Introduction
Circular
Chess is a game for two players, "White" and "Black."
The players control the same number and kinds of pieces that are used
in traditional Chess. All of the rules of Circular Chess are as like to
traditional Chess as the board allows.
For players already
familiar with Chess, the first section of this document provides a
brief summary of the differences that arise due to the new board
geometry. For players new to Chess, the remaining sections provide a
complete explanation of all rules governing the play of Circular Chess.
There are three versions of the Circular Chessboard
(see the discussion of boards in The Complete Rules section). This
document, for the sake of simplicity, uses what is known as the
"Medial" board for all illustrations. The rules, however,
apply to all three versions.
For Experienced Chess Players
o The Board and Set Up
The Circular Chessboard should be placed between the two players so
that the void spaces at the outer perimeter of the circle are the same
distance from both players. During the course of a game, pieces are not
permitted to occupy the center-circle or void spaces.
The starting
positions of White's pieces are the same as in traditional Chess. The
board must be oriented so that White's King Rook is located on a
light-colored space to White's right. Unlike a square Chessboard, there
is only one orientation of a Circular Chessboard that meets this
requirement.
The starting positions of Black's pieces are placed
in a mirror image of the arrangement used in traditional Chess with
Black's King Rook located on a dark space to Black's right. This
retains the feature of traditional Chess that places Black's Queen on
the same file as White's Queen and Black's King on the same file as
White's King. See figure 2 for an illustration of initial piece
positions.
o Movement and Capture of
Pieces
The movements of all pieces on the Circular Chessboard are analogous to
their movements on a traditional Chessboard. For Rook-like movements,
spaces that lie along circle diameters act as files while spaces that
lie along complete circles and circular segments act as ranks. Arcs of
same-color spaces that lie along inward and outward curving diagonals
act as the diagonal paths along which Bishop-like movements are made.
When the movement
path of a piece encounters the center-circle of the Circular
Chessboard, movement continues across the center in the spirit of the
movement made approaching the center. A Rook-like movement continues to
the opposite-color space directly across the center. A Bishop-like
movement curving left continues to the same-color space just to the
left of the space directly across the center and then onward to the
left. Movements of Kings, Knights, and Pawns that cross the
center-circle can be easily determined if the player keeps in mind that
spaces directly across the center-circle from one another are
considered adjacent spaces that are in the same file. The center-circle
is not considered a space and it cannot be occupied by a piece. See
figures 3 through 13 for examples of piece movements.
While pieces are
permitted to pass through the center-circle, they may NOT move across
void spaces. This applies to Knights as well as all other pieces.
A Rook or Queen may
not make a move that returns it to the space from which it started.
In Circular Chess,
all pieces capture in the same manner as in traditional Chess while
observing the movement differences described in the previous
paragraphs.
o Pawn Promotion
Just as in
traditional Chess, when a Pawn reaches its opponent's first rank, it
may be promoted to another piece of higher value. In Circular Chess it
is possible for a Pawn to reach its OWN first rank. Depending on its
starting position and the number and direction of captures it makes
during the course of a game, it may end up moving "forward"
toward its own side of the board. In this case, the Pawn may also be
promoted.
The Complete Rules of Circular
Chess
o Objective of the Game
The objective of Circular Chess is to position your
pieces so as to checkmate your opponent's King.
o The Board
The Board is
circular and divided into seventy, sixty-eight, or sixty-six spaces,
depending upon whether the version that is being played is
"Maximal," "Medial," or "Minimal"
Circular Chess. Spaces are alternately colored dark and light. The
three versions of the board are shown in Figure 1.
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Maximal
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Medial
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Minimal
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Figure 1
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The centers of
these boards are not part of the playing field of the game. The centers
have been removed in order to avoid the visual confusion resulting from
the board's converging files. Throughout this document this center area
will be referred to as the "center-circle". Void spaces on
the left and right of each board are also not part of the playing field
and will be referred to simply as "void spaces." The center-circle
and void spaces are fundamentally different with respect to piece
movement.
