[
  {
    "game": "agon",
    "gameTitle": "Agon",
    "section": "Agon",
    "heading": "Agon",
    "content": "Amon is one of the oldest abstract strategy games with fully recorded rules, documented in France in 1842. It is played on a hexagonal board of 91 hexagons and won by being the first player to maneuve",
    "anchor": "agon"
  },
  {
    "game": "agon",
    "gameTitle": "Agon",
    "section": "Agon",
    "heading": "Board",
    "content": "The board is a regular hexagon composed of 91 smaller hexagons, arranged in 6 concentric rings around a single center hexagon. - Center hex: 1 - Ring 1: 6 hexes - Ring 2: 12 hexes - Ring 3: 18 hexes -",
    "anchor": "board"
  },
  {
    "game": "agon",
    "gameTitle": "Agon",
    "section": "Agon",
    "heading": "Pieces",
    "content": "Each player has: - 1 Queen distinct color and shape - 6 Guards Pieces are differentiated by color e.g., White and Black.",
    "anchor": "pieces"
  },
  {
    "game": "agon",
    "gameTitle": "Agon",
    "section": "Agon",
    "heading": "Starting Position",
    "content": "Both players’ Queens start on the outer ring, on opposite sides of the board. The 6 Guards of each player occupy 6 of the remaining outer-ring positions near their Queen, spread symmetrically. The cen",
    "anchor": "starting-position"
  },
  {
    "game": "agon",
    "gameTitle": "Agon",
    "section": "Agon",
    "heading": "Movement",
    "content": "On each turn, a player moves one of their pieces to an adjacent hex. A piece may move to any of the up to 6 hexes surrounding its current position, provided that hex is either empty or occupied by an ",
    "anchor": "movement"
  },
  {
    "game": "agon",
    "gameTitle": "Agon",
    "section": "Agon",
    "heading": "Capture",
    "content": "Capture in Agon is by custodianship: a piece is captured when, as a result of the moving player’s move, it is flanked on two opposite sides along one of the three hex axes by two enemy pieces. - The c",
    "anchor": "capture"
  },
  {
    "game": "agon",
    "gameTitle": "Agon",
    "section": "Agon",
    "heading": "Returning to Play",
    "content": "A captured piece does not leave the game permanently. On the capturing player’s subsequent turn, instead of moving a piece already on the board, the capturing player must return the captured piece to ",
    "anchor": "returning-to-play"
  },
  {
    "game": "agon",
    "gameTitle": "Agon",
    "section": "Agon",
    "heading": "Win Condition",
    "content": "A player wins by achieving the following position simultaneously: - Their Queen is on the center hex, AND - All six Guards occupy the six hexes adjacent to the center ring 1. The center hex and its si",
    "anchor": "win-condition"
  },
  {
    "game": "agon",
    "gameTitle": "Agon",
    "section": "Agon",
    "heading": "Draw",
    "content": "If neither player can achieve the winning position and the game has been going on for a very long time without progress, players may agree to a draw. No mandatory draw rule exists in the classic rules",
    "anchor": "draw"
  },
  {
    "game": "agon",
    "gameTitle": "Agon",
    "section": "Agon",
    "heading": "Strategy Notes",
    "content": "Achieving the win requires coordinating the Queen’s journey to the center with positioning all six Guards around the center simultaneously. Because Guards that are captured are returned to the outer r",
    "anchor": "strategy-notes"
  },
  {
    "game": "agon",
    "gameTitle": "Agon",
    "section": "Agon",
    "heading": "Attribution",
    "content": "Agon. Documented in France, 1842; described in British and American game books from the 1870s onward. Public domain. Rules confirmed from historical game literature and Sid Sackson’s A Gamut of Games ",
    "anchor": "attribution"
  },
  {
    "game": "asalto",
    "gameTitle": "Asalto",
    "section": "Variants in this Hub",
    "heading": "Variants in this Hub",
    "content": "Officers Description --- --- 2 Classic Victorian rules; Officers must eliminate enough Soldiers to prevent being surrounded; Soldiers win by immobilizing Officers. Royal Garrisonvariants/royal-garriso",
    "anchor": "variants-in-this-hub"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Variant Library",
    "heading": "Variant Library",
    "content": "Backgammon is one of the oldest board games in the world, with origins traced to ancient Mesopotamia approximately 5,000 years ago. The family — known historically as Tables games — combines racing, b",
    "anchor": "variant-library"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Variant Library",
    "heading": "Standard Rules",
    "content": "- Standard Backgammonvariants/standard/ — Classic rules: 15 pieces per side, hit and bar, doubling cube, bear-off to win",
    "anchor": "standard-rules"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Variant Library",
    "heading": "Regional Forms",
    "content": "- Nardivariants/nardi/ — Caucasian and Russian variant: no hitting, pieces travel the same direction, no doubling cube - Plakotovariants/plakoto/ — Greek: pin instead of hit — one piece traps an oppon",
    "anchor": "regional-forms"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Variant Library",
    "heading": "American Forms",
    "content": "- Acey-Deuceyvariants/acey-deucey/ — US military tradition: rolling 1-2 grants any doublet free; pieces enter one at a time",
    "anchor": "american-forms"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Variant Library",
    "heading": "Short Forms",
    "content": "- Hypergammonvariants/hypergammon/ — 3 pieces per side on the last three points; fast tactical game used in tournaments - Nackgammonvariants/nackgammon/ — 2 extra blots on the 23-point; slower opening",
    "anchor": "short-forms"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Variant Library",
    "heading": "Multiplayer",
    "content": "- Chouettevariants/chouette/ — One player versus a consulting team; the box rotates on a win; doubling cube dynamics multiply",
    "anchor": "multiplayer"
  },
  {
    "game": "bavarian-32",
    "gameTitle": "Bavarian 32-Card Games",
    "section": "The Deck",
    "heading": "The Deck",
    "content": "Value --- 32 Suits 7, 8, 9, 10, Jack, Queen, King, Ace Jokers Card point values vary by game. In Skat, the highest-value cards are Ace 11, Ten 10, King 4, Queen 3, Jack 2, with 7–9 worth zero points.",
    "anchor": "the-deck"
  },
  {
    "game": "bavarian-32",
    "gameTitle": "Bavarian 32-Card Games",
    "section": "Games",
    "heading": "Games",
    "content": "Players --- 4 3",
    "anchor": "games"
  },
  {
    "game": "bavarian-32",
    "gameTitle": "Bavarian 32-Card Games",
    "section": "Hub Notes",
    "heading": "Hub Notes",
    "content": "Future additions to this hub may include Doppelkopf 4 players, 48-card double deck and Sheepshead American variant of Schafkopf.",
    "anchor": "hub-notes"
  },
  {
    "game": "brp",
    "gameTitle": "Basic Roleplaying",
    "section": "Basic Roleplaying",
    "heading": "Basic Roleplaying",
    "content": "A generic percentile-skill roleplaying engine, the design core beneath Chaosium's Call of Cthulhu, RuneQuest, King Arthur Pendragon, and other game lines. There are no character classes or levels: a c",
    "anchor": "basic-roleplaying"
  },
  {
    "game": "brp",
    "gameTitle": "Basic Roleplaying",
    "section": "Basic Roleplaying",
    "heading": "Rules",
    "content": "- Introductionrules/introduction/ — what roleplaying is, session/scenario/campaign length, dice, the gamemaster's job - Character Creationrules/character-creation/ — characteristics, derived stats, sk",
    "anchor": "rules"
  },
  {
    "game": "brp",
    "gameTitle": "Basic Roleplaying",
    "section": "Basic Roleplaying",
    "heading": "Reference Tables",
    "content": "Machine-readable JSON for skills, professions, and combat gear. See the data index../../games/brp/data/index.md for the full list. - skills.json../../games/brp/data/skills.json — the 56-skill list wit",
    "anchor": "reference-tables"
  },
  {
    "game": "cairn",
    "gameTitle": "Cairn",
    "section": "Cairn",
    "heading": "Cairn",
    "content": "Cairn is a classless, rules-light adventure game about exploring a dark and mysterious Wood filled with strange folk, hidden treasure, and unspeakable monstrosities. Character generation is quick and ",
    "anchor": "cairn"
  },
  {
    "game": "cairn",
    "gameTitle": "Cairn",
    "section": "Cairn",
    "heading": "Player's Guide",
    "content": "- Overview & Principlesrules/overview-and-principles/ — Neutrality, classlessness, death, fiction-first play, growth, player choice, and the principles that guide both players and the Warden - Core Ru",
    "anchor": "players-guide"
  },
  {
    "game": "cairn",
    "gameTitle": "Cairn",
    "section": "Cairn",
    "heading": "Warden's Guide",
    "content": "- Saves & Perceptionrules/saves-and-perception/ — When and how to call for a save, worked examples for STR/DEX/WIL/opposed/aiding-an-ally saves, and how to handle character knowledge and perception - ",
    "anchor": "wardens-guide"
  },
  {
    "game": "cairn",
    "gameTitle": "Cairn",
    "section": "Cairn",
    "heading": "Structured Tables",
    "content": "Machine-readable JSON for all procedural generation tables. See the tables index../../games/cairn/tables/index.md for the full list and schema. Entities: - backgrounds.json../../games/cairn/tables/bac",
    "anchor": "structured-tables"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "History",
    "heading": "History",
    "content": "Chaupar also spelled Chaupad, Chopad, or Caupar; IAST: caupaṛ is an ancient Indian cross-and-circle board game closely related to Pachisi, played across India and Pakistan. It is generally considered",
    "anchor": "history"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "The Board",
    "heading": "The Board",
    "content": "The board is identical to the Pachisi board: a cross-shaped cloth board, each arm divided into three columns of eight squares, with the Charkoni the large central square in the centre. The Charkoni fu",
    "anchor": "the-board"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Equipment",
    "heading": "Equipment",
    "content": "Quantity ---------- 1 16 3 Long dice: Each die is oblong rectangular prism with four playing faces. The faces typically show values 1 and 6 on opposing long faces, and 2 and 5 or 3 and 4 on the other ",
    "anchor": "equipment"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Setup",
    "heading": "Setup",
    "content": "Players: Four players in two teams. Black and Yellow form one team; Red and Green form the other. Starting positions: Pieces do not start in the Charkoni. Before play begins, each player places their ",
    "anchor": "setup"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Throwing the Dice",
    "heading": "Throwing the Dice",
    "content": "All three long dice are thrown together each turn. The total of the three dice is the move value. There is no pre-defined table: any sum is valid. Range: 3 minimum, 1+1+1 to 18 maximum, 6+6+6. No grac",
    "anchor": "throwing-the-dice"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Movement",
    "heading": "Movement",
    "content": "Pieces move along the same counter-clockwise path as in Pachisi: down the middle column of the player’s own arm, then around the outer columns of the other three arms, and finally back up the home arm",
    "anchor": "movement"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Super-Pieces (Conglomerate Pieces)",
    "heading": "Super-Pieces (Conglomerate Pieces)",
    "content": "This mechanic is unique to Chaupar and absent from Pachisi. If two pieces of the same colour land on the same square, they combine into a single double piece. Triple and quadruple pieces form in the s",
    "anchor": "super-pieces-conglomerate-pieces"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Capture",
    "heading": "Capture",
    "content": "Landing on a square occupied by an opponent piece or conglomerate of equal or lesser size, per the super-piece immunity rules above captures it. Captured pieces return to the Charkoni and must re-ente",
    "anchor": "capture"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Team Home Order",
    "heading": "Team Home Order",
    "content": "Within a team, pieces must finish in a fixed sequence: - All Black pieces must reach the Charkoni before any Yellow piece may finish. - All Red pieces must reach the Charkoni before any Green piece ma",
    "anchor": "team-home-order"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Winning",
    "heading": "Winning",
    "content": "The first team to return all eight of their combined pieces to the Charkoni wins. Individual players finish their own pieces; the team wins when both players have finished all their pieces.",
    "anchor": "winning"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Attribution",
    "heading": "Attribution",
    "content": "Chaupar. Public domain ancient Indian origin, Mughal court documentation c. 1590. Sources: Wikipedia CC-BY-SA, Chaupar article; mastersofgames.com, Chaupar rules; trackawesomelist Chaupar entry; labfo",
    "anchor": "attribution"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Variant Library",
    "content": "Moddable Chess includes playable variants spanning classic rules, asymmetric battles, hidden information, expanded boards, and alternative win conditions. Each variant has its own complete rules page.",
    "anchor": "variant-library"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Standard Board (8x8)",
    "content": "- Standard Chessvariants/standard/ -- Classic FIDE rules - Absorption Chessvariants/absorption/ -- Capturing piece gains the victim's movement permanently - Andernach Chessvariants/andernach/ -- Captu",
    "anchor": "standard-board-8x8"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Multi-Move Variants",
    "content": "- Monster Chessvariants/monster-chess/ -- White gets 2 moves, Black gets 1 - Progressivevariants/progressive/ -- Escalating moves per turn 1, 2, 3, 4...",
    "anchor": "multi-move-variants"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Alternative Win Conditions",
    "content": "- Antichessvariants/antichess/ -- Forced captures, lose all pieces to win - Chakvariants/chak/ -- 9x9 Mesoamerican chess; move your Warrior Ajaw to the opponent's temple and survive - Chennisvariants/",
    "anchor": "alternative-win-conditions"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Asymmetric Armies",
    "content": "- Empire Chessvariants/empire/ -- FIDE Kingdom vs Empire; Empire pieces all move as Queen but capture piece-specifically; faceoff rule - Khan's Chessvariants/khans-chess/ -- FIDE Kingdom vs Mongol Hor",
    "anchor": "asymmetric-armies"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Gating & Drop Mechanics",
    "content": "- Dragon Chessvariants/dragon-chess/ -- Two Archbishops held in reserve; gate onto any empty first-rank square instead of moving - Hostage Chessvariants/hostage-chess/ -- Captured pieces become hostag",
    "anchor": "gating-drop-mechanics"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Piece Replacement & Movement Variants",
    "content": "- Alice Chessvariants/alice/ -- Two boards; pieces transfer between boards after each move - Almost Chessvariants/almost-chess/ -- One queen replaced by Chancellor R+N - Amazon Chessvariants/amazon-ch",
    "anchor": "piece-replacement-movement-variants"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Starting Position Variants",
    "content": "- Endgame Chessvariants/endgame-chess/ -- Only pawns and Kings from the start - Legan Chessvariants/legan-chess/ -- Berolina pawns, King and Queen swap starting squares - Pawns Onlyvariants/pawns-only",
    "anchor": "starting-position-variants"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Regional & Historical Variants",
    "content": "- ASEAN Chessvariants/asean/ -- Standardised Makruk; pawns on rank 2, streamlined counting rules - Chaturangavariants/chaturanga/ -- Indian ancestor of chess, c. 600 CE. Weak counsellor and leaping el",
    "anchor": "regional-historical-variants"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Expanded Boards",
    "content": "- Archchessvariants/archchess/ -- 10x10 variant 1683; adds Centurion and Decurion pieces - Bird's Chessvariants/birds-chess/ -- 10x8 board 1874; adds Guard R+N and Equerry B+N - Capablanca Chessvarian",
    "anchor": "expanded-boards"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Small Boards",
    "content": "- Breakthroughvariants/breakthrough/ -- 7x7, pawns only, first to far rank wins - Congovariants/congo/ -- 7x7 with river; six animal piece types; capture the Lion to win - Crazy 38'svariants/crazy-38s",
    "anchor": "small-boards"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Hexagonal Board",
    "content": "- Brusky's Hexagonal Chessvariants/brusky/ -- 84-hex irregular board, 10 files - De Vasa's Hexagonal Chessvariants/de-vasa/ -- 81-hex rhombus 9x9, pawns start on rank 3 - Gliński's Hexagonal Chessvari",
    "anchor": "hexagonal-board"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Topology Variants",
    "content": "- Byzantine Chessvariants/byzantine-chess/ -- Circular 4-ring board 64 squares; Shatranj-era pieces; stalemate wins - Circular Chessvariants/circular-chess/ -- 4 rings x 16 files; pawns promote after ",
    "anchor": "topology-variants"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Large Historical",
    "content": "- Balbo's Chessvariants/balbos-chess/ -- Diamond-shaped 70-square board 1974; location-dependent promotion - Centennial Chessvariants/centennial-chess/ -- 10x10 with 4 new pieces; two moves per turn u",
    "anchor": "large-historical"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "3D Chess",
    "content": "- Raumschachvariants/raumschach/ -- 5x5x5 three-dimensional chess; adds Unicorn triagonal slider",
    "anchor": "3d-chess"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Multiplayer (3-4 Players)",
    "content": "- Djambivariants/djambi/ -- 9x9 four-player; corpses block movement; Maze centre grants power - Four-Handed Chess Chaturajivariants/four-handed-chess/ -- 8x8 four-player dice chess; points-based scori",
    "anchor": "multiplayer-3-4-players"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Hidden Information",
    "content": "- Blind Chess Banqivariants/blind-chess/ -- Chinese hidden-piece game on 4x8 board; all pieces start face-down - Kriegspielvariants/kriegspiel/ -- Fog-of-war chess; referee announces partial informati",
    "anchor": "hidden-information"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Variant Library",
    "heading": "Bughouse & Team",
    "content": "- Delirious Bughousevariants/delirious-bughouse/ -- Bughouse with dice, worst-move mechanic, and fairy pieces - Stupidhousevariants/stupidhouse/ -- Bughouse where dropped pieces land on random squares",
    "anchor": "bughouse-team"
  },
  {
    "game": "dnd-5e",
    "gameTitle": "Dungeons & Dragons 5th Edition SRD",
    "section": "Dungeons & Dragons 5th Edition SRD",
    "heading": "Dungeons & Dragons 5th Edition SRD",
    "content": "The Systems Reference Document 5.1 SRD 5.1 contains the open core rules for D&D 5th Edition, released by Wizards of the Coast under Creative Commons Attribution 4.0 International CC BY 4.0. Licence: C",
    "anchor": "dungeons-dragons-5th-edition-srd"
  },
  {
    "game": "dnd-5e",
    "gameTitle": "Dungeons & Dragons 5th Edition SRD",
    "section": "Dungeons & Dragons 5th Edition SRD",
    "heading": "Rules",
    "content": "- Using Ability Scoresrules/ability-scores/ — The six abilities, saving throws, skills, and ability checks - Racesrules/races/ — SRD racial traits Dragonborn, Dwarf, Elf, Gnome, Half-Elf, Half-Orc, Ha",
    "anchor": "rules"
  },
  {
    "game": "dnd-5e",
    "gameTitle": "Dungeons & Dragons 5th Edition SRD",
    "section": "Dungeons & Dragons 5th Edition SRD",
    "heading": "Character Classes",
    "content": "- Barbarianclasses/barbarian/ · Bardclasses/bard/ · Clericclasses/cleric/ · Druidclasses/druid/ - Fighterclasses/fighter/ · Monkclasses/monk/ · Paladinclasses/paladin/ · Rangerclasses/ranger/ - Roguec",
    "anchor": "character-classes"
  },
  {
    "game": "dnd-5e",
    "gameTitle": "Dungeons & Dragons 5th Edition SRD",
    "section": "Dungeons & Dragons 5th Edition SRD",
    "heading": "Spells",
    "content": "- Spellcasting Rulesspells/spellcasting/ · Spell Lists by Classspells/spell-list/ - Cantripsspells/cantrips/ · 1st Levelspells/level-1/ · 2nd Levelspells/level-2/ · 3rd Levelspells/level-3/ - 4th Leve",
    "anchor": "spells"
  },
  {
    "game": "dnd-5e",
    "gameTitle": "Dungeons & Dragons 5th Edition SRD",
    "section": "Dungeons & Dragons 5th Edition SRD",
    "heading": "Monsters",
    "content": "- A–Cmonsters/a-c/ · D–Fmonsters/d-f/ · G–Imonsters/g-i/ · J–Lmonsters/j-l/ - M–Omonsters/m-o/ · P–Rmonsters/p-r/ · S–Umonsters/s-u/ · V–Zmonsters/v-z/",
    "anchor": "monsters"
  },
  {
    "game": "dnd-5e",
    "gameTitle": "Dungeons & Dragons 5th Edition SRD",
    "section": "Dungeons & Dragons 5th Edition SRD",
    "heading": "Magic Items",
    "content": "- A–Cmagic-items/a-c/ · D–Fmagic-items/d-f/ · G–Imagic-items/g-i/ · J–Lmagic-items/j-l/ - M–Omagic-items/m-o/ · P–Rmagic-items/p-r/ · S–Umagic-items/s-u/ · V–Zmagic-items/v-z/",
    "anchor": "magic-items"
  },
  {
    "game": "dnd-5e",
    "gameTitle": "Dungeons & Dragons 5th Edition SRD",
    "section": "Dungeons & Dragons 5th Edition SRD",
    "heading": "Machine-Readable Data",
    "content": "Structured JSON for all SRD entities, sourced from 5e-bits/5e-database CC BY 4.0. - ability-scores.json../../games/dnd-5e/data/ability-scores.json · classes.json../../games/dnd-5e/data/classes.json · ",
    "anchor": "machine-readable-data"
  },
  {
    "game": "dou-shou-qi",
    "gameTitle": "Dou Shou Qi (斗兽棋 / Jungle)",
    "section": "Dou Shou Qi (斗兽棋 / Jungle)",
    "heading": "Dou Shou Qi (斗兽棋 / Jungle)",
    "content": "Dou Shou Qi also called Jungle, Animal Chess, or The Jungle Game is a traditional Chinese two-player strategy game. Each player commands 8 animal pieces ranked 1–8; higher rank defeats lower rank, wit",
    "anchor": "dou-shou-qi-jungle"
  },
  {
    "game": "dou-shou-qi",
    "gameTitle": "Dou Shou Qi (斗兽棋 / Jungle)",
    "section": "Dou Shou Qi (斗兽棋 / Jungle)",
    "heading": "Board",
    "content": "7 columns a–g × 9 rows 1–9. Special squares: - White’s Den White’s home: d1 center of White’s back rank - Black’s Den: d9 center of Black’s back rank - Traps: Three squares adjacent to each Den: - Whi",
    "anchor": "board"
  },
  {
    "game": "dou-shou-qi",
    "gameTitle": "Dou Shou Qi (斗兽棋 / Jungle)",
    "section": "Dou Shou Qi (斗兽棋 / Jungle)",
    "heading": "Animals (Piece Rankings)",
    "content": "Animal Special Abilities --- --- Elephant 象 Cannot enter rivers. 7 Shī Tiger 虎 May leap across rivers. 5 Bào Wolf 狼 Standard movement. 3 Gǒu Cat 猫 Standard movement. 1 Shǔ",
    "anchor": "animals-piece-rankings"
  },
  {
    "game": "dou-shou-qi",
    "gameTitle": "Dou Shou Qi (斗兽棋 / Jungle)",
    "section": "Dou Shou Qi (斗兽棋 / Jungle)",
    "heading": "Starting Position",
    "content": "White controls rows 1–3 bottom; Black controls rows 7–9 top. Each player’s animals are placed as follows: White bottom: - a1: Lion, g1: Tiger - b2: Rat, f2: Elephant - c3: Dog, d3: Leopard sometimes W",
    "anchor": "starting-position"
  },
  {
    "game": "dou-shou-qi",
    "gameTitle": "Dou Shou Qi (斗兽棋 / Jungle)",
    "section": "Dou Shou Qi (斗兽棋 / Jungle)",
    "heading": "Movement",
    "content": "- All animals move 1 step orthogonally up, down, left, right per turn. - Animals may not move diagonally. - Animals may not enter their own Den. - Elephant may not enter river squares. - Rat is the on",
    "anchor": "movement"
  },
  {
    "game": "dou-shou-qi",
    "gameTitle": "Dou Shou Qi (斗兽棋 / Jungle)",
    "section": "Dou Shou Qi (斗兽棋 / Jungle)",
    "heading": "River Leaping (Tiger and Lion)",
    "content": "Tigers and Lions may leap over an entire river in one move: - A Tiger or Lion on a land square adjacent to a river may leap in the direction of the river, crossing all river squares in that direction,",
    "anchor": "river-leaping-tiger-and-lion"
  },
  {
    "game": "dou-shou-qi",
    "gameTitle": "Dou Shou Qi (斗兽棋 / Jungle)",
    "section": "Dou Shou Qi (斗兽棋 / Jungle)",
    "heading": "Capture",
    "content": "A piece captures by moving onto an opponent’s piece’s square: - Higher rank captures lower rank. A rank 5 Leopard can capture ranks 1–4 but not 6–8. - Rat vs. Elephant rank 1 vs. rank 8: Rat captures ",
    "anchor": "capture"
  },
  {
    "game": "dou-shou-qi",
    "gameTitle": "Dou Shou Qi (斗兽棋 / Jungle)",
    "section": "Dou Shou Qi (斗兽棋 / Jungle)",
    "heading": "Traps",
    "content": "When an animal enters an opponent’s trap square, it loses all rank advantages: - A trapped piece may be captured by any opponent’s piece, regardless of rank. - A trapped piece regains its rank if it m",
    "anchor": "traps"
  },
  {
    "game": "dou-shou-qi",
    "gameTitle": "Dou Shou Qi (斗兽棋 / Jungle)",
    "section": "Dou Shou Qi (斗兽棋 / Jungle)",
    "heading": "Win Conditions",
    "content": "- A player wins by moving one of their animals into the opponent’s Den. - A player also wins if the opponent has no legal moves all their animals are captured. Den entry: A player’s animal may not ent",
    "anchor": "win-conditions"
  },
  {
    "game": "dou-shou-qi",
    "gameTitle": "Dou Shou Qi (斗兽棋 / Jungle)",
    "section": "Dou Shou Qi (斗兽棋 / Jungle)",
    "heading": "Attribution",
    "content": "Dou Shou Qi 斗兽棋. Traditional Chinese game, commercially produced circa 1900–1920. Also known as Jungle or The Jungle Game. Public domain rule set confirmed from Pagat.com and multiple commercial editi",
    "anchor": "attribution"
  },
  {
    "game": "double-six-dominoes",
    "gameTitle": "Double-Six Dominoes",
    "section": "Double-Six Dominoes",
    "heading": "Double-Six Dominoes",
    "content": "Games using the standard Western double-6 domino set. Dominoes are tile-matching games: players extend a chain by playing tiles whose pip values match the open ends of the layout.",
    "anchor": "double-six-dominoes"
  },
  {
    "game": "double-six-dominoes",
    "gameTitle": "Double-Six Dominoes",
    "section": "Double-Six Dominoes",
    "heading": "The Double-6 Set (28 tiles)",
    "content": "28 tiles covering every combination of two values from 0 to 6 including doubles. Each tile is called a bone. Tiles with the same pip on both halves are doubles. Detail --- 28 0-0 through 6-6 Pip range",
    "anchor": "the-double-6-set-28-tiles"
  },
  {
    "game": "double-six-dominoes",
    "gameTitle": "Double-Six Dominoes",
    "section": "Games",
    "heading": "Games",
    "content": "- All Fivesgames/all-fives/ — Block with scoring. Score when open ends sum to a multiple of 5. First to 61 or 121. - Blockgames/block/ — The foundation game. Match ends, no drawing from the boneyard. ",
    "anchor": "games"
  },
  {
    "game": "double-six-dominoes",
    "gameTitle": "Double-Six Dominoes",
    "section": "Attribution",
    "heading": "Attribution",
    "content": "All games in this hub are public domain. Individual attribution in each game entry.",
    "anchor": "attribution"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Variant Library",
    "heading": "Variant Library",
    "content": "Draughts Checkers is a family of abstract strategy games with a shared core mechanic: diagonal or orthogonal movement with mandatory captures by jumping. The family traces back to Alquerque, documente",
    "anchor": "variant-library"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Variant Library",
    "heading": "Standard Board (8×8)",
    "content": "- English Draughtsvariants/english/ — The most widely known form: diagonal movement, no flying kings - Turkish Draughtsvariants/turkish-draughts/ — Orthogonal movement on all 64 squares, majority capt",
    "anchor": "standard-board-88"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Variant Library",
    "heading": "Large Board (10×10)",
    "content": "- International Draughtsvariants/international/ — Flying kings, mandatory longest chain, the competitive standard - Frisian Draughtsvariants/frisian/ — International rules plus orthogonal captures, 3-",
    "anchor": "large-board-1010"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Variant Library",
    "heading": "Extended Board (10×8)",
    "content": "- Spantsirettivariants/spantsiretti/ — Russian Draughts rules on a wider 10×8 board, 20 pieces per side",
    "anchor": "extended-board-108"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Variant Library",
    "heading": "Large Board (12×12)",
    "content": "- Canadian Draughtsvariants/canadian/ — International rules on the largest standard board, 30 pieces per side",
    "anchor": "large-board-1212"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Variant Library",
    "heading": "Alternative Boards",
    "content": "- Lascavariants/lasca/ — 7×7 board, column stacking, pieces never leave the game - Alquerquevariants/alquerque/ — The common ancestor: 5×5 grid with diagonal connections",
    "anchor": "alternative-boards"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "What Is Dungeon Chess?",
    "heading": "What Is Dungeon Chess?",
    "content": "Dungeon Chess is an asymmetric strategy board game for 2–4 players. Four fantasy factions — each with unique abilities — battle on modular dungeon maps with terrain hazards. Players draft armies from ",
    "anchor": "what-is-dungeon-chess"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "The Four Factions",
    "heading": "The Four Factions",
    "content": "Each faction has 6 unit types corresponding to chess roles Pawn, Castle, Knight, Bishop, Queen, King. Every faction plays differently.",
    "anchor": "the-four-factions"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "The Four Factions",
    "heading": "Human — Balanced & Reliable",
    "content": "Heroes, knights and archers. No gimmicks, no weaknesses. Cheap Knight 12 XP, premium Archer that pierces through pieces, and a Wizard with asymmetric threat zones. The Princess is the most mobile King",
    "anchor": "human-balanced-reliable"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "The Four Factions",
    "heading": "Undead — Phase & Swarm",
    "content": "1 XP Skeletons let you field massive armies, but each dies to any adjacent touch. The Wraith moves with gaps and attacks with full slides, the Tomb phases through allies, and the Vampire moves diagona",
    "anchor": "undead-phase-swarm"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "The Four Factions",
    "heading": "Redskin — Explosive Firepower",
    "content": "Every unit hits hard but costs dearly. Cannon-equipped Pawns and Castles, a hit-and-run Salamander, and the Demonics — which explodes on death, taking adjacent enemies with it. Iron Golem is immune to",
    "anchor": "redskin-explosive-firepower"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "The Four Factions",
    "heading": "Greenskin — Attrition & Disruption",
    "content": "Goblins and Orcs backed by disruptive abilities. The Ogre freezes adjacent enemy Pawns. The Troll survives its first death. The Shaman can immobilise a key target. The Orc has flexible movement. Desig",
    "anchor": "greenskin-attrition-disruption"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Unit Roster",
    "heading": "Unit Roster",
    "content": "All units, organised by chess role. XP cost shown in brackets.",
    "anchor": "unit-roster"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Unit Roster",
    "heading": "Pawns",
    "content": "Faction Movement Special ------ ------ -------- Human 1 square, any direction 8-way — Skeleton 1 XP Same as movement 8-way Redskin 1 square, any direction 8-way — Goblin 5 XP 8-way 1 sq + Cannon rook ",
    "anchor": "pawns"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Unit Roster",
    "heading": "Castles",
    "content": "Faction Movement Special ------ ------ -------- Human 1 square orthogonally — Tomb 12 XP 1 sq ortho + Phasing rook slide Redskin 1 square orthogonally Cannon-proof: cannot be targeted by cannon attack",
    "anchor": "castles"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Unit Roster",
    "heading": "Knights",
    "content": "Faction Movement Special ------ ------ -------- Human L-shaped jump 2+1 — Reaper 15 XP Same as movement Redskin L-shaped jump 2+1 Retreat: after capturing, must move 1 square to an adjacent empty squa",
    "anchor": "knights"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Unit Roster",
    "heading": "Bishops",
    "content": "Faction Movement Special ------ ------ -------- Human Diagonal slide Ranged: attacks at distance — must have one empty square gap to target Wraith 15 XP Diagonal slide unlimited Redskin Diagonal slide",
    "anchor": "bishops"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Unit Roster",
    "heading": "Queens",
    "content": "Faction Movement Special ------ ------ -------- Human Rook slide orthogonal Split: moves orthogonally, attacks diagonally Vampire 20 XP Rook slide orthogonal Redskin Queen slide all 8 directions Volat",
