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The Animals have their pieces replaced in the following way: If any of the kings is in check, it must be out of check at the end of the normal turn. No king may be moved into check during either the normal turn or the optional king-turn. This may not be performed if the other warrior king would be captured by it, or if the resulting position would put one of the kings in check.Īdditionally, after each of their turn the Two Kings army may optionally perform a special king-turn where the only actions are either moving a warrior king or performing a whirlwind attack. Warrior kings move as a king but may also perform a whirlwind attack, which captures all adjacent units, friendly or enemy, without moving the king.
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The game is lost if either is checkmated, and to win by midline invasion both kings must cross the midline. The Two Kings army replaces both their normal king and their queen by two warrior kings. The ghosts may move to any unoccupied square of the board and cannot be captured, but they are unable to capture any piece.It is also unable to capture a king and thus does not give check or checkmate. The Reaper may move to any unoccupied square of the board or capture any enemy piece, except for the opponent's first rank.The Reaper army has their queen replaced by the namesake Reaper, and their rooks by ghosts.
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However, the queen is replaced by an elegant queen, which may only move as a king. While a knight, bishop or rook of the Empowered army is orthogonally adjacent to another knight, bishop or rook of the same color, each of those piece gains the power of its neighbour in addition to its regular movement. If the opponent is playing with the Two Kings army, then the move may be done towards either of their kings. A nemesis move is a non-capturing move one square towards the enemy king. Nemesis pawns are unable to move two spaces on their first move, but have the option of making a nemesis move.It can still give check and checkmate to a king. The nemesis moves as a queen but it cannot capture pieces or be captured by other pieces other than the opposing king(s).The Nemesis army has their queen replaced with the namesake nemesis, and their pawns replaced with nemesis pawns. It is the only army that is allowed to castle. The Classic army is simply the standard chess setup. All armies have the standard setup for chess as their baseline, except they are unable to castle (except for the Classic army). There are six armies players may choose from at the start of a game. Sirlin's intention with this mechanic was to allow players to dynamically evaluate the worth of their pieces throughout the match. More stones may be earned by capturing enemy pawns. After revealing the bids, the stones are removed from the game if the defender spent more stones than the attacker, both the attacking and defending pieces are captured. Whenever a capture is made, the defending player may initiate a "duel." In a duel, the players secretly "bid" up to two stones. Each player begins the game with three stones. This was intended to prevent traditional " solved" chess endgames, which can be played by consulting a chess tablebase, and therefore does not require player skill.Ī third rule change from standard chess is the dueling system. In Chess 2, players may choose from six unique armies, such as an army with two kings and an army whose knights, bishops, and rooks may move like each other when adjacent.Ī new win condition has been added: a player wins if their king travels past the fourth rank. Like Fischer, his goals were to create a more dynamic opening game, decrease the emphasis on openings memorization, and reduce draws. When designing Chess 2, Sirlin took inspiration from Bobby Fischer's Chess960 variant.
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