Kerlan Redforge, City of Absalom. May the Inheritor grant our city and its people everlasting peace and prosperity.
Raelan Redforge, Almas, Andoran. The gods grant you and your kin blessings of health and long life.
My dear nephew Raelan,
In your previous letter you expounded at length the lost wonders of Azlant you have read about in your research. In particular I am impressed in the keen interest in that ancient and noble pastime known as "the royal game". It is fitting that you should inquire of your favorite uncle to learn more about how this game is played, for I also am an enthusiast of this deceptively simple board game of Black and White pieces, and its twin arrays of pawns, towers, horsemen, priests, and royal pieces facing off against each other.
So, you wanted to know what the "standard" rules for the royal game are. Regretfully I must tell you there none exist, for each nation and region to which the Royal Game has spread has come to develop its own unique variant, and an acknowledged Absalonese master of the "game of kings" may well best a strong Chelian player but may find himself lost and confused trying to adapt his strategies to challenge even an occasional player of one of the more exotic variations found in Tian-Xia.
You must be most familiar with the antiquated Azlanti rules of the game as they was learned from Vudran merchantry. Azlant's version led to a leisurely opening game due to the limited range of movement originally wielded by the queen and priest pieces. The rules for castling had not even been invented before Azlant itself was lost to the sea and to legend. But that is well, for to truly appreciate the game you must acquaint yourself with several of the more modern and common versions which are played throughout the Inner Sea, all of which are more lively in the style and strategy than the old traditional rules.
Of these, perhaps the Absalonese rules will be the most easily mastered, having the rules of castling (as previously mentioned) and other innovations. (But perhaps I am a little biased as Absalom is our home country!) Nevertheless, I have devoted some effort to writing out a second scroll containing the complete rules of the Royal Game as practiced in Absalom, for you to study, and which is enclosed and sealed with this letter. All other variants may be judged against this standard, though as I have said, you should not limit yourself to learning only this variation, for the Royal Game is played throughout the Inner Sea in the style each nation's people are the most familiar with it. How best to make a good impression by showing oneself a master of the game in all corners of the known world!
Now I will relate to you the pecularities of certain variations as found outside Absalom, so that you may be well equipped to show yourself a strong player in any court or temple.
Taldorian rules of the game descended directly from the Azlantis', though they took to heart the unofficial changes in the styling of the different pieces. Whereas the Vudrani rules named the 'straight pieces' chariots instead of towers, and the 'diagonal pieces' elephants instead of priests, the Azlant had paid homage to these old styles by translitering the names of these pieces from the original Vudra while redesigning the pieces to represent military assets they were more accustomed to. The Taldorans in their part discarded the old names in favor of a more straightforward naming style. As a result, the original sense of the different piece types representing the divisions of the ancient Vudrani militaries (infantry, cavalry, chariots, and elephants). The old Taldorians introduced other innovations such as the rules against deliberate exposure of the king, the modern powers of the queen, and the double pawn move. Traditional Taldorian rules still forbid castling and the "behind capture" of a pawn having just double-moved, but in most other respects modern Taldorian rules is similar enough to Absalonese rules as to be indistinguishable.
The Numerians have taken to this game of the mind quite naturally. Although a few of their mages have made it a pasttime to develop more elaborate versions of the Royal Game, inventing new types of pieces to play on ever-larger board sizes, most Numerians are content to play a more recognizable form of the game. Numerian rules permit the King to move one or two squares at a time, but lack any equivalent to castling. Numerian masters of the game are famous for their uncanny ability to draw out matches to more than a hundred moves given that checkmate is harder to achieve with a more mobile King.
Many of the older elves of Kyonin find the Royal Game rather quaint (and not in a good way) as a shadow facsimile of warfare, and regard its enjoyment as a vice of youth. Nevertheless, a few Kyonnese elves have taken it up as a hobby more as a mental exercise or a puzzle game than as a serious challenge of wits. Elves who do play the game do so without any rules for drawn games, even going so far as to forbid moves or captures which lead to draws due to insufficient material, draws from no legal moves, draws from perpetual check, and so on. The longevity of elves has led them to reject the notion of an unresolvable challenge, while embracing the idea that any challenges might be overcome given sufficient time. They find special pleasure in working out winning endgame solutions of perfect play that run out to a hundred moves or more.
The Royal Game as played in Osirion involves a few cosmetic changes and one significant difference in the rules. The conventional names of the royal pieces are not used, let alone the treasonous title of 'Pharaoh', but the leader and the consort were known as "the vizier" and "the high priest", respectively. Additionally, the other pieces were known as 'elephants', 'cavalrymen', and 'chariots' (rather than priests). Finally Osirians do not allow promoted footmen (pawns) to promote to a high priest (which would be blasphemous) but only to an elephant, cavalryman, or chariot.
Cheliax's rules are probably the most unorthodox of all Royal Game variations. For its version is unique among the Inner Sea in that Black always goes first rather than White, and a stalemate against Black is treated as a draw while a stalemate against White is considered a victory for Black. There is somewhat of a bias there, to be sure, but the most common explanation you will find among the Chelians is that the stalemate advantage given to Black makes the two colors more evenly balanced, for the second player--White, in their case--is meant to play to a draw rather than a win (while completely ignoring the first-move advantage enjoyed by the first player).
By now, my dear nephew, you may appreciate the rich variety within this game you have taken up. I have by no means addressed every variation that exists, but I am hopeful that you will take my advice and fully research and investigate the customs of every nation you visit in your travels.
My sister your mother sends you her tender love and begs your safe return by the end of summer. Perhaps we can enjoy a match or two once you arrive, and I will show you a few tricks.