    "anchor": "queens"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Unit Roster",
    "heading": "Kings",
    "content": "Faction Movement Bonus ------ ------ -------- Human King step 1 sq, 8-way + Bishop slide Mobile: diagonal slides for repositioning only Warlock 20 XP King step + Bishop slide Redskin King step 1 sq, 8",
    "anchor": "kings"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "The Cannon Mechanic",
    "heading": "The Cannon Mechanic",
    "content": "Kobolds, Goblins, Iron Golems, and Ogres have cannon attacks — a ranged capture mechanic borrowed from XiangQi Chinese Chess. How it works: - The cannon attacks along rook lines straight orthogonal. -",
    "anchor": "the-cannon-mechanic"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Terrain",
    "heading": "Terrain",
    "content": "Dungeon maps use three terrain types:",
    "anchor": "terrain"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Terrain",
    "heading": "Floor (Normal)",
    "content": "Standard passable squares. No restrictions.",
    "anchor": "floor-normal"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Terrain",
    "heading": "Water",
    "content": "- Most units CANNOT step onto or slide through water squares. - Knights CAN leap over water their jump ignores terrain. - Tomb phasing ignores water slides through it. - Cannon lines skip over water r",
    "anchor": "water"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Terrain",
    "heading": "Void",
    "content": "- Off-board squares. Cannot be entered by any unit. - Creates the dungeon's corridors and chokepoints. - All sliding pieces stop at void boundaries — voids block slides for every unit equally. Draftin",
    "anchor": "void"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Army Drafting",
    "heading": "Army Drafting",
    "content": "Before each game, players secretly build their army from an XP budget. Draft on paper or use the companion app — reveal your army only at deployment. Budget: 80 XP Constraints: - Must include exactly ",
    "anchor": "army-drafting"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "How to Play",
    "heading": "Setup",
    "content": "1. Agree on a map and lay it out between all players 2. Each player chooses a faction no duplicates 3. Each player secretly drafts their army within the 80 XP budget 4. Determine turn order youngest f",
    "anchor": "setup"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "How to Play",
    "heading": "On Your Turn",
    "content": "Each turn you perform exactly one action: move or attack with one unit. If a unit's movement brings it onto an enemy-occupied square, that is both a move and a capture in a single action. Play proceed",
    "anchor": "on-your-turn"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "How to Play",
    "heading": "Check",
    "content": "- A King is in check if an enemy unit could capture it next turn. - You cannot make a move that leaves your own King in check. - You must resolve check on your turn — move your King, block the threat,",
    "anchor": "check"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "How to Play",
    "heading": "Winning the Game",
    "content": "Capture an enemy King. The game ends immediately when any King is taken. In a 4-player game, an eliminated player removes all their remaining pieces from the board. Play continues among surviving play",
    "anchor": "winning-the-game"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Maps",
    "heading": "Maps",
    "content": "Choose one map before the game begins. Each map uses square tiles laid out in the specified pattern. Water tiles are placed face-up; void spaces are simply left empty.",
    "anchor": "maps"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Maps",
    "heading": "Compact Skirmish (2 players)",
    "content": "A 10×10 open arena with a 4×4 water block in the centre. Each player deploys in the 2 rows nearest their edge. Fast, aggressive games where the water forces armies to split and flank.",
    "anchor": "compact-skirmish-2-players"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Maps",
    "heading": "Two Player Dungeon (2 players)",
    "content": "A cross-shaped dungeon with three chambers connected by narrow 2-wide corridors: - North & South chambers: 8×2 deployment zones, one per player - Centre chamber: 8×8 with 4×4 water in the middle - Cor",
    "anchor": "two-player-dungeon-2-players"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Maps",
    "heading": "Four Player Dungeon (4 players)",
    "content": "A symmetric cross with four arms. Each player claims one arm as their deployment zone 2 rows at the end of each arm. A central 8×8 arena with 4×4 water connects all four corridors. The largest and mos",
    "anchor": "four-player-dungeon-4-players"
  },
  {
    "game": "dungeon-world",
    "gameTitle": "Dungeon World",
    "section": "Dungeon World",
    "heading": "Dungeon World",
    "content": "Dungeon World is a tabletop RPG by Sage LaTorra and Adam Koebel that applies the Powered by the Apocalypse PbtA engine, originated by D. Vincent Baker's Apocalypse World, to fantasy dungeon-crawling. ",
    "anchor": "dungeon-world"
  },
  {
    "game": "dungeon-world",
    "gameTitle": "Dungeon World",
    "section": "Dungeon World",
    "heading": "Rules",
    "content": "Getting Started - Introductionrules/introduction/ — What Dungeon World is, per-class flavor, how to use the book, setting up a session - Playing the Gamerules/playing-the-game/ — Ability scores, makin",
    "anchor": "rules"
  },
  {
    "game": "dungeon-world",
    "gameTitle": "Dungeon World",
    "section": "Dungeon World",
    "heading": "Machine-Readable Data",
    "content": "Structured JSON, sourced from Sagelt/Dungeon-World CC BY 3.0. - classes.json../../games/dungeon-world/data/classes.json — Full class data: starting moves, advanced moves 2-5 and 6-10, races, alignment",
    "anchor": "machine-readable-data"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "How to Play in 5 Minutes",
    "heading": "How to Play in 5 Minutes",
    "content": "Econopoly transforms Monopoly into a euro-style game by introducing resource collection, victory point scoring, and unique objectives that change every session. No more player elimination marathons. ★",
    "anchor": "how-to-play-in-5-minutes"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Why This Exists",
    "heading": "Why This Exists",
    "content": "There is no game known to humankind that has caused more violence than Monopoly. Rather than abandoning this classic in favour of modern family-friendly games, we asked: how can we transform Monopoly ",
    "anchor": "why-this-exists"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Rule Changes",
    "heading": "Rule Changes",
    "content": "Regular Monopoly rules should be followed with the following exceptions: - Replace Community Chest cards with the new Resource Deck - Replace Chance cards with the new Event Deck - On your turn you ma",
    "anchor": "rule-changes"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Rule Changes",
    "heading": "Move",
    "content": "Movement is normal. However, auctions that occur should be conducted blind, with each player having a single bid and the highest bid winning. All bids are considered spent, and belong to the bank. Any",
    "anchor": "move"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Rule Changes",
    "heading": "Trade",
    "content": "Trade allows players to trade properties, money, or resources with any players on the same side of the board as they are. They may only trade with one player, but may attempt to initiate trades with a",
    "anchor": "trade"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Rule Changes",
    "heading": "Build",
    "content": "Build allows players to construct or remove houses and hotels as well as mortgage or repay mortgages, but only for properties within the side of the board they are at.",
    "anchor": "build"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Rule Changes",
    "heading": "Free Parking",
    "content": "Free Parking and all other corner spaces are considered to be part of both sides cornered. However, players on Free Parking may trade with any player or build on any property, but if they do so, they ",
    "anchor": "free-parking"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Rule Changes",
    "heading": "Train Stations",
    "content": "Train stations are quite different from the original, providing two new features when moving: - Pay to ride — spend one resource card per station maximum of three stations - Pay for delivery — exchang",
    "anchor": "train-stations"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Rule Changes",
    "heading": "Events",
    "content": "At the start of the game, draw three events. These are the starting events. Whenever a player lands on a Community Chest or Utility, they replace one of the three events with a new one. If a \"CRISIS\" ",
    "anchor": "events"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Rule Changes",
    "heading": "Resources",
    "content": "At the start of the game, each player draws three resources. Whenever a player lands on a Chance, they may draw two resources, keep one, and place the other face-up on Free Parking. If sent to jail, r",
    "anchor": "resources"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Components",
    "heading": "Components",
    "content": "The only major additions needed for Econopoly are two decks of 52 playing cards: - Event Deck — this is where victory point objectives and game-changing rules are defined - Diamonds = Financial Events",
    "anchor": "components"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Linked Resources",
    "heading": "Linked Resources",
    "content": "Linked Resources refer to specific sets of resources and can include: - Pairs — Any two resource types of the same number - Triplets — Any three resource types of the same number - Trailing Triplets —",
    "anchor": "linked-resources"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Winning Conditions",
    "heading": "Winning Conditions",
    "content": "When the game is in the final round, it ends when any player passes GO. The game enters its final round when any of the following events occur: - Any player is bankrupt - The event or resource deck is",
    "anchor": "winning-conditions"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Event Cards",
    "heading": "Event Cards",
    "content": "54 cards total standard deck + 2 jokers. Three events are active at any time. Events are replaced when a player lands on Community Chest or a Utility.",
    "anchor": "event-cards"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Event Cards",
    "heading": "Financial Events (Diamonds)",
    "content": "Type ------ Contract Contract Contract Contract Contract Contract Contract Contract CRISIS Stock Markets Stock Markets Stock Markets Stock Markets",
    "anchor": "financial-events-diamonds"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Event Cards",
    "heading": "Transportation Events (Clubs)",
    "content": "Type ------ Contract Contract Contract Contract Contract Contract Contract Contract CRISIS Transportation Transportation Transportation Transportation",
    "anchor": "transportation-events-clubs"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Event Cards",
    "heading": "Residential Events (Hearts)",
    "content": "Type ------ Contract Contract Contract Contract Contract Contract Contract Contract CRISIS Town Hall Town Hall Town Hall Town Hall",
    "anchor": "residential-events-hearts"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Event Cards",
    "heading": "Construction Events (Spades)",
    "content": "Type ------ Contract Contract Contract Contract Contract Contract Contract Contract CRISIS Planning Planning Planning Planning",
    "anchor": "construction-events-spades"
  },
  {
    "game": "econopoly",
    "gameTitle": "Econopoly",
    "section": "Event Cards",
    "heading": "Jokers",
    "content": "Effect ------ Utilities are worth 10x the usual price when landing on them Joker 2",
    "anchor": "jokers"
  },
  {
    "game": "fanorona",
    "gameTitle": "Fanorona",
    "section": "History",
    "heading": "History",
    "content": "Fanorona is the national game of Madagascar, believed to have descended from Alquerque, a medieval strategy game that spread through Africa and Asia along historic trade routes. Three standard board s",
    "anchor": "history"
  },
  {
    "game": "fanorona",
    "gameTitle": "Fanorona",
    "section": "The Board",
    "heading": "The Board",
    "content": "The Fanorona board is a 9&times;5 grid of 45 intersection points, connected by horizontal, vertical, and diagonal lines. Intersections are of two types: - Strong: diagonal lines pass through the inter",
    "anchor": "the-board"
  },
  {
    "game": "fanorona",
    "gameTitle": "Fanorona",
    "section": "Equipment",
    "heading": "Equipment",
    "content": "Qty ----- 1 22 22 No dice or randomisers are used.",
    "anchor": "equipment"
  },
  {
    "game": "fanorona",
    "gameTitle": "Fanorona",
    "section": "Setup",
    "heading": "Setup",
    "content": "All 45 intersections are occupied except the centre point. White fills the two rows at one end of the board and the four left-of-centre intersections in the middle row. Black fills the two rows at the",
    "anchor": "setup"
  },
  {
    "game": "fanorona",
    "gameTitle": "Fanorona",
    "section": "Movement",
    "heading": "Movement",
    "content": "On each turn a player makes exactly one move: either a paika non-capturing move, or a capturing move. Capturing is mandatory: if any capture is available anywhere on the board, the player must make on",
    "anchor": "movement"
  },
  {
    "game": "fanorona",
    "gameTitle": "Fanorona",
    "section": "Capturing",
    "heading": "Capturing",
    "content": "Two types of capture exist: approach and withdrawal. Both types capture not just the first piece contacted, but every successive enemy piece in an unbroken line behind it. Approach capture: Move a pie",
    "anchor": "capturing"
  },
  {
    "game": "fanorona",
    "gameTitle": "Fanorona",
    "section": "Continuation Captures",
    "heading": "Continuation Captures",
    "content": "After completing a capture, the same piece may make further capturing moves in successive steps. Continuation is optional: the player may stop after any capture. Two restrictions govern continuation: ",
    "anchor": "continuation-captures"
  },
  {
    "game": "fanorona",
    "gameTitle": "Fanorona",
    "section": "Winning",
    "heading": "Winning",
    "content": "The player who captures all of their opponent's pieces wins. If neither player can achieve this, the game is a draw. In 2007, Schadd and Winands demonstrated that perfect play from both sides leads to",
    "anchor": "winning"
  },
  {
    "game": "fanorona",
    "gameTitle": "Fanorona",
    "section": "Attribution",
    "heading": "Attribution",
    "content": "Fanorona. Indigenous game of Madagascar. Public domain. Sources: ICGA International Computer Games Association Fanorona entry; Masters Traditional Games, Fanorona Rules 2019; UltraBoardGames, Fanorona",
    "anchor": "attribution"
  },
  {
    "game": "fate-core",
    "gameTitle": "Fate Core",
    "section": "Fate Core",
    "heading": "Fate Core",
    "content": "Fate Core is a generic, narrative-first tabletop RPG by Evil Hat Productions, built around aspects phrases describing what's true and important about a character, place, or situation, fate points, and",
    "anchor": "fate-core"
  },
  {
    "game": "fate-core",
    "gameTitle": "Fate Core",
    "section": "Fate Core",
    "heading": "Rules",
    "content": "Getting Started - The Basicsrules/the-basics/ — What you need to play, the character sheet, rolling the dice, the ladder, fate points, invoking and compelling aspects - Game Creationrules/game-creatio",
    "anchor": "rules"
  },
  {
    "game": "fate-core",
    "gameTitle": "Fate Core",
    "section": "Fate Core",
    "heading": "Data",
    "content": "- skills.json../../games/fate-core/data/skills.json — All 18 default skills with actions, descriptions, and example stunts - ladder.json../../games/fate-core/data/ladder.json — Adjective ladder from T",
    "anchor": "data"
  },
  {
    "game": "flower-48",
    "gameTitle": "Flower 48",
    "section": "Hanafuda",
    "heading": "Hanafuda",
    "content": "A Japanese 48-card deck divided into 12 suits, one for each month of the year. Each suit depicts a seasonal flower or plant. Multiple completely different games are played with this deck.",
    "anchor": "hanafuda"
  },
  {
    "game": "flower-48",
    "gameTitle": "Flower 48",
    "section": "Hanafuda",
    "heading": "The 48-Card Deck",
    "content": "12 suits of 4 cards each. Within each suit, cards are ranked by type: Bright, Animal, Ribbon, Plain. Suit Flower Animal Plains --- --- --- Pine — 2 February — Red Poetry Cherry Blossom — 2 April — Red",
    "anchor": "the-48-card-deck"
  },
  {
    "game": "flower-48",
    "gameTitle": "Flower 48",
    "section": "Games",
    "heading": "Games",
    "content": "- Go-Stopgames/go-stop/ — Korean hanafuda Hwatu deck. Most popular card game in South Korea. Go/Stop decision: press on for bigger rewards or bank winnings. 2–3 players. - Hana-Awasegames/hana-awase/ ",
    "anchor": "games"
  },
  {
    "game": "flower-48",
    "gameTitle": "Flower 48",
    "section": "Attribution",
    "heading": "Attribution",
    "content": "Hanafuda. Traditional Japanese playing cards, origins in the 17th century. Public domain. Rules confirmed from Pagat.com and Wikipedia.",
    "anchor": "attribution"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Variant Library",
    "heading": "Variant Library",
    "content": "Go Weiqi/Baduk/Igo is a territorial strategy game originating in China approximately 4,000 years ago. Two players take turns placing stones on grid intersections, surrounding territory and capturing o",
    "anchor": "variant-library"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Variant Library",
    "heading": "Standard Boards",
    "content": "- Standard Go 19×19variants/standard/ — The full tournament game: 361 intersections, komi 6.5 - 13×13 Govariants/13x13/ — Intermediate board for 30–60 minute games - 9×9 Govariants/9x9/ — Quick games ",
    "anchor": "standard-boards"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Variant Library",
    "heading": "Hidden Information",
    "content": "- Phantom Govariants/phantom-go/ — See only your own stones, referee mediates captures - One-Colour Govariants/one-colour/ — Same colour stones for both players, remember which are yours",
    "anchor": "hidden-information"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Variant Library",
    "heading": "Team Play",
    "content": "- Rengovariants/rengo/ — Team Go 2v2 or 3v3, partners alternate turns, no consultation",
    "anchor": "team-play"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Variant Library",
    "heading": "Historical",
    "content": "- Tibetan Govariants/tibetan/ — 17×17 board, pre-placed stones, delayed captures - Sunjang Badukvariants/sunjang/ — Korean historical Go with 16 pre-placed stones",
    "anchor": "historical"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Variant Library",
    "heading": "Rule Variants",
    "content": "- Capture Govariants/capture-go/ — First capture wins: the universal teaching variant - Toroidal Govariants/toroidal-go/ — Edges wrap: no corners, no sides, no safe edges - Stoical Govariants/stoical/",
    "anchor": "rule-variants"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Variant Library",
    "heading": "Placement Games",
    "content": "Five-in-a-row placement games played on the Go board. - Gomokuvariants/gomoku/ — Ancient placement game: five in a row wins - Ninuki-Renjuvariants/ninuki-renju/ — Custodial captures added to Gomoku; h",
    "anchor": "placement-games"
  },
  {
    "game": "halma",
    "gameTitle": "Halma",
    "section": "Variant Library",
    "heading": "Variant Library",
    "content": "Halma is an abstract strategy race game invented in 1883 by George Howard Monks, an American surgeon in Boston. Played on a 16&times;16 checkered board, each player occupies a triangular corner camp a",
    "anchor": "variant-library"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Overview",
    "heading": "Overview",
    "content": "Hex is a two-player connection game played on a rhombus-shaped board of hexagonal cells. Each player is assigned two opposite edges of the board and takes turns placing a stone of their colour on any ",
    "anchor": "overview"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Variants",
    "heading": "Variants",
    "content": "- Yvariants/y-game/ — Triangular hex board. Win by connecting all three edges with a single chain.",
    "anchor": "variants"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Attribution",
    "heading": "Attribution",
    "content": "Hex. Invented independently by Piet Hein 1942, Denmark and John Nash 1948, Princeton. Public domain. Rules confirmed from Wikipedia and BGG.",
    "anchor": "attribution"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "How to Play in 5 Minutes",
    "heading": "How to Play in 5 Minutes",
    "content": "Hyper Imperium is a collection of home-brewed modifications and variants designed for the 4th Edition of Twilight Imperium. It requires the Prophecy of Kings expansion, which is where hyper-lanes are ",
    "anchor": "how-to-play-in-5-minutes"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "How to Play in 5 Minutes",
    "heading": "Design Objectives",
    "content": "The primary design objectives were as follows: - More accurately recreate the experience of exploring three-dimensional space - Fully utilise available hyper-lanes and additional tiles from Prophecy o",
    "anchor": "design-objectives"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Hyper Movement",
    "heading": "Hyper Movement",
    "content": "The following basic changes to the rules are required: - Home systems are no longer placed on the outer ring - Instead, there should be one ring of additional systems - Units may move from an outer ri",
    "anchor": "hyper-movement"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Hyper Trades",
    "heading": "Hyper Trades",
    "content": "Hyper Imperium allows for more flexible trading. However, in order to perform a trade that is not permitted by standard rules, you may only do so if both parties involved have promissory notes belongi",
    "anchor": "hyper-trades"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Shared Secrets",
    "heading": "Shared Secrets",
    "content": "Shared secrets are designed to provide an additional way to score points. Every time a player scores a secret or shared secret objective, a new secret objective is drawn and shared secretly between al",
    "anchor": "shared-secrets"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Hyperlanes",
    "heading": "Hyperlanes",
    "content": "Units must end their turn on a hyperlane if it leads to an unknown system. Exploring unknown systems connected to hyperlanes must be done from the hyperlane if not connected naturally. Prior to the fi",
    "anchor": "hyperlanes"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Setup",
    "heading": "Setup",
    "content": "For 4 to 6 players using the 8 player gamegenic game mat, first place your starting systems within their usual 4 to 6 player starting spots. Since all empty systems other than Mecatol Rex will be draw",
    "anchor": "setup"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Movement",
    "heading": "Movement",
    "content": "When activating an unknown system, players can move into that system blindly by first committing their units to that system and then drawing from the Undiscovered Deck to determine what system they ha",
    "anchor": "movement"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Components",
    "heading": "Components",
    "content": "The following optional components can be used to improve Hyper Imperium: - Discussion Deck = 6 cards - Undiscovered Deck = one card per available system tile - Influence Deck = one card per total infl",
    "anchor": "components"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Components",
    "heading": "Discussion Deck",
    "content": "The discussion deck not only determines whether there will be more than one agenda, but also offers a random yet important additional decision for the speaker. 1. No more agendas — choose one player t",
    "anchor": "discussion-deck"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Components",
    "heading": "Undiscovered Deck",
    "content": "The undiscovered deck not only provides a streamlined way to enable truly random board setups and exploration options, but also offers interesting surprises and shocking twists. Each available system ",
    "anchor": "undiscovered-deck"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Components",
    "heading": "Influence Deck",
    "content": "The influence deck not only streamlines the blind voting process, but also helps to even-out influence by providing a barrier to blindly spending it on agendas. There are only three kinds of influence",
    "anchor": "influence-deck"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Components",
    "heading": "Personal Agenda Deck",
    "content": "The personal agenda deck is not only the source of hidden agenda topics, but also provides a new asset containing valuable information that can potentially be traded at any time. Examples of the agend",
    "anchor": "personal-agenda-deck"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Hyper Agendas",
    "heading": "Hyper Agendas",
    "content": "Prior to starting the first agenda of each round, but before and instead of automatically refreshing all planets, for each planet that has not been spent and contains influence, players are able to dr",
    "anchor": "hyper-agendas"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Forced Promissory Note Exchange",
    "heading": "Forced Promissory Note Exchange",
    "content": "Since the exchange of promissory notes are now encouraged in order to promote a more flexible trading system, each player is also required to give one of their promissory notes to each of the other pl",
    "anchor": "forced-promissory-note-exchange"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Mercenary Factions",
    "heading": "Mercenary Factions",
    "content": "Mercenary factions provide a way to not only allow everyone to build their own factions, but also ensures that everyone starts with an equal footing, and for the first time, perhaps even allowing ever",
    "anchor": "mercenary-factions"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Hyper Factions",
    "heading": "Hyper Factions",
    "content": "We have also developed two of our own factions specifically tailored to Hyper Imperium: - The Remnant — humanoid millennia ago, they have now emerged from hyperspace - The Wanderers — a race of bird-l",
    "anchor": "hyper-factions"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Hyper Factions",
    "heading": "The Wanderers (100 points)",
    "content": "Cost --------- 15 Commodities 1 4 Influence 3 8 Flagship — Yamma Wormhole 2 Fighter — Bombard 8 5 Note — Use tech prerequisite 5 Commander — Anomaly Defend 10 Total",
    "anchor": "the-wanderers-100-points"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Hyper Factions",
    "heading": "The Remnant (100 points)",
    "content": "Cost --------- 5 Commodities 4 4 Resources 1 0 Influence 1 0 Influence 2 8 Flagship — Moves through Hyperlanes 1 Infantry — Cannon 9 10 Note — Take from Fleet 10 Commander — Anomaly Attack 5 Total Fac",
    "anchor": "the-remnant-100-points"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Faction Abilities (100 points)",
    "heading": "Combat and Movement",
    "content": "Cost --------- 15 Move +1 10 |",
    "anchor": "combat-and-movement"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Faction Abilities (100 points)",
    "heading": "Starting Technologies",
    "content": "Cost --------- 6 Green Tech 8 Blue Tech",
    "anchor": "starting-technologies"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Faction Abilities (100 points)",
    "heading": "Starting System",
    "content": "Cost --------- 15 2 Planets 5 |",
    "anchor": "starting-system"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Faction Abilities (100 points)",
    "heading": "Commodities",
    "content": "Cost --------- 3 Commodities 2 9 Commodities 4",
    "anchor": "commodities"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Faction Abilities (100 points)",
    "heading": "Resources",
    "content": "Cost --------- 2 Resources 2 6 Resources 4",
    "anchor": "resources"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Faction Abilities (100 points)",
    "heading": "Influence",
    "content": "Cost --------- 2 Influence 2 6 Influence 4",
    "anchor": "influence"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Faction Abilities (100 points)",
    "heading": "Sustain Damage",
    "content": "Cost --------- 6 Fighter Sustain 8 Carrier Sustain Faction Builder",
    "anchor": "sustain-damage"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Flagship Abilities",
    "heading": "Flagship Abilities",
    "content": "Base Flagship: Cost 8, Combat 8, Move 1, Capacity 1, Sustain YES Cost --------- 15 Move +1 all non-fighters 4 Move through Asteroids 8 Move through Supernovas 20 Move through Hyperlanes",
    "anchor": "flagship-abilities"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Mech Abilities",
    "heading": "Mech Abilities",
    "content": "Base Mech: Cost 2, Combat 8, Move 0, Capacity 0, Sustain YES Cost --------- 15 Combat +1 5 |",
    "anchor": "mech-abilities"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Leaders",
    "heading": "Agent (exhaust to use)",
    "content": "Cost --------- 10 Gain one extra exploration card 15 |",
    "anchor": "agent-exhaust-to-use"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Leaders",
    "heading": "Commander",
    "content": "Cost --------- 5 Attack +1 from Anomalies 15 |",
    "anchor": "commander"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Leaders",
    "heading": "Hero",
    "content": "Cost --------- 5 Randomly take one action card from each player 10 |",
    "anchor": "hero"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Promissory Note",
    "heading": "Promissory Note",
    "content": "Cost --------- 15 Spend from Strategy Pool 5 |",
    "anchor": "promissory-note"
  },
  {
    "game": "hyper-imperium",
    "gameTitle": "Hyper Imperium",
    "section": "Unit Upgrades",
    "heading": "Unit Upgrades",
    "content": "Cost to purchase each ability depends on unit type. X = not available for that unit. Cruiser Dreadnaught Flagship --------- --------- -------- 1 1 2 Cost -2 2 2 X 3 4 Cost -4 X 4 1 1 3 Combat +2 2 3 3",
    "anchor": "unit-upgrades"
  },
  {
    "game": "ironsworn",
    "gameTitle": "Ironsworn",
    "section": "Ironsworn",
    "heading": "Ironsworn",
    "content": "A tabletop roleplaying game by Shawn Tomkin set in the mythic dark fantasy world of the Ironlands. Players take on the role of Ironsworn, heroes bound to sworn vows who face peril, make allies, and ex",
    "anchor": "ironsworn"
  },
  {
    "game": "ironsworn",
    "gameTitle": "Ironsworn",
    "section": "Ironsworn",
    "heading": "Core Rules",
    "content": "- Stats and Tracksrules/stats/ — The Basics: stats, action rolls, momentum, progress tracks, harm, stress, assets, oracles, bonds - Your Characterrules/vows/ — Vows, bonds, debilities, experience, cha",
    "anchor": "core-rules"
  },
  {
    "game": "ironsworn",
    "gameTitle": "Ironsworn",
    "section": "Ironsworn",
    "heading": "Oracle Tables",
    "content": "Roll dice and consult for narrative inspiration. Machine-readable JSON: - action.json../../games/ironsworn/oracles/action.json · theme.json../../games/ironsworn/oracles/theme.json · combat-action.json",
    "anchor": "oracle-tables"
  },
  {
    "game": "ironsworn",
    "gameTitle": "Ironsworn",
    "section": "Ironsworn",
    "heading": "Moves and Assets (Machine-Readable)",
    "content": "Structured JSON data for game tools and digital character sheets: - moves.json../../games/ironsworn/rules/moves.json — All moves Adventure, Relationship, Combat, Suffer, Quest, Fate - companion.json..",
    "anchor": "moves-and-assets-machine-readable"
  },
  {
    "game": "knave",
    "gameTitle": "Knave",
    "section": "Knave",
    "heading": "Knave",
    "content": "Knave is a rules toolkit created by Ben Milton for running old-school fantasy RPGs without classes. Every PC is a Knave: a tomb-raiding, adventure-seeking ne'er-do-well whose role in the party comes f",
    "anchor": "knave"
  },
  {
    "game": "knave",
    "gameTitle": "Knave",
    "section": "Knave",
    "heading": "Rules",
