From 6b7b2cf720e6255e4da0dc34fee363c456346a58 Mon Sep 17 00:00:00 2001
From: Benjamin Auder <benjamin.auder@somewhere>
Date: Thu, 12 Mar 2020 12:11:22 +0100
Subject: [PATCH] Some fixes, work on Eightpieces draft, add a few capturing
 variants

---
 TODO                                          |   5 +-
 client/src/base_rules.js                      |   4 +-
 client/src/components/Settings.vue            |   4 +-
 client/src/translations/en.js                 |   6 +-
 client/src/translations/es.js                 |   6 +-
 client/src/translations/fr.js                 |   6 +-
 client/src/translations/rules/Capture/en.pug  |  22 ++
 client/src/translations/rules/Capture/es.pug  |  23 ++
 client/src/translations/rules/Capture/fr.pug  |  23 ++
 client/src/translations/rules/Losers/en.pug   |  29 +--
 client/src/translations/rules/Losers/es.pug   |  33 +--
 client/src/translations/rules/Losers/fr.pug   |  31 +--
 .../src/translations/rules/Racingkings/en.pug |  30 +++
 .../src/translations/rules/Racingkings/es.pug |  31 +++
 .../src/translations/rules/Racingkings/fr.pug |  31 +++
 .../src/translations/rules/Royalrace/en.pug   |   2 +-
 .../src/translations/rules/Royalrace/es.pug   |   2 +-
 .../src/translations/rules/Royalrace/fr.pug   |   2 +-
 client/src/translations/rules/Suicide/en.pug  |  30 +++
 client/src/translations/rules/Suicide/es.pug  |  33 +++
 client/src/translations/rules/Suicide/fr.pug  |  33 +++
 client/src/utils/gameStorage.js               |  14 +-
 client/src/variants/Alice.js                  |   3 +-
 client/src/variants/Capture.js                |  48 ++++
 client/src/variants/Eightpieces.js            | 143 ++++++++++--
 client/src/variants/Extinction.js             |   6 +-
 client/src/variants/Losers.js                 | 208 +++--------------
 client/src/variants/Racingkings.js            |  63 ++++++
 client/src/variants/Royalrace.js              |  13 +-
 client/src/variants/Suicide.js                | 210 ++++++++++++++++++
 client/src/variants/Threechecks.js            |   2 +-
 client/src/views/Hall.vue                     |   7 +-
 client/src/views/MyGames.vue                  |  17 +-
 client/src/views/Rules.vue                    |   3 +-
 server/db/populate.sql                        |   7 +-
 35 files changed, 825 insertions(+), 305 deletions(-)
 create mode 100644 client/src/translations/rules/Capture/en.pug
 create mode 100644 client/src/translations/rules/Capture/es.pug
 create mode 100644 client/src/translations/rules/Capture/fr.pug
 create mode 100644 client/src/translations/rules/Racingkings/en.pug
 create mode 100644 client/src/translations/rules/Racingkings/es.pug
 create mode 100644 client/src/translations/rules/Racingkings/fr.pug
 create mode 100644 client/src/translations/rules/Suicide/en.pug
 create mode 100644 client/src/translations/rules/Suicide/es.pug
 create mode 100644 client/src/translations/rules/Suicide/fr.pug
 create mode 100644 client/src/variants/Capture.js
 create mode 100644 client/src/variants/Racingkings.js
 create mode 100644 client/src/variants/Suicide.js

diff --git a/TODO b/TODO
index 51e8e48c..a993b216 100644
--- a/TODO
+++ b/TODO
@@ -1,3 +1,5 @@
+Revise variants code by using more aggregate/disaggregate flags functions?
+
 # New variants
 8-pieces https://www.youtube.com/watch?v=XZ8K02Da7Ps&list=PLRyjH8DPuzTBiym6lA0r84P8N0HnTtZyN&index=6&t=0s
 https://www.chessvariants.com/rules/8-piece-chess "Eightpieces"
@@ -17,9 +19,6 @@ https://www.chessvariants.com/diffsetup.dir/unachess.html
 
 Rugby http://www.echecspourtous.com/?page_id=7945
 
-"Capture" Chess (idea of opperwezen, maybe not new): captures are forced,
-but the goal is still to checkmate (not lose all material).
-
 Cannibal Chess with forced captures.
 
 Knightrelay: implement "official" version as Knightrelay v1
diff --git a/client/src/base_rules.js b/client/src/base_rules.js
index 1c5eabca..33b0fc90 100644
--- a/client/src/base_rules.js
+++ b/client/src/base_rules.js
@@ -1058,7 +1058,7 @@ export const ChessRules = class ChessRules {
   play(move) {
     // DEBUG:
 //    if (!this.states) this.states = [];
-//    const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen();
+//    const stateFen = this.getBaseFen() + this.getTurnFen();// + this.getFlagsFen();
 //    this.states.push(stateFen);
 
     if (V.HasFlags) move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo)
@@ -1078,7 +1078,7 @@ export const ChessRules = class ChessRules {
     this.unupdateVariables(move);
 
     // DEBUG:
-//    const stateFen = this.getBaseFen() + this.getTurnFen() + this.getFlagsFen();
+//    const stateFen = this.getBaseFen() + this.getTurnFen();// + this.getFlagsFen();
 //    if (stateFen != this.states[this.states.length-1]) debugger;
 //    this.states.pop();
   }
diff --git a/client/src/components/Settings.vue b/client/src/components/Settings.vue
index 5b79e06e..d2194dae 100644
--- a/client/src/components/Settings.vue
+++ b/client/src/components/Settings.vue
@@ -60,7 +60,7 @@ div
             v-model="st.settings.gotonext"
           )
         fieldset
-          label(for="setRandomness") {{ st.tr["Randomness against computer"] }}
+          label(for="setRandomness") {{ st.tr["Randomness"] }}
           select#setRandomness(v-model="st.settings.randomness")
             option(value="0") {{ st.tr["Deterministic"] }}
             option(value="1") {{ st.tr["Symmetric random"] }}
@@ -110,7 +110,7 @@ export default {
 
