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Chess Variants
Directory
1.Introduction and Downloading of the Game Platform
2.Rules of Movements
3.End of the Game
4.Introduction of Different Kinds of Variants

Introduction and Downloading of the Game Platform
  The AI Platform called Zillions of Games is used for the games on the computer, and it is abbreviated as ZoG. We can customize the rules of the chess variants on the platform if we have some programming knowledge. It supports People VS People, People VS Computer, Computer VS Computer and playing on the Internet.
  We can download the installation package at: cheonhyeong.com/Chess/ZoG_EN.zip
  After extracting, double click the file Zill201p.exe and install the software. Then open the main program, click the "Unlock Full Version" in "Help" on the status bar and you can have access to the complete software. Or you cannot import the rule files (which are the chess variants introduced on the site) into it.
  Please enter "peter" as the Username and "2576486243" as the Serial Number.
  Most of the variants introduced on the site have the corresponded ZoG rule files (*.zrf). We can download the collection by clicking here.

Rules of Movements
(Sorted by the names of the pieces in alphabetical order)
"Straightly" means "vertically or horizontally" in this site.
White PiecesBlack PiecesNameMovements (If the movement of a piece is changed in some variants, it will be mentioned in the pages of those variants)
Amazon  Moves and captures like a Knight or a Queen.
Archbishop  Moves and captures like a Knight or a Bishop.
Bishight  Moves and captures like a Bishop forward, or a Knight backward.
Bishop  Moves and captures any squares diagonally without jumping over other pieces.
Camel  Moves and captures like a long L, which means after a moving straightly in a direction three squares, turn left or right and then move a more square. It is able to jump over the other pieces.
Cannon  Moves any squares straightly without jumping over other pieces, and captures straightly with jumping over either a piece of friend or a piece of enemy.
Champion  Moves and captures one or two squares straightly, or two squares diagonally.
Chancellor  Moves and captures like a Knight or a Rook.
Circle  Moves and captures any squares straightly or diagonally without jumping over other pieces.
Circlesmall  Moves and captures one square straightly or diagonally.
Cleric  Moves and captures like a Bishop, or two squares straightly.
Commoner  Moves and captures like a Knight, or two squares straightly or diagonally.
Coordinator  Moves any squares straightly or diagonally without jumping over other pieces. After a movement, regard the square it stands on and the square where a friend King stands on as the angles of a rectangle, the files and ranks on the board as the sides of a rectangle, if an enemy piece is standing on either of the two other angles of the rectangle, it is then captured.
Dog  Moves and captures like a Bishop no more than three squares. The light-squared dogs can only move on the white squares, while the dark-squared dogs can only move on the black squares. They are not able to meet each other.
Duke  Moves and captures one square straightly or diagonally.
Elephant  Moves and captures two square diagonally.
Elephight  Moves and captures like a Knight, or one or two squares diagonally.
Guard  Moves and captures one square diagonally.
Guardknight  Moves and captures like a Knight, or one square straightly or diagonally.
Immobilizer  Moves any squares straightly or diagonally without jumping over other pieces. The friend piece around an enemy Immobilizer is immobilized and cannot move anywhere, but it can commit suicide and be regarded as a movement. A piece is no longer immobilized after the enemy Immobilizer leaves away. This piece is not able to capture the enemy pieces initiatively.
King  Moves and captures one square straightly or diagonally.
  Special movement (castling): When a King and a Rook have never moved and no pieces are between them, they are able to do castling.
    If there are six squares are between the two rooks when starting, move the King two squares in the direction of the Rook and then put the Rook one square next to the King in the opposite direction when castling.
    If there are eight squares are between the two rooks when starting, move the King three squares in the direction of the Rook and then put the Rook one square next to the King in the opposite direction when castling.
    If there are ten squares are between the two rooks when starting, move the King four squares in the direction of the Rook and then put the Rook one square next to the King in the opposite direction when castling.
    But if the square King stands on or any of the squares the King will pass through are attacked, castling is not permitted.
Knight  Moves and captures like an L, which means after a moving straightly in a direction two squares, turn left or right and then move a more square. It is able to jump over the other pieces.
Knishop  Moves and captures like a Knight forward, or a Bishop backward.
Lion  Moves and captures one square diagonally, or two or three squares straightly.
Longleaper  Moves any squares straightly or diagonally without jumping over friend pieces or multiple enemy pieces continuously. When an enemy piece is jumped over, it is then captured. It can capture multiple pieces in only one movement.
Pawn  Moves one square vertically forward and captures one square diagonally forward. Moves two squares straightly forward without jumping over other pieces when it has never moved. It cannot move backward.
  Special movement I (Promotion): When a Pawn goes to the forefront and cannot move forward anymore, it can promote to any one of the pieces except King when starting, and it is illegal not to promote. Often promotes to Queen in FIDE Chess.
  Special movement II (En passant): When a Pawn advances two squares from its original square and ends the turn adjacent to an enemy Pawn on the same rank, it may be captured by that enemy Pawn as if it had moved only one square forward. This capture is only legal on the next move immediately following the first Pawn's advance.
Pushme-pullyu  Moves any squares straightly or diagonally without jumping over other pieces. If an enemy is on one square from the Pushme-pullyu's starting square in the opposite direction it moves, the enemy piece can be captured. If an enemy is on one square from the square the Pushme-pullyu stands on after a movement in the same direction, the enemy piece can also be captured.
Queen  Moves and captures any squares straightly or diagonally without jumping over other pieces.
Rooght  Moves and captures like a Knight, or one or two squares straightly.
Rook  Moves and captures any squares straightly without jumping over other pieces.
  Special movement (Castling): See "King".
Silver  Moves and captures one squares diagonally or vertically forward.
Square  Moves and captures any squares straightly without jumping over other pieces.
Squaresmall  Moves and captured one square straightly.
Triangle  Moves and captures any squares diagonally without jumping over other pieces.
Trianglesmall  Moves and captures one square diagonally.
Unicorn  Moves and captures any squares in the directions of a Knight's move or diagonally without jumping over other pieces.
Vao  Moves any squares diagonally without jumping over other pieces, and captures diagonally with jumping over either a piece of friend or a piece of enemy.
Warelephant  Moves and captures one or two squares diagonally, or two squares straightly.
Withdrawer  Moves any squares straightly or diagonally without jumping over other pieces. If an enemy is on one square from the Withdrawer's starting square in the opposite direction it moves, the enemy piece can be captured.
Wizard  Moves and captures like a Camel or a Guard.