    "content": "- Character Creationrules/character-creation/ — rolling abilities, item slots, hit points, starting gear, and the eleven random trait tables - Playing the Gamerules/playing-the-game/ — abilities in pl",
    "anchor": "rules"
  },
  {
    "game": "knave",
    "gameTitle": "Knave",
    "section": "Knave",
    "heading": "Structured Tables",
    "content": "Machine-readable JSON for the game's random tables: - traits.json../../games/knave/data/traits.json — Physique, Face, Skin, Hair, Clothing, Virtue, Vice, Speech, Background, Misfortune, Alignment - st",
    "anchor": "structured-tables"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "History",
    "heading": "History",
    "content": "The Landlord's Game was designed by Elizabeth J. Magie May 9, 1866 — March 2, 1948 as, in her own words, \"a practical demonstration of the present system of land grabbing with all its usual outcomes a",
    "anchor": "history"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "The Board",
    "heading": "The Board",
    "content": "The Landlord's Game uses a continuous circular track of 40 spaces. Unlike Monopoly's colour-grouped properties, the board is not divided into sections by colour — instead, spaces alternate between lot",
    "anchor": "the-board"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "The Board",
    "heading": "1906 edition differences",
    "content": "The 1906 Economic Game Company edition introduced several changes from the 1904 patent: - Property names changed from 1904 patent versions - Houses added, with a rent table land rent doubles per house",
    "anchor": "1906-edition-differences"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Equipment",
    "heading": "1904 Patent edition",
    "content": "Notes --- 40-space circular track Dice Four checkers, one per player Lot tickets $500 starting cash per player Deeds Bank mortgage instruments $100 increments; $5 interest per wages receipt Individual",
    "anchor": "1904-patent-edition"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Equipment",
    "heading": "1906 Commercial edition additions",
    "content": "- Houses up to 3 per lot; $10 rent per house per player stopping there - Chance cards red pack - Starting cash varies by player count: $600 2 players, $500 3 players, $400 4 players",
    "anchor": "1906-commercial-edition-additions"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Variant Library",
    "heading": "Variant Library",
    "content": "The Landlord's Game spans over a century of editions, from Elizabeth Magie's 1904 patent to the Quaker community versions that became the direct ancestor of Monopoly. This library documents five histo",
    "anchor": "variant-library"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Board Data",
    "heading": "Board Data",
    "content": "Machine-readable JSON containing the complete board layout for all three editions 1904, 1906, 1932. Every space with its position, name, type, price, and rent. Used for diagram generation by moddable-",
    "anchor": "board-data"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Attribution",
    "heading": "Attribution",
    "content": "The Landlord's Game. Designed by Elizabeth J. Magie. Original patent: US748626, granted 5 January 1904, expired 1921. Public domain. Sources: US Patent 748,626 public domain; Wikipedia: The Landlord's",
    "anchor": "attribution"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Variants in this Hub",
    "heading": "Variants in this Hub",
    "content": "Players Description --- --- 2 Original 1909 rules; 36 pieces per side on a 9×10 board with three 1×2 lake areas. Dover Patrolvariants/dover-patrol/ Get both Flags to your own Base 2 42 pieces includin",
    "anchor": "variants-in-this-hub"
  },
  {
    "game": "mahjong",
    "gameTitle": "Mahjong",
    "section": "Mahjong",
    "heading": "Mahjong",
    "content": "A tile game originating in China and played worldwide in many regional forms. Players draw and discard tiles from a shared wall to complete a winning hand of melds and a pair. The 136-tile core, three",
    "anchor": "mahjong"
  },
  {
    "game": "mahjong",
    "gameTitle": "Mahjong",
    "section": "Mahjong",
    "heading": "American Mahjong (Modern / NMJL)",
    "content": "Modern American Mahjong uses an annually-updated scorecard published by the National Mah Jongg League NMJL, copyrighted each year. The specific winning hands on the current card cannot be reproduced w",
    "anchor": "american-mahjong-modern-nmjl"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Variant Library",
    "heading": "Variant Library",
    "content": "Mancala is a family of count-and-capture games originating in Africa and the Middle East, with a history spanning at least 3,000 years. Players sow seeds or stones around a board of pits, capturing wh",
    "anchor": "variant-library"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Variant Library",
    "heading": "West Africa",
    "content": "- Owarevariants/oware/ — The most widely known Mancala game: 2×6 pits, single-lap sowing, grand slam rule - Ayovariants/ayo/ — Yoruba Nigerian form of Oware with identical rules and deep cultural trad",
    "anchor": "west-africa"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Variant Library",
    "heading": "East Africa",
    "content": "- Baovariants/bao/ — The most complex Mancala: 4-row board, multi-lap sowing, relay captures",
    "anchor": "east-africa"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Variant Library",
    "heading": "Southeast Asia",
    "content": "- Congkakvariants/congkak/ — Malaysian 2×7 board with two houses; sow into own store, skip opponent's - Sungkavariants/sungka/ — Philippine 2×7 board; simultaneous start, sow into own head only",
    "anchor": "southeast-asia"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Variant Library",
    "heading": "South Asia",
    "content": "- Pallanguzhivariants/pallanguzhi/ — Tamil Nadu: 2×7 pits, 12 seeds per pit, multi-lap sowing with relay capture",
    "anchor": "south-asia"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Variant Library",
    "heading": "Central Asia",
    "content": "- Toguz Korgoolvariants/toguz-korgool/ — Kyrgyz national game: 2×9 pits, tuzduk rule locks one opponent pit",
    "anchor": "central-asia"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Variant Library",
    "heading": "Western Standard",
    "content": "- Kalahvariants/kalah/ — The 1940s Western standardisation: 2×6 pits plus two stores, accessible and fast",
    "anchor": "western-standard"
  },
  {
    "game": "maze-rats",
    "gameTitle": "Maze Rats",
    "section": "Maze Rats",
    "heading": "Maze Rats",
    "content": "An RPG and sandbox toolkit for old-school-style adventuring, by Ben Milton. Maze Rats contains a single, compact page of rules, a one-page character creation guide, and hundreds of procedural tables f",
    "anchor": "maze-rats"
  },
  {
    "game": "maze-rats",
    "gameTitle": "Maze Rats",
    "section": "Maze Rats",
    "heading": "Core Rules",
    "content": "- Core Rulesrules/core-rules/ — Danger Rolls, Advantage, NPC Reactions, Initiative, Combat, NPC Morale, Healing, Encumbrance, Leveling Up - Character Creationrules/character-creation/ — the 12-step pr",
    "anchor": "core-rules"
  },
  {
    "game": "maze-rats",
    "gameTitle": "Maze Rats",
    "section": "Maze Rats",
    "heading": "Procedural Tables",
    "content": "Roll dice and consult for instant content: monsters, NPCs, treasure, cities, wilderness, dungeons, and more. Machine-readable JSON, organized to match the book's own sections: - magic.json../../games/",
    "anchor": "procedural-tables"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Variant Library",
    "heading": "Variant Library",
    "content": "Nine Men's Morris — also called Mills or Mühle — is one of the oldest known strategy games, with boards scratched into Roman stone floors, Egyptian temple rooftops, and medieval wooden cathedral furni",
    "anchor": "variant-library"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Variant Library",
    "heading": "Classic Sizes",
    "content": "- Three Men's Morrisvariants/three-mens-morris/ — The 3×3 ancestor: 3 pieces per side, no movement phase, pieces teleport - Six Men's Morrisvariants/six-mens-morris/ — Two concentric squares; the medi",
    "anchor": "classic-sizes"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Variant Library",
    "heading": "Modern Variants",
    "content": "- Lasker Morrisvariants/lasker-morris/ — Move or place on each turn not sequential phases; designed by World Chess Champion Emanuel Lasker",
    "anchor": "modern-variants"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Variant Library",
    "heading": "African Forms",
    "content": "- Morabarabavariants/morabaraba/ — South African national game: cows instead of men, additional three-piece ending rules - Shaxvariants/shax/ — Somali: capture instead of forming a mill during the pla",
    "anchor": "african-forms"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "How to Play in 5 Minutes",
    "heading": "How to Play in 5 Minutes",
    "content": "Nukes is a 2–3 player strategy game played on a board of hexagonal regions. You command armies across varied terrain, build fortified bases, and threaten opponents with nuclear strikes, all while mana",
    "anchor": "how-to-play-in-5-minutes"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "How to Play in 5 Minutes",
    "heading": "The Core Loop",
    "content": "- Return 1–3 hostages to regions where their owner already has units, earning one move per token returned. You choose which of your units to move. - Move your platoons. Infantry chains through same-bi",
    "anchor": "the-core-loop"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Components",
    "heading": "Components",
    "content": "Qty ----- 44 75 3 1",
    "anchor": "components"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Components",
    "heading": "Tokens",
    "content": "There are 25 tokens in 3 different colours for a total of 75 tokens. Depending upon where those tokens are located or how many are placed together, they can represent: - Hostages – tokens belonging to",
    "anchor": "tokens"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Components",
    "heading": "Hex Tiles by Biome",
    "content": "Count ------- 13 9 7 7 5 3 Before the First Turn",
    "anchor": "hex-tiles-by-biome"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Setting Up the Board",
    "heading": "Building the Board",
    "content": "The board uses 37 of the 44 tiles and can be built three ways: - Symmetrical: A pre-agreed mirrored layout. Visit moddable.games/tool/nukes {nowrap already-placed tile.}",
    "anchor": "building-the-board"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Setting Up the Board",
    "heading": "2-Player Tile Counts",
    "content": "Per Side ---------- 5 4 3 3 2 1 —",
    "anchor": "2-player-tile-counts"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Setting Up the Board",
    "heading": "3-Player Tile Counts",
    "content": "Per Side ---------- 4 2 2 2 1 1 — ★ The central region may be any biome except a City. It is chosen by the first player drafted or agreed upon symmetrical/pre-defined. 36 tiles are split evenly betwee",
    "anchor": "3-player-tile-counts"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Setting Up the Board",
    "heading": "Starting Positions",
    "content": "- Place your City tile at the edge of the board, equally spaced from all other cities and the central region. - Place 4 of your tokens in your city as starting units. - Place 1 token beside the board ",
    "anchor": "starting-positions"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Victory Conditions",
    "heading": "Victory Conditions",
    "content": "The game ends immediately the moment any condition below is met. No further {nowrap city tile.} - Outlast all opponents by being the last player with hostages to return and units on {nowrap|the board.",
    "anchor": "victory-conditions"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Victory Conditions",
    "heading": "Elimination",
    "content": "A player is eliminated when either of the following {nowrap Hostage Attrition:} You have no hostages to return at the start of your turn. Your city is immediately destroyed and all your units removed ",
    "anchor": "elimination"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Turn Structure",
    "heading": "Turn Structure",
    "content": "Turns proceed clockwise. Each turn has three phases, always in this order.",
    "anchor": "turn-structure"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Turn Structure",
    "heading": "Phase 1: Return Hostages",
    "content": "✦ Understanding the Hostage Mechanic You hold your opponents' tokens as hostages in your supply. When you return a hostage, you take one of your opponent's tokens from your own supply and place it on ",
    "anchor": "phase-1-return-hostages"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Turn Structure",
    "heading": "Phase 2: Move Units",
    "content": "- You earn one move per hostage returned, between 1 and 3 moves total. - Moves are optional. You may use fewer than you earned. Only return as many hostages as moves you actually need; every returned ",
    "anchor": "phase-2-move-units"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Turn Structure",
    "heading": "Phase 3: End-of-Turn Resolution",
    "content": "After all moves and combat are resolved, any units resting in restricted terrain they cannot safely occupy are destroyed. Only the final resting position matters for destruction. If a platoon's moveme",
    "anchor": "phase-3-end-of-turn-resolution"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Units & Platoons",
    "heading": "Units & Platoons",
    "content": "Platoon type is determined solely by the current unit count in a region. This fluidity is fundamental: platoons change type as units {nowrap what platoon does that make?}",
    "anchor": "units-platoons"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Units & Platoons",
    "heading": "Infantry: Movement & Rules",
    "content": "Same-Biome Flood Fill Can Enter, Cannot Pass Through - Same-biome chaining: Infantry may travel through any number of connected regions sharing their starting biome in a single move, with no distance ",
    "anchor": "infantry-movement-rules"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Units & Platoons",
    "heading": "Artillery: Movement & Rules",
    "content": "Jump Mechanics Pivot at a Friendly Base - Straight-line jumps: Artillery moves by jumping to the directly opposing region across a hex axis. Intermediate regions must contain units at the moment of th",
    "anchor": "artillery-movement-rules"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Units & Platoons",
    "heading": "Airborne: Movement & Rules",
    "content": "Exactly 2 Steps, Not Adjacent Slingshot Chain - Exactly two regions: Airborne moves in two steps, each to an adjacent region. The two steps can go in any direction; there is no requirement to move in ",
    "anchor": "airborne-movement-rules"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Units & Platoons",
    "heading": "Nukes: Movement & Rules",
    "content": "Valid Targets After the Strike - Requires a Base: A nuke can only be launched from a region containing one of your Bases. The Base remains after launch. - Must jump at least once: A nuke must cross ov",
    "anchor": "nukes-movement-rules"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Units & Platoons",
    "heading": "Bases: Full Rules",
    "content": "- A Base forms immediately when a 4th unit joins a region, mid-turn during Phase 2. - Maximum 9 units. Voluntarily moving your own platoon into a full Base is illegal. If an opponent returns a hostage",
    "anchor": "bases-full-rules"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Units & Platoons",
    "heading": "Cities: Full Rules",
    "content": "- Cities act as Bases for movement purposes only regardless of unit count. Infantry can pass through freely Cities count as any biome for infantry chaining, Artillery and Nukes can change direction wh",
    "anchor": "cities-full-rules"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Units & Platoons",
    "heading": "Meltdown",
    "content": "A Meltdown occurs when a hostage token is returned to a region already at its maximum capacity of 9 units. This is a legal and intentional offensive tactic. ☢ Meltdown Effect Immediate Target hex: Con",
    "anchor": "meltdown"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Combat",
    "heading": "Combat",
    "content": "A platoon may only move into an enemy-occupied region if it can win. You must have strictly greater strength than the defender. A tie is not sufficient to attack.",
    "anchor": "combat"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Combat",
    "heading": "Calculating Strength",
    "content": "- The surrounding bonus for the attacker is calculated relative to the target region's 6 adjacent hexes. - If the attacker wins, all defending units in the target region are destroyed and removed from",
    "anchor": "calculating-strength"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Combat",
    "heading": "Capturing Hostages",
    "content": "Instead of destroying enemy units, you may capture them as hostages, adding to your supply and extending your opponent's time in the game while {nowrap support strength.} - The attacker chooses which ",
    "anchor": "capturing-hostages"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Biomes",
    "heading": "Biomes",
    "content": "Each region belongs to one of seven biome types. Terrain restrictions apply based on the {nowrap unit count.} ✦ \"Needs Support to Pass\": What This Means A platoon can transit through a restricted terr",
    "anchor": "biomes"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Variants",
    "heading": "Variants",
    "content": "Each variant modifies one aspect of the base game. All other rules remain identical to standard Nukes. - Siegevariants/siege/ — Own-supply recruiting replaces the hostage economy - Asymmetric Powersva",
    "anchor": "variants"
  },
  {
    "game": "nyout",
    "gameTitle": "Nyout (유놓이 / Yut Nori)",
    "section": "Nyout (Yut Nori / 유놓이)",
    "heading": "Nyout (Yut Nori / 유놓이)",
    "content": "Nyout also called Yut Nori is Korea’s most beloved traditional board game, played especially during the Lunar New Year Seollal and Korean New Year celebrations. The game uses four flat throwing sticks",
    "anchor": "nyout-yut-nori-"
  },
  {
    "game": "nyout",
    "gameTitle": "Nyout (유놓이 / Yut Nori)",
    "section": "Nyout (Yut Nori / 유놓이)",
    "heading": "Equipment",
    "content": "- 4 yut sticks traditional: flat on one side, rounded on the other; each stick is half flat and half rounded when cast. One side is marked the flat/light side; the other is unmarked the rounded/dark s",
    "anchor": "equipment"
  },
  {
    "game": "nyout",
    "gameTitle": "Nyout (유놓이 / Yut Nori)",
    "section": "Nyout (Yut Nori / 유놓이)",
    "heading": "The Board",
    "content": "The nyout board has 29 positions arranged in a circular outer track plus shortcut paths through the center: - Outer track: 20 positions around the perimeter. The Start/End position is shared. - Center",
    "anchor": "the-board"
  },
  {
    "game": "nyout",
    "gameTitle": "Nyout (유놓이 / Yut Nori)",
    "section": "Nyout (Yut Nori / 유놓이)",
    "heading": "The Throw",
    "content": "On each turn, a player throws all 4 yut sticks simultaneously. The result is determined by how many sticks land flat-side up: Name Meaning Bonus throw? --- --- --- Do Pig No 2 개 2 Guel Sheep/Goat No 4",
    "anchor": "the-throw"
  },
  {
    "game": "nyout",
    "gameTitle": "Nyout (유놓이 / Yut Nori)",
    "section": "Nyout (Yut Nori / 유놓이)",
    "heading": "Movement",
    "content": "- Tokens move clockwise around the outer track from Start, proceeding around. - A player may move any of their tokens by the result of a throw. If multiple throws resulted from bonus throws, each thro",
    "anchor": "movement"
  },
  {
    "game": "nyout",
    "gameTitle": "Nyout (유놓이 / Yut Nori)",
    "section": "Nyout (Yut Nori / 유놓이)",
    "heading": "Capturing",
    "content": "If a player’s token lands on a space occupied by an opponent’s token, the opponent’s token is captured and returned to the start. The capturing player earns one bonus throw.",
    "anchor": "capturing"
  },
  {
    "game": "nyout",
    "gameTitle": "Nyout (유놓이 / Yut Nori)",
    "section": "Nyout (Yut Nori / 유놓이)",
    "heading": "Stacking (Horses)",
    "content": "If a player’s token lands on a space already occupied by one or more of their own team’s tokens, the tokens form a horse combined piece. All stacked tokens move together as one unit with the speed of ",
    "anchor": "stacking-horses"
  },
  {
    "game": "nyout",
    "gameTitle": "Nyout (유놓이 / Yut Nori)",
    "section": "Nyout (Yut Nori / 유놓이)",
    "heading": "Winning",
    "content": "A token completes the circuit when it passes through the Start/End position or the equivalent exit point after a shortcut path. A token that passes or lands on Start exits the board. The first team or",
    "anchor": "winning"
  },
  {
    "game": "nyout",
    "gameTitle": "Nyout (유놓이 / Yut Nori)",
    "section": "Nyout (Yut Nori / 유놓이)",
    "heading": "Teams and Players",
    "content": "2 players: Each player has 4 tokens. Players take turns throwing. 4 players 2 teams of 2: Partners sit opposite each other. Team members share tokens — either player on the team may move any of the te",
    "anchor": "teams-and-players"
  },
  {
    "game": "nyout",
    "gameTitle": "Nyout (유놓이 / Yut Nori)",
    "section": "Nyout (Yut Nori / 유놓이)",
    "heading": "Attribution",
    "content": "Nyout Yut Nori / 유놓이. Traditional Korean game with history spanning over 1,500 years. Associated with Lunar New Year celebrations. Public domain. Rules confirmed from Korean Cultural Heritage Foundati",
    "anchor": "attribution"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "Variant Library",
    "heading": "Variant Library",
    "content": "Pachisi is an ancient Indian cross-and-circle race game documented from approximately 500 CE, with precursor forms identified in the Painted Grey Ware period c. 1100–800 BCE. The name derives from the",
    "anchor": "variant-library"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "Variant Library",
    "heading": "Variants",
    "content": "- Standard Pachisivariants/standard/ — 4 players, six cowrie shells, the foundational form - 2-Player Pachisivariants/two-player/ — 2-player adaptation with teams on the standard board - Seven-Shell P",
    "anchor": "variants"
  },
  {
    "game": "pathfinder-1e",
    "gameTitle": "Pathfinder 1st Edition (PFSRD)",
    "section": "Pathfinder 1st Edition",
    "heading": "Pathfinder 1st Edition",
    "content": "Pathfinder is Paizo Publishing's evolution of the D&D 3.5 ruleset, first released in 2009. This hub covers the Pathfinder Roleplaying Game Reference Document: the open-licensed core rules covering cha",
    "anchor": "pathfinder-1st-edition"
  },
  {
    "game": "pathfinder-1e",
    "gameTitle": "Pathfinder 1st Edition (PFSRD)",
    "section": "Pathfinder 1st Edition",
    "heading": "Rules",
    "content": "Getting Started - Getting Startedrules/getting-started/ — Playing the game, common terms, character generation steps, ability scores - Racesrules/races/ — Dwarves, elves, gnomes, half-elves, half-orcs",
    "anchor": "rules"
  },
  {
    "game": "pathfinder-1e",
    "gameTitle": "Pathfinder 1st Edition (PFSRD)",
    "section": "Pathfinder 1st Edition",
    "heading": "Machine-Readable Data",
    "content": "Structured JSON, sourced from devonjones/PSRD-Data OGL 1.0a. - ability-scores.json../../games/pathfinder-1e/data/ability-scores.json — The six abilities and their effects - races.json../../games/pathf",
    "anchor": "machine-readable-data"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Reversi",
    "heading": "Reversi",
    "content": "Reversi is a two-player abstract strategy game played on a grid board with double-sided discs. Players take turns placing discs to flank and flip their opponent's pieces. The player with the most disc",
    "anchor": "reversi"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Reversi",
    "heading": "Variants",
    "content": "- Standardvariants/standard/ — The original 8×8 game as played in international competition - 6×6variants/six-by-six/ — Smaller board for quicker games; same rules throughout - Anti-Reversivariants/an",
    "anchor": "variants"
  },
  {
    "game": "royal-ur",
    "gameTitle": "Royal Game of Ur",
    "section": "History",
    "heading": "History",
    "content": "The Royal Game of Ur is the oldest known board game for which we have both physical boards and a written ruleset. The game originates in ancient Mesopotamia approximately 4,500 years ago — boards and ",
    "anchor": "history"
  },
  {
    "game": "royal-ur",
    "gameTitle": "Royal Game of Ur",
    "section": "The Board",
    "heading": "The Board",
    "content": "The board consists of 20 squares arranged in a distinctive L-shape: - A 4×2 rectangle at one end 8 squares — each player's starting zone - A 2×2 bridge in the middle 4 squares — shared central path - ",
    "anchor": "the-board"
  },
  {
    "game": "royal-ur",
    "gameTitle": "Royal Game of Ur",
    "section": "The Board",
    "heading": "Rosette Squares",
    "content": "Five squares are marked with a rosette pattern. In Finkel's reconstruction, these are safe squares: - A piece resting on a rosette cannot be captured. - Landing on a rosette grants an extra roll. The ",
    "anchor": "rosette-squares"
  },
  {
    "game": "royal-ur",
    "gameTitle": "Royal Game of Ur",
    "section": "Equipment",
    "heading": "Equipment",
    "content": "Qty ----- 1 14 4 Tetrahedral dice: Traditionally, four-sided pyramid dice with two marked corners and two unmarked. Roll all four; count the number of marked corners that land face-up. Possible values",
    "anchor": "equipment"
  },
  {
    "game": "royal-ur",
    "gameTitle": "Royal Game of Ur",
    "section": "Setup",
    "heading": "Setup",
    "content": "All 7 pieces per player begin off the board, in reserve. The board starts empty. Players sit opposite each other, each at their own starting zone.",
    "anchor": "setup"
  },
  {
    "game": "royal-ur",
    "gameTitle": "Royal Game of Ur",
    "section": "Movement",
    "heading": "Movement",
    "content": "On each turn, a player rolls all four tetrahedral dice and counts the result 0–4. A result of 0 means the player passes with no movement. Entry: A piece enters the board from reserve by placing it on ",
    "anchor": "movement"
  },
  {
    "game": "royal-ur",
    "gameTitle": "Royal Game of Ur",
    "section": "Movement",
    "heading": "Capturing",
    "content": "If a piece lands on an occupied square that is not a rosette, the opponent's piece is sent back to reserve and must re-enter. Two pieces of the same player may not share a square.",
    "anchor": "capturing"
  },
  {
    "game": "royal-ur",
    "gameTitle": "Royal Game of Ur",
    "section": "Movement",
    "heading": "Rosette Benefits",
    "content": "- Safe: A piece on a rosette cannot be captured. - Extra roll: Landing on a rosette grants an additional turn immediately.",
    "anchor": "rosette-benefits"
  },
  {
    "game": "royal-ur",
    "gameTitle": "Royal Game of Ur",
    "section": "Bearing Off",
    "heading": "Bearing Off",
    "content": "When a piece has moved through the full path and reaches the exit point one square beyond the finishing zone, it is borne off. The die result must be exactly sufficient to bear off a piece — no oversh",
    "anchor": "bearing-off"
  },
  {
    "game": "royal-ur",
    "gameTitle": "Royal Game of Ur",
    "section": "Winning",
    "heading": "Winning",
    "content": "The first player to bear off all 7 pieces wins.",
    "anchor": "winning"
  },
  {
    "game": "royal-ur",
    "gameTitle": "Royal Game of Ur",
    "section": "Historical Variants and Scholarly Notes",
    "heading": "Historical Variants and Scholarly Notes",
    "content": "Finkel's 1980 reconstruction from tablet MS 33333B is the most widely accepted ruleset, but the tablet dates to the Seleucid period c. 177–176 BCE — over 2,000 years after the earliest boards were mad",
    "anchor": "historical-variants-and-scholarly-notes"
  },
  {
    "game": "royal-ur",
    "gameTitle": "Royal Game of Ur",
    "section": "Attribution",
    "heading": "Attribution",
    "content": "Royal Game of Ur. Original game: Mesopotamia, c. 2500 BCE. Rules reconstruction: Irving Finkel, British Museum, 1980. Public domain. Sources: Finkel, Irving — British Museum cuneiform tablet MS 33333B",
    "anchor": "attribution"
  },
  {
    "game": "senet",
    "gameTitle": "Senet",
    "section": "Senet",
    "heading": "Senet",
    "content": "Reconstruction notice: No complete ancient ruleset for Senet survives. These rules follow Timothy Kendall's 1978 reconstruction Passing Through the Netherworld, Kirk Game Company, supplemented by R.C.",
    "anchor": "senet"
  },
  {
    "game": "senet",
    "gameTitle": "Senet",
    "section": "Senet",
    "heading": "Components",
    "content": "- One board of 30 squares 3 rows × 10 columns - 5 cone-shaped pieces one player - 5 spool-shaped pieces other player - 4 flat throwing sticks one side light, one side dark",
    "anchor": "components"
  },
  {
    "game": "senet",
    "gameTitle": "Senet",
    "section": "Senet",
    "heading": "The Board",
    "content": "The 30 squares are numbered along a boustrophedon S-shaped path: - Row 1 top: Squares 1–10, left to right - Row 2 middle: Squares 11–20, right to left - Row 3 bottom: Squares 21–30, left to right Six ",
    "anchor": "the-board"
  },
  {
    "game": "senet",
    "gameTitle": "Senet",
    "section": "Senet",
    "heading": "Setup",
    "content": "Place all 10 pieces alternating on squares 1–10 of the first row: Cone on 1, Spool on 2, Cone on 3, Spool on 4, and so on. The cone player moves first.",
    "anchor": "setup"
  },
  {
    "game": "senet",
    "gameTitle": "Senet",
    "section": "Senet",
    "heading": "Throwing Sticks",
    "content": "Four flat wooden sticks are thrown simultaneously. Count how many land light-side up: Move value --- 1 2 3 4 5 Throws of 1, 4, or 5 grant an immediate extra turn after moving.",
    "anchor": "throwing-sticks"
  },
  {
    "game": "senet",
    "gameTitle": "Senet",
    "section": "Senet",
    "heading": "Movement",
    "content": "Move one piece forward along the path by the number of squares indicated by the throw. A piece may not land on a square occupied by a friendly piece. Mandatory stop: Every piece must land exactly on s",
    "anchor": "movement"
  },
  {
    "game": "senet",
    "gameTitle": "Senet",
    "section": "Senet",
    "heading": "Capture",
    "content": "Landing on a square occupied by an opponent's piece swaps their positions: your piece takes the square, their piece moves back to the square you came from. Exceptions: - Pieces on squares 28 and 29 ca",
    "anchor": "capture"
  },
  {
    "game": "senet",
    "gameTitle": "Senet",
    "section": "Senet",
    "heading": "Blockades",
    "content": "Three or more consecutive squares occupied by the same player form a blockade. Opponent pieces cannot pass a blockade. If no legal move exists, the turn is forfeited.",
    "anchor": "blockades"
  },
  {
    "game": "senet",
    "gameTitle": "Senet",
    "section": "Senet",
    "heading": "Bearing Off",
    "content": "Pieces bear off the board are removed and scored from the final squares: - From square 28: exact throw of 3 - From square 29: exact throw of 2 - From square 30: exact throw of 1 A piece cannot attempt",
    "anchor": "bearing-off"
  },
  {
    "game": "senet",
    "gameTitle": "Senet",
    "section": "Senet",
    "heading": "Forced Backward Movement",
    "content": "If your only legal move would land on a square occupied by your own piece, you must instead move one of your pieces backward to the nearest empty square.",
    "anchor": "forced-backward-movement"
  },
  {
    "game": "senet",
    "gameTitle": "Senet",
    "section": "Senet",
    "heading": "Winning",
    "content": "The first player to bear off all five pieces wins.",
    "anchor": "winning"
  },
  {
    "game": "senet",
    "gameTitle": "Senet",
    "section": "Senet",
    "heading": "Historical Context",
    "content": "Senet boards have been found in tombs dating to the First Dynasty c. 3100 BCE. The game appears in tomb paintings, and complete sets were found in Tutankhamun's tomb c. 1323 BCE. By the New Kingdom, S",
    "anchor": "historical-context"
  },
  {
    "game": "senet",
    "gameTitle": "Senet",
    "section": "Senet",
    "heading": "Attribution",
    "content": "Reconstruction: Timothy Kendall, Passing Through the Netherworld 1978. Starting position: R.C. Bell, Board and Table Games from Many Civilizations 1979. Square numbering: Peter A. Piccione's academic ",
    "anchor": "attribution"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Variant Library",
    "heading": "Variant Library",
