Abecedarian Big Chess (ABChess)
Pieces T-Z
(The Yeoman is on the Setup page)
ABChess Home Page
Setup
Army Building
Pieces: A-F
Pieces: G-M
Pieces: N-S
Rules and Stuff
Teleporter: 14 points The Teleporter, when not capturing, may move to any light space when on a dark space, or any dark space when on a light space, outside the two fortresses. The Teleporter in ABChess may capture by moving one space horizontally or vertically to a space occupied by an opponent. This is the only way a Teleporter can occupy a fortress. |
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Unicorn: 16 points The Unicorn may move like a Bishop, sliding any clear distance along a diagonal, or like a Nightrider, in a line of successive (1,2) leaps provided that each leap save the last is to a vacant square. |
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Varan: 20 points The Varan may move like a Rook, sliding any clear distance horizontally or vertically, or like a Nightrider, in a line of successive (1,2) leaps provided that each leap save the last is to a vacant square. |
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Wildebeest: 9 points The Wildebeest may move like a Horse with a (1,2) leap, or like a Camel with a (1,3) leap. It ignores intervening pieces. |
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Xebec: 8 points The Xebec, a complement to the Jugyo, may slide any clear distance horizontally like a Rook. It may also move as a Horse, but specifically one space vertically followed by two spaces horizontally and not the opposite. The Xebec ignores intervening pieces when using its Horse-like moves. |
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Zebra: 4 points The Zebra moves two squares horizontally or vertically, turns 90 degrees, and continues three squares; or the opposite (three squares, turn, two squares). In either case it ignores intervening pieces and leaps from square to square. |
Written by Glenn Overby II.
WWW page created: November 5, 2002.