TIMUR CHESS – CHESS, A TURKISH INVENTION
PIECES AND THEIR MOVEMENT CAPABILITIES
PAWNS: 11 different pawns, each tracing its own path. Pawn-to-pawn, Artillery pawn, Camel pawn, Bishop pawn, General pawn, King pawn, Queen pawn, Giraffe pawn, Pike pawn, Knight pawn, and Rook pawn.
ARTILLERY: Moves by jumping two squares. Can jump over other pieces.
CAMELS: Move in an L-shape with a 3:1 ratio. Can jump over other pieces.
BISHOPS: Move by jumping two squares diagonally. Can jump over other pieces.
GENERAL: Located to the left of the King. Moves one step diagonally.
KING: The most important piece in the game. In situations of threat, stalemate, or checkmate, it can swap places with a safe piece.
QUEEN: Located to the right of the King. Moves 1 step straight – designed as a female for ease of identification.
GIRAFTS: Moves 3 steps straight, less than 1 step diagonally. Cannot jump over pieces.
PICKETS: Move diagonally. Must move at least 2 squares. Cannot jump over pieces.
KNIGHTS: Move in a 2-1 L shape. Can jump over pieces.
ROOKS: Move straight. Cannot jump over pieces.
PRINCE: Enters the game when the King's pawn is promoted. Can be considered the King if the King dies. Holds a decree for ease of identification.
ADVENTUROUS PRINCE: Enters the game when the pawn of the pawn is promoted 3 times. Can be considered the King if both the King and the Prince dies. Holds a sword for ease of identification.
BATTLE FORMATIONS
NORMAL BATTLE FORMATION: This is the default battle formation.
DEFENSIVE BATTLE FORMATION: The King, General, Queen, and King's Pawn are positioned one square back, with Artillery positioned further forward.
ATTACK BATTLE FORMATION: In the defensive battle formation, Giraffes are positioned one square from the center, Pickets two squares, and Artillery three squares away.
PALACES
These are additional squares that only the enemy King can attack and only the Adventurer Prince can defend. If captured by the enemy King, the game ends in a draw.
TUTORIAL MODE
This mode is added to better explain the rules mentioned above using visual aids.
BTG AND STG ICONS
These buttons display the squares currently threatened by each side to show board control due to the complexity of the game.
TIME SETTING
This allows players to set the duration as they wish, in multiples of 10 minutes, or to play without a time limit.
SAVED GAMES MENU
This is intended for continuing unfinished games or viewing completed games again.