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variants.ini
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# Fairy-Stockfish, a UCI chess variant playing engine derived from Stockfish
# Copyright (C) 2018-2021 Fabian Fichter
#
# Fairy-Stockfish is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Fairy-Stockfish is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
# This is a configuration file to add user-defined variants to Fairy-Stockfish.
################################################
### Usage:
# Add "load" and the file path to the SF call (e.g., "stockfish.exe load variants.ini")
# or set the UCI option "VariantPath" to the path of this file in order to load it.
# In order to validate the configuration without actually loading the variants
# run "stockfish.exe check variants.ini", which reports potential config errors.
################################################
### Variant configuration:
# The variant name needs to be specified as a section in square brackets,
# followed by its rule configurations as key-value pairs as described below.
# If you encounter problems configuring variants, please report them at:
# https://github.com/ianfab/Fairy-Stockfish/issues
### Inheritance
# If a variant is similar to a previously defined variant,
# inheritance can be used to simplify the definition. To inherit from the
# configuration of an existing variant, specify the parent variant after the child
# variant name separated by a colon, e.g., [gothic:capablanca].
# When inheritance is used, only the differences to the parent variant need to be defined,
# see the examples in this file, e.g., 3check-crazyhouse.
# When no inheritance is used, the default template applies,
# which is basically standard chess but without any predefined pieces.
### Piece types
# Firstly, the piece types for a variant need to be defined.
# For that, specify the letter used for each piece type, e.g.:
# pawn = p
#
# See the list below for all available predefined piece types (and their Betza notation):
# pawn (fmWfceF)
# knight (N)
# bishop (B)
# rook (R)
# queen (Q)
# fers (F)
# alfil (A)
# fersAlfil (FA)
# silver (FfW)
# aiwok (RNF)
# bers (RF)
# archbishop (BN)
# chancellor (RN)
# amazon (QN)
# knibis (mNcB)
# biskni (mBcN)
# kniroo (mNcR)
# rookni (mRcN)
# shogiPawn (fW)
# lance (fR)
# shogiKnight (fN)
# gold (WfF)
# dragonHorse (BW)
# clobber (cW)
# breakthrough (fWfFcF)
# immobile ()
# cannon (mRcpR)
# janggiCannon (pR)
# soldier (fsW)
# horse (nN)
# elephant (nA)
# janggiElephant (nZ)
# banner (RcpRnN)
# wazir (W)
# commoner (K)
# centaur (KN)
# king (K)
### Custom pieces
# Custom pieces can be defined by using one of the available slots:
# customPiece1, customPiece2, ..., customPiece26
# E.g., pawns without double steps could be described as:
# customPiece1 = p:mfWcfF
#
# The movements of custom pieces can be defined using the Betza notation.
# https://www.gnu.org/software/xboard/Betza.html
# In Fairy-Stockfish only a subset of Betza notation can be used. The supported features are:
# - all base moves/atoms (W, F, etc.)
# - all directional modifiers (f, b, etc.)
# - limited and unlimited distance sliders/riders for W/R, F/B, and N directions
# - hoppers and grasshoppers for W/R and F/B directions, i.e., pR, pB, gR, and gB
# - lame leapers (n) for N, A, and Z directions, i.e., nN, nA, and nZ
### Piece values
# The predefined and precalculated piece values can be overriden
# by specifying the pieceValueMg and pieceValueEg options, e.g.,
# pieceValueMg = p:150 n:800
# pieceValueEg = p:200 n:900
#
# For orientation, the internal predefined piece values can be found in types.h.
# A suitable piece for gauging the piece values is the rook, which internally has:
# pieceValueMg = r:1276
# pieceValueEg = r:1380
### Option types
# [bool]: boolean flag to enable/disable a feature [true, false]
# [Rank]: denotes a rank of the board [1-10]
# [File]: denotes a file of the board [1-12, a-i]
# [int]: any natural number [0, 1, ...]
