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variants.ini
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variants.ini
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# Fairy-Stockfish, a UCI chess variant playing engine derived from Stockfish
# Copyright (C) 2018-2022 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 (fmWfF)
# 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, ..., customPiece25
# E.g., pawns without double steps could be described as:
# customPiece1 = p:mfWcfF
#
# You can define custom king movements in the same way you can define another custom piece.
# E.g., to make the king move like a centaur:
# king = k:KN
# In contrast to other custom pieces the Betza notation for the king is optional though
# and defaults to a standard chess king (betza: K) when skipped, e.g.:
# king = k
#
# 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, Z, and D directions, i.e., nN, nA, nZ, and nD
### Piece values
# The predefined and precalculated piece values can be overridden
# 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]
# [PieceSet]: multiple piece types [letters defined for pieces, e.g., nbrq]
# [CastlingRights]: set of castling rights [letters for castling rights as in FEN, e.g., KQkq]
# [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 counting rules for adjudication [janggi, unweighted, whitedrawodds, blackdrawodds, none]
# [CountingRule]: makruk, cambodian, or ASEAN counting rules [makruk, cambodian, asean, none]
# [ChasingRule]: xiangqi chasing rules [axf, none]
# [EnclosingRule]: reversi, ataxx, etc. enclosing rules [reversi, ataxx, quadwrangle, snort, anyside, top, none]
# - in enclosingDrop:
# - reversi: must enclose opponent's pieces between yours by Queen move
# - ataxx: must be adjacent to own piece by King move
# - snort: most *not* be adjacent to opponent's piece by Wazir move
# - anyside: must be reached by inserting from an edge and sliding to opposite edge
# - top: must be reached by inserting from top and sliding to bottom (ie. Connect 4)
# - in flipEnclosedPieces:
# - reversi: flip opponent's pieces enclosed between yours by Queen move
# - quadwrangle: if a normal move *or* a drop with a friendly piece adjacent by King move, then flip opponent's pieces adjacent by King move
# - ataxx: flip opponent's pieces adjacent by King move
# [WallingRule]: wall-placing rule [arrow, duck, edge, past, static, none]
# - arrow: copies piece movement (ie. Game of the Amazons)
# - duck: mobile square (ie. Duck chess)
# - edge: edges of board, opening up new edges (ie. Atlantis)
# - past: previous square (ie. Snailtrail)
# - static: unchanging mask (ie. Isolation)
### 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: pocket pieces are added from an external source, usually from 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]
# pawnTypes: define pieces considered as "pawns" for promotion, en passant, and n move rule [PieceSet] (default: p)
# see promotionPawnTypes, enPassantTypes, and nMoveRuleTypes for more specific overrides.
# promotionRegionWhite: region where promotions are allowed for white [Bitboard] (default: *8)
# promotionRegionBlack: region where promotions are allowed for black [Bitboard] (default: *1)
# promotionPawnTypes: promotion pawn types for both colors [PieceSet] (default: p)
# promotionPawnTypesWhite: white promotion pawn types [PieceSet] (default: p)
# promotionPawnTypesBlack: black promotion pawn types [PieceSet] (default: p)
# promotionPieceTypes: pawn promotion options [PieceSet] (default: nbrq)
# promotionPieceTypesWhite: white pawn promotion options [PieceSet] (default: nbrq)
# promotionPieceTypesBlack: black pawn promotion options [PieceSet] (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)
# blastImmuneTypes: pieces completely immune to explosions (even at ground zero) [PieceSet] (default: none)
# mutuallyImmuneTypes: pieces that can't capture another piece of same types (e.g., kings (commoners) in atomar) [PieceSet] (default: none)
# petrifyOnCaptureTypes: defined pieces are turned into wall squares when capturing [PieceSet] (default: -)
# petrifyBlastPieces: if petrify and blast combined, should pieces destroyed in the blast be petrified? [bool] (default: false)
# doubleStep: enable pawn double step [bool] (default: true)
# doubleStepRegionWhite: region where pawn double steps are allowed for white [Bitboard] (default: *2)
# doubleStepRegionBlack: region where pawn double steps are allowed for