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I
FischeRandom ingår den normala utgångsställningen som en av 960
möjliga. Man kan antingen använda ett program som genererar utgångspositionen
slumpmässigt, eller man kan låta den ena spelaren bestämma utgångställningen.
Man turas sedan om att bestämma utgångsställning. Det går
till som så att man först placerar ut löparna på olika färger.
Sedan placeras kungen och de båda tornen ut. Kungen skall alltid placeras
mellan tornen. Därefter placeras springarna och damen ut. Bönderna
placeras på sina normala utgångsrutor. Man kan också turas om
att placera ut de enskilda pjäserna inför varje parti. I övrigt
är det endast rockadreglerna som är lite speciella i FischeRandom (se
nedan). Om du vill ladda ner en FischeRandom-generator kan du göra det
här eller
här
(sök på FischeRandom). För att programmet ska kunna fungera behövs
dessutom en fil ´vb40032.dll´. Om du inte redan har den så kan
du ladda ner den här.
Fördelen med denna spelform är att man omedelbart i första
draget konfronteras med intressanta strategiska problem. Min idé är
att FischeRandom skulle kunna komplettera normalt schack. Man kan tänka sig
att i framtiden konstruera turneringar där man spelar FischeRandom i
varannan rond samt normalt schack i varannan. Alternativt skulle man kunna tillämpa
FischeRandom endast i de fall då spelarnas ratingskillnad är väl
stor, t ex 400 poäng. Om man gör på det sättet så
blir partiet givande och intressant för båda spelarna trots den stora
ratingskillnanden. En fördel med ett sådant arrangemang är
dessutom att den starkare spelaren slipper bekymra sig för preparationer.
Det bör helt enkelt bli den starkare spelaren som vinner. Jag tror att många
högrankade spelare skulle uppleva detta som ganska bekvämt. Dessutom
slipper båda spelarna bli uttråkade av att den högrankade
rutinmässigt "slaktar" den lågrankade. Schackets
karaktär i världseliten har blivit alltmer tekniskt. I många
fall tillämpar spelaren endast sina ställningskunskaper i aktuellt
system samt sina öppningsteoretiska kunskaper. Det här beror dels på
monotonin i spelöppningsvalet samt teorins utveckling tack vare
databaserna. Om man införde FischeRandom i vissa partier så skulle
man komma till rätta med detta problem. Jag håller med Fischer om att
FischeRandom är en bättre värdemätare på
schackspelarens styrka. Emellertid ska inte heller lärdom föraktas; därför
skulle man kunna använda en blandning av normalt schack och FischeRandom.
Faktum är att FischeRandom är riktigt kul. Det finns idag endast
ett schackspelande program som strikt tillämpar FischeRandom, nämligen
The King 2.55 (Tascbase 2.1). Den behärskar
alltså de komplicerade rockadreglerna och utför också rockad när
det är lämpligt.
Regler för FischeRandom (Fischer
Random Chess)
- Bönderna
placeras på sina normala utgångsrutor
- De två
löparna måste placeras på olika färger
- Kungen
måste placeras mellan de båda tornen
- Rockad
kan göras oberoende av kungens och tornens initiala placering, men det får
inte förekomma några pjäser emellan, inga rutor får vara
hotade och kungen och tornen får ej tidigare ha flyttats
- Ställning
efter rockaden motsvarar den i normalt i schack
Exempel
på rockad
I
denna ställning gör vit rockad genom att flytta kungen till c1 och
tornet till d1. Svart gör rockad genom att flytta tornet till f8.

Här
nedan följer de kompletta reglerna för FischeRandom i Robert Fischers
formulering på engelska.
RULES OF FISCHERANDOM CHESS
A
little known and long-discarded offshoot of Classical Chess is the realm of
so-called "Randomized Chess" in its various forms.
Fischerandom Chess (hereinafter referred to as "F.R. Chess")
stands for Bobby Fischer's new and improved version of "Randomized Chess".
F.R. Chess uses algebraic notation exclusively.
At the start of every
game of F.R. Chess, both players' Pawns are set up exactly as they are at the
start of every game of Classical Chess.
In F.R. Chess, just before the
start of every game, both players' pieces on their respective back rows receive
an identical random shuffle using the Fischerandom Chess Computerized Shuffler,
which is programmed to set up the pieces in any combination, with the provisos
that one Rook has to be to the left and one Rook has to be to the right of the
King, and one Bishop has to be on a light-colored square and one Bishop has to
be on a dark-colored square. White and Black have identical positions. From
behind their respective Pawns the opponents' pieces are facing each other
directly, symmetrically. Thus for example, if the shuffler places White's back
row pieces in the following position: Ra1, Bb1, Kc1, Nd1, Be1, Nf1, Rg1, Qh1, it
will place Black's back row Pieces in the following position, Ra8, Bb8, Kc8,
Nd8, Be8, Nf8, Rg8, Qh8, etc. (See diagram)

In F.R.