# [PieceType]: a piece type [letters defined for pieces, e.g., p]
# [Bitboard]: list of squares [e.g., d4 e4 d5 e5]. * can be used as wildcard for files (e.g., *1 is the first rank)
# [Value]: game result for the side to move [win, loss, draw]
# [MaterialCounting]: material couting rules for adjudication [janggi, unweighted, whitedrawodds, blackdrawodds, none]
# [CountingRule]: makruk or ASEAN counting rules [makruk, asean, none]
# [EnclosingRule]: reversi or ataxx enclosing rules [reversi, ataxx, none]
### Additional options relevant for usage in Winboard/XBoard
# A few options only have the purpose of improving compatibility with Winboard/Xboard.
# These do not need to be specified when using other GUIs, but can be essential for Winboard/Xboard.
#
# variantTemplate: base variant to inherit GUI logic from [values: fairy, shogi, bughouse] (default: fairy)
# pieceToCharTable: mapping of piece characters to images,
# see https://www.gnu.org/software/xboard/whats_new/4.9.0/index.html#tag-B1 (default: -)
# pocketSize: number of pockets shown by XBoard/WinBoard for drop variants [int] (default: 0)
### Rule definition options
# maxRank: maximum rank [Rank] (default: 8)
# maxFile: maximum file [File] (default: 8)
# chess960: allow chess960 castling [bool] (default: false)
# twoBoards: the game is influenced by a second board (e.g., bughouse) [bool] (default: false)
# startFen: FEN of starting position (default: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1)
# mobilityRegion: the mobility area can be defined via options specific to color and piece,
# .e.g., mobilityRegionWhiteRook, mobilityRegionBlackJanggiElephant, etc. [Bitboard]
# promotionRank: relative rank required to reach for promotion [Rank] (default: 8)
# promotionPieceTypes: pawn promotion options using their one-letter representations (default: nbrq)
# sittuyinPromotion: enable Sittuyin-style pawn promotion [bool] (default: false)
# promotionLimit: maximum number of pieces of a type, e.g., q:1 r:2 (default: )
# promotedPieceType: mapping between unpromoted and promoted non-pawn piece types, e.g., p:g s:g (default: )
# piecePromotionOnCapture: piece promotion only allowed on captures (e.g., micro shogi) [bool] (default: false)
# mandatoryPawnPromotion: pawn promotion is mandatory [bool] (default: true)
# mandatoryPiecePromotion: piece promotion (and demotion if enabled) is mandatory [bool] (default: false)
# pieceDemotion: enable demotion of pieces (e.g., Kyoto shogi) [bool] (default: false)
# blastOnCapture: captures explode all adjacent non-pawn pieces (e.g., atomic chess) [bool] (default: false)
# doubleStep: enable pawn double step [bool] (default: true)
# doubleStepRank: relative rank from where pawn double steps are allowed [Rank] (default: 2)
# doubleStepRankMin: earlist relative rank from where pawn double steps are allowed [Rank] (default: 2)
# enPassantRegion: define region (target squares) where en passant is allowed after double steps [Bitboard]
# castling: enable castling [bool] (default: true)
# castlingDroppedPiece: enable castling with dropped rooks/kings [bool] (default: false)
# castlingKingsideFile: destination file of king after kingside castling [File] (default: g)
# castlingQueensideFile: destination file of king after queenside castling [File] (default: c)
# castlingRank: relative rank of castling [Rank] (default: 1)
# castlingKingFile: starting file of the castlingKingPiece if there can be more than one of that type [File] (default: e)
# castlingKingPiece: first piece type that participates in castling [PieceType] (default: k)
# castlingRookPiece: second piece type that participates in castling [PieceType] (default: r)
# kingType: piece type defining moves of king/royal piece (default: k)
# checking: allow checks [bool] (default: true)
# dropChecks: allow checks by piece drops [bool] (default: true)
# mustCapture: captures are mandatory (check evasion still takes precedence) [bool] (default: false)
# mustDrop: drops are mandatory (e.g., for Sittuyin setup phase) [bool] (default: false)
