This is an entry for the 32 Turn contest: build a chess game with at most 32 turns! You
can play this game in Zillions with this file.
The Knightliest Black Hole
All FIDE rules apply, except:
The Knighted pieces are:
The Knight Duke, i.e., R+N
The Knight Count, i.e., B+N
The Knight
The Paladin (check below)
The initial setup is as follow:
White: Dukes at b1,g1; Counts at c1, f1; Knights at b2,c2,d2,e2,f2,g2; Queen at d1 and
King at e1
Black: Dukes at b8,g8; Counts at c8, f8; Knights at b7,c7,d7,e7,f7,g7; Queen at d7 and
King at e7
At each turn, the White and Black players make: (a) a legal move, and (b) create an hole
in the board. The hole cannot contain an opponent piece (i.e., it must be empty or
have one friendly piece). Here is a 1st turn example: 1. Ncd4 (c5) NBd6 (h2)
No piece may cross an Hole, but a Knighted piece may jump them if it is within its
range.
There is an extra kind of move, the Swap. A Knighted piece may swap is position with its
King or Queen. But doing the swap, that piece is eliminated. The next example shows how
Black escapes Checkmate, by sacrificing the c5 Knight in a swap.
If a Knight reaches the last rank, it is promoted to Paladin. A Paladin has the Knight
moves plus the (3,1) jump piece moves (i.e. jumps 3 squares rookwise, and land to the left
or right. Using this notation, the Knight would be a (2,1) piece). In the last example,
the g7 Knight is trapped within the g7-h4 squares. If the Knight was a Paladin, it could
also jump to d6 checking the White King.