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Kriegspiel (chess)
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Kriegspiel (chess) : ウィキペディア英語版
Kriegspiel (chess)

Kriegspiel (German for ''war game'') is a chess variant invented by Henry Michael Temple in 1899 and based upon the original Kriegsspiel developed by Georg von Rassewitz in 1812. In this game each player can see their own pieces, but not those of their opponent. For this reason, it is necessary to have a third person (or computer) act as a referee, with full information about the progress of the game. When it is a player's turn he or she will attempt a move, which the referee will declare to be 'legal' or 'illegal'. If the move is illegal, the player tries again; if it is legal, that move stands. Each player is given information about checks and captures. They may also ask the referee if there are any legal captures with a pawn. Since the position of the opponent's pieces is unknown, Kriegspiel is not a game with perfect information. Chess Kriegspiel derives from a war game which was used in 19th century Germany to train military officers. As each player cannot see his or her opponents pieces, the game is sometimes referred to as ''blind chess''.
== Rules ==
There are several different rule sets for Kriegspiel. The most widespread rules are those used on the Internet Chess Club, where Kriegspiel is called ''Wild 16''. The rules are as follows.〔(Kriegspiel tournament rules of the computer Olympiad )〕
The game is played with three boards, one for each player and one for the umpire (and spectators). Each opponent knows the exact position only of his own pieces and does not know where the opponent's pieces are (but can keep track of how many there are). Only the umpire knows the exact current position of the game. The game proceeds in the following way. The umpire announces:
* ''White (or black) to move''.
* ''Pawn tries'', when it is possible for one's pawn to capture an opponent's pawn or piece. The umpire also indicates the square on which the capture is possible to the player who can make the capture. This gives extra information, but saves both players the bother of beginning every turn by trying all possible pawn captures. This is possible at no risk because pawns do not move the same way they capture. Hence, if no capture is possible, then the move is illegal and there is no penalty for attempting illegal moves. A pawn try is not announced if the pawn is pinned; that is, if completing the capture would expose the king to check. En-passant pawn tries are announced, but not the fact that they are en-passant captures.
* ''Pawn gone'', when a pawn is captured.
* ''Piece gone'', when a piece is captured.
* ''No'', when the attempted move is illegal, given the opponent's position. For example: moving the king into check; moving a queen, rook, bishop, or pawn through squares occupied by the opponent's pieces; advancing a pawn into a square occupied by the opponent's pieces.
* ''Hell no'' (or ''Impossible''), when the attempted move is always illegal regardless of the opponent's position. For example, moving a bishop a knight's move.
* ''Check on the vertical''.
* ''Check on the horizontal''.
* ''Check on the long diagonal'' (the longer of the two diagonals, from the king's point of view).
* ''Check on the short diagonal''.
* ''Check by a knight''.
* ''Checkmate'', ''stalemate'', ''draw by repetition'', ''draw by insufficient force'', ''50-move draw''.
Pawn promotions are not announced.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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