
102 p.
103 This piece moves like a queen, but only by one square at a time. The final
104 square must be either vacant or occupied by an enemy piece (therefore
105 captured).
106
107 p.
108 The king cannot be captured, but a move may ends up attacking enemy's king.
109 It is said to be "under check" (or "in check") and the opponent must either:
110 ul
111 li move the king to a safe square, or
112 li capture the attacker, or
113 li intercept the attacking line.
114 p.
115 Depending on the situation one or more of these counter-measures could be
116 impossible.
117
118 p Leaving our king in check after a move is forbidden.
119
120 figure.diagram-container
121 .diagram
122 | fen:r6k/4q3/8/8/8/B7/8/K7:
123 figcaption Bxe7 is illegal (it allows Rxa1).
124
125 h3 Special moves
126
127 p.
128 Apart from pawn promotion which has already been introduced, two special
129 moves exist:
130 ul
131 li.
132 castle: if both the king and the right-most (from white player perspective)
133 rook haven't moved yet, and if nothing stand in the path from king to rook,
134 and if the squares f1 and g1 are either free or occupied by the king or
135 rook implied, then the king can go to g1 while the rook moves to f1. Note
136 that since positions are shuffled one of these two pieces may apparently
137 not move. The same can be done on the other side (left-most rook), and end
138 squares are c1 for king and d1 for rook. The former is small castle, and
139 the latter large castle.
140 Notation: small castle writes "0-0" while large castle is "0-0-0".
141 li.
142 en-passant: after a pawn has jumped two squares, if an enemy pawn stands
143 just next to it then it can capture the jumping pawn "en passant", exactly
144 as if it had advanced only one square. The move is noted as usual, but
145 with "e.p." in the end to indicate the special move. The capture is
146 possible only right after the pawn jump: not later in the game.
147
148 figure.diagram-container
149 .diagram.diag12
150 | fen:nr1kb1r1/ppp3pp/8/2Pp4/8/7P/PP3PP1/1R3KBR:
151 .diagram.diag22
152 | fen:nr1kb1r1/ppp3pp/3P4/8/8/7P/PP3PP1/2KR2BR:
153 figcaption.
154 Left: black just played d5 (jump from d7).
155 Right: after cxd6 e.p. and 0-0-0.
156
157 h3 End of the game
158
159 p.
160 The best-known way to end a game is by "checkmating" the enemy king.
161 This means that you end a move in a situation where the king can be captured,
162 and your opponent has no way to avoid the capture.
163 The checkmating player has one point and the other zero, so the score writes
164 1-0 or 0-1 depending if white pieces or black pieces mated.
165
166 figure.diagram-container
167 .diagram
168 | fen:rnbqkbnr/ppp2Qpp/2np4/4p3/2B1P3/8/PPPP1PPP/RNB1K1NR:
169 figcaption Famous mating pattern: 1-0
170
171 p All other ways to end the game lead to a draw (1/2-1/2); nobody wins:
172 ul
173 li when a player has no legal move but is not under check (stalemate),
174 li.
175 when a position is repeated three times with the same castling right and
176 same player in turn,
177 li when 50 moves are played without pawn movement or capture.
178 p.
179 Note: this last way to end a game is not implemented, because it quite seldom
180 occurs, does not generalize so well to variants (it depends), and more
181 important because games played on this website are not official tournament
182 games. If you feel like manoeuvring for 200 moves and your opponent isn't
183 bored, then keep going :)