    "content": "Shogi 将棋 is Japan's classic strategy board game, descended from the same chess lineage that spread across Asia before 1000 CE. The defining rule is the drop mechanic: captured pieces change allegiance",
    "anchor": "variant-library"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Variant Library",
    "heading": "Standard Form",
    "content": "- Standard Shogivariants/standard/ — The full 9×9 game with drops, promotion, and the complete piece set",
    "anchor": "standard-form"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Variant Library",
    "heading": "Historical Forms",
    "content": "- Heian Shogivariants/heian-shogi/ — Oldest documented Japanese chess 9×8 board, c. 1058 CE; precursor to modern Shogi - Sho Shogivariants/sho-shogi/ — 16th-century predecessor with the Drunken Elepha",
    "anchor": "historical-forms"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Variant Library",
    "heading": "Children & Introductory",
    "content": "- Dobutsu Shogivariants/dobutsu/ — Animal chess on a 3×4 board designed for young children; each piece shows its moves printed on the face; a solved game",
    "anchor": "children-introductory"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Variant Library",
    "heading": "Smaller Board Variants",
    "content": "- Judkins' Shogivariants/judkins-shogi/ — 6×6 condensed Shogi retaining all piece types; fast tactical play - Kyoto Shogivariants/kyoto-shogi/ — 5×5 game where every piece flips to its alternate face ",
    "anchor": "smaller-board-variants"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Variant Library",
    "heading": "Larger / Thematic Variants",
    "content": "- Tori Shogivariants/tori-shogi/ — Bird Shogi on a 7×7 board; two promotable pieces; repetition caused by your own moves is a loss; 8 Swallows per side - Wa Shogivariants/wa-shogi/ — 11×11 board with ",
    "anchor": "larger-thematic-variants"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Variant Library",
    "heading": "Non-Standard Boards",
    "content": "- Hex Shogi 91variants/hex-shogi-91/ — 91-hexagon board; all Shogi pieces adapted to hexagonal movement with drops - Sankaku Shogivariants/sankaku-shogi/ — 44-cell triangular board; 13 pieces per side",
    "anchor": "non-standard-boards"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Variant Library",
    "heading": "Multiplayer",
    "content": "- Four Player Shogivariants/four-player-shogi/ — Cross-shaped 189-square board; standard Shogi armies in four wings; team or individual play",
    "anchor": "multiplayer"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Variant Library",
    "heading": "Distinctive Mechanics",
    "content": "- Annan Shogivariants/annan-shogi/ — 9×9 standard setup; pieces move using the movement of the allied piece directly behind them - Cannon Shogivariants/cannon-shogi/ — Standard 9×9 Shogi with four Can",
    "anchor": "distinctive-mechanics"
  },
  {
    "game": "standard-52",
    "gameTitle": "Standard 52-Card Deck",
    "section": "Standard 52-Card Deck",
    "heading": "Standard 52-Card Deck",
    "content": "Games played with the standard French-suited 52-card deck. Four suits Spades, Hearts, Diamonds, Clubs, thirteen ranks per suit A, 2-10, J, Q, K. Some games add 1-2 jokers or use multiple decks.",
    "anchor": "standard-52-card-deck"
  },
  {
    "game": "standard-52",
    "gameTitle": "Standard 52-Card Deck",
    "section": "Standard 52-Card Deck",
    "heading": "The Deck",
    "content": "Detail --- 52 + optional jokers Suits 13 per suit A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K Colours",
    "anchor": "the-deck"
  },
  {
    "game": "standard-52",
    "gameTitle": "Standard 52-Card Deck",
    "section": "Games",
    "heading": "Climbing / Shedding",
    "content": "- Big 2games/big2/ — Climbing card game where 2 is highest. Play singles, pairs, or poker hands to empty your hand first. 4 players. - Presidentgames/president/ — Multi-round climbing game with role-b",
    "anchor": "climbing-shedding"
  },
  {
    "game": "standard-52",
    "gameTitle": "Standard 52-Card Deck",
    "section": "Games",
    "heading": "Partnership Trick-Taking",
    "content": "- Bridge — Rubbergames/bridge/ — Contract bridge for 4 players 2 partnerships. Bidding, declarer, dummy, and rubber scoring. Casting for a rubber requires winning 2 games. - Euchregames/euchre/ — 24-c",
    "anchor": "partnership-trick-taking"
  },
  {
    "game": "standard-52",
    "gameTitle": "Standard 52-Card Deck",
    "section": "Games",
    "heading": "Individual Trick-Taking",
    "content": "- Heartsgames/hearts/ — Trick-avoidance game; Hearts and Queen of Spades score penalty points. Shoot the Moon to score zero and penalise opponents. First to 100 loses. 4 players.",
    "anchor": "individual-trick-taking"
  },
  {
    "game": "standard-52",
    "gameTitle": "Standard 52-Card Deck",
    "section": "Games",
    "heading": "Draw-and-Discard / Melding",
    "content": "- Canastagames/canasta/ — Partnership melding game using 2 decks + 4 jokers 108 cards. Build Canastas of 7+ cards. Wild cards may substitute. First to 5000 points wins. 4 players. - Gin Rummygames/gin",
    "anchor": "draw-and-discard-melding"
  },
  {
    "game": "standard-52",
    "gameTitle": "Standard 52-Card Deck",
    "section": "Games",
    "heading": "Poker",
    "content": "- Texas Hold'emgames/poker/ — Community card poker. Two private hole cards + five shared community cards; four betting rounds preflop, flop, turn, river. Best 5-card hand wins. 2–10 players.",
    "anchor": "poker"
  },
  {
    "game": "standard-52",
    "gameTitle": "Standard 52-Card Deck",
    "section": "Games",
    "heading": "Pegging / Counting",
    "content": "- Cribbagegames/cribbage/ — Two-player pegging game scored on a cribbage board. Features the crib, pegging phase, and the show. First to peg 121 points wins.",
    "anchor": "pegging-counting"
  },
  {
    "game": "standard-52",
    "gameTitle": "Standard 52-Card Deck",
    "section": "Games",
    "heading": "Banking / Casino",
    "content": "- Blackjackgames/blackjack/ — Beat the dealer: get closer to 21 without busting. Blackjack natural 21 pays 3:2. Multiple decks; player options include double down, split, and surrender. 1–6 players vs",
    "anchor": "banking-casino"
  },
  {
    "game": "standard-52",
    "gameTitle": "Standard 52-Card Deck",
    "section": "Games",
    "heading": "Shedding",
    "content": "- Crazy Eightsgames/crazy-eights/ — Match the discard by suit or rank; Eights are wild. Direct ancestor of Uno. 2–5 players.",
    "anchor": "shedding"
  },
  {
    "game": "standard-52",
    "gameTitle": "Standard 52-Card Deck",
    "section": "Games",
    "heading": "Partnership Trick-Taking (Classic)",
    "content": "- Whistgames/whist/ — Classic trick-taking game and ancestor of Bridge. No bidding; trump set by last card dealt. Dominant 1750–1900. 4 players.",
    "anchor": "partnership-trick-taking-classic"
  },
  {
    "game": "standard-52",
    "gameTitle": "Standard 52-Card Deck",
    "section": "Games",
    "heading": "Draw-and-Discard / Melding",
    "content": "- Rummygames/rummy/ — Classic draw-and-discard melding game. Lay melds during play; opponents may extend them. Going Rummy doubles penalties. 2–6 players.",
    "anchor": "draw-and-discard-melding"
  },
  {
    "game": "standard-52",
    "gameTitle": "Standard 52-Card Deck",
    "section": "Games",
    "heading": "Patience / Solitaire",
    "content": "- FreeCellgames/freecell/ — Open solitaire all 52 cards visible. Four free cells for temporary storage. Nearly all deals solvable with correct play. 1 player. - Klondikegames/klondike/ — Classic one-p",
    "anchor": "patience-solitaire"
  },
  {
    "game": "standard-52",
    "gameTitle": "Standard 52-Card Deck",
    "section": "Games",
    "heading": "Children's / Simple",
    "content": "- Wargames/war/ — Pure-chance game for 2 players. Higher card wins both; ties trigger War. No decisions required.",
    "anchor": "childrens-simple"
  },
  {
    "game": "standard-52",
    "gameTitle": "Standard 52-Card Deck",
    "section": "Attribution",
    "heading": "Attribution",
    "content": "All games in this hub use public domain mechanics. Individual attribution in each game entry.",
    "anchor": "attribution"
  },
  {
    "game": "standard-dice",
    "gameTitle": "Standard Dice",
    "section": "Standard Dice",
    "heading": "Standard Dice",
    "content": "Games whose primary component is one or more standard six-sided dice d6, pips 1-6. The shared component set: Description --- Standard d6, pips 1-6 Cup Paper tracking some games Chips/tokens",
    "anchor": "standard-dice"
  },
  {
    "game": "standard-dice",
    "gameTitle": "Standard Dice",
    "section": "Games",
    "heading": "Games",
    "content": "- Buncogames/bunco/ — Social dice game for 12 players 3 tables of 4. 6 rounds targeting numbers 1–6. Roll all three matching = Bunco. Fast, no strategy. - Crapsgames/craps/ — The casino dice game. Two",
    "anchor": "games"
  },
  {
    "game": "standard-dice",
    "gameTitle": "Standard Dice",
    "section": "Attribution",
    "heading": "Attribution",
    "content": "All games in this hub are public domain or use mechanics in the public domain. Individual attribution in each game entry.",
    "anchor": "attribution"
  },
  {
    "game": "starforged",
    "gameTitle": "Starforged",
    "section": "Ironsworn: Starforged",
    "heading": "Ironsworn: Starforged",
    "content": "A tabletop roleplaying game by Shawn Tomkin, set in the Forge — a chaotic, unexplored galaxy of dangerous frontiers, ancient mysteries, and desperate settlements. Players take on the role of spacefari",
    "anchor": "ironsworn-starforged"
  },
  {
    "game": "starforged",
    "gameTitle": "Starforged",
    "section": "Ironsworn: Starforged",
    "heading": "Core Rules",
    "content": "- The Basicsrules/basics/ — The action roll, momentum, progress tracks, condition meters, impacts, equipment, and oracles - Your Characterrules/character/ — Stats, condition meters, momentum, assets, ",
    "anchor": "core-rules"
  },
  {
    "game": "starforged",
    "gameTitle": "Starforged",
    "section": "Ironsworn: Starforged",
    "heading": "Rules Data",
    "content": "Machine-readable JSON for tools and widgets: - moves.json../../games/starforged/moves/moves.json — structured moves data: typed triggers, roll options, and strong/weak/miss outcomes - rules.json../../",
    "anchor": "rules-data"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Overview",
    "heading": "Overview",
    "content": "Stern-Halma originated in Germany in 1892 as a variation of the older American game Halma. It supports two to six players and is played on a six-pointed star board with 121 holes. Each player fills on",
    "anchor": "overview"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "The Board",
    "heading": "The Board",
    "content": "The board is a six-pointed star formed by two overlapping equilateral triangles. It contains 121 holes: - 6 triangular arms, each with 10 holes arranged in four rows of 4, 3, 2, 1 outermost to innermo",
    "anchor": "the-board"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Variants",
    "heading": "Variants",
    "content": "- Standard 2-Playervariants/standard-2p/ — N vs S arms, 10 pieces each. The foundational form. - Standard 3-Playervariants/standard-3p/ — N, SE, SW arms alternating. Each player crosses to the opposit",
    "anchor": "variants"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Attribution",
    "heading": "Attribution",
    "content": "Stern-Halma. Originated in Germany, 1892. Public domain. Rules confirmed from ezekeal/bgg-get BGG entry for Sternhalma and Lehi-Innovation/boardgame-rules independent jump-rule audit confirming chain ",
    "anchor": "attribution"
  },
  {
    "game": "surakarta",
    "gameTitle": "Surakarta",
    "section": "History",
    "heading": "History",
    "content": "Surakarta is a two-player abstract strategy game named after the royal city of Surakarta also called Solo in Central Java, Indonesia. The game was introduced to European audiences by Ravensberger Germ",
    "anchor": "history"
  },
  {
    "game": "surakarta",
    "gameTitle": "Surakarta",
    "section": "The Board",
    "heading": "The Board",
    "content": "The board is a 6×6 grid of 36 intersection points, connected by horizontal and vertical lines. Pieces are placed on intersections, not inside squares. At each of the four corners of the board, two con",
    "anchor": "the-board"
  },
  {
    "game": "surakarta",
    "gameTitle": "Surakarta",
    "section": "Equipment",
    "heading": "Equipment",
    "content": "Qty ----- 1 24 Traditional pieces are shells light versus pebbles or stones dark.",
    "anchor": "equipment"
  },
  {
    "game": "surakarta",
    "gameTitle": "Surakarta",
    "section": "Setup",
    "heading": "Setup",
    "content": "Each player takes 12 pieces of one colour. Place all 12 dark pieces on the 12 intersections of rows 1 and 2 the two rows closest to the dark player's side. Place all 12 light pieces on the 12 intersec",
    "anchor": "setup"
  },
  {
    "game": "surakarta",
    "gameTitle": "Surakarta",
    "section": "Movement",
    "heading": "Movement",
    "content": "Players alternate turns. On each turn, a player moves exactly one piece.",
    "anchor": "movement"
  },
  {
    "game": "surakarta",
    "gameTitle": "Surakarta",
    "section": "Movement",
    "heading": "Non-Capturing Move",
    "content": "Move one piece one step to any adjacent empty intersection. Movement is permitted in all eight directions: horizontally, vertically, and diagonally. A piece cannot move onto an occupied intersection.",
    "anchor": "non-capturing-move"
  },
  {
    "game": "surakarta",
    "gameTitle": "Surakarta",
    "section": "Movement",
    "heading": "Capturing Move",
    "content": "A capturing move must pass through at least one corner loop arc. Captures are optional: a player is never forced to capture even when a capturing move is available. The path of a capturing move: 1. Th",
    "anchor": "capturing-move"
  },
  {
    "game": "surakarta",
    "gameTitle": "Surakarta",
    "section": "Winning",
    "heading": "Winning",
    "content": "The player who captures all 12 of the opponent's pieces wins. Stalemate: If no further progress can be made, the game ends by mutual agreement. The player with more pieces remaining wins. If both play",
    "anchor": "winning"
  },
  {
    "game": "surakarta",
    "gameTitle": "Surakarta",
    "section": "Attribution",
    "heading": "Attribution",
    "content": "Surakarta. Traditional game attributed to Surakarta Solo, Central Java, Indonesia. European publication by Ravensberger, Germany, 1971. Public domain. Sources: Ludii Project, Maastricht University lud",
    "anchor": "attribution"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Variant Library",
    "heading": "Variant Library",
    "content": "Tafl Old Norse: \"table\" is a family of asymmetric board games played across Norse and Celtic Northern Europe from around 400 AD until chess displaced them in the 11th and 12th century. One player comm",
    "anchor": "variant-library"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "How to Play in 5 Minutes",
    "heading": "How to Play in 5 Minutes",
    "content": "Talisman Worlds replaces the game boards used by Talisman with individual hexagonal tiles. This ensures that every game of Talisman has a completely different setup, whilst also laying important found",
    "anchor": "how-to-play-in-5-minutes"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "How to Play in 5 Minutes",
    "heading": "The Original Board",
    "content": "As a reference, the original core board has the following spaces: - Outer region = 24 spaces - Middle region = 16 spaces - Inner region = 9 spaces - Crown of Command = central space - Total of 50 spac",
    "anchor": "the-original-board"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Rules",
    "heading": "Rules",
    "content": "The only required changes to the rules are as follows: - Restrictions to movements based upon the region a player starts their turn - Newly introduced river region between the outer and middle regions",
    "anchor": "rules"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Movement",
    "heading": "Movement",
    "content": "Some movement rules are consistent, regardless of the region: - Players can only cross river tiles by using a raft - Players can only cross deserts by using a water bottle - Players cannot end their t",
    "anchor": "movement"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Movement",
    "heading": "Outer Region",
    "content": "- Players roll a D4 for movement - Players can choose any tile up-to the maximum they rolled - Players can only freely access the middle region from the sentinel - Players cannot use the oasis or hidd",
    "anchor": "outer-region"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Movement",
    "heading": "River Region",
    "content": "- Players roll a D3 for movement - Players can choose any tile up-to the maximum they rolled",
    "anchor": "river-region"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Movement",
    "heading": "Middle Region",
    "content": "- Players roll a D3 for movement - Players can choose any tile up-to the maximum they rolled",
    "anchor": "middle-region"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Movement",
    "heading": "Inner Region",
    "content": "- Players may only move to an adjacent inner region tile - Can only freely access inner region from portal of power middle region - Can only access ending middle tile from valley of fire by discarding",
    "anchor": "inner-region"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Tiles",
    "heading": "Endings",
    "content": "Randomly choose one of the ending tiles and place it face down in the middle of the board. 1. Crown of Command — unchanged 2. Horrible Black Void — unchanged 3. Battle Royale — unchanged 4. Dragon Kin",
    "anchor": "endings"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Tiles",
    "heading": "Inner Regions",
    "content": "The first ring surrounding the ending are the six inner region tiles: 1. Valley of Fire — unchanged 2. Crypt — unchanged 3. Death — unchanged 4. Werewolve's Den — unchanged 5. Mines — unchanged 6. Vam",
    "anchor": "inner-regions"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Tiles",
    "heading": "Middle Regions",
    "content": "The second ring surrounding the inner regions are the twelve middle region tiles: - Portal of Power — unchanged - Black Knight — unchanged - Hills — draw 1 card — unchanged - Cursed Glade — draw 1 car",
    "anchor": "middle-regions"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Tiles",
    "heading": "River Regions",
    "content": "The third ring surrounding the middle regions are the eighteen river region tiles: - River Tiles X 10 — can only cross with raft — cannot end turn here - Desert Tiles X 6 — can only cross with water b",
    "anchor": "river-regions"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Tiles",
    "heading": "Outer Region",
    "content": "The fourth ring surrounding the river regions are the twenty four outer regions: - City — unchanged - Village — unchanged - Tavern — unchanged - Chapel — unchanged - Ruins — draw 2 cards — unchanged -",
    "anchor": "outer-region"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Special Tiles",
    "heading": "Special Tiles",
    "content": "The following information is difficult to place on the hexagonal tiles so is here as reference, with the hope that future versions of this modification will be able to reduce or remove this section.",
    "anchor": "special-tiles"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Special Tiles",
    "heading": "Outer Regions",
    "content": "Forest — Roll D6 1. Attacked by a brigand with Strength 4 2. Lost; lose your next turn 3. Lost; lose your next turn 4. Safe 5. Safe 6. A ranger guides you out; gain 1 Craft Graveyard — Based on Alignm",
    "anchor": "outer-regions"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Special Tiles",
    "heading": "Middle Region",
    "content": "Temple — Roll 2D6 2. Lose 2 lives. 3. Lose 1 life. 4. Lose 1 Follower. 5. Enslaved; stay here until you roll a 4, 5, or a 6 for your move. 6. Gain 1 Strength. 7. Gain 1 Craft. 8. Gain 1 Spell. 9. Gain",
    "anchor": "middle-region"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Special Tiles",
    "heading": "Inner Region",
    "content": "Valley of Fire Discard a Talisman in order to access the ending on your next turn. Crypt Roll 3D6 and subtract your strength: - 0 Crypt - 1 Plain of Peril - 2-3 Portal of Power - 4-5 Warlock's Cave - ",
    "anchor": "inner-region"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Special Tiles",
    "heading": "Endings",
    "content": "Crown of Command If a character is on the Crown of Command and no other characters are present, he must cast one Command Spell at the start of each of his turns. If a 1, 2, or 3 is rolled, the Spell h",
    "anchor": "endings"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Variations",
    "heading": "Variations",
    "content": "Some of these variations are published elsewhere, others are modified by our team: - Warlock Quests — players must complete one quest per player to gain a talisman — all other talismans are removed fr",
    "anchor": "variations"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Variations",
    "heading": "Warlock Quests",
    "content": "The following D20 collection of quests provides an alternative to both the original warlock cave as well as the warlock quest cards that were introduced in future expansions. 1. Kill a dragon 2. Deliv",
    "anchor": "warlock-quests"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "The Dungeon",
    "heading": "The Dungeon",
    "content": "The following official Talisman 4th edition expansion has worlds support: Replace the dungeon board with a new fifth ring of tiles — with the following movement rules: - Players roll a D6 for movement",
    "anchor": "the-dungeon"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "The Dungeon",
    "heading": "Dungeon Region",
    "content": "The fifth ring of tiles surrounding the outer regions become the thirty dungeon region tiles: - Cavern — draw two cards X 4 - Corridor — draw one card X 6 - Tunnel — draw one card X 6 - Vault — draw t",
    "anchor": "dungeon-region"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "The Dungeon",
    "heading": "Dungeon Special Tiles",
    "content": "Hall of Darkness — Roll D6 next turn for movement 1. Move back 3 spaces 2. Move back 2 spaces 3. Move back 1 space 4. Move forward 1 space 5. Move forward 2 spaces 6. Move forward 3 spaces Kitchen — y",
    "anchor": "dungeon-special-tiles"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Special Tiles",
    "heading": "Special Tiles",
    "content": "The following information is difficult to place on the hexagonal tiles so is here as reference, with the hope that future versions of this modification will be able to reduce or remove this section.",
    "anchor": "special-tiles"
  },
  {
    "game": "talisman-worlds",
    "gameTitle": "Talisman Worlds",
    "section": "Special Tiles",
    "heading": "Outer Regions",
    "content": "Forest — Roll D6 1. Attacked by a brigand with Strength 4 2. Lost; lose your next turn 3. Lost; lose your next turn 4. Safe 5. Safe 6. A ranger guides you out; gain 1 Craft Graveyard — Based on Alignm",
    "anchor": "outer-regions"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Variant Library",
    "heading": "Variant Library",
    "content": "Xiangqi 象棋, \"Elephant Chess\" is one of the world’s most played strategy board games, tracing its origins to China no later than the 7th century. Played on the intersection points of a 9×10 grid, it fe",
    "anchor": "variant-library"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Variant Library",
    "heading": "Chinese Chess",
    "content": "- Standard Xiangqivariants/standard/ — The classic form: 9×10 board, river divide, Flying General rule, and the screen-jumping Cannon",
    "anchor": "chinese-chess"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Variant Library",
    "heading": "Korean Chess",
    "content": "- Janggivariants/janggi/ — Korean Chess: no river, longer Elephant movement, Cannon must jump to move and capture, and the bikjang facing-Generals rule",
    "anchor": "korean-chess"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Variant Library",
    "heading": "Asymmetric Variants",
    "content": "- Manchu+variants/manchu-plus/ — Qing Dynasty asymmetric game: the Manchu side loses Horses and Cannons, gaining a single Banner piece that combines Chariot, Cannon, and Horse",
    "anchor": "asymmetric-variants"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Variant Library",
    "heading": "Smaller Board Variants",
    "content": "- Minixiangqivariants/minixiangqi/ — Xiangqi on a 7×7 board; no Advisors or Elephants; Soldiers move sideways from the start - Xiangqi 42variants/xiangqi-42/ — Compact 7×6 board 42 intersections; desi",
    "anchor": "smaller-board-variants"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Variant Library",
    "heading": "Regional / Expanded Variants",
    "content": "- Quang Trung Chessvariants/quang-trung/ — Vietnamese 10×10 variant with Pawn promotion as an alternate win condition; named for Emperor Quang Trung - Yang Qivariants/yang-qi/ — Western-influenced 9×1",
    "anchor": "regional-expanded-variants"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Variant Library",
    "heading": "Hidden Information Variants",
    "content": "- Jieqivariants/jieqi/ — Dark Chess: all pieces except the General start face-down and reveal on first move; growing rapidly in China and Vietnam",
    "anchor": "hidden-information-variants"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Variant Library",
    "heading": "Multiplayer Variants",
    "content": "- San-kwo-k'ivariants/san-kwo-ki/ — Three Kingdoms 3-player Xiangqi on a hexagonal trisected board; eliminating a General captures that player's entire army",
    "anchor": "multiplayer-variants"
  },
  {
    "game": "asalto",
    "gameTitle": "Asalto",
    "section": "Royal Garrison",
    "heading": "Royal Garrison",
    "content": "Royal Garrison is the large-scale variant of Asalto, using a larger fortress, three Officers, and fifty Soldiers. All rules are mechanically identical to Standard Asalto — see that variant for full ru",
    "anchor": "royal-garrison",
    "variant": "royal-garrison",
    "variantUrl": "dist/asalto/variants/royal-garrison/"
  },
  {
    "game": "asalto",
    "gameTitle": "Asalto",
    "section": "Royal Garrison",
    "heading": "Differences from Standard Asalto",
    "content": "Standard --- 2 24 33 positions 9 positions",
    "anchor": "differences-from-standard-asalto",
    "variant": "royal-garrison",
    "variantUrl": "dist/asalto/variants/royal-garrison/"
  },
  {
    "game": "asalto",
    "gameTitle": "Asalto",
    "section": "Royal Garrison",
    "heading": "Win Conditions",
    "content": "Officers win when the Soldier force is reduced sufficiently that they cannot immobilize all three Officers simultaneously. Soldiers win when all three Officers are simultaneously immobilized — no lega",
    "anchor": "win-conditions",
    "variant": "royal-garrison",
    "variantUrl": "dist/asalto/variants/royal-garrison/"
  },
  {
    "game": "asalto",
    "gameTitle": "Asalto",
    "section": "Royal Garrison",
    "heading": "Rules",
    "content": "All movement and capture rules are identical to Standard Asalto: - Officers: move 1 step or capture by jumping; multi-jump allowed; move in any direction. - Soldiers: move forward or sideways only; no",
    "anchor": "rules",
    "variant": "royal-garrison",
    "variantUrl": "dist/asalto/variants/royal-garrison/"
  },
  {
    "game": "asalto",
    "gameTitle": "Asalto",
    "section": "Royal Garrison",
    "heading": "Attribution",
    "content": "Royal Garrison. Extended variant of Asalto. Victorian board game. Public domain rule set.",
    "anchor": "attribution",
    "variant": "royal-garrison",
    "variantUrl": "dist/asalto/variants/royal-garrison/"
  },
  {
    "game": "asalto",
    "gameTitle": "Asalto",
    "section": "Asalto (Standard)",
    "heading": "Asalto (Standard)",
    "content": "Published widely from the 1870s in Britain and Europe. Asalto is a heavily asymmetric game: 2 powerful Officers defend a small fortress against 24 Soldiers. The Officers capture by jumping; the Soldie",
    "anchor": "asalto-standard",
    "variant": "standard",
    "variantUrl": "dist/asalto/variants/standard/"
  },
  {
    "game": "asalto",
    "gameTitle": "Asalto",
    "section": "Asalto (Standard)",
    "heading": "Board",
    "content": "The standard Asalto board has two sections connected at a junction line: The Fortress upper section: A cross-shaped grid with 9 main positions, connected to the plain below via 3 entry points along th",
    "anchor": "board",
    "variant": "standard",
    "variantUrl": "dist/asalto/variants/standard/"
  },
  {
    "game": "asalto",
    "gameTitle": "Asalto",
    "section": "Asalto (Standard)",
    "heading": "Pieces",
    "content": "- 2 Officers White: Start inside the fortress. - 24 Soldiers Black/Red: Start on the plain, filling all or most plain positions.",
    "anchor": "pieces",
    "variant": "standard",
    "variantUrl": "dist/asalto/variants/standard/"
  },
  {
    "game": "asalto",
    "gameTitle": "Asalto",
    "section": "Asalto (Standard)",
    "heading": "Movement",
    "content": "Officers: - Move 1 step along any line orthogonal or diagonal where connections exist to an adjacent empty position. - May capture by jumping over an adjacent Soldier to the next empty position along ",
    "anchor": "movement",
    "variant": "standard",
    "variantUrl": "dist/asalto/variants/standard/"
  },
  {
    "game": "asalto",
    "gameTitle": "Asalto",
    "section": "Asalto (Standard)",
    "heading": "Win Conditions",
    "content": "Officers win when they have captured enough Soldiers that the remaining Soldiers cannot simultaneously surround and immobilize both Officers. In practice, this is when fewer than 16 Soldiers remain th",
    "anchor": "win-conditions",
    "variant": "standard",
    "variantUrl": "dist/asalto/variants/standard/"
  },
  {
    "game": "asalto",
    "gameTitle": "Asalto",
    "section": "Asalto (Standard)",
    "heading": "Strategy",
    "content": "The Officers’ key challenge: jump-capture as many Soldiers as possible early while avoiding being cornered. Multiple consecutive jumps are powerful. Officers must not let both Officers become trapped ",
    "anchor": "strategy",
    "variant": "standard",
    "variantUrl": "dist/asalto/variants/standard/"
  },
  {
    "game": "asalto",
    "gameTitle": "Asalto",
    "section": "Asalto (Standard)",
    "heading": "Attribution",
    "content": "Asalto Officers and Sepoys. Traditional Victorian board game, published widely from the 1870s. Predecessor: Fox and Geese. Public domain rule set.",
    "anchor": "attribution",
    "variant": "standard",
    "variantUrl": "dist/asalto/variants/standard/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Acey-Deucey",
    "heading": "Acey-Deucey",
    "content": "A variant of Backgammon with roots in the United States military, popular in the Navy and Marines from the early 20th century. Acey-Deucey starts with all pieces off the board; each piece must enter i",
    "anchor": "acey-deucey",
    "variant": "acey-deucey",
    "variantUrl": "dist/backgammon/variants/acey-deucey/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Acey-Deucey",
    "heading": "Components",
    "content": "Qty ----- 1 30 4",
    "anchor": "components",
    "variant": "acey-deucey",
    "variantUrl": "dist/backgammon/variants/acey-deucey/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Acey-Deucey",
    "heading": "Setup",
    "content": "All pieces begin off the board. Players must enter all pieces before they can move them around the board. Unlike standard Backgammon, no pieces start on the board.",
    "anchor": "setup",
    "variant": "acey-deucey",
    "variantUrl": "dist/backgammon/variants/acey-deucey/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Acey-Deucey",
    "heading": "Entry",
    "content": "On each turn, roll both dice. You must use the numbers rolled to enter pieces from off the board into the opponent's home board points 19–24 from your perspective. You may enter one piece per die if b",
    "anchor": "entry",
    "variant": "acey-deucey",
    "variantUrl": "dist/backgammon/variants/acey-deucey/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Acey-Deucey",
    "heading": "Movement",
    "content": "Once a piece has entered, it moves around the board in standard fashion toward your home board points 1–6. Hitting blots is allowed — hit pieces return to off-board and must re-enter.",
    "anchor": "movement",
    "variant": "acey-deucey",
    "variantUrl": "dist/backgammon/variants/acey-deucey/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Acey-Deucey",
    "heading": "Acey-Deucey Roll",
