Territory Chess uses motionless pawns to mark territory. Territory is either white, black, or gray.
A side's territory is composed of every square occupied by one of that side's pawns plus the areas of any boxes enclosed by four of that side's pawns that do not contain any enemy units. The following diagram shows a situation with 36 black territory, 27 white territory, and 18 gray (owned by neither side). If it is white to move, white can expand his territory to 42 by capturing the black knight on e5.
| p | p | k | p | p | ||||
| p | p | p | p | p | ||||
| P | P | |||||||
| n | ||||||||
| p | p | B | ||||||
| P | P | P | P | P | ||||
| P | P | K | P | P |
Pawns are immobile - they cannot move or capture.
Knights move like Orthodox Chess knights.
Rooks move like rooks.
Bishops can move like Orthodox bishops or knights.
Queens can move like Orthodox bishops or Rooks.
Kings move like Orthodox kings. There is no castling.
The board begins with two kings and ten pawns:
| p | k | p | ||||||
| p | p | p | ||||||
| P | P | P | ||||||
| P | K | P |
White and black both begin with 27 territory.
White moves first. Each turn has several phases:
In the income phase, the player gets 1 token for each square of his territory.
In the expenses phase, the player may trade tokens for pieces in hand.
| Piece | Tokens |
|---|---|
| Pawn | 10 |
| Knight | 30 |
| Rook | 50 |
| Bishop | 70 |
| Queen | 90 |
In the movement phase, the player may move a piece on the board or drop a piece he has in hand. Knights, rooks, bishops, and queens must be dropped next to the king or a pawn in allied or gray territory. Pawns may be dropped anywhere in allied or gray territory.
There are three ways to win: