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Comments by HGMuller
This Falcon is a very nasy piece to program. The multi-path character of its moves subverts all properties of pinned pieces on which my engine Joker relies for efficient legal-move generation. There is no longer a well-defined pin line: pieces pinned by a Falcon can often move in multiple directions without exposing the King. Also it is no longer sure that a pinned slider cannot move along its pin line to block a check by another piece (if this other piece is a Falcon). A check by a Falcon can have the character of a contact check (for interposing is not an option if the King is checked through multiple paths) despite being inflicted from a distance. I guess I will simply generate moves as if the enemy Falcons have no moves, (so generating pseudo-legal moves with pieces pinned by a Falcon, and with other pieces when in check by a Falcon), and then test for their legality afterwards (by testinng if an enemy Falcon happened to be aligned with our King, and then testing all the generated moves for leading to a position where this Falcon is sufficiently blocked). Cumbersome, but I don't see an efficient alternative.
Why is it impossible to give feedback (add rating or comments) on the CVpage for FFEN / ffen2htm? I wanted to add the following comment: It seems two separate issues got entangled here: extending Forsyth-Edwards notation to unambigously denorte positions from Chess-variant games, and the creation of a graphical tool for generating diagrams from such positions. W.r.t. the first issue I see no logical reason why FEN notation should be limited to boards consisting of a grid of squares. In paricular, the Xiangqi board is fully equivalent to a board of squares. But also boards of hexagons (with overal hexagonal or diamond shape) can also be raster-scanned for description as a FEN with, possibly, unequally sized ranks. Indicating if the board is checkered, and what is the color of its lower-left squares are not part of the game-state at all, and thus do not belong in a (F)FEN. They are merely input to a diagram-generator tool, like font information, diagram size, etc. I don't think it is a realistic desire that an FFEN uniquely specifies the variant it represents a position from. This problem is well illustrated in Janus vs Capablanca Chess. These games seemingly share many positions (after the Chancellors in Capablanca got traded), but as long as there are Pawns, the positions are still different, as in Capablanca the Pawns can promote to Chancellor, which does not exist in Janus. In addition, the rules for Queen-side castling are different. It would be very inconvenient to require that such details are unambiguously described by the FEN, as this would quickly make them infinitely complicated. Note that FENs are mostly used in a context where the game they represent is known: e.g. in a tag of a PGN file, which also containst a variant TAG. So if a variant is known to have a diamond-shaped 8x8 board consisting of hexagons, there is no reason why it could not be represented by a FEN as would be used for normal Chess. Assuming the variant to be known would also solve the problem that you run out of latin characters long before the list of fairy-pieces is exhausted. That problem would not exist if the same letter represents different pieces depending on the variant. E.g. a C could denote Chancellor in Capablanca Chess, but Cannon in Xiangqi. This is the way I implemented the FEN reader in WinBoard_F. Which, btw, could also be used as a tool to generate diagrams as GIF files for many variants (only with square boards of conventional topology, though). For instance, the Xiangqi array would look like this: http://home.hccnet.nl/h.g.muller/XQpetite.gif
OK, I can now do all 3-men EGTBs on 2n x 2n boards upto 16x16. (For odd-sized boards the reflection symmetry works differently. King + Carpenter can almost always perform checkmate on 10x10, but hardly ever on 12x12.
After converting my tablebase generator to bigger boards, I can now confirm that the Bison (and thus Falcon) + King can always mate a bare King even on 14x14 (takes 82 moves, worst case). But not on 16x16. I can only do even boards, so 15x15 remains uncertain.
