### The Weak Square of the Jumping King

- In a moment, you fool, there's a Bishop left!

This game was part of the tournament to give a game to Hans Bodlaender in his 38th aniversary. The meta-rule was simple: Build a game with 38 squares! This was my part to his gift. It did won the main price, but should have won the "most poetic name for a CV" award! :-)

### The Weak Square of the Jumping King

1. All FIDE rules apply except in the following:
2. The board and starting position:
1.    8             k
7   . . . . . .
6   . . . . . .
5   . . . . . .
4   . . . . . .
3   . . . . . .
2   . . . . . .
1   K
a b c d e f

White King a1 (2 Rooks, 2 Bishops, 2 Knights, 3 pawns off the board)
Black King f8 (2 Rooks, 2 Bishops, 2 Knights, 3 pawns off the board)

3. Squares a1 and f8 are the weak squares! If a piece enters it, the player that owns the square (a1 for white, f8 for black) loses the game!
4. Each player has 1 Jumping King, 2 Rooks, 2 Bishops, 2 Knights and 3 Pawns.
5. Kings start at their respective weak squares. Then they start moving like the Knight, and for each step they place a piece on the square that they just leave (except for the 1st move, meaning that the weak squares become empty). They can only jump to inside their areas (rows 2,3,4 for white; 5,6,7 for black) When all pieces are placed, the jumping kings start to move like FIDE kings.
6. If a king in the jumping process cannot jump to a free square, it cannot continue to put pieces, and must wait until the adversary ends its jumping phase. Bishops must be placed in different color squares.
7. A pawn can promote if it reaches the last row (row 7 for white, 2 for black), to any piece not on the board (except pawns). This includes opponent pieces as well!
8. A player wins if they mate the opposing king or if they move a piece into their opponent's weak square. A player cannot enter its own weak square, because if so, he would loose.

Sample Games

8             k
7   . . . . . .
6   . . . . . .
5   . . . . . .
4   . . . . . .
3   . . . . . .
2   . . . . . .
1   K
a b c d e f

Jumping Phase:

1. Kc2    Kd7
2. Ke3<B  Kf6<B   <-- means: white K jumps to e3, leaving a Bishop in c2
3. Kc4<R  Kd5<B
4. Kd2<P  Kc7<p
5. Ke4<B  Ka6<N
6. Kc3<P  Kc5<R
7. Ka2<N  Kb7<p
8. Kb4<R  Kd6<R
9. Kd3<P  Kb5<N
10. Kb2<N  Ka7<p

8             .
7   k r n b . .
6   r . . n . b
5   . p p p . .
4   . P P . P .
3   . . N N R .
2   R K B B . .
1   .
a b c d e f

Moving Phase:

11. Rxa6+  Kxa6
12. cxb5+  Nxb5
13. bxc5?  Nxc3+
14. Ka3    Ndb5+
15. Kb2    Nd4+
16. Ka3    Nxc2++