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Try for Yuri Chess

Rule zero applies for any item not stated here.

Setup

The board is a 7 × 7 square board. It is rotated 45° to ease discussion of the movement of the pieces.

Capital letters
black (note opposite convention from normal)
Little letters
white (see above)
Small capitals
red
↑     b
N    b n
    p k p
   . p p .
  . . n . ᴘ
 . . . . ᴘ ʙ
. . . . ɴ ᴋ ʙ
 . . . . ᴘ ɴ
  . . N . ᴘ
   . P P .
    P K P
     N B
      B

The turn order is W → R → B.

Pieces

All pieces move per orthodox chess unless otherwise stated.

Pawns move one step in the NE or NW direction for black, one step in the SE or SW direction down the board for white, and one step NW or SW for red. They capture one step north, south and west respectively.

Alternatively, white and black pawns move one step orthogonally away from both the starting corner and the longest north-south diagonal. Red pawns move one step orthogonally away from both the starting corner and the longest east-west diagonal. Captures are parallel to the diagonal associated with the colour instead.

※ The translator does not know which of these are implied.

Kings cannot capture Kings. Therefore, players may end their turn with Kings on adjacent squares. Other rules of check and checkmate, including threats from non-Kings, must be respected. The White King may exist on the same square as the Black King in lieu of a capture that would otherwise exist (see *Object). This creates a multiple occupancy square which ends the game.

Object

  • White has no win condition. However, he may choose which of the remaining players to win immediately by moving his King to a location where it may be immediately captured by Black or checkmated by Red. ※ the writer of this set of rules would like to add a winning condition of depriving any player of a legal move (stalemate).
  • Black wins by capturing the white King with his own, or forcing a capture of its own King by the white King only regardless of any answer by White or Red. This is not strictly a capture as King does not capture King.
  • Red wins by checkmating any King – including its own – as per FIDE rules.

Other rules

  • There is no castling. ※ This cancels the section in rule 0.
  • Pawns promote when they can no longer capture forward because the target square is off the board.
  • References to the word “orthogonal” refer to the alignment of the squares, not the diagram above.
  • White may not cause any board state from a previous turn in the same game to appear again, but the other players may. ※ This clarifies the interaction in rule 0.
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