| one square in any direction.
| All other pieces move like an orthodox queen.
-p When a piece is adjacent to an enemy immobilizer, it cannot move unless
-ul
- li it is an immobilizer or a chameleon; or
- li.
- the enemy immobilizer is adjacent to a friendly immobilizer or chameleon
- (cancelling the powers of the opponent's immobilizer)
+p.
+ When a piece is adjacent to an enemy immobilizer, it cannot move unless
+ the enemy immobilizer is adjacent to a friendly immobilizer or chameleon
+ (cancelling the powers of the opponent's immobilizer).
p
| Note : this corresponds to the "pure rules" described on
a(href="http://www.inference.org.uk/mackay/ultima/ultima.html") this page
| , which slightly differ from the initial rules.
- | The aim is to get rid of the weird suicide rule, weakening the immobilizers lock
- | (in particular, in the original rules two adjacent immobilizer are stuck forever
- | until one is captured).
+ | The aim is to get rid of the weird suicide rule by weakening the immobilizers lock.
+ | In particular, in the original rules two adjacent immobilizer are stuck forever
+ | until one is captured. Note that it's still the case if all chameleons disappeared.
h3 Capturing moves