black [Bitboard] (default: *7)
# tripleStepRegionWhite: region where pawn triple steps are allowed for white [Bitboard] (default: -)
# tripleStepRegionBlack: region where pawn triple steps are allowed for black [Bitboard] (default: -)
# enPassantRegion: define region (target squares) where en passant is allowed after double steps [Bitboard] (default: AllSquares)
# enPassantTypes: define pieces able to capture en passant [PieceSet] (default: p)
# enPassantTypesWhite: define white pieces able to capture en passant [PieceSet] (default: p)
# enPassantTypesBlack: define black pieces able to capture en passant [PieceSet] (default: p)
# 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)
# castlingRookKingsideFile: starting file of castlingRookPieces on kingside (if not in corner) [File] (default: l)
# castlingRookQueensideFile: starting file of castlingRookPieces on queenside (if not in corner) [File] (default: a)
# castlingRookPieces: second piece type that participates in castling [PieceSet] (default: r)
# oppositeCastling: can't castle same side as opponent [bool] (default: false)
# 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 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: DEPRECATED, use "enclosingDrop = top"
# 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 [int] (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)
# wallingRule: rule on where wall can be placed [WallingRule] (default: none)
# wallingRegionWhite: mask where wall squares (including duck) can be placed by white [Bitboard] (default: all squares)
# wallingRegionBlack: mask where wall squares (including duck) can be placed by black [Bitboard] (default: all squares)
# wallOrMove: can wall or move, but not both [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)
# passWhite: allow passing for white [bool] (default: false)
# passBlack: allow passing for black [bool] (default: false)
# passOnStalemate: allow passing in case of stalemate [bool] (default: false)
# passOnStalemateWhite: allow passing in case of stalemate for white [bool] (default: false)
# passOnStalemateBlack: allow passing in case of stalemate for black [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 [Rank] (default: 1)
# flipEnclosedPieces: change color of pieces that are enclosed by a drop [EnclosingRule] (default: none)
# nMoveRuleTypes: define pieces resetting n move rule [PieceSet] (default: p)
# nMoveRuleTypesWhite: define white pieces resetting n move rule [PieceSet] (default: p)
# nMoveRuleTypesBlack: define black pieces resetting n move rule [PieceSet] (default: p)
# 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)
# chasingRule: enable chasing rules [ChasingRule] (default: none)
# 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)
# dupleCheck: when all pseudo-royal pieces are attacked, it counts as a check [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: *)
# flagPieceWhite: piece type for capture the flag win rule [PieceType] (default: *)
# flagPieceBlack: piece type for capture the flag win rule [PieceType] (default: *)
# flagRegion: target region for capture the flag win rule [Bitboard] (default: )
# flagRegionWhite: white's target region for capture the flag win rule [Bitboard] (default: )
# flagRegionBlack: black's target region for capture the flag win rule [Bitboard] (default: )
# flagPieceCount: number of flag pieces that have to be in the flag zone [int] (default: 1)
# flagPieceBlockedWin: for flagPieceCount > 1, win if at least one flag piece in flag zone and all others occupied by pieces [bool] (default: false)
# flagMove: the other side gets one more move after one reaches the flag zone [bool] (default: false)
# flagPieceSafe: the flag piece must be safe to win [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)
# connectPieceTypes: pieces evaluated for connection rule [PieceSet] (default: *)
# connectVertical: connectN looks at Vertical rows [bool] (default: true)
# connectHorizontal: connectN looks at Horizontal rows [bool] (default: true)
# connectDiagonal: connectN looks at Diagonal rows [bool] (default: true)
# connectRegion1White: connect Region 1 to Region 2 for win. obeys connectVertical, connectHorizontal, connectDiagonal [Bitboard] (default: -)
# connectRegion2White: "
# connectRegion1Black: "
# connectRegion2Black: "
# connectNxN: connect a tight NxN square for win [int] (default: 0)
# collinearN: arrange N pieces collinearly (other squares can be between pieces) [int] (default: 0)
# connectValue: result in case of connect [Value] (default: win)
# materialCounting: enable material counting rules [MaterialCounting] (default: none)
# adjudicateFullBoard: apply material counting immediately when board is full [bool] (default: false)
# countingRule: enable counting rules [CountingRule] (default: none)
# castlingWins: Specified castling moves are win conditions. Losing these rights is losing. [CastlingRights] (default: -)
################################################
