The amazon, also known as the queen+knight compound or the dragon, is a fairy chess piece that can move like a queen or a knight. It may thus be considered the sum of all orthodox chess pieces other than the king (because it cannot castle and does not know when it is under threat via the check rule) and the pawn (because it cannot practice en passant). The amazon can force checkmate on an enemy king without the help of any other friendly piece.
Chess moves in this article use A as notation for the amazon.
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The amazon's movement combines those of the queen and the knight. Thus, it may move to any square on the same rank, file, or diagonal without jumping, or it may move to any of the nearest squares not on the same rank, file, or diagonal.
The amazon is one of the most simply described fairy chess pieces and as such has a long history and has gone by many names. [1] [a] It was first used in Turkish Great Chess, a large medieval variant of chess, where it was called the giraffe. Later, it was widely experimented with in the Middle Ages to replace the slow ferz, and it competed with the modern queen for this role; the modern queen eventually won out, as the amazon's power was deemed excessive. In Russia, the amazon persisted into the 18th century; some players disapproved of this ability to "gallop like the horse" (knight). [4] [5] The book A History of Chess by H. J. R. Murray, page 384, says that one Mr. Coxe, who was in Russia in 1772, saw chess being played with the amazon.
The amazon is best known for its appearance in the chess variant Maharajah and the Sepoys, where it is the maharajah. It is royal and White's only piece.
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The amazon's value is estimated to be 12 or 13 points in the chess piece relative value system. [6] It is extremely mobile, can control every square surrounding itself in a 5×5 area, and can force checkmate by itself. In contrast, although the gryphon (or griffin) from Grande Acedrex (which moves one step diagonally before continuing outwards as a rook) would seem to have the value of two rooks (10–11 points), the squares it attacks are more dispersed, and it is more easily defended against than the amazon.
In the endgame of king and amazon versus king and empress (rook+knight compound), the amazon usually wins; however, in a few positions, the weaker side may force a draw by setting up a fortress. Such a fortress forces the side with the amazon to give perpetual check; otherwise, the side with the empress can force a simplification or give their own perpetual check. King and amazon versus king is a forced win for the side with the amazon; checkmate can be forced within four moves. In comparison, the queen requires 10 moves and the rook requires 16. In fact, the amazon does not even require its king's help to force checkmate (as an example of a checkmate position, the king is in the corner and the attacking amazon is a knight's move away from it), and this great power is the reason why it is not seen as often in chess variants as the princess or empress.
Both white and black symbols for the amazon were added to version 12 of the Unicode standard in March 2019, in the Chess Symbols block:
The king is the most important piece in the game of chess. It may move to any adjoining square; it may also perform, in tandem with the rook, a special move called castling. If a player's king is threatened with capture, it is said to be in check, and the player must remove the threat of capture immediately. If this cannot be done, the king is said to be in checkmate, resulting in a loss for that player. A player cannot make any move that places their own king in check. Despite this, the king can become a strong offensive piece in the endgame or, rarely, the middlegame.
The queen is the most powerful piece in the game of chess. It can move any number of squares vertically, horizontally or diagonally, combining the powers of the rook and bishop. Each player starts the game with one queen, placed in the middle of the first rank next to the king. Because the queen is the strongest piece, a pawn is promoted to a queen in the vast majority of cases.
The bishop is a piece in the game of chess. It moves and captures along diagonals without jumping over interfering pieces. Each player begins the game with two bishops. The starting squares are c1 and f1 for White's bishops, and c8 and f8 for Black's bishops.
A chess piece, or chessman, is a game piece that is placed on a chessboard to play the game of chess. It can be either white or black, and it can be one of six types: king, queen, rook, bishop, knight, or pawn.
The knight is a piece in the game of chess, represented by a horse's head and neck. It moves two squares vertically and one square horizontally, or two squares horizontally and one square vertically, jumping over other pieces. Each player starts the game with two knights on the b- and g-files, each located between a rook and a bishop.
A fairy chess piece, variant chess piece, unorthodox chess piece, or heterodox chess piece is a chess piece not used in conventional chess but incorporated into certain chess variants and some unorthodox chess problems, known as fairy chess. Compared to conventional pieces, fairy pieces vary mostly in the way they move, but they may also follow special rules for capturing, promotions, etc. Because of the distributed and uncoordinated nature of unorthodox chess development, the same piece can have different names, and different pieces can have the same name in various contexts.
Janus Chess is a chess variant invented in 1978 by Werner Schöndorf from Bildstock, Germany. It is played on a 10×8 board and features a fairy chess piece, the janus, with the combined moves of a bishop and a knight. The janus piece is named after the Roman god Janus because this god was usually depicted with two faces looking in opposite directions.
Tamerlane chess is a medieval chess variant. Like modern chess, it is derived from shatranj. It was developed in Central Asia during the reign of Emperor Timur, and its invention is also attributed to him. Because Tamerlane chess is a larger variant of chaturanga, it is also called Shatranj Al-Kabir, as opposed to Shatranj as-saghir. Although the game is similar to modern chess, it is distinctive in that there are varieties of pawn, each of which promotes in its own way.
The empress is a fairy chess piece that can move like a rook or a knight. It cannot jump over other pieces when moving as a rook but may do so when moving as a knight. The piece has acquired many names and is frequently called a chancellor or a marshal.
The princess is a fairy chess piece that can move like a bishop or a knight. It cannot jump over other pieces when moving as a bishop but may do so when moving as a knight. The piece has acquired many names and is frequently called an archbishop, a cardinal, or a dragon; it may also simply be called the bishop+knight compound. The princess can force checkmate on an enemy king without the help of any other friendly piece.
Hexagonal chess is a group of chess variants played on boards composed of hexagon cells. The best known is Gliński's variant, played on a symmetric 91-cell hexagonal board.
The nightrider, alternatively spelled knightrider and also known as the knightmare or unicorn, is a fairy chess piece that can move any number of steps as a knight in the same direction. The nightrider is often represented by an altered version of the knight's icon. In this article, the nightrider is represented by an inverted knight and notated as N; the knight is abbreviated as S for the German name Springer.
The following outline is provided as an overview of and topical guide to chess:
Wolf chess is a chess variant invented by Dr. Arno von Wilpert in 1943. It is played on an 8×10 chessboard and employs several fairy pieces including wolf and fox – compound pieces popular in chess variants and known by different names.
The wazir or vazir is a fairy chess piece that may move a single square vertically or horizontally. In notation, it is given the symbol W. In this article, the wazir is represented by an inverted rook.
The ferz or fers is a fairy chess piece that may move one square diagonally. It was used in orthodox chess and in Shatranj form of chess before being replaced by the queen.
The dabbaba, also known as the dabaaba or dabbabah, is a fairy chess piece that jumps two squares orthogonally, leaping over any intermediate piece. In algebraic notation, it is given the symbol D.
The camel or long knight is a fairy chess piece with an elongated knight move. It can jump three squares horizontally and one square vertically or three squares vertically and one square horizontally, regardless of intervening pieces. Therefore, it is a (1,3)-leaper. The piece commonly represented in diagrams as an inverted knight.
The zebra is a fairy chess piece that moves like a stretched knight. It jumps three squares horizontally and two squares vertically or three squares vertically and two squares horizontally, regardless of intervening pieces; thus, it is a (2,3)-leaper. A lame zebra, which moves one step orthogonally and then two steps diagonally outwards and can be blocked by intervening pieces, appears as the elephant in janggi.
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