Mutual Nonexistence

'Leisure' (30 days + 3 days/move, max 60 days)
This game is being played under Shatranj rules. Click the 'info' tab for more information.
1. h3 b6
Clock started on 1/17/2012
2. a3 c6 3. c3 d6 4. e3 e6 5. h4 f6 6. g3 g6 7. g4 h6 8. e4 c5 9. c4 Nc6 10. Nf3 a6 11. b3 e5 12. Bd3 Be6 13. Nh2 Nge7 14. g5 fxg5 15. Nf3 Nd4 16. Nxd4 cxd4 17. hxg5 h5 18. Rh4 Rc8 19. a4 a5 20. Na3 Nc6 21. Nb5 Bxc4 22. Qc2 Be6 23. f3 Qe7 24. Bf1 Rh7 25. Qd3 Nb4 26. Ke2 Kf7 27. Bh3 Qf6 28. gxf6 Kxf6 29. Bf1 Kg5 30. Rh3 h4 31. Na3 Bh6 32. Nc4 Bxc4+ 33. Qxc4 Bf4 34. d3 d5 35. exd5 Bd6 36. Rh1 Bf4 37. Rg1+ Kf5 38. Bh3+ Kf6 39. Rb1 g5 40. Rb2 Bd6 41. Ba3 Na6 42. Rg4 Rd7 43. Re4 Rf8 44. Qb5 Nb8 45. Qc6 Rc7 46. Rc2 Na6 47. Rc1 Bf4 48. d6 Bxd6 49. Qb5 Nc5 50. Bxc5 bxc5 51. Rc4 Bf4 52. Rc2 Ke6 53. Rc1 g4 54. fxg4 Rg8 55. Rg1 Kd5 56. Qc4+ Kd6 57. Kf3 Rf7 58. Rg2 Bd2+=

Shatranj is a traditional game that first appeared in Persia around the 7th century AD and remained immensely popular throughout the Middle East for the next nine centuries. Shatranj is said to have supported professional players, produced several books and inspired its own body of chess problems or mansubat. And it is likely to be the predecessor of modern chess.


1. Pieces and Movement

Shatranj can be played with a traditional chess set: the start position is similar to that of standard chess, with Alfils replacing Bishops and Firzans replacing Queens.


Shatranj initial position (rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR)

Shatranj initial position
Shah (king) moves as in standard chess, except there is no castling
Rukh (chariot, rook) moves as in standard chess
Faras (horse, knight) moves as in standard chess
Baidaq (soldier, pawn) moves as in standard chess, except there is no initial two-step and it always promotes to Firzan
Firzan (vizier, queen) moves to the first diagonal square
Alfil (elephant, bishop) leaps to the second diagonal square, can jump over some other piece (like knight).

The game was designed to represent an ancient battlefield. The Baidaq is a soldier, the Firzan is a trusted military advisor (this metaphor is also behind the promotion rule); the Rukh (chariot), Faras (horse), and Fil (elephant) represent advanced ancient military units.


2. Rules

The rules of Shatranj are similar to Standard Chess, with the following exceptions:

  • Stalemate counts as a win (if you have no legal move, you lose),
  • Bare King counts as a win, provided that your King cannot be bared on the very next move,
  • Two bare Kings count as a draw,
  • The piece set is changed (alfils and firzans instead of queens and bishops, see above),
  • There is no initial two-step pawn move (and of course no en-passant), no castling, and pawns arriving at the last rank always promote to Firzans

There are check and checkmate, and they work just as they do in standard chess.


3. Game hints

Here are some basic suggestions about game play.


3.1. Pieces strength

The strongest piece is of course the rukh (rook). If, following standard chess, we keep the values for the rooks (5 units) and knights (3 units), then the firzan would be worth at most 2 units, the alfil about 1, and pawns between 0.5 and 1 (the central pawns being more valuable than those on the side). The low value of the pawns is caused by the fact that they can only promote to firzans. The low value of the alfils is because each alfil can access only 1/8 of the board.

