Checkers has a number of interesting strategic elements. The pieces are initially forbidden from retreating, forcing the game into an advancing attack. Upon reaching the far end of the board, pieces promote with the increased power of being able to move both backwards and forwards. Captures are compulsory, enabling players to lay traps for each other by forcing an unfavorable exchange for a favorable one or a better position. This game is an attempt to blend these elements in with Chess. Of all the family of Chess games, Shogi is the one that most easily lends itself to this kind of play. It already has a number of pieces with a forward orientation and the majority of pieces promote in some way. Additionally, the compulsory capture rule, where a piece is sacrificed in order to achieve a strategic advantage, can be seen as an inversion of Shogi's 'in hand' rule, where a strategic advantage is achieved by obtaining enemy pieces. Not to mention the ancient Japanese code of Bushido, where it was considered a disgrace to refuse a fight and the greatest honor was to die in the service of one's lord. Ravens, Priests, and Squires are apprentice Chess pieces that move like Rooks, Bishops and Knights respectively, except they are forbidden from any backwards movement. When they cross the far promotion line they promote and gain their full abilities to move backwards and forwards. Pawns move one space forward and capture diagonally forwards, as in Western Chess. When they cross the promotion line, they promote to Gold Generals. Captures are compulsory. A bare King is also considered a loss. Promoted pieces are denoted in red. An English set of pieces is also included for easier play. |