All pieces remain on the chessboard until the end of the game.
About Tavreli: Russian Chess
Tavreli: Russian Chess is a board app developed by Svetlana Sidorova.
How many times has Tavreli: Russian Chess been downloaded?
Tavreli: Russian Chess has been downloaded 920 times. In the last 30 days, the app was downloaded 54 times.
What is the rating of Tavreli: Russian Chess?
Tavreli: Russian Chess has no ratings yet.
Is Tavreli: Russian Chess free?
Tavreli: Russian Chess is free to download. The last update was on August 9, 2025.
What are the requirements for Tavreli: Russian Chess?
The app has a content rating of Everyone. The app has been available on Google Play August 2025.
Description
All the rules of ordinary chess are preserved, even castling and taking on the passage. The main difference is that the pieces are not cut down, but captured, taking up a position on the opponent's piece and thus forming towers. Each pawn is positioned opposite the piece it turns into on the last horizontal. The king's pawn turns into a helgi, a piece combining a queen and a knight. Towers can be built from your own pieces; the most powerful structure consists of two bishops, a queen, and a helga located underneath. The entire tower can be moved according to the rules of movement of the upper figure. During its turn, the tower can only be divided into two parts in any ratio. The newly formed tower becomes active immediately after the division, and if it is located on the last horizontal and there is a pawn (warrior) on top, it immediately turns into its own piece. No pieces can be placed on the king (Magus). If a warrior who has turned into his own figure participates in the exchange and the opponent's figure stands on him, then he again becomes an ordinary warrior, and he must be moved to the last horizontal to transform.
You can play with artificial intelligence, together with another person on the same device, or with a rival online in multiplayer mode.
Shapes: - The Magus (king). Can move to any adjacent field for 1 square, if it is not under attack by the opponent's pieces. The Magus can form a tower if it is not under combat. - The Prince (queen). He moves to any field vertically, horizontally or diagonally on which he stands. The prince moves as an archer and a swordsman. One of the strongest figures, second only to Helgi. - The champion (rook). He walks to any field horizontally and vertically on which he stands. He cannot jump over the tarels, except for castling. If his own or someone else's turret is located in the path of his movement, he is placed on top, forming a tower that will move according to the rules of the upper turret. - Archer (elephant). He moves to any available field along the diagonal on which he stands. - The rider (horse). A special piece on the chessboard. If the other pieces move in straight or oblique lines, then the rider moves along a broken line: two squares straight and one square obliquely (of course, in one move). In addition, the rider is a bull, which can jump over its own and other people's pieces. - Warrior (pawn). He moves forward to the field located directly in front of him on the same vertical and not occupied by the opponent's bullpen. From the starting position, the warrior can advance to 2 fields along the same vertical, if both of these fields are free of enemy pieces. If these fields have their own towers, then the warrior can form a tower with them, occupying the upper position. The warrior moves to the field occupied by the opponent's tower, which is located diagonally one square ahead, forming a new tower. When the warrior reaches the furthest horizontal from his starting position, he turns into the turret in front of which he stood in the starting position. This transformation is part of the same move. If a transformed warrior is given his own brand or the brand of an opponent, he becomes an ordinary warrior. The warrior standing in the initial position in front of the magi, under the conditions described above, turns into a helgi. "Damn it. This is the strongest figure. He walks on any available field vertically, horizontally and diagonally, on which he stands, as well as as a rider. Thus, the ability to move helga corresponds to the combined capabilities of the prince and the horseman.
The purpose of the game: - The game is won by the player who checkmated his partner's magus. - The game is considered to have ended in a draw if, in response to the partner's move, the player has no possible moves and his magician is not under the check. This situation is called a stalemate. - The game will end in a draw if the same position appears on the game board three times.
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