    "content": "If you roll a 1 and a 2: 1. Play the 1-2 normally move one piece 1, another piece 2, or one piece 3. 2. Announce any doublet 1-1 through 6-6 and play four moves of that number. 3. Take an additional r",
    "anchor": "acey-deucey-roll",
    "variant": "acey-deucey",
    "variantUrl": "dist/backgammon/variants/acey-deucey/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Acey-Deucey",
    "heading": "Doublets",
    "content": "Doublets are played as four moves as in standard Backgammon. Doublets do not grant an extra roll only the acey-deucey roll does.",
    "anchor": "doublets",
    "variant": "acey-deucey",
    "variantUrl": "dist/backgammon/variants/acey-deucey/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Acey-Deucey",
    "heading": "Bearing Off",
    "content": "Once all 15 of your pieces are in your home board, bear off normally.",
    "anchor": "bearing-off",
    "variant": "acey-deucey",
    "variantUrl": "dist/backgammon/variants/acey-deucey/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Acey-Deucey",
    "heading": "Winning",
    "content": "First player to bear off all 15 pieces wins.",
    "anchor": "winning",
    "variant": "acey-deucey",
    "variantUrl": "dist/backgammon/variants/acey-deucey/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Acey-Deucey",
    "heading": "Attribution",
    "content": "Acey-Deucey. US military tradition, early 20th century. Public domain. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "acey-deucey",
    "variantUrl": "dist/backgammon/variants/acey-deucey/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Chouette",
    "heading": "Chouette",
    "content": "A Backgammon format for three or more players in which one player the box plays against a team of opponents. All team members consult and vote on moves, while the box plays alone. After the game, posi",
    "anchor": "chouette",
    "variant": "chouette",
    "variantUrl": "dist/backgammon/variants/chouette/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Chouette",
    "heading": "Components",
    "content": "Qty ----- 1 30 4 + extra 1",
    "anchor": "components",
    "variant": "chouette",
    "variantUrl": "dist/backgammon/variants/chouette/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Chouette",
    "heading": "Player Roles",
    "content": "The box: One player who plays alone against the entire team. The box moves their own pieces and makes all decisions independently. The captain: The team member at the top of the queue. The captain has",
    "anchor": "player-roles",
    "variant": "chouette",
    "variantUrl": "dist/backgammon/variants/chouette/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Chouette",
    "heading": "Setup",
    "content": "All players roll one die. Highest roll becomes the first box. Second highest becomes the first captain. Remaining players queue in descending roll order.",
    "anchor": "setup",
    "variant": "chouette",
    "variantUrl": "dist/backgammon/variants/chouette/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Chouette",
    "heading": "Play",
    "content": "The game is played as standard Backgammon between the box and the team the team shares one set of pieces. The captain rolls for the team, moves team pieces according to team discussion, and makes fina",
    "anchor": "play",
    "variant": "chouette",
    "variantUrl": "dist/backgammon/variants/chouette/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Chouette",
    "heading": "Consultation Rules (standard)",
    "content": "The team may discuss moves openly. The captain has final say on moves, but may be overruled by a majority of the team on any given move. If the team cannot agree, the captain decides. Alternatively, m",
    "anchor": "consultation-rules-standard",
    "variant": "chouette",
    "variantUrl": "dist/backgammon/variants/chouette/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Chouette",
    "heading": "Doubling Cube",
    "content": "The box owns the initial cube. The box may double the entire team simultaneously. Each team member independently decides whether to accept or drop. Players who drop are out of the current game. Team m",
    "anchor": "doubling-cube",
    "variant": "chouette",
    "variantUrl": "dist/backgammon/variants/chouette/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Chouette",
    "heading": "Rotation",
    "content": "When the box loses a game, they go to the bottom of the queue. The captain becomes the new box. The next player in queue becomes the new captain. When the box wins, everyone rotates one position in th",
    "anchor": "rotation",
    "variant": "chouette",
    "variantUrl": "dist/backgammon/variants/chouette/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Chouette",
    "heading": "Scoring",
    "content": "Each player tracks their individual result against the box wins and losses at the current cube value. A separate ledger is kept for each player pair, or a running score is tracked per player.",
    "anchor": "scoring",
    "variant": "chouette",
    "variantUrl": "dist/backgammon/variants/chouette/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Chouette",
    "heading": "Attribution",
    "content": "Chouette. Traditional multiplayer Backgammon format. Public domain. Source: Wikipedia CC-BY-SA; Bray, Chris — Backgammon to Win rules sections.",
    "anchor": "attribution",
    "variant": "chouette",
    "variantUrl": "dist/backgammon/variants/chouette/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Fevga",
    "heading": "Fevga",
    "content": "A Greek Backgammon variant in which a point occupied by even a single piece is closed to the opponent — there is no such thing as a blot in Fevga. The result is a pure blocking and racing game. Fevga ",
    "anchor": "fevga",
    "variant": "fevga",
    "variantUrl": "dist/backgammon/variants/fevga/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Fevga",
    "heading": "Components",
    "content": "Qty ----- 1 30 4",
    "anchor": "components",
    "variant": "fevga",
    "variantUrl": "dist/backgammon/variants/fevga/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Fevga",
    "heading": "Setup",
    "content": "Both players start with all 15 checkers on their own 24-point opposite starting positions, same as standard Backgammon. Players move in opposite directions.",
    "anchor": "setup",
    "variant": "fevga",
    "variantUrl": "dist/backgammon/variants/fevga/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Fevga",
    "heading": "Movement",
    "content": "Roll two dice each turn and move forward toward your 1-point. No blots: Every point occupied by one or more of your pieces is immediately closed to the opponent. There is no concept of a blot — you ca",
    "anchor": "movement",
    "variant": "fevga",
    "variantUrl": "dist/backgammon/variants/fevga/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Fevga",
    "heading": "Bearing Off",
    "content": "Once all 15 of your pieces are in your home board points 1–6, bear off normally.",
    "anchor": "bearing-off",
    "variant": "fevga",
    "variantUrl": "dist/backgammon/variants/fevga/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Fevga",
    "heading": "Winning",
    "content": "First to bear off all 15 pieces wins.",
    "anchor": "winning",
    "variant": "fevga",
    "variantUrl": "dist/backgammon/variants/fevga/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Fevga",
    "heading": "Attribution",
    "content": "Fevga. Traditional game, Greece. Part of the Tavli family. Public domain. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "fevga",
    "variantUrl": "dist/backgammon/variants/fevga/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Hypergammon",
    "heading": "Hypergammon",
    "content": "A short-form Backgammon variant using only 3 pieces per side, placed on the last three points of the home board. Games are dramatically faster than standard Backgammon — often finishing in under 15 mi",
    "anchor": "hypergammon",
    "variant": "hypergammon",
    "variantUrl": "dist/backgammon/variants/hypergammon/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Hypergammon",
    "heading": "Components",
    "content": "Qty ----- 1 6 4 1",
    "anchor": "components",
    "variant": "hypergammon",
    "variantUrl": "dist/backgammon/variants/hypergammon/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Hypergammon",
    "heading": "Setup",
    "content": "Each player places 3 checkers on their final three home board points: - 1 checker on the 1-point - 1 checker on the 2-point - 1 checker on the 3-point These pieces are already in the home board but mu",
    "anchor": "setup",
    "variant": "hypergammon",
    "variantUrl": "dist/backgammon/variants/hypergammon/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Hypergammon",
    "heading": "Rules",
    "content": "All standard Backgammon rules apply: - Roll two dice each turn and move pieces forward. - Hitting a blot sends it to the bar; must re-enter in opponent's home board before any other move. - Doubles gi",
    "anchor": "rules",
    "variant": "hypergammon",
    "variantUrl": "dist/backgammon/variants/hypergammon/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Hypergammon",
    "heading": "Bearing Off",
    "content": "Since all pieces start in the home board, bearing off begins immediately. Roll and remove a piece from the matching point. If no piece is on the rolled point, move a piece from a higher point toward a",
    "anchor": "bearing-off",
    "variant": "hypergammon",
    "variantUrl": "dist/backgammon/variants/hypergammon/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Hypergammon",
    "heading": "Strategic Note",
    "content": "With only 3 pieces, single games are heavily influenced by dice, but across a match the skill gap is significant. The key decision points are when to hit, when to run, and when to double.",
    "anchor": "strategic-note",
    "variant": "hypergammon",
    "variantUrl": "dist/backgammon/variants/hypergammon/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Hypergammon",
    "heading": "Winning",
    "content": "First player to bear off all 3 pieces wins. Gammon and backgammon scores apply as in standard play.",
    "anchor": "winning",
    "variant": "hypergammon",
    "variantUrl": "dist/backgammon/variants/hypergammon/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Hypergammon",
    "heading": "Attribution",
    "content": "Hypergammon. Modern tournament variant, origin unknown popularised in the 1990s. Public domain rules. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "hypergammon",
    "variantUrl": "dist/backgammon/variants/hypergammon/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Nackgammon",
    "heading": "Nackgammon",
    "content": "A standard Backgammon variant designed by Nick Ballard in the 1990s. Two additional checkers are placed on each player's 23-point 2-point from the opponent's perspective, creating a starting position ",
    "anchor": "nackgammon",
    "variant": "nackgammon",
    "variantUrl": "dist/backgammon/variants/nackgammon/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Nackgammon",
    "heading": "Components",
    "content": "Qty ----- 1 30 4 1",
    "anchor": "components",
    "variant": "nackgammon",
    "variantUrl": "dist/backgammon/variants/nackgammon/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Nackgammon",
    "heading": "Setup",
    "content": "Modified starting position: - 2 checkers on each player's 24-point same as standard - 2 checkers on each player's 23-point new — replaces 2 checkers from the 13-point - 3 checkers on each player's 8-p",
    "anchor": "setup",
    "variant": "nackgammon",
    "variantUrl": "dist/backgammon/variants/nackgammon/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Nackgammon",
    "heading": "Rules",
    "content": "All standard Backgammon rules apply. The only difference is the starting position. Hitting, the bar, re-entry, bearing off, and the doubling cube all function identically.",
    "anchor": "rules",
    "variant": "nackgammon",
    "variantUrl": "dist/backgammon/variants/nackgammon/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Nackgammon",
    "heading": "Differences in Play",
    "content": "The 23-point blots are immediately vulnerable to being hit by any opponent 1-die roll from the 24-point. Protecting these checkers or sacrificing them for tempo is the first strategic decision of the ",
    "anchor": "differences-in-play",
    "variant": "nackgammon",
    "variantUrl": "dist/backgammon/variants/nackgammon/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Nackgammon",
    "heading": "Winning",
    "content": "First player to bear off all 15 checkers wins. Gammon and backgammon scoring apply.",
    "anchor": "winning",
    "variant": "nackgammon",
    "variantUrl": "dist/backgammon/variants/nackgammon/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Nackgammon",
    "heading": "Attribution",
    "content": "Nackgammon. Designed by Nick Ballard, USA, 1990s. Public domain rules. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "nackgammon",
    "variantUrl": "dist/backgammon/variants/nackgammon/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Nardi",
    "heading": "Nardi",
    "content": "The dominant Backgammon variant in Georgia, Armenia, Azerbaijan, and Russia. Also called Long Nardi to distinguish it from Short Nardi which is closer to standard Backgammon. Without hitting, the game",
    "anchor": "nardi",
    "variant": "nardi",
    "variantUrl": "dist/backgammon/variants/nardi/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Nardi",
    "heading": "Components",
    "content": "Qty ----- 1 30 4",
    "anchor": "components",
    "variant": "nardi",
    "variantUrl": "dist/backgammon/variants/nardi/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Nardi",
    "heading": "Setup",
    "content": "Both players start with all 15 checkers on point 24 from each player's perspective. Checkers move in the same direction: counter-clockwise, from point 24 to point 1 for both players. This means both p",
    "anchor": "setup",
    "variant": "nardi",
    "variantUrl": "dist/backgammon/variants/nardi/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Nardi",
    "heading": "Movement",
    "content": "Both players roll one die to determine first player; higher roll goes first. On each turn, roll two dice and move forward by those amounts one checker each, or one checker twice. Key differences from ",
    "anchor": "movement",
    "variant": "nardi",
    "variantUrl": "dist/backgammon/variants/nardi/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Nardi",
    "heading": "Prime Strategy",
    "content": "Building a contiguous block of 6 points a prime is the primary strategic concept. A prime traps opponent checkers behind it — they cannot advance until the prime is broken.",
    "anchor": "prime-strategy",
    "variant": "nardi",
    "variantUrl": "dist/backgammon/variants/nardi/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Nardi",
    "heading": "Bearing Off",
    "content": "Once all 15 of your checkers are in your home board points 1–6 from your perspective, bear off as in standard Backgammon. If both dice can be used, you must use both.",
    "anchor": "bearing-off",
    "variant": "nardi",
    "variantUrl": "dist/backgammon/variants/nardi/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Nardi",
    "heading": "Winning",
    "content": "First player to bear off all 15 checkers wins. No doubling cube in standard Nardi.",
    "anchor": "winning",
    "variant": "nardi",
    "variantUrl": "dist/backgammon/variants/nardi/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Nardi",
    "heading": "Attribution",
    "content": "Nardi Long Nardi. Traditional game, Caucasus and Russia. Public domain. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "nardi",
    "variantUrl": "dist/backgammon/variants/nardi/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Plakoto",
    "heading": "Plakoto",
    "content": "A Greek Backgammon variant in which landing on a lone opponent piece does not send it to the bar — instead, it pins it. A pinned piece cannot move until the piece pinning it moves away. Plakoto is one",
    "anchor": "plakoto",
    "variant": "plakoto",
    "variantUrl": "dist/backgammon/variants/plakoto/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Plakoto",
    "heading": "Components",
    "content": "Qty ----- 1 30 4",
    "anchor": "components",
    "variant": "plakoto",
    "variantUrl": "dist/backgammon/variants/plakoto/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Plakoto",
    "heading": "Setup",
    "content": "Both players start with all 15 checkers on point 24 from each player's perspective. Both players move in the same direction: counter-clockwise, from point 24 to point 1.",
    "anchor": "setup",
    "variant": "plakoto",
    "variantUrl": "dist/backgammon/variants/plakoto/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Plakoto",
    "heading": "Movement",
    "content": "Movement is the same as standard Backgammon except for the pinning rule below. Roll two dice each turn and move forward.",
    "anchor": "movement",
    "variant": "plakoto",
    "variantUrl": "dist/backgammon/variants/plakoto/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Plakoto",
    "heading": "Pinning",
    "content": "If you land on a point occupied by exactly one opponent checker, that checker is pinned beneath yours. The pinned piece cannot move for as long as your piece remains on that point. - A pinned piece is",
    "anchor": "pinning",
    "variant": "plakoto",
    "variantUrl": "dist/backgammon/variants/plakoto/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Plakoto",
    "heading": "Winning Immediately",
    "content": "If you pin the opponent's last piece on their starting point their 24-point, you win immediately without completing bear-off.",
    "anchor": "winning-immediately",
    "variant": "plakoto",
    "variantUrl": "dist/backgammon/variants/plakoto/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Plakoto",
    "heading": "Blocking",
    "content": "A point with 2 or more of your checkers is closed. Opponent pieces cannot land on it. Pinning is only possible on points with exactly 1 opponent piece.",
    "anchor": "blocking",
    "variant": "plakoto",
    "variantUrl": "dist/backgammon/variants/plakoto/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Plakoto",
    "heading": "Bearing Off",
    "content": "Once all 15 of your pieces are in your home board points 1–6, bear off normally.",
    "anchor": "bearing-off",
    "variant": "plakoto",
    "variantUrl": "dist/backgammon/variants/plakoto/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Plakoto",
    "heading": "Winning",
    "content": "First to bear off all 15 pieces wins. Winning while the opponent's last piece is pinned on their starting point is also a win.",
    "anchor": "winning",
    "variant": "plakoto",
    "variantUrl": "dist/backgammon/variants/plakoto/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Plakoto",
    "heading": "Attribution",
    "content": "Plakoto. Traditional game, Greece. Part of the Tavli family. Public domain. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "plakoto",
    "variantUrl": "dist/backgammon/variants/plakoto/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Standard Backgammon",
    "heading": "Standard Backgammon",
    "content": "The internationally recognised form of Backgammon, governed by the rules of the US Backgammon Federation and the World Backgammon Federation. Pieces race around a 24-point board in opposite directions",
    "anchor": "standard-backgammon",
    "variant": "standard",
    "variantUrl": "dist/backgammon/variants/standard/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Standard Backgammon",
    "heading": "Components",
    "content": "Qty ----- 1 30 4 1",
    "anchor": "components",
    "variant": "standard",
    "variantUrl": "dist/backgammon/variants/standard/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Standard Backgammon",
    "heading": "Setup",
    "content": "Starting position: - 2 checkers on each player's 24-point - 5 checkers on each player's 13-point - 3 checkers on each player's 8-point - 5 checkers on each player's 6-point Points are numbered 1–24 fr",
    "anchor": "setup",
    "variant": "standard",
    "variantUrl": "dist/backgammon/variants/standard/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Standard Backgammon",
    "heading": "Movement",
    "content": "Both players roll one die each to determine who moves first; higher roll goes first reroll on ties. The first player uses the two dice already rolled as their opening move. On each turn, roll both dic",
    "anchor": "movement",
    "variant": "standard",
    "variantUrl": "dist/backgammon/variants/standard/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Standard Backgammon",
    "heading": "Hitting",
    "content": "Landing on a blot sends the opponent's checker to the bar. A player with checkers on the bar must re-enter them before any other move. Re-entry is onto the opponent's home board points 19–24 from the ",
    "anchor": "hitting",
    "variant": "standard",
    "variantUrl": "dist/backgammon/variants/standard/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Standard Backgammon",
    "heading": "Bearing Off",
    "content": "Once all 15 of your checkers are in your home board points 1–6, you may bear them off. Roll and remove a checker from the matching point, or move a checker forward. If no checker is on the exact point",
    "anchor": "bearing-off",
    "variant": "standard",
    "variantUrl": "dist/backgammon/variants/standard/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Standard Backgammon",
    "heading": "Doubling Cube",
    "content": "At the start of a turn, before rolling, a player may offer to double the current stake. The opponent may accept taking ownership of the cube or refuse conceding the game at the current stake. The cube",
    "anchor": "doubling-cube",
    "variant": "standard",
    "variantUrl": "dist/backgammon/variants/standard/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Standard Backgammon",
    "heading": "Winning",
    "content": "The first player to bear off all 15 checkers wins. If the opponent has not yet borne off any checkers, the winner scores a gammon worth double. If the opponent still has checkers on the bar or in the ",
    "anchor": "winning",
    "variant": "standard",
    "variantUrl": "dist/backgammon/variants/standard/"
  },
  {
    "game": "backgammon",
    "gameTitle": "Backgammon",
    "section": "Standard Backgammon",
    "heading": "Attribution",
    "content": "Standard Backgammon. Public domain rules. Source: US Backgammon Federation official rules; Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "standard",
    "variantUrl": "dist/backgammon/variants/standard/"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Chaupar (Standard)",
    "heading": "Chaupar (Standard)",
    "content": "The standard four-player form of Chaupar, played on a cross-shaped cloth board with three four-sided long dice. The game was played in the court of Mughal Emperor Akbar and is the game of dice describ",
    "anchor": "chaupar-standard",
    "variant": "standard",
    "variantUrl": "dist/chaupar/variants/standard/"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Chaupar (Standard)",
    "heading": "Equipment",
    "content": "Quantity ---------- 1 16 3",
    "anchor": "equipment",
    "variant": "standard",
    "variantUrl": "dist/chaupar/variants/standard/"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Chaupar (Standard)",
    "heading": "Setup",
    "content": "Starting positions: Pieces start on specific squares, not in the Charkoni. Count from the Charkoni exit along each player’s middle column: place two pieces on squares 6 and 7 of the middle column. The",
    "anchor": "setup",
    "variant": "standard",
    "variantUrl": "dist/chaupar/variants/standard/"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Chaupar (Standard)",
    "heading": "Throwing",
    "content": "Throw all three long dice together. The total is the move value. There are no grace rolls. The throw may be split across multiple pieces in any way the player chooses. Example: A roll of 1, 2, 6 total",
    "anchor": "throwing",
    "variant": "standard",
    "variantUrl": "dist/chaupar/variants/standard/"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Chaupar (Standard)",
    "heading": "Movement",
    "content": "Pieces travel counter-clockwise around the board: down the middle column of the player’s own arm, around the outer columns of the other three arms, and back up the home arm’s middle column to the Char",
    "anchor": "movement",
    "variant": "standard",
    "variantUrl": "dist/chaupar/variants/standard/"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Chaupar (Standard)",
    "heading": "Super-Pieces",
    "content": "Two or more same-colour pieces on the same square combine into a conglomerate piece and move as one. Capture immunity applies by size: Vulnerable to ------------ Any size Double Triple or quadruple Qu",
    "anchor": "super-pieces",
    "variant": "standard",
    "variantUrl": "dist/chaupar/variants/standard/"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Chaupar (Standard)",
    "heading": "Capture",
    "content": "Landing on a square occupied by a capturable opponent group removes that group to the Charkoni. Pieces return to the Charkoni and re-enter the board from their starting path. Tohd must capture before ",
    "anchor": "capture",
    "variant": "standard",
    "variantUrl": "dist/chaupar/variants/standard/"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Chaupar (Standard)",
    "heading": "Team Home Order",
    "content": "All Black pieces must finish before any Yellow piece may finish. All Red pieces must finish before any Green piece may finish.",
    "anchor": "team-home-order",
    "variant": "standard",
    "variantUrl": "dist/chaupar/variants/standard/"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Chaupar (Standard)",
    "heading": "Winning",
    "content": "The first team to return all eight of their combined pieces to the Charkoni wins.",
    "anchor": "winning",
    "variant": "standard",
    "variantUrl": "dist/chaupar/variants/standard/"
  },
  {
    "game": "chaupar",
    "gameTitle": "Chaupar",
    "section": "Chaupar (Standard)",
    "heading": "Attribution",
    "content": "Chaupar. Public domain. Sources: Wikipedia CC-BY-SA; mastersofgames.com Chaupar rules starting positions, super-pieces, split throws, tohd, home order; trackawesomelist Chaupar entry; labforadvancedst",
    "anchor": "attribution",
    "variant": "standard",
    "variantUrl": "dist/chaupar/variants/standard/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Absorption Chess",
    "heading": "Absorption Chess",
    "content": "When a piece captures, it permanently gains the victim's movement abilities in addition to its own. Multiple absorptions stack, creating increasingly powerful compound pieces as the game progresses.",
    "anchor": "absorption-chess",
    "variant": "absorption",
    "variantUrl": "dist/chess/variants/absorption/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Absorption Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Pieces: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "absorption",
    "variantUrl": "dist/chess/variants/absorption/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Absorption Chess",
    "heading": "Rules",
    "content": "All standard chess rules apply, with the following additions: - When a piece captures an enemy piece, the capturing piece permanently gains the movement abilities of the captured piece. - Absorbed abi",
    "anchor": "rules",
    "variant": "absorption",
    "variantUrl": "dist/chess/variants/absorption/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Absorption Chess",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King. Because the king gains abilities through captures, checkmate becomes progressively harder to achieve as the game develops. Early aggression against the king is generally",
    "anchor": "win-condition",
    "variant": "absorption",
    "variantUrl": "dist/chess/variants/absorption/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Absorption Chess",
    "heading": "Strategy",
    "content": "Material trades require careful calculation. Capturing a piece grants you its power, but your opponent loses a piece. The net effect depends on what abilities each side accumulates. Queens are dangero",
    "anchor": "strategy",
    "variant": "absorption",
    "variantUrl": "dist/chess/variants/absorption/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Absorption Chess",
    "heading": "Attribution",
    "content": "Described in The Encyclopedia of Chess Variants by David Pritchard 1994. Also known as Cannibal Chess though that name more properly refers to the replacement variant where capturing substitutes movem",
    "anchor": "attribution",
    "variant": "absorption",
    "variantUrl": "dist/chess/variants/absorption/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Alice Chess",
    "heading": "Alice Chess",
    "content": "Invented by V. R. Parton in 1953. Named after Lewis Carroll's Through the Looking-Glass — pieces step through the mirror and emerge on the other side. Alice Chess uses two standard 8×8 chessboards pla",
    "anchor": "alice-chess",
    "variant": "alice",
    "variantUrl": "dist/chess/variants/alice/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Alice Chess",
    "heading": "The Two Boards",
    "content": "Board A begins with the standard chess starting position. Board B begins empty. Boards share the same square coordinates. A piece on Board A at e4 and a piece on Board B at e4 occupy the same coordina",
    "anchor": "the-two-boards",
    "variant": "alice",
    "variantUrl": "dist/chess/variants/alice/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Alice Chess",
    "heading": "The Transfer Rule",
    "content": "After every move including captures, the piece that moved transfers to the corresponding square on the other board. - A piece on Board A at e4 transfers to Board B e4 after moving. - A piece on Board ",
    "anchor": "the-transfer-rule",
    "variant": "alice",
    "variantUrl": "dist/chess/variants/alice/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Alice Chess",
    "heading": "Setup",
    "content": "Board A: standard chess starting position. Board B: empty. All White and Black pieces begin on Board A.",
    "anchor": "setup",
    "variant": "alice",
    "variantUrl": "dist/chess/variants/alice/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Alice Chess",
    "heading": "Physical Representation",
    "content": "Alice Chess is commonly played on a single physical board with a distinguishing marker — traditionally a checker piece placed underneath — to indicate which squares are Board B. An unmarked piece occu",
    "anchor": "physical-representation",
    "variant": "alice",
    "variantUrl": "dist/chess/variants/alice/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Alice Chess",
    "heading": "Piece Movement",
    "content": "All pieces move exactly as in standard chess on their current board. The movement rules for each piece are unchanged; only the legality check is the transfer square empty? is added. Moves as in standa",
    "anchor": "piece-movement",
    "variant": "alice",
    "variantUrl": "dist/chess/variants/alice/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Alice Chess",
    "heading": "Check and Checkmate",
    "content": "A King is in check when it is on a square that would be attacked by an opponent's piece after that piece completes its transfer. In other words: a piece threatens the King's square on the board the pi",
    "anchor": "check-and-checkmate",
    "variant": "alice",
    "variantUrl": "dist/chess/variants/alice/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Alice Chess",
    "heading": "Castling",
    "content": "Castling is permitted under the standard chess conditions, with the transfer rule applied to both pieces: - The King castles on its current board, then transfers to the other board. - The Rook also mo",
    "anchor": "castling",
    "variant": "alice",
    "variantUrl": "dist/chess/variants/alice/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Alice Chess",
    "heading": "En Passant",
    "content": "En passant is not legal in Alice Chess. The complexities introduced by transfer make the en passant capture undefined in Parton's original rules.",
    "anchor": "en-passant",
    "variant": "alice",
    "variantUrl": "dist/chess/variants/alice/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Alice Chess",
    "heading": "Pawn Promotion",
    "content": "A pawn promotes upon reaching the opponent's back rank on whichever board it is currently on. Standard promotion rules apply Queen, Rook, Bishop, or Knight. The promoted piece transfers to the other b",
    "anchor": "pawn-promotion",
    "variant": "alice",
    "variantUrl": "dist/chess/variants/alice/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Alice Chess",
