-
-
Notifications
You must be signed in to change notification settings - Fork 196
/
variants.ini
2012 lines (1860 loc) · 64.4 KB
/
variants.ini
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
# 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
promotionPieceTypes = nbr
promotionRegionWhite = *6
doubleStep = false
#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
# 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
nFoldValue = draw
stalemateValue = loss