L'horreur! L'horreur!

'Leisure' (30 days + 3 days/move, max 60 days)
This game is being played under Shatranj rules. Click the 'info' tab for more information.
1. f3 g6
Clock started on 01/08/2013
2. f4 e6 3. Nf3 b6 4. e3 d6 5. c3 Bh6 6. b3 c6 7. c4 d5 8. d3 c5 9. g3 f6 10. h3 Nc6 11. d4 dxc4 12. bxc4 cxd4 13. exd4 Ba6 14. Nbd2 Nge7 15. Ne4 Rf8 16. Ned2 e5 17. dxe5 fxe5 18. Nxe5 Nxe5 19. fxe5 Rf5 20. e6 Re5+ 21. Qe2 Rxe6 22. Kf2 Rc6 23. Qd3 Qc7 24. Rh2 Rd8 25. Kg1 Nf5 26. Re2+ Kf7 27. Rf2 Kg7 28. g4 Nd6 29. Be3 Bxc4 30. Qxc4 Nxc4 31. Rc1 b5 32. Bd3 Rxd3 33. Nxc4 bxc4 34. g5 Rxe3 35. gxh6+ Kxh6 36. Rf4 Rxh3 37. Rfxc4 Rxc4 38. Rxc4 Qb6 39. Kg2 Rh5 40. Kf3 Rh3+ 41. Kg4 Ra3 42. Rc2 Ra4+ 43. Kf3 g5 44. Rc6+ Kh5 45. Rc2 g4+ 46. Kg3 Ra3+ 47. Kf4 Rf3+ 48. Ke4 h6 49. Rh2+ Kg5 50. Rg2 h5 51. Rd2 Rf5 52. Re2= h4 53. Re3 Rf4+ 54. Ke5 h3 55. Ke6 Kh4 56. Ke5 Ra4 57. Re2 g3 58. Kd5 h2 59. Rd2 h1 60. Kd6 g2 61. Ke5 Rg4 62. Rd7 Kg3 63. Kf5 g1 64. Rd3+ Kh4 65. Rd1 Kh3 66. Rd3+ Rg3 67. Rd1 Kh2 68. Ke4 Qg2 69. Ra1 Qf2 70. a3 Kh3 71. a4 Kg4 72. Kd4 Qf3 73. Kc4 Kf5 74. Kb5 Rg6 75. a5 Qe3 76. axb6 Rxb6+ 77. Kc4 a6 78. Rf1 Ke4 79. Rh1 Qf4 80. Re1+ Kf5 81. Kd4 a5 82. Rf1 Rb3 83. Kc4 a4 84. Ra1 Re3 85. Rb1 a3 86. Rb5+ Ke4 87. Rb8 a2 88. Ra8 Re2 89. Ra4 Ke3 90. Ra3+ Kf2 91. Ra6 Qg2 92. Rf6 Kf3 93. Kb3 Qf1 94. Ra6 Rd2 95. Kc3 Qe3 96. Rf6+ Ke2 97. Ra6 Kd1 98. Rf6 Qe2 99. Ra6 Kc1 100. Kb3 Kb1 101. Kc4 a1 102. Ra3 Rc2+ 103. Kd5 Qd2 104. Rb3+ Qb2 105. Rb6 Qc3 106. Ke5 Kc1 107. Ke4 Kd1 108. Rd6+ Rd2 109. Rh6 Kc2 110. Ke3 Qd4+ 111. Ke4 Qbc3 112. Rf6 Qd3+ 113. Kd5 Re2 114. Rc6 Re5+ 115. Kd6 Qe4 116. Rc4 Kd3 117. Ra4 Qf5 118. Ra1 Ke4 119. Ra4 Re6+ 120. Kd7 Ke5 121. Ra5+ Kf6 122. Rd5 Qe5 123. Rc5 Qcd4 124. Rc4 Rd6+ 125. Kc8 Qe6 126. Rc1 Rd7 127. Kb8 Qd6 128. Rf1+ Ke7 129. Rh1 Qf7 130. Re1+ Q4e5 131. Rc1 Rc7 132. Ra1 Qe8 133. Ra8 Kd7 134. Ra1 Qd4 135. Rb1 Q4c5 136. Rb5 Kc6 137. Ra5 Qb6 138. Rf5 Rb7+ 139. Kc8 Qd7+ 140. Kd8 Rb8#
Black win

Shatranj is a traditional game that first appeared in Persia around the 7th century AD and remained immensely popular throughout the Middle East for the next nine centuries. Shatranj is said to have supported professional players, produced several books and inspired its own body of chess problems or mansubat. And it is likely to be the predecessor of modern chess.

