Played on a 14x14 board, with 20 fairy piece involved next to the usual King, Bishop, Rook and Queen:
![]() |
The Terror: moves and captures like Queen or a Knight. But can also leap directly to the second square in any diagonal or orthogonal direction. Finally it can perform hit-and-run capture on adjacent enemies, first capturing those, and then make one other King step to an empty square (but not the one it came from) in the same turn. Cannot capture a protected Terror. |
![]() |
The Eagle (aka Flying Queen or Great General): moves and captures like a Queen, but for capturing it can jump over arbitrary many pieces (friend or foe). The jumped-over pieces are not affected. It cannot jump over other flying pieces, (i.e. Eagle, Raven, Bat), or over an Archer, though. Cannot capture a protected Terror. |
![]() |
The Raven (aka Flying Rook or Rook General): moves and captures like a Rook, but for capturing it can jump over arbitrary many pieces (friend or foe). The jumped-over pieces are not affected. It cannot jump over other flying pieces, or over an Archer, though. |
![]() |
The Bat (aka Flying Bishop or Bishop General): moves and captures like a Bishop, but for capturing it can jump over arbitrary many pieces (friend or foe). The jumped-over pieces are not affected. It cannot jump over other flying pieces, or over an Archer, though. |
![]() |
The Archer: moves and captures one step orthogonally or jumps directly to the second square diagonally. Flying pieces cannot jump over it. |
![]() |
The Marshall: moves and captures like Knight or Rook. |
![]() |
The Archbishop: moves and captures like Knight or Bishop. |
![]() |
The Griffon: moves and captures by sliding along a trajectory that starts off by one diagonal step, and then continues outward like a Rook. |
![]() |
The Rhino: moves and captures by sliding along a trajectory that starts off by one orthogonal step, and then continues outward like a Bishop. |
![]() |
The Dragon King (aka Crowned Rook): moves and captures like King or Rook. Can castle with the King (see there). |
![]() |
The Dragon Horse (aka Crowned Bishop): moves and captures like King or Bishop. |
![]() |
The (enhanced) Champion: moves and captures to an adjacent orthogonal square, or by directly jumping to the second square diagonally or orthogonally. In addition has an 'airlift move', enabling it to slide like a Rook to where a piece (but not the board edge) in its path would block it. |
![]() |
The Camel (aka Long Knight): moves and captures by directly jumping to a square in the other corner of a rectangle of 2x4 squares. |
![]() |
The Zebra: moves and captures by directly jumping to a square in the other corner of a rectangle of 3x4 squares. |
![]() |
The (enhanced) Knight: moves and captures by directly jumping to a square in the other corner of a rectangle of 1x3 squares. In addition has an 'airlift move', enabling it to slide like a Bishop to where a piece standing at least four steps away (but not the board edge) in its path would block it. |
![]() |
The (enhanced) Elephant: moves and captures to a diagonally adjacent square or directly jumping to the second square diagonally. In addition has an 'airlift move', enabling it to slide like a Bishop to where a piece (but not the board edge) in its path would block it. |
![]() |
The Cannon: moves like a Rook, but can (and must) jump over one piece (friend or foe) in its path to capture. |
![]() |
The Diagonal Cannon (aka Vao): moves like a Bishop, but can (and must) jump over one piece (friend or foe) in its path to capture. |
![]() |
The Warrior: moves one or two squares straight ahead (non-jumping). Captures diagonally forward, or backward like a Knight. Its diagonal forward moves can capture Pawns or other Warriors en-passant on the squares these pass through. |
![]() |
The Pawn: moves and captures like an orthodox Pawn, but in its initial location it can also be pushed 3 steps forward, instead of two. Its diagonal forward moves can capture Warriors or other Pawns en-passant on the squares these pass through. |
![]() |
The King: moves and captures to any of the eight adjacent squares. A King that hasn't moved yet and is not in check can 'fast-castle' with a Dragon King (in the corner) that has not moved yet, by jumping directly to any empty square on the back rank in that direction, on which the Dragon King is moved to the square the King came from. |

Each player starts with:
Castling: sort of. The King jumps directly to an empty square on the backrank, and the Dragon King in that direction takes its place.
Double move for Pawns (start): yes, even a triple move from their starting rank (the 4th!).
"En passant" capture: yes. To any of the squares passed through. Even Warriors can do this or fall victim to it.
Promotion: Pawns and Warriors promote on reaching the final rank, to any piece except King, Pawn, Warrior, Archer, Bat, Raven, Eagle or Terror.
Capture restrictions on Terrors: A Terror cannot be captured by a Terror or Eagle if pseudo-legal recapture would be possible on the immediately following half-move.
Threefold repetition is a draw, but it is not allowed to repeat a position through a move with an Eagle that delivers check even once.