 <style lang="sass" scoped>
 [type="checkbox"].modal+div .card
-  max-width: 767px
+  max-width: 520px
   max-height: 100%
 #flagContainer
   display: inline-block
diff --git a/client/src/translations/en.js b/client/src/translations/en.js
index 2e69f302..3c0228c1 100644
--- a/client/src/translations/en.js
+++ b/client/src/translations/en.js
@@ -103,7 +103,6 @@ export const translations = {
   Problems: "Problems",
   "Random?": "Random?",
   "Randomness": "Randomness",
-  "Randomness against computer": "Randomness against computer",
   Refuse: "Refuse",
   Register: "Register",
   "Registration complete! Please check your emails now": "Registration complete! Please check your emails now",
@@ -166,12 +165,15 @@ export const translations = {
   "Exotic captures": "Exotic captures",
   "Explosive captures": "Explosive captures",
   "In the shadow": "In the shadow",
+  "Get strong at self-mate": "Get strong at self-mate",
   "Give three checks": "Give three checks",
   "Keep antiking in check": "Keep antiking in check",
-  "Kings cross the board": "Kings cross the board",
+  "Kings cross the 8x8 board": "Kings cross the 8x8 board",
+  "Kings cross the 11x11 board": "Kings cross the 11x11 board",
   "Laws of attraction": "Laws of attraction",
   "Long jumps over pieces": "Long jumps over pieces",
   "Lose all pieces": "Lose all pieces",
+  "Mandatory captures": "Mandatory captures",
   "Mate any piece (v1)": "Mate any piece (v1)",
   "Mate any piece (v2)": "Mate any piece (v2)",
   "Mate the knight": "Mate the knight",
diff --git a/client/src/translations/es.js b/client/src/translations/es.js
index 944cbff9..f31fc202 100644
--- a/client/src/translations/es.js
+++ b/client/src/translations/es.js
@@ -103,7 +103,6 @@ export const translations = {
   Problems: "Problemas",
   "Random?": "Aleatorio?",
   "Randomness": "Grado de azar",
-  "Randomness against computer": "Grado de azar contra la computadora",
   Refuse: "Rechazar",
   Register: "Registrarse",
   "Registration complete! Please check your emails now": "¡Registro completo! Revise sus correos electrónicos ahora",
@@ -166,12 +165,15 @@ export const translations = {
   "Exotic captures": "Capturas exóticas",
   "Explosive captures": "Capturas explosivas",
   "In the shadow": "En la sombra",
+  "Get strong at self-mate": "Progreso en mates asistidos",
   "Give three checks": "Dar tres jaques",
   "Keep antiking in check": "Mantener el antirey en jaque",
-  "Kings cross the board": "Los reyes cruzan el tablero",
+  "Kings cross the 8x8 board": "Los reyes cruzan el 8x8 tablero",
+  "Kings cross the 11x11 board": "Los reyes cruzan el 11x11 tablero",
   "Laws of attraction": "Las leyes de las atracciones",
   "Long jumps over pieces": "Saltos largos sobre las piezas",
   "Lose all pieces": "Perder todas las piezas",
+  "Mandatory captures": "Capturas obligatorias",
   "Mate any piece (v1)": "Matar cualquier pieza (v1)",
   "Mate any piece (v2)": "Matar cualquier pieza (v2)",
   "Mate the knight": "Matar el caballo",
diff --git a/client/src/translations/fr.js b/client/src/translations/fr.js
index 5e3108be..0a8d5532 100644
--- a/client/src/translations/fr.js
+++ b/client/src/translations/fr.js
@@ -103,7 +103,6 @@ export const translations = {
   Problems: "Problèmes",
   "Random?": "Aléatoire?",
   "Randomness": "Degré d'aléa",
-  "Randomness against computer": "Degré d'aléa contre l'ordinateur",
   Refuse: "Refuser",
   Register: "S'enregistrer",
   "Registration complete! Please check your emails now": "Enregistrement terminé ! Allez voir vos emails maintenant",
@@ -166,12 +165,15 @@ export const translations = {
   "Exotic captures": "Captures exotiques",
   "Explosive captures": "Captures explosives",
   "In the shadow": "Dans l'ombre",
+  "Get strong at self-mate": "Progressez en mats aidés",
   "Give three checks": "Donnez trois échecs",
   "Keep antiking in check": "Gardez l'antiroi en échec",
-  "Kings cross the board": "Les rois traversent l'échiquier",
+  "Kings cross the 8x8 board": "Les rois traversent l'échiquier 8x8",
+  "Kings cross the 11x11 board": "Les rois traversent l'échiquier 11x11",
   "Laws of attraction": "Les lois de l'attraction",
   "Long jumps over pieces": "Sauts longs par dessus les pièces",
   "Lose all pieces": "Perdez toutes les pièces",
+  "Mandatory captures": "Captures obligatoires",
   "Mate any piece (v1)": "Matez n'importe quelle pièce (v1)",
   "Mate any piece (v2)": "Matez n'importe quelle pièce (v2)",
   "Mate the knight": "Matez le cavalier",
diff --git a/client/src/translations/rules/Capture/en.pug b/client/src/translations/rules/Capture/en.pug
new file mode 100644
index 00000000..5ed55414
--- /dev/null
+++ b/client/src/translations/rules/Capture/en.pug
@@ -0,0 +1,22 @@
+p.boxed
+  | Captures are mandatory. Win by checkmating.
+
+p.
+  Everything is the same as in orthodox rules, except that when possible,
+  captures are forced.
+  The goal is still to checkmate, and stalemate is a draw.
+
+p.
+  Some opening traps can be mentioned, like on the following diagram:
+  Qxd7+ will be forced, losing the queen.
+
+figure.diagram-container
+  .diagram
+    | fen:rnbqkbnr/pppp1pp1/7p/4P3/8/8/PPP1PPPP/RNBQKBNR:
+  figcaption After 1.d4?? e5 2.dxe5 h6.
+
+h3 More information
+
+p.
+  This idea was suggested recently (2020) by Vincent Rothuis.
+  It's simple so probably not new, but I never saw it before.
diff --git a/client/src/translations/rules/Capture/es.pug b/client/src/translations/rules/Capture/es.pug
new file mode 100644
index 00000000..4994990e
--- /dev/null
+++ b/client/src/translations/rules/Capture/es.pug
@@ -0,0 +1,23 @@
+p.boxed
+  Las capturas son obligatorias. Gana por jaque mate.
+
+p.
+  Todo va como el ajedrez ortodoxo, pero cuando es posible
+  las capturas son forzadas.
+  El objetivo aún es de matar, y el empate es tablas.
+
+p.
+  Se pueden mencionar algunas trampas de apertura,
+  como en el siguiente diagrama: Qxd7 será forzado, perdiendo a la dama.
+
+figure.diagram-container
+  .diagrama
+    | fen:rnbqkbnr/pppp1pp1/7p/4P3/8/8/PPP1PPPP/RNBQKBNR:
+  figcaption Después de 1.d4?? e5 2.dxe5 h6.
+
+h3 Más información
+
+p.
+  Esta idea fue sugerida recientemente (2020) por Vincent Rothuis.
+  Es simple, así que probablemente no sea nuevo, pero nunca
+  previamente encontrado.
diff --git a/client/src/translations/rules/Capture/fr.pug b/client/src/translations/rules/Capture/fr.pug
new file mode 100644
index 00000000..21a03538
--- /dev/null
+++ b/client/src/translations/rules/Capture/fr.pug
@@ -0,0 +1,23 @@
+p.boxed
+  | Les captures sont obligatoires. Gagnez par échec et mat.
+
+p.
+  Tout se déroule comme aux échecs orthodoxes, mais quand elles sont possibles
+  les captures sont forcées.
+  L'objectif est toujours de mater, et le pat fait nulle.
+
+p.
+  Quelques pièges d'ouvertures peuvent être mentionnés,
+  comme sur le diagramme suivant : Qxd7 sera forcé, perdant la dame.
+
+figure.diagram-container
+  .diagram
+    | fen:rnbqkbnr/pppp1pp1/7p/4P3/8/8/PPP1PPPP/RNBQKBNR:
+  figcaption Après 1.d4?? e5 2.dxe5 h6.
+
+h3 Plus d'information
+
+p.
+  Cette idée a été suggérée récemment (2020) par Vincent Rothuis.
+  Elle est simple donc probablement pas nouvelle, mais je ne l'ai jamais
+  rencontrée auparavant.
diff --git a/client/src/translations/rules/Losers/en.pug b/client/src/translations/rules/Losers/en.pug
index ff2b55d3..e258d9e0 100644
--- a/client/src/translations/rules/Losers/en.pug
+++ b/client/src/translations/rules/Losers/en.pug
@@ -1,28 +1,21 @@
 p.boxed
-  | Win by losing all your pieces. Capture is mandatory.
+  | Win by losing all your pieces except the king. Capture is mandatory.
 
 p.
-  The goal is to lose all pieces, or get stalemated like on the following diagram.
-  The king has no royal status: it can be taken as any other piece.
-  Thus, there is no castle rule, no checks.
-
-p Captures are mandatory, but when several capturing moves are possible you can choose.
+  The goal is to lose all pieces except the king, or get stalemated
+  or checkmated like on the following diagram.
+  All usual chess rules apply, but captures are mandatory.
+  When several captures are possible you can choose: from the
+  diagram position 1.Nf3?? and 1.g4?! allow respectively 1...Qxf3 and 1...Nxg4.
 
 figure.diagram-container
   .diagram
-    | fen:6nB/6P1/8/4p3/2p1P3/2P5/8/8:
-  figcaption White cannot move: 1-0.
-
-h3 Special moves
-
-p.
-  Castling is not possible, but en-passant captures are allowed.
-  Pawns may promote into king (so you can potentially have several kings on the board).
+    | fen:r1b1kb1r/p2ppp1p/2q2np1/8/7P/7R/PP1PPPP1/RNB1KBN1:
+  figcaption 1.g3 forces 1...Qxc1# checkmate
 
 h3 More information
 
 p
-  | This is a popular variant, played in many places on the web.
-  | A starting point can be the 
-  a(href="https://en.wikipedia.org/wiki/Losing_Chess") Wikipedia page
-  | .
+  | This variant can be played 
+  a(href="https://www.freechess.org/Help/HelpFiles/losers.html") on FICS
+  | . We follow their naming choice.
diff --git a/client/src/translations/rules/Losers/es.pug b/client/src/translations/rules/Losers/es.pug
index ef0f3399..f4e95220 100644
--- a/client/src/translations/rules/Losers/es.pug
+++ b/client/src/translations/rules/Losers/es.pug
@@ -1,30 +1,21 @@
 p.boxed
-  | Gana perdiendo todas tus piezas. Capturas obligatorias.
+  | Gana perdiendo todas tus piezas excepto el rey. Capturas obligatorias.
 
