Brayout: Difference between revisions
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===First movement of pawns=== | ===First movement of pawns=== | ||
Pawns, to start the game faster, are allowed to move two spaces on their first move (as marked by the circle in their movement chart). Unlike in Chess, pawns in Brayout take the figures directly in front of them. | Pawns, to start the game faster, are allowed to move two spaces on their first move (as marked by the circle in their movement chart). Unlike in Chess, pawns in Brayout take the figures directly in front of them. This movement can not be used to skip a figure in front of the pawn or to take opponent's figure two spaces ahead of the pawn. | ||
===Horses and knights=== | ===Horses and knights=== | ||
Horses ([[File:BrayoutFigKA.png|20px|link=]]) and knights ([[File:BrayoutFigK+A.png|20px|link=]]) are the only two figures which can get to their point even if it is blocked by a hostile figure. Preacher ([[File:BrayoutFigBA.png|20px|link=]]) and speaker ([[File:BrayoutFigB+A.png|20px|link=]]), despite having the reach of a horse, need a clear line in their movement to get to the horse-ability places (for example if the diagonal of a preacher is blocked before the horse spot, they can not skip that figure and enter the horse position). | Horses ([[File:BrayoutFigKA.png|20px|link=]]) and knights ([[File:BrayoutFigK+A.png|20px|link=]]) are the only two figures which can get to their point even if it is blocked by a hostile figure. Preacher ([[File:BrayoutFigBA.png|20px|link=]]) and speaker ([[File:BrayoutFigB+A.png|20px|link=]]), despite having the reach of a horse, need a clear line in their movement to get to the horse-ability places (for example if the diagonal of a preacher is blocked before the horse spot, they can not skip that figure and enter the horse position). |
Revision as of 15:15, 6 June 2021
Years active | c. 17th century to present (predecessors circa 900 years earlier) |
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Genre(s) | Board game Abstract strategy game Mind sport |
Players | 2 |
Playing time | Casual games usually last 10 to 60 minutes; tournament games last anywhere from about 10 minutes to 6 hours or more, rarely even days. |
Random chance | None |
Skill(s) required | Strategy, tactics |
Brayout (Zhoushi: Brajөꞇ, pronounced /braju͡oc/; historical Zhengian pronounciation: /ɓrajwəːɗ/) is a game that developed in Zhousheng and combines multiple aspects of Chess and Shogi
History
The game of Brayout developed in Zhengia during the so called "Zhengian Experiment", when the Bogmian settlers in Zhengia brought multiple Chess variants into the country which was predominantly playing multiple variations of Shogi, imported from Kasia.
Despite the rules were generally not stable during most of its existence, during the creation of the Empire of Three Kings and especially during the Zhoushi Cooperation, the currently recognized Brayout rules were established and the new game quickly became one of the cultural symbols to the Zhengians, which later spread into all of Zhousheng and by proxy Monte Blanco, Qazhshava, New Sebronia, Prei Meas, Gadorien, Gabrielland and Kentalis, from where it got across the world.
After multiple semi-official tournaments, Zhengia established the International Brayout Federation (IBF), which served as a central organ and organized the championships. After a row of Zhengian-backed hostings, the championships spread across all of Anteria, with many countries hosting local as well as world championships.
In the present day, Brayout is one of the locally popular games, that is known, but not extremely popular worldwide, with its popularity being the greatest in Mustelaria and by extension southern and central Thuadia.
Current setup
B | HOLDING SPACE (CAPTIVITY) | E | |||||||||
C | F | ||||||||||
P | P | ||||||||||
F | HOLDING SPACE (CAPTIVITY) | E |
Figure | Code | Name | Note | Movement | |||||||||||||||||||||||||||||||||||||||||||||||||||
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Zhoushi | Belgorian | Common | |||||||||||||||||||||||||||||||||||||||||||||||||||||
P | Pєшag | ⲡⲓⲉϣϫ | Pawn | If the figure reaches the other side of the board, it can be replaced with a capture piece |
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P̟ | Drag | ⲇⲣⲁⲕ | Dragon | Promoted figure from the pawn. Can be exchanged for a captured piece |
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V | Vєʒ | ⲯⲉⲇϭ | Rook | Can be promoted if they reach the enemy zone into a stronghold |
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V̟ | Tƿrz | ⲣⲓⲉⲯⲛⲟⲥⲧ | Stronghold |
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S | Stꝛiλaч | ⲥⲧⲣⲓⲉⲗϫ | Bishop | Can be promoted if they reach the enemy zone into a serviceman |
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S̟ | Osadkan | ⲕⲩϣⲛⲓⲓⲕ | Serviceman |
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K | Kөƞ | ⲕⲩⲟⲛⲓ | Horse | Can be promoted if they reach the enemy zone into a knight |
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K̟ | Ryꞇiꝛ | ⲓⲁⲍⲇⲓⲉⲕ | Knight |
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B | Bramojil | ⲕⲁⲍⲛⲓⲓⲕ | Preacher | Can be promoted if they reach the enemy zone into a speaker |
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B̟ | Kazaꞇel | ⲣⲉⲯⲉⲣⲉⲛⲇ | Speaker |
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I | Raƌe | ⲣⲁⲇ | Advisor | If they reach the opposite side of the board, they can be exchanged for any figure regardless of captivity |
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D | Kralovna | ⲕⲣⲁⲗⲟⲯⲛⲁ | Queen |
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R | Kral | ⲕⲣⲟⲗ | King | In the case the king is attacked and has no way to avoid that attack, the game ends. |
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First movement of pawns
Pawns, to start the game faster, are allowed to move two spaces on their first move (as marked by the circle in their movement chart). Unlike in Chess, pawns in Brayout take the figures directly in front of them. This movement can not be used to skip a figure in front of the pawn or to take opponent's figure two spaces ahead of the pawn.