Rows of playing
field spaces that are aligned along circle diameters will be referred
to as files, while rows of spaces that lie along circles or circle
segments will be referred to as ranks. For referring to individual
spaces, a system known as algebraic notation has been adapted from
traditional Chess to identify each space on the Circular Chessboard.
The files, starting with White's left-most, full-diameter file and
proceeding counterclockwise up to and including the file containing
void spaces, are assigned the letters "a" through
"i". The ranks, starting with White's first rank and
proceeding across the center and continuing to Black's first rank, are
assigned the numbers "1" through "8". Using this
convention, an individual space on the board can then be located using
its file and rank designations. For example, the space just to the
right of the void spaces on White's left is "i6" on a Medial
style board.
o Set Up
The board should be
placed between the players as shown in Figure 2. The right-most space
in White's first rank should be light-colored.
Each player
controls a set of pieces consisting of two Rooks, two Knights, two
Bishops, one Queen, and one King. White's pieces are placed on the
spaces in White's first rank (rank "1"), while Black's pieces
are placed on the spaces in Black's first rank (rank "8").
Each Rook is placed adjacent to a void space, Knights are placed
adjacent to Rooks, and Bishops are placed adjacent to Knights. White's
Queen is placed on the vacant, light-colored space, and White's King is
placed on the vacant, dark-colored space. Black's Queen is placed on
the vacant, dark-colored space, and Black's King is placed on the
vacant, light-colored space.
Each player also
controls eight Pawns. White's Pawns are placed on the spaces in White's
second rank (rank "2"). Black's Pawns are placed on the
spaces in Black's second rank (rank "7").
See Figure 2 for an
illustration of the initial positions of all pieces and Pawns.
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Black
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White
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Figure 2
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o Movement and Capture of
Pieces
Before the start of
the game, players must decide by mutual agreement or by some random
method who will be White and who will be Black. White always makes the
first move. White and Black then take turns making moves, making one
move per turn. A move must consist of repositioning one of a players
own pieces (or in the case of Castling, two pieces) or capturing an
opponent's piece. While in play, no two pieces may occupy the same
space simultaneously, nor may they ever occupy the center-circle or a
void space.
The same etiquette
with regard to touching and moving pieces applies to Circular Chess as
in traditional Chess. That is: Once a piece has been touched, it must
be moved if it has a legal move. And once a piece has been moved to a
space constituting a legal move or capture and has been released, the
move is complete and cannot be taken back.
+ The Rook
The Rook may move
to any space on the file it occupies, as long as there are no pieces
between it and its destination. It may also move to any space on the
rank it occupies, as long as there are no pieces or void spaces between
it and its destination.
The Rook may
capture an opposing piece if the opposing piece occupies a space that
constitutes a legal destination within the Rook's range of movement. To
capture, the Rook is placed in the destination space and the opposing
piece occupying the space is removed from the board.
While the Rook is
permitted to pass through the center-circle, it may NOT move across
void spaces. Also, the Rook may not occupy the center-circle or void
spaces.
A Rook may not make
a move that returns it to the space from which it started.
A Rook may not make
a move or capture that places its own King in check.
See Figure 3 for an
example of spaces to which a Rook might move.
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Figure 3
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+ The Bishop
The Bishop moves
similarly to the Rook except in a "diagonal" manner rather
than a "file and rank" manner. To visualize a
"diagonal" on the Circular Chessboard consider that every
space on the board is at an intersection of two curved diagonal arcs of
like-colored spaces. Each of these diagonal arcs extends from a space
on the outer circle of spaces through successive circles into the
center of the board, moving one space clockwise (or counterclockwise)
for every successive circle transited. The arc continues through the
center of the board and back out to the outer circle, always curving in
the same direction.
The Bishop may move
to any space on the two curved diagonal arcs that intersect on the
space it occupies, as long as there are no pieces or void spaces
between it and its destination.
The Bishop may
capture an opposing piece if the opposing piece occupies a space that
constitutes a legal destination within the Bishop's range of movement.