 p.
-  El objetivo es perder todas sus piezas (peones incluidos), o ser empate
-  como en el siguiente diagrama.
-  El rey no tiene un estado especial: puede ser capturado.
-  No hay noción de jaque, ni de enroque.
-
-p La captura es obligatoria, pero si es posible, puede elegir.
+  El objetivo es perder todas sus piezas excepto el rey, o ser empate
+  o jaque mate como en el siguiente diagrama.
+  Se aplican todas las reglas habituales, pero las capturas son obligatorias.
+  Cuando son posibles varias capturas, puede elegir: desde
+  posición del diagrama 1.Nf3?? y 1.g4?! permiten 1...Qxf3 y 1...Nxg4 respectivamente.
 
 figure.diagram-container
-  .diagram
-    | fen:6nB/6P1/8/4p3/2p1P3/2P5/8/8:
-  figcaption Las blancas no puede moverse: 1-0.
-
-h3 Movimientos especiales
-
-p.
-  El enroque no está permitido, pero las capturas al pasar son posibles.
-  Un peón puede ser promovido a rey (por lo que potencialmente puede haber
-  varios reyes en el tablero).
+  .diagrama
+    | fen:r1b1kb1r/p2ppp1p/2q2np1/8/7P/7R/PP1PPPP1/RNB1KBN1:
+  figcaption 1.g3 fuerza 1...Qxc1# jaque mate
 
 h3 Más información
 
 p
-  | Esta variante es muy popular y se juega en varios lugares en Internet.
-  | la 
-  a(href="https://en.wikipedia.org/wiki/Losing_Chess") página Wikipedia
-  | &nbsp;contiene varias referencias.
+  | Podemos jugar esta variante 
+  a(href="https://www.freechess.org/Help/HelpFiles/losers.html") en FICS
+  | . Seguimos su elección de nombre.
diff --git a/client/src/translations/rules/Losers/fr.pug b/client/src/translations/rules/Losers/fr.pug
index d509f938..507ce030 100644
--- a/client/src/translations/rules/Losers/fr.pug
+++ b/client/src/translations/rules/Losers/fr.pug
@@ -1,30 +1,21 @@
 p.boxed
-  | Gagnez en perdant toutes vos pièces. Captures obligatoires.
+  | Gagnez en perdant toutes vos pièces sauf le roi. Captures obligatoires.
 
 p.
-  L'objectif est de perdre toutes ses pièces (pions inclus), ou d'être pat
-  comme sur le diagramme suivant.
-  Le roi n'a pas de statut particulier : il peut être capturé.
-  Il n'y a pas de notion d'échec, et pas de roque.
-
-p Les captures sont obligatoires, mais si plusieurs sont possibles vous pouvez choisir.
+  L'objectif est de perdre toutes ses pièces sauf le roi, ou d'être pat
+  ou mat comme sur le diagramme suivant.
+  Toutes les règles habituelles s'appliquent, mais les capturees sont obligatoires.
+  Quand plusieurs captures sont possibles vous pouvez choisir : depuis la
+  position du diagramme 1.Nf3?? et 1.g4?! permettent respectivement 1...Qxf3 et 1...Nxg4.
 
 figure.diagram-container
   .diagram
-    | fen:6nB/6P1/8/4p3/2p1P3/2P5/8/8:
-  figcaption Les blancs ne peuvent pas bouger : 1-0.
-
-h3 Coups spéciaux
-
-p.
-  Le roque n'est pas permis, mais les prises en passant sont possibles.
-  Un pion peut se promouvoir en roi (donc il peut potentiellement y avoir
-  plusieurs rois sur l'échiquier).
+    | fen:r1b1kb1r/p2ppp1p/2q2np1/8/7P/7R/PP1PPPP1/RNB1KBN1:
+  figcaption 1.g3 force 1...Qxc1# échec et mat
 