### 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
# promotionRegionWhite = *5
# promotionRegionBlack = *1
# 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
# pawns with extra sideways and backwards movement
# example for defining a custom pawn type
# resetting the original "p" piece with "pawn = -" is optional as already done implicitly
[allwayspawns:chess]
customPiece1 = p:mWfceFifmnD
pawnTypes = p
# Hybrid variant of three-check chess and crazyhouse, using crazyhouse as a template
[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
[atomic-giveaway:giveaway]
blastOnCapture = true
# Hybrid variant of atomic, giveaway, and king of the hill
[atomic-giveaway-hill:giveaway]
blastOnCapture = true
flagPiece = k
flagRegion = d4 e4 d5 e5
# Crazyhouse with mandatory captures, using crazyhouse as a template
[coffeehouse:crazyhouse]
mustCapture = true
# Hybrid variant of makruk and crazyhouse
[makhouse:makruk]
startFen = rnsmksnr/8/pppppppp/8/8/PPPPPPPP/8/RNSKMSNR[] w - - 0 1
pieceDrops = true
capturesToHand = true
firstRankPawnDrops = true
promotionZonePawnDrops = true
immobilityIllegal = 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
mobilityRegionWhiteFers = d1 f1 e2 d3 f3
mobilityRegionBlackFers = d8 f8 e9 d10 f10
mobilityRegionWhiteElephant = c1 g1 a3 e3 i3 c5 g5
mobilityRegionBlackElephant = c6 g6 a8 e8 i8 c10 g10
mobilityRegionWhiteSoldier = a4 a5 c4 c5 e4 e5 g4 g5 i4 i5 *6 *7 *8 *9 *10
mobilityRegionBlackSoldier = *1 *2 *3 *4 *5 a6 a7 c6 c7 e6 e7 g6 g7 i6 i7
# 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
promotionRegionWhite = *10
promotionRegionBlack = *1
promotionPieceTypes = q
doubleStep = false
castling = false
# Centaurking
# A variant demonstrating how to define a custom royal piece movement
[centaurking:chess]
king = k:KN
# Mahajarah and the Sepoys
# 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]
doubleStepRegionWhite = *2 *3
doubleStepRegionBlack = *7 *6
# 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
flagRegionWhite = *8
flagRegionBlack = *1
#https://github.com/yagu0/vchess/blob/master/client/src/translations/rules/Pawnsking/en.pug
[pawnsking:pawnsonly]
commoner = k
flagPiece = *
startFen = 4k3/pppppppp/8/8/8/8/PPPPPPPP/4K3 w - - 0 1
extinctionValue = loss
extinctionPieceTypes = k
stalemateValue = draw
[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
enclosingDrop = top
doubleStep = false
castling = false
stalemateValue = draw
immobilityIllegal = false
connectN = 4
nMoveRule = 0
[flipello6:flipello]
maxRank = 6
maxFile = 6
startFen = 6/6/2pP2/2Pp2/6/6[PPPPPPPPPPPPPPPPPPPPPPpppppppppppppppppppppp] w 0 1
enclosingDropStart = c3 d3 c4 d4
[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
promotionRegionWhite = *6 *7 *8
promotionRegionBlack = *3 *2 *1
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
#https://www.chess.com/variants/caught-in-a-snag
[caught-in-a-snag:chess]
pieceToCharTable = P..........GUFW......Mp..........gufw......m
maxRank = 6
pawnTypes = p
fers = f
horse = u
wazir = w
centaur = m
king = g:gBgR
customPiece1 = p:fmWfcF
startFen = fuwmgwuf/pppppppp/8/8/PPPPPPPP/FUWGMWUF w - - 0 1
stalemateValue = win
promotionPawnTypes = -
#https://www.chess.com/variants/minihouse
[minihouse:crazyhouse]
maxRank = 6
maxFile = 6
startFen = 2bnrk/5p/6/6/P5/KRNB2
#https://www.chess.com/variants/rookmate
[rookmate:chess]
#in this variant, one rook is royal, one isn't
#to define this, the royal rook will be a king(K) with custom moves, and the non-royal king a commoner(C)
pieceToCharTable = PNBRQC...............Kpnbrqc...............k
startFen = rnbqcbnk/pppppppp/8/8/8/8/PPPPPPPP/RNBQCBNK w 7+7 0 1
king = k:R
commoner = c
extinctionPieceCount = 1
extinctionValue = loss
extinctionPieceTypes = *
# 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
flagRegionWhite = *8
flagRegionBlack = *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
flagRegionWhite = *8
flagRegionBlack = *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
