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真相棋 殘局軒

真相棋 殘局軒
真誠行拾誡• + •棋本天地愛
本版主推“圖符式相棋”邁入國際
故編輯上特以華文英語雙併; 還採用了數碼座標及符號法來解盤。
德•智•体•群•美

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Structural Diagram of the Perfect Physical "AGESS CHESS".

2026/09/18

FAQ :

AGESS CHESS FAQ OFFICIAL DRAFT
 
Q01.Why doesn't Agess Chess use Text-Based or Puppet-Based pieces?
A01.Agess Chess is designed to serve a global audience and transcend linguistic and cultural boundaries. Text-based pieces rely heavily on specific languages, while puppet-based pieces are often associated with particular cultures, historical periods, or traditions. To ensure neutrality, clarity, and worldwide accessibility; Agess Chess adopts a Graphic-Based Symbol System.
  
Q02.Why doesn’t Agess Chess use western chess symbols?
A02.The western chess symbols are closely associated with their own rules, traditions, and historical systems. Using an independent symbol system helps avoid confusion, reduces rule assumptions, and allows Agess Chess to establish its own identity.
  
Q03.What are the characteristics of the 8 Units in Agess Chess?
A03.Each symbol represents a unique Movement Logic and Battlefield Role. The symbols are designed to be independent, recognizable, language-neutral, and suitable for players from different cultural backgrounds.
  
Q04.What is Master’s Golden Arrow?
A04.Both sides’ MASTER Units possess a precision long-range direct-fire weapon called the “Golden Arrow”. It can directly hit the opponent's MASTER upon first contact (without any Unit blocking the way), thus immediately allowing the “Ambush, Turn Player” to Checkmate the opponent. Therefore, this Program directly prohibits both MASTER Units from seeing each other on Channels 4, 5, and 6.
  
Q05.What is REPEATED CHECK?
A05.Repeated Check occurs when the same attacking Unit(s) repeatedly checks the opponent’s MASTER through the same Attack-Looping, without any TAKE.
Each repetition must form a complete “# ↔ Z” Cycle:
The MASTER is under attack.
 # —CHECK
When any of own’s unit Aims at the Opponent's “Master”.
 Z —
Zeros; freed. (Take / Escape / Block)
Respond to CHECK; The current crisis of “MASTER” has been eliminated.
 The defending player responds by Taking, Escaping, or Blocking, and the MASTER is freed from the current CHECK.
A TAKE may free the MASTER from CHECK; however, any TAKE terminates the current Attack-Looping count. Any subsequent Attack-Looping must be counted again from the beginning.
 If the same attacking Unit(s) continues the same Attack-Looping for five (5) consecutive complete “# ↔ Z” Cycles without any TAKE, it is a REPEATED CHECK.
  
Q06.What is CRAZY PURSUIT?
A06.CRAZY PURSUIT occurs when one or more attacking Units repeatedly Aim at the same unprotected opponent’s Unit through the same Attack-Looping, forcing that targeted Unit to keep dodging, without any TAKE.
Each repetition must form a complete “> ↔ d” Cycle:
 > —Aims / Aiming
The attacking Unit is in a position to TAKE the targeted opponent’s Unit on its next move.
 d —Dodged
The targeted Unit moves to avoid being TAKEN on the attacker’s next move and becomes free from the current AIM.
The targeted Unit moves to avoid being TAKEN on the attacker’s next move and becomes free from the current AIM.
A target is considered unprotected only when no friendly Unit protects or SUPPORTS the target at its current position.
If the target obtains effective SUPPORT during the Attack-Looping, the current CRAZY PURSUIT count is terminated. Any subsequent pursuit must be counted again from the beginning.
Any TAKE also terminates the current Attack-Looping count. Any subsequent pursuit must be counted again from the beginning.
If one or more attacking Units continue the same Attack-Looping against the same unprotected target for five (5) consecutive complete “> ↔ d” Cycles, without any TAKE, it is a CRAZY PURSUIT.
The attacking player LOSES THE GAME.
  
Q07.What is the Purpose of the Rules?
A07.Every Unit has a basic right to survive.
A player may attack, but should not force the opponent into an endless cycle of simple escape and repeated harassment.
The rule prevents repetitive play that makes no meaningful progress.

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