 h3 Plus d'information
 
 p
-  | Cette variante est très populaire, et est jouée en divers endroits sur internet.
-  | La 
-  a(href="https://en.wikipedia.org/wiki/Losing_Chess") page Wikipedia
-  | &nbsp;est un point de départ possible.
+  | On peut jouer à cette variante 
+  a(href="https://www.freechess.org/Help/HelpFiles/losers.html") sur FICS
+  | . Nous suivons leur choix de nom.
diff --git a/client/src/translations/rules/Racingkings/en.pug b/client/src/translations/rules/Racingkings/en.pug
new file mode 100644
index 00000000..1eb092e1
--- /dev/null
+++ b/client/src/translations/rules/Racingkings/en.pug
@@ -0,0 +1,30 @@
+p.boxed
+  | Bring your king to the other side of the board.
+  | Giving check is not allowed.
+
+p.
+  To win your king must arrive on the 8th rank.
+  He can never be in check (thus there is no checkmate).
+  Stalemate would be a draw, but it seldom occur in this variant.
+
+p.
+  The basic strategy is to erect barriers on the way of the opponent king,
+  with rooks and queen for example, while your king advance next to it.
+
+figure.diagram-container
+  .diagram
+    | fen:8/8/8/8/8/8/krbnNBRK/qrbnNBRQ:
+  figcaption Initial position.
+
+p.
+  Note: the initial position is always the same.
+  See the "Royalrace" variant for a randomized version.
+
+h3 More information
+
+p
+  a(href="https://www.chessvariants.com/diffobjective.dir/racing.html")
+    | Racing Kings variant
+  | &nbsp;on chessvariants.com.
+
+p Inventor: Vernon R. Parton (1961)
diff --git a/client/src/translations/rules/Racingkings/es.pug b/client/src/translations/rules/Racingkings/es.pug
new file mode 100644
index 00000000..00e18c1f
--- /dev/null
+++ b/client/src/translations/rules/Racingkings/es.pug
@@ -0,0 +1,31 @@
+p.boxed
+  | Lleva a tu rey al otro lado del tablero.
+  | Las jaques no están permitidas.
+
+p.
+  Para ganar tu rey debes alcanzar en la 8ma fila.
+  Él nunca puede estar en jaque (por lo que no hay jaque mate).
+  El empate significaría tablas, pero rara vez ocurre en esta variante.
+
+p.
+  La estrategia básica es erigir barreras en el camino del rey contrario,
+  con torres y la dama, por ejemplo, mientras tu rey avanza al lado.
+
+figure.diagram-container
+  .diagram
+    | fen:8/8/8/8/8/8/krbnNBRK/qrbnNBRQ:
+  figcaption Position initiale.
+
+p.
+  Nota: la posición inicial es siempre la misma.
+  Para una versión aleatoria, vea la variante "Royalrace".
+
+h3 Más información
+
+p
+  | La 
+  a(href="https://www.chessvariants.com/diffobjective.dir/racing.html")
+    | variante Racing Kings
+  | &nbsp;en chessvariants.com.
+
+p Inventor: Vernon R. Parton (1961)
diff --git a/client/src/translations/rules/Racingkings/fr.pug b/client/src/translations/rules/Racingkings/fr.pug
new file mode 100644
index 00000000..41d0091f
--- /dev/null
+++ b/client/src/translations/rules/Racingkings/fr.pug
@@ -0,0 +1,31 @@
+p.boxed
+  | Amenez votre roi de l'autre côté de l'échiquier.
+  | Les échecs ne sont pas autorisés.
+
+p.
+  Pour gagner votre roi doit parvenir sur la 8eme rangée.
+  Il ne peut jamais être en échec (il n'y a donc pas de mat).
+  Le pat signifierait match nul, mais il arrive très rarement dans cette variante.
+
+p.
+  La stratégie de base consiste à ériger des barrières sur le chemin du roi adverse,
+  avec des tours et la dame par exemple, tandis que votre roi avance à côté.
+
+figure.diagram-container
+  .diagram
+    | fen:8/8/8/8/8/8/krbnNBRK/qrbnNBRQ:
+  figcaption Position initiale.
+
+p.
+  Note : la position de départ est toujours la même.
+  Pour une version aléatoire, voir la variante "Royalrace".
+
+h3 Plus d'information
+
+p
+  | La 
+  a(href="https://www.chessvariants.com/diffobjective.dir/racing.html")
+    | variante Racing Kings
+  | &nbsp;sur chessvariants.com.
+
+p Inventeur : Vernon R. Parton (1961)
diff --git a/client/src/translations/rules/Royalrace/en.pug b/client/src/translations/rules/Royalrace/en.pug
index 25c95ea0..8198d101 100644
--- a/client/src/translations/rules/Royalrace/en.pug
+++ b/client/src/translations/rules/Royalrace/en.pug
@@ -32,4 +32,4 @@ p
   | Strongly inspired by the Racing Kings variant invented by Vernon R. Parton (1961),
   | playable for example
   a(href="https://lichess.org/variant/racingKings") on lichess
-  | .
+  | , and also here: see "Racingkings" variant :-)
diff --git a/client/src/translations/rules/Royalrace/es.pug b/client/src/translations/rules/Royalrace/es.pug
index 82b12a81..634f4b7c 100644
--- a/client/src/translations/rules/Royalrace/es.pug
+++ b/client/src/translations/rules/Royalrace/es.pug
@@ -34,4 +34,4 @@ p
   | Fuertemente inspirado por la variante Racing Kings inventado por Vernon
   | R. Parton (1961), jugable entre otros
   a(href="https://lichess.org/variant/racingKings") en lichess
-  | .
+  | , y también aquí: ver la variante "Racingkings" :-)
diff --git a/client/src/translations/rules/Royalrace/fr.pug b/client/src/translations/rules/Royalrace/fr.pug
index 921c030d..02f42f69 100644
--- a/client/src/translations/rules/Royalrace/fr.pug
+++ b/client/src/translations/rules/Royalrace/fr.pug
@@ -34,4 +34,4 @@ p
   | Fortement inspiré par la variante Racing Kings inventée par Vernon R. Parton (1961),
   | jouable entre autres
   a(href="https://lichess.org/variant/racingKings") sur lichess
-  | .
+  | , et également ici : voir la variante "Racingkings" :-)
diff --git a/client/src/translations/rules/Suicide/en.pug b/client/src/translations/rules/Suicide/en.pug
new file mode 100644
index 00000000..8ece4861
--- /dev/null
+++ b/client/src/translations/rules/Suicide/en.pug
@@ -0,0 +1,30 @@
+p.boxed
+  | Win by losing all your pieces. Capture is mandatory.
+
+p.
+  The goal is to lose all pieces, or get stalemated like on the following diagram.
+  The king has no royal status: it can be taken as any other piece.
+  Thus, there is no castle rule, no checks.
+
+p Captures are mandatory, but when several capturing moves are possible you can choose.
+
+figure.diagram-container
+  .diagram
+    | fen:6nB/6P1/8/4p3/2p1P3/2P5/8/8:
+  figcaption White cannot move: 1-0.
+
+h3 Special moves
+
+p.
+  Castling is not possible, but en-passant captures are allowed.
+  Pawns may promote into king (so you can potentially have several kings on the board).
+
+h3 More information
+
+p
+  | This is a popular variant, played in many places on the web.
+  | A starting point can be the 
+  a(href="https://en.wikipedia.org/wiki/Losing_Chess") Wikipedia page
+  | . Note: this variant has several names, we choose here the same as 
+  a(href="https://www.freechess.org/Help/HelpFiles/suicide_chess.html") on FICS
+  | .
diff --git a/client/src/translations/rules/Suicide/es.pug b/client/src/translations/rules/Suicide/es.pug
new file mode 100644
index 00000000..4122aaf4
--- /dev/null
+++ b/client/src/translations/rules/Suicide/es.pug
@@ -0,0 +1,33 @@
+p.boxed
+  | Gana perdiendo todas tus piezas. Capturas obligatorias.
+
+p.
+  El objetivo es perder todas sus piezas (peones incluidos), o ser empate
+  como en el siguiente diagrama.
+  El rey no tiene un estado especial: puede ser capturado.
+  No hay noción de jaque, ni de enroque.
+
+p La captura es obligatoria, pero si es posible, puede elegir.
+
+figure.diagram-container
+  .diagram
+    | fen:6nB/6P1/8/4p3/2p1P3/2P5/8/8:
+  figcaption Las blancas no puede moverse: 1-0.
+
+h3 Movimientos especiales
+
+p.
+  El enroque no está permitido, pero las capturas al pasar son posibles.
+  Un peón puede ser promovido a rey (por lo que potencialmente puede haber
+  varios reyes en el tablero).
+
+h3 Más información
+
+p
+  | Esta variante es muy popular y se juega en varios lugares en Internet.
+  | la 
+  a(href="https://en.wikipedia.org/wiki/Losing_Chess") página Wikipedia
+  | &nbsp;contiene varias referencias.
+  | Nota: esta variante tiene varios nombres, elegimos aquí lo mismo que 
+  a(href="https://www.freechess.org/Help/HelpFiles/suicide_chess.html") en FICS
+  | .
diff --git a/client/src/translations/rules/Suicide/fr.pug b/client/src/translations/rules/Suicide/fr.pug
new file mode 100644
index 00000000..5a5f735b
--- /dev/null
+++ b/client/src/translations/rules/Suicide/fr.pug
@@ -0,0 +1,33 @@
+p.boxed
+  | Gagnez en perdant toutes vos pièces. Captures obligatoires.
+
+p.
+  L'objectif est de perdre toutes ses pièces (pions inclus), ou d'être pat
+  comme sur le diagramme suivant.
+  Le roi n'a pas de statut particulier : il peut être capturé.
+  Il n'y a pas de notion d'échec, et pas de roque.
+
+p Les captures sont obligatoires, mais si plusieurs sont possibles vous pouvez choisir.
+
+figure.diagram-container
+  .diagram
+    | fen:6nB/6P1/8/4p3/2p1P3/2P5/8/8:
+  figcaption Les blancs ne peuvent pas bouger : 1-0.
+
+h3 Coups spéciaux
+
+p.
+  Le roque n'est pas permis, mais les prises en passant sont possibles.
+  Un pion peut se promouvoir en roi (donc il peut potentiellement y avoir
+  plusieurs rois sur l'échiquier).
+
+h3 Plus d'information
+
+p
+  | Cette variante est très populaire, et est jouée en divers endroits sur internet.
+  | La 
+  a(href="https://en.wikipedia.org/wiki/Losing_Chess") page Wikipedia
+  | &nbsp;est un point de départ possible.
+  | Note : cette variante a plusieurs noms, nous choisisson ici le même que 
+  a(href="https://www.freechess.org/Help/HelpFiles/suicide_chess.html") sur FICS
+  | .
diff --git a/client/src/utils/gameStorage.js b/client/src/utils/gameStorage.js
index 59efb43a..ba189491 100644
--- a/client/src/utils/gameStorage.js
+++ b/client/src/utils/gameStorage.js
@@ -83,8 +83,7 @@ export const GameStorage = {
   },
 
   // Retrieve all local games (running, completed, imported...)
-  // light: do not retrieve moves or clocks (TODO: this is the only usage)
-  getAll: function(light, callback) {
+  getAll: function(callback) {
     dbOperation((err,db) => {
       let objectStore = db.transaction("games").objectStore("games");
       let games = [];
@@ -93,12 +92,11 @@ export const GameStorage = {
         // if there is still another cursor to go, keep running this code
         if (cursor) {
           let g = cursor.value;
-          if (light) {
-            g.movesCount = g.moves.length;
-            delete g.moves;
-            delete g.clocks;
-            delete g.initime;
-          }
+          // Do not retrieve moves or clocks (unused in list mode)
+          g.movesCount = g.moves.length;
+          delete g.moves;
+          delete g.clocks;
+          delete g.initime;
           games.push(g);
           cursor.continue();
         } else callback(games);
diff --git a/client/src/variants/Alice.js b/client/src/variants/Alice.js
index d787c42e..4d6b3c37 100644
--- a/client/src/variants/Alice.js
+++ b/client/src/variants/Alice.js
@@ -107,8 +107,7 @@ export const VariantRules = class AliceRules extends ChessRules {
     // Finally filter impossible moves
     const res = moves.filter(m => {
       if (m.appear.length == 2) {
-        //castle
-        // appear[i] must be an empty square on the other board
+        // Castle: appear[i] must be an empty square on the other board
         for (let psq of m.appear) {
           if (this.getSquareOccupation(psq.x, psq.y, 3 - mirrorSide) != V.EMPTY)
             return false;
diff --git a/client/src/variants/Capture.js b/client/src/variants/Capture.js
new file mode 100644
index 00000000..a43f1671
--- /dev/null
+++ b/client/src/variants/Capture.js
@@ -0,0 +1,48 @@
+import { ChessRules } from "@/base_rules";
+import { ArrayFun } from "@/utils/array";
+import { randInt } from "@/utils/alea";
+
+export const VariantRules = class LosersRules extends ChessRules {
+  // Trim all non-capturing moves
+  static KeepCaptures(moves) {
+    return moves.filter(m => m.vanish.length == 2);
+  }
+
+	// Stop at the first capture found (if any)
+  atLeastOneCapture() {
+    const color = this.turn;
+    const oppCol = V.GetOppCol(color);
+    for (let i = 0; i < V.size.x; i++) {
+      for (let j = 0; j < V.size.y; j++) {
+        if (
+          this.board[i][j] != V.EMPTY &&
+          this.getColor(i, j) != oppCol &&
+          this.getPotentialMovesFrom([i, j]).some(m =>
+            // Warning: duscard castle moves
+            m.vanish.length == 2 && m.appear.length == 1)
+        ) {
+          return true;
+        }
+      }
+    }
+    return false;
+  }
+
+  getPossibleMovesFrom(sq) {
+    let moves = this.filterValid(this.getPotentialMovesFrom(sq));
+    const captureMoves = V.KeepCaptures(moves);
+    if (captureMoves.length > 0) return captureMoves;
+    if (this.atLeastOneCapture()) return [];
+    return moves;
+  }
+
+  getAllValidMoves() {
+    const moves = super.getAllValidMoves();
+    if (moves.some(m => m.vanish.length == 2)) return V.KeepCaptures(moves);
+    return moves;
+  }
+
+  static get SEARCH_DEPTH() {
+    return 4;
+  }
+};
diff --git a/client/src/variants/Eightpieces.js b/client/src/variants/Eightpieces.js
index 8240dd2a..dfab43d7 100644
--- a/client/src/variants/Eightpieces.js
+++ b/client/src/variants/Eightpieces.js
@@ -46,23 +46,23 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
   static ParseFen(fen) {
     const fenParts = fen.split(" ");
     return Object.assign(ChessRules.ParseFen(fen), {
-      sentrypath: fenParts[5]
+      sentrypush: fenParts[5]
     });
   }
 