This is the one where you went wrong: | 3. Winboard F requires SMIRF-o-glot to be with it in the same | directory to work. you can put Smirfoglot in any place, as long as you tell WinBoard (in the startup dialg) the full pathname of the engine, AND ALSO the directory in which the engine should look for its files (through the /fd or /sd option): 'D:\engines\smirf\smirfoglot /H128' /fd='D:\engines\smirf' So engines that look for files (like Smirfoglot is looking for the engine executable, but also engines that look for opening books etc.) do need the /fd (/firstDirectory) option to specify where to look (which does not necessarily have to be the directory where the executable is, although this usually is the case). For the second engine you need to use /sd in stead of /fd. So it is possible to keep several different versions of Smirf, each in their own directory, each containing their own copy of Smirfoglot. This is the way I usually do it. I think that you could even put a single version of Smirfoglot in the WinBoard directory, as long as you tell it with the /fd argument where to look for the engine DLL (untested): 'Smirfoglot /H128' /fd='Smirf_1' if the Smirf_1 directory is a subdirectory of the WinBoard_F directory. (Note that my double quotes get mangled to single quotes here.)
Betza's HFD (= (1,1)+(2,0)+(3,0) leaper) can mate a bare King (with the aid of its own King) even on a 14x14 board. With white to move the K + HFD vs K end-game is 100% won. There really isn't a single position that is not won. (Some KXK end-games have a few draws when the X is trapped in a corner by the bare King, or when they cannot lift a stalemate condition of a cornered King that attacks the X. But not when X = Half Duck) The number of moves it takes is: 14x14: 94 12x12: 66 10x10: 42 8x8: 27 On 16x16 it is usually draw: only 7.78% of the positions with white to move is won. The longest win on 16x16 still takes 65 moves, though, from the following position: k . . . . . . . . . . . . . . . 16 . . . . . . . . . . . . . . . . 15 . . . . . . . . . . . . . . . . 14 . . . . . . . . . . . . . . . . 13 . . . . . K . . . . . . . . . . 12 . . . . . . . . . . . . . . . . 11 . . . . . . . . . . . . . . . . 10 . . . . . . . . . . . . . . . . 9 . . . . . . . . . . . . . . . . 8 . . . . . . . . . . . . . . . . 7 . . . . . . . . . . . . . . . . 6 . . . . . . . . . . . . . . . . 5 . . . . . . . . . . . . . . . . 4 . . . . . . . . . . . . . . . . 3 . . H . . . . . . . . . . . . . 2 . . . . . . . . . . . . . . . . 1 a b c d e f g h i j k l m n o p White to move, mate in 65. Solution: 1. Hc5, Kb15 2. Hc8, Kc14 3. Hc11+, Kd14 4. Kf13, Ke15 5. Kg14, Ke14 6. He11+, Ke15 7. Kg15, Kd14 8. Kf14, Kd13 9. Kf13, Kc13 10. Ke13, Kc12 11. Ke12, Kc13 12. Hd10, Kd14 13. Hd13, Ke15 14. Kf13, Kf15 15. Hg13, Ke15 16. Hh12, Kf15 17. Hh14, Kf16 18. Kf14, Kg16 19. Kg14, Kf16 20. He14, Kg16 21. He16+, Kf16 22. Hf15, Ke15 23. Hf13, Kd14 24. Kf14, Kc14 25. Ke13, Kb13 26. He12, Kc13 27. Hd11, Kc14 28. Hd14, Kb13 29. Kd12, Kb12 30. Hd11, Kb13 31. He10, Kb12 32. Hc10, Ka12 33. Hb9, Kb13 34. Kd13, Ka12 35. Kc12, Ka11 36. Kc11, Ka12 37. Hb12, Kb13 38. Hd12, Kc14 39. Kc12, Kc15 40. Kd13, Kd16 41. He13, Kc15 42. Hf14, Kd15 43. Hg15+, Kc15 44. Kc13, Kd16 45. Kd14, Ke16 46. Ke14, Kd16 47. Hd15, Kc15 48. Hd13, Kb14 49. Kd14, Kb15 50. Hb13+, Kb14 51. Hb11+, Kb15 52. Kd15, Ka14 53. Kc14, Ka13 54. Kc13, Ka14 55. Hb14, Kb15 56. Hd14, Kb16 57. Kc14, Ka14 58. He15, Kb16 59. Hb15, Ka15 60. Hb13, Ka16 61. Kc15, Ka15 62. Ha12+, Ka16 63. Ha14+, Ka15 64. Ha11, Ka16 65. Ha13#