# mustDropType: piece type for which piece drops are mandatory [PieceType] (default: *)
# pieceDrops: enable piece drops [bool] (default: false)
# dropLoop: captures promoted pieces are not demoted [bool] (default: false)
# capturesToHand: captured pieces are go to opponent's hand [bool] (default: false)
# firstRankPawnDrops: allow pawn drops to first rank [bool] (default: false)
# promotionZonePawnDrops: allow pawn drops in promotion zone [bool] (default: false)
# dropOnTop: piece drops need to be on top of pieces on board (e.g., for connect4) [bool] (default: false)
# enclosingDrop: require piece drop to enclose pieces [EnclosingRule] (default: none)
# enclosingDropStart: drop region for starting phase disregarding enclosingDrop (e.g., for reversi) [Bitboard]
# whiteDropRegion: restrict region for piece drops of all white pieces [Bitboard]
# blackDropRegion: restrict region for piece drops of all black pieces [Bitboard]
# sittuyinRookDrop: restrict region of rook drops to first rank [bool] (default: false)
# dropOppositeColoredBishop: dropped bishops have to be on opposite-colored squares [bool] (default: false)
# dropPromoted: pieces may be dropped in promoted state [bool] (default: false)
# dropNoDoubled: specified piece type can not be dropped to the same file (e.g. shogi pawn) [PieceType] (default: -)
# dropNoDoubledCount: specifies the count of already existing pieces for dropNoDoubled [PieceType] (default: 1)
# immobilityIllegal: pieces may not move to squares where they can never move from [bool] (default: false)
# gating: maintain squares on backrank with extra rights in castling field of FEN [bool] (default: false)
# arrowGating: allow gating in Game of the Amazons style [bool] (default: false)
# seirawanGating: allow gating of pieces in hand like in S-Chess, requires "gating = true" [bool] (default: false)
# cambodianMoves: enable special moves of cambodian chess, requires "gating = true" [bool] (default: false)
# diagonalLines: enable special moves along diagonal for specific squares (Janggi) [Bitboard]
# pass: allow passing [bool] (default: false)
# passOnStalemate: allow passing in case of stalemate [bool] (default: false)
# makpongRule: the king may not move away from check [bool] (default: false)
# flyingGeneral: disallow general face-off like in xiangqi [bool] (default: false)
# soldierPromotionRank: restrict soldier to shogi pawn movements until reaching n-th rank [bool] (default: 1)
# flipEnclosedPieces: change color of pieces that are enclosed by a drop [EnclosingRule] (default: none)
# nMoveRule: move count for 50/n-move rule [int] (default: 50)
# nFoldRule: move count for 3/n-fold repetition rule [int] (default: 3)
# nFoldValue: result in case of 3/n-fold repetition [Value] (default: draw)
# nFoldValueAbsolute: result in case of 3/n-fold repetition is from white's point of view [bool] (default: false)
# perpetualCheckIllegal: prohibit perpetual checks [bool] (default: false)
# moveRepetitionIllegal: prohibit moving back and forth with the same piece nFoldRule-1 times [bool] (default: false)
# stalemateValue: result in case of stalemate [Value] (default: draw)
# stalematePieceCount: count material in case of stalemate [bool] (default: false)
# checkmateValue: result in case of checkmate [Value] (default: loss)
# shogiPawnDropMateIllegal: prohibit checkmate via shogi pawn drops [bool] (default: false)
# shatarMateRule: enable shatar mating rules [bool] (default: false)
# bikjangRule: consider Janggi bikjang (facing kings) rule [bool] (default: false)
# extinctionValue: result when one of extinctionPieceTypes is extinct [Value] (default: none)
# extinctionClaim: extinction of opponent pieces can only be claimed as side to move [bool] (default: false)
# extinctionPseudoRoyal: treat the last extinction piece like a royal piece [bool] (default: false)
# extinctionPieceTypes: list of piece types for extinction rules, e.g., pnbrq (* means all) (default: )
# extinctionPieceCount: piece count at which the game is decided by extinction