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Makruk

The Rules

Makruk is thought to be derived from chaturanga, just like shatranj or shogi. It was probably adopted in Siam around the same time as other cultural influences from India like Buddhism arrived to Southeast Asia.

It is remarkable how many similarities makruk bears to shatranj, the direct predecessor of modern chess: on the movements of the pieces, on the board and the long-term strategy.

 

However, the way the name and meaning of each piece have been adapted stands out as distinctive of the siamese culture, as do some rules that are specific to this game, like the counting rule to deliver mate or the early promotion of shells. 

Nowadays, makruk has become very popular in Southeast Asia, with minor variations in the rules across the different territories.

The board is an uncheckered 8x8 square, just like shatranj's.

Unlike shatranj or chess, though, the kings are not initially placed opposite each other, but on each player's left side, and the pawns start from the third rank (as in shogi).
 

Makrukboard.png
Initial set-up
Comparison with Chess

The rules of Makruk are similar to modern chess, with the following exceptions:

  • Shell promotion occurs on the 6th rank and is always to a flipped shell with the same movements as Met (there's no choice of piece when the shell is promoted). 

  • The special counting rule limits the length of the game, allowing a player to claim a draw after a number of moves (see the counting rule below).

  • There is no 3-fold repetition and no 50-move rule (both are replaced by counting rule).

  • There is no castling.

  • There is no 'en passant' rule because shells can only move one square at a time.

  • Somewhat different pieces are in use, like Khon and Met instead of Bishop and Queen.

Check and checkmate work just as modern chess. Stalemate is equally a draw.

Comparison with Shatranj

Compared to Shatranj, the initial position is different, with shells on the third rank; Khon or nobleman replaces the Alfil, shell promotion occurs earlier, stalemate is a draw and the counting rule introduces specific endgame handling. Finally, there is no bare King victory.

The Pieces

Khun - The Lord or King

King.png

The Lord or King moves in the very same way as the King in chess and must just as well be protected from checkmate. As in shatranj, there is no castling movement. His starting position is on the centre-left of each player's first rank (file 'd' for White, file 'e' for Black). 

Met - The Minister

Counselor.png

Its movement is analogue to Ferz's in shatranj (one square diagonally), and is equal to a promoted shell.

Khon - The Nobleman

Nobleman.png

Khon moves as as a Silver General from shogi, being stronger on the front side that on the rear. This makes this piece asymmetric and fundamentally different from the Bishop in chess, the Alfil in shatranj or the Elephant in xiangqi.

Ma - The Horse

Horse.png

Ma moves are equivalent to a Knight's in chess. It can jump over the other pieces and cannot be hindered along the way, unlike what happens in xiangqi.

Ruea - The Boat

Boat.png

In makruk, the Boat is equivalent to the Rook in chess or the Chariot in xiangqi. It is also the most powerful piece on the board.

Bia - The Shell

Cowrie.png

Shells move and capture just like pawns in shatranj: They move forward one square at a time and capture diagonally.

One important deviation from Western chess is the promotion rule: they get promoted once they reach the sixth rank (promotion is mandatory). When a shell gets promoted, the player flips it to signify it can from then on move like Met (diagonally in any direction).

Board's Honour counting rule (no shells left)

When neither side has any shells left (all are promoted or taken), the game must be finished within 64 moves, or it is declared a draw. Traditionally, the side who is in disadvantage is counting the moves, and is allowed to stop counting if he or she no longer feels at disadvantage.

Piece's Honour counting rule (bare King)

When one side remains with a bare king, the counting is restarted. But, in this case, the number of moves is calculated in a special way, as X-Y, where Y is the count of all the pieces remaining on the board and X is dependant on the stronger side material (The the first matching rule applies):

  • At least two Ruea (Boats): 8 moves

  • At least one Ruea (Boat): 16 moves

  • At least two Khons (Noblemen): 22 moves

  • At least two Ma (Horses): 32 moves

  • At least one Khon (Nobleman): 44 moves

  • At least one Ma (Horse): 64 moves

  • Only Mets (Ministers)/Promoted shells left: 64 moves

For instance, if White has King, two Boats and Horse versus one lone Black King, he must deliver mate in 8 (two Boats) - 5 (five pieces) = 3 moves, or the game is declared a draw. Or if White has King, Khon, two Mets and a shell versus one lone King, he has 44 (at least one Khon) - 6 (six pieces) = 38 moves.

Winning the game

Checkmate is the only way to win the game, barring resignation, and it must be delivered within the limits of the two counting rules when they apply.

Drawing the game
  • If the stronger player oversteps the number of moves allowed by the counting rule in place, the game is declared a draw.

  • Stalemate is also an immediate draw.

  • Lack of material can also lead to overstepping the counting rule.

  • There is no threefold repetition rule. 

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