'On 2008-07-06 H. G. Muller concluded that King and Bison can force checkmate on boards as large as 12x12. ' That was actually even 14x14. King + Bison vs Kings is absolutely won on 14x14 and smaller, with white to move. (i.e. not a single draw position.) The Bison cannot be trapped in a corner; its large stride simply makes it leap out of trouble. In addition there are no corner stalemates (such as in KNK: k N . . . . ), because a Bison can alway check the square . . . . . next to it in 1 move. K . . . . . . . . . The longest mates (against perfect defense) are: BOARD MOVES (K,Bi,k) 16x16: 76 (a4,b7,b1) (but 90% of all wtm positions are draw) 14x14: 82 (a1,n14,c3) (100% won) 12x12: 55 (a1,L12,c3) ' 10x10: 40 (a1,j10,c3) ' 8x8: 27 (a2,b2,b4) '
Some more data about mating potential of the short-range leapers: Betza NR NAME Longest mate (if generally won) 8x8 10x10 12x12 14x14 16x16 F 4 Ferz color bound W 4 Wazir pure alternator A 4 Alfil color bound D 4 Dabbaba color bound N 8 Knight pure alternator FW 8 Commoner 18 29 49 62 - FA 8 modern Elephant color bound FD 8 ? color bound WA 8 Waffle no mates WD 8 Woody Rook 29 52 - AD 8 Alibaba color bound FN 12 ? 22 32 44 59 100 WN 12 Vicar pure alternator AN 12 Kangaroo 35 63 - DN 12 Carpenter 31 44 62 92 - FWA 12 Crowned Alfil 15 22 31 41 53 FWD 12 Crowned Dabbaba 15 20 27 33 40 FAD 12 ? color bound WAD 12 ? 26 39 - FWN 16 Centaur 13 17 21 28 33 FAN 16 High Priestess 17 23 30 36 45 FDN 16 ? 14 19 25 31 38 WAN 16 ? 22 31 43 57 74 WDN 16 Minister 17 23 30 36 45 ADN 16 Squirrel 19 24 31 38 46 FWAD 16 Mastodon 13 19 24 29 36 FWADN 24 Lion 5 7 9 10 12 Note that the Lion does not need King assistence to perform the checkmate, which is why it can be so fast. It is easy to prove it can mate on boards of any size, and indeed on an infinitely large board (which is not the same!). It does not even need a corner, just an edge. 'no mates' means that the piece does not cover two orthogonally neighboring squares, which is the minimum requirement to create a checkmate position (in a corner). Being color-bound, or a pure color alternator implies this.
Because I am still struggling to implement the Falcon in Joker80, where efficiency is a hallmark, I decided to add a few lines of code to Fairy-Max to implement support for multi-path moves. Fairy-Max is inefficient anyway, and does not know about pins and check tests; it simply plays on until the King is captured. So it is possible now to define pieces like Falcon in Fairy-Max (in this as yet unreleased version), so that I could already start running some games for asymmetric play testing. The initial results suggest that a Falcon is not worth nearly as much as mensioned somewhere below. As the Falcon seems a piece similar to the Rook, initially hard to use on a crowded board, but reaching its full potential as the board gets empty, I decided to test it against Rooks. So I took a Capablanca setup, and replaced both Rooks of one side by Falcons. If the Falcon would be really worth 6.5, against a Rook 5, this would mean the Falcon player is leading by 3 Pawns from the outset. Such 'piece odds' games normally produce 80-90% scores. (Simple Pawn odds results in 62% for Capablanca Chess with Fairy-Max.) The setup seem to be completely balanced, however. Currently it is at 39.5-37.5 for the Falcons, far below the level of significance for determining which piece is better (Rook or Falcon), but almost ruling out completely that the Falcons convey a +3 advantage. I would currently be inclined to value the Falcon a quarter Pawn above the Rook.