Pieces and Movement

Shatranj can be played with a traditional chess set: the start position is similar to that of standard chess, with Alfils replacing Bishops and Firzans replacing Queens.

  • Shah (king) moves as in standard chess, except there is no castling
  • Rukh (chariot, rook) moves as in standard chess
  • Faras (horse, knight) moves as in standard chess
  • Baidaq (soldier, pawn) moves as in standard chess, except there is no initial two-step and it always promotes to Firzan
  • Firzan (vizier, queen) moves to the first diagonal square
  • Alfil (elephant, bishop) leaps to the second diagonal square, can jump over some other piece (like knight).

The game was designed to represent an ancient battlefield. The Baidaq is a soldier, the Firzan is a trusted military advisor (this metaphor is also behind the promotion rule); the Rukh (chariot), Faras (horse), and Fil (elephant) represent advanced ancient military units.

Rules

The rules of Shatranj are similar to Standard Chess, with the following exceptions:

  • Stalemate counts as a win (if you have no legal move, you lose),
  • Bare King counts as a win, provided that your King cannot be bared on the very next move,
  • Two bare Kings count as a draw,
  • The piece set is changed (alfils and firzans instead of queens and bishops, see above),
  • There is no initial two-step pawn move (and of course no en-passant), no castling, and pawns arriving at the last rank always promote to Firzans

There are check and checkmate, and they work just as they do in standard chess.

Game hints

Here are some basic suggestions about game play.

Pieces strength

The strongest piece is of course the rukh (rook). If, following standard chess, we keep the values for the rooks (5 units) and knights (3 units), then the firzan would be worth at most 2 units, the alfil about 1, and pawns between 0.5 and 1 (the central pawns being more valuable than those on the side). The low value of the pawns is caused by the fact that they can only promote to firzans. The low value of the alfils is because each alfil can access only 1/8 of the board.

The tenth-century master As-Suli set out the values thus: rukh: 5, knight: 3¹⁄₃, firzan: 1²⁄₃, alfil: 1¹⁄₄, central pawn: 1¹⁄₄, bishop and knight pawn: between ⁵⁄₆ and 1, rook pawn: ⁵⁄₈.

Each alfil can access only 8 squares on the board, and those squares do not overlap. So it is impossible to (directly) exchange alfil for alfil. One can also consider avoiding squares reachable by one's opponent's alfils while deciding where to place important pieces and pawns. At the same time, one's own alfils can be useful to defend important pawns (this is why some openings leave pawns on d3 and e3).

Openings

The game is generally slower than standard chess. In particular, it takes time before the true battle begins: during opening one can develop almost uninterrupted by the opponent for some time. So, the exact sequence of opening moves is not very important; the resulting structure matters. Below are example structures (tabiyas) analysed in traditional literature:

  • Mujannah tabiya
  • Mashaikhi tabiya
  • Sayyal tabiya
  • Muwashshah tabiya

Black can pick the same, or other structure, as white. So, there can be Double Mujannah game (when both players picked Mujannah setup), or Mujannah-Mashaikhi game.

The typical aim of the opening and the early middlegame is to gain space, connect the rooks (second rank is often used for the task), favourably open some file(s), create outposts for the knights, and, if possible, invade the opponent's camp with a rook (or both), supported by knights, and sometimes alfils. Such an attack need not necessarily lead to mate, but frequently lets one win significant material.

Middlegame

Contrary to standard chess, one can often find oneself unable to defend some piece or square in spite of having tempi or even a few available for the task. Except the rooks, all pieces are short range, and it takes time to move them to the other area of the board. Therefore it is important to create a solid structure, where pieces and pawns defend one another. For the same reason, local advantages (having more pieces in some area of the board) are likely to stay for a few moves.

Typical game strategy is oriented rather towards winning material, than creating mate threats (although there are exceptions). Sacrifices happen rarely (if ever). The main tactical (strategical?) theme is to outnumber the opposing pieces in some area of the board to win material there.

Endgame

Pawn promotion is of lesser value than in standard chess as the firzan is only slightly stronger than the pawn. It make sense to promote pawns, but this is only one of many possible manoeuvres.

The most important endgame concept is constriction (taking away your opponent's moves) in order to achieve a stalemate or bare king victory.

