Anonymous
Community variant

Rush for the Hills v2

Promote a knight and get to the Hills!
This is a user-catalogued casual variant. Technical details such as board size, FEN, pieces, and hand rules are defined in the Fairy-Stockfish variants.ini block below.
Uploaded by
Hailstorm
Visibility
public
Status
active

Generated rule overview

This variant inherits its base rules from `chess` and overrides the settings shown below.

Board and setup

Default starting positionQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ
Default starting position

Pieces and movement

  • The piece set used on the board is: queen (q) and knight (n).

Move rules

  • Castling is not allowed.

Promotion

  • Promotions are available in the configured promotion zones. The the promotion region for White is all squares on rank 10 and the promotion region for Black is all squares on rank 1.
  • The pieces that can promote are: queen (q).
  • Promotion choices are both sides: knight (n).

Winning and losing

  • A flag/goal-zone win is active for piece(s) n.

Fairy-Stockfish rules

[rushforhills:chess]
maxRank = 10
maxFile = 8

# No king, bishop, or rook exist as piece types anymore.
king = -
bishop = -
rook = -
castling = false

# Override pieceToCharTable, dropping the B, R, and K/k slots.
pieceToCharTable = PN..Q................pn..q................

# Treat queens as "pawns" for promotion purposes only (movement is
# unaffected — they still move as queens right up until they reach
# the far rank). This is the specific override so it doesn't also
# drag in en passant or the 50-move pawn-reset rule.
promotionPawnTypes = q
promotionPieceTypes = n
promotionRegionWhite = *10
promotionRegionBlack = *1

# Every square is a queen (both what were pawns and back-rank pieces).
# Row order top(rank10) -> bottom(rank1). Wall ring ('*') seals the hill.
startFen = qqqqqqqq/qqqqqqqq/8/**6/1*6/1*6/**6/8/QQQQQQQQ/QQQQQQQQ w - - 0 1

flagPiece = n
flagRegionWhite = a5 a6
flagRegionBlack = a5 a6