The first 100 games (at 40/1 min Time Control), with Falcons replacing the Rooks on a1/a8 and j1/j8 in the Capablanca setup (RNABQKBCNR) of one player, ended in a 56.5% victory for the Falcons. This is about half as much advantage as a full Pawn would give (so 1/4 Pawn per Falcon). Overnight I ran another match at 40/2 min TC, starting from the array RNBFQKFBNR, deleting Falcons of one side and Rooks for the other. So no A or C on the board here, just two empty squares on the back rank. (The setup with RNFB seemed unplayable, due to the undefended b- and i-Pawns, which where too easy targets for the side with the Falcons.) This ended in 54.5% (102 games) for the Falcons. From watching some of the games I got the impression that d1/g1 are much better starting positions for the Falcons than a1/j1; the Falcons were involved in play quite early, and very active. Starting on a1/j1 they were often not touched until the late middle-game. There was no castling with Falcons, and they usually came into play only after evacuating the back rank, and playing Fa1-d2 or Fj1-g2. From seeing the Falcon in action I have to retract my earlier coined names for it: the way it moves creates the overwhelming impression of a snake! It slithers in between the other pieces to its destination, where it bites with deadly precision. Best name for it would be something like Cobra or Viper. As the WinBoard_F GUI currently does not support the Falcon piece, and has no bird-like piece symbols, I use its feature of the 'wildcard piece' (which is allowed to make any move) for representing the Falcon. The standard bitmap symbol for this in WinBoard is the Lance (but of course WinBoard offers the possibility for the user to define its own piece symbols through font-based rendering). On second thought I was not too unhappy with this symbolism either; it also recalls the image of a weapon that is difficult to use in dense crowds, but which can be dangerous at a substantial range if you manage to poke it through holes in the crowd. I also ran some tests where I played K+F vs K+R, each behind a closed rank of 10 Pawns. I played those at somewhat longer time control, so I don't have enough games to get reliable statistics. But from watching these end-games, I got the impression that the Falcon and Rook are also well matched here. It seemed to me the Rook was more dangerous for developed Pawn structures, especially with Pawns on both wings, by attacking them from the 7th rank, while the Falcon was more dangerous to undeveloped Pawn chains (as I started out with). So often the Falcon managed to win one or two Pawns before a secure Pawn chain could be constructed, and before the Rook could launch a counter attack through the resulting openings, but then the latter often had no difficulty to recoup the damage.
I prepared a 500KB ZIP file with WinBoard_F and Fairy-Max, rigged for playing Falcon Chess. Perhaps George wants to have a look at it. And if he allows it, I can also sent it to others for testing. Contact me at h.g.muller MAGIC_CHAR hccnet PERIOD nl, and I can mail the file to you.
Indeed,this is a known problem with Smirf. Because the underlying piece-value model is linear in the average piece mobility, the piece values become additive, and a the value of Q becomes that of R+B, and that of A that of B+N. For A this is more disastrously wrong than for Q, but trading Q for R+B is still quite bad (like blundering away a Pawn). For the short-range leapers I found a clear non-linearity in the relation between (maximum) number of target squares N and piece value V: V = (30+5/8*N)*N (centiPawn). The methodology of basing piece values on board-averaged mobilities seems flawed to me: it overestimates the impact of bad squares where the moblity is low. In practical play you avoid putting the piece on such squares. e.g. take a few thousand positions randomly chosen from grandmaster games, and count how many of those had a Knight on a corner square. It seems a safe bet that this will be FAR LESS than 4/64 = 6%, and in fact I would be really surprised if it is more than 0.6%. It would be interesting to observe the frequencies with which pieces visit each board square in grandmaster games, and determine how this correlates with the mobility of the piece.