rule (default: 0)
# extinctionOpponentPieceCount: opponent piece count required to adjudicate by extinction rule (default: 0)
# flagPiece: piece type for capture the flag win rule [PieceType] (default: -)
# whiteFlag: white's target region for capture the flag win rule [Bitboard] (default: )
# blackFlag: black's target region for capture the flag win rule [Bitboard] (default: )
# flagMove: black gets one more move after white captures the flag [bool] (default: false)
# checkCounting: enable check count win rule (check count is communicated via FEN, see 3check) [bool] (default: false)
# connectN: number of aligned pieces for win [int] (default: 0)
# materialCounting: enable material counting rules [MaterialCounting] (default: none)
# countingRule: enable counting rules [CountingRule] (default: none)
################################################
### Example for minishogi configuration that would be equivalent to the built-in variant:
# [minishogi]
# variantTemplate = shogi
# maxRank = 5
# maxFile = 5
# shogiPawn = p
# silver = s
# gold = g
# bishop = b
# dragonHorse = h
# rook = r
# bers = d
# king = k
# startFen = rbsgk/4p/5/P4/KGSBR[-] w 0 1
# pieceDrops = true
# capturesToHand = true
# promotionRank = 5
# doubleStep = false
# castling = false
# promotedPieceType = p:g s:g b:h r:d
# dropNoDoubled = p
# immobilityIllegal = true
# shogiPawnDropMateIllegal = true
# stalemateValue = loss
# nFoldRule = 4
# nMoveRule = 0
# perpetualCheckIllegal = true
# pocketSize = 5
# nFoldValue = loss
# nFoldValueAbsolute = true
# Hybrid variant of three-check chess and crazyhouse, using crazyhouse as a template --> SOLVED
[3check-crazyhouse:crazyhouse]
startFen = rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR[] w KQkq - 3+3 0 1
checkCounting = true
# Hybrid variant of atomic and giveaway
[antiatomic:giveaway]
blastOnCapture = true
castling = false
extinctionOpponentPieceCount = 1
# Hybrid variant of atomic, giveaway, and king of the hill --> SOLVED
[atomic-giveaway-hill:giveaway]
blastOnCapture = true
flagPiece = k
whiteFlag = d4 e4 d5 e5
blackFlag = d4 e4 d5 e5
# Crazyhouse with mandatory captures, using crazyhouse as a template
[coffeehouse:crazyhouse]
mustCapture = true
# Hybrid variant of makruk and crazyhouse
[makrukhouse:makruk]
startFen = rnsmksnr/8/pppppppp/8/8/PPPPPPPP/8/RNSKMSNR[] w - - 0 1
pieceDrops = true
capturesToHand = true
# Hybrid variant of xiangqi and crazyhouse
[xiangqihouse:xiangqi]
startFen = rnbakabnr/9/1c5c1/p1p1p1p1p/9/9/P1P1P1P1P/1C5C1/9/RNBAKABNR[] w - - 0 1
pieceDrops = true
capturesToHand = true
dropChecks = false
whiteDropRegion = *1 *2 *3 *4 *5
blackDropRegion = *6 *7 *8 *9 *10
# Hybrid variant of janggi and crazyhouse
[janggihouse:janggi]
startFen = rnba1abnr/4k4/1c5c1/p1p1p1p1p/9/9/P1P1P1P1P/1C5C1/4K4/RNBA1ABNR[] w - - 0 1
pieceDrops = true
capturesToHand = true
# Hybrid variant of antichess and losalamos
[anti-losalamos:losalamos]
king = -
commoner = k
promotionPieceTypes = nrqk
mustCapture = true
stalemateValue = win
extinctionValue = win
extinctionPieceTypes = *
# Indian great chess
# https://www.chessvariants.com/historic.dir/indiangr1.html
[indiangreat]
pieceToCharTable = PNBRQ..VW.........G..Kpnbrq..vw.........g..k
pawn = p
knight = n
bishop = b
rook = r
queen = q
king = k
archbishop = v
chancellor = w
amazon = g
maxRank = 10
maxFile = 10
startFen = rnbqkgvbnr/ppppwwpppp/4pp4/10/10/10/10/4PP4/PPPPWWPPPP/RNBVGKQBNR w - - 0 1
promotionRank = 10
promotionPieceTypes = q
doubleStep = false
castling = false
# Mahajarah and the Sepoys --> SOLVED
# https://en.wikipedia.org/wiki/Maharajah_and_the_Sepoys
[maharajah]
pawn = p
knight = n
bishop = b
rook = r
queen = q
king = k
amazon = m
pieceToCharTable = PNBRQ.............MKpnbrq.............mk
startFen = rnbqkbnr/pppppppp/8/8/8/8/8/4M3 w kq - 0 1
extinctionValue = loss
extinctionPieceTypes = m
extinctionPseudoRoyal = true
# Maharajah
# https://vchess.club/#/variants/Maharajah (Balanced version of Maharajah and the Sepoys)
[maharajah2:maharajah]
amazon = -
customPiece1 = m:QNAD
