The Standerd rules apply, except in the following. There is no notion of check, checkmate or stalemate. The player capturing the opponent's king wins. Every piece has a charge generating a magnetic field, except the two kings which have a neutral charge. White pieces are positive, and Black are negative (or vice versa, of course :) When a piece is moved to a specific square, their closest neighbours at the same rank and column (not diagonal) are repelled if they have the same charge (hence the same colour), and attracted if they have an opposite charge (hence have different colours). A king isn't repelled or attracted, doesn't repel or attract and has a blocking effect on the magnetic field lines all pawns/pieces have a magnetic feild of 3 squares in all non-diaganol directions, and as soon as a piece or pawn is blocked by another piece, it stops moving. Yes, bishops can change color.
In most ways, it is the same as standerd chess. The Exceptions Pieces or pawns can travel through time according to the following rules: 1: The piece has to be next to the King 2: The King can't be in check 3: The peice can't travel more than 10 moves 4: The peice can only travel foward in time 5: If the King is in check on the move the peice was supposed to come in, and the only legal move is to move the King to get out of check, then the peice is lost in time, and it gets captured. 6. You cannot say "I have to move the Queen, so i'm going to let my pawn get lost in time." That is illegal. 7. The piece can appear at any empty square, and pawns cannot appear on the first or last rank For the king, the same rules apply except #s 1 and 4. Traveling back in time: 1. only the King can do it. 2. The King can't be in check 3. It is limited to 5 moves back 4. It is limited to 2 backwards moves per person 5. There has to be at least 1 other piece or pawn of the same color, and another King does not count. Winning the game: There are 3 ways to win the game. 1. Checkmate one or more Kings 2. Make your opponent's King lost in time 3. Fork 2 or more Kings in a way that your opponent can't capture the forking peice An example of notation: 1. d2//to5 Nc6 2. e4 Nf6 3. Qg4 Nd4 4. e5 Nf3+xP 5. Qxf3 Ng4 6. K//to2 2. K a4// FTF In this game, White sent a pawn to move 5, Then on move 4, Black Checked the White King, Which captured the pawn. White sent his king back in time to undo the pawn capture, and FTF means from the future. I very much like this variant, and it would be easy to program.
(sakla) If you click on a person's name and then click Finished games you will have a list of games that have been completed, then click on the name of the game to get a summary of all of these games, then click on the name of the game again and you will have a game to view and analyze. (Servant) (Bütün ipuçlarını göster)