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Aurelian Florea wrote on Fri, Oct 26, 2018 07:37 AM UTC:

Hello again folks,

While reading Fergus's "How to enforce rules in game courier"  I rethought the idea of castling (which did not exist until now) in the 2 apothecary games. Even if the game starts with connected rook,s tucking the king to more safety while plunging the rooks into action seems a good extra choice. And I figured as the board is wider I could allow more options, and giving the fact that moving the king closer to the edge is usually more desirable I decided for two sub options in the closer to the middle castles. A specific choice of castling will be available only if the king path to it's destination will be unobstructed, the rook's path to it's destination is unobstructed by anything else than the king and both the rook to be moved and the king have not been yet moved; also the king needs not to cross a checked square in it's path :)!

The king's path is given by a diagonal step back towards the rook and the horizontal steps until destination.

The six castling options are:

1. King side long castle: The king moves (for white) through g1&h1 and lands on i1. The king side rook then jumps on h1.

2. Opposite side long castle: The king moves (for white) through e1&d1 and lands on c1. The king side rook then jumps on d1.

3. King side short castle: The king moves (for white) through g1 and lands on h1. The king side rook then jumps on g1.

4. Opposite side short castle: The king moves (for white) through e1 and lands on d1. The king side rook then jumps on e1.

5. King side short spread castle: The king moves (for white) through g1 and lands on h1. The king side rook then jumps on f1.

6. Opposite side short spread castle: The king moves (for white) through e1 and lands on d1. The king side rook then jumps on f1.


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