The stronger side should be careful while exchanging, especially with rook exchanges. There is a risk of a situation similar to opposite-bishops chess ending - extra firzan (or a few) does not help if the weaker side dominates on - say - light squares. For the same reason sometimes it is better to keep an unpromoted pawn, if it keeps an eye on an important square - once promoted, it will never change its square colour.

Example games

  • Nice mate in the centre of the board
  • Rooks invasion - after typical opening black uses open file to invade white position with rooks
  • Alfils at work - instructive maneouvering game where white particularly effectively uses his alfils (note battle for open file on moves 26 and 37, fork on move 29 and final sacrifice at move 60), also pretty example of constriction strategy in the final part of the game.
  • Minor piece king hunt - knights and alfil cooperating to construct the mating net.
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Game Page Help

The Action Bar

The Action Bar is the most important part of the game screen, this is where you interact with the game by entering moves, conditional moves, comments, draw offers, resignations, and much more (if you are not viewing one of your own games, the Action Bar is not shown).  The Action Bar is in four parts, from left to right:

  1. The Move Input Box: where your move or conditional move is shown; it is possible to type into this box, but not recommended, you can enter your move by dragging and dropping the pieces on the board.
  2. The Action Selection Dropdown: this is where you select the action you want to do, for example, move, enter a comment, accept a draw offer, claim a draw, etc.  Only the actions which are relevant to the current game are shown.
  3. The Continue Button: this button sends your action back to our server; sometimes you might see a pop-up text box before the action is sent, this is so that you can write a message to your opponent.  You can set your preferences so that this box is always shown to confirm you move (under the "Chess Board" tab "Confirm moves before committing), some people find this helpful as a "blunder check".
  4. The Next Game button: clicking the button will take you to the next game for which it is your move.

The Game Information Panel

Under the Action Bar, you should find the Game Information Panel.  This gives you more information about the game; because there is too much information to see on one screen here, it is arranged into "tab"; you can move between the various screens by clicking the buttons, from left to right:

  1. Game Overview: this tab shows the full history of the game, including comments (you cannot read the comments from another player's game, unless the game is marked as "public"), leave taken, etc.  You can click the moves to see the position on the chess board.
  2. Hide Comments: this tab shows the moves of the game only, without the distraction of the comments shown on the game overview tab.
  3. Material Balance: this tab shows the captured pieces in the game.  If you are playing CrazyHouse chess, or a similar game, you can drag pieces from here to the board to make a "drop".
  4. Tags: You can "tag" games, this makes it easier to come back to games, you can find the games you have tagged from the game database screen.
  5. Variant Information: this tab is available for some chess variants, it will show you a description of the variant.
  6. Opening Book: In standard chess games, this tab will show you information about the chess opening you have been playing, taken from the Game Explorer.
  7. Analysis Board: Opening this tab will overlay an "analysis board" on the main chess board; you can move the pieces around freely on this board to try out various ideas in the game.
  8. Engine Analysis: This tab allows you to analyse the game using a chess engine; because the use of engines is not allowed on SchemingMind, this tab is not available for ongoing games.
  9. Share: The share tab will allow you to share your game on social media (if someone becomes a member by following one of your links, you will be rewarded with a complimentary extension to your full membership); you can also download the game as either an animated GIF or in PGN format, and you can copy the current position to your clipboard in FEN format.
  10. Help: If you are reading this, you have already figured out what the help button does!

The Chess Board

The chess board shows the current position in your game; if it is your move, or if you can enter a conditional move, you can drag and drop the pieces on the chess board.

If you wish to castle, simply drag your king over the rook on the side you wish to castle on.  When you promote a pawn, you will see a pop-up prompting you to select the promoted piece.

We have a number of different designs for chess boards and pieces, you can select the one you prefer from your personal preferences.

Under the chess board is a navigation toolbar (this toolbar looks slightly different if you are looking at the analysis board).

From left to right:

  • Settings: This button will bring up your chess board and pieces display settings.
  • Move to Start: This button will show the start position of the game.
  • Previous Move: This button will move position shown on the board back one move.
  • Next Move: This button will show the next position on the board.
  • Last Move: This button will show the current position on the board.
  • Flip: This button will show the board from the other player's perspective (by default you see games from White's perspective unless you are Black; you can select an option to always show the board from White's perspective in your personal preferences).
  • Animate: If you are not looking at the last move in the game, this button will animate the game from the shown position to the last move.
  • Stop Animation: This button will stop the animation.

View this article in the Knowledge Base.

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