    "heading": "Notation",
    "content": "Standard algebraic notation with a suffix indicating the destination board after transfer: - /A — piece transfers to Board A after moving - /B — piece transfers to Board B after moving Example: 1.e4/B",
    "anchor": "notation",
    "variant": "alice",
    "variantUrl": "dist/chess/variants/alice/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Alice Chess",
    "heading": "Strategy Notes",
    "content": "- The transfer rule creates a constantly shifting layer of blocked squares. Squares that appear open may be unreachable because their mirror is occupied. - Pieces on Board B are often harder to coordi",
    "anchor": "strategy-notes",
    "variant": "alice",
    "variantUrl": "dist/chess/variants/alice/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Alice Chess",
    "heading": "Attribution",
    "content": "Alice Chess, invented by V. R. Parton, 1953. Published in Alices Abenteuer im Schachland and referenced in Hooper &amp; Whyld, The Oxford Companion to Chess 1987, p. 10 and Pritchard, Encyclopedia of ",
    "anchor": "attribution",
    "variant": "alice",
    "variantUrl": "dist/chess/variants/alice/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Almost Chess",
    "heading": "Almost Chess",
    "content": "One Queen is replaced by a Chancellor Rook + Knight compound. \"Almost\" standard chess — one piece different, but the implications ripple through the entire game.",
    "anchor": "almost-chess",
    "variant": "almost-chess",
    "variantUrl": "dist/chess/variants/almost-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Almost Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBCKBNR White: Rook, Knight, Bishop, Chancellor, King, Bishop, Knight, Rook + 8 pawns. Black: Standard setup with Queen.",
    "anchor": "setup",
    "variant": "almost-chess",
    "variantUrl": "dist/chess/variants/almost-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Almost Chess",
    "heading": "Pieces",
    "content": "Pieces: - Chancellor C — combines Rook and Knight movement. Can slide along ranks/files like a Rook OR jump in L-shapes like a Knight. Placed on d1 where White's Queen normally sits.",
    "anchor": "pieces",
    "variant": "almost-chess",
    "variantUrl": "dist/chess/variants/almost-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Almost Chess",
    "heading": "Rules",
    "content": "All standard chess rules apply. The Chancellor replaces White's Queen only. Black retains their standard Queen.",
    "anchor": "rules",
    "variant": "almost-chess",
    "variantUrl": "dist/chess/variants/almost-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Almost Chess",
    "heading": "Win Condition",
    "content": "Checkmate, same as standard chess.",
    "anchor": "win-condition",
    "variant": "almost-chess",
    "variantUrl": "dist/chess/variants/almost-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Almost Chess",
    "heading": "Strategy",
    "content": "The Chancellor is slightly weaker than a Queen no diagonal sliding but has the Knight's forking ability combined with Rook-length reach. White lacks diagonal firepower from d1 and must rely more on Bi",
    "anchor": "strategy",
    "variant": "almost-chess",
    "variantUrl": "dist/chess/variants/almost-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Almost Chess",
    "heading": "Attribution",
    "content": "Ralph Betza, 1977. Public domain.",
    "anchor": "attribution",
    "variant": "almost-chess",
    "variantUrl": "dist/chess/variants/almost-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Amazon Chess",
    "heading": "Amazon Chess",
    "content": "Both Queens are replaced by Amazons — the most powerful piece possible, combining Queen and Knight movement.",
    "anchor": "amazon-chess",
    "variant": "amazon-chess",
    "variantUrl": "dist/chess/variants/amazon-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Amazon Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup FEN: rnbmkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBMKBNR Both sides: Rook, Knight, Bishop, Amazon, King, Bishop, Knight, Rook + 8 pawns.",
    "anchor": "setup",
    "variant": "amazon-chess",
    "variantUrl": "dist/chess/variants/amazon-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Amazon Chess",
    "heading": "Pieces",
    "content": "Pieces: - Amazon M — combines Queen and Knight movement. Can slide along ranks, files, and diagonals like a Queen OR jump in L-shapes like a Knight. The most powerful piece in any chess variant.",
    "anchor": "pieces",
    "variant": "amazon-chess",
    "variantUrl": "dist/chess/variants/amazon-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Amazon Chess",
    "heading": "Rules",
    "content": "All standard chess rules apply. Amazons replace Queens for both sides symmetrically.",
    "anchor": "rules",
    "variant": "amazon-chess",
    "variantUrl": "dist/chess/variants/amazon-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Amazon Chess",
    "heading": "Win Condition",
    "content": "Checkmate, same as standard chess.",
    "anchor": "win-condition",
    "variant": "amazon-chess",
    "variantUrl": "dist/chess/variants/amazon-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Amazon Chess",
    "heading": "Strategy",
    "content": "The Amazon is devastatingly powerful — it controls more squares than any other piece and cannot be blocked by interposing. Games tend to be shorter and more tactical because the Amazon's range makes d",
    "anchor": "strategy",
    "variant": "amazon-chess",
    "variantUrl": "dist/chess/variants/amazon-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Amazon Chess",
    "heading": "Attribution",
    "content": "Traditional fairy chess piece. Variant is public domain.",
    "anchor": "attribution",
    "variant": "amazon-chess",
    "variantUrl": "dist/chess/variants/amazon-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Andernach Chess",
    "heading": "Andernach Chess",
    "content": "When a piece captures, it switches sides — the capturing piece becomes the opponent's piece on the captured square. Kings are exempt from colour change.",
    "anchor": "andernach-chess",
    "variant": "andernach",
    "variantUrl": "dist/chess/variants/andernach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Andernach Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "andernach",
    "variantUrl": "dist/chess/variants/andernach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Andernach Chess",
    "heading": "Rules",
    "content": "- All pieces move as in standard chess. - When a piece captures an enemy piece, the captured piece is removed and the capturing piece changes colour becomes the opponent's piece. - Kings are exempt — ",
    "anchor": "rules",
    "variant": "andernach",
    "variantUrl": "dist/chess/variants/andernach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Andernach Chess",
    "heading": "Win Condition",
    "content": "Checkmate standard.",
    "anchor": "win-condition",
    "variant": "andernach",
    "variantUrl": "dist/chess/variants/andernach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Andernach Chess",
    "heading": "Strategy",
    "content": "Every capture is double-edged — you remove an enemy piece but hand them the capturer. Material advantages are nearly impossible to build through captures alone. Non-capturing moves pawn advances, posi",
    "anchor": "strategy",
    "variant": "andernach",
    "variantUrl": "dist/chess/variants/andernach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Andernach Chess",
    "heading": "Attribution",
    "content": "Created for a chess composition event in Andernach, Germany, 1993. Public domain rules.",
    "anchor": "attribution",
    "variant": "andernach",
    "variantUrl": "dist/chess/variants/andernach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Anti-King Chess II",
    "heading": "Overview",
    "content": "Anti-King Chess II adds an Anti-King to each side's standard FIDE army. The Anti-King is a royal piece with inverted check: it is in check when it is not attacked by any enemy piece. A player who ends",
    "anchor": "overview",
    "variant": "anti-king-chess-2",
    "variantUrl": "dist/chess/variants/anti-king-chess-2/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Anti-King Chess II",
    "heading": "Setup",
    "content": "Standard 8×8 board. Each side begins with the normal FIDE complement plus an Anti-King placed in the center files. FEN: rnbqkbnr/pppppppp/3A4/8/8/3a4/PPPPPPPP/RNBQKBNR w KQkq - 0 1 - White: King e1, A",
    "anchor": "setup",
    "variant": "anti-king-chess-2",
    "variantUrl": "dist/chess/variants/anti-king-chess-2/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Anti-King Chess II",
    "heading": "Pieces",
    "content": "All FIDE pieces move and capture as normal. The Anti-King is a special royal piece:",
    "anchor": "pieces",
    "variant": "anti-king-chess-2",
    "variantUrl": "dist/chess/variants/anti-king-chess-2/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Anti-King Chess II",
    "heading": "Anti-King",
    "content": "- Moves one square in any direction like a King. - Is in check when it is NOT attacked by any enemy piece. - Cannot capture enemy pieces; may only capture friendly pieces. - Cannot be captured — it ca",
    "anchor": "anti-king",
    "variant": "anti-king-chess-2",
    "variantUrl": "dist/chess/variants/anti-king-chess-2/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Anti-King Chess II",
    "heading": "Rules",
    "content": "All standard FIDE rules apply with these modifications: Check and checkmate apply to both royal pieces. A player is in check if their King is attacked by an enemy piece, or if their Anti-King is not a",
    "anchor": "rules",
    "variant": "anti-king-chess-2",
    "variantUrl": "dist/chess/variants/anti-king-chess-2/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Anti-King Chess II",
    "heading": "Notes",
    "content": "The Anti-Kings start on d6 and d3 — directly in the path of development — so they tend to be well-covered early by natural piece deployment. This makes the opening phase more conservative than Anti-Ki",
    "anchor": "notes",
    "variant": "anti-king-chess-2",
    "variantUrl": "dist/chess/variants/anti-king-chess-2/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Antichess",
    "heading": "Antichess",
    "content": "Captures are mandatory. Lose all your pieces to win. Inverts the entire logic of chess.",
    "anchor": "antichess",
    "variant": "antichess",
    "variantUrl": "dist/chess/variants/antichess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Antichess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "antichess",
    "variantUrl": "dist/chess/variants/antichess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Antichess",
    "heading": "Rules",
    "content": "- If a capture is available, you MUST capture. If multiple captures are available, you may choose which one. - The King has no royal status — it can be captured like any other piece and there is no ch",
    "anchor": "rules",
    "variant": "antichess",
    "variantUrl": "dist/chess/variants/antichess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Antichess",
    "heading": "Win Condition",
    "content": "Lose all your pieces, or be stalemated.",
    "anchor": "win-condition",
    "variant": "antichess",
    "variantUrl": "dist/chess/variants/antichess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Antichess",
    "heading": "Strategy",
    "content": "You want to force your opponent to capture your pieces while avoiding being forced to keep yours. Opening theory is highly developed — certain openings force wins within a few moves.",
    "anchor": "strategy",
    "variant": "antichess",
    "variantUrl": "dist/chess/variants/antichess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Antichess",
    "heading": "Attribution",
    "content": "Also known as \"Losing Chess,\" \"Giveaway Chess,\" or \"Suicide Chess.\" Traditional variant, 19th century. Public domain.",
    "anchor": "attribution",
    "variant": "antichess",
    "variantUrl": "dist/chess/variants/antichess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Archchess",
    "heading": "Archchess",
    "content": "Archchess Italian: Arcisacchiere was invented by Dr. Francesco Piacenza and described in his book I camoeggiamenti degle Scacchi, published in Turin in 1683. It is played on a 10×10 board and adds two",
    "anchor": "archchess",
    "variant": "archchess",
    "variantUrl": "dist/chess/variants/archchess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Archchess",
    "heading": "The Board",
    "content": "10 files a–j × 10 ranks = 100 squares. Left corners at each player’s side are dark colored.",
    "anchor": "the-board",
    "variant": "archchess",
    "variantUrl": "dist/chess/variants/archchess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Archchess",
    "heading": "Starting Position",
    "content": "White rank 1: Rook a1 · Knight b1 · Bishop c1 · Centurion d1 · King e1 · Queen f1 · Decurion g1 · Bishop h1 · Knight i1 · Rook j1 White pawns rank 2: a2–j2 10 pawns Black rank 10: Rook a10 · Knight b1",
    "anchor": "starting-position",
    "variant": "archchess",
    "variantUrl": "dist/chess/variants/archchess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Archchess",
    "heading": "Pieces",
    "content": "Movement --- One square in any direction Queen Slides any distance orthogonally Bishop L-shaped leap Pawn Leaps exactly 2 squares horizontally, vertically, or diagonally Dabbaba + Alfil, or leaps as a",
    "anchor": "pieces",
    "variant": "archchess",
    "variantUrl": "dist/chess/variants/archchess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Archchess",
    "heading": "Promotion",
    "content": "Pawns reaching the last rank always promote to Queen. No other promotion choice is available.",
    "anchor": "promotion",
    "variant": "archchess",
    "variantUrl": "dist/chess/variants/archchess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Archchess",
    "heading": "Castling and the King’s Leap",
    "content": "Castling in Archchess is flexible: the Rook moves one or more squares toward the King’s original square, and the King moves one or more squares toward the Rook’s original square. As an alternative to ",
    "anchor": "castling-and-the-kings-leap",
    "variant": "archchess",
    "variantUrl": "dist/chess/variants/archchess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Archchess",
    "heading": "En Passant Exception",
    "content": "Pawns may make a double first step, except when both of the following are simultaneously true: the pawn could be captured en passant by the standard rules, and the double step would block a check on t",
    "anchor": "en-passant-exception",
    "variant": "archchess",
    "variantUrl": "dist/chess/variants/archchess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Archchess",
    "heading": "Special Rules",
    "content": "- Stalemate is a draw. - Win by checkmate only. - No bare King rule.",
    "anchor": "special-rules",
    "variant": "archchess",
    "variantUrl": "dist/chess/variants/archchess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Archchess",
    "heading": "Attribution",
    "content": "Archchess Arcisacchiere by Francesco Piacenza, 1683. Rules documented at chessvariants.com/historic.dir/arch.html Hans Bodlaender, from Gollon via Greenwood, 1997.",
    "anchor": "attribution",
    "variant": "archchess",
    "variantUrl": "dist/chess/variants/archchess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "ASEAN Chess",
    "heading": "ASEAN Chess",
    "content": "ASEAN Chess was codified by the ASEAN Chess Federation as a standardized form of traditional Southeast Asian chess intended to serve as a regional competitive standard and a bridge between FIDE chess ",
    "anchor": "asean-chess",
    "variant": "asean",
    "variantUrl": "dist/chess/variants/asean/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "ASEAN Chess",
    "heading": "Pieces",
    "content": "Local Name --- Khun Met Khon Ma Ruea Bia",
    "anchor": "pieces",
    "variant": "asean",
    "variantUrl": "dist/chess/variants/asean/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "ASEAN Chess",
    "heading": "Starting Position",
    "content": "Pawns start on rank 2 White and rank 7 Black — unlike Makruk, where Pawns begin on ranks 3 and 6. 8 ♜ ♞ ♝ ♛ ♚ ♝ ♞ ♜ 7 ♟ ♟ ♟ ♟ ♟ ♟ ♟ ♟ 6 . . . . . . . . 5 . . . . . . . . 4 . . . . . . . . 3 . . . . . ",
    "anchor": "starting-position",
    "variant": "asean",
    "variantUrl": "dist/chess/variants/asean/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "ASEAN Chess",
    "heading": "Pawn Promotion",
    "content": "A Pawn that reaches rank 6 for White or rank 3 for Black promotes immediately and automatically to a Ferz. There is no other promotion option. A promoted Ferz moves 1 square diagonally, like all Ferz ",
    "anchor": "pawn-promotion",
    "variant": "asean",
    "variantUrl": "dist/chess/variants/asean/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "ASEAN Chess",
    "heading": "Ferz and Bishop Movement",
    "content": "Both the Ferz and the Bishop move exactly 1 square diagonally. They differ only in role and number: - Each player has 1 Ferz starting next to the King. - Each player has 2 Bishops. - All three pieces ",
    "anchor": "ferz-and-bishop-movement",
    "variant": "asean",
    "variantUrl": "dist/chess/variants/asean/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "ASEAN Chess",
    "heading": "Check and Checkmate",
    "content": "Standard rules. The King is in check when attacked by any opponent piece; the owner must resolve it. Checkmate check with no legal escape ends the game; the checkmated player loses.",
    "anchor": "check-and-checkmate",
    "variant": "asean",
    "variantUrl": "dist/chess/variants/asean/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "ASEAN Chess",
    "heading": "Stalemate",
    "content": "Stalemate a player has no legal move but is not in check is a draw in ASEAN Chess — unlike in Makruk, where stalemate is a loss for the stalemated player.",
    "anchor": "stalemate",
    "variant": "asean",
    "variantUrl": "dist/chess/variants/asean/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "ASEAN Chess",
    "heading": "Counting Rules (Draw Mechanism)",
    "content": "When one side has no more Pawns, the opposing side must deliver checkmate before a move count is reached or the game is drawn. The count begins from the moment the last Pawn is captured. Moves to mate",
    "anchor": "counting-rules-draw-mechanism",
    "variant": "asean",
    "variantUrl": "dist/chess/variants/asean/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "ASEAN Chess",
    "heading": "Differences from Makruk",
    "content": "Makruk Thai --- Rank 3/6 Loss for stalemated player Makruk counting system 1-step diagonal only",
    "anchor": "differences-from-makruk",
    "variant": "asean",
    "variantUrl": "dist/chess/variants/asean/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "ASEAN Chess",
    "heading": "Attribution",
    "content": "Codified by the ASEAN Chess Federation for regional competitive play. Public domain rule set.",
    "anchor": "attribution",
    "variant": "asean",
    "variantUrl": "dist/chess/variants/asean/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Atomic Chess",
    "heading": "Atomic Chess",
    "content": "Captures explode, destroying all non-pawn pieces in a one-square radius around the capture square. Including the capturing piece.",
    "anchor": "atomic-chess",
    "variant": "atomic",
    "variantUrl": "dist/chess/variants/atomic/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Atomic Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "atomic",
    "variantUrl": "dist/chess/variants/atomic/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Atomic Chess",
    "heading": "Rules",
    "content": "- When a piece captures, an \"explosion\" occurs on the capture square. - The explosion destroys: the capturing piece, the captured piece, and ALL non-pawn pieces on squares adjacent horizontally, verti",
    "anchor": "rules",
    "variant": "atomic",
    "variantUrl": "dist/chess/variants/atomic/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Atomic Chess",
    "heading": "Win Condition",
    "content": "Destroy the opponent's King by exploding it or, rarely, checkmate.",
    "anchor": "win-condition",
    "variant": "atomic",
    "variantUrl": "dist/chess/variants/atomic/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Atomic Chess",
    "heading": "Strategy",
    "content": "Material sacrifices that trigger chain explosions near the enemy King are the primary tactic. Early Queen sacrifices are common if they explode near the King. Pawn structure matters because pawns are ",
    "anchor": "strategy",
    "variant": "atomic",
    "variantUrl": "dist/chess/variants/atomic/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Atomic Chess",
    "heading": "Attribution",
    "content": "Traditional variant. Popularised on Lichess and Chess.com. Public domain.",
    "anchor": "attribution",
    "variant": "atomic",
    "variantUrl": "dist/chess/variants/atomic/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Avalanche Chess",
    "heading": "Overview",
    "content": "Avalanche Chess adds a compulsory obligation to every move: after making a normal chess move, you must push one of your opponent's pawns one square toward you. This \"pawn push\" creates an avalanche of",
    "anchor": "overview",
    "variant": "avalanche",
    "variantUrl": "dist/chess/variants/avalanche/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Avalanche Chess",
    "heading": "Setup",
    "content": "Standard FIDE starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "avalanche",
    "variantUrl": "dist/chess/variants/avalanche/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Avalanche Chess",
    "heading": "Rules",
    "content": "All standard FIDE rules apply, with the following modifications:",
    "anchor": "rules",
    "variant": "avalanche",
    "variantUrl": "dist/chess/variants/avalanche/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Avalanche Chess",
    "heading": "The Two-Part Turn",
    "content": "Each turn consists of two parts, both of which must be completed: 1. Move: Make any legal chess move normal move, capture, castling, etc.. 2. Push: Advance one of the opponent's pawns one square forwa",
    "anchor": "the-two-part-turn",
    "variant": "avalanche",
    "variantUrl": "dist/chess/variants/avalanche/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Avalanche Chess",
    "heading": "Constraints on the Push",
    "content": "- The push is obligatory unless the opponent has no pawn that can legally be advanced all pawns blocked. - The pawn being pushed must have a clear square immediately in front of it no piece in the way",
    "anchor": "constraints-on-the-push",
    "variant": "avalanche",
    "variantUrl": "dist/chess/variants/avalanche/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Avalanche Chess",
    "heading": "Losing by Push",
    "content": "- If pushing an opponent's pawn causes the pushing player's own King to be in check i.e., the moved pawn reveals or creates a check against the pusher, that player loses immediately, even if they chec",
    "anchor": "losing-by-push",
    "variant": "avalanche",
    "variantUrl": "dist/chess/variants/avalanche/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Avalanche Chess",
    "heading": "Promotion by Push",
    "content": "- If a pushed pawn reaches the last rank promotion rank, the pawn's owner chooses what piece it promotes to. - If the promotion results in a check against the player who did the pushing, that player l",
    "anchor": "promotion-by-push",
    "variant": "avalanche",
    "variantUrl": "dist/chess/variants/avalanche/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Avalanche Chess",
    "heading": "No En Passant",
    "content": "En passant captures are not used in Avalanche Chess.",
    "anchor": "no-en-passant",
    "variant": "avalanche",
    "variantUrl": "dist/chess/variants/avalanche/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Avalanche Chess",
    "heading": "Balanced Avalanche Chess",
    "content": "White has a substantial first-move advantage in standard Avalanche Chess. To compensate, Balanced Avalanche Chess Alessandro Castelli removes White's pawn push on the very first move: White's first tu",
    "anchor": "balanced-avalanche-chess",
    "variant": "avalanche",
    "variantUrl": "dist/chess/variants/avalanche/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Avalanche Chess",
    "heading": "Strategy Notes",
    "content": "The pawn push dramatically changes strategy. A player must think not only about their own position but also which of their pawns are most dangerous when advanced. Passed pawns become double-edged: you",
    "anchor": "strategy-notes",
    "variant": "avalanche",
    "variantUrl": "dist/chess/variants/avalanche/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Balbo's Chess",
    "heading": "Balbo’s Chess",
    "content": "Balbo’s Chess was invented by M.G. Balbo in 1974 and is mentioned in Pritchard’s Encyclopedia of Chess Variants. It is played on an unusual diamond-shaped board with ten ranks of increasing then decre",
    "anchor": "balbos-chess",
    "variant": "balbos-chess",
    "variantUrl": "dist/chess/variants/balbos-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Balbo's Chess",
    "heading": "The Board",
    "content": "The board has 10 ranks, each centred on file f. The number of squares per rank and the files present is: Width --- 3 5 7 9 11 11 9 7 5 3 Total: 3+5+7+9+11+11+9+7+5+3 = 70 squares. Files a–k 11 files a",
    "anchor": "the-board",
    "variant": "balbos-chess",
    "variantUrl": "dist/chess/variants/balbos-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Balbo's Chess",
    "heading": "Starting Position",
    "content": "White: - King e1 · Queen g1 - Bishop f1 · Bishop f2 - Rook d2 · Rook h2 - Knight e2 · Knight g2 - Pawns c3–i3 7 pawns Black mirror on ranks 8–10: - King e10 · Queen g10 - Bishop f10 · Bishop f9 - Rook",
    "anchor": "starting-position",
    "variant": "balbos-chess",
    "variantUrl": "dist/chess/variants/balbos-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Balbo's Chess",
    "heading": "Promotion",
    "content": "Promotion rules depend on which square the Pawn reaches: - Rank 10 e10, f10, g10, d9, or h9 the furthest reachable squares on files d and h, which disappear before rank 10: Pawn promotes to any piece ",
    "anchor": "promotion",
    "variant": "balbos-chess",
    "variantUrl": "dist/chess/variants/balbos-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Balbo's Chess",
    "heading": "Rules",
    "content": "All standard chess rules apply checkmate wins, stalemate is a draw, en passant, castling if reachable. The unusual board shape means there is no central pawn battle in the traditional sense — the two ",
    "anchor": "rules",
    "variant": "balbos-chess",
    "variantUrl": "dist/chess/variants/balbos-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Balbo's Chess",
    "heading": "Attribution",
    "content": "Balbo’s Chess by M.G. Balbo, 1974. Documented at chessvariants.com/shape.dir/balbo.html Hans Bodlaender and Fergus Duniho, from Pritchard’s Encyclopedia of Chess Variants.",
    "anchor": "attribution",
    "variant": "balbos-chess",
    "variantUrl": "dist/chess/variants/balbos-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Benedict Chess",
    "heading": "Benedict Chess",
    "content": "There are no captures. When a piece moves to a square from which it attacks enemy pieces, those pieces convert to the mover's colour. Win by converting the opponent's King.",
    "anchor": "benedict-chess",
    "variant": "benedict",
    "variantUrl": "dist/chess/variants/benedict/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Benedict Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "benedict",
    "variantUrl": "dist/chess/variants/benedict/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Benedict Chess",
    "heading": "Rules",
    "content": "- Pieces move as in standard chess but there are NO captures. - When a piece moves to a new square, every enemy piece it now attacks could move to, if it were a capture immediately converts to the mov",
    "anchor": "rules",
    "variant": "benedict",
    "variantUrl": "dist/chess/variants/benedict/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Benedict Chess",
    "heading": "Win Condition",
    "content": "Convert the opponent's King to your colour by moving a piece that attacks the King's square.",
    "anchor": "win-condition",
    "variant": "benedict",
    "variantUrl": "dist/chess/variants/benedict/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Benedict Chess",
    "heading": "Strategy",
    "content": "Long-range pieces Queen, Bishops, Rooks are enormously powerful because they can convert many pieces at once. The game snowballs — converting pieces gives you more attackers. Protecting your King from",
    "anchor": "strategy",
    "variant": "benedict",
    "variantUrl": "dist/chess/variants/benedict/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Benedict Chess",
    "heading": "Attribution",
    "content": "C. S. Elliott, 1971. Named after Benedict Arnold. Public domain rules.",
    "anchor": "attribution",
    "variant": "benedict",
    "variantUrl": "dist/chess/variants/benedict/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Berolina Chess",
    "heading": "Berolina Chess",
    "content": "Pawns are inverted: they advance diagonally and capture straight ahead. Named after Berlin, where it was invented in 1926.",
    "anchor": "berolina-chess",
    "variant": "berolina-chess",
    "variantUrl": "dist/chess/variants/berolina-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Berolina Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup pawns use Berolina movement rules. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "berolina-chess",
    "variantUrl": "dist/chess/variants/berolina-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Berolina Chess",
    "heading": "Rules",
    "content": "- Pawns move one or two squares diagonally forward instead of straight forward. - Pawns capture one square straight forward instead of diagonally. - En passant applies to Berolina pawn double-moves. -",
    "anchor": "rules",
    "variant": "berolina-chess",
    "variantUrl": "dist/chess/variants/berolina-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Berolina Chess",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King.",
    "anchor": "win-condition",
    "variant": "berolina-chess",
    "variantUrl": "dist/chess/variants/berolina-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Berolina Chess",
    "heading": "Strategy",
    "content": "Berolina pawns control different squares than normal pawns. A pawn on e2 can advance to d3 or f3 and double-move to c4 or g4, but captures on e3. This makes pawn chains behave very differently — adjac",
    "anchor": "strategy",
    "variant": "berolina-chess",
    "variantUrl": "dist/chess/variants/berolina-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Berolina Chess",
    "heading": "Attribution",
    "content": "Invented by Edmund Hebermann in Berlin, 1926. Public domain.",
    "anchor": "attribution",
    "variant": "berolina-chess",
    "variantUrl": "dist/chess/variants/berolina-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Berserk Chess",
    "heading": "Berserk Chess",
    "content": "When you deliver check, you immediately get a bonus move with a different piece. Aggressive play is rewarded with extra tempo.",
    "anchor": "berserk-chess",
    "variant": "berserk",
    "variantUrl": "dist/chess/variants/berserk/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Berserk Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "berserk",
    "variantUrl": "dist/chess/variants/berserk/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Berserk Chess",
    "heading": "Rules",
    "content": "- Standard chess movement applies. - When a player delivers check, they immediately get one bonus move. - The bonus move must be made by a DIFFERENT piece than the one that gave check. - The bonus mov",
    "anchor": "rules",
    "variant": "berserk",
    "variantUrl": "dist/chess/variants/berserk/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Berserk Chess",
    "heading": "Win Condition",
    "content": "Checkmate standard.",
    "anchor": "win-condition",
    "variant": "berserk",
    "variantUrl": "dist/chess/variants/berserk/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Berserk Chess",
    "heading": "Strategy",
    "content": "Discovered checks are extremely powerful — the discovering piece delivers check, and the bonus move can develop or reposition another piece. Queen and Bishop batteries that create check threats domina",
    "anchor": "strategy",
    "variant": "berserk",
    "variantUrl": "dist/chess/variants/berserk/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Berserk Chess",
