🌄 Borderlands

Borderlands

Borderlands is a chess variant created by dpldgr in 2025 for PyChess' Variant Design Contest.

General Rules

  1. White has the first move.
  2. All pieces are capturable and are permanently removed from play upon capture.
  3. As Chiefs are capturable, checkmate and stalemate don't exist in Borderlands.
  4. Pieces promote immediately upon reaching their Promotion Zone/Square.
  5. Warriors starting on the 3rd rank may make a double step on their first move, and may be captured en passant on the enemy's next move.

Win Conditions

  1. Win by Surrender: Capture both enemy Chiefs and the enemy immediately surrenders.
  2. Win by Conquest: Occupy all four Village Squares for two consecutive moves (one move by each player).

Draw Conditions

  1. No Progress: 150 moves (75 by each player) without a capture or promotion.
  2. Impasse: the game is unable to progress due to neither side having a realistic chance of occupying all four Village Squares or capturing both enemy Chiefs.

Lose Conditions

  1. No Legal Moves: if a player cannot make a legal move they lose the game.
  2. Perpetual Check: (TODO: confirm this works for Chiefs).
  3. Move Repetiion: repeating a position for the 5th time.

The Board

The empty board and initial position for Borderlands are as follows:

Borderlands Board

Regions and Squares

There are a number of important regions and squares in Borderlands:

Region Board
White TerritoryWhite Territory
Ranks 1-5
All White pieces start the game within this region.
White Village ZoneWhite Village Zone
Ranks 1-3
The majority of White pieces start the game in this region.
White Incursion ZoneWhite Incursion Zone
Ranks 6-7
White Marauders must come into play in this region. Black Warriors initially guard every single square of it.
White Promotion ZoneWhite Promotion Zone
Ranks 8-10
All promotable White pieces (except the Lion) can promote anywhere within this region.
White VillagesWhite Villages
South-West Village: a1,b1,c1,a2,b2,c2,a3,b3,c3
South-East Village: g1,h1,i1,g2,h2,i2,g3,h3,i3
White Village SquaresWhite Village Squares
South-West Village Square: b2
South-East Village Square: h2
White Lion's YardWhite Lion's Yard
Squares: d1,e1,f1,d2,e2,f2,d3,e3,f3
White Lion's DenWhite Lion's Den
Square: e2
White Lion's Incursion SquaresWhite Lion's Incursion Squares
Squares: d7,f7
The White Lion must pass through one of these squares to promote.
White Lion's Promotion SquareWhite Lion's Promotion Square
Square: e9
The White Lion promotes upon reaching this square, and is then able to freely roam the entire board.
White Lion's Movement ZoneWhite Lion's Movement Zone
Zones: White Territory, White Lion's Incursion Zones, White Lion's Promotion Square
Black TerritoryBlack Territory
Ranks 6-10
All Black pieces start the game within this region.
Black Village ZoneBlack Village Zone
Ranks 8-10
The majority of Black pieces start the game in this region.
Black Incursion ZoneBlack Incursion Zone
Ranks 4-5
Black Marauders must come into play in this region. White Warriors initially guard every single square of it.
Black Promotion ZoneBlack Promotion Zone
Ranks 1-3
All promotable Black pieces (except the Lion) can promote anywhere within this region.
Black VillagesBlack Villages
Noth-West Village: a8,b8,c8,a9,b9,c9,a10,b10,c10
Noth-East Village: g8,h8,i8,g9,h9,i9,g10,h10,i10
Black Village SquaresBlack Village Squares
Noth-West Village Square: b9
Noth-East Village Square: h9
Black Lion's YardBlack Lion's Yard
Squares: d8,e8,f8,d9,e9,f9,d10,e10,f10
Black Lion's DenBlack Lion's Den
Square: e9
Black Lion's Incursion SquaresBlack Lion's Incursion Squares
Squares: d4,f4
The Black Lion must pass through one of these squares to promote.
Black Lion's Promotion SquareBlack Lion's Promotion Square
Square: e2
The Black Lion promotes upon reaching this square, and is then able to freely roam the entire board.
Black Lion's Movement ZoneBlack Lion's Movement Zone
Zones: Black Territory, Black Lion's Incursion Zones, Black Lion's Promotion Square
RoadsRoads
East Road Squares: a4,a5,a6,a7
Middle Road Squares: e4,e5,e6,e7
West Road Squares: i4,i5,i6,i7
Roads connect the two Village Zones.
Chief Movement ZoneChief Movement Zone
Zones: White Village Zone, Black Village Zone, Roads
Chiefs are restricted to the two Village Zones and Roads.