The tenth-century master As-Suli set out the values thus: rukh: 5, knight: 3¹⁄₃, firzan: 1²⁄₃, alfil: 1¹⁄₄, central pawn: 1¹⁄₄, bishop and knight pawn: between ⁵⁄₆ and 1, rook pawn: ⁵⁄₈.

Each alfil can access only 8 squares on the board, and those squares do not overlap. So it is impossible to (directly) exchange alfil for alfil. One can also consider avoiding squares reachable by one's opponent's alfils while deciding where to place important pieces and pawns. At the same time, one's own alfils can be useful to defend important pawns (this is why some openings leave pawns on d3 and e3).


3.2. Openings

The game is generally slower than standard chess. In particular, it takes time before the true battle begins: during opening one can develop almost uninterrupted by the opponent for some time. So, the exact sequence of opening moves is not very important; the resulting structure matters. Below are example structures (tabiyas) analysed in traditional literature:


Mujannah tabiya (8/8/8/8/2P2P2/1PNPPNP1/P6P/1RBQKBR1)

Mujannah tabiya


Mashaikhi tabiya (8/8/8/8/3PP3/1PPQ1P1P/P2NN1P1/R1B1KB1R)

Mashaikhi tabiya


Sayyal tabiya (8/8/8/8/6P1/PPPPPP2/4NR1P/1NBQKBR1)

Sayyal tabiya


Muwashshah tabiya (8/8/8/5P2/3P2P1/PPPQPN2/3N3P/1RB1KBR1)

Muwashshah tabiya

Black can pick the same, or other structure, as white. So, there can be Double Mujannah game (when both players picked Mujannah setup), or Mujannah-Mashaikhi game.

The typical aim of the opening and the early middlegame is to gain space, connect the rooks (second rank is often used for the task), favourably open some file(s), create outposts for the knights, and, if possible, invade the opponent's camp with a rook (or both), supported by knights, and sometimes alfils. Such an attack need not necessarily lead to mate, but frequently lets one win significant material.


3.3. Middlegame

Contrary to standard chess, one can often find oneself unable to defend some piece or square in spite of having tempi or even a few available for the task. Except the rooks, all pieces are short range, and it takes time to move them to the other area of the board. Therefore it is important to create a solid structure, where pieces and pawns defend one another. For the same reason, local advantages (having more pieces in some area of the board) are likely to stay for a few moves.

Typical game strategy is oriented rather towards winning material, than creating mate threats (although there are exceptions). Sacrifices happen rarely (if ever). The main tactical (strategical?) theme is to outnumber the opposing pieces in some area of the board to win material there.


3.4. Endgame

Pawn promotion is of lesser value than in standard chess as the firzan is only slightly stronger than the pawn. It make sense to promote pawns, but this is only one of many possible manoeuvres.

The most important endgame concept is constriction (taking away your opponent's moves) in order to achieve a stalemate or bare king victory.

The stronger side should be careful while exchanging, especially with rook exchanges. There is a risk of a situation similar to opposite-bishops chess ending - extra firzan (or a few) does not help if the weaker side dominates on - say - light squares. For the same reason sometimes it is better to keep an unpromoted pawn, if it keeps an eye on an important square - once promoted, it will never change its square colour.


4. Example games

Links to more instructive Shatranj games are welcome

Some example games:

Nice mate in the centre of the board

Rooks invasion - after typical opening black uses open file to invade white position with rooks

Alfils at work - instructive maneouvering game where white particularly effectively uses his alfils (note battle for open file on moves 26 and 37, fork on move 29 and final sacrifice at move 60), also pretty example of constriction strategy in the final part of the game.

Minor piece king hunt - knights and alfil cooperating to construct the mating net.


5. Additional info

This Article on Shatranj was published in the SchemingMind Journal. Read it, you will find a lot of valuable information there. is selling chess sets being replicas of traditional shatranj pieces (Nishapur chessmen). See their chess history for some pretty photos, and this page for game rules in their redaction.


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