    "heading": "Attribution",
    "content": "Modern variant, popularised on online chess platforms 2000s. Public domain rules.",
    "anchor": "attribution",
    "variant": "berserk",
    "variantUrl": "dist/chess/variants/berserk/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Bird's Chess",
    "heading": "Overview",
    "content": "Bird’s Chess extends standard chess to a 10×8 board by adding two compound pieces per side: the Guard Rook + Knight and the Equerry Bishop + Knight. Capablanca likely drew inspiration from this game w",
    "anchor": "overview",
    "variant": "birds-chess",
    "variantUrl": "dist/chess/variants/birds-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Bird's Chess",
    "heading": "Setup",
    "content": "10-file board files a–j, 8 ranks. FEN: rnbgqkebnr/pppppppppp/10/10/10/10/PPPPPPPPPP/RNBGQKEBNR w - - 0 1 G/g = Guard, E/e = Equerry White rank 1, a–j: Rooka1, Knightb1, Bishopc1, Guardd1, Queene1, Kin",
    "anchor": "setup",
    "variant": "birds-chess",
    "variantUrl": "dist/chess/variants/birds-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Bird's Chess",
    "heading": "Pieces",
    "content": "All standard FIDE pieces move as usual. Two additional pieces:",
    "anchor": "pieces",
    "variant": "birds-chess",
    "variantUrl": "dist/chess/variants/birds-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Bird's Chess",
    "heading": "Guard",
    "content": "Moves as a Rook slides orthogonally any distance or a Knight L-shape leap. Equivalent to the Chancellor.",
    "anchor": "guard",
    "variant": "birds-chess",
    "variantUrl": "dist/chess/variants/birds-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Bird's Chess",
    "heading": "Equerry",
    "content": "Moves as a Bishop slides diagonally any distance or a Knight L-shape leap. Equivalent to the Archbishop. Not colour-bound.",
    "anchor": "equerry",
    "variant": "birds-chess",
    "variantUrl": "dist/chess/variants/birds-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Bird's Chess",
    "heading": "Rules",
    "content": "All standard FIDE rules apply with the following modifications:",
    "anchor": "rules",
    "variant": "birds-chess",
    "variantUrl": "dist/chess/variants/birds-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Bird's Chess",
    "heading": "Castling",
    "content": "Castling uses a modified rule. The King moves three squares toward the Rook; the Rook then jumps over the King to land on the square immediately adjacent to the King on the side toward center: - Queen",
    "anchor": "castling",
    "variant": "birds-chess",
    "variantUrl": "dist/chess/variants/birds-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Bird's Chess",
    "heading": "Pawn Promotion",
    "content": "Pawns reaching the far rank may promote to: Queen, Guard, Equerry, Bishop, Rook, or Knight.",
    "anchor": "pawn-promotion",
    "variant": "birds-chess",
    "variantUrl": "dist/chess/variants/birds-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Bird's Chess",
    "heading": "All Other Rules",
    "content": "En passant, stalemate draw, and all other FIDE rules apply normally. Source: chessvariants.com/large.dir/bird.html; based on Gollon manuscript sent to Greenwood, 1976",
    "anchor": "all-other-rules",
    "variant": "birds-chess",
    "variantUrl": "dist/chess/variants/birds-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Blind Chess (Banqi)",
    "heading": "Blind Chess (Banqi)",
    "content": "Banqi 半棋, bànqí, “Half Chess”, also known as Dark Chess 暗棋 or Blind Chess, is a two-player Chinese board game played on a 4×8 grid — one half of the Xiangqi board. All 32 pieces are placed face-down a",
    "anchor": "blind-chess-banqi",
    "variant": "blind-chess",
    "variantUrl": "dist/chess/variants/blind-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Blind Chess (Banqi)",
    "heading": "The Board",
    "content": "4 files × 8 ranks = 32 squares. Pieces occupy the squares not intersections. The board is played as half of a Xiangqi board, using only one side of the river.",
    "anchor": "the-board",
    "variant": "blind-chess",
    "variantUrl": "dist/chess/variants/blind-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Blind Chess (Banqi)",
    "heading": "Setup",
    "content": "All 32 pieces are shuffled and placed face-down one per square in a random arrangement. Neither player knows what piece is on which square. Piece set 16 Red + 16 Black = 32 total: Count per side --- 1",
    "anchor": "setup",
    "variant": "blind-chess",
    "variantUrl": "dist/chess/variants/blind-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Blind Chess (Banqi)",
    "heading": "Turns",
    "content": "On each turn a player does exactly one of: 1. Flip a face-down piece, revealing it. The piece belongs to whichever colour it shows, regardless of who flipped it. 2. Move one of their own face-up piece",
    "anchor": "turns",
    "variant": "blind-chess",
    "variantUrl": "dist/chess/variants/blind-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Blind Chess (Banqi)",
    "heading": "Movement",
    "content": "All pieces move identically: one square up, down, left, or right. There is no piece-specific movement in Banqi — the General, Soldier, and every piece in between all move the same way. The Cannon’s ca",
    "anchor": "movement",
    "variant": "blind-chess",
    "variantUrl": "dist/chess/variants/blind-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Blind Chess (Banqi)",
    "heading": "Capture Hierarchy (Taiwanese rules)",
    "content": "Pieces are ranked. A piece may only capture an opponent’s piece of equal or lower rank, with two exceptions: Hierarchy high to low: General → Advisor → Elephant → Chariot → Horse → Soldier Exception 1",
    "anchor": "capture-hierarchy-taiwanese-rules",
    "variant": "blind-chess",
    "variantUrl": "dist/chess/variants/blind-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Blind Chess (Banqi)",
    "heading": "Win Condition",
    "content": "The game ends when a player has no legal moves. This most commonly occurs because all of that player’s pieces have been captured. The player with no legal moves loses.",
    "anchor": "win-condition",
    "variant": "blind-chess",
    "variantUrl": "dist/chess/variants/blind-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Blind Chess (Banqi)",
    "heading": "Stalemate",
    "content": "If one player repeatedly attacks an enemy piece it cannot capture, forcing an endless cycle stalemate, rules vary by convention. Under Chinese Chess rules the instigating player must stop; under many ",
    "anchor": "stalemate",
    "variant": "blind-chess",
    "variantUrl": "dist/chess/variants/blind-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Blind Chess (Banqi)",
    "heading": "Attribution",
    "content": "Banqi is a traditional Chinese game. Rules from en.wikipedia.org/wiki/Banqi.",
    "anchor": "attribution",
    "variant": "blind-chess",
    "variantUrl": "dist/chess/variants/blind-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Breakthrough",
    "heading": "Breakthrough",
    "content": "Pawns only. First to reach the far rank wins. A minimalist abstract strategy game.",
    "anchor": "breakthrough",
    "variant": "breakthrough",
    "variantUrl": "dist/chess/variants/breakthrough/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Breakthrough",
    "heading": "Setup",
    "content": "Board: 7×7 grid 49 squares. FEN: ppppppp/ppppppp/7/7/7/PPPPPPP/PPPPPPP w - - 0 1",
    "anchor": "setup",
    "variant": "breakthrough",
    "variantUrl": "dist/chess/variants/breakthrough/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Breakthrough",
    "heading": "Pieces",
    "content": "Pieces: Each player starts with 14 pawns filling their first two ranks.",
    "anchor": "pieces",
    "variant": "breakthrough",
    "variantUrl": "dist/chess/variants/breakthrough/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Breakthrough",
    "heading": "Movement",
    "content": "- Pawns move one square forward straight ahead. - Pawns capture one square diagonally forward same as standard chess pawns. - Pawns may also MOVE not just capture one square diagonally forward. This i",
    "anchor": "movement",
    "variant": "breakthrough",
    "variantUrl": "dist/chess/variants/breakthrough/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Breakthrough",
    "heading": "Win Condition",
    "content": "First player to reach the opponent's back rank rank 7 for White, rank 1 for Black wins. If a player has no legal moves, they lose.",
    "anchor": "win-condition",
    "variant": "breakthrough",
    "variantUrl": "dist/chess/variants/breakthrough/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Breakthrough",
    "heading": "Strategy",
    "content": "Breakthrough is deceptively deep despite its simple rules. Connected groups of pawns protect each other as they advance. Sacrificing pawns to create breakthroughs gaps in the enemy line is the primary",
    "anchor": "strategy",
    "variant": "breakthrough",
    "variantUrl": "dist/chess/variants/breakthrough/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Breakthrough",
    "heading": "Attribution",
    "content": "Dan Troyka, 2000. Public domain.",
    "anchor": "attribution",
    "variant": "breakthrough",
    "variantUrl": "dist/chess/variants/breakthrough/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Brusky's Hexagonal Chess",
    "heading": "Brusky's Hexagonal Chess",
    "content": "Invented by Yakov Brusky. Played on an 84-hex horizontal board with 10 files and 10 pawns per side. Introduces an expanded pawn capture option for unmoved pawns.",
    "anchor": "bruskys-hexagonal-chess",
    "variant": "brusky",
    "variantUrl": "dist/chess/variants/brusky/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Brusky's Hexagonal Chess",
    "heading": "Setup",
    "content": "Board: 84-hex irregular hexagonal grid, horizontally oriented. 8 ranks with widths 9, 10, 11, 12, 12, 11, 10, 9 bottom to top. Files a–i on the back ranks, expanding to a–l in the middle ranks. White ",
    "anchor": "setup",
    "variant": "brusky",
    "variantUrl": "dist/chess/variants/brusky/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Brusky's Hexagonal Chess",
    "heading": "Castling",
    "content": "Castling is permitted. The King slides two cells toward the Rook short or three cells long.",
    "anchor": "castling",
    "variant": "brusky",
    "variantUrl": "dist/chess/variants/brusky/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Brusky's Hexagonal Chess",
    "heading": "Pawns",
    "content": "Pawns move one cell straight forward. They capture one cell diagonally forward. An unmoved pawn has a third option: it may capture one cell straight forward the direction of its non-capturing move. Th",
    "anchor": "pawns",
    "variant": "brusky",
    "variantUrl": "dist/chess/variants/brusky/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Brusky's Hexagonal Chess",
    "heading": "Rules",
    "content": "Identical to standard chess adapted for the hex grid except as noted.",
    "anchor": "rules",
    "variant": "brusky",
    "variantUrl": "dist/chess/variants/brusky/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Brusky's Hexagonal Chess",
    "heading": "Win Condition",
    "content": "Checkmate.",
    "anchor": "win-condition",
    "variant": "brusky",
    "variantUrl": "dist/chess/variants/brusky/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Brusky's Hexagonal Chess",
    "heading": "Attribution",
    "content": "Yakov Brusky. Public domain rules.",
    "anchor": "attribution",
    "variant": "brusky",
    "variantUrl": "dist/chess/variants/brusky/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Byzantine Chess",
    "heading": "Overview",
    "content": "Byzantine Chess is a Shatranj variant popular in 10th-century Byzantium present-day Istanbul. It is played on a circular board of four concentric rings, each containing 16 squares, for 64 squares in t",
    "anchor": "overview",
    "variant": "byzantine-chess",
    "variantUrl": "dist/chess/variants/byzantine-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Byzantine Chess",
    "heading": "Board",
    "content": "The board consists of 4 rings ranks and 16 files columns arranged in a circle: - Rank 1: innermost ring - Rank 4: outermost ring - Files a–p: 16 columns around the circumference; file p is adjacent to",
    "anchor": "board",
    "variant": "byzantine-chess",
    "variantUrl": "dist/chess/variants/byzantine-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Byzantine Chess",
    "heading": "Setup",
    "content": "White occupies one side of the circle files a and p, Black occupies the opposite side files h and i. Each side has 10 pieces and 8 pawns. White - King: a4 - Queen: p4 - Rooks: a1, p1 - Bishops: a3, p3",
    "anchor": "setup",
    "variant": "byzantine-chess",
    "variantUrl": "dist/chess/variants/byzantine-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Byzantine Chess",
    "heading": "Pieces",
    "content": "Pieces move as in Shatranj, not FIDE chess: King: moves one square in any direction, as in standard chess. Rook: slides any number of squares orthogonally, as in standard chess. Knight: jumps in an L-",
    "anchor": "pieces",
    "variant": "byzantine-chess",
    "variantUrl": "dist/chess/variants/byzantine-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Byzantine Chess",
    "heading": "Special Pawn Rule",
    "content": "On a circular board, the two sets of pawns march in opposite directions. If two friendly pawns moving in opposite directions end up on mutually opposing squares such that both are blocked, the opponen",
    "anchor": "special-pawn-rule",
    "variant": "byzantine-chess",
    "variantUrl": "dist/chess/variants/byzantine-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Byzantine Chess",
    "heading": "Rules",
    "content": "Check and checkmate apply as in standard chess: a player in check must escape; if they cannot, they lose. Stalemate is a win: a player who stalemates the opponent wins the game. Bare King bareing: a p",
    "anchor": "rules",
    "variant": "byzantine-chess",
    "variantUrl": "dist/chess/variants/byzantine-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Capablanca Chess",
    "heading": "Capablanca Chess",
    "content": "Invented by World Champion José Raúl Capablanca in the 1920s to address what he saw as the \"draw death\" of standard chess. A larger board with two new compound pieces creates richer tactical possibili",
    "anchor": "capablanca-chess",
    "variant": "capablanca",
    "variantUrl": "dist/chess/variants/capablanca/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Capablanca Chess",
    "heading": "Setup",
    "content": "Board: 10×8 ten files, eight ranks. FEN: rnabqkbcnr/pppppppppp/10/10/10/10/PPPPPPPPPP/RNABQKBCNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "capablanca",
    "variantUrl": "dist/chess/variants/capablanca/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Capablanca Chess",
    "heading": "Pieces",
    "content": "Pieces per side: Standard 16 pieces plus: - Archbishop ♗+♞ — combines Bishop and Knight movement. Placed between the Queen's Knight and Queen's Bishop. - Chancellor ♖+♞ — combines Rook and Knight move",
    "anchor": "pieces",
    "variant": "capablanca",
    "variantUrl": "dist/chess/variants/capablanca/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Capablanca Chess",
    "heading": "Rules",
    "content": "Identical to standard chess with these additions: - Castling moves the King three squares toward the Rook to accommodate the wider board. - Pawns may promote to Archbishop or Chancellor in addition to",
    "anchor": "rules",
    "variant": "capablanca",
    "variantUrl": "dist/chess/variants/capablanca/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Capablanca Chess",
    "heading": "Win Condition",
    "content": "Checkmate, same as standard chess.",
    "anchor": "win-condition",
    "variant": "capablanca",
    "variantUrl": "dist/chess/variants/capablanca/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Capablanca Chess",
    "heading": "Strategy",
    "content": "The wider board and compound pieces create more open positions. The Archbishop dominates closed diagonals while the Chancellor controls open files with knight-fork threats. Pawn structure is more flex",
    "anchor": "strategy",
    "variant": "capablanca",
    "variantUrl": "dist/chess/variants/capablanca/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Capablanca Chess",
    "heading": "Attribution",
    "content": "José Raúl Capablanca, c. 1920. Public domain.",
    "anchor": "attribution",
    "variant": "capablanca",
    "variantUrl": "dist/chess/variants/capablanca/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Carrera's Chess",
    "heading": "Overview",
    "content": "Carrera’s Chess extends standard chess to a 10×8 board by adding two compound pieces per side: the Champion Rook + Knight and the Centaur Bishop + Knight. It predates Capablanca’s Chess by three centu",
    "anchor": "overview",
    "variant": "carrera",
    "variantUrl": "dist/chess/variants/carrera/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Carrera's Chess",
    "heading": "Setup",
    "content": "10-file board files a–j, 8 ranks. The right corner on each player’s side is light-coloured. The Centaur is placed between the Rook and Knight on the Queen-side; the Champion is placed between the Knig",
    "anchor": "setup",
    "variant": "carrera",
    "variantUrl": "dist/chess/variants/carrera/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Carrera's Chess",
    "heading": "Pieces",
    "content": "All standard FIDE pieces move as usual. Two additional pieces:",
    "anchor": "pieces",
    "variant": "carrera",
    "variantUrl": "dist/chess/variants/carrera/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Carrera's Chess",
    "heading": "Champion (Campione)",
    "content": "Moves as a Rook slides orthogonally any distance or a Knight L-shape leap. Also known as Chancellor.",
    "anchor": "champion-campione",
    "variant": "carrera",
    "variantUrl": "dist/chess/variants/carrera/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Carrera's Chess",
    "heading": "Centaur (Centauro)",
    "content": "Moves as a Bishop slides diagonally any distance or a Knight L-shape leap. Also known as Archbishop. Not colour-bound due to the Knight component.",
    "anchor": "centaur-centauro",
    "variant": "carrera",
    "variantUrl": "dist/chess/variants/carrera/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Carrera's Chess",
    "heading": "No Castling",
    "content": "Castling is not used in Carrera’s Chess. Murray confirms Carrera followed Sicilian rules in which the King had no power to leap.",
    "anchor": "no-castling",
    "variant": "carrera",
    "variantUrl": "dist/chess/variants/carrera/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Carrera's Chess",
    "heading": "No En Passant",
    "content": "En passant captures are not used. Italian Chess of Carrera’s era did not permit en passant.",
    "anchor": "no-en-passant",
    "variant": "carrera",
    "variantUrl": "dist/chess/variants/carrera/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Carrera's Chess",
    "heading": "Restricted Pawn Double Move",
    "content": "Pawns may make an initial double-step move from their starting rank, with one restriction: a double move is forbidden if it would simultaneously block a check against the player’s own King AND would l",
    "anchor": "restricted-pawn-double-move",
    "variant": "carrera",
    "variantUrl": "dist/chess/variants/carrera/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Carrera's Chess",
    "heading": "Pawn Promotion",
    "content": "A Pawn reaching the far rank promotes to a Queen. Whether promotion to Champion or Centaur is permitted is historically uncertain; playing promotion to Queen, Champion, or Centaur is recommended.",
    "anchor": "pawn-promotion",
    "variant": "carrera",
    "variantUrl": "dist/chess/variants/carrera/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Carrera's Chess",
    "heading": "Draw Conditions",
    "content": "Stalemate draw, insufficient mating material, perpetual check, threefold repetition, and the 50-move rule all apply as in modern chess.",
    "anchor": "draw-conditions",
    "variant": "carrera",
    "variantUrl": "dist/chess/variants/carrera/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Carrera's Chess",
    "heading": "Modern Variant",
    "content": "Modern Carrera’s Chess uses the same setup but applies Capablanca’s Chess rules: castling is permitted King moves 3 squares toward the Rook, and promotion may include Champion and Centaur. Source: che",
    "anchor": "modern-variant",
    "variant": "carrera",
    "variantUrl": "dist/chess/variants/carrera/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Centennial Chess",
    "heading": "Centennial Chess",
    "content": "Centennial Chess is a 10×10 chess variant with 100 squares — one for each year of the 20th century. Created by John William Brown in 1999 as an entry in the Large Variant Contest, it adds four new pie",
    "anchor": "centennial-chess",
    "variant": "centennial-chess",
    "variantUrl": "dist/chess/variants/centennial-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Centennial Chess",
    "heading": "New Pieces",
    "content": "Steward: A quadra-pawn — moves as a Pawn in all four orthogonal directions forward, backward, left, right. Can also move two squares in any direction on its first move. Two Stewards in mutual coverage",
    "anchor": "new-pieces",
    "variant": "centennial-chess",
    "variantUrl": "dist/chess/variants/centennial-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Centennial Chess",
    "heading": "Starting Position",
    "content": "Files a–j 10 files; ranks 1–10. White --- R C B L K Q L B C R — Sp N — S S — N Sp — P P P P P P P P P P Key: R=Rook, C=Camel, B=Bishop, L=Murray Lion, K=King, Q=Queen, N=Knight, S=Steward, Sp=Rotating",
    "anchor": "starting-position",
    "variant": "centennial-chess",
    "variantUrl": "dist/chess/variants/centennial-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Centennial Chess",
    "heading": "Special Rules",
    "content": "Two-move privilege: Each player may make two consecutive moves per turn — until they make a capture. Upon capturing for the first time, the player permanently loses the two-move privilege; thereafter ",
    "anchor": "special-rules",
    "variant": "centennial-chess",
    "variantUrl": "dist/chess/variants/centennial-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Centennial Chess",
    "heading": "Piece Values (10×10 adjusted)",
    "content": "Value --- 0.6 Steward 2.5 Rotating Spearman 2.6 Bishop 4.4 Rook 9.1 |",
    "anchor": "piece-values-1010-adjusted",
    "variant": "centennial-chess",
    "variantUrl": "dist/chess/variants/centennial-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Centennial Chess",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King.",
    "anchor": "win-condition",
    "variant": "centennial-chess",
    "variantUrl": "dist/chess/variants/centennial-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Centennial Chess",
    "heading": "Attribution",
    "content": "Centennial Chess was created by John William Brown. Entry in the 1999 Large Variant Contest. Source: chessvariants.com/large.dir/contest/cenchess.html",
    "anchor": "attribution",
    "variant": "centennial-chess",
    "variantUrl": "dist/chess/variants/centennial-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chak",
    "heading": "Chak",
    "content": "Designed by Corey Clark 2020. Chak is played on a 9×9 board with a Mesoamerican theme inspired by the Maya. The river divides the board at rank 5; pieces gain power by crossing it. Victory is achieved",
    "anchor": "chak",
    "variant": "chak",
    "variantUrl": "dist/chess/variants/chak/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chak",
    "heading": "Board Layout",
    "content": "The board is 9×9 files a–i, ranks 1–9. The river runs between ranks 5 and 6, dividing the board into two halves. Each player’s temple is the center square of their back rank: e1 White’s temple and e9 ",
    "anchor": "board-layout",
    "variant": "chak",
    "variantUrl": "dist/chess/variants/chak/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chak",
    "heading": "Pieces",
    "content": "Count Promotion --- --- 1 Becomes Warrior Ajaw on crossing the river. Warrior Ajaw Promoted form: 1 step any direction OR 1 step diagonally same as Ajaw, but also wins by temple. 2 Shaman+ Vulture Sli",
    "anchor": "pieces",
    "variant": "chak",
    "variantUrl": "dist/chess/variants/chak/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chak",
    "heading": "The River",
    "content": "The river is the boundary between ranks 5 and 6. When a piece crosses the river moves from rank 5 to rank 6, or rank 6 to rank 5 for Black, it immediately promotes to its “+” form. Promotion is automa",
    "anchor": "the-river",
    "variant": "chak",
    "variantUrl": "dist/chess/variants/chak/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chak",
    "heading": "Temple Victory",
    "content": "A player’s Warrior Ajaw promoted Ajaw may land on the opponent’s temple square e9 for White, e1 for Black to trigger a temple victory, subject to these conditions: 1. The Warrior Ajaw must land on the",
    "anchor": "temple-victory",
    "variant": "chak",
    "variantUrl": "dist/chess/variants/chak/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chak",
    "heading": "Checkmate Victory",
    "content": "A player also wins by checkmating the opponent’s Ajaw whether base or Warrior form. The Ajaw is in check when attacked; the owner must resolve it. Checkmate check with no legal escape wins immediately",
    "anchor": "checkmate-victory",
    "variant": "chak",
    "variantUrl": "dist/chess/variants/chak/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chak",
    "heading": "Stalemate",
    "content": "If a player has no legal move but is not in check, the game is a draw.",
    "anchor": "stalemate",
    "variant": "chak",
    "variantUrl": "dist/chess/variants/chak/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chak",
    "heading": "Starting Position",
    "content": "White ranks 1–2: 2 Pa Pa Pa Pa Pa Pa Pa Pa Pa 1 Se Vu Sh Aj Sh Vu Se Rank 1 from a to i: Serpenta, Jaguarb, Vulturec, Shamand, Ajawe, Shamanf, Vultureg, Jaguarh, Serpenti. Rank 2: 7 Pawns on b2–h2; a2",
    "anchor": "starting-position",
    "variant": "chak",
    "variantUrl": "dist/chess/variants/chak/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chak",
    "heading": "Attribution",
    "content": "Designed by Corey Clark. Published via Shogun of Games. Official rules at shogunofgames.com. Public domain rule set.",
    "anchor": "attribution",
    "variant": "chak",
    "variantUrl": "dist/chess/variants/chak/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chancellor Chess",
    "heading": "Chancellor Chess",
    "content": "Chancellor Chess was published by the American Ben Foster in his 1889 book of the same name. It is played on a 9×9 board 81 squares with black squares in the corners, and adds one Chancellor a Rook+Kn",
    "anchor": "chancellor-chess",
    "variant": "chancellor-chess",
    "variantUrl": "dist/chess/variants/chancellor-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chancellor Chess",
    "heading": "The Board",
    "content": "9 files a–i × 9 ranks = 81 squares. Black squares occupy the corners.",
    "anchor": "the-board",
    "variant": "chancellor-chess",
    "variantUrl": "dist/chess/variants/chancellor-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chancellor Chess",
    "heading": "Starting Position",
    "content": "White rank 1: Rook a1 · Knight b1 · Bishop c1 · Queen d1 · King e1 · Chancellor f1 · Bishop g1 · Knight h1 · Rook i1 White pawns rank 2: a2–i2 9 pawns Black rank 9: Rook a9 · Knight b9 · Bishop c9 · Q",
    "anchor": "starting-position",
    "variant": "chancellor-chess",
    "variantUrl": "dist/chess/variants/chancellor-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chancellor Chess",
    "heading": "The Chancellor",
    "content": "The Chancellor combines the moves of a Rook and a Knight: it slides any number of squares horizontally or vertically, or leaps in an L-shape as a Knight. It is approximately equal in value to the Quee",
    "anchor": "the-chancellor",
    "variant": "chancellor-chess",
    "variantUrl": "dist/chess/variants/chancellor-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chancellor Chess",
    "heading": "Castling",
    "content": "Castling occurs under the same conditions as in orthodox chess King not in check, neither piece has moved, no attacked squares in the King’s path. When castling, the King moves two squares toward the ",
    "anchor": "castling",
    "variant": "chancellor-chess",
    "variantUrl": "dist/chess/variants/chancellor-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chancellor Chess",
    "heading": "Promotion",
    "content": "Pawns reaching the last rank may promote to Queen, Rook, Bishop, Knight, or Chancellor.",
    "anchor": "promotion",
    "variant": "chancellor-chess",
    "variantUrl": "dist/chess/variants/chancellor-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chancellor Chess",
    "heading": "Special Rules",
    "content": "All standard FIDE chess rules apply on the 9×9 board except where noted above. En passant applies as in standard chess.",
    "anchor": "special-rules",
    "variant": "chancellor-chess",
    "variantUrl": "dist/chess/variants/chancellor-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chancellor Chess",
    "heading": "Attribution",
    "content": "Chancellor Chess by Ben Foster, published 1889. Rules from chessvariants.com/large.dir/chancellor.html Hans Bodlaender, 1997.",
    "anchor": "attribution",
    "variant": "chancellor-chess",
    "variantUrl": "dist/chess/variants/chancellor-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chaturanga",
    "heading": "Chaturanga",
    "content": "Chaturanga Sanskrit: चतुरङ्ग, \"four divisions\" is the ancient Indian predecessor of chess, Shogi, Xiangqi, and all related replacement-capture games. First attested in Sanskrit texts c. 600 CE, it is ",
    "anchor": "chaturanga",
    "variant": "chaturanga",
    "variantUrl": "dist/chess/variants/chaturanga/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chaturanga",
    "heading": "Setup",
    "content": "Board: Standard 8×8. The original ashtapada board was plain and uncheckered; the alternating square colouring shown here is a modern convention. Starting position Manasollasa, Bock-Raming 1996: Back r",
    "anchor": "setup",
    "variant": "chaturanga",
    "variantUrl": "dist/chess/variants/chaturanga/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chaturanga",
    "heading": "Pieces",
    "content": "English Movement --- --- King One step in any direction orthogonal or diagonal. No castling. Mantri 1 Elephant Leaps exactly two squares diagonally, jumping over any intervening piece. Colour-bound: r",
    "anchor": "pieces",
    "variant": "chaturanga",
    "variantUrl": "dist/chess/variants/chaturanga/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chaturanga",
    "heading": "Rules",
    "content": "White moves first. Players alternate one move per turn. A piece may move to an empty square or capture an opponent's piece by occupying its square, removing it from the board. A piece may not move to ",
    "anchor": "rules",
    "variant": "chaturanga",
    "variantUrl": "dist/chess/variants/chaturanga/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chaturanga",
    "heading": "Win Conditions",
    "content": "Checkmate: The Raja is in check with no legal escape. The opponent wins. Bare king: Capturing all of the opponent's pieces except the Raja wins the game. Exception: if the opponent can bare your own R",
    "anchor": "win-conditions",
    "variant": "chaturanga",
    "variantUrl": "dist/chess/variants/chaturanga/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chaturanga",
    "heading": "Differences from Modern Chess",
    "content": "- No castling - No en passant - No double pawn advance on the first move - Pawns promote to Mantri only - Stalemate is a win for the stalemated player, not a draw - Bare king wins: reducing the oppone",
    "anchor": "differences-from-modern-chess",
    "variant": "chaturanga",
    "variantUrl": "dist/chess/variants/chaturanga/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chaturanga",
    "heading": "Historical Context",
    "content": "Chaturanga was transmitted from India to Persia around the 7th century CE, where it became Shatranj. Key changes during this transition: the dice were abandoned entirely, and explicit check and checkm",
    "anchor": "historical-context",
    "variant": "chaturanga",
    "variantUrl": "dist/chess/variants/chaturanga/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chaturanga",
    "heading": "Attribution",
