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Brayout

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Brayout (Brajөꞇ)
A Russian civilian gets upset during a game of dai shogi, while his Japanese opponent appears confident of victory LCCN2009630498.jpg
A Zhengian master (on the left) defeating a Bogmian player (on the right) in a game of Dai shogi, one of the direct ancestors of Brayout[1]
Years activec. 17th century to present (predecessors circa 900 years earlier)
Genre(s)Board game
Abstract strategy game
Mind sport
Players2
Playing timeCasual games usually last 10 to 60 minutes; tournament games last anywhere from about 10 minutes to 6 hours or more, rarely even days.
Random chanceNone
Skill(s) requiredStrategy, 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.

B HOLDING SPACE (CAPTIVITY) E
BrayoutBorderM.png BrayoutFigDB.png BrayoutFigBB.png BrayoutFigSB.png BrayoutBorderM.png
C BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png F
BrayoutBorder0.png BrayoutFigKB.png BrayoutBorder0.png
BrayoutBorder9.png BrayoutFigVB.png BrayoutFigRB.png BrayoutFigIB.png BrayoutBorder9.png
BrayoutBorder8.png BrayoutFigPB.png BrayoutFigB+A.png BrayoutFigPB.png BrayoutFigPB.png BrayoutBorder8.png
BrayoutBorder7.png BrayoutFigPB.png BrayoutFigIB.png BrayoutBorder7.png
BrayoutBorder6.png BrayoutFigPA.png BrayoutFigKB.png BrayoutFigSB.png BrayoutFigB+B.png BrayoutFigPB.png BrayoutBorder6.png
BrayoutBorder5.png BrayoutBorder5.png
BrayoutBorder4.png BrayoutFigPA.png BrayoutFigPA.png BrayoutFigRA.png BrayoutBorder4.png
BrayoutBorder3.png BrayoutFigPA.png BrayoutFigPA.png BrayoutFigIA.png BrayoutFigPA.png BrayoutFigPA.png BrayoutBorder3.png
BrayoutBorder2.png BrayoutFigVA.png BrayoutFigKA.png BrayoutFigVA.png BrayoutBorder2.png
BrayoutBorder1.png BrayoutFigKA.png BrayoutFigSA.png BrayoutBorder1.png
P BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png P
BrayoutBorderN.png BrayoutFigDA.png BrayoutFigVA.png BrayoutFigBA.png BrayoutFigSA.png BrayoutBorderN.png
F HOLDING SPACE (CAPTIVITY) E
End of the first-ever recorded game
Second player ending victorious
Last moves:  R(I4-J4)   B̟(G7-I6)# 

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

Brayout pieces
BrayoutFigPA.pngBrayoutFigP+A.png
Pawn; Dragon
BrayoutFigVA.pngBrayoutFigV+A.png
Rook; Stronghold
BrayoutFigSA.pngBrayoutFigS+A.png
Bishop; Serviceman
BrayoutFigKA.pngBrayoutFigK+A.png
Horse; Knight
BrayoutFigBA.pngBrayoutFigB+A.png
Preacher; Speaker
BrayoutFigIA.png
Advisor
BrayoutFigDA.png
Queen
BrayoutFigRA.pngBrayoutFigRCReg.png
King; King Challenger
B HOLDING SPACE (CAPTIVITY) E
BrayoutBorderM.png BrayoutBorderM.png
C BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png F
BrayoutBorder0.png BrayoutFigKB.png BrayoutFigSB.png BrayoutFigBB.png BrayoutFigRC.png BrayoutFigDB.png BrayoutFigBB.png BrayoutFigSB.png BrayoutFigKB.png BrayoutBorder0.png
BrayoutBorder9.png BrayoutFigVB.png BrayoutFigIB.png BrayoutFigIB.png BrayoutFigVB.png BrayoutBorder9.png
BrayoutBorder8.png BrayoutFigPB.png BrayoutFigPB.png BrayoutFigPB.png BrayoutFigPB.png BrayoutFigPB.png BrayoutFigPB.png BrayoutFigPB.png BrayoutFigPB.png BrayoutFigPB.png BrayoutFigPB.png BrayoutBorder8.png
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BrayoutBorder4.png BrayoutBorder4.png
BrayoutBorder3.png BrayoutFigPA.png BrayoutFigPA.png BrayoutFigPA.png BrayoutFigPA.png BrayoutFigPA.png BrayoutFigPA.png BrayoutFigPA.png BrayoutFigPA.png BrayoutFigPA.png BrayoutFigPA.png BrayoutBorder3.png
BrayoutBorder2.png BrayoutFigVA.png BrayoutFigIA.png BrayoutFigIA.png BrayoutFigVA.png BrayoutBorder2.png
BrayoutBorder1.png BrayoutFigKA.png BrayoutFigSA.png BrayoutFigBA.png BrayoutFigRA.png BrayoutFigDA.png BrayoutFigBA.png BrayoutFigSA.png BrayoutFigKA.png BrayoutBorder1.png
P BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png P
BrayoutBorderN.png BrayoutBorderN.png
F HOLDING SPACE (CAPTIVITY) E