I had never heard of the term 'darter' and the only image it brings to mind is this silly game of throwing arrows. I can't really relate that to Chess pieces. 'Lame leaper' OTOH seems intuitively obvious. The qualification 'lame' is not intended to be a complimnt: it is a clear disadvantage over an ordinary leaper. If that leaper covers a range of 2 or more, that is. Ferz and Wazir cannot suffer, but it would be better to call those 'steppers' than 'leapers' (i.e. the same distinction as between 'sliders' and 'riders'). A Mao is almost exactly worth half a Knight, when you let it participate in a normal Chess game. Of course the Mao is a worse-than-average example of a lame leaper, as the paths for its moves overlap, so that two moves can be blocked with one piece. The Falcon in multipath, but also suffers from this effect, partly undoing the multipath advantage. Perhaps it would be useful to define an 'effective number of paths', as the conductivity of a network of 1-Ohm resistors connecting the squares through which it moves. This would result in 8 for a normal Knight, but would reduce to 2.66 for a Mao, while 8 moves that could be independently blocked on non-intersecting paths would have 4. The calculation for a Falcon would be a complicated problem in cicuit theory, though.
The point you are trying to make escapes me. What the heck do you mean by 'with the latter determinin who moves first'? K + (BN) vs K is a totally won end-game even on 16x16. With white to move, there are no draws. With black to move, there are of course always draws when the blck King can capture an undefended (BN), and it dos not care much if it was a (BN), (RN) or Q it was capturing... Some of your other aguments seem to be directed against (BN) and (RN) occurring only once in the Capablanca (and related) setup. It says nothing about the pieces per se. You could have said exactly the same thing about Rook and Bishop being fatally flawed, if you have one of each (like in Shogi). Or the Knight and the Falcon. It just doesn't make any sense. So the Cardinal and Marshall are mixed slider-leaper compounds. So what? You seem to judge pieces by the abstract symmetries underlying their design. But the rest of the World judges them for the beauty and marvelous complexity they display in action, when participating in games. You seem to live on another planet...
Seems to me you are ripped off for the 10x10. Where I live, the World is saturated with them. Also 10x8 is produced and commercially available in the U.S. for $30, including pieces. It is not allowed on this website to refer to their supplier, though.
So (BN) is flawed because it cannot enforce mate on 3x3 now? What kind of reasoning is that? Falcon cannot do that either. In fact, it cannot even move on a 3x3 board. Does that mean it is even more fatally flawed? I think it is a mistake to consider using a different array as creating a new variant. I usually refer to such things as sub-variants. In the WinBoard GUI, 10x8 games like Carrera, Bird, Embassy are all played as 'variant capablanca'. If not actually playing Capablanca, the user will have to provide the opening setup (as FEN). I guess (BN) and (RN) are so popular because their play is appeling in practice, and they blend in well with the usual crowd of FIDE pieces.
On a price-comparison website, the cheapest draughts set (wooden 10x10 board + chips) is only €11: http://www.twenga.nl/dir-Games-Speelgoed%2CGezelschapsspellen%2CGezelschapsspellen-Intelligentie%2CDammen
The Buffalo is upward compatible with the Bison, and adds the Knight moves to it. Although this does not endow it with more speed, it helps tremendously in accelerating the checkmating of a bare King. The long stride of the Bison makes for very awkward manouevring. The Bison mates are very tedious, the average mate is only some 10 moves shorter than the longest mate. On 14x14, of the 18.5M positions (with the white King in a given quadrant), only some 100,000 have a DTM < 60. After that it explodes, the most common DTM shared by 203,408 positions being 73. Apparently there is a very easy initial phase, probably just walking the winning King to the center, driving away the bare King from there with the aid of the Bison. But after that, a very painstaking drive towards the corner starts, in which the Bison can only barely prevent that the bare King nescapes back into the open. The extra Knight move of the Buffalo allows you to cutt off the bare King much more efficiently: 8x8 10x10 12x12 14x14 16x16 Bison: (CZ) 27 40 55 82 - Buffalo: (CNZ) 18 24 31 38 45 The remaing Camel/Knight/Zebra compound, the GNU or Wildebeest (NZ), has no mating potential. There are only 2 irreducible checkmate positions, and they cannot be enforced on any size board. Similar to KNNK, the bare King would voluntarily have to step into a mated-in-1 position. For the Griffon no computer is needed to give the proof. The system is similar to the Rook, and works even in the corner of an infinite board. (So certainly for boards of any size.) It is even easier, because the Griffon immediately traps the bare King in a corner, without the latter being able to attack it, like it could do for a Rook. In fact, with the Griffon there is even a much faster method than with the Rook, as a Griffon can trap the bare King in a narrow corridor, its own King acting as a piston to push the bare King to the edge.
