For posting: - invitations to games (you can also use the New Game menu or go straight to the Chess Invitation) - information about upcoming tournaments - discussion of games (please limit this to completed games or discussion on how a game has arrived at a certain position ... speculation on who has an advantage or the benefits of potential moves is not permitted) - links to interesting related sites (non-promotional)
Subjekt: Rules for English Progressive Chess (variant)
ENGLISH PROGRESSIVE CHESS (ENPR), embraces the basic "Progressive" idea dictating that White moves once, followed by two Black moves, then three White moves, etc. until conclusion; and in
each successive turn the number of possible moves increases by one.
In the better, refined English concept though, a limitation is added which prevents any unit from moving more than once per turn, unless everything
that can be moved has been and moves remain in the turn, whereby the "first sequence" of the turn is complete, and the moving player may then
commence a second sequence, and extra sequences if possible; but in each sequence, every mobile unit must move before another sequence can begin.
However, there is no restriction on order of movement within any sequence.
It is allowable to move in such a way as to block or pin one of more of your units to exempt them from movement within a sequence. Pawns are
most easily immobilized. Castling is one move in a turn, but counts as a King and Rook move in a sequence.
Each move must be legal according to chess rules. A player in check following an opponent's turn must use the first move of his turn to
nullify check; if he cannot, he is checkmated.
Any move creating a check truncates the turn, and any remaining moves are discarded without affecting the number of moves on following turns.
One ideal middlegame tactic is lining up your King on a file adjacent to an unbridled enemy Pawn, thereby limiting his next turn to one sequence; or compelling a Pawn to capture with a likewise result. An even sharper maneuver is forcing your opponent to answer a check with a check; this usually puts the respondent at a
decided disadvantage. Here is an example (a double slash denotes a completed sequence):
1.e4, 2.g5 Bg7, 3.d4 c3 f4, 4.e6 b5 Nc6 Ba6, 5.Nf3 Be3 Nbd2 b4 a4, 6.Bf8 Nf6 Ne7 c6 Qc8 Rb8, 7.fxg5 axb5 Rxa6 Bd3 Kf2 Qb3 Rha1, 8.cxb5 Rb7 Qc7 Ng6 Bg7 O-O Ng4+, 9.Kf1 Bg1 e5 h3 Bxb5 c4 Rc1 Ne4 Qa4, 10.Rxb5 Rfb8 Qd8 d5 h5 Kh7 Bh8 Nf4 Nh2+, 11.Bxh2 cxb5 Kf2 Rac6 Nc5 Qb3 Rc2 g6+, 12.Kxg6 Qg5 Bxe5 h4 f6 Ne2 Re8 a5// Kf5 Qc1 Nc3 Bxd4+, 13.Nxd4+, 14.Kg5 a4 e5 f5 Qd1 Ne2 Re7// exd4 Ng3 Qf1#
Pawns may promote to Queen, Rook, Bishop or Knight, but the promoted piece may not move again in the same sequence. A promotion creating a
check ends the turn, so it is often worthwhile to make a choice allowing for continued moving.
If a player is not checkmated, and cannot make a legal move during any move of his turn, or can construct any position which exhausts his legal
moves during play without executing check or using all allotted moves, the game is drawn by stalemate (very rare).
(skryť) Ak chcete byť vždy včas upozornení na najnovšie správy vo vašom obľúbenom diskusnom klube, môžete ich sťahovať RSS klientom pomocou RSS ikony v pravom hornom rohu stránky diskusného klubu. (pauloaguia) (zobraziť všetky tipy)