The Pieces

Names, Movement, Notations, Icons, & Promotions

The movement diagrams below follow these conventions:

Red CircleCan make both capturing and non-capturing moves to this square unimpeded.
Green CircleCan make a non-capturing move to this square unimpeded.
Blue CircleCan make a capturing move to this square unimpeded.
Green LineCan make a non-capturing slide up to three squares.
Teal LineCan make both a capturing and non-capturing sliding move, or jump a piece and capture in a manner similar to a Cannon.
Chief (C)
Chief
Betza: KmNmAmD
Chiefs are the most valuable pieces on the board. Capture both of the enemy Chiefs and your enemy immediately surrenders.

Chiefs are restricted to the Village Zones and the Roads connecting them.

Guard (G)
Guard
Betza: KmNmAmD
Guards are the only pieces that don't promote and are free to roam the entire board from the start of the game. Their role is to protect the allied Chiefs through any means necessary.
Marauder (M)Promoted Marauder (+M)
Marauder
Betza: FmN
Marauder Promoted
Betza: KmN
The Marauder's role is to disrupt the enemy through any means necessary. They can very quickly slip behind enemy lines if there are small holes in the enemy's defenses.

Marauders start the game in hand, and must come into play by being dropped into their Incursion Zone, and can often promote on their next move.

Promoted Marauders move the same as Marauders, and gain the ability to make one step orthogonally (W).

Falcon (F)Promoted Falcon (+F)
Falcon
Betza: WmAmD
Falcon Promoted
Betza: KmAmD
TODO: Description here.
Elephant (E)Promoted Elephant (+E)
Elephant
Betza: ADmR3
Elephant Promoted
Betza: ADmR3WmF
Promoted Elephants move the same as Elephants, and gain the ability to make one step orthogonally (W), and one non-capturing step diagonally (mF).
Horse (H)Promoted Horse (+H)
Horse
Betza: NmB3
Horse Promoted
Betza: NmB3FmW
Promoted Horses move the same as Horses, and gain the ability to make one step diagonally (F), and one non-capturing step orthogonally (mW).
Slinger (S)Promoted Slinger (+S)
Slinger
Betza: BcpBmW
Slinger Promoted
Betza: BcpBW
Slingers are long range pieces able to attack from afar along diagonal lines. They can move like a Bishop (B), capture like a Vao (cpB), and also make one non-capturing step orthogonally (mW).

Promoted Slingers move the same as Slingers, and gain the ability to make one capturing step orthogonally (W).

Archer (A)Promoted Archer (+A)
Archer
Betza: RcpRmF
Archer Promoted
Betza: RcpRF
Archers are long range pieces able to attack from afar along orthogonal lines. They can move like a Rook (R), capture like a Pao (cpR), and also make one non-capturing step diagonally (mF).

Promoted Archers move the same as Archers, and gain the ability to make one capturing step diagonally (F).

Warrior (W)Promoted Warrior (+W)
Warrior
Betza: fWfceFifmnD
Warrior Promoted
Betza: NADmQ3
TODO: Description here.
Lion (L)Promoted Lion (+L)
Lion
Betza: KNAD
Lion Promoted
Betza: KNAD
Lions start the game as a defensive piece restricted to their side's Territory, and have a very limited path to promotion (via the Lion's Incursion Squares) that is easily defended against. Upon reaching the Lion's Promotion Square, a Lion gains the ability to roam the entire board.

Piece Values

PieceNotationValuePieceNotationValue
Promoted Lion+L9.45ChiefC3.11
Promoted Archer+A8.82Promoted Falcon+F2.51
Promoted Warrior+W6.75GuardG2.17
ArcherA5.77HorseH2.16
Promoted Slinger+S4.88ElephantE2.12
LionL4.14Promoted Marauder+M1.51
Promoted Horse+H3.94WarriorW1.00
SlingerS3.81FalconF0.90
Promoted Elephant+E3.61MarauderM0.65

Piece Values

Strategy

TODO.

How to Play Borderlands video:
TODO

Gameplay Example 1:

Gameplay Example 2: