The moves of the pieces

The moves of the pieces

Each piece has its own movement area and capture area determined by the type of piece. Each piece can move within its own movement area and can capture opponents' pieces in that area; an exception is the pawn where the movement area is different from the capture area.

Overlapping of areas of competence, even if only partial, is not permitted, except for the purpose of capture; it is therefore not possible to overlap pieces of the same color.

The capture of the opponent's price can be done through a partial overlap of the area of ​​competence of the capturing piece with the area of ​​competence of the captured piece belonging to the opposing side. After the capture the capturing piece assumes the position of the captured piece.

With the exception of the knight, it is not possible to "jump" another piece that hinders movement. In other words, if the movement area of ​​a piece overlaps, even partially, the area of ​​competence of another piece, two cases are possible:

  • the first piece stops before the areas of competence touch;
  • the two pieces are of different colors, the areas of expertise overlap, the second piece is captured.

The King


The movement area of ​​the king is a circle of radius 4R centered on the starting position of the piece.

The king cannot cross the capture area of ​​an opponent's piece.


The Queen

The queen's movement area is the result of merging the movement area of the rook and bishop.

The movement area is centered (cross) at the starting position of the piece.




Rook

The movement area of the tower consists of two parallelepipeds arranged orthogonally with respect to each other of width 2R and indefinite length. The sides of the parallelepipeds are parallel to the sides of the playing field. The movement area is centered (cross) at the starting position of the piece.




Bishop

The area of movement of the bishop is made up of two parallelepipeds arranged orthogonally to each other of indefinite width 2R length. The sides of the parallelepipeds are at 45° to the sides of the playing field. The movement area is centered (cross) at the starting position of the piece.



Knight

The Knight's movement area is a circular crown centered on the piece's starting position.


Outer Radius: R*(1+sqrt(40))

Inner Radius: R*(-1+sqrt(40))


The peculiarity of this move is in the fact that the piece activates the movement area centered in the starting position and is then "transported" inside the circular crown.

The knight can "jump" the other pieces. If another piece's area of competence overlaps the horse's movement area, it is not hindered in its movement. Following the general rules, the horse's area of competence must not overlap with that of a piece of the same color and, if it overlaps in whole or in part with that of an opponent's piece, it must capture it.




Pawn


The pawn has the following areas of movement (in blue) and capture (in yellow)

If an opponent's piece overlaps both areas, then it cannot be captured and hinders the movement of the pawn. Instead, an opponent's piece only needs to touch the capture area (yellow) to be captured.


If a player moves a pawn until it touches the opposite edge of the meta-board, he immediately exchanges it for a piece of his choice from queen, rook, bishop, knight while keeping the same color.*


* not yet implemented


Minimum move

To avoid passive behavior of the player, a minimum displacement is introduced. The move is not considered valid if the movement is less than this value.

Minimum move =R

If the player tries to finalize a move by moving a piece less than R from its initial position, the piece is returned to its initial position and does not change the game turn.

Castling

Not yet implemented


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