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c7550017 BA |
1 | p.boxed |
2 | | The player in second has a different set of pieces, | |
3 | | moving roughly like "augmented knights". | |
4 | ||
5 | img.img-center(src="/images/variants/Orda/Orda.png") | |
6 | ||
7 | p | |
0b908bd4 | 8 | | Orda Chess is a chess variant designed in 2020 by Couch Tomato. |
c7550017 BA |
9 | span.italic |
10 | | Note: he'd rather remain anonymous :) | |
171d6b79 | 11 | | Anyway this text and all the images are from him. |
c7550017 | 12 | | The idea of the game was to create a true asymmetric chess with |
8fdc37cd | 13 | | two different armies. Ralph Betza's |
c7550017 BA |
14 | a(href="https://www.chessvariants.com/unequal.dir/cwda.html") |
15 | | Chess with Different Armies | |
0b908bd4 | 16 | | was an inspiration, but the goal was to be a little more streamlined |
c7550017 BA |
17 | | with the theme here. |
18 | | In this case, the theme of the new army is knight-based movement, | |
19 | | where most pieces have an element of knight movement. | |
20 | | Given the knight (or horse) theme, this was modeled after the | |
21 | | Mongol army and named the Horde. An "orda" was a military structure | |
22 | | for the people of the Steppes, which also gave rise to the English word | |
23 | | "horde." The original chess army is named the Kingdom for contrast. | |
24 | | The game itself is incredibly balanced by engine evaluation (even more | |
25 | | than standard chess), with a near 50-50 win ratio for | |
26 | | the Kingdom and Horde. | |
27 | ||
28 | h3 General Rules | |
29 | ||
30 | ol | |
31 | li. | |
32 | Setup is as above. Despite new pieces, the placement of the Horde pieces | |
33 | mirror their chess counterparts. | |
34 | li The Kingdom always moves first. | |
35 | li The Horde cannot castle. | |
36 | li. | |
37 | As Horde pawns start on the third rank, they do not have the option to | |
38 | move two spaces or be captured by en passant. Kingdom pawns retain the | |
39 | ability to move two spaces initially and to be captured via en passant. | |
40 | li Pawns can only promote to a queen or kheshig. | |
41 | li. | |
42 | An additional method of victory is available: called campmate. Campmate is | |
43 | achieved by moving one's king into the final rank without being check. | |
44 | li Other rules, including stalemate and repetition are as in chess. | |
45 | ||
46 | h3 Horde Pieces | |
47 | ||
48 | p. | |
49 | There are four new units unique* to the Horde: 2 Lancers, 2 Horse Archers, | |
50 | 2 Kheshigs, and 1 Yurt (* exception being that the Kingdom can still obtain | |
51 | a Kheshig by promotion). The Kheshigs are the strongest piece | |
52 | (knight + king movement) and lead each flank, while the Yurt is a fairly | |
53 | weak piece unlike the Queen. The Horde's king is called the Khan and looks | |
54 | different, but is essentially the same as the Kingdom's King, also using | |
55 | the same abbreviation (K) — the change is purely aesthetic and | |
56 | thematic. | |
57 | ||
58 | p. | |
59 | The Horde Lancer and Horse Archer are unique in that they capture | |
60 | differently than movement. Remember that the Horde is horse-based, so the | |
61 | Lancer and Horse Archer both move like knights. They capture like rooks | |
62 | and bishops, respectively. The Kheshig is more traditional in that it | |
63 | captures where it moves; it combines the movements of the knight and king. | |
64 | Similarly, the Yurt also captures the same way it moves; it moves as the | |
65 | silver general in Shogi. | |
66 | ||
cd49e617 | 67 | table.rules |
c7550017 BA |
68 | tr |
69 | th Horde piece | |
70 | th Kingdom "counterpart" | |
71 | th Movement | |
72 | th Capture | |
73 | tr | |
74 | td Yurt | |
75 | td Queen | |
76 | td "Silver" | |
77 | td "Silver" | |
78 | tr | |
79 | td Horse Archer | |
80 | td Bishop | |
81 | td Knight | |
82 | td Bishop | |
83 | tr | |
84 | td Kheshig | |
85 | td Knight | |
86 | td Knight+King | |
87 | td Knight+King | |
88 | tr | |
89 | td Lancer | |
90 | td Rook | |
91 | td Knight | |
92 | td Rook | |
93 | ||
94 | p. | |
95 | Details and diagrams of each piece are below. Green dots represent movement, | |
96 | red dots represent capture, and yellow represents both. | |
97 | ||
98 | h4 Yurt (Y) | |
99 | ||
100 | img.img-center(src="/images/variants/Orda/Yurt.png") | |
101 | ||
102 | p. | |
103 | The Yurt moves and captures one space diagonally or one space forward. | |
104 | This is the same as a silver general from Shogi or the bishop/khon | |
105 | from Makruk. There is only one yurt, starting in the queen's spot, | |
106 | but unlike the queen, it is very much a minor piece, the weakest piece | |
107 | in the game aside from a pawn. It should not be underestimated though, | |
108 | because it is one of the few Horde pieces that can move and capture | |
109 | the same way. The other two are the Khan and Kheshig, which are the two | |
110 | most valuable pieces. Therefore the yurt has the unique role of reliably | |
111 | supporting pawns and other pieces without fear of retaliation. | |
112 | ||
113 | p. | |
114 | A yurt is a mobile home for Mongol and Turkic people in the steppes of | |
115 | Asia. Their limited mobility but importance for supporting the army is | |