flagRegionWhite = *8
flagRegionBlack = *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]
flagRegionWhite = *5
flagRegionBlack = *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
promotionRegionWhite = *6
promotionRegionBlack = *1
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
promotionRegionWhite = *6
promotionRegionBlack = *1
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
promotionRegionWhite = *6
promotionRegionBlack = *1
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
flagRegionWhite = *8
flagRegionBlack = *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
promotionRegionWhite = *7 *8
promotionRegionBlack = *2 *1
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
flagRegionWhite = *8
flagRegionBlack = *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
doubleStepRegionWhite = *2 *3
doubleStepRegionBlack = *9 *8
tripleStepRegionWhite = *2
tripleStepRegionBlack = *9
pieceToCharTable = PNBRQ.......C....WKpnbrq.......c....wk
startFen = rnccwkqbbnr/ppppppppppp/11/11/11/11/11/11/PPPPPPPPPPP/RNBBQKWCCNR w KQkq - 0 1
promotionPieceTypes = qw
promotionRegionWhite = *9 *10
promotionRegionBlack = *2 *1
mandatoryPawnPromotion = false
castling = false
# 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/2a1f1u2/p1p1p1p1p/4v4/9/4V4/P1P1P1P1P/2U1F1A2/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
promotionRegionWhite = *7 *8 *9
promotionRegionBlack = *3 *2 *1
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
flagPiece = k
flagRegionWhite = *9
flagRegionBlack = *1
# 5x5 breakthrough
[breakthrough5:breakthrough]
maxFile = 5
maxRank = 5
startFen = ppppp/ppppp/5/PPPPP/PPPPP w 0 1
flagRegionWhite = *5
flagRegionBlack = *1
# 6x6 breakthrough
[breakthrough6:breakthrough]
maxFile = 6
maxRank = 6
startFen = pppppp/pppppp/6/6/PPPPPP/PPPPPP w 0 1
flagRegionWhite = *6
flagRegionBlack = *1
# 7x7 breakthrough
[breakthrough7:breakthrough]
maxFile = 7
maxRank = 7
startFen = ppppppp/ppppppp/7/7/7/PPPPPPP/PPPPPPP w 0 1
flagRegionWhite = *7
flagRegionBlack = *1
# Mansindam (Pantheon tale)
# A variant that combines drop rule and powerful pieces, and there is no draw
[mansindam]
variantTemplate = shogi
pieceToCharTable = PNBR.Q.CMA.++++...++Kpnbr.q.cma.++++...++k
maxFile = 9
maxRank = 9
pocketSize = 8
startFen = rnbakqcnm/9/ppppppppp/9/9/9/PPPPPPPPP/9/MNCQKABNR[] w - - 0 1
pieceDrops = true
capturesToHand = true
shogiPawn = p
knight = n
bishop = b
rook = r
queen = q
archbishop = c
chancellor = m
amazon = a
king = k
commoner = g
centaur = e
dragonHorse = h
bers = t
customPiece1 = i:BNW
customPiece2 = s:RNF
promotionRegionWhite = *7 *8 *9
promotionRegionBlack = *3 *2 *1
doubleStep = false
castling = false
promotedPieceType = p:g n:e b:h r:t c:i m:s
dropNoDoubled = p
stalemateValue = loss
nMoveRule = 0
nFoldValue = loss
flagPiece = k
flagRegionWhite = *9
flagRegionBlack = *1
immobilityIllegal = true
mandatoryPiecePromotion = true
# Cross derby
# Pawns promote to a knight on the 8th rank. Checkmate or stalemate your opponent to win the game.
# https://www.chess.com/variants/cross-derby
[crossderby:chess]
pieceToCharTable = PN...................Kpn...................k
queen = -
rook = -
bishop = -
startFen = n*nnnn*k/**pppp**/pp4pp/8/8/PP4PP/**PPPP**/K*NNNN*N w - - 0 1
stalemateValue = loss
# Elimination chess
# Eliminate all the opponents' pieces but one to win. No checkmates, capturing is compulsory
# https://www.chess.com/variants/elimination-chess
[elimination:giveaway]
extinctionValue = loss
stalemateValue = loss
extinctionPieceCount = 1
# Hybrid variant of atomic and giveaway
[antiatomic:giveaway]
blastOnCapture = true
castling = false
extinctionOpponentPieceCount = 1
# Hybrid of atomic and Crazyhouse. --> SOLVED
[atomiczh:atomic]
dropChecks = false
pieceDrops = true
capturesToHand = true
pocketSize = 6
castling = false
# Misere Chess
# Get checkmated to win.
# Variant used to run some selfmate analysis http://www.kotesovec.cz/gustav/gustav_alybadix.htm
[misere:chess]
checkmateValue = win
# Chak
# Variant invented by Couch Tomato and inspired in the Mayan civilization
# https://www.pychess.org/variants/chak
[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
promotionRegionWhite = *5 *6 *7 *8 *9
promotionRegionBlack = *5 *4 *3 *2 *1
promotionPieceTypes = -
mandatoryPiecePromotion = true
promotedPieceType = p:w k:d
extinctionValue = loss
extinctionPieceTypes = kd
extinctionPseudoRoyal = true
flagPiece = d
flagRegionWhite = e8
flagRegionBlack = e2
nMoveRule = 50
nFoldRule = 3