A piece moving diagonally through a cell orthogonally adjacent to a Tardis may do so through either two opposite corners of that cell, or one of the non-Tardis corners and halfway along the Tardis-bordering edge.
It took me disappointingly long to figure out how said diagonal moves into/out of the Tardises work, but I think I've got it now: for reference, a bishop starting from c4 could move souteast into the white Tardis (in its starting position as shown in the diagram) and continue along its a6–f1 diagonal; from d4 it could go southeast b6–f2 or c6–f3, able in both cases to exit to the main board's g1; from e4 the southeast move takes it either d6–f4 or e6–f5, exiting onto g2; and moving southeast from f4 it may reach g3 via the Tardis' f6 or skip that square completely. Ofc from the latter three squares there are southwestward Tardis‐crossing moves too, and likewise from other squares.
a player may move the entire Tardis […] to swap place with any completely empty 3x3 block of non-Tardis cells
I see where this comes from, though it seems the emphasised restricion may be unnecessary at least in theory; the path‐splitting rule seems like it could be unambiguously be applied recursively, and from a lore perspective Tardises (well, the TARDIS) have been known to materialise inside each other (or even inside themselves, whether at the same or different points in their own timeline) on the show. The only problematic case would be a Tardis straddling a Tardis' edge (though they've never been seen inside each other's doors either, so…).
Subdividing the original Xiang Qi board
It seems the array diagram is missing a rank :(
For what it's worth, I like the idea behind this game a lot, though I haven't had a chance to try it; the unusual connectivity is interesting, the moving palaces a nice addition, and the way of incorporating extra space innovative. And the Tardis is the last entry in Man and Beast, too; a suitably unusual way to finish an epic series of articles.
It took me disappointingly long to figure out how said diagonal moves into/out of the Tardises work, but I think I've got it now: for reference, a bishop starting from
c4
could move souteast into the white Tardis (in its starting position as shown in the diagram) and continue along itsa6
–f1
diagonal; fromd4
it could go southeastb6
–f2
orc6
–f3
, able in both cases to exit to the main board'sg1
; frome4
the southeast move takes it eitherd6
–f4
ore6
–f5
, exiting ontog2
; and moving southeast fromf4
it may reachg3
via the Tardis'f6
or skip that square completely. Ofc from the latter three squares there are southwestward Tardis‐crossing moves too, and likewise from other squares.I see where this comes from, though it seems the emphasised restricion may be unnecessary at least in theory; the path‐splitting rule seems like it could be unambiguously be applied recursively, and from a lore perspective Tardises (well, the TARDIS) have been known to materialise inside each other (or even inside themselves, whether at the same or different points in their own timeline) on the show. The only problematic case would be a Tardis straddling a Tardis' edge (though they've never been seen inside each other's doors either, so…).
It seems the array diagram is missing a rank :(
For what it's worth, I like the idea behind this game a lot, though I haven't had a chance to try it; the unusual connectivity is interesting, the moving palaces a nice addition, and the way of incorporating extra space innovative. And the Tardis is the last entry in Man and Beast, too; a suitably unusual way to finish an epic series of articles.