This appendix explains the rules for the version of Chess popular in the kingdom during the events of this tale.
The game is played on a 9x9 board with black center and corner squares.
Initial setup, for each side:
First rank: Chariot, Horseman, Lord, Prince, King, Prince, Lord, Horseman, Chariot.
Second rank: a single Dragon in front of the king.
Third rank: nine infantrymen, one for each file.
The King (K) can move to any adjacent square, orthogonal or diagonal.
A Chariot (C) can move any number of vacant squares orthogonally.
A Horseman (H) moves one square orthogonally then one square diagonally, leaping over intervening pieces.
A Lord (L) may move like the King or leap like a Horseman.
A Prince (P) may move like the King for two spaces in the same direction.
The Dragon (D) can leap to any square one or two spaces away. It attacks all squares in a 5x5 matrix, and its attacks cannot be blocked.
The infantryman (i) can move one square forward. On its seventh rank, an infantryman may promote to a horseman. On its eighth rank, an infantryman may promote to a chariot, prince, lord, or horseman. On its ninth rank, an infantryman must promote to a dragon, chariot, prince, lord, or horseman.
If a piece moves onto an enemy piece, the enemy is captured. All pieces capture as they move.
The goal is to force the enemy king into a position where he cannot avoid capture. This is known as checkmate. This is a loss for the captured king.
If a player has no legal move on their turn, the game is a stalemate. This is a loss for the immobile player.
Variant: City vs Country
In this version, one side swaps its princes for lords; the other side swaps their lords for princes. Play is the same otherwise.
Variant: Wing of Dragons
In this version, black has the ordinary array of pieces and pawns; white has only seven dragons. White’s dragons start on squares b2, d2, f2, h2, c3, e3, and g3. White wins if he checkmates the black king. Black wins if he captures all seven dragons.