Bifurcation pieces
Bifurcation pieces is a class of pieces that employs movement in two legs of
arbitrary length. In chess history there is one important predecessor, namely
the
Horse
('ma') in Chinese Chess (Xiangqi). The Horse
makes one orthogonal and one diagonal step. Another example of an historical two
leg piece is the
Griffon.
Independently of chess history, the game
Gala introduced two pieces whose movement consisted of
two legs, namely the Horsa and the Korna. Also here the legs
were diagonal and orthogonal, but length of legs were arbitrary.
Bifurcation
pieces can change from diagonal to orthogonal movement, or vice versa. Only a
diagonal/orthogonal in the prolonged movement direction can be chosen, which is
plausible from an intuitive standpoint. Thus there could be two directions to
choose from, which is the reason these pieces are called bifurcation pieces.
Bifurcation always occurs at a screen. The screen can be any piece, or in some
cases the margin of the board. There are four ways in which a bifurcation piece
interacts with another piece to enter the second leg of the move. The first is
leaping on 1st leg, whereby the piece jumps over another piece to the
position immediately behind, and from there deviates in either of two
directions. The second is leaping on 2nd leg, whereby the piece jumps
over a piece positioned beside the diagonal/orthogonal on which the bifurcation
piece is moving. The jumped piece could be positioned anywhere on the second
leg. The third method is bouncing, whereby the piece bounces against
another piece and deviates in the alignment direction. The piece which is used
to bounce against is positioned beside the diagonal/orthogonal on which the
bifurcation piece is moving. The fourth method is collision, whereby the
piece advances against another piece and "bumps" into it, deviating on
either of two diagonals/orthogonals beside the confronted piece (which remains
in place). This is reminiscent of a billiard ball. In case of collision
or bouncing the pieces can sometimes interact with the margin, in which
case only one continued direction is available.
![]() Leaping on 1st leg |
![]() Leaping on 2nd leg |
![]() Bouncing |
![]() Colliding |
Bifurcation pieces are further differentiated with
respect to their capture and movement capability. A piece that moves on 1st
leg can move around freely while it's not dependent on screens to make
non-capturing moves. A piece that moves on 2nd leg is dependent on
screens to make non-capturing moves. A piece that captures on 1st leg
captures like a bishop or rook, whereas a piece that captures on 2nd leg
can only make the oblique form of capture move. Obviously, a piece that both
moves on 2nd leg and captures on 2nd leg is a demanding piece
because you are forced to foresee the consequences of a move. If there are no
screens then the piece is stranded. On the other hand, this type of bifurcation
piece has immense tactical capabilities.
While the values of the
bifurcation pieces rhyme with the traditional Western pieces they are easily
integrable in this context. The change between orthogonal and diagonal, and vice
versa, explains their relatively high value. Diagonal movement is well served to
penetrate the enemy position. As soon as a pawn moves new diagonals are opened.
Bifurcation pieces are dependent on other pieces for movement. Thus they are
attractive to the positional player, while it's necessary to plan ahead and make
the pieces cooperate. Interesting new tactical themes are introduced. The
movement of some pieces are perhaps difficult to visualize, but it is a matter
of training. Collision movement is probably the most intuitive of the four
types. The following table describes the properties of the different pieces and
provides links to game implementations.
Table 1: Bifurcation Pieces
| Piece | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
| Gladiatrix | x | x | x | x | x | 1 | |||||
| Amiral | x | x | x | x | x | 1 | |||||
| Crossrook | x | x | x | x | 1 | ||||||
| Crossbishop | x | x | x | x | 1 2 | ||||||
| Doublebarrel | x | x | x | x | 1 | ||||||
| Doublecannon | x | x | x | x | 1 2 | ||||||
| Helmsman | x | x | x | x | 1 | ||||||
| Buccaneer | x | x | x | x | 1 | ||||||
| Murmillo | x | x | x | x | 1 | ||||||
| Secutor | x | x | x | x | 1 | ||||||
| Provocator | x | x | x | x | 1 | ||||||
| Dimachaer | x | x | x | x | 1 2 | ||||||
| Hoplit | x | x | x | x | 1 | ||||||
| Hoplomach | x | x | x | x | 1 | ||||||
| Retiar | x | x | x | x | 1 | ||||||
| Pegniar | x | x | x | x | 1 | ||||||
| Sagittar | x | x | x | x | 1 | ||||||
| Venator | x | x | x | x | 1 | ||||||
| Laquear | x | x | x | x | 1 | ||||||
| Essedar | x | x | x | x | 1 | ||||||
| Meridian | x | x | x | x | 1 | ||||||
| Samnis | x | x | x | x | 1 | ||||||
| Gaul | x | x | x | x | 1 | ||||||
| Thraex | x | x | x | x | 1 |
| 1. orthogonal to diagonal |
| 2. diagonal to orthogonal |
| 3. jump on 1st leg |
| 4. jump on 2nd leg |
| 5. bounce |
| 6. collision |
| 7. captures on 1st leg |
| 8. captures on 2nd leg |
| 9. moves on 1st leg |
| 10. moves on 2nd leg |
| 11. game reference |
© M. Winther 2006