pieceToCharTable = PNBRQ.............MKpnbrq.............mk
startFen = 3mm3/8/8/8/8/8/PPPPPPPP/RNBQKBNR w KQ - 0 1
extinctionPieceTypes = m
# Upside-down
[upsidedown:chess]
startFen = RNBKQBNR/PPPPPPPP/8/8/8/8/pppppppp/rnbkqbnr w - - 0 1
# Peasant revolt
# https://www.chessvariants.com/large.dir/peasantrevolt.html
[peasant:chess]
startFen = 1nn1k1n1/4p3/8/8/8/8/PPPPPPPP/4K3 w - - 0 1
# https://www.chessvariants.com/unequal.dir/weak.html
[weak:chess]
startFen = nnnnknnn/pppppppp/2p2p2/1pppppp1/8/8/PPPPPPPP/RNBQKBNR w KQ - 0 1
# Semi-torpedo chess
[semitorpedo:chess]
doubleStepRank = 3
# This variant is similar to Capablanca Chess, but with two archbishops and no chancellor piece.
[gemini:janus]
startFen = rnbaqkabnr/pppppppppp/10/10/10/10/PPPPPPPPPP/RNBAQKABNR w KQkq - 0 1
archbishop = a
pieceToCharTable = PNBRQ............A...Kpnbrq............a...k
castlingKingsideFile = i
castlingQueensideFile = c
# https://www.chessvariants.com/diffsetup.dir/pawnsonly.html
[pawnsonly]
pawn = p
queen = q
startFen = 8/pppppppp/8/8/8/8/PPPPPPPP/8 w - - 0 1
promotionPieceTypes = q
castling = false
stalemateValue = loss
flagPiece = q
whiteFlag = *8
blackFlag = *1
[tictactoe]
maxRank = 3
maxFile = 3
immobile = p
startFen = 3/3/3[PPPPPpppp] w - - 0 1
pieceDrops = true
doubleStep = false
castling = false
stalemateValue = draw
immobilityIllegal = false
connectN = 3
[cfour]
maxRank = 6
maxFile = 7
immobile = p
startFen = 7/7/7/7/7/7[PPPPPPPPPPPPPPPPPPPPPppppppppppppppppppppp] w - - 0 1
pieceDrops = true
dropOnTop = true
doubleStep = false
castling = false
stalemateValue = draw
immobilityIllegal = false
connectN = 4
nMoveRule = 0
[flipersi]
immobile = p
startFen = 8/8/8/8/8/8/8/8[PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPpppppppppppppppppppppppppppppppp] w 0 1
pieceDrops = true
promotionPieceTypes = -
doubleStep = false
castling = false
stalemateValue = loss
stalematePieceCount = true
materialCounting = unweighted
enclosingDrop = reversi
enclosingDropStart = d4 e4 d5 e5
immobilityIllegal = false
flipEnclosedPieces = reversi
passOnStalemate = false
[flipello:flipersi]
startFen = 8/8/8/3pP3/3Pp3/8/8/8[PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPpppppppppppppppppppppppppppppppp] w 0 1
passOnStalemate = true
[grandhouse:grand]
startFen = r8r/1nbqkcabn1/pppppppppp/10/10/10/10/PPPPPPPPPP/1NBQKCABN1/R8R[] w - - 0 1
pieceDrops = true
capturesToHand = true
[shogun:crazyhouse]
variantTemplate = shogi
pieceToCharTable = PNBR.F.....++++.+Kpnbr.f.....++++.+k
pocketSize = 8
startFen = rnb+fkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNB+FKBNR[] w KQkq - 0 1
commoner = c
centaur = g
archbishop = a
chancellor = m
fers = f
promotionRank = 6
promotionLimit = g:1 a:1 m:1 q:1
promotionPieceTypes = -
promotedPieceType = p:c n:g b:a r:m f:q
mandatoryPawnPromotion = false
firstRankPawnDrops = true
promotionZonePawnDrops = true
whiteDropRegion = *1 *2 *3 *4 *5
blackDropRegion = *4 *5 *6 *7 *8
immobilityIllegal = true
# Asymmetric variant with one army using pieces that move like knights but attack like other pieces (kniroo and knibis)
[orda:chess]
pieceToCharTable = PNBRQ..AH...........LKp...q..ah.y.........lk
centaur = h
knibis = a
kniroo = l
silver = y
promotionPieceTypes = qh
startFen = lhaykahl/8/pppppppp/8/8/8/PPPPPPPP/RNBQKBNR w KQ - 0 1
flagPiece = k
whiteFlag = *8
blackFlag = *1
# Ordamirror
# https://vchess.club/#/variants/Ordamirror
[ordamirror:chess]
pieceToCharTable = P...Q..AH.F.........LKp...q..ah.f.........lk
centaur = h
knibis = a
kniroo = l
customPiece1 = f:mQcN
promotionPieceTypes = lhaf
startFen = lhafkahl/8/pppppppp/8/8/PPPPPPPP/8/LHAFKAHL w - - 0 1
flagPiece = k
whiteFlag = *8
blackFlag = *1
# Hybrid variant of Gothic-chess and crazyhouse, using Capablanca as a template
[gothhouse:capablanca]
startFen = rnbqckabnr/pppppppppp/10/10/10/10/PPPPPPPPPP/RNBQCKABNR[] w KQkq - 0 1
pieceDrops = true
capturesToHand = true
# Synochess
# https://www.pychess.org/variant/synochess
[synochess:pocketknight]
pieceToCharTable = PNBRQAE...SCH........Kpnbrqae...sch........k