Chess there are 960 possible starting positions, the Classical Chess starting
position and 959 other starting positions.
Of necessity, In F.R. Chess
the castling rule is somewhat modified and broadened to allow for the
possibility of each player castling either on or into his or her left side or on
or into his or her right side of the board from all of these 960 starting
positions.
Please note the following points:
a) In F.R.
Chess, depending on the pre-castling position of the castling King and Rook, the
castling maneuver is performed by one of these four methods:
- By on
one turn making one move with the King, and making one move with the Rook ("double-move"
castling).
- By
transposing the position of the King and the Rook ("transposition"
castling).
- By
making only one move - with the King ("King-move-only" castling).
- By
making only one move - with the Rook ("Rook-move-only' castling).
Clarification:
In F.R. Chess, whether you "double-move" castle, "transposition"
castle, "King-move-only" castle, or "Rook-move-only" castle,
in all cases always both the King and the Rook jointly are deemed to be
castling, and to have castled.
b) In F.R. Chess when "double-move"
castling, if the King is standing on the square the Rook will occupy naturally
you must move the King first and then the Rook; if the Rook is standing on the
square the King will occupy naturally you must move the Rook first and then the
King; otherwise whether you move the King first and then the Rook, or the Rook
first and then the King is strictly your choice.
c) In F.R. Chess, when
"double-move" castling either the King jumps over the Rook or else the
Rook jumps over the King.
d) In F.R. Chess, when "King-move-only" castling the King
always jumps over the Rook.
e) In F.R. Chess, when "Rook-move-only"
castling the Rook always jumps over the King.
f) "a"-side
castling (0-0-0), and "h"-side castling (0-0) are the F.R. Chess
equivalents of Queen-side or long castling (0-0-0), and King-side or short
castling (0-0) respectively, of Classical Chess.
g) In F.R. Chess:
1. White's "a"-side castling (0-0-0) is performed with the hitherto
unmoved White King and the hitherto unmoved Rook standing to its left. After
White's "a"-side castling (0-0-0) the White King stands on c1 and the
aforementioned Rook stands on d1.
Black's "a"-side castling
(... 0-0-0) is performed with the hitherto unmoved Black King and the hitherto
unmoved Rook standing to its right. After White's "a"-side castling
(0-0-0) the Black King stands on c8 and the aforementioned Rook stands on d8.
2. White's "h"-side castling (0-0) is performed with the hitherto
unmoved White King and the hitherto unmoved Rook standing to its right. After
White's "h"-side castling (0-0) the White King stands on g1 and the
aforementioned Rook stands on f1.
Black's "h"-side castling
(... 0-0) is performed with the hitherto unmoved Black King and the hitherto
unmoved Rook standing to its left. After Black's "h"-side castling
(... 0-0) the Black King stands on g8 and the aforementioned Rook stands on f8.
h) When castling in F.R. Chess, you are not allowed to make any
capture(s).
i) When castling in F.R. Chess, no other piece(s), yours
or your opponent's, are allowed to stand between the castling King and Rook.
j) In F.R. Chess, when in check, you are not allowed to castle. Or, put another
way: In F.R. Chess you are not allowed to castle "out" of check.
k) In F.R. Chess you are not allowed to castle into check.
l) When
castling in F.R. Chess, your King is not allowed to move through check, or shall
we say any "checked" square (same thing), nor is your King allowed to
jump over you own Rook if and when said Rook stands on a "checked"
square. (A "checked" square is a square that is attacked by one or
more of your opponent's pieces.)
m) In F.R. Chess, after completing
your first move of "double-move" castling it is quite possible and not
at all illegal for your opponent to be in a position where, were it your
opponent's move, your opponent would be in stalemate, check, or checkmate.
Should after completing your first move of "double-move" castling one
of these three aforementioned situations exist you are to ignore it and make
your prescribed second move of "double-move" castling.
n)
Exception: In F.R. Chess, when your first move of "double-move"
castling, or at least what could become your first move of "double-move"
castling, also constitutes a completely standard non-castling King or Rook move,
the choice of whether to proceed with your second move of "double-move"
castling or to consider your move as an already completed non-castling move is
yours to make. You signify your choice for the former by first making your
second move of "double-move" castling and then pushing the appropriate
button on the chess clock, you signify your choice for the latter simply by
pushing the appropriate button on the chess clock.
o) Suggestion: When
playing a friendly game of F.R. Chess without benefit of a chess clock, to avoid
any possible confusion or disputes, it might sometimes be a good idea to
announce to your opponent just before you castle, "I'm going to castle."
p) In F.R. Chess:
1. Once the White King has moved, White is not
allowed to castle for the rest of the game.