Comparation chess setup

The Preacher figure from Brayout uses the letter Yogh as a reference to Kaȝinism

Here is a hypothetical table with the figures used in Chess in correspondence:

B HOLDING SPACE (CAPTIVITY) E
BrayoutBorderM.png BrayoutBorderM.png
C BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png F
BrayoutBorder0.png Chess ndt45.svg Chess bdt45.svg Chess adt45.svg Chess kdt45.svg Chess qdt45.svg Chess adt45.svg Chess bdt45.svg Chess ndt45.svg BrayoutBorder0.png
BrayoutBorder9.png Chess rdt45.svg Chess edt45.svg Chess edt45.svg Chess rdt45.svg BrayoutBorder9.png
BrayoutBorder8.png Chess pdt45.svg Chess pdt45.svg Chess pdt45.svg Chess pdt45.svg Chess pdt45.svg Chess pdt45.svg Chess pdt45.svg Chess pdt45.svg Chess pdt45.svg Chess pdt45.svg BrayoutBorder8.png
BrayoutBorder7.png BrayoutBorder7.png
BrayoutBorder6.png BrayoutBorder6.png
BrayoutBorder5.png BrayoutBorder5.png
BrayoutBorder4.png BrayoutBorder4.png
BrayoutBorder3.png Chess plt45.svg Chess plt45.svg Chess plt45.svg Chess plt45.svg Chess plt45.svg Chess plt45.svg Chess plt45.svg Chess plt45.svg Chess plt45.svg Chess plt45.svg BrayoutBorder3.png
BrayoutBorder2.png Chess rlt45.svg Chess elt45.svg Chess elt45.svg Chess rlt45.svg BrayoutBorder2.png
BrayoutBorder1.png Chess nlt45.svg Chess blt45.svg Chess alt45.svg Chess klt45.svg Chess qlt45.svg Chess alt45.svg Chess blt45.svg Chess nlt45.svg BrayoutBorder1.png
P BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png P
BrayoutBorderN.png BrayoutBorderN.png
F HOLDING SPACE (CAPTIVITY) E

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 (BrayoutFigKA.png) and knights (BrayoutFigK+A.png) are the only two figures which can get to their point even if it is blocked by a hostile figure. Preacher (BrayoutFigBA.png) and speaker (BrayoutFigB+A.png) can skip to the spots that could be reached as a horse also.

Palaces

B HOLDING SPACE (CAPTIVITY) E
BrayoutBorderM.png BrayoutBorderM.png
C BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png F
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BrayoutBorder6.png BrayoutBorder6.png
BrayoutBorder5.png BrayoutBorder5.png
BrayoutBorder4.png BrayoutBorder4.png
BrayoutBorder3.png BrayoutBorder3.png
BrayoutBorder2.png BrayoutBorder2.png
BrayoutBorder1.png BrayoutBorder1.png
P BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png P
BrayoutBorderN.png BrayoutBorderN.png
F HOLDING SPACE (CAPTIVITY) E

Palaces are located in the squares E1, E2, F1, F2 (one palace) and E9, Eᚴ, F9, Fᚴ (the other palace). If the king (BrayoutFigRA.png) 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.

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

B HOLDING SPACE (CAPTIVITY) E
BrayoutBorderM.png BrayoutBorderM.png
C BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png F
BrayoutBorder0.png BrayoutBorder0.png
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BrayoutBorder5.png BrayoutBorder5.png
BrayoutBorder4.png BrayoutBorder4.png
BrayoutBorder3.png BrayoutBorder3.png
BrayoutBorder2.png BrayoutBorder2.png
BrayoutBorder1.png BrayoutBorder1.png
P BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png P
BrayoutBorderN.png BrayoutBorderN.png
F HOLDING SPACE (CAPTIVITY) E

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.