pocketSize = 8
janggiCannon = c
soldier = s
horse = h
fersAlfil = e
commoner = a
stalemateValue = loss
perpetualCheckIllegal = true
startFen = rneakenr/8/1c4c1/1ss2ss1/8/8/PPPPPPPP/RNBQKBNR[ss] w KQ - 0 1
flyingGeneral = true
capturesToHand = false
blackDropRegion = *5
flagPiece = k
whiteFlag = *8
blackFlag = *1
# Capture chess
# https://vchess.club/#/variants/Capture
[capture:chess]
mustCapture = true
# Double Army chess
# https://vchess.club/#/variants/Doublearmy
[doublearmy:chess]
pieceToCharTable = PNBRQ.....C...........Kpnbrq.....c...........k
commoner = c
startFen = rnbqkbnr/pppppppp/rnbqcbnr/pppppppp/PPPPPPPP/RNBQCBNR/PPPPPPPP/RNBQKBNR w KQkq - 0 1
# Pawn Massacre chess
# https://vchess.club/#/variants/Pawnmassacre
[pawnsmassacre:chess]
startFen = RNBKQBNR/pppppppp/8/8/8/8/PPPPPPPP/rnbkqbnr w - - 0 1
# Screen chess (Below version assumes 1 drop per turn instead of the whole blind setup as in vchess)
# https://vchess.club/#/variants/Screen
[screen:placement]
dropNoDoubled = p
startFen = 8/8/8/8/8/8/8/8[KQRRBBNNPPPPPPPPkqrrbbnnpppppppp] w - - 0 1
whiteDropRegion = *1 *2 *3 *4
blackDropRegion = *8 *7 *6 *5
# Crossing chess
# https://vchess.club/#/variants/Crossing
[crossing:kingofthehill]
whiteFlag = *5
blackFlag = *4
# 4x5 Chess
# https://greenchess.net/rules.php?v=4x5-chess --> Solved draw
[4x5chess:gardner]
maxRank = 5
maxFile = d
startFen = rnbk/pppp/4/PPPP/RNBK w - - 0 1
# 4x6 Chess
# https://greenchess.net/rules.php?v=4x6-chess --> Solved draw
[4x6chess:gardner]
maxRank = 6
maxFile = d
promotionRank = 6
startFen = rnbk/pppp/4/4/PPPP/RNBK w - - 0 1
# 5x6 chess
# https://greenchess.net/rules.php?v=5x6-chess
[5x6chess:gardner]
maxRank = 6
maxFile = e
promotionRank = 6
startFen = rnbqk/ppppp/5/5/PPPPP/RNBQK w - - 0 1
# Active chess
# https://greenchess.net/rules.php?v=active
[active:chess]
maxFile = i
startFen = rnbkqbnrq/ppppppppp/9/9/9/9/PPPPPPPPP/RNBKQBNRQ w KQkq - 0 1
# Checkless 6x6 Atomic
[6x6atom:nocheckatomic]
extinctionPseudoRoyal = true
maxRank = 6
maxFile = f
promotionRank = 6
doubleStep = false
startFen = rbqkbr/pppppp/6/6/PPPPPP/RBQKBR w - - 0 1
# Advanced Pawn chess
# https://greenchess.net/rules.php?v=advanced-pawn
[advancedpawn:chess]
doubleStep = false
startFen = rnbqkbnr/8/pppppppp/8/8/PPPPPPPP/8/RNBQKBNR w KQkq - 0 1
# Capture-all Chess
# https://greenchess.net/rules.php?v=capture-all
[captureall:extinction]
extinctionPieceTypes = *
# Corner Rook Chess
# https://greenchess.net/rules.php?v=corner-rook
[cornerrook:chess]
doubleStep = false
castling = false
startFen = r6r/1nbqkbn1/pppppppp/8/8/PPPPPPPP/1NBQKBN1/R6R w - - 0 1
# Diana Chess
# https://greenchess.net/rules.php?v=diana
[diana:losalamos]
pieceToCharTable = PNBRQ................Kpnbrq................k
bishop = b
promotionPieceTypes = rbn
castling = true
castlingKingsideFile = e
castlingQueensideFile = b
startFen = rbnkbr/pppppp/6/6/PPPPPP/RBNKBR w KQkq - 0 1
# Microchess
# https://greenchess.net/rules.php?v=microchess
[microchess:gardner]
maxRank = 5
maxFile = d
startFen = rbnk/p3/4/3P/RBNK w - - 0 1
# Empire Chess
# https://vchess.club/#/variants/Empire
[empire:chess]
pieceToCharTable = PNBRQ.....ST.C.D.E...Kpnbrq.....st.c.d.e...k
customPiece1 = e:mQcN
customPiece2 = c:mQcB
customPiece3 = t:mQcR
customPiece4 = d:mQcK
soldier = s
promotionPieceTypes = q
startFen = rnbqkbnr/pppppppp/8/8/8/PPPSSPPP/8/TECDKCET w kq - 0 1
stalemateValue = loss
nFoldValue = loss
flagPiece = k
whiteFlag = *8
blackFlag = *1
flyingGeneral = true
# Shinobi Chess
# https://vchess.club/#/variants/Shinobi
[shinobi:chess]
variantTemplate = shogi
pieceToCharTable = PNBRQ.DJMLH.....CKpnbrq.djmlh.....ck
pocketSize = 8
commoner = c
bers = d
archbishop = j
fers = m
shogiKnight = h
lance = l
promotionRank = 7
promotionPieceTypes = -
promotedPieceType = p:c m:b h:n l:r
mandatoryPiecePromotion = true
stalemateValue = loss
perpetualCheckIllegal = true
startFen = rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/LH1CK1HL[LHMMDJ] w kq - 0 1
pieceDrops = true