King and Queen are different, and most variants have only one of each. Does that mean you also consider the Mad Queen game flawed, and advocate use of King + Commoner?
What exactly is this supposed to add to the game compared to orthodox castling? It seems to me it would be strategcally foolish not to castle to a square one step away from the corner. Standing in the corner is in general a weakness, as your King defends one less Pawn, and has fewer escape squares. Standing further away from the corner leaves a gaping hole n the undefensible side of the King. If in a certain position it is not allowed to castle the maximum distance, because you would castle through check, it would be suicidal to castle in that direction in the first place. So the only application I see of a variable King destination is that in Q-side castling one now will always go to b1/b8 in stead of c1/c8. But to get that, the much simpler symmetric castling rules as in Janus Chess would suffice. The variable Rook destination might have some use, although this is largely spoiled by the fact that we are not allowed to give check. (After all, this would be the main reason why you need the Rook immediately in a certain position, rather than allowing an extra move for it.) Usually castling is done in a game stage where there are no open files yet, so the position of the Rook is rather indifferent. So why not put it always next to the King? It seems to me that this adds very little to Chess, other than complexity we could do without.
OK, I finally got to setting up a live demonstration match. It can be followed at http://80.100.28.169/gothic/falcon.html Currently, you can watch a match of Falcon Chess there, between two versions of Fairy-Max: one programmed to value a Falcon higher than a Rook, the other programmed to value it lower. Let me know if the link works for you. George, let me know if you object to using Falcon Chess for this purpose.
Sorry the link went down: stupid auto-updates rebooted my computer overnight... I restarted it now. And yes, it is difficult to find a satisfactory array where all Pawns are protected, because initially the Falcon can't protect anything. If one sticks to conventional castling and quasi-symmetry (corner Rooks and central KQ), the only possibility is RBFN. This is awkward, though, as it gives a bad conflict between developing the Knight and opening a diagonal for the Bishop. Plus the Bishops would look each other in the eye. It does not seem too bad, though, to have unprotected Pawns in this variant. The Falcons are not superstrong pieces, and also take time to develop. This much unlike Carrera variants, where the (BN) and (RN) can get into play and attack enemy Pawns on the first move, and are super-dangerous pieces even in solo action. In Falcon Chess, by the time the opponent can muster an attack on your Pawns, they are likely to have already moved to a completely different position. I would also be interested to have some feedback on the graphics design. In WinBoard I used the pre-existing Lance symbol (a wildcard piece, for which WinBoard accepts any move) to represent the Falcon. In the html page, I have of course infinite freedom, (the board is simply a table of gif files) and provided 2 alternative representations. But I must say I still like the Lance symbol best: it sticks out most clearly from the other symbols. Especially the bird-like symbol is difficult to spot. This might change if I would depict the entire bird, rather than just is head. I don't like that stylistically, though, as the Knight symbol also only depicts the head (as is the WinBoad Elephant). The Cobra symbol was inspired by the way the Falcon moves on a crowded board. It does not stick out as clearly as the Lance, but can still be spotted at a glance, due to its characteristic asymmetry. Problem of course is that it is not really compatible with the name 'Falcon', and that the C is already such an overloaded letter. The V is much less used, but a Viper does not make such a nice picture. S for Snake is both an available letter and compatible with the Cobra picture. But renaming the piece is a big step. A Lance also seems to have little bearing on a Falcon. Lance woud not be such a bad name for the piece either, as its moves stick through openings in the crowd to fairly large, but limited distance. Another interpretation of the symbol, however, could be a feather. With a vary small change, it could actually be made to look more like a feather, and it would stick out similarly as it does now. So I am inclined to stick to the Lance-like symbol, and say it represents a feather. A more detailed symbol set could make this more explicit. (Note that WinBoard_F does allow redefinition of piece ymbols, for thos not satisfied with the pre-defined bitmaps. All you have to do is supply a Chess font for WinBoard to render the pieces.)