The promotions are:

  • BrayoutFigPA.png Pawn → BrayoutFigP+A.png Dragon
  • BrayoutFigVA.png Rook → BrayoutFigV+A.png Stronghold
  • BrayoutFigSA.png Bishop → BrayoutFigS+A.png Serviceman
  • BrayoutFigKA.png Horse → BrayoutFigK+A.png Knight
  • BrayoutFigBA.png Preacher → BrayoutFigB+A.png Speaker
  • BrayoutFigRA.png King, BrayoutFigDA.png Queen and BrayoutFigIA.png 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

B HOLDING SPACE (CAPTIVITY) E
BrayoutBorderM.png BrayoutBorderM.png
C BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png F
BrayoutBorder0.png BrayoutBorder0.png
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BrayoutBorder7.png BrayoutBorder7.png
BrayoutBorder6.png BrayoutBorder6.png
BrayoutBorder5.png BrayoutBorder5.png
BrayoutBorder4.png BrayoutBorder4.png
BrayoutBorder3.png BrayoutBorder3.png
BrayoutBorder2.png BrayoutBorder2.png
BrayoutBorder1.png BrayoutBorder1.png
P BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png P
BrayoutBorderN.png BrayoutBorderN.png
F HOLDING SPACE (CAPTIVITY) E

Just like in Shogi or Crazyhouse, captured enemy pieces may be introduced as your own piece.

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 (BrayoutFigPA.png) side, while the opponent has the dragon/promoted (BrayoutFigP+A.png) 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
BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png
BrayoutBorder0.png BrayoutBorder0.png
BrayoutBorder9.png BrayoutBorder9.png
BrayoutBorder8.png BrayoutFigRA.png BrayoutBorder8.png
BrayoutBorder7.png BrayoutBorder7.png
BrayoutBorder6.png BrayoutBorder6.png
BrayoutBorder5.png BrayoutBorder5.png
BrayoutBorder4.png BrayoutBorder4.png
BrayoutBorder3.png BrayoutFigRB.png BrayoutBorder3.png
BrayoutBorder2.png BrayoutBorder2.png
BrayoutBorder1.png BrayoutBorder1.png
BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png
  • 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
BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png
BrayoutBorder0.png BrayoutBorder0.png
BrayoutBorder9.png BrayoutFigRB.png BrayoutBorder9.png
BrayoutBorder8.png BrayoutBorder8.png
BrayoutBorder7.png BrayoutFigK+A.png BrayoutBorder7.png
BrayoutBorder6.png BrayoutBorder6.png
BrayoutBorder5.png BrayoutBorder5.png
BrayoutBorder4.png BrayoutFigV+B.png BrayoutBorder4.png
BrayoutBorder3.png BrayoutFigS+A.png BrayoutFigRA.png BrayoutBorder3.png
BrayoutBorder2.png BrayoutFigDB.png BrayoutBorder2.png
BrayoutBorder1.png BrayoutBorder1.png
BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png
  • A player can not do any moves because that would pin their king in a Checkmate - The player unable to move loses the match
BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png
BrayoutBorder0.png BrayoutBorder0.png
BrayoutBorder9.png BrayoutFigRB.png BrayoutBorder9.png
BrayoutBorder8.png BrayoutBorder8.png
BrayoutBorder7.png BrayoutBorder7.png
BrayoutBorder6.png BrayoutBorder6.png
BrayoutBorder5.png BrayoutBorder5.png
BrayoutBorder4.png BrayoutFigVB.png BrayoutBorder4.png
BrayoutBorder3.png BrayoutFigRA.png BrayoutBorder3.png
BrayoutBorder2.png BrayoutFigB+B.png BrayoutBorder2.png
BrayoutBorder1.png BrayoutBorder1.png
BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png

This rule applies as well when the moving figure wouldn't be a king:

BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png
BrayoutBorder0.png BrayoutBorder0.png
BrayoutBorder9.png BrayoutFigRB.png BrayoutBorder9.png
BrayoutBorder8.png BrayoutFigVB.png BrayoutBorder8.png
BrayoutBorder7.png BrayoutFigIA.png BrayoutBorder7.png
BrayoutBorder6.png BrayoutFigVB.png BrayoutBorder6.png
BrayoutBorder5.png BrayoutFigPB.png BrayoutBorder5.png
BrayoutBorder4.png BrayoutBorder4.png
BrayoutBorder3.png BrayoutFigRA.png BrayoutBorder3.png
BrayoutBorder2.png BrayoutFigB+B.png BrayoutBorder2.png
BrayoutBorder1.png BrayoutBorder1.png
BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png

