リトモマキアRithmomachy

対局設定Game Setup

状況Status

捕獲した駒Captures

棋譜Move Log

ルールRules

11世紀ヨーロッパで生まれた「哲学者のゲーム」。チェスと違い、駒の価値は数そのもの — 円(対角に1マス)・三角(縦横2マス、または桂馬状の跳躍)・四角(縦横3マス、またはより長い桂馬状の跳躍)・ピラミッド(内部に残っている円・三角・四角の動きをすべて使える積み駒)。捕獲方法は4種類:①同値の相手駒へ移動する「会敵」、②自分の駒の数値×距離が相手駒の数値と等しくなる「侵食」、③盤上の既存の味方駒と今動かした駒の数値を四則演算した結果が、両者に挟まれた敵駒の数値と一致する「待ち伏せ」、④敵駒の四方(または斜め四方)をすべて自軍の駒または盤端で囲む「包囲」。勝利条件は2つ同時に有効:史料通りの「デ・コルポレ」(対局前に目標の捕獲数を決めておき、先に到達した側の勝ち)と、「栄光の勝利」——縦・横・斜めに3つ並んだ駒(少なくとも1つは自分の駒)が、相手陣内で等差・等比・調和のいずれかの数列を成した瞬間に勝利する、より名誉ある勝ち筋。どちらもオンオフを個別に設定できる。

The "Philosophers' Game," born in 11th-century Europe. Unlike chess, a piece's power lies purely in its number. Rounds move one square diagonally; Triangles move exactly two squares orthogonally or diagonally, or make a knight-shaped leap; Squares move exactly three squares, or a longer knight-shaped leap; Pyramids are stacks that can move using any movement type still present among their remaining internal layers. There are four ways to capture: Meeting (moving onto an enemy piece of equal value), Eruption (your piece's value times the distance to an enemy piece equals that enemy's value), Ambush (the moved piece and an already-positioned friendly piece flank an enemy piece such that some combination of their two values — sum, difference, product, or quotient — equals it), and Siege (an enemy piece fully surrounded on all four orthogonal or all four diagonal sides by your pieces or the board edge). Two victory conditions are active at once: the historical "De Corpore" rule (the two players agree beforehand on a target number of captures, and whoever reaches it first wins), and the more prestigious "Glorious Victory" — the instant three pieces in a row (row, column, or diagonal), at least one of them yours, form an arithmetic, geometric, or harmonic progression on the opponent's side of the board, that side wins outright. Either condition can be toggled off independently in Game Setup.

駒動き
円 (Round)斜め1マス
三角 (Triangle)縦横2マス、または桂馬跳躍
四角 (Square)縦横3マス、または長い桂馬跳躍
ピラミッド (Pyramid)内部に残る駒種の動きをすべて使用可
PieceMovement
Round1 square diagonally
Triangle2 squares orthogonally, or a knight's leap
Square3 squares orthogonally, or a longer knight's leap
PyramidAny movement type still present in its remaining layers