To capture, the Bishop is placed in the destination space and the
opposing piece occupying the space is removed from the board.
While the Bishop is
permitted to pass through the center-circle, it may NOT move across
void spaces. Also, the Bishop may not occupy the center-circle or void
spaces.
A Bishop may not
make a move or capture that places its own King in check.
See Figure 4 for an
example of spaces to which a Bishop might move.
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Figure 4
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+ The Queen
The Queen may move
or capture in the manner of the Rook or in the manner of the Bishop.
A Queen may not
make a move that returns it to the space from which it started.
A Queen may not
make a move or capture that places its own King in check.
See Figure 5 for an
example of spaces to which a Queen might move.
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Figure 5
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+ The King
The King may move
to any space adjacent to it on the file, rank, or curved diagonal that
passes through the space it occupies.
Movements of the
King that cross the center-circle can be easily determined if the
player keeps in mind that spaces directly across the center-circle from
one another are considered adjacent spaces that are in the same file.
When a King
occupies a space adjacent to the center-circle, the spaces it can move
to that are across the center-circle are the one directly opposite the
space it occupies and the two spaces on either side of the opposite
space.
The King may
capture an opposing piece if the opposing piece occupies a space that
constitutes a legal destination within the King's range of movement. To
capture, the King is placed in the destination space and the opposing
piece occupying the space is removed from the board.
While the King is
permitted to pass through the center-circle, it may NOT move across
void spaces. Also, the King may not occupy the center-circle or void
spaces.
A King may not make
a move or capture that places it in check.
See Figure 6 for an
example of spaces to which a King might move.
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Figure 6
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+ The Knight
The spaces to which
the Knight may move can be found by starting from the space that the
Knight occupies, and proceeding two spaces along the rank which it
occupies, and then proceeding from that space, one space along the
file; or by proceeding from the space that the Knight occupies, two
spaces along the file, and then proceeding from that space, one space
along the rank. Unlike all other pieces, the Knight is not blocked in
its movement by other pieces that occupy intervening spaces. In other
words, it is the only piece that may jump over other pieces.
Movements of the
Knight that cross the center-circle can be easily determined if the
player keeps in mind that spaces directly across the center-circle from
one another are considered adjacent spaces that are in the same file.
The Knight may
capture an opposing piece if the opposing piece occupies a space that
constitutes a legal destination within the Knight's range of movement.
To capture, the Knight is placed in the destination space and the
opposing piece occupying the space is removed from the board.
While the Knight is
permitted to pass through the center-circle, it may NOT move across or
jump over void spaces. Also, the Knight may not occupy the
center-circle or void spaces.
A Knight may not
make a move or capture that places its own King in check.
See Figure 7 for an
example of spaces to which a Knight might move.
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Figure 7
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+ The Pawn
The Pawn always
moves forward; never backward, sideways, or diagonally.
("Forward" is a relative term in Circular Chess. It is
defined as "toward the center of the board" if the Pawn has
not crossed the center and is defined as "away from the center of
the board" if the Pawn has crossed the center. Due to the way a
Pawn captures, "forward" is not necessarily the direction of
the opponent's first rank.)
From its starting
position, the pawn may move one or two spaces toward the center of the
board, along the file that it occupies. From any space other than its
starting position, it may move only one space forward along the file
that it occupies.
A movement of a
Pawn that crosses the center-circle can be easily determined if the
player keeps in mind that spaces directly across the center-circle from
one another are considered adjacent spaces that are in the same file.
See Figure 8 for an
example of spaces to which a Pawn might move from its starting
position. See Figure 9 for an example of the space to which a Pawn
might move from a subsequent position.
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Figure 8
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Figure 9
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The Pawn is the only piece that captures differently than the way it
moves. Rather than capturing pieces that occupy spaces within its range
of movement, a Pawn may capture any piece that occupies a space that is
one space diagonally forward of the space the Pawn occupies. A Pawn
captures pieces across the center-circle that occupy spaces to either
side of the space exactly opposite the space the Pawn occupies.
