The starting position is as shown beside. Capture is switching places and is also possible with one's own colour, on condition the two pieces are not equal. Moving is obliged. Capture is not, except when no other move is possible. (How to move: first move the capturing piece, then move the captured one.)
The orthodox European chessmen keep their capacities. A pawn placed on the second or thirth row always can decide to make a double move forwards. Castling, check and passant do not exist in this game. The cannon always leaps orthogonal over one and only one piece (white or black) to land on one of the fields behind it (moving as well as taking, so landing at an empty field or switching places with another piece). The camel moves (leaps) and takes as a knight, but 3+1 fields instead of 2+1. The elephant leaps 1 or 2 fields orthogonal as well as diagonal.
The goal is to be the first to bring chessmen into paradise, which is the last row: the four pawns, the king, one cannon, one knight and another chessman to choose. No piece is allowed to come into the paradise of the opponant. Chessmen standing in one's own paradise, cannot capture from there and cannot be captured. (But they can go out of paradise to take from another place.) Chessmen within one's own paradise however can take another chessman of one's own colour
(when the pieces are different) .
A pawn (of course) cannot move or take backwards. A move cannot be undone by reversing in the next turn. (If for instance the white bishop takes the the black one, they change places. In the next turn black cannot take this white bishop again.) Also larger loops must stop: when a number of moves is repeted (and both colours did move) the second move in the repetition has to be different.
© Johan Framhout January 2017