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This page is written by the game's inventor, Tony Quintanilla.

Camel and Rhino Chess

By Tony Quintanilla

 

Introduction

This game was submitted to the Chess Variant Pages 10-year Anniversary Contest. It complies with the contest rules by featuring 10 piece types on a 10 by 10 board.

Setup

The 10x10 square array is as follows:

White:
King f2; Queen e2; Wazir e4, f4; Rook a1, j1; Rhino b2; Zebra c2; Bishop d2, g2; Knight h2; Camel i2; Pawn a3, b3, c3, d3, g3, h3, i3, j3.

Black:
King f9; Queen e9; Wazir e7, f7; Rook a10, j10; Rhino b9; Zebra c9; Bishop d9, g9; Knight h9; Camel i9; Pawn a3, b3, c3, d3, g3, h3, i3, j3.




Pieces

Standard Chess movement rules are used except as follows:

King: Standard movement rules. The King may also switch places with an adjacent friendly piece, as long at that piece is not being attacked. If adjacent to a friendly Camel or Rhino, the King may also perform a takeover capture by jumping over an opposing piece to the adjacent square along the line of movement, as long as the destination square is empty and not defended, and the piece is not defended. The King is not subject to check by a threatened takeover capture. The King may not castle. If your King is checkmated, you loose.

Camel: Jumps 2 squares orthogonally then 1 square diagonally outward, or moves 1 square diagonally. The Camel may perform a takeover capture by jumping over one or two opposing pieces along the line of movement. If the destination square is occupied by an opposing piece, that piece is also captured by replacement. Thus, it is possible for the Camel to capture 3 pieces in 1 move, 2 by takeover and 1 by replacement. The Camel may also switch places with an adjacent friendly piece. If both your Camel and your Rhino are captured, you loose.

Rhino: Jumps 2 squares diagonally then 1 square orthogonally outward, or moves 1 square orthogonally. The Rhino may perform a takeover capture by jumping over one or two opposing pieces along the line of movement. If the destination square is occupied by an opposing piece, that piece is also captured by replacement. Thus, it is possible for the Rhino to capture 3 pieces in 1 move, 2 by takeover and 1 by replacement. The Rhino may also switch places with an adjacent friendly piece. If both your Camel and your Rhino are captured, you loose.

Queen: Standard movement rules. The Queen may also switch places with an adjacent friendly piece. If adjacent to a friendly Camel or Rhino, the Queen may also perform a takeover capture by jumping over an opposing piece to the adjacent square along the line of movement, as long as the destination square is empty and not defended.

Rook: Standard movement rules. The Rook may also switch places with an adjacent friendly piece. If adjacent to a friendly Camel or Rhino, the Rook may also perform a takeover capture by jumping over an opposing piece to the adjacent square along the line of movement, as long as the destination square is empty and not defended.

Bishop: Standard movement rules. The Bishop may also switch places with an adjacent friendly piece. If adjacent to a friendly Camel or Rhino, the Bishop may also perform a takeover capture by jumping over an opposing piece to the adjacent square along the line of movement, as long as the destination square is empty and not defended.

Knight: Jumps 1 square orthogonally then 1 square diagonally outward. If adjacent to a friendly Camel or Rhino, the Knight may also perform a takeover capture of an opposing piece on the orthogonal square over which it jumps. If the destination square is occupied by an opposing piece, that piece is also captured by replacement. Thus, it is possible for the Knight to capture 2 pieces in one move, 1 by takeover and 1 by replacement. The Knight may also switch places with an adjacent friendly piece. 

Zebra: Jumps 1 square diagonally then 1 square orthogonally outward. If adjacent to a friendly Camel or Rhino, the Zebra may also perform a takeover capture of an opposing piece on the diagonal square over which it jumps. If the destination square is occupied by an opposing piece, that piece is also captured by replacement. Thus, it is possible for the Zebra to capture 2 pieces in one move, 1 by takeover and 1 by replacement. The Zebra may also switch places with an adjacent friendly piece. 

Wazir: Moves 1 square orthogonally. Promotes to any piece on reaching the 10th rank, except a Pawn. If adjacent to a friendly Camel or Rhino, the Wazir may also perform a takeover capture by jumping over an opposing piece to the adjacent square along the line of movement, as long as the destination square is empty and not defended. The Wazir may also switch places with an adjacent friendly piece, as long as it is not another Wazir. 

Pawn: Standard movement and capture rules. Promotes to any piece on reaching the 10th rank. If adjacent to a friendly Camel or Rhino, the Pawn may also perform a takeover capture by jumping over an opposing piece to the adjacent square along the usual line of capture, as long as the destination square is empty and not defended. The Pawn may also switch places with an adjacent friendly piece, as long as it is not another Pawn. 

Rules

The normal rules of Chess apply, except as noted above.

Sample Game



Written by Tony Quintanilla. Webpage made: May 7, 2005.
Webpage updated: October 6, 2018 by Greg Strong.