whiteDropRegion = *1 *2 *3 *4
blackDropRegion = *5 *6 *7 *8
immobilityIllegal = true
flagPiece = k
whiteFlag = *8
blackFlag = *1
# Wildebeest
# https://vchess.club/#/variants/Wildebeest
# Limitations: No flexible castling, no pawn triple steps
[wildebeest:chess]
maxRank = 10
maxFile = k
customPiece1 = c:C
customPiece2 = w:NC
pieceToCharTable = PNBRQ.......C....WKpnbrq.......c....wk
startFen = rnccwkqbbnr/ppppppppppp/11/11/11/11/11/11/PPPPPPPPPPP/RNBBQKWCCNR w KQkq - 0 1
promotionPieceTypes = qw
promotionRank = 9
mandatoryPawnPromotion = false
castling = false
# Hybrid variant of extinction and crazyhouse
[extinctionhouse:extinction]
startFen = rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR[] w KQkq - 0 1
pieceDrops = true
capturesToHand = true
# Hybrid of atomic and zh. Zh is th base variant. --> SOLVED
[atomiczh:atomic]
dropChecks = false
pieceDrops = true
capturesToHand = true
pocketSize = 6
castling = false
# Hybrid variant of Racing Kings and crazyhouse
[rkhouse:racingkings]
startFen = 8/8/8/8/8/8/krbnNBRK/qrbnNBRQ[] w - - 0 1
pieceDrops = true
capturesToHand = true
# Hybrid variant of KOTH and crazyhouse
[kothhouse:kingofthehill]
startFen = rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR[] w KQkq - 0 1
pieceDrops = true
capturesToHand = true
# Hybrid variant of Horde and crazyhouse --> TO BE SOLVED (+2300cp)
[hordehouse:horde]
startFen = rnbqkbnr/pppppppp/8/1PP2PP1/PPPPPPPP/PPPPPPPP/PPPPPPPP/PPPPPPPP[] w kq - 0 1
pieceDrops = true
capturesToHand = true
# Hybrid variant of 5-Check and crazyhouse
[fivecheckhouse:3check]
startFen = rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR[] w KQkq - 5+5 0 1
pieceDrops = true
capturesToHand = true
# Hybrid variant of Kinglet and crazyhouse
[kinglethouse:kinglet]
startFen = rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR[] w KQkq - 0 1
pieceDrops = true
capturesToHand = true
# Hybrid variant of Los Alamos and crazyhouse
[losalamoshouse:losalamos]
startFen = rnqknr/pppppp/6/6/PPPPPP/RNQKNR[] w - - 0 1
pieceDrops = true
capturesToHand = true
# Hybrid variant of Upside-Down and crazyhouse --> TO BE SOLVED (+1300cp)
[upsidedownhouse:chess]
startFen = RNBKQBNR/PPPPPPPP/8/8/8/8/pppppppp/rnbkqbnr[] w - - 0 1
pieceDrops = true
capturesToHand = true
# Hybrid variant of Crossing and crazyhouse
[crossinghouse:kingofthehill]
startFen = rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR[] w KQkq - 0 1
pieceDrops = true
capturesToHand = true
whiteFlag = *5
blackFlag = *4
# Hybrid variant of Antichess and crazyhouse
[antichesshouse:antichess]
startFen = rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR[] w KQkq - 0 1
pieceDrops = true
capturesToHand = true
# Hybrid variant of Empire chess and crazyhouse
[empirehouse:chess]
pieceToCharTable = PNBRQ.....ST.C.D.E...Kpnbrq.....st.c.d.e...k
customPiece1 = e:mQcN
customPiece2 = c:mQcB
customPiece3 = t:mQcR
customPiece4 = d:mQcK
soldier = s
promotionPieceTypes = q
startFen = rnbqkbnr/pppppppp/8/8/8/PPPSSPPP/8/TECDKCET[] w kq - 0 1
stalemateValue = loss
nFoldValue = loss
flagPiece = k
whiteFlag = *8
blackFlag = *1
flyingGeneral = true
pieceDrops = true
capturesToHand = true
# Hybrid variant of Orda chess and crazyhouse
[ordahouse:chess]
pieceToCharTable = PNBRQ..AH...........LKp...q..ah.y.........lk
centaur = h
knibis = a
kniroo = l
silver = y
promotionPieceTypes = qh
startFen = lhaykahl/8/pppppppp/8/8/8/PPPPPPPP/RNBQKBNR[] w KQ - 0 1
flagPiece = k
whiteFlag = *8
blackFlag = *1
pieceDrops = true
capturesToHand = true
# Hybrid variant of grasshopper chess and crazyhouse
[grasshopperhouse:grasshopper]
startFen = rnbqkbnr/gggggggg/pppppppp/8/8/PPPPPPPP/GGGGGGGG/RNBQKBNR[] w KQkq - 0 1
pieceDrops = true
capturesToHand = true
[misere:chess]
checkmateValue = win
[chak]
maxRank = 9
maxFile = 9
rook = r
knight = v
centaur = j
immobile = o
customPiece1 = s:FvW
customPiece2 = q:pQ
customPiece3 = d:mQ2cQ2
customPiece4 = p:fsmWfceF
customPiece5 = k:WF
customPiece6 = w:FvW
startFen = rvsqkjsvr/4o4/p1p1p1p1p/9/9/9/P1P1P1P1P/4O4/RVSJKQSVR w - - 0 1
