@Jean-Louis Cazaux, that's an argumentative point, but I think you partially misunderstood me, due to my explanation and diagrams lacking enough clarity.
The notation is simple - an odd number defines a line of dark cells, an even number defines white cells, etc. The columns are made of both white and dark cells except the very first. I didn't use numeral notation because it takes too much time to enter and place it on the diagram.
Bishop moves in a way similar to rook - it alternates between cells in an outer direction (meaning that it always should stay further from the starting point).
Instead of the rook with 6 directions, the bishop has 12. Red cells show a pattern like 'right-left-right-left' etc. For blue cells, it is reversed. From f6 you cannot move to e6 because it would violate the alternating pattern of both possible directions, and after reaching e5, everything continues from the initial perspective. Here's another take - if all dark cells will be converted to hexagons and combined together, the bishop's movement would look like a movement of an alternating hexagonal rook.
It is the only way to achieve a constant movement without directions getting multiplied. A more clarifying diagram is added to cover all directions.
Knight's move is derivative of the rook's and bishop's move. You simply move the knight in any of three rook-alike directions, then in any bishop-alike, except g6, g8, and h8 for obvious reasons.
The fact that it looks like the dabbaba's move purely lies on the board's geometry. I simply followed the principle borrowed from chess that after moving like a rook, it moves in a diagonal direction except for the cells placed directly to the starting cell.
@Jean-Louis Cazaux, that's an argumentative point, but I think you partially misunderstood me, due to my explanation and diagrams lacking enough clarity. The notation is simple - an odd number defines a line of dark cells, an even number defines white cells, etc. The columns are made of both white and dark cells except the very first. I didn't use numeral notation because it takes too much time to enter and place it on the diagram.
Bishop moves in a way similar to rook - it alternates between cells in an outer direction (meaning that it always should stay further from the starting point).
Instead of the rook with 6 directions, the bishop has 12. Red cells show a pattern like 'right-left-right-left' etc. For blue cells, it is reversed. From f6 you cannot move to e6 because it would violate the alternating pattern of both possible directions, and after reaching e5, everything continues from the initial perspective. Here's another take - if all dark cells will be converted to hexagons and combined together, the bishop's movement would look like a movement of an alternating hexagonal rook. It is the only way to achieve a constant movement without directions getting multiplied. A more clarifying diagram is added to cover all directions.
Knight's move is derivative of the rook's and bishop's move. You simply move the knight in any of three rook-alike directions, then in any bishop-alike, except g6, g8, and h8 for obvious reasons. The fact that it looks like the dabbaba's move purely lies on the board's geometry. I simply followed the principle borrowed from chess that after moving like a rook, it moves in a diagonal direction except for the cells placed directly to the starting cell.