Help for Congo
(Copyright (c) Demian Freeling)
THE OBJECT OF CONGO is to capture the opponent's Lion. The Lion may move into check, it is simply captured and the game is over. Stalemate does not occur. The player whose Lion is captured loses and the other player wins.
IF ALL NON-LION PIECES HAVE BEEN CAPTURED and the board contains only the two Lions, the game is a draw unless the Lions can capture each other, in which case the player to move should make the winning move.
THE INITIAL POSITION OF THE CONGO BOARD is as follows, where the lowercase letters signify white pieces and the UPPERCASE letters signify BLACK pieces. There is a horizontal river in the middle of the board.
A B C D E F G 7 G M E L E C Z 7 6 P P P P P P P 6 5 . . . 5 4 - - - - - - - 4 3 . . . 3 2 p p p p p p p 2 1 g m e l e c z 1 A B C D E F G
EACH PLAYER HAS a Lion, a Giraffe, two Elephants, a Crocodile, a Zebra, a Monkey and seven Pawns, which are represented with the letters LGECZMP respectively. Each Pawn can promote to a Superpawn, which will be represented with the letter S.
THE RIVER in rank 4 is important. Most of the pieces will drown in it, except:
All other pieces are subject to the following rule:
The piece may not have moved at all, or it may have moved within the river. In the latter case, any captures it has made is legal!
The Monkey consitutes a special case:
Of course, the Monkey will then remain in the same predicament.
In the following descriptions:
The Lion (L)
The Lion moves and captures like a chess King within its 3x3 domain. It can capture the enemy Lion with a chess Queen's move.
7 l 6 l 5 l 4 3 x x x 2 x L x 1 x x x C D E
7 l 6 l 5 l l 4 3 x L 2 x x C D E
The Lion may not jump. So, for a Lion at E3 to be able to capture the other Lion at E7, the squares E4, E5 and E6 must be empty.
The Giraffe (G)
The Giraffe moves one or two squares straight or diagonally, but it only captures when moving two squares.
The move or capture to the second square is a jump.
x x x m m m x m G m x m m m x x x
The Elephants (E)
An Elephant moves or captures one or two squares straight (rookwise). The move or capture to the second square is a jump.
x x x x E x x x x
The Crocodile (C)
The Crocodile moves differently depending on where it starts its move.
From the river, the Crocodile can move or capture like a chess Rook that moves within the river or a chess King.
5 x x x 4 x x C x x x x 3 x x x A B C D E F G
From outside the river, the Crocodile can move or capture like a chess Rook that moves toward the river (no farther) or a chess King.
From A3 and F1:
4 x x x 3 C x x 2 x x x x x 1 x C x A B C D E F G
The Crocodile cannot jump and will not drown.
The Zebra (Z)
The Zebra moves or captures by jumping like a chess Knight.
x x x x Z x x x x
The Monkey (M)
The Monkey moves like a chess king and captures by jumping over the captured piece. It can capture several pieces at once and it may change its direction between captures.
The Monkey may not capture a piece twice.
Capturing the Lion terminates the move as well as the game. The Monkey may not continue capturing after capturing the Lion.
c c c m m m c m M m c m m m c c c
Consider the following cases:
The Superpawns (S)
A Superpawn moves like a chess king, or it can take two steps backward like a chess queen. It captures only forward, diagonally forward or sideways, but it cannot capture or jump when it is moving backward.
x x x x S x m m m m m m
The Pawns (P)
A Pawn moves differently depending on whether it starts its move before or after passing the river. If after passing the river it moves back to the river or behind the river, it is considered as NOT having passed the river. Thus, only white Pawns at ranks 5 and 6 and black Pawns at ranks 3 and 2 are considered as having passed the river.
A Pawn that has not passed the river moves and captures one square forward or diagonally forward only.
A Pawn that has passed the river moves and captures one square forward or diagonally forward only. Additionally, it can move straight back one or two squares without jumping or capturing.
White Pawns from B4 and E5:
6 x x x 5 x x x P 4 P m 3 m A B C D E F
A Pawn that moves to the final rank (rank 7 for white Pawns, rank 1 for black Pawns) is promoted to a Superpawn.