Extinction the King is a unit like any other (so you can promote to King).
A side wins when it has made any variety of units disappear, so by checkmating either the
King, Queen, last rook, last bishop, last knight, or last pawn.
white Kc8 Pd7f6c5g5e3h3f2 Ra1 Bd1
black Ka7 Pc6e6d5a4h4d3 Sf5 Rc4
#2 Extinction chess(10+9)
{
Tries : }
1.d7-d8=B ? {(thematic try ; threatens} 2.Bd1-g4 # {dominating the bN ;
and} 2...Rc4*g4 {does not extinguish white Bishop species since it remains the Bd8
and therefore is illegal since} 3.h3*g4 {extinct black Rook species)}
1...Rc4*c5 2.Ra1*a4 # { and not} 2.Bd1-g4 + ? Sf5-d6 ! {but black parry with} 1...d3-d2 ! 2.Bd1-g4 + d2-d1=S ! {}
1.d7-d8=Q ? {(threatens} 2.Qd8-a5 # {and not } 2.Qd8-b6 + Ka7*b6 # ! {)
without Pd5, there would be } 2.Qd8*d3 # {extinguishing either of the black Rook or Knight species.
without the Pe6, } 2.Qd8-d7 {would mate, dominating the bN}
1...Rc4*c5 2.Ra1*a4 # {or} 2.Bd1-g4 # {but} 1...Ka7-a6 ! {simply counter the threat}
1.d7-d8=R ! {(threatens} 2.Ra1*a4 # {by double check.} 2...Rc4*a4
{does not extinguish the white Rook species since it remains the Rd8
and therefore is illegal since} 3.Bd1*a4 {extinct black Rook species.)}
1...a4-a3 2.Ra1*a3 # {}
1...Rc4*c5 2.Bd1-g4 #
{The threat in the try becomes variation mate (on 1...Rxc5) in the real game and vice versa
Two-coloured AUW between the tries and the solution}
Chameleon Circe A captured piece rises in rank before being reborn, according to the C-F-T-D pattern.
A captured Queen becomes a Knight and the cycle resumes.
Pawns are reborn as in normal Circe
white Sf4 Kg2
black Ke5 Pf5g4
h#5 Chameleon Circe(2+3)b) g2 ---> e1
{}
a) {}
1.Ke5-f6 Sf4-g6 2.Kf6*g6[+wBf1] Bf1-e2 3.Kg6-h6 Be2*g4[+bPg7] {}
4.g7-g6 Kg2-h3 5.f5*g4[+wRh1] + Kh3*g4[+bPg7] # {}
b) wKg2-->e1 {Kg2 --> e1}
1.Ke5-e4 Sf4-h3 2.g4*h3[+wBf1] Bf1-g2 + 3.h3*g2[+wRh1] Ke1-d2 {}
4.g2*h1=B[+wQd1] Kd2-c3 5.Bh1-f3 Qd1-d4 #
Grasshopper moves along the Queen's lines with a sautoir behind which it lands.
The landing square must be empty or occupied by an opponent's piece
Moose The Moose is a Grasshopper which is at a 45 degree angle to its supposed landing square.
When the sautoir is adjacent to it, it is a knight's step
white Mf1 Kh4
black Mf2 Gh2 Ke1
h#5(2+3)f1, f2: Moosesh2: Grasshopper
{}
1.Ke1-e2 Kh4-g3 2.Mf2-h3 Mf1-h4 3.Ke2-f1 Mh4-g2 4.Gh2-f2 Mg2-h4 5.Mh3-e1 Kg3-h2 #
Köko At the end of a move, you must be in contact with another unit
white Kd8 Rg4 Ph3 Ba1
black Bg8 Kh7 Pa6
#7 Köko(4+3)
{Set play}
1...Bg8-a2 2.Ba1-h8 Ba2-g8 3.Rg4-h4 #
{note that} 2.Rg4-h4 {fait pat
Real play}
1.Rg4-g3 ! {(threatens} 2.Rg3-g4 Bg8-a2 3.Ba1-h8 Ba2-g8 4.Rg4-h4 # {)}
1...Bg8-a2 2.Rg3-b3 Ba2-b1 3.Rb3-b7 Bb1-a2 4.Kd8-c8 Ba2-b1 {}
5.Ba1-h8 + Kh7-g8 6.Rb7-d7 Bb1-h7 7.Rd7-d8 #
{}
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