Horses and knights
Horses () and knights () are the only two figures which can get to their point even if it is blocked by a hostile figure. Preacher () and speaker (), despite having the reach of a horse, need a clear line in their movement to get to the horse-ability places (for example if the diagonal of a preacher is blocked before the horse spot, they can not skip that figure and enter the horse position).
Palaces
Palaces are located in the squares E1, E2, F1, F2 (one palace) and E9, Eᚴ, F9, Fᚴ (the other palace). If the king () is located in the palace they began in (not the opposing palace), they can do a move called "king's leap", which allows them to jump two spaces instead of one (as marked by the circle in their movement chart). That doesn't mean, that kings are not allowed to move in the palace normally, just that they can perform the jump.
B | HOLDING SPACE (CAPTIVITY) | E | |||||||||
C | F | ||||||||||
P | P | ||||||||||
F | HOLDING SPACE (CAPTIVITY) | E |
This move can be performed unlimited number of times, as long as the king doesn't enter opponent's promotion area. The moment the king enters the opponent's promotion zone, the palace is considered "disbanded" and the king may not perform the move anymore. The king may not perform the jump from outside into the palace, only from inside out.
Promotion
The promotion of a figure is done by flipping it. The promotion of a figure can (but doesn't have to) be done when the figure enters the opposing player's promotion zone, which are the three last rows of the board.
B | HOLDING SPACE (CAPTIVITY) | E | |||||||||
C | F | ||||||||||
P | P | ||||||||||
F | HOLDING SPACE (CAPTIVITY) | E |
The promotions are:
King, Queen and Advisor can not be promoted.
Once any figure is promoted, it can not be un-promoted (which may be eventual disadvantage in the case of a preacher/speaker)
Captivity
Just like in Shogi or Crazyhouse, captured enemy pieces may be introduced as your own piece.
B | HOLDING SPACE (CAPTIVITY) | E | |||||||||
C | F | ||||||||||
P | P | ||||||||||
F | HOLDING SPACE (CAPTIVITY) | E |
The difference with the above mentioned mechanics, in Brayout, that this system is merged with Chess promotion system.
There is a total of 10 captivity slots. Due to obvious reasons, pawns, advisors and a king can not be taken captive, as they can not be used in this mechanic, which leaves 9 figures that can realistically be taken hostage. That leaves unavoidably one space on the captivity line unoccupied.
This rule changes, if enemy uses your captured pieces in their promotions, in which case you may capture more than 10 opponent's pieces. In that case, you must make a decision which of those captured pieces you wish to remove from the game forever (this action is called "killing the prisoners"). If you kill a less strong piece, you are risking, that later on in the game, if you place some of the stonger pieces on the board, it may be captured and used against you. If you kill a stronger piece, it may give you material disadvantage in hypothetical future situation.
If the taken figure is promoted, it will be placed back on the board in its unpromoted state and must leave and re-enter the promotion zone to get promoted.
Replacement of a pawn/advisor with a figure is not considered a move on its own and is done at the end of the player's move. Both pawns and advisors must be promoted once they reach the end of the board, no matter the captive slots.
Rules
The game begins with 7 pawns being thrown onto the board. The person throwing has the unpromoted () side, while the opponent has the dragon/promoted () side (similairly to Shogi). The person who gets more of their type (pawn/dragon) starts the game. Then the players do moves interchangably, each moving one piece at the time. Promotions and upgrades from captivity are not considered moves on their own and are done after the player moves one of its pieces.