End of the Game
(If the rule of how to determine win and lose is changed in some variants, it will be mentioned in the pages of those variants)
  When the King is under the enemy's attack and cannot escape, this player loses. It is called "checkmated".
  When the King is not under attack but any movement will lead it into attack, the game ends in a draw. It is called "stalemated".
  When the same board position has occurred three times with the same player to move, or there has been neither capturing nor promoting in more than fifty moves continuously, the game is automatically a draw.
  If one player proposes a draw and the other agrees, then the game ends in a draw.
  If there is no possibility of checkmate for either side with any series of legal moves, then the game ends in a draw.
  Admitting defeat initiatively is also OK.

Introduction of Different Kinds of Variants
(Classified by the size of the board, sorted by the names of the variants in alphabetical order)
Click here to the page of sample videos. Both of the players are AI.
6*6
·Alapo
·Diana Chess
·Los Alamos Chess
·Simpler Chess

8*8
·Aigo Chess
·Animal's Chess
·Corridor Chess
·Grasshopper Chess
·Latrunculi Duo Milia et Septum
·Lemurian Shatranj
·Makruk
·Modern Shatranj
·Orthodox Chess
——Almost Chess
——Berolina Chess
——Chess 256
——Cylindrical Chess
——Extinction Chess
——File Sharing Chess
——Fischer Random Chess
——Kinglet Chess
——Knightmate
——Polymorph Chess
——Relative Royalty Chess
——Revised Chess
——Switching Chess
·Shatranj
·Shatranj Kamil 64

10*8
·Capablanca Chess
——Aberg's Chess
——Bird's Chess
——Carrera's Chess
——Embassy Chess
——Gothic Chess
——Grotesque Chess
——Ladorean Chess
——Opti Chess
——Paulowich's Chess
——Schoolbook Chess
——Univers Chess
——Victorian Chess
·Capablanca Shatranj
·Great Shatranj
·Hannibal Chess
·Janus Chess
·Lions and Unicorns Chess
·Lion's Chess
·New Chancellor Chess
·Royal Court

12*8
·Cagliostro's Chess
·Compound Courier Custom Chess
·Courier Chess
·Courier Chess Moderno
·Janus Kamil Chess
·Sosarian Chess

10*10
·Archchess
·Chess with Ultima Pieces
·Colossus
·Emperor's Game
·Eurasian Chess
·Fantasy Grand Chess
·Grand Chess
·Great Chess
·Modern Kamil
·Odin's Rune Chess
·Opulent Chess
·Roman Chess
·Shako
·Shatranj Kamil
·Shatranj Kamil X
·TenCubed Chess
·Unicorn Chess
·Unicorn Grand Chess
·Unicorn Great Chess