   getFen() {
-    return super.getFen() + " " + this.getSentrypathFen();
+    return super.getFen() + " " + this.getSentrypushFen();
   }
 
   getFenForRepeat() {
-    return super.getFenForRepeat() + "_" + this.getSentrypathFen();
+    return super.getFenForRepeat() + "_" + this.getSentrypushFen();
   }
 
-  getSentrypathFen() {
-    const L = this.sentryPath.length;
-    if (!this.sentryPath[L-1]) return "-";
+  getSentrypushFen() {
+    const L = this.sentryPush.length;
+    if (!this.sentryPush[L-1]) return "-";
     let res = "";
-    this.sentryPath[L-1].forEach(coords =>
+    this.sentryPush[L-1].forEach(coords =>
       res += V.CoordsToSquare(coords) + ",");
     return res.slice(0, -1);
   }
@@ -73,10 +73,10 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
     this.subTurn = 1;
     // Stack pieces' forbidden squares after a sentry move at each turn
     const parsedFen = V.ParseFen(fen);
-    if (parsedFen.sentrypath == "-") this.sentryPath = [null];
+    if (parsedFen.sentrypush == "-") this.sentryPush = [null];
     else {
-      this.sentryPath = [
-        parsedFen.sentrypath.split(",").map(sq => {
+      this.sentryPush = [
+        parsedFen.sentrypush.split(",").map(sq => {
           return V.SquareToCoords(sq);
         })
       ];
@@ -91,7 +91,7 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
   }
 
   static GenRandInitFen(randomness) {
-    // TODO: special conditions
+    // TODO: special conditions for 960
     return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 1111 - -";
   }
 
@@ -141,18 +141,107 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
     }
   }
 
+  // Is piece on square (x,y) immobilized?
+  isImmobilized([x, y]) {
+    const color = this.getColor(x, y);
+    const oppCol = V.GetOppCol(color);
+    for (let step of V.steps[V.ROOK]) {
+      const [i, j] = [x + step[0], y + step[1]];
+      if (
+        V.OnBoard(i, j) &&
+        this.board[i][j] != V.EMPTY &&
+        this.getColor(i, j) == oppCol
+      ) {
+        const oppPiece = this.getPiece(i, j);
+        if (oppPiece == V.JAILER) return [i, j];
+      }
+    }
+    return null;
+  }
+
+  getPotentialMovesFrom_aux([x, y]) {
+    switch (this.getPiece(x, y)) {
+      case V.JAILER:
+        return this.getPotentialJailerMoves([x, y]);
+      case V.SENTRY:
+        return this.getPotentialSentryMoves([x, y]);
+      case V.LANCER
+        return this.getPotentialLancerMoves([x, y]);
+      default:
+        return super.getPotentialMovesFrom([x, y]);
+    }
+  }
+
   getPotentialMovesFrom([x,y]) {
-    // if subturn == 1, normal situation, allow moves except walking back on sentryPath,
-    //   if last element isn't null in sentryPath array
-    // if subTurn == 2, allow only the end of the path (occupied by a piece) to move
-    //
-    // TODO: special pass move: take jailer with king, only if king immobilized
-    // Move(appear:[], vanish:[], start == king and end = jailer (for animation))
-    //
-    // TODO: post-processing if sentryPath forbid some moves.
-    // + add all lancer possible orientations
-    // (except if just after a push: allow all movements from init square then)
-    // Test if last sentryPath ends at our position: if yes, OK
+    if (this.subTurn == 1) {
+      if (!!this.isImmobilized([x, y])) return [];
+      return this.getPotentialMovesFrom_aux([x, y]);
+    }
+    // subTurn == 2: only the piece pushed by the sentry is allowed to move,
+    // as if the sentry didn't exist
+    if (x != this.sentryPos.x && y != this.sentryPos.y) return [];
+    return this.getPotentialMovesFrom_aux([x,y]);
+  }
+
+  getAllValidMoves() {
+    let moves = super.getAllValidMoves().filter(m =>
+      // Remove jailer captures
+      m.vanish[0].p != V.JAILER || m.vanish.length == 1;
+    );
+    const L = this.sentryPush.length;
+    if (!!this.sentryPush[L-1] && this.subTurn == 1) {
+      // Delete moves walking back on sentry push path
+      moves = moves.filter(m => {
+        if (
+          m.vanish[0].p != V.PAWN &&
+          this.sentryPush[L-1].some(sq => sq.x == m.end.x && sq.y == m.end.y)
+        ) {
+          return false;
+        }
+        return true;
+      });
+    }
+    return moves;
+  }
+
+  filterValid(moves) {
+    // Disable check tests when subTurn == 2, because the move isn't finished
+    if (this.subTurn == 2) return moves;
+    return super.filterValid(moves);
+  }
+
+  getPotentialLancerMoves([x, y]) {
+    // TODO: add all lancer possible orientations same as pawn promotions,
+    // except if just after a push: allow all movements from init square then
+    return [];
+  }
+
+  getPotentialSentryMoves([x, y]) {
+    // The sentry moves a priori like a bishop:
+    let moves = super.getPotentialBishopMoves([x, y]);
+    // ...but captures are replaced by special move
+    // "appear = [], vanish = init square" to let the pushed piece move then.
+    // TODO
+  }
+
+  getPotentialJailerMoves([x, y]) {
+    // Captures are removed afterward:
+    return super.getPotentialRookMoves([x, y]);
+  }
+
+  getPotentialKingMoves([x, y]) {
+    let moves = super.getPotentialKingMoves([x, y]);
+    // Augment with pass move is the king is immobilized:
+    const jsq = this.isImmobilized([x, y]);
+    if (!!jsq) {
+      moves.push(new Move({
+        appear: [],
+        vanish: [],
+        start: { x: x, y: y },
+        end: { x: jsq[0], y: jsq[1] }
+      });
+    }
+    return moves;
   }
 
   // Adapted: castle with jailer possible
@@ -241,10 +330,10 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
       // A piece is pushed:
       // TODO: push array of squares between start and end of move, included
       // (except if it's a pawn)
-      this.sentryPath.push([]); //TODO
+      this.sentryPush.push([]); //TODO
       this.subTurn = 1;
     } else {
-      if (move.appear.length == 0  && move.vanish.length == 0) {
+      if (move.appear.length == 0  && move.vanish.length == 1) {
         // Special sentry move: subTurn <- 2, and then move pushed piece
         this.subTurn = 2;
       }
@@ -280,4 +369,10 @@ export const VariantRules = class EightpiecesRules extends ChessRules {
       ChessRules.VALUES
     );
   }
+
+  getNotation(move) {
+    // Special case "king takes jailer" is a pass move
+    if (move.appear.length == 0 && move.vanish.length == 0) return "pass";
+    return super.getNotation(move);
+  }
 };
diff --git a/client/src/variants/Extinction.js b/client/src/variants/Extinction.js
index 8896292a..45ace336 100644
--- a/client/src/variants/Extinction.js
+++ b/client/src/variants/Extinction.js
@@ -85,8 +85,8 @@ export const VariantRules = class ExtinctionRules extends ChessRules {
     return true; //always at least one possible move
   }
 