Raelan Redforge, Almas, Andoran. The gods grant you and your kin blessings of health and long life.
My dear nephew Raelan,
In your previous letter you expounded at length the lost wonders of Azlant you have read about in your research. In particular I am impressed in the keen interest in that ancient and noble pastime known as "the royal game". It is fitting that you should inquire of your favorite uncle to learn more about how this game is played, for I also am an enthusiast of this deceptively simple board game of Black and White pieces, and its twin arrays of pawns, towers, horsemen, priests, and royal pieces facing off against each other.
So, you wanted to know what the "standard" rules for the royal game are. Regretfully I must tell you there none exist, for each nation and region to which the Royal Game has spread has come to develop its own unique variant, and an acknowledged Absalonese master of the "game of kings" may well best a strong Chelian player but may find himself lost and confused trying to adapt his strategies to challenge even an occasional player of one of the more exotic variations found in Tian-Xia.
You must be most familiar with the antiquated Azlanti rules of the game as they was learned from Vudran merchantry. Azlant's version led to a leisurely opening game due to the limited range of movement originally wielded by the queen and priest pieces. The rules for castling had not even been invented before Azlant itself was lost to the sea and to legend. But that is well, for to truly appreciate the game you must acquaint yourself with several of the more modern and common versions which are played throughout the Inner Sea, all of which are more lively in the style and strategy than the old traditional rules.
Of these, perhaps the Absalonese rules will be the most easily mastered, having the rules of castling (as previously mentioned) and other innovations. (But perhaps I am a little biased as Absalom is our home country!) Nevertheless, I have devoted some effort to writing out a second scroll containing the complete rules of the Royal Game as practiced in Absalom, for you to study, and which is enclosed and sealed with this letter. All other variants may be judged against this standard, though as I have said, you should not limit yourself to learning only this variation, for the Royal Game is played throughout the Inner Sea in the style each nation's people are the most familiar with it. How best to make a good impression by showing oneself a master of the game in all corners of the known world!
Now I will relate to you the pecularities of certain variations as found outside Absalom, so that you may be well equipped to show yourself a strong player in any court or temple.
Taldorian rules of the game descended directly from the Azlantis', though they took to heart the unofficial changes in the styling of the different pieces. Whereas the Vudrani rules named the 'straight pieces' chariots instead of towers, and the 'diagonal pieces' elephants instead of priests, the Azlant had paid homage to these old styles by translitering the names of these pieces from the original Vudra while redesigning the pieces to represent military assets they were more accustomed to. The Taldorans in their part discarded the old names in favor of a more straightforward naming style. As a result, the original sense of the different piece types representing the divisions of the ancient Vudrani militaries (infantry, cavalry, chariots, and elephants). The old Taldorians introduced other innovations such as the rules against deliberate exposure of the king, the modern powers of the queen, and the double pawn move. Traditional Taldorian rules still forbid castling and the "behind capture" of a pawn having just double-moved, but in most other respects modern Taldorian rules is similar enough to Absalonese rules as to be indistinguishable.
The Numerians have taken to this game of the mind quite naturally. Although a few of their mages have made it a pasttime to develop more elaborate versions of the Royal Game, inventing new types of pieces to play on ever-larger board sizes, most Numerians are content to play a more recognizable form of the game. Numerian rules permit the King to move one or two squares at a time, but lack any equivalent to castling. Numerian masters of the game are famous for their uncanny ability to draw out matches to more than a hundred moves given that checkmate is harder to achieve with a more mobile King.
Many of the older elves of Kyonin find the Royal Game rather quaint (and not in a good way) as a shadow facsimile of warfare, and regard its enjoyment as a vice of youth. Nevertheless, a few Kyonnese elves have taken it up as a hobby more as a mental exercise or a puzzle game than as a serious challenge of wits. Elves who do play the game do so without any rules for drawn games, even going so far as to forbid moves or captures which lead to draws due to insufficient material, draws from no legal moves, draws from perpetual check, and so on. The longevity of elves has led them to reject the notion of an unresolvable challenge, while embracing the idea that any challenges might be overcome given sufficient time. They find special pleasure in working out winning endgame solutions of perfect play that run out to a hundred moves or more.
The Royal Game as played in Osirion involves a few cosmetic changes and one significant difference in the rules. The conventional names of the royal pieces are not used, let alone the treasonous title of 'Pharaoh', but the leader and the consort were known as "the vizier" and "the high priest", respectively. Additionally, the other pieces were known as 'elephants', 'cavalrymen', and 'chariots' (rather than priests). Finally Osirians do not allow promoted footmen (pawns) to promote to a high priest (which would be blasphemous) but only to an elephant, cavalryman, or chariot.
Cheliax's rules are probably the most unorthodox of all Royal Game variations. For its version is unique among the Inner Sea in that Black always goes first rather than White, and a stalemate against Black is treated as a draw while a stalemate against White is considered a victory for Black. There is somewhat of a bias there, to be sure, but the most common explanation you will find among the Chelians is that the stalemate advantage given to Black makes the two colors more evenly balanced, for the second player--White, in their case--is meant to play to a draw rather than a win (while completely ignoring the first-move advantage enjoyed by the first player).
By now, my dear nephew, you may appreciate the rich variety within this game you have taken up. I have by no means addressed every variation that exists, but I am hopeful that you will take my advice and fully research and investigate the customs of every nation you visit in your travels.
My sister your mother sends you her tender love and begs your safe return by the end of summer. Perhaps we can enjoy a match or two once you arrive, and I will show you a few tricks.