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Dojo Chess

 

 

chess board

 

 

Introduction

 

Dojo chess is based on regular chess. The usual chess pieces can be used and are just labeled by coloured ribbons.

 

colored ribbons

 

 

The following details the deviations from the regular chess game.

 

 

The Pieces

 

At the beginning of the game, both players get 

 

8 Yellow Belts

2 Orange Belts

2 Green Belts

2 Purple Belts

1 Deputy Antisensei

1 Antisensei

Ye                                                                      

OR

GR

PU

DE

AS    

 

The pieces may move and capture like the corresponding chess pieces:

 

Yellow Belt

Orange Belt

Green Belt

Purple Belt

Deputy Antisensei

Antisensei

=  The Pawn                                                

=  The Knight

=  The Bishop 

=  The Rook

=  The Queen

=  The King

 

 

The Goal of Dojo Chess

 

The goal of the game is to prevent the opposing antisensei from being reelected as club president. This happens when he is captured. A threat to the antisensei is announced by "Election".

 

If the threat cannot be averted, one announces "Coup d'etat", and the game is over.

 

If no further move is possible, the game is scored as a draw.

 

Special Rules

A captured piece becomes a passive member (labeled by a P)

colored P

 

and remains on its last position. No other piece must be placed on this square. However, the capturing piece stays on this square together with the captured piece until its next move. It may also itself be captured on this square. Then the same rules apply to the capturing piece.

 

If any yellow, orange, or green belt remains within 2 squares from its antisensei for 15 moves in a row, it is regarded as an obediant friend and will be promoted to orange, green, or purple belt.

 

If the distance between deputy antisensei and antisensei is more than 5 squares for 10 moves in a row, treason is assumed, and the deputy will be demoted to a yellow belt. Thereupon an arbitrary piece, which may also be a passive one, will be appointed new deputy.

 

If a yellow belt gets to the other side, 1 arbitrary piece of the opponent may be transformed into a passive member (antisensei excluded). The yellow belt itself will be completely removed from the game because it has become too successful.

 

If any belt (antisensei excluded) remains within 3 squares from the opposing antisensei for 15 moves in a row, it will be permanently removed from the game in order to prevent defection. If this situation is overlooked by the respective player, the opposing antisensei may transform this piece into a yellow belt and integrate it into his own club.

 

If any yellow, orange, or green belt has not been moved for 15 moves in a row, it will be promoted to orange, green, or purple belt, in order to make it stay in the club. 

 

© 2005 NED

 

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