'The Cavalier is a sort of multipath Gryphon, which cannot stop on any adjacent square. Benjamin C. Good wrote (March 13, 2002) that this piece cannot, in general, force mate - because it does not attack adjacent squares.' Well, pieces that do not attack at least two orthogonally adjacent squares obviously can not checkmate. But the Cavalier obiously attacks lots of adjacent squares. I think the percieed problem was that the rays covered b the Cavalier are not 'air tight', but have a hole in them, allowing the bre King to escape its confines by approaching the Cavalier. A Cavalier, unlike a Rook, can not change to another position alog the ray it covers. The mate is very easy, though, (even on infinite boards) as a Cavalier can also do things a Rook cannot do. You don't even need a corner, just an edge (say 1st rank), and it works on an infinite board.It works like this: 1) Cut off the bare King from moving away from the edge, (a rank, say), and walk your own King to be further from the edge than he is. 2) Cut off the bare King moving laterally away from the file your own King is in, and step towards his file, staying further from the edge than he is. 3) When the Kings are nearly in the same file, position the Cavalier in the file of the bare King, so that he gets trapped in the 'corridor' between the Cavalier's attack lines. 4) Use your King to push the bare King towards the edge, walking on the same file, until he reaches 1st rank (on f1, say). 5) Lift the stalemate danger by moving your Cavalier to a file far away, so you can safely take opposition on 3rd rank. 6) We now have to get the bare King into opposition twice, once for driving him back to 1st rank with check along the rank, second time for checkmating. In both cases we shephard him into opposition by first taking opposition ourself, and when he steps sideways, cut off the file two files away from our King. He then either has to step back into opposition, or step back immediately. The main problem is keeping enough distance, as the Cavalier has thes 'holes' in its attack set nearby. So in general, when advancing towards the edge, for sideway checking, we move one file away from the bare King. On a small board this might not be possible, and we have to manouevre a bit. This takes some extra moves, but the principle remains the same. e.g.: w: Kd4, Cd8 b: Kd2 1. ... Kd1, 2. Cg7 (out of the way), Kc2 3. Ca8 (cut off b-file), Kd2 Now we would have liked to check from the side, but our Cavalier is on on the a-file, and the b-file is too close to cover c2. So we nudge him to the other side: 4. Cb6 (cut off c-file), Ke2 5. Cg7 (cut off f-file), Kd2 6. Ch3+ (got him!), Ke1 7. Ke3 (opposition), Kf1 Now we would have liked to cut off the g-file, but our Cavalier is already on the h-file, and too close to cover f2. And even if he was, we are in zugzwang. So again some delay displacing the position sideways to gain room, and then nudge him to the long side: 8. Kf3 (opposition), Ke1 (only move, g1 was attacked) 9. Cc5 (cut off d-file) , Kf1 10. Cb2#. Easy as pie...
Well, as I explained, I cannot imagine who would ever want to use other King destinations than those to b- of g-file. Adding moves that are not attractive to use, will hardly lead to more variation in play. You can make variants where it is allowed to remove your own pieces from the board, in stead of moving them, or cpture own pieces, or teleport your King to e4 in stead of castling, but it will essentially stay the same game, as no serious player would ever consider it. I have a strong suspicion that this castling rule flls in the same class: strong players would virtually never use the extra possibilities.
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