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Cheskers

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Board game

Cheskers is a variant of checkers and chess invented by Solomon Golomb in 1948.

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8b8 black upside-down knightd8 black kingf8 black kingh8 black bishopa7 black pawnc7 black pawne7 black pawng7 black pawnb6 black pawnd6 black pawnf6 black pawnh6 black pawna3 white pawnc3 white pawne3 white pawng3 white pawnb2 white pawnd2 white pawnf2 white pawnh2 white pawna1 white bishopc1 white kinge1 white kingg1 white upside-down knight8
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Start position
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8b8 black bishopa7 black crossc7 black crossg7 black pawnd6 black crossf6 black circleh6 black circlea5 white circlec5 white circlee5 black crossb4 white kingf4 white crossh4 white crossa3 white circlec3 white circleg3 black crossd2 white crossh2 black crossg1 white upside-down knight8
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Moves without the capture. White can move the king to any of the four squares with a white dot, or the camel to any square with a white cross. Black can move the bishop to any of the squares with a black cross (as well as the f4-square), the black pawn can move to either of the squares with a black dot.

Rules

Pieces

  • Pawns move as pieces in checkers: they move, without taking, one square diagonally forward, but take by jumping two squares diagonally forward over an enemy piece to an empty square, thereby removing the enemy piece. Capturing of one or more pieces is mandatory.
  • Kings moves as a promoted checkers piece: this is the same type of move as a pawn in this game, but now the king can move and take also diagonally backwards. Capturing of one or more pieces is mandatory.
  • The bishop moves and takes exactly as in normal chess. Capturing is not mandatory.
  • The camel (Golomb called it the cook) has a kind of extended knight's move: it goes one diagonal and two straight. With this move, it can jump over other pieces (like a knight jumps), but the camel takes by moving to the square on which the enemy piece is located. Capturing is not mandatory.

Promotion

When a pawn reaches the last row of the board its move is ended, and the pawn can promote to king, bishop or camel.

Starting position

  • White: Kings c1, e1; Bishop a1; Camel g1; pawns a3, b2, c3, d2, e3, f2, g3, h2.
  • Black: Kings d8, f8, Bishop h8; Camel b8; pawns a7, b6, c7, d6, e7, f6, g7, h6.

Black moves first.

Victory conditions

The player that captures all opponent's kings wins the game. Also, a player that is stalemated (cannot move) loses the game.

References

  1. Chess Variants.
  2. Pritchard, D.B. (1994). The Encyclopedia of Chess Variants. Surrey, UK: Games and Puzzles Publications. ISBN 0-9524142-0-1.
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