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This page is written by the game's inventor, Robert Potter.

Macrochess

AKA Really Really Big Chess

By Robert Potter

 

Introduction

I designed this game to be like Chu Shogi, but geared more toward our western thinking.

Board

This game is played on a huge 12 by 12 board.

Setup

Each army has 12 pawns and 36 other pieces in 16 varieties.

r

v

b

c

m

x

k

q

c

b

v

r

n

z

l

d

a

a

a

a

d

l

z

n

g

w

f

d

a

a

a

a

d

f

w

g

p

p

p

p

p

p

p

p

p

p

p

p

                       
                       
                       
                       

P

P

P

P

P

P

P

P

P

P

P

P

G

W

F

D

A

A

A

A

D

F

W

G

N

Z

L

D

A

A

A

A

D

L

Z

N

R

V

B

C

M

X

K

Q

C

B

V

R

Pieces

A is the Afil. It moves two spaces diagonally, jumping over the intervening square, if needed.

B is the Bishop.

C is the Cardinal, a Bishop/Knight.

D is the Dabbah. It moves two spaces orthagonally, jumping over the intervening square, if needed.

F is the Ferz. It moves one square diagonally.

G is the Guard. It moves like a king, but is not royal.

K is the King, which moves the same as in FIDE chess. When the King castles, it moves three spaces instead of just two.

L is the Camel. If the Knight’s move is a (1,2) jump, then the camel’s move is a (1,3) jump.

M is the Marshall, a Rook/Knight.

N is the Knight.

P is the Pawn, which moves the same as in FIDE chess. En passant captures occur on the seventh rank.

Q is the Queen.

R is the Rook.

V is the Valiant Knight, a piece of my own creation. It combines the moves of the knight, the camel, and the zebra. (More about the zebra later.)

W is the Wazir. It moves one space orthogonally.

X is the Amazon Warrior, a Queen/Knight.

Z is the Zebra. If the Knight’s move is a (1,2) jump, then the zebra’s move is a (2,3) jump.

Rules

To checkmate the enemy King. 

Play is the same as in FIDE chess, except is special cases noted here. 

Credits