Superchess

v2.1.9
Turn: White
You (White) Superchess AI (Black)
Moves
10:00
10:00

Superchess Manual

Official English manual with internal index. Use the index to jump directly to rules, pieces, reserved right, draws, notation, and examples.

Introduction

Game conceptSuperchess begins from a clean board with the kings already initialized and the remaining pieces ready to enter as a chess composition.

The main purpose of Superchess is to offer mental stimulation through tactics, analysis, calculation, imagination, and memory. The game is designed to reduce quick draws and to create a more dynamic opening phase than traditional chess.

Product Description & Review

Three-part designThe game combines the board, the reserve-piece areas, and the normal chess pieces.

Superchess is played by two opponents with the same thirty-two white and black chess pieces. Players alternate turns, place pieces from outside the board, move pieces already in play, use castling by placement or by normal movement, and may capture through the reserved-right rule when the conditions are met.

The Superchess Board

Board layoutThe board is placed between both players, with reserve containers above and below it.

The right-hand corner square for each player is white, as in chess. The special layout allows the players to organize pieces outside the 64-board-square area before those pieces enter the game.

The Pieces

Standard chess identityThe pieces keep their chess movement identity and enter the board by placement.

Superchess uses the same pieces as traditional chess: kings, queens, rooks, bishops, knights, and pawns.

The Game

White moves first. Players alternate one move at a time. A move may be a placement from reserve, a normal board move, a capture, a reserved-right capture, castling, promotion, resignation, or a game-ending checkmate.

Definition of a Move

A move is the placement or movement of a piece to a legal square. A piece may move to an empty square or capture an opponent piece when the capture is legal. Castling by rook placement is treated as one move and is recorded as 0-0 or 0-0-0.

5.1 - The King

Except when castling, the king moves to any adjacent square that is not attacked by an opponent piece. The king is never captured; when the king is attacked, the player must answer the check.

5.2 - The Queen

The queen may be placed on its original square, d1 for White or d8 for Black, when the player chooses. Once placed, it moves any number of squares horizontally, vertically, or diagonally.

5.3 - The Rook

The rook may be placed on the board and moves along ranks and files. It also participates in castling by placement or by regular movement when the rules allow it.

5.4 - The Knight

The knight moves in an L-shape and may jump over occupied squares. In Superchess, the knight may also be important for reserved-right captures on original knight squares.

5.5 - The Bishop

The bishop moves diagonally. Bishops should be placed on opposite-colored squares when both are entering play; if one bishop has been captured and the other remains in reserve, the remaining bishop may occupy either color according to the game condition.

5.6 - The Pawns

Pawns may be placed on legal starting ranks and then move forward as pawns. They capture diagonally, may use en passant when applicable, and promote on the last rank to a queen, rook, bishop, or knight of the same color.

5.7 - Check

A king is in check when one or more opposing pieces attack its square. The player in check must make a legal move that removes the attack.

5.8 - Checkmate

Checkmate occurs when the player whose king is in check has no legal move to escape. The game ends immediately and the checked player loses.

6 - Reserved Right

The reserved right refers to the original imaginary squares of each side’s pieces. If an opponent occupies one of those original squares, the player may capture that piece from reserve with the corresponding piece, provided the reserved-right rule and normal legality conditions are satisfied.

  • Queens correspond to d1 and d8.
  • Kings correspond to e1 and e8, but the king is not captured.
  • Rooks correspond to a1, h1, a8, and h8.
  • Knights correspond to b1, g1, b8, and g8.
  • Bishops correspond to c1, f1, c8, and f8.
  • Pawns correspond to their original pawn files.

7 - Resignation

Either player may resign at any time. If Black resigns, the result is 1-0. If White resigns, the result is 0-1.

8 - Draws

The game may end in a draw by stalemate, threefold repetition, insufficient material, perpetual check, or another agreed draw condition.

9 - Game Notation

Superchess uses algebraic-style notation with 0 for placement. For example, a knight placed on f3 is recorded as 0-Nf3. Short castling is 0-0 and long castling is 0-0-0.

Chess-Superchess Symbols

Common symbols include: ! good move, ? bad move, ?? very bad move, !? interesting move, ?! doubtful move, ± White advantage, ∓ Black advantage, and ∞ unclear position.

Sample Game

This section is prepared to integrate complete Superchess games using the official notation style.

LEARN Superchess

Integrated videos to learn the mechanics, watch sample games, and compare Superchess with traditional chess.

Official Superchess Channel

Visit @SuperchessMONE for these videos and more learning content.

Open YouTube

How to Play

Basic guide to understand how to start and play Superchess.

Integrated file: HowtoPlay.mov

Game Example

Sample game to observe the real flow of play.

Integrated file: GameExample(2).mov

Superchess vs Chess

Visual comparison between Superchess and traditional chess.

Integrated file: SuperchessVsChess2.mov

More Videos

Space prepared to integrate upcoming video files without changing the page structure.

Contact

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CHECKMATE

Game result

Pawn Promotion

Choose the piece to continue the game.