| Object: To checkmate the opponent's King or if playing the variant, to
move your king into the opponent's palace to seize a sceptre!
The rules in this game are identical to chess, except that pawns can now
promote to Ninja Guards if desired.
The only new piece to the original orthodox chessmen is the ninja guard.
The Ninja Guard is a color bound piece that can move one or two steps
diagonally. It can leap over a diagonally adjacent friendly piece to
land exactly 2 squares away (a two-space diagonal leap). It can capture
on any square it lands, and additionally it can can capture an enemy
piece that is diagonally adjacent by jumping over it. It can capture two
pieces that stand immediately adjacent in its path on a diagonal (the
first diagonally adjacent to it, and the next, right after) by jumping
over the first one and capturing the second piece on the square it
lands.
The two squares in the middle can be used as a safety area for the king
in certain cases, and instead of castling, the king can be tucked in the
rear of the palace. This might be useful when the center is blocked and
the opponent has already castled making a wing attack very feasible.
VARIANT- Capture the Sceptre
In addition to the usual way of winning by checkmate, any side can also
win by moving its king to the opponent's rear side of the palace (the
squares: d9,e9 for white or d0,e0 for black) without being captured i.e.
if the squares are not protected by the opponent's pieces. The reason is
that there is a sceptre located at the rear of the palace (on any of the
two protruding squares) and if retrieved by the opposing king results in
an immediate loss!
So the endgame now will involve additional strategy in trying to prevent
your opponent from capturing your sceptre while trying to capture your
opponent’ sceptre.
Since the usual rules of stalemate, 3-move repetition apply, the use of
the opposition is key here. |