-  underCheck() {
-    return false; //there is no check
+  filterValid(moves) {
+    return moves; //there is no check
   }
 
   getCheckSquares() {
@@ -117,7 +117,7 @@ export const VariantRules = class ExtinctionRules extends ChessRules {
 
   getCurrentScore() {
     if (this.atLeastOneMove()) {
-      // game not over?
+      // Game not over?
       const color = this.turn;
       if (
         Object.keys(this.material[color]).some(p => {
diff --git a/client/src/variants/Losers.js b/client/src/variants/Losers.js
index caebd297..d752f984 100644
--- a/client/src/variants/Losers.js
+++ b/client/src/variants/Losers.js
@@ -3,207 +3,73 @@ import { ArrayFun } from "@/utils/array";
 import { randInt } from "@/utils/alea";
 
 export const VariantRules = class LosersRules extends ChessRules {
-  static get HasFlags() {
-    return false;
-  }
-
-  getPotentialPawnMoves([x, y]) {
-    let moves = super.getPotentialPawnMoves([x, y]);
-
-    // Complete with promotion(s) into king, if possible
-    const color = this.turn;
-    const shift = color == "w" ? -1 : 1;
-    const lastRank = color == "w" ? 0 : V.size.x - 1;
-    if (x + shift == lastRank) {
-      // Normal move
-      if (this.board[x + shift][y] == V.EMPTY)
-        moves.push(
-          this.getBasicMove([x, y], [x + shift, y], { c: color, p: V.KING })
-        );
-      // Captures
-      if (
-        y > 0 &&
-        this.canTake([x, y], [x + shift, y - 1]) &&
-        this.board[x + shift][y - 1] != V.EMPTY
-      ) {
-        moves.push(
-          this.getBasicMove([x, y], [x + shift, y - 1], { c: color, p: V.KING })
-        );
-      }
-      if (
-        y < V.size.y - 1 &&
-        this.canTake([x, y], [x + shift, y + 1]) &&
-        this.board[x + shift][y + 1] != V.EMPTY
-      ) {
-        moves.push(
-          this.getBasicMove([x, y], [x + shift, y + 1], { c: color, p: V.KING })
-        );
-      }
-    }
-
-    return moves;
-  }
-
-  getPotentialKingMoves(sq) {
-    // No castle:
-    return this.getSlideNJumpMoves(
-      sq,
-      V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
-      "oneStep"
-    );
+  // Trim all non-capturing moves
+  static KeepCaptures(moves) {
+    return moves.filter(m => m.vanish.length == 2);
   }
 
-  // Stop at the first capture found (if any)
+	// Stop at the first capture found (if any)
   atLeastOneCapture() {
     const color = this.turn;
     const oppCol = V.GetOppCol(color);
     for (let i = 0; i < V.size.x; i++) {
       for (let j = 0; j < V.size.y; j++) {
-        if (this.board[i][j] != V.EMPTY && this.getColor(i, j) != oppCol) {
-          const moves = this.getPotentialMovesFrom([i, j]);
-          if (moves.length > 0) {
-            for (let k = 0; k < moves.length; k++) {
-              if (
-                moves[k].vanish.length == 2 &&
-                this.filterValid([moves[k]]).length > 0
-              )
-                return true;
-            }
-          }
+        if (
+          this.board[i][j] != V.EMPTY &&
+          this.getColor(i, j) != oppCol &&
+          this.getPotentialMovesFrom([i, j]).some(m =>
+            // Warning: duscard castle moves
+            m.vanish.length == 2 && m.appear.length == 1)
+        ) {
+          return true;
         }
       }
     }
     return false;
   }
 
-  // Trim all non-capturing moves
-  static KeepCaptures(moves) {
-    return moves.filter(m => {
-      return m.vanish.length == 2;
-    });
-  }
-
   getPossibleMovesFrom(sq) {
     let moves = this.filterValid(this.getPotentialMovesFrom(sq));
-    // This is called from interface: we need to know if a capture is possible
-    if (this.atLeastOneCapture()) moves = V.KeepCaptures(moves);
+    const captureMoves = V.KeepCaptures(moves);
+    if (captureMoves.length > 0) return captureMoves;
+    if (this.atLeastOneCapture()) return [];
     return moves;
   }
 
   getAllValidMoves() {
-    let moves = super.getAllValidMoves();
-    if (
-      moves.some(m => {
-        return m.vanish.length == 2;
-      })
-    )
-      moves = V.KeepCaptures(moves);
+    const moves = super.getAllValidMoves();
+    if (moves.some(m => m.vanish.length == 2)) return V.KeepCaptures(moves);
     return moves;
   }
 
-  underCheck() {
-    return false; //No notion of check
-  }
-
-  getCheckSquares() {
-    return [];
-  }
-
-  // No variables update because no royal king + no castling
-  updateVariables() {}
-  unupdateVariables() {}
-
   getCurrentScore() {
-    if (this.atLeastOneMove())
-      // game not over
-      return "*";
-
-    // No valid move: the side who cannot move wins
+    // If only my king remains, I win
+    const color = this.turn;
+    let onlyKing = true;
+    outerLoop: for (let i=0; i<V.size.x; i++) {
+      for (let j=0; j<V.size.y; j++) {
+        if (
+          this.board[i][j] != V.EMPTY &&
+          this.getColor(i,j) == color &&
+          this.getPiece(i,j) != V.KING
+        ) {
+          onlyKing = false;
+          break outerLoop;
+        }
+      }
+    }
+    if (onlyKing) return color == "w" ? "1-0" : "0-1";
+    if (this.atLeastOneMove()) return "*";
+    // No valid move: the side who cannot move (or is checkmated) wins
     return this.turn == "w" ? "1-0" : "0-1";
   }
 
-  static get VALUES() {
-    // Experimental...
-    return {
-      p: 1,
-      r: 7,
-      n: 3,
-      b: 3,
-      q: 5,
-      k: 5
-    };
-  }
-
   static get SEARCH_DEPTH() {
     return 4;
   }
 