Once the Black King has
moved, Black is not allowed to castle for the rest of the game.
2.
Once the heretofore unmoved Rook standing to the left of the unmoved White King
has moved, White is not allowed to "a"-side castle (0-0-0) for the
rest of the game.
Once the heretofore unmoved Rook standing to the
right of the unmoved Black King has moved, Black is not allowed to "a"-side
castle (... 0-0-0) for the rest of the game.
3. Once the heretofore
unmoved Rook standing to the right of the unmoved White King has moved, White is
not allowed to "h"-side castle (0-0) for the rest of the game.
Once the heretofore unmoved Rook standing to the left of the unmoved
Black King has moved, Black is not allowed to "h"-side castle (...
0-0) for the rest of the game.
4. Any appearances to the contrary
notwithstanding, you are not considered to be castled or to have castled unless
you yourself have actually castled, i.e. performed the castling maneuver. In
other words: If you haven't castled, you haven't castled.
5. Once
White has castled, White is not allowed to castle again for the rest of the
game. Once Black has castled, Black is not allowed to castle again for the rest
of the game.
q) Tip: In F.R. Chess, when it is momentarily impossible
to "a"-side castle (0-0-0) because of the obstructing position of your
other unmoved Rook, or vice versa, when it is momentarily impossible to "h"-side
castle (0-0) because of the obstructing position of your other unmoved Rook, do
not be confounded. These are frequent occurrences in F.R. Chess. Play proceeds
in accordance with the rules in this rulebook.
r) Remark: In F.R.
Chess, depending upon the starting position, and how the game develops, it may
often occur that in the positions produced immediately after "a"-side
castling (0-0-0), one, two, or all three of the squares for White a1, b1, and e1
(for Black a8, b8, and e8), and after "h"-side castling (0-0), one or
both of the squares for White e1 and h1 (for Black e8 and h8) are not vacant, as
they automatically are, for example, in Classical Chess.
All the other
rules are the same as in Classical Chess.
If you are ever in any doubt
about the correct "before" and "after" castling positions in
F.R. Chess, please consult the following tables, showing all (84) possibilities
of castling, (42) for White, and (42) for Black:
All twenty-one
White "Before" and the one "After" position of "a"-side
castling (0-0-0):
Before: Kg1; Rf1, e1, d1, c1, b1 or a1.
After: Kc1; Rd1.
Before:
Kf1; Re1, d1, c1, b1, or a1.
After: Kc1; Rd1.
Before: Ke1; Rd1, c1, b1, or a1.
After: Kc1; Rd1.
Before:
Kd1; Rc1, b1 or a1.
After: Kc1; Rd1.
Before: Kc1; Rb1 or a1
After: Kc1; Rd1.
Before: Kb1; Ra1 After:
Kc1; Rd1.
All twenty-one White "Before" and the one "After"
position of "h"-side castling (0-0):
Before: Kb1; Rc1, d1, e1, f1, g1 or h1.
After: Kg1; Rf1.
Before: Kc1; Rd1, e1, f1, g1 or h1
After: Kg1; Rf1.
Before: Kd1; Re1, f1, g1 or h1
After: Kg1; Rf1.
Before: Ke1; Rf1, g1 or h1
After: Kg1; Rf1.
Before: Kf1; Rg1 or h1
After: Kg1; Rf1.
Before: Kg1; Rh1 After:
Kg1; Rf1.
All twenty-one Black "Before" and the one "After"
position of "a"-side castling (... 0-0-0):
Before: Kg8; Rf8, e8, d8, c8, b8 or a8
After: Kc8; Rd8.
Before: Kf8; Re8, d8, c8, b8 or a8
After: Kc8; Rd8.
Before: Ke8; Rd8, c8, b8 or a8
After: Kc8; Rd8.
Before: Kd8; Rc8, b8 or a8
After: Kc8; Rd8.
Before:
Kc8; Rb8 or a8
After: Kc8; Rd8.
Before: Kb8; Ra8
After: Kc8; Rd8.
All twenty-one Black "Before" and the one "After"
position of "h"-side castling (... 0-0):
Before: Kb8; Rc8, d8, e8, f8, g8 or h8
After: Kg8; Rf8.
Before: Kc8; Rd8, e8, f8, g8 or h8
After: Kg8; Rf8.
Before: Kd8; Re8, f8, g8 or h8
After: Kg8; Rf8.
Before: Ke8; Rf8, g8 or h8
After: Kg8; Rf8.
Before: Kf8; Rg8 or h8
After: Kg8; Rf8.
Before: Kg8; Rh8
After: Kg8; Rf8.
MW
1998

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