mobilityRegionWhiteCustomPiece6 = *5 *6 *7 *8 *9
mobilityRegionWhiteCustomPiece3 = *5 *6 *7 *8 *9
mobilityRegionBlackCustomPiece6 = *1 *2 *3 *4 *5
mobilityRegionBlackCustomPiece3 = *1 *2 *3 *4 *5
promotionRank = 5
promotionPieceTypes = -
mandatoryPiecePromotion = true
promotedPieceType = p:w k:d
extinctionValue = loss
extinctionPieceTypes = kd
extinctionPseudoRoyal = true
flagPiece = d
whiteFlag = e8
blackFlag = e2
nMoveRule = 50
nFoldRule = 3
nFoldValue = draw
stalemateValue = loss
[chennis]
maxRank = 7
maxFile = 7
mobilityRegionWhiteKing = b1 c1 d1 e1 f1 b2 c2 d2 e2 f2 b3 c3 d3 e3 f3 b4 c4 d4 e4 f4
mobilityRegionBlackKing = b4 c4 d4 e4 f4 b5 c5 d5 e5 f5 b6 c6 d6 e6 f6 b7 c7 d7 e7 f7
customPiece1 = p:fmWfceF
cannon = c
commoner = m
fers = f
soldier = s
king = k
bishop = b
knight = n
rook = r
promotionPieceTypes = -
promotedPieceType = p:r f:c s:b m:n
promotionRank = 1
startFen = 1fkm3/1p1s3/7/7/7/3S1P1/3MKF1[] w - 0 1
pieceDrops = true
capturesToHand = true
pieceDemotion = true
mandatoryPiecePromotion = true
dropPromoted = true
castling = false
stalemateValue = loss
# 5x5 breakthrough --> SOLVED
[breakthrough5:breakthrough]
maxFile = 5
maxRank = 5
startFen = ppppp/ppppp/5/PPPPP/PPPPP w 0 1
whiteFlag = *5
blackFlag = *1
# 6x6 breakthrough
[breakthrough6:breakthrough]
maxFile = 6
maxRank = 6
startFen = pppppp/pppppp/6/6/PPPPPP/PPPPPP w 0 1
whiteFlag = *6
blackFlag = *1
# 7x7 breakthrough
[breakthrough7:breakthrough]
maxFile = 7
maxRank = 7
startFen = ppppppp/ppppppp/7/7/7/PPPPPPP/PPPPPPP w 0 1
whiteFlag = *7
blackFlag = *1
# Pandemonium
# A variant that combines drops and powerful pieces, and there is no draw
# https://www.chessvariants.com/rules/pandemonium
[pandemonium]
variantTemplate = shogi
pieceToCharTable = PNBRFSA.UV.+++++++.++Kpnbrfsa.uv.+++++++.++k
maxFile = 9
maxRank = 9
pocketSize = 9
startFen = rnbsksbnr/2+f1+u1+a2/p1p1p1p1p/4v4/9/4V4/P1P1P1P1P/2+F1+U1+A2/RNBSKSBNR[] w - - 0 1
customPiece1 = o:NA
customPiece2 = s:WF
customPiece3 = u:D
customPiece4 = w:DWF
castling = false
pieceDrops = true
capturesToHand = true
immobilityIllegal = true
soldier = p
knight = n
bishop = b
rook = r
king = k
queen = q
commoner = g
dragonHorse = h
bers = d
alfil = a
archbishop = c
chancellor = m
fers = f
wazir = v
centaur = t
promotionRank = 7
promotedPieceType = p:g n:o b:h r:d a:c v:m f:q s:w u:t
doubleStep = false
perpetualCheckIllegal = true
nMoveRule = 0
nFoldValue = loss
stalemateValue = loss
[gorogoroplus:gorogoro]
startFen = sgkgs/5/1ppp1/1PPP1/5/SGKGS[LNln] w 0 1
lance = l
shogiKnight = n
promotedPieceType = l:g n:g
[dragonfly:chess]
maxFile = 7
maxRank = 7
pocketSize = 7
castlingKingsideFile = f
castlingQueensideFile = b
pieceDrops = true
capturesToHand = true
promotionRank = 7
promotionPieceTypes = nbr
doubleStep = false
dropNoDoubled = p
dropNoDoubledCount = 0
startFen = rbbknnr/ppppppp/7/7/7/PPPPPPP/RBBKNNR[] w - - 0 1
[kamikazerooks:chess]
extinctionValue = win
extinctionPieceTypes = r
[mounted]
maxRank = 7
maxFile = 7
pieceDrops = true
capturesToHand = true
stalemateValue = loss
nFoldValue = loss
extinctionValue = loss
extinctionPseudoRoyal = true
extinctionPieceTypes = k
flagPiece = k
whiteFlag = *7
blackFlag = *1
centaur = k
bishop = b
rook = r
cannon = c
customPiece1 = a:mBcpB
customPiece2 = s:FsfW
startFen = 1cbkra1/2s1s2/7/7/7/2S1S2/1CBKRA1 w - - 0 1
[racingchess:chess]
flagPiece = k
whiteFlag = *8
blackFlag = *1
flagMove = true
checking = false
[shinobimirror:crazyhouse]
commoner = c
bers = d
archbishop = j
fers = m
shogiKnight = h
lance = l
promotionRank = 7
promotionPieceTypes = -
promotedPieceType = p:c m:b h:n l:r
mandatoryPiecePromotion = true
stalemateValue = loss
perpetualCheckIllegal = true
startFen = lh1ck1hl/pppppppp/8/8/8/8/PPPPPPPP/LH1CK1HL[LHMMDJlhmmdj] w - 0 1
capturesToHand = false
whiteDropRegion = *1 *2 *3 *4
blackDropRegion = *5 *6 *7 *8
immobilityIllegal = true
flagPiece = k
whiteFlag = *8
blackFlag = *1
castling = false
[twokings:chess]
commoner = k
extinctionValue = loss
extinctionPseudoRoyal = true
extinctionPieceTypes = k