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)

BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png
BrayoutBorder0.png BrayoutBorder0.png
BrayoutBorder9.png BrayoutFigP+A.png BrayoutFigRB.png BrayoutBorder9.png
BrayoutBorder8.png BrayoutFigVB.png BrayoutBorder8.png
BrayoutBorder7.png BrayoutFigIA.png BrayoutBorder7.png
BrayoutBorder6.png BrayoutFigVB.png BrayoutBorder6.png
BrayoutBorder5.png BrayoutBorder5.png
BrayoutBorder4.png BrayoutBorder4.png
BrayoutBorder3.png BrayoutFigRA.png BrayoutBorder3.png
BrayoutBorder2.png BrayoutFigB+B.png BrayoutBorder2.png
BrayoutBorder1.png BrayoutBorder1.png
BrayoutBorderA.png BrayoutBorderB.png BrayoutBorderC.png BrayoutBorderD.png BrayoutBorderE.png BrayoutBorderF.png BrayoutBorderG.png BrayoutBorderH.png BrayoutBorderI.png BrayoutBorderJ.png
  • 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.

Noting of moves

There is a system to denote moves, using multiple symbols to denote actions:

Notation Meaning
(A1-B2) Movement from position A1 to position B2
×A0 Figure is taken and moved to captivity place A0
+ Move ends with a king being in a check
# Move ends with a king being in a checkmate
Move ends with a king being unable to move
½ Players agreed to a draw after this move
Opponent surrendered after this move
^ Special movement of the figure (for pawns and kings)
Figure is promoted (if reaching the promotion zone)
⇑A0 Pawn is being promoted on the end of the board to the figure on place A0
⤊B Advisor is being promoted on the end of the board to a Preacher

Order of the symbols

Figure code (P,P̟,V,V̟,S,S̟,K,K̟,B,B̟,I,D,R,℞) - Movement (e.g. A1-A2) - Taking (×) - Special action (^,↑,⇑,⤊) - Special state (+,#,⁙) - Status (½,⧞)

Examples of denotion

Notation Meaning
P(F3-F4) Pawn moved from F3 to F4
P(F3-F5)^ Pawn moved from F3 to F5, as it was their first move
P(F6-F7)×F0 Pawn moved from F6 to F7 and took a figure standing on F7, which was moved to a captivity spot F0
P(F7-F8)↑ Pawn moved from F7 to F8 and was promoted into a dragon
P̟(F9-Fᚴ)⇑F0 Dragon moved from F9 to Fᚴ and was in turn promoted to the figure in captivity on spot F0
B(H2-A9)×D0↑+ Preacher moved from H2 to A9, where it took a figure captive and moved it to D0, got promoted and ended the move with putting a king in a check
I(G9-Hᚴ)×E0⤊D# Advisor moved frp, G9 to Hᚴ and was in turn promoted into a Queen, which caused a checkmate to the opponent
B̟(B7-D9)⁙ Speaker moved from B7 to D9 and in turn caused the opponent's king to not be able to make a valid move, ending the match
℞(Eᚴ-F8)×Cⵒ^ Challenger's king moved from Eᚴ to F8, using the king's leap, in turn taking a figure and moving it to captivity space Cⵒ
R(E1-F3)^½ King moved from E1 to F3, using the king's leap. After this move, players agreed to a tie

Champions

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 ZhoushengFlag.png 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  San Calia Alstra 12
1957  Kentalis Čuradin 12
1961  Bakyern Kållaby 12
1965  New Sebronia Pistora 12
1969  Layfet 12
1971  San Calia Carlsbad 12
1973  Monte Blanco 12
1977  Zhousheng Zhousheng City best-of-24 + tiebreak
1981  Qazhshava Belingil
1985  Monte Blanco Montginia
1989  Kentalis Apačin
1993  Layfet best-of-20 + tiebreak
1997  Gadorien Aȝoꭈsheim
1999  Gabrielland Vailhims
2000  Hoterallia Oracloer
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
  1. The image is inscribed in Gensa, one of the official languages of the Canton River Delta. This image was probably included in a illustrated travel journal of a Cantonese Gensa traveller into Zhengia