Two Ninja Guards occupy the rear of the palace which consists of two squares protruding from each side's back rank on the standard chess board.The ninja guards’ leaping ability and relative strength compliment the knights and bishops very well, and together with the extra squares enhance the strategical and tactical aspects of the existing game.
|Start Position for white (black mirrors this)
Rooks on a1, h1
Knights on b1 and g1
Bishops on c1 and f1
Queen on d1
King on e1
Ninja Guards on d0 and e0
The Ninja Guard on d4 can capture all the pieces in the diagram.
It can capture the pawn on b6 by jumping over the knight at c5.
It can capture the knight on c3 by moving to c3 or by jumping over the knight and landing on b2.
It can capture the rook on e5 by moving to e5 or it can capture both the rook and the pawn by jumping over to f6.
Optional Rule - Capture the Scepter
If desired, the game can be played with the following rule: In addition to the usual way of winning by checkmate, any side can also win by moving its king to the opponent's rear side of the palace (the squares: d9,e9 for white or d0,e0 for black) without being captured i.e. if the squares are not protected by the opponent's pieces. The reason is that there is a scepter located at the rear of the palace (on any of the two protruding squares) and if retrieved by the opposing king results in an immediate loss!
So the endgame now will involve additional strategy in trying to prevent your opponent from capturing your scepter while trying to capture your opponent’ scepter.
Since the usual rules of stalemate, 3-move repetition apply, the use of the opposition is key here.
The relative values of the ninja guards are quite close to the bishop or the knight. On an open board, the bishop has more mobility, but on a more crowded board, the ninja guards are as powerful as a knight.
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