Game Pigeon Chess Rules

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Pigeon Playing Chess

(Redirected from Aeroplane Chess)
Aeroplane Chess
Players2–4
Setup time< 5 minutes
Playing timeAround 30 minutes
Random chanceHigh (dice rolling)
Skill(s) requiredDice rolling
Identifying optimal moves

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Game Pigeon Chess Rules

Aeroplane Chess (simplified Chinese: 飞行棋; traditional Chinese: 飛行棋; pinyin: fēixíng qí, literally 'Aviation Game' or 'Flying Chess') is a Chinese cross-and-circle board game similar to the Western game of Ludo and the Indian game of Pachisi. Developed in the 20th century, Aeroplane Chess features airplanes as pieces instead of the more abstract pawns and beehive-shaped pieces found in the games from which it is derived. Aeroplane Chess has spread around the world, especially in Africa.[citation needed]

Aeroplane Chess comes in many different packages that are manufactured by different companies. The inventor of Aeroplane Chess is not known and the game has entered the public domain, now ranking among Jungle and Luzhanqi as one of China's classic modern board games.[1]

Equipment[edit]

  • Aeroplane Chess gameboard, featuring four starting hangars in each corner, a board with a track consisting of 52 spaces, four home zones each leading from the track to the end spaces at the centre of the board. The board is evenly divided between the colours red, yellow, blue and green.
  • Four sets of 4 coloured airplane pieces, typically red, yellow, blue and green.
  • A die, typically 6-sided.

Objective[edit]

Two to four players each try to get all their own plane pieces from their hangars, located at the corners of the board, into the base of their own colour in the centre of the board. Each player takes a turn by rolling the die. On a turn a player may do the following:[2]

  • Take a piece out of the hangar onto the board. This can only be done by rolling a 5 or 6.
  • Move a piece that is on the board clockwise around the track, the number of spaces indicated by the die.

Additional rules:

  • A roll of 6, whether it is used to enter or move a piece, gives that player another roll. A second 6 gives the player a third roll. If the player rolls a third 6, any pieces moved by the first two 6s must return to their hangar and play passes to the next player.
  • When a player lands on an opponent's piece, the opponent returns that piece to its hangar.
  • When a plane lands on a space of its own colour, it immediately jumps to the next space of its own colour. Any opposing planes sitting on these squares are sent back to their hangars.
  • There are additional shortcut squares. When a plane lands on one of these of its own colour, it may take the shortcut, and any opposing planes in the path of the shortcut are sent back to their hangars. This may also by done in succession with the previous rule, with a jump leading to shortcut. Some also play that a direct land on a shortcut may be followed by a jump.
  • When a plane lands on another plane in its own fleet, the player may stack the pieces and move them as one piece until they reach the centre or are landed on by an opponent. When stacked pieces are sent back to their hangar by an opponent landing on them, they are no longer stacked. (Some play without this stacked movement rule.)

Ending the game[edit]

A plane must fly into the centre base on an exact roll. When a plane does so, it is placed face down back in its own hangar, indicating that it is done for the game. The first player to get all four of their planes to the centre of the board wins.The rest play until there is only one loser.[2]

Optional rules[edit]

Like many other board games, people add their own rules that give the game a colloquial and folkloric quality:

  • Open Shortcut Rule: A player landing on a shortcut space may move along its path, regardless of colour. A shortcut of corresponding colour gives the player the advantage of being able to make an additional jump, either before or after the shortcut, but not both.
  • Stacked Battle Rule: If a player moves a piece or pieces onto an opposing stack that has a greater number of planes than the number landing on the stack, the stack remains and the player moves their plane or planes back one space.
  • Dice Battle Rule: When a plane lands on an opposing plane, players determine which gets sent back to its hangar by rolling the die, with the high roll determining the winner. When one plane attacks a stack of planes, it must battle each one by rolling the die. When a stack attacks another stack, the planes battle each other with a series of successive die rolls until only one player occupies the square.
  • Home Zone Backtrack Rule: If a player cannot move pieces into the centre base by an exact roll of the die, then they must move their piece backwards according to number rolled.

References[edit]

  1. ^'Fei Xing Qi'. Board Game Geek. Retrieved 29 December 2011.
  2. ^ abGateway to Old School Games. Asiapac Books. 2011. pp. 65–67. ISBN978-981-229-614-6.

External links[edit]

  • Play Aeroplane Chess Online A free online version of the game

Chess Game Rules Pdf

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Aeroplane_chess&oldid=980643554'
Many chess players are confused about castling rules.

Chess players taking their first steps are often confused about how to castle. This special move is the only time you can move two pieces in the same turn. Castlingonly involves the king and the rook (no other chess pieces), and it is believed that it was invented around the 1500s in order to speed up the game.

Castling gets your king out of the center of the board where all the action is taking place! This makes it more challenging for your opponent to checkmate your king!

Here is what castling looks like. White has castled kingside while Black has castled queenside.

The white king is castled kingside (short) while Black is castled queenside (long).

Here are four rules about castling!

Rule 1. You cannot castle if you have moved your king (or the rook)!

The white king has moved from e1 to e2 and has lost the right to castle.

In the above position, the white king has moved from e1 to e2. When white moved their king they forfeited the right to castle during the game. Even if white puts their king back on e1 they still are not allowed to castle.

Note: You are not allowed to castle if you moved the rook that would be part of the castling move.

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Rule 2. You are not allowed to castle out of check!

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The black bishop on b4 is making check. White cannot castle while ins check.

The white king is in check from the black bishop on b4, and you are not allowed to castle to get out of the check. White would first have to block the check with a move such as pawn to c3 to make castling possible on the next turn.

Rule 3. You are not allowed to castle through check!

Encyclopedia of pigeon breeds free download. White is not allowed to castle through the bishop's 'check' on f1.

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The black bishop on a6 is attacking the f1-square next to the white king. To castle, the white king would have to cross over this square which is not allowed.

Rule 4. No pieces can be between the king and the rook

In this position, White can castle kingside or queenside. Black can only castle kingside since there is still a black knight on b8.

Quick tip: When you castle, the king will always go to the same color square that he started the game on. White will always move the king two squares to a dark square, and Black will move the king two squares to a light square.

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Castling is a great way to protect your king and bring a rook toward the center of the board!

Castle your way to victory today on Chess.com!

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