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Z-Chess

Z-Chess

A game for two players

[To see a photograph of the game set, click
on the link "PHOTO" below, or go to:

http://hometown.aol.com/glexzb/myhomepage/favorite.html]

Exciting and challenging, Z-Chess is a cross between GLE'X and conventional chess.
As of this writing, there are no analyzed lines yet. Talent is all one needs to master the game.
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If you want to see the game of GLE'X, please
click on the link below or go to:

http://www.zillionsofgames.com/games/glex.html
__________________________________________________

"Junior" versions of Z-Chess are now part of the
Z-Chess computer program at:

http://www.zillionsofgames.com/games/z-chess.html
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Copyright 1998 Zoltan Bartok


Description of the game

THE PIECES

Name of piece...Short... Number of pieces

King..................K.........1 white + 1 black
Queen..............Q.........2 white + 2 black
Rook.................R.........2 white + 2 black
Knight...............N.........2 white + 2 black
Bishop..............B.........2 white + 2 black
Pawn.................P.........8 white + 8 black

[The short form is used when writing the game.]


THE START POSITION

White pieces:
.............. Ka9-Qa7,a11-Ba5,a13-Na3,a15-Ra1,a17
......................Pb2,b4,b6,b8,b10,b12,b14,b16

Black pieces:
.............. Ki9-Qi7,i11-Bi5,i13-Ni3,i15-Ri1,i17
......................Ph2,h4,h6,h8,h10,h12,h14,h16


HOW THE PIECES MOVE:

KING

The King moves one circle at a time in any direction. It can not move to a circle occupied by a piece of the same color. It can not move to a circle under attack by an enemy piece. It takes an undefended enemy piece off the board when moving into its circle.

When writing the game, "-" is a plane move [e.g.
Pb2-c3], "x" is a capture, taking that enemy piece
off the board [e.g. Ka1xb2].
The King has the option to Castle to either side.
Write the move of Castling left: 0-0-0(L), Castling right: 0-0-0(R)

QUEEN

The Queen can move any number of circles along a straight line either horizontally or diagonally.
It can not move to a circle occupied by a piece of the same color. It can not jump over any pieces. It can move in any direction. It takes the opponent's piece off the board when moving into its place.

ROOK

The Rook can move any number of circles along a horizontal line from left to right or from right to left. It can not move into a circle occupied by a piece of the same color. It takes the opponent's piece off the board when moving into its place. It can not jump over any pieces.
THE ROOK ADVANCES OR RETREATS BY FIRST MOVING ALONG A DIAGONAL, THEN - AS PART OF THAT SAME MOVE - CONTINUES ALONG A HORIZONTAL LINE. [e.g.
Ra5-e1-e7 or Ra5-c7-c3].
IF THE ROOK CAN NOT CONTINUE ITS MOVE ON A HORIZONTAL LINE, IT CAN NOT MOVE!
IF THE MOVE BEGINS ON A HORIZONTAL LINE, IT CAN NOT CONTINUE ON A DIAGONAL!

E.g. The Rook is on "a5", the "a5-e1" diagonal is free of pieces, and there is an enemy piece on "e3": The "e3" piece is under attack along a5-(e1)-e3... However, if the Rook is on "e3", and the enemy piece is on "a5" - no other pieces on the "a5-e1" diagonal -, the Rook is not attacking the "a5" piece along the "e3-(e1)-a5" path. It is still attacking the "a5" piece from "e3" along the "e3-(a7)-a5" path, if that path is not blocked.

A PINNED PIECE CAN TAKE THE ATTACKING ENEMY PIECE OFF THE BOARD EVEN IF IT HAS TO EXPOSE THE KING BEFORE THE MOVE IS COMPLETED.

KNIGHT

The Knight can not move into a circle occupied by a piece of the same color. It takes the opponent's piece off the board when moving into its place.
The Knight is the only piece that can "jump".
It can "jump" over any piece of either color.
It always moves 2 circles at a time, turning at the first circle: in writing e.g. Na7-(b6)-c7 or
simply Na7-c7. HOWEVER, IT CAN NOT TURN IN SHARP ANGLES. The following moves, for example, from e5 are not possible: e5-(e3)-d4, e5-(e3)-f4, e5-(d4)-d6, e5-(f4)-f6, e5-(d6)-d4, e5-(f6)-f4, e5-(e7)-d6, e5-(e7)-f6. The possible moves from e5 are as follows: e5-(e3)-d2, e5-(d4)-d2, e5-(e3)-f2, e5-(f4)-f2, e5-(f4)-e3, e5-(d4)-e3, e5-(f4)-g5, e5-(f6)-g5, e5-(f6)-e7, e5-(d6)-e7, e5-(e7)-f8, e5-(f6)-f8, e5-(e7)-d8, e5-(d6)-d8, e5-(d4)-c5, e5-(d6)-c5.


BISHOP

The Bishop can move back and forth any number of circles along a diagonal. It can not turn as part of the same move. It can not "jump" over any pieces. It can not move into a circle occupied by a piece of the same color. It takes the opponent's piece off the board when moving into its place.

PAWN

The Pawn can move only diagonnaly forward. It can never move sideways or backward. It can move 1 or 2 circles from the start position, then only one circle at a time. It can not "jump" over any pieces. It can not move into a circle occupied by a piece of the same color. It can capture the opponent's piece (taking it off the board) when the opponent's piece is diagonally ahead of it on the next circle (left or right), that is blocking its way. When a Pawn advances to the last horizontal file, it has to become a Queen, a Rook, a Bishop or a Knight.


THE GOAL

The Goal is to capture the opponent's King.


WINNING

The Winner of the game is the player who first captures the opponent's King. A player also Wins when the opponent resigns.


DRAW

When there is not enough material to capture the opponent's King.
In case of a stale-mate [one of the players can not move].
When the opponents agree to end the game in a Draw.


Activities

See Z-CHESS INTERNATIONAL below

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