   evalPosition() {
-    return -super.evalPosition(); //better with less material
-  }
-
-  static GenRandInitFen(randomness) {
-    if (randomness == 0)
-      return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 -";
-
-    let pieces = { w: new Array(8), b: new Array(8) };
-    // Shuffle pieces on first and last rank
-    for (let c of ["w", "b"]) {
-      if (c == 'b' && randomness == 1) {
-        pieces['b'] = pieces['w'];
-        break;
-      }
-
-      let positions = ArrayFun.range(8);
-
-      // Get random squares for bishops
-      let randIndex = 2 * randInt(4);
-      let bishop1Pos = positions[randIndex];
-      // The second bishop must be on a square of different color
-      let randIndex_tmp = 2 * randInt(4) + 1;
-      let bishop2Pos = positions[randIndex_tmp];
-      // Remove chosen squares
-      positions.splice(Math.max(randIndex, randIndex_tmp), 1);
-      positions.splice(Math.min(randIndex, randIndex_tmp), 1);
-
-      // Get random squares for knights
-      randIndex = randInt(6);
-      let knight1Pos = positions[randIndex];
-      positions.splice(randIndex, 1);
-      randIndex = randInt(5);
-      let knight2Pos = positions[randIndex];
-      positions.splice(randIndex, 1);
-
-      // Get random square for queen
-      randIndex = randInt(4);
-      let queenPos = positions[randIndex];
-      positions.splice(randIndex, 1);
-
-      // Random square for king (no castle)
-      randIndex = randInt(3);
-      let kingPos = positions[randIndex];
-      positions.splice(randIndex, 1);
-
-      // Rooks positions are now fixed
-      let rook1Pos = positions[0];
-      let rook2Pos = positions[1];
-
-      // Finally put the shuffled pieces in the board array
-      pieces[c][rook1Pos] = "r";
-      pieces[c][knight1Pos] = "n";
-      pieces[c][bishop1Pos] = "b";
-      pieces[c][queenPos] = "q";
-      pieces[c][kingPos] = "k";
-      pieces[c][bishop2Pos] = "b";
-      pieces[c][knight2Pos] = "n";
-      pieces[c][rook2Pos] = "r";
-    }
-    return (
-      pieces["b"].join("") +
-      "/pppppppp/8/8/8/8/PPPPPPPP/" +
-      pieces["w"].join("").toUpperCase() +
-      // En-passant allowed, but no flags
-      " w 0 -"
-    );
+    // Less material is better (more subtle in fact but...)
+    return -super.evalPosition();
   }
 };
diff --git a/client/src/variants/Racingkings.js b/client/src/variants/Racingkings.js
new file mode 100644
index 00000000..21d5c85d
--- /dev/null
+++ b/client/src/variants/Racingkings.js
@@ -0,0 +1,63 @@
+import { ChessRules } from "@/base_rules";
+
+export const VariantRules = class RacingkingsRules extends ChessRules {
+  static get HasFlags() {
+    return false;
+  }
+
+  static get HasEnpassant() {
+    return false;
+  }
+
+  static get CanFlip() {
+    return false;
+  }
+
+  static GenRandInitFen() {
+    return "8/8/8/8/8/8/krbnNBRK/qrbnNBRQ w 0";
+  }
+
+  filterValid(moves) {
+    if (moves.length == 0) return [];
+    const color = this.turn;
+    const oppCol = V.GetOppCol(color);
+    return moves.filter(m => {
+      this.play(m);
+      // Giving check is forbidden as well:
+      const res = !this.underCheck(color) && !this.underCheck(oppCol);
+      this.undo(m);
+      return res;
+    });
+  }
+
+  getCurrentScore() {
+    // If both kings arrived on the last rank, it's a draw
+    if (this.kingPos['w'][0] == 0 && this.kingPos['b'][0] == 0) return "1/2";
+    // If after my move the opponent king is on last rank, I lose.
+    // This is only possible with black.
+    if (this.turn == 'w' && this.kingPos['w'][0] == 0) return "1-0";
+    // Turn has changed:
+    const color = V.GetOppCol(this.turn);
+    if (this.kingPos[color][0] == 0) {
+      // The opposing edge is reached!
+      // If color is white and the black king can arrive on 8th rank
+      // at next move, then it should be a draw:
+      if (color == "w" && this.kingPos['b'][0] == 1) {
+        // Search for a move
+        const oppKingMoves = this.getPotentialKingMoves(this.kingPos['b']);
+        if (oppKingMoves.some(m => m.end.x == 0)) return "*";
+      }
+      return color == "w" ? "1-0" : "0-1";
+    }
+    if (this.atLeastOneMove()) return "*";
+    // Stalemate (will probably never happen)
+    return "1/2";
+  }
+
+  evalPosition() {
+    // Count material:
+    let evaluation = super.evalPosition();
+    // Ponder with king position:
+    return evaluation/5 + this.kingPos["b"][0] - this.kingPos["w"][0];
+  }
+};
diff --git a/client/src/variants/Royalrace.js b/client/src/variants/Royalrace.js
index 9318c122..f5c7550a 100644
--- a/client/src/variants/Royalrace.js
+++ b/client/src/variants/Royalrace.js
@@ -21,7 +21,7 @@ export const VariantRules = class RoyalraceRules extends ChessRules {
 
   static GenRandInitFen(randomness) {
     if (randomness == 0)
-      return "11/11/11/11/11/11/11/11/11/QRBNP1pnbrq/KRBNP1pnbrk w 0";
+      return "11/11/11/11/11/11/11/11/11/qrbnp1PNBRQ/krbnp1PNBRK w 0";
 
