Makruk (Thai Chess)
Initial setupd1, e8: King |
Moves at a Glance
Click on a piece below to see its moves
Sliding capture or non-capture, can be blocked on any square along the ray |
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Unblockable leap (capture or non-capture) | |||||||||||
Non-capture only | |||||||||||
Capture only | |||||||||||
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Piece | ID | value | Moves (Betza notation) | Remarks |
King | K | - | K | With Cambodian rules its first move can also be a non-capture Knight jump (mfhN) |
Met | M | 1.5 | F | With Cambodian rules its first move can also be two steps forward (fD) |
Rook | R | 5 | R | |
Elephant | S | 2.5 | FfW | |
Knight | N | 3.25 | N | |
Pawn | P | 1 | mfWcfF | Promotes to M on reaching last rank |
Pawn peculiarities
- Pawns capture differently from how they move (straight move, diagonal capture).
- There is no initial double-push, and thus no en-passant capture.
- Pawns promote to Met when they reach the 6th rank; there is no choice.
General rules
- It is not allowed to expose your King to check.
- The game is won by checkmating the opponent's King.
- Stalemate (no legal moves, but not in check) is a draw.
Differences with FIDE
The Queen and Bishops are replaced by Ferz and Elephant. Pawns start on the third rank. Promotion happens on 6th rank. Promotion always to Met.
Strategy issues
It is not possible to force checkmate on a bare King with just a single Met, Elephant or Knight (in addition to your own King). Two Knights or two Mets cannot do it either.