116 | reflected in this piece. | |
117 | ||
118 | h4 Kheshig (H) | |
119 | ||
120 | img.img-center(src="/images/variants/Orda/Kheshig.png") | |
121 | ||
122 | p. | |
123 | The Kheshig is a hybrid piece that moves and captures as a knight and | |
124 | king combined. This piece type is also generically called the centaur. | |
125 | The kheshig starts in the knight's spot, but unlike the knight, | |
126 | is the strongest Horde piece. It can be thought of the general that leads | |
127 | its own troop on each flank. It is generally preferred to keep the kheshigs | |
128 | safely behind during early to mid game because of their extreme importance | |
129 | to the Horde in the endgame. | |
130 | ||
131 | p. | |
132 | The kheshigs were the elite imperial guard for the Mongol royalty. | |
133 | Appropriately, it is incredibly difficult for the Kingdom to checkmate | |
134 | the khan without at least eliminating one of his kheshigs first. | |
135 | ||
136 | h4 Horse Archer (A) | |
137 | ||
138 | img.img-center(src="/images/variants/Orda/Archer.png") | |
139 | ||
140 | p. | |
141 | The Horse Archer, or simply abbreviated Archer, is a unique "pseudohybrid" | |
142 | piece that moves and attacks differently. The archer moves as a knight but | |
143 | captures as a bishop. Because the archer is not colorbound, | |
144 | its value is greater than its bishop counterpart. | |
145 | ||
146 | p. | |
147 | Horse Archers were one of the two core components of the Mongol cavalry, | |
148 | functioning as the light cavalry. Their speed and prowess as mounted | |
149 | archers made them a unique threat. Their ability to quickly position | |
150 | themselves for a deadly skewer or fork make them a dangerous threat | |
151 | for the Kingdom. | |
152 | ||
153 | h4 Lancer (L) | |
154 | ||
155 | img.img-center(src="/images/variants/Orda/Lancer.png") | |
156 | ||
157 | p. | |
158 | The Lancer is a unique "pseudohybrid" piece that moves and attacks | |
159 | differently. The lancer moves as a knight but captures as a rook. | |
160 | Because the lancer is not as mobile as the rook, it is generally | |
161 | weaker than the rook, and this becomes more pronounced in the endgame, | |
162 | as it cannot move across the board as quickly as a rook can. | |
163 | Its value is still comparable to the horse archer. | |
164 | ||
165 | p. | |
166 | Lancers were one of the two core components of the Mongol cavalry, | |
167 | functioning as the heavy cavalry. Despite being weaker than the rook, | |
168 | their ability to come into play much earlier in the game is an advantage | |
169 | that the Horde player should utilize. | |
170 | ||
171 | h4 Piece valuation | |
172 | ||
173 | p. | |
174 | Accurate piece values are unknown. However, these are the values used by | |
175 | Fairy Stockfish, noting that they are generic values, | |
176 | not necessarily specific to Orda chess. | |
177 | ||
cd49e617 | 178 | table.rules |
c7550017 BA |
179 | tr |
180 | th Kingdom piece | |
181 | th Value (Early / Late) | |
182 | th Horde piece | |
183 | th Value (Early / Late) | |
184 | tr | |
185 | td Pawn | |
186 | td 120 / 213 | |
187 | td Pawn | |
188 | td 120 / 213 | |
189 | tr | |
190 | td Queen | |
191 | td 2538 / 2682 | |
192 | td Yurt | |
193 | td 630 / 630 | |
194 | tr | |
195 | td Bishop | |
196 | td 825 / 915 | |
197 | td Horse Archer | |
198 | td 1100 / 1200 | |
199 | tr | |
200 | td Knight | |
201 | td 781 / 854 | |
202 | td Kheshig | |
203 | td 1600 / 1700 | |
204 | tr | |
205 | td Rook | |
206 | td 1276 / 1380 | |
207 | td Lancer | |
208 | td 1050 / 1250 | |
209 | ||
210 | p | |
211 | | For those who want a more simplified approach, this table may be | |
171d6b79 | 212 | | an approximation. |
c7550017 BA |
213 | span.italic Note: this simplification is used by the weak bot here. |
214 | ||
cd49e617 | 215 | table.rules |
c7550017 BA |
216 | tr |
217 | th Kingdom piece | |
218 | th Value | |
219 | th Horde piece | |
220 | th Value | |
221 | tr | |
222 | td Pawn | |
223 | td 1 | |
224 | td Pawn | |
225 | td 1 | |
226 | tr | |
227 | td Queen | |
228 | td 9 | |
229 | td Yurt | |
230 | td 2 | |
231 | tr | |
232 | td Bishop | |
233 | td 3 | |
234 | td Horse Archer | |
235 | td 4 | |
236 | tr | |
237 | td Knight | |
238 | td 3 | |
239 | td Kheshig | |
240 | td 7 | |
241 | tr | |
242 | td Rook | |
243 | td 5 | |
244 | td Lancer | |
245 | td 4 | |
246 | ||
247 | p. | |
248 | As a whole, the Horde army is weaker than the Kingdom in value | |
249 | (based on Stockfish valuation). | |
250 | However, the Horde also starts with pawns in the third rank, | |
251 | which balances the game. | |
252 | ||
253 | h3 Strategy | |
254 | ||
255 | p. | |
256 | The game is still young, so strategy is still being developed! | |
257 | Much of the data is currently based on Engine play. | |
258 | The Horde cannot castle. However, a very fundamental component of a | |
79e05a1a | 259 | majority Horde openings is to move the Khan to g7. |
c7550017 BA |
260 | Reaching this spot in within the first four moves is ideal |
261 | — in fact, Fairy Stockfish opened up with Kf7 in 56% of its games. | |
262 | The rest is variable. | |
263 | For the Kingdom, d4, g3 and b3 are the most common openings in that order. |