    "content": "Rules transcribed from two sources via the Ludii Game Corpus, Maastricht University: - Manasollasa ruleset, citing Bock-Raming 1996 Sanskrit scholarship on the 12th-century Manasollasa text - al-Adli ",
    "anchor": "attribution",
    "variant": "chaturanga",
    "variantUrl": "dist/chess/variants/chaturanga/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Checkless Chess",
    "heading": "Checkless Chess",
    "content": "You may not give check unless that check is also checkmate. The King becomes a bold attacker since it cannot be casually harassed.",
    "anchor": "checkless-chess",
    "variant": "checkless",
    "variantUrl": "dist/chess/variants/checkless/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Checkless Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "checkless",
    "variantUrl": "dist/chess/variants/checkless/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Checkless Chess",
    "heading": "Rules",
    "content": "- Standard chess movement applies. - A player may NOT give check unless that check is simultaneously checkmate. - Any move that would deliver check but not checkmate is illegal. - The King can advance",
    "anchor": "rules",
    "variant": "checkless",
    "variantUrl": "dist/chess/variants/checkless/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Checkless Chess",
    "heading": "Win Condition",
    "content": "Checkmate — the only legal form of check.",
    "anchor": "win-condition",
    "variant": "checkless",
    "variantUrl": "dist/chess/variants/checkless/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Checkless Chess",
    "heading": "Strategy",
    "content": "The King becomes a powerful attacking piece — use it actively in the middlegame since it cannot be harassed. Focus on restricting the opponent's King mobility so that when you finally deliver check, i",
    "anchor": "strategy",
    "variant": "checkless",
    "variantUrl": "dist/chess/variants/checkless/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Checkless Chess",
    "heading": "Attribution",
    "content": "Traditional variant. Earliest documented reference in Max Lange, 1857. Public domain.",
    "anchor": "attribution",
    "variant": "checkless",
    "variantUrl": "dist/chess/variants/checkless/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chennis",
    "heading": "Chennis",
    "content": "Designed by Corey Clark. Chennis adapts chess to a tennis-themed format on a 7×7 board. The net divides the board between ranks 4 and 5. Victory is achieved by getting a Pawn to the opponent’s back ra",
    "anchor": "chennis",
    "variant": "chennis",
    "variantUrl": "dist/chess/variants/chennis/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chennis",
    "heading": "Board Layout",
    "content": "The board is 7×7 files a–g, ranks 1–7. A net runs across the middle of the board, forming a barrier between ranks 4 and 5. This net restricts most pieces to their own half unless they can jump Knights",
    "anchor": "board-layout",
    "variant": "chennis",
    "variantUrl": "dist/chess/variants/chennis/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chennis",
    "heading": "Win Condition",
    "content": "The game is won by advancing any Pawn to the opponent’s back rank: - White wins by placing a Pawn on rank 7. - Black wins by placing a Pawn on rank 1. Checkmate is NOT a win condition in Chennis. Howe",
    "anchor": "win-condition",
    "variant": "chennis",
    "variantUrl": "dist/chess/variants/chennis/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chennis",
    "heading": "Pieces",
    "content": "Count Net Rule --- --- 1 Cannot cross the net. Queen Any distance, any direction 2 Cannot cross the net. Bishop Diagonal slide, unlimited 2 May cross the net freely. A Knight can land on either side o",
    "anchor": "pieces",
    "variant": "chennis",
    "variantUrl": "dist/chess/variants/chennis/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chennis",
    "heading": "The Net Rule",
    "content": "All pieces except the Knight and Pawn are confined to their half of the board and may not slide, step, or capture across the net boundary: - White’s pieces except Knight and Pawn are confined to ranks",
    "anchor": "the-net-rule",
    "variant": "chennis",
    "variantUrl": "dist/chess/variants/chennis/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chennis",
    "heading": "Check and the King",
    "content": "The King may be placed in check by opponent pieces, including Knights that have crossed the net. The owner must resolve any check on their turn, even though checkmate is not the win condition. If the ",
    "anchor": "check-and-the-king",
    "variant": "chennis",
    "variantUrl": "dist/chess/variants/chennis/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chennis",
    "heading": "Pawn Rules",
    "content": "- No double first move. - No en passant. - A Pawn reaching rank 7 White or rank 1 Black wins the game immediately — it does not promote. - A Pawn at rank 4 may advance to rank 5 on its normal forward ",
    "anchor": "pawn-rules",
    "variant": "chennis",
    "variantUrl": "dist/chess/variants/chennis/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chennis",
    "heading": "Starting Position",
    "content": "White ranks 1–2: 2 Pa Pa Pa Pa Pa Pa Pa 1 R N B K Q B N R Rank 1 from a to g: Rook, Knight, Bishop, King, Queen, Bishop, Knight, Rook. Rank 2: 7 Pawns. Black mirrors on ranks 6–7.",
    "anchor": "starting-position",
    "variant": "chennis",
    "variantUrl": "dist/chess/variants/chennis/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chennis",
    "heading": "Attribution",
    "content": "Designed by Corey Clark. Published via Shogun of Games. Public domain rule set.",
    "anchor": "attribution",
    "variant": "chennis",
    "variantUrl": "dist/chess/variants/chennis/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chigorin",
    "heading": "Chigorin",
    "content": "White replaces both Bishops with Knights. Four Knights vs two Knights and two Bishops — a fundamental asymmetry that changes positional evaluation.",
    "anchor": "chigorin",
    "variant": "chigorin",
    "variantUrl": "dist/chess/variants/chigorin/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chigorin",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNNQKNNR White: Rook, Knight, Knight, Queen, King, Knight, Knight, Rook + 8 pawns. Black: Standard setup.",
    "anchor": "setup",
    "variant": "chigorin",
    "variantUrl": "dist/chess/variants/chigorin/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chigorin",
    "heading": "Rules",
    "content": "All standard chess rules apply. Castling is available for both sides.",
    "anchor": "rules",
    "variant": "chigorin",
    "variantUrl": "dist/chess/variants/chigorin/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chigorin",
    "heading": "Win Condition",
    "content": "Checkmate, same as standard chess.",
    "anchor": "win-condition",
    "variant": "chigorin",
    "variantUrl": "dist/chess/variants/chigorin/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chigorin",
    "heading": "Strategy",
    "content": "White has four Knights — superb in closed positions with lots of outposts, but weak on open boards where Bishops dominate. White should keep the position closed and create pawn chains that give Knight",
    "anchor": "strategy",
    "variant": "chigorin",
    "variantUrl": "dist/chess/variants/chigorin/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Chigorin",
    "heading": "Attribution",
    "content": "Named after Mikhail Chigorin. Variant design is traditional. Public domain.",
    "anchor": "attribution",
    "variant": "chigorin",
    "variantUrl": "dist/chess/variants/chigorin/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Circular Chess",
    "heading": "Overview",
    "content": "Circular Chess is a modern variant inspired by the ancient Byzantine round chess boards depicted in historical sources. It is played on a circular board of 4 concentric rings, each containing 16 squar",
    "anchor": "overview",
    "variant": "circular-chess",
    "variantUrl": "dist/chess/variants/circular-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Circular Chess",
    "heading": "Board",
    "content": "The board has: - 4 rings ranks: ring 1 = innermost, ring 4 = outermost - 16 files: numbered 1–16 going around the circumference; file 16 is adjacent to file 1 - No corners, no edges — every ring is a ",
    "anchor": "board",
    "variant": "circular-chess",
    "variantUrl": "dist/chess/variants/circular-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Circular Chess",
    "heading": "Setup",
    "content": "The starting position is derived from orthodox chess by \"folding\" the FIDE board into a circle. White and Black occupy opposite sides of the ring. Each player's pieces are arranged by ring: White ----",
    "anchor": "setup",
    "variant": "circular-chess",
    "variantUrl": "dist/chess/variants/circular-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Circular Chess",
    "heading": "Pieces",
    "content": "All pieces move as in standard FIDE chess, with adaptations for the circular board: Queen and Rook may slide any number of squares along a ring or between rings, but may not make a \"null move\" — they ",
    "anchor": "pieces",
    "variant": "circular-chess",
    "variantUrl": "dist/chess/variants/circular-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Circular Chess",
    "heading": "Rules",
    "content": "All standard FIDE rules apply with the following changes: No castling. No en passant. Null moves are illegal. A Rook or Queen cannot move all the way around a ring and return to its starting square. A",
    "anchor": "rules",
    "variant": "circular-chess",
    "variantUrl": "dist/chess/variants/circular-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Circular Chess",
    "heading": "Strategy Notes",
    "content": "On the circular board, the Rook and Queen have significantly enhanced range they can sweep an entire ring, while Bishops and Knights are weaker than in FIDE chess each can reach fewer squares. Basic c",
    "anchor": "strategy-notes",
    "variant": "circular-chess",
    "variantUrl": "dist/chess/variants/circular-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Citadel Chess",
    "heading": "Citadel Chess",
    "content": "Citadel Chess Shatranj al-Husun, “Chess of the Fortresses” is a historical Shatranj variant described by Gollon based on Murray and Pritchard. It is played on a 10×10 board augmented with four corner ",
    "anchor": "citadel-chess",
    "variant": "citadel-chess",
    "variantUrl": "dist/chess/variants/citadel-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Citadel Chess",
    "heading": "The Board",
    "content": "The main playing area is a 10×10 grid files b–k, ranks 2–11. Four additional citadel squares are positioned diagonally off each corner of the main grid: - a1 and l1 — White’s citadels adjacent to Whit",
    "anchor": "the-board",
    "variant": "citadel-chess",
    "variantUrl": "dist/chess/variants/citadel-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Citadel Chess",
    "heading": "Starting Position",
    "content": "White back rank rank 2: Rook b2 · Knight c2 · War Machine d2 · Elephant e2 · King f2 · General g2 · War Machine h2 · Elephant i2 · Knight j2 · Rook k2 White pawns rank 3: b3–k3 10 pawns Black back ran",
    "anchor": "starting-position",
    "variant": "citadel-chess",
    "variantUrl": "dist/chess/variants/citadel-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Citadel Chess",
    "heading": "Pieces",
    "content": "Movement --- One square in any direction General Firzan Leaps exactly 2 squares diagonally; can jump the intervening square Knight Faras Slides any distance orthogonally Pawn Slides any distance diago",
    "anchor": "pieces",
    "variant": "citadel-chess",
    "variantUrl": "dist/chess/variants/citadel-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Citadel Chess",
    "heading": "Citadel Rules",
    "content": "- A King may move into a citadel square on the opponent’s side of the board a12 or l12 for White; a1 or l1 for Black. - If the King enters the opponent’s citadel and cannot be captured on the very nex",
    "anchor": "citadel-rules",
    "variant": "citadel-chess",
    "variantUrl": "dist/chess/variants/citadel-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Citadel Chess",
    "heading": "Special Rules",
    "content": "- Stalemate is a win for the stalemating player. - No bare King rule — the game continues normally when a player has only the King. - No castling, no en passant. - Promotion: Pawns promote to Generals",
    "anchor": "special-rules",
    "variant": "citadel-chess",
    "variantUrl": "dist/chess/variants/citadel-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Citadel Chess",
    "heading": "Attribution",
    "content": "Citadel Chess documented at chessvariants.com/historic.dir/citadel.html Hans Bodlaender, from Gollon/Murray/Pritchard.",
    "anchor": "attribution",
    "variant": "citadel-chess",
    "variantUrl": "dist/chess/variants/citadel-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Codrus",
    "heading": "Codrus",
    "content": "Sacrifice your King to win. There is no concept of check — the King can walk into danger and must be deliberately captured. Named after King Codrus of Athens, who sacrificed himself to save his city.",
    "anchor": "codrus",
    "variant": "codrus",
    "variantUrl": "dist/chess/variants/codrus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Codrus",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "codrus",
    "variantUrl": "dist/chess/variants/codrus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Codrus",
    "heading": "Rules",
    "content": "- There is NO check, NO checkmate. The King is not protected by check rules. - The King can move into attacked squares freely. - The King can be captured like any other piece. - Forced captures do NOT",
    "anchor": "rules",
    "variant": "codrus",
    "variantUrl": "dist/chess/variants/codrus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Codrus",
    "heading": "Win Condition",
    "content": "Lose your King have it captured by the opponent. You WANT your King captured.",
    "anchor": "win-condition",
    "variant": "codrus",
    "variantUrl": "dist/chess/variants/codrus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Codrus",
    "heading": "Strategy",
    "content": "A mind-bending inversion. You want to get your King captured, but your opponent doesn't want to capture it. The game becomes about forcing your King into positions where your opponent has no choice bu",
    "anchor": "strategy",
    "variant": "codrus",
    "variantUrl": "dist/chess/variants/codrus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Codrus",
    "heading": "Attribution",
    "content": "Named after King Codrus of Athens. Traditional variant. Public domain.",
    "anchor": "attribution",
    "variant": "codrus",
    "variantUrl": "dist/chess/variants/codrus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Congo",
    "heading": "Congo",
    "content": "Congo is a chess variant invented by Demian Freeling at age seven in the Christmas holidays of 1982–83. His father Christian Freeling designer of Grand Chess set the constraints — a 7×7 board, seven p",
    "anchor": "congo",
    "variant": "congo",
    "variantUrl": "dist/chess/variants/congo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Congo",
    "heading": "The Board",
    "content": "7 files a–g × 7 ranks = 49 squares. The river occupies rank 4 the middle rank. Each side has a castle: a 3×3 area at their end of the board. - White’s castle: c1–e3 - Black’s castle: c5–e7",
    "anchor": "the-board",
    "variant": "congo",
    "variantUrl": "dist/chess/variants/congo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Congo",
    "heading": "Starting Position",
    "content": "White rank 1: Giraffe a1 · Monkey b1 · Elephant c1 · Lion d1 · Elephant e1 · Crocodile f1 · Zebra g1 White pawns rank 2: a2–g2 7 pawns Black rank 7: Giraffe a7 · Monkey b7 · Elephant c7 · Lion d7 · El",
    "anchor": "starting-position",
    "variant": "congo",
    "variantUrl": "dist/chess/variants/congo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Congo",
    "heading": "Lion",
    "content": "Moves one square in any direction as a chess king, but may not leave its castle. Exception: if the two Lions are aligned along a file or diagonal with no pieces in between, the Lion may jump to the ot",
    "anchor": "lion",
    "variant": "congo",
    "variantUrl": "dist/chess/variants/congo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Congo",
    "heading": "Zebra",
    "content": "Leaps in an L-shape, exactly as a standard chess Knight.",
    "anchor": "zebra",
    "variant": "congo",
    "variantUrl": "dist/chess/variants/congo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Congo",
    "heading": "Giraffe",
    "content": "Jumps to the second square in any direction orthogonal or diagonal — a 2-step leap that cannot be blocked by intervening pieces. Also has a non-capturing King move one square in any direction without ",
    "anchor": "giraffe",
    "variant": "congo",
    "variantUrl": "dist/chess/variants/congo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Congo",
    "heading": "Elephant",
    "content": "Moves to the first or second square in any straight orthogonal direction. The second-square move is a jump and cannot be blocked.",
    "anchor": "elephant",
    "variant": "congo",
    "variantUrl": "dist/chess/variants/congo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Congo",
    "heading": "Crocodile",
    "content": "Moves one square in any direction king move. In addition: - Outside the river: can also slide along any file toward the river including the river square itself as a rook. - Inside the river: can also ",
    "anchor": "crocodile",
    "variant": "congo",
    "variantUrl": "dist/chess/variants/congo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Congo",
    "heading": "Monkey",
    "content": "Moves without capturing one square in any direction. Captures by jumping over an adjacent piece orthogonal or diagonal to the vacant square immediately beyond — exactly as in draughts. Multiple consec",
    "anchor": "monkey",
    "variant": "congo",
    "variantUrl": "dist/chess/variants/congo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Congo",
    "heading": "Pawn",
    "content": "Moves and captures straight forward or diagonally forward unlike standard chess pawns. Across the river: may also retreat one or two squares straight backward no capture or jump on the retreat. Promot",
    "anchor": "pawn",
    "variant": "congo",
    "variantUrl": "dist/chess/variants/congo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Congo",
    "heading": "Terrain Rules",
    "content": "The river rank 4: Non-Crocodile pieces that move into the river survive one turn there. If the piece is not moved out of the river on the owner’s very next turn, it drowns and is removed from play. A ",
    "anchor": "terrain-rules",
    "variant": "congo",
    "variantUrl": "dist/chess/variants/congo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Congo",
    "heading": "Win Condition",
    "content": "Capture the opponent’s Lion. There is no check or checkmate. Stalemate does not exist if a player has no legal moves, they have lost their Lion, which is impossible, or the position is otherwise termi",
    "anchor": "win-condition",
    "variant": "congo",
    "variantUrl": "dist/chess/variants/congo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Congo",
    "heading": "Attribution",
    "content": "Congo was invented by Demian Freeling in 1982. Rules copyright Mindsports, used with permission. Documented at chessvariants.com/ms.dir/congo.html by Christian Freeling and Hans Bodlaender.",
    "anchor": "attribution",
    "variant": "congo",
    "variantUrl": "dist/chess/variants/congo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Courier Chess",
    "heading": "Courier Chess",
    "content": "A medieval large-board variant documented since 1202, predating the modern Queen and Bishop moves. One of the oldest recorded chess variants in Europe.",
    "anchor": "courier-chess",
    "variant": "courier",
    "variantUrl": "dist/chess/variants/courier/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Courier Chess",
    "heading": "Setup",
    "content": "Board: 12×8 96 squares. FEN: rnebfsksbenr/pppppppppppp/12/12/12/12/PPPPPPPPPPPP/RNEBFSKSBENR w - - 0 1 Pieces per side, from a-file: Rook, Knight, Elephant, Courier, General, Sage, King, Sage, Courier",
    "anchor": "setup",
    "variant": "courier",
    "variantUrl": "dist/chess/variants/courier/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Courier Chess",
    "heading": "Rules",
    "content": "Standard chess movement applies per the table above. No castling. No pawn double-step. No en passant. Stalemate counts as a win medieval rules.",
    "anchor": "rules",
    "variant": "courier",
    "variantUrl": "dist/chess/variants/courier/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Courier Chess",
    "heading": "Win Condition",
    "content": "Checkmate or stalemate stalemate = win for the side delivering it in medieval rules. Historical note: The Courier was the first piece to move like a modern Bishop — this game introduced unlimited diag",
    "anchor": "win-condition",
    "variant": "courier",
    "variantUrl": "dist/chess/variants/courier/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Courier Chess",
    "heading": "Strategy",
    "content": "The General proto-Queen is extremely weak — one diagonal step. The Couriers modern Bishops are the strongest attacking pieces. The wide board makes Knight development slow. Alfils Elephants can leap b",
    "anchor": "strategy",
    "variant": "courier",
    "variantUrl": "dist/chess/variants/courier/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Courier Chess",
    "heading": "Attribution",
    "content": "First documented 1202 Wirnt von Gravenberg. Public domain.",
    "anchor": "attribution",
    "variant": "courier",
    "variantUrl": "dist/chess/variants/courier/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Crazy 38's",
    "heading": "Crazy 38's",
    "content": "Crazy 38's is a chess variant by Ben Good, invented as an entry for Hans Bodlaender's 38 Squares Contest submission deadline January 31, 1998. It plays on a 38-square board with a built-in loop connec",
    "anchor": "crazy-38s",
    "variant": "crazy-38s",
    "variantUrl": "dist/chess/variants/crazy-38s/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Crazy 38's",
    "heading": "The Board",
    "content": "A 38-square checkered board. Notation uses letters a–h for rows running down one side and numbers 1–8 for columns running up the other side; not every letter–number combination corresponds to an exist",
    "anchor": "the-board",
    "variant": "crazy-38s",
    "variantUrl": "dist/chess/variants/crazy-38s/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Crazy 38's",
    "heading": "Starting Position",
    "content": "Each player begins with the following pieces: Quantity --- 1 Rook 1 Knight 1 Gold General 4 |",
    "anchor": "starting-position",
    "variant": "crazy-38s",
    "variantUrl": "dist/chess/variants/crazy-38s/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Crazy 38's",
    "heading": "Piece Movements",
    "content": "King — moves to any adjacent square orthogonal or diagonal. Rook — slides any number of squares orthogonally as long as the path is unblocked. Can exploit the board's loop connection to travel around ",
    "anchor": "piece-movements",
    "variant": "crazy-38s",
    "variantUrl": "dist/chess/variants/crazy-38s/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Crazy 38's",
    "heading": "Drops",
    "content": "Crazy 38's uses Shogi-style drops: instead of making a normal move, a player may drop any piece from their hand onto any vacant square, with the following restrictions: - A Pawn may not be dropped ont",
    "anchor": "drops",
    "variant": "crazy-38s",
    "variantUrl": "dist/chess/variants/crazy-38s/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Crazy 38's",
    "heading": "Win Condition",
    "content": "A player wins by either: 1. Checkmating the opponent's King, or 2. Moving their own King onto the opponent's Home Square.",
    "anchor": "win-condition",
    "variant": "crazy-38s",
    "variantUrl": "dist/chess/variants/crazy-38s/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Crazy 38's",
    "heading": "Attribution",
    "content": "Crazy 38's was designed by Ben Good. Entry submitted to the 38 Squares Contest, January 1998. Source: chessvariants.com/38.dir/crazy/crazy38s.html",
    "anchor": "attribution",
    "variant": "crazy-38s",
    "variantUrl": "dist/chess/variants/crazy-38s/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Crazyhouse",
    "heading": "Crazyhouse",
    "content": "Captured pieces join the captor's reserve. Instead of moving, you may drop a piece from your hand onto any empty square. The most popular chess variant online.",
    "anchor": "crazyhouse",
    "variant": "crazyhouse",
    "variantUrl": "dist/chess/variants/crazyhouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Crazyhouse",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. Each player begins with an empty hand reserve. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "crazyhouse",
    "variantUrl": "dist/chess/variants/crazyhouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Crazyhouse",
    "heading": "Rules",
    "content": "- When you capture an opponent's piece, it switches colour and enters your hand reserve. - Instead of making a normal move, you may drop a piece from your hand onto any empty square. - Pawns cannot be",
    "anchor": "rules",
    "variant": "crazyhouse",
    "variantUrl": "dist/chess/variants/crazyhouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Crazyhouse",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King.",
    "anchor": "win-condition",
    "variant": "crazyhouse",
    "variantUrl": "dist/chess/variants/crazyhouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Crazyhouse",
    "heading": "Strategy",
    "content": "Piece drops create explosive tactical possibilities — no piece is ever truly lost. Material advantage matters less than board control and king safety. Early attacks are common because captured pieces ",
    "anchor": "strategy",
    "variant": "crazyhouse",
    "variantUrl": "dist/chess/variants/crazyhouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Crazyhouse",
    "heading": "Attribution",
    "content": "Traditional variant. Derives from Shogi's drop mechanic applied to Western chess. Popularised on Lichess and FICS. Public domain.",
    "anchor": "attribution",
    "variant": "crazyhouse",
    "variantUrl": "dist/chess/variants/crazyhouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Cylinder Chess",
    "heading": "Cylinder Chess",
    "content": "The board wraps horizontally, forming a cylinder. The a-file is adjacent to the h-file.",
    "anchor": "cylinder-chess",
    "variant": "cylinder-chess",
    "variantUrl": "dist/chess/variants/cylinder-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Cylinder Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8 files wrap. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "cylinder-chess",
    "variantUrl": "dist/chess/variants/cylinder-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Cylinder Chess",
    "heading": "Rules",
    "content": "- The a-file connects to the h-file. Moving left from a1 reaches h1; moving right from h1 reaches a1. - Rooks can slide across the wrap e.g. Ra1 can move to h1 via the wrap, or slide all the way aroun",
    "anchor": "rules",
    "variant": "cylinder-chess",
    "variantUrl": "dist/chess/variants/cylinder-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Cylinder Chess",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King.",
    "anchor": "win-condition",
    "variant": "cylinder-chess",
    "variantUrl": "dist/chess/variants/cylinder-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Cylinder Chess",
    "heading": "Strategy",
    "content": "Bishops become much more powerful on a cylinder — they can reach every square of their colour. Rook files are no longer safe flanks since attacks can come from behind via the wrap. Flank pawns gain ad",
    "anchor": "strategy",
    "variant": "cylinder-chess",
    "variantUrl": "dist/chess/variants/cylinder-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Cylinder Chess",
    "heading": "Attribution",
    "content": "Traditional variant with roots in 19th-century chess composition. Public domain.",
    "anchor": "attribution",
    "variant": "cylinder-chess",
    "variantUrl": "dist/chess/variants/cylinder-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Cylindrical Chess",
    "heading": "Overview",
    "content": "Cylindrical Chess is played on a standard 8×8 board, but the board is treated as a cylinder: the left and right edges are connected. File a is adjacent to file h. A piece that moves off one edge of th",
    "anchor": "overview",
    "variant": "cylindrical-chess",
    "variantUrl": "dist/chess/variants/cylindrical-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Cylindrical Chess",
    "heading": "Setup",
    "content": "Standard FIDE starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "cylindrical-chess",
    "variantUrl": "dist/chess/variants/cylindrical-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Cylindrical Chess",
    "heading": "Rules",
    "content": "All standard FIDE rules apply with the following modifications for the cylindrical board:",
    "anchor": "rules",
    "variant": "cylindrical-chess",
    "variantUrl": "dist/chess/variants/cylindrical-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Cylindrical Chess",
    "heading": "Cylindrical Movement",
    "content": "All pieces may move and attack across the board edge. File a and file h are adjacent: - A Rook on a3 may slide left away from the board edge to h3, g3, f3, etc. — provided those squares are not blocke",
    "anchor": "cylindrical-movement",
    "variant": "cylindrical-chess",
    "variantUrl": "dist/chess/variants/cylindrical-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Cylindrical Chess",
    "heading": "En Passant",
    "content": "En passant works normally across the cylinder. For example: if White has a pawn on a5 and Black plays h7–h5, White may capture en passant with a5×h6.",
    "anchor": "en-passant",
    "variant": "cylindrical-chess",
    "variantUrl": "dist/chess/variants/cylindrical-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Cylindrical Chess",
    "heading": "Castling",
    "content": "Castling is permitted under standard FIDE conditions. The Rook does not cross the board edge during castling — only standard castling not over the edge is allowed.",
    "anchor": "castling",
    "variant": "cylindrical-chess",
    "variantUrl": "dist/chess/variants/cylindrical-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Cylindrical Chess",
    "heading": "Null Moves",
    "content": "A piece may not make a null move — it cannot travel all the way around the board to return to its starting square. Such moves are only allowed in some problem contexts.",
    "anchor": "null-moves",
    "variant": "cylindrical-chess",
    "variantUrl": "dist/chess/variants/cylindrical-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Cylindrical Chess",
    "heading": "Stalemate",
    "content": "Stalemate is a draw, as in standard chess.",
    "anchor": "stalemate",
    "variant": "cylindrical-chess",
    "variantUrl": "dist/chess/variants/cylindrical-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Cylindrical Chess",
    "heading": "Strategy Notes",
    "content": "Piece values are significantly different from standard chess: Approx. value ------- 1 Knight 4 Rook 11 | Bishops are considerably stronger than in standard chess because they can reach more squares vi",
    "anchor": "strategy-notes",
    "variant": "cylindrical-chess",
    "variantUrl": "dist/chess/variants/cylindrical-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dark Chess",
    "heading": "Dark Chess",
    "content": "The most restrictive fog variant. Each player can ONLY see squares occupied by their own pieces — not squares they attack. Chess becomes a game of memory, deduction, and blind aggression.",
    "anchor": "dark-chess",
    "variant": "dark-chess",
    "variantUrl": "dist/chess/variants/dark-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dark Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8, but each player's view is severely limited. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "dark-chess",
    "variantUrl": "dist/chess/variants/dark-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dark Chess",
    "heading": "Rules",
    "content": "Visibility: - You can ONLY see squares occupied by your own pieces. - All other squares are invisible — you cannot see enemy pieces or empty squares. - When you move a piece, you discover what is on t",
    "anchor": "rules",
    "variant": "