CHESMAYNE
impossible dream
“don’t cry daddy”

Level-01: Orthodox Chess
Traditional occidental chess -
western

The MPs/mps are set-up on the board as
follows: $A01 should be placed at :A’s left-hand corner. Each Chesmayne MP/mp is given a number for identification
purposes. The PAs are numbered PA1 to
PA8. The MPs are numbered 1 or 2.

Example: e2-e4 is the same as
PA5-$E02/E04 in the acentric
notation.
Example: d2-d4 is the same as PA4-$D02/D04.
Example: Nb2-a3 is the same as KT1-$B02/A03.
Example: Bf1-h3 is the same as BS2-$F01/H03.
Example: Ra1-a6 is the same as RO1-$A01/A06.

The :A MPs/mps are numbered
left-to-right. The :B MPs/mps are numbered right-to-left.
Level-01
On :L01, :A has 20 possible moves that can be made. Moving each mp either one or two cells/squares forward or, moving KT1 or
KT2. In practice you will find that there are
only seven realistic moves from the ‘Initial Starting Position’ - ISP…….
Level-01… Level-02…

The above graphic was produced using the
‘Zillions’ program – http://www.zillions-of-games.com/index.html

On Level-1 players begin
the game with two BSs, one on an XL coloured cell and the other on a XD-coloured cell.
Because they move diagonally, BSs are restricted to the colour of the cell they start on and are therefore weaker MPs than ROs or QU1, which may move horizontal and vertically. The BS and KT are roughly equal in strength, but there are times when one is more
useful than the other. In ‘open
positions’, with clear diagonals that offer the BS freedom of movement, the BS
is the stronger of the two. But in
‘closed positions’, when there are chains of MPs/mps along the diagonals, the
BSs have difficulty moving around the board quickly because they cannot travel
past an occupied cell/square. In these
cases the KTs are more useful, because they can jump over the other
MPs/mps. Remember the analogy of the KT
as a horse leaping obstacles.

BOARD
The words below may be found in this dictionary