See Figures 10 and
11 for illustrations of possible captures for a Pawn.
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Figure 10
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Figure 11
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If a Pawn has
passed over the center-circle and occupies a space on its opponent's
fourth rank, it may capture an opposing Pawn "en passant." A
Pawn may capture "en passant" only on the turn immediately
following the movement of the Pawn to be captured. And the Pawn to be
captured must have been moved from the space it occupied at the start
of the game to a space adjacent to the capturing Pawn. To capture in
this case, the capturing Pawn is placed on the space in the opponent's
third rank that is between the space on which the captured Pawn began
the game and the space to which it moved. The captured Pawn is removed
from the board.
See Figure 12 for
an illustration of an "en passant" capture where White's Pawn
has crossed the center and Black's Pawn has moved two spaces from its
starting position on the previous move. White may now capture Black's
Pawn "en passant" by placing its own Pawn on the indicated
space and removing Black's Pawn from the board. If White chooses not to
capture Black's Pawn "en passant" on this move, it may not
capture it "en passant" on subsequent moves.
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Figure 12
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While the Pawn is permitted to pass through the center-circle, it may not
occupy the center-circle or void spaces.
A Pawn may not make
a move or capture that places its own King in check.
+ Castling
Under certain
conditions, the Rook and King may both be moved in the course of one
turn. This repositioning of a Rook and King is called
"Castling". Castling can be performed on either the King's
side or the Queen's side.
The conditions
under which a Rook and King may be Castled are as follows: If (I)
neither the King nor the Rook has yet been moved, (ii) no piece is occupying
a space on the arc of spaces between the King and Rook, (iii) no
opposing piece is attacking a space on the arc of spaces between the
King and Rook, and (iv) the King is not in check.
When Castling, the
King is moved to a space on the first rank, two spaces away from the
space it occupied. The Rook is then placed in the space on the opposite
side of the King. The King always moves two spaces when Castling, while
the Rook may move two or three spaces, depending on the side on which
Castling is performed.
See Figure 13 for
an illustration showing the final positions of a Rook and King after
Castling. White has Castled on the King's side and Black has Castled on
the Queen's side.
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Figure 13
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o Pawn Promotion
Just as in
traditional Chess, when a Pawn reaches its opponent's first rank, it
may be promoted. When promoting a Pawn, the Pawn is immediately removed
from the board and is replaced with a piece of the player's choice
having higher value. This is done before the opponent's next turn.
In Circular Chess it is also possible for a Pawn to
reach its OWN first rank. Depending on its starting position and the number
and direction of captures it makes during the course of a game, it may
end up moving "forward" toward its own side of the board. In
this case, when a Pawn reaches its own side's first rank, the Pawn may
also be promoted.
o Check
A player's King is in "check" when the
player's opponent can capture the King on the opponent's next move.
When a player concludes a move such that the opposing King is in
"check", that player must announce this by saying,
"Check." A player may not conclude a move that leaves that
player's own King in "check."
o Checkmate
A player's King is "checkmated" when the
player's King is in check, and the player cannot conclude a move such
that the King is not in "check."
o Winning Games
A player wins the game when the player's opponent's
King is "checkmated", or when the player's opponent resigns
the game.
o Drawing Games
When a player is
not in "check", but has no legal move, the game is
"stalemated", and the game ends in a draw.
If neither player
has more material than a King and a Bishop or a King and a Knight,
there is insufficient material for either player to achieve mate. The
game ends in a draw.
If fifty
consecutive moves have been made by each player without a piece being
captured or any Pawns being moved, then the player who is to move may
declare a draw.
If the same
arrangement of pieces appears on the board three times, with the same
player to move each time, then the player who's turn it is to move may
declare a draw. If a player is in a position to produce, in one move,
the same arrangement of pieces that occurred twice before, with the
opponent to move each time, that player may declare a draw.
"The same
arrangement of pieces" is to be understood as when pieces of the
same kind and color occupy the same spaces.
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