     let pieces = { w: new Array(10), b: new Array(10) };
     // Shuffle pieces on first and second rank
@@ -93,13 +93,13 @@ export const VariantRules = class RoyalraceRules extends ChessRules {
     const blackFen = pieces["b"].join("");
     return (
       "11/11/11/11/11/11/11/11/11/" +
-      whiteFen.substr(5).split("").reverse().join("") +
+      blackFen.substr(5).split("").reverse().join("") +
       "1" +
-      blackFen.substr(5).split("").join("") +
+      whiteFen.substr(5).split("").join("") +
       "/" +
-      whiteFen.substr(0,5) +
+      blackFen.substr(0,5) +
       "1" +
-      blackFen.substr(0,5).split("").reverse().join("") +
+      whiteFen.substr(0,5).split("").reverse().join("") +
       " w 0"
     );
   }
@@ -189,8 +189,7 @@ export const VariantRules = class RoyalraceRules extends ChessRules {
     if (this.kingPos[color][0] == 0)
       // The opposing edge is reached!
       return color == "w" ? "1-0" : "0-1";
-    if (this.atLeastOneMove())
-      return "*";
+    if (this.atLeastOneMove()) return "*";
     // Stalemate (will probably never happen)
     return "1/2";
   }
diff --git a/client/src/variants/Suicide.js b/client/src/variants/Suicide.js
new file mode 100644
index 00000000..f030b080
--- /dev/null
+++ b/client/src/variants/Suicide.js
@@ -0,0 +1,210 @@
+import { ChessRules } from "@/base_rules";
+import { ArrayFun } from "@/utils/array";
+import { randInt } from "@/utils/alea";
+
+export const VariantRules = class SuicideRules extends ChessRules {
+  static get HasFlags() {
+    return false;
+  }
+
+  getPotentialPawnMoves([x, y]) {
+    let moves = super.getPotentialPawnMoves([x, y]);
+
+    // Complete with promotion(s) into king, if possible
+    const color = this.turn;
+    const shift = color == "w" ? -1 : 1;
+    const lastRank = color == "w" ? 0 : V.size.x - 1;
+    if (x + shift == lastRank) {
+      // Normal move
+      if (this.board[x + shift][y] == V.EMPTY)
+        moves.push(
+          this.getBasicMove([x, y], [x + shift, y], { c: color, p: V.KING })
+        );
+      // Captures
+      if (
+        y > 0 &&
+        this.canTake([x, y], [x + shift, y - 1]) &&
+        this.board[x + shift][y - 1] != V.EMPTY
+      ) {
+        moves.push(
+          this.getBasicMove([x, y], [x + shift, y - 1], { c: color, p: V.KING })
+        );
+      }
+      if (
+        y < V.size.y - 1 &&
+        this.canTake([x, y], [x + shift, y + 1]) &&
+        this.board[x + shift][y + 1] != V.EMPTY
+      ) {
+        moves.push(
+          this.getBasicMove([x, y], [x + shift, y + 1], { c: color, p: V.KING })
+        );
+      }
+    }
+
+    return moves;
+  }
+
+  getPotentialKingMoves(sq) {
+    // No castle:
+    return this.getSlideNJumpMoves(
+      sq,
+      V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
+      "oneStep"
+    );
+  }
+
+  // Trim all non-capturing moves (not the most efficient, but easy)
+  static KeepCaptures(moves) {
+    return moves.filter(m => m.vanish.length == 2);
+  }
+
+  // Stop at the first capture found (if any)
+  atLeastOneCapture() {
+    const color = this.turn;
+    const oppCol = V.GetOppCol(color);
+    for (let i = 0; i < V.size.x; i++) {
+      for (let j = 0; j < V.size.y; j++) {
+        if (
+          this.board[i][j] != V.EMPTY &&
+          this.getColor(i, j) != oppCol &&
+          this.getPotentialMovesFrom([i, j]).some(m => m.vanish.length == 2)
+        ) {
+          return true;
+        }
+      }
+    }
+    return false;
+  }
+
+  getPossibleMovesFrom(sq) {
+    let moves = this.getPotentialMovesFrom(sq);
+    const captureMoves = V.KeepCaptures(moves);
+    if (captureMoves.length > 0) return captureMoves;
+    if (this.atLeastOneCapture()) return [];
+    return moves;
+  }
+
+  filterValid(moves) {
+    return moves;
+  }
+
+  getAllValidMoves() {
+    const moves = super.getAllValidMoves();
+    if (moves.some(m => m.vanish.length == 2)) return V.KeepCaptures(moves);
+    return moves;
+  }
+
+  atLeastOneMove() {
+    const color = this.turn;
+    for (let i = 0; i < V.size.x; i++) {
+      for (let j = 0; j < V.size.y; j++) {
+        if (
+          this.getColor(i, j) == color &&
+          this.getPotentialMovesFrom([i, j]).length > 0
+        ) {
+          return true;
+        }
+      }
+    }
+    return false;
+  }
+
+  getCheckSquares() {
+    return [];
+  }
+
+  // No variables update because no royal king + no castling
+  updateVariables() {}
+  unupdateVariables() {}
+
+  getCurrentScore() {
+    if (this.atLeastOneMove()) return "*";
+    // No valid move: the side who cannot move wins
+    return this.turn == "w" ? "1-0" : "0-1";
+  }
+
+  static get VALUES() {
+    return {
+      p: 1,
+      r: 7,
+      n: 3,
+      b: 3,
+      q: 5,
+      k: 5
+    };
+  }
+
+  static get SEARCH_DEPTH() {
+    return 4;
+  }
+
+  evalPosition() {
+    // Less material is better:
+    return -super.evalPosition();
+  }
+
+  static GenRandInitFen(randomness) {
+    if (randomness == 0)
+      return "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w 0 -";
+
+    let pieces = { w: new Array(8), b: new Array(8) };
+    // Shuffle pieces on first and last rank
+    for (let c of ["w", "b"]) {
+      if (c == 'b' && randomness == 1) {
+        pieces['b'] = pieces['w'];
+        break;
+      }
+
+      let positions = ArrayFun.range(8);
+
+      // Get random squares for bishops
+      let randIndex = 2 * randInt(4);
+      let bishop1Pos = positions[randIndex];
+      // The second bishop must be on a square of different color
+      let randIndex_tmp = 2 * randInt(4) + 1;
+      let bishop2Pos = positions[randIndex_tmp];
+      // Remove chosen squares
+      positions.splice(Math.max(randIndex, randIndex_tmp), 1);
+      positions.splice(Math.min(randIndex, randIndex_tmp), 1);
+
+      // Get random squares for knights
+      randIndex = randInt(6);
+      let knight1Pos = positions[randIndex];
+      positions.splice(randIndex, 1);
+      randIndex = randInt(5);
+      let knight2Pos = positions[randIndex];
+      positions.splice(randIndex, 1);
+
+      // Get random square for queen
+      randIndex = randInt(4);
+      let queenPos = positions[randIndex];
+      positions.splice(randIndex, 1);
+
+      // Random square for king (no castle)
+      randIndex = randInt(3);
+      let kingPos = positions[randIndex];
+      positions.splice(randIndex, 1);
+
+      // Rooks positions are now fixed
+      let rook1Pos = positions[0];
+      let rook2Pos = positions[1];
+
+      // Finally put the shuffled pieces in the board array
+      pieces[c][rook1Pos] = "r";
+      pieces[c][knight1Pos] = "n";
+      pieces[c][bishop1Pos] = "b";
+      pieces[c][queenPos] = "q";
+      pieces[c][kingPos] = "k";
+      pieces[c][bishop2Pos] = "b";
+      pieces[c][knight2Pos] = "n";
+      pieces[c][rook2Pos] = "r";
+    }
+    return (
+      pieces["b"].join("") +
+      "/pppppppp/8/8/8/8/PPPPPPPP/" +
+      pieces["w"].join("").toUpperCase() +
+      // En-passant allowed, but no flags
+      " w 0 -"
+    );
+  }
+};
diff --git a/client/src/variants/Threechecks.js b/client/src/variants/Threechecks.js
index c1d5c5a9..f3b77254 100644
--- a/client/src/variants/Threechecks.js
+++ b/client/src/variants/Threechecks.js
@@ -27,7 +27,7 @@ export const VariantRules = class ThreechecksRules extends ChessRules {
   getPpath(b) {
     // TODO: !!this.checkFlags condition for printDiagram, but clearly not good.
     // This is just a temporary fix.
-    if (b[1] == 'k' && this.checkFlags && this.checkFlags[b[0]] > 0)
+    if (b[1] == 'k' && !!this.checkFlags && this.checkFlags[b[0]] > 0)
       return "Threechecks/" + b[0] + 'k_' + this.checkFlags[b[0]];
     return b;
   }
diff --git a/client/src/views/Hall.vue b/client/src/views/Hall.vue
index 32d59639..d59946fb 100644
--- a/client/src/views/Hall.vue
+++ b/client/src/views/Hall.vue
@@ -227,7 +227,10 @@ export default {
         vid: parseInt(localStorage.getItem("vid")) || 0,
         to: "", //name of challenged player (if any)
         cadence: localStorage.getItem("cadence") || "",
-        randomness: parseInt(localStorage.getItem("randomness")) || 2,
+        randomness:
+          parseInt(localStorage.getItem("challRandomness")) ||
+          // Default to global randomness if no challenges issued yet:
+          this.st.settings.randomness,
         // VariantRules object, stored to not interfere with
         // diagrams of targetted challenges:
         V: null,
@@ -969,7 +972,7 @@ export default {
         // Remember cadence  + vid for quicker further challenges:
         localStorage.setItem("cadence", chall.cadence);
         localStorage.setItem("vid", chall.vid);
-        localStorage.setItem("randomness", chall.randomness);
+        localStorage.setItem("challRandomness", chall.randomness);
         document.getElementById("modalNewgame").checked = false;
         // Show the challenge if not on current display
         if (
diff --git a/client/src/views/MyGames.vue b/client/src/views/MyGames.vue
index 5faae8a5..c9c34f34 100644
--- a/client/src/views/MyGames.vue
+++ b/client/src/views/MyGames.vue
@@ -45,7 +45,7 @@ export default {
     };
   },
   created: function() {
-    GameStorage.getAll(true, localGames => {
+    GameStorage.getAll(localGames => {
       localGames.forEach(g => g.type = "live");
       this.decorate(localGames);
       this.liveGames = localGames;
@@ -117,17 +117,16 @@ export default {
     // Called at loading to augment games with myColor + myTurn infos
     decorate: function(games) {
       games.forEach(g => {
-        // If game is over, myColor and myTurn are ignored:
+        g.myColor =
+          (g.type == "corr" && g.players[0].uid == this.st.user.id) ||
+          (g.type == "live" && g.players[0].sid == this.st.user.sid)
+            ? 'w'
+            : 'b';
+        // If game is over, myTurn doesn't exist:
         if (g.score == "*") {
-          g.myColor =
-            (g.type == "corr" && g.players[0].uid == this.st.user.id) ||
-            (g.type == "live" && g.players[0].sid == this.st.user.sid)
-              ? 'w'
-              : 'b';
           const rem = g.movesCount % 2;
-          if ((rem == 0 && g.myColor == 'w') || (rem == 1 && g.myColor == 'b')) {
+          if ((rem == 0 && g.myColor == 'w') || (rem == 1 && g.myColor == 'b'))
             g.myTurn = true;
-          }
         }
       });
     },
diff --git a/client/src/views/Rules.vue b/client/src/views/Rules.vue
index 7830d26a..844457d6 100644
--- a/client/src/views/Rules.vue
+++ b/client/src/views/Rules.vue
@@ -153,7 +153,8 @@ export default {
     },
     gotoAnalyze: function() {
       this.$router.push(
-        "/analyse/" + this.gameInfo.vname + "/?fen=" + V.GenRandInitFen(2)
+        "/analyse/" + this.gameInfo.vname +
+        "/?fen=" + V.GenRandInitFen(this.st.settings.randomness)
       );
     }
   }
diff --git a/server/db/populate.sql b/server/db/populate.sql
index 4060a442..6a233f44 100644
--- a/server/db/populate.sql
+++ b/server/db/populate.sql
@@ -11,6 +11,7 @@ insert or ignore into Variants (name,description) values
   ('Baroque', 'Exotic captures'),
   ('Benedict', 'Change colors'),
   ('Berolina', 'Pawns move diagonally'),
+  ('Capture', 'Mandatory captures'),
   ('Checkered', 'Shared pieces'),
   ('Chess960', 'Standard rules'),
   ('Circular', 'Run forward'),
@@ -26,13 +27,15 @@ insert or ignore into Variants (name,description) values
   ('Hiddenqueen', 'Queen disguised as a pawn'),
   ('Knightmate', 'Mate the knight'),
   ('Knightrelay', 'The knight transfers its powers'),
-  ('Losers', 'Lose all pieces'),
+  ('Losers', 'Get strong at self-mate'),
   ('Magnetic', 'Laws of attraction'),
   ('Marseille', 'Move twice'),
+  ('Racingkings', 'Kings cross the 8x8 board'),
   ('Rifle', 'Shoot pieces'),
-  ('Royalrace', 'Kings cross the board'),
+  ('Royalrace', 'Kings cross the 11x11 board'),
   ('Recycle', 'Reuse pieces'),
   ('Shatranj', 'Ancient rules'),
+  ('Suicide', 'Lose all pieces'),
   ('Suction', 'Attract opposite king'),
   ('Threechecks', 'Give three checks'),
   ('Upsidedown', 'Board upside down'),
-- 
2.44.0