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Omega Chess Rules

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Omega Chess

Board Setup, Rules, & How Pieces Move

The Object of the Game
The object of the game remains the same as in Standard Chess; to checkmate the opposing King. When a King is directly threatened by an opponent's piece, the King is in check. The player in check must respond in one of three ways. He must either:
  • Capture the threatening piece
  • Block the path of the threatening piece
  • Move the King to an unthreatened square

Checkmate occurs when a player's King is in check and the player has no way to get out of check on the next move. This ends the game with the capturing player as the clear winner.

A game of chess can also end in a draw in which there is no clear winner. A draw may occur one of four ways:

  • Stalemate: A stalemate occurs if a player who is not in check cannot move any piece, including the King, without placing their King in check.
  • Insufficient Mating Material: When neither player has the pieces needed to checkmate the other player. e.g. Bishop and King vs. King (see Game Endings)
  • Threefold Repetition of Position: The game is drawn if the same position (with the same person on move) has appeared on the chessboard three times.
  • 50 Moves Rule: If there have been 50 consecutive moves of White and Black without any piece capture or any pawn move.

If a player feels that their position is hopeless, the player may end the game by conceding to the other player. Alternatively, if the players feel that neither side can win, they may agree to a draw.

Initial Board Setup

Omega Chess is played with two players. As in Standard Chess, before the start of the game, the players must decide which color pieces they will play, white or black. Just like chess, white makes the first move followed by black. All the familiar pieces in Omega Chess follow the same rules as in Traditional Chess, except for pawns which have been modified for play on a 10x10 board. Omega Chess is played with the same rules of chess except for the pawns.

 

 

How Chess Pieces Move

The King

The King can move one square in any direction, except when castling. Castling is a defensive move using the King and either Rook. A player can castle provided that:

  • The King is not in check.
  • The King and the castling Rook have not been moved during the game.
  • All the squares between the King and the castling Rook are unoccupied.
  • The King would not be moving through or landing on a square under threat.
  • When castling, the King either moves two squares towards the King's Rook, or the King move two squares towards the Queen's Rook. The King's Rook or Queen's Rook then moves to the square the King moved through.

The Queen

The Queen is the most powerful chess piece, combining the powers of the Bishop and the Rook. It moves along an unobstructed path any number of squares diagonally or orthogonally. The queen is at her most powerful when the board is open, when the enemy king is not well-defended, or when there are loose (i.e. undefended) pieces in the enemy camp. Because of her long range and ability to move in more than one direction, the queen is well-equipped to execute forks, but these are only useful if the forked pieces are undefended, or one is undefended and the other is the enemy king.

 

The Rook

The Rook is also a line piece. It moves in an unobstructed path any number of squares orthogonally (horizontally or vertically). Rooks are most powerful towards the end of a game, where they can move unobstructed by pawns and control large numbers of squares. They are somewhat clumsy at restraining enemy pawns from advancing towards promotion, unless they can occupy the file behind the advancing pawn. By the same token, a rook best supports a friendly pawn towards promotion from behind it in the same file.

 

The Bishop

The Bishop is a line piece which moves in an unobstructed path any number of squares diagonally. As can be seen in the diagram, a Bishop only occupies squares of its starting color. Bishops gain in relative strength towards the endgame as more and more pieces are traded, and lines open up on which they can operate. When the board is empty, a bishop can operate on both wings simultaneously, whereas a knight takes several moves to hop across. In certain positions a bishop can by itself lose a move (see triangulation), while a knight can never do so.

 

The Knight

The Knight is a leaper. Unlike a line piece it doesn't require an unobstructed path to move along and it can jump over other pieces. The Knight can move two squares horizontally or vertically and then one square to either side. Refer to the diagram for a clearer illustration of the Knight's move. The knight is the only piece that can move at the beginning of the game before any pawn move has been made. Because of the above reasons, in most situations the best square for the initial move of each knight is one towards the center. Knights are usually brought into play slightly sooner than the bishops and much sooner than the rooks and the queen.

 

The Champion

The Champion, like the Knight, is classified as a leaper. It can move one square orthogonally, forward, backward or to either side. Or the Champion can jump two squares forward or backward or to either side, or jump two squares diagonally in all four directions. The Champion can jump over pieces and it can control up to twelve squares. (See diagram).The Champion cannot move one square diagonally. From the opening position, the Champion can immediately enter a game by jumping to squares a2 - c2, h2 - j2, j7 - h7, a7 - c7.

 

The Wizard

The Wizard is also classified as a leaper. It can move one square diagonally in all four directions. Or, like an exaggerated Knight move, the Wizard can jump three squares horizontally or vertically and then one square to either side. The Wizard is bound to the color of its starting square. The Wizard can jump over pieces to also control up to twelve squares.(See diagram). From the opening position, the Wizard can immediately enter a game by jumping to squares: a2, j2 -- j7, a7.

 

The Pawn

The Pawn can only move forward. From its initial position, a Pawn in Omega Chess can move one, two or three squares forward and after that, only one square at a time. A Pawn cannot move one square initially and then two squares afterward. When making an initial double or triple move a Pawn cannot jump over other pieces. While Pawns move directly forward, they can only capture an opposing piece by moving one square forward diagonally. Pawn Promotion: The diagram shows a Pawn reaching the other side of the board. When a Pawn reaches the far side of the board (the 10th rank) it is immediately promoted to any piece except a King (generally to a Queen). En Passant: The principle for capturing an opposing Pawn en passant in Omega Chess remains the same as in Standard Chess. If a Pawn moves two or three squares initially and passes an opposing Pawn on the fourth or fifth rank, the Pawn may be captured en passant. The opposing Pawn moves onto the square through which the Pawn moved. Note that in the diagram the Black Pawns which are capturing en passant are on White's fourth and fifth rank, not on the third. Capturing en passant is optional unless it is the only legal move available. The capture must be made on the next move.


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