The pieces are taken captive (or in case of advisors and pawns killed) when the opponent's piece enters the same square they are located in. Player can not take captive their own piece or have multiple pieces in one square. Unlike Chess, there is usually no timer, so some games may take up hours, if not days. Although there is no timer, "filibustering" (AKA putting the game on halt with no intention to make the next move in a reasonable timeframe) is not allowed and the player may not be allowed to leave the playing table or do anything unrelated to the game unless agreed by their opponent.
The game end when:
- There are only kings remaining on the board - ends with a tie
- A king is pinned in a position where it is under attack and has no way of avoiding the attack - equivalent to Checkmate in Chess - The attacked king's player loses the match
- A player can not do any moves because that would pin their king in a Checkmate - The player unable to move loses the match
This rule applies as well when the moving figure wouldn't be a king:
But doesn't apply if there is such a move that may be done and not result in a direct checkmate (that is a checkmate of your own king at the end of your round, not the opponent's round after)
- Both players agree to settle on a tie
- A player is caught cheating - automatic loss (unless previously agreed that cheating is allowed)
- Both players agree to settle on a status quo ante ludum - no points are given to anybody as if the game never happened
There used to be a option for players to preemptively agree on who lost and who won, but this option was abused by people filibustering the game and was removed by the International Brayout Federation in 1915.
Champions
This article is incomplete because it is pending further input from participants, or it is a work-in-progress by one author. Please comment on this article's talk page to share your input, comments and questions. Note: To contribute to this article, you may need to seek help from the author(s) of this page. |
Year | Host country | Host city | World champion | Runner(s)-up | Won (+) | Lost (−) | Draw (=) | Format |
---|---|---|---|---|---|---|---|---|
Unofficial tournaments | ||||||||
1834 | In the Polyashi Empire | In Preimand | 4 | Single-elimination tournament | ||||
1839 | In the Polyashi Empire | In Nadgorica | 4 | |||||
1844 | In the Polyashi Empire | In Ukadsk | 3 | |||||
1849 | In the Polyashi Empire | In Ukadsk | 4 | |||||
1854 | In the Polyashi Empire | In Kandan | 7 | Round-robin tournament | ||||
1859 | In the Polyashi Empire | Nadgorica | 9 | |||||
1864 | In Zhengia | Kandan | 10 | |||||
1869 | In Bogmia | Zhousheng City | 11 | |||||
1874 | In Zhengia | Ukadsk | 8 | |||||
Zhengian-backed host championship | ||||||||
1879 | Zhengia | Ukadsk | 9 | Round-robin tournament | ||||
1884 | Zhengia | Ukadsk | 11 | |||||
1890 | Zhengia | Ukadsk | 10 | first-to-10 wins + tiebreak | ||||
1895 | Zhengia | Ukadsk | 10 | |||||
1900 | Zhengia | Kandan | 10 | |||||
1905 | Zhengia | Kandan | 10 | |||||
1909 | Zhengia | Ukadsk | 10 | |||||
1913 | Zhoushi Union | Kandan | 10 | |||||
International championship | ||||||||
1918 | Prei Meas | Dǒr Ōnŏtōra | 10 | first-to-10 wins + tiebreak | ||||
1922 | Gadorien | Behmring | 10 | |||||
1926 | Hatstheput | Victoria | 10 | |||||
1930 | Qazhshava | Dolinagore | 10 | |||||
1934 | Gabrielland | Sangur | 10 | |||||
1938 | New Sebronia | Haæstre | 10 | |||||
1942 | Monte Blanco | Pinžak | 12 | first-to-12 wins + tiebreak | ||||
1946 | Riamo | Maremo City | 12 | |||||
1950 | Gadorien | Colonia | 12 | |||||
1954 | [[|]] | 12 | ||||||
1957 | Kentalis | Čuradin | 12 | |||||
1961 | Bakyern | Kållaby | 12 | |||||
1965 | New Sebronia | Pistora | 12 | |||||
1969 | Template:Country data Layfet | 12 | ||||||
1973 | Monte Blanco | 12 | ||||||
1977 | Zhousheng | Zhousheng City | best-of-24 + tiebreak | |||||
1981 | Qazhshava | Belingil | ||||||
1985 | Monte Blanco | Montginia | ||||||
1989 | Kentalis | Apačin | ||||||
1993 | Template:Country data Layfet | best-of-20 + tiebreak | ||||||
1997 | Gadorien | Aȝoꭈsheim | ||||||
1999 | Gabrielland | Vailhims | ||||||
2003 | Bakyern | Östervask | best-of-16 + tiebreak | |||||
2006 | Kentalis | Apačin | ||||||
2009 | Zhousheng | Kandan | ||||||
2012 | Qazhshava | Mishi kray | best-of-12 + tiebreak | |||||
2015 | Prei Meas | D̐a Nt̩̐ả | ||||||
2018 | Kentalis | Polácica | ||||||
2021 | Mustelaria |