THE GAME RULES
The Vyrt Chess rules were developed for a board of 12?12 squares.
1 PLAYING AND WINNING THE VYRT CHESS
1.1.A chess party is conducted between two partners who move figures by turns on the top of a chess board. Player with white figures begins a party. The player gets the right for motion only after his opponent has done a motion too.
1.2. To win the game — a player has to attack the King figure and other opponents figures in that way that opponent’s King figure does not have motions, which would be leading it away from the ‘check’ on the next motion. The next step for a player to win the game is to put a ‘mate’ to the opponent. Otherwise a party is considered to be neutral.
2 INITIAL POSITION
2.1.A chess-board consists of 144 equal size squares (12?12) of light and dark colors. The squares on a board are arranged in such way that the right lower square is white.
A board has twelve vertical lines and twelve horizontal lines. The standard field (from A to ? and from 1 to 8) is inserted into the general field (from A to L and from 1 to 12).
Attention! Numeration in vertical lines and horizontal lines is conducted not in order of growth! On the vertical line numeration begins from a top to the bottom from 11, 12 and comes back on 1, 2, 3, 4, 5, 6, 7, 8, 9 and 10. On the horizontal line numeration begins from left to right with ?, L and comes back on A,B,C,D,E,F,G,H,I,J. Such numeration allows to move chess figures from one edge of a board to another easier. Therefore, the standard field is located in the center of a board.
For comfort of perception a player could mentally move the edge vertical line and edge horizontal lines. This will facilitate understanding of direction for the motions of the figures in transition from one edge of a board on another.
More experienced players can imagine that the field has the form of cylinder. When a chess figure moves from one field edge to another, edges of the field merge, creating a cylinder shape. After the motion is finished, edges of a board can be imagined as separated again.
Difficult trajectories can compel a chess-player to make a few consecutive turns of the flat field into cylinders with horizontal and vertical axis.
For beginners this difficult process can be described in simpler way. The arrows will show the variants of transitions to the opposite edge of a board. For example: if a Rook approaches the edge of a board (?5), it can stop or «appear» at another side of a board (J5) and to continue the horizontal motion. An Elephant goes into the corner (?11) and can continue motion through the square J10 on the back of a board and so on.
2.2. Each player has 30 figures in the initial position. These figures are: King, Queen, two Rooks, two Elephants, two Horses, 22 Pawns.
2.3. Initial position.
The figures should be placed in “classic” way within the standard field. Pawns will protect other fissures as shown on the following picture.
In the “classic” chess the value of the figures is different. The value decreases in such order: Queen, Elephant, Horse, Rook, Pawn.
2.4. The twelve vertical rows of squares are called the vertical lines. The twelve horizontal rows of squares are called the horizontal lines. Diagonals are the straight lines of squares of the same color, touching each other by corners.
3 THE MOTIONS OF FIGURES
3.1 All figures, excluding a Horse, can not «jump» over the figure of the same color. A figure can «put» to death the figure of opposite color only.
3.2. An Elephant and a Queen can go for any field bias, along the colour they stand on. In this game a diagonal can be «torn» on two parallel lines.
On the next picture you can see all variants of motions bias of the Queen and the Elephant. For the moment they will be placed on the field ?3. If to move a figure to the left and upwards, its trajectory will be following:
Therefore, the trajectory of the motion on an empty board is the closed contour.
If to move a figure upwards and to the right, its trajectory will look like this:
The Rule of «five squares»: if the Queen (Elephant) is not on the main diagonal, its motion should be made on two parallel diagonals located in the distance of five squares one from another. Example: The Diagonals ?11-J8 and K9-L10 are in the distance of five squares from L8, A7,B6, C5, D4.
3.3. A Rook and the Queen can go to any field via vertical or horizontal lines, which they stand on.
On the vertical line such figures, as Queen and a Rook being on the field ?3, can move as follows: ?3-E4-E5-E6-E7-E8-E9-E10-E11-E12-E1-E2-E3.
?? ???????????: E3-F3-G3-H3-I3-J3-K3-L3-A3-B3-C3-D3-E3.
3.4. When these motions are done, the Queen, Rook or elephant, can not move through the field if it’s busy with another figure, if it is impossible to do from another side of that figure.
3.5. A Horse can go for one of the nearest fields from that, which it stands on, but not on the same vertical line, horizontal lines or diagonals. Its possible motions are shown on the following picture:
For a Horse being on the field J10: H9, I8, I12, H11, K12, L11, K8, L9.
For a Horse being on the field I4: J2, J6, H2, H6, G3, G5, L3, L5.
For a Horse being on the field D11: B10, B12, C1, C9, E1, E9, F10, F12.
To clear any disputable situations for beginners we can offer such method: to make the motions of letters and numbers instead of motions of the fields. The sequence should be followed accordingly to the rules about the kind of the chess field. For example: we will place the square J10 in the center of a board.
Please compare the Results on both last diagrams and you will see that they are identical. Therefore every chess-player can choose their own way to play the Vyrt Chess, from these offered systems, either memorizing the system of transfers or submitting the «mobile» system.
3.6 A Pawn can walk ahead only, on the free field located right before it on the same vertical line. From initial position a Pawn can move up on two fields on the same vertical line, if both these fields are not busy (only for the first row). If a Pawn goes for the field, occupied by the opponents’ figure, which is located bias, the opponents figure cleans up from a board.
A Pawn can «put» to death the Pawn of opponent, if the last made motion on two squares ahead, thus, as though motion was done only on one square.
A Pawn can be converted into any figure after reaching a horizontal line, on which the opponents King is located while in the initial position.
3.7. The King can:
— move to any square free, if it’s not under attack by the opponents figures.
— make castling. The King moves towards a Rook on two squares, and a Rook «walks» around King, on condition that neither King nor Rook didn’t make motions before and there are no opponents’ figures on their way.
All unmentioned rules are similar to the rules of classic chess, if they do not contradict Vyrt Chess rules and specific configuration of a board.