Sentinels: When a piece (Ks included but not pawns) moves, a pawn of the same colour appears on the vacated square unless that square is on the first or eighth ranks or there are 8 pawns of that colour on the board already.
Transmuted King: a King in check moves only in the manner of the checking piece. When not in check, such a King moves normally.
Anti-Circe: Anti-Circe Calvet (the default type): After a capture the capturing piece (Ks included) must immediately be removed to its game array square (necessarily vacant, else the capture is illegal). Captures on the rebirth square are allowed. Game array squares are determined as in Circe: R, B & S go to the square of the same colour as the capture; Ps stay on the file of capture; fairy pieces go to the promotion square of the file of capture.
Isardam: Any move, including capture of the King, is Isardam illegal if a Madrasi-type paralysis would result from it. (Madrasi: Units, other than Kings, are paralysed when they attack each other. Paralysed units cannot move, capture or give check, their only power being that of causing paralysis.)
Nightrider(N): (1,2) Rider. Operates along straight lines with squares lying a Knight’s move away from each other.
No.1212Peter Harris South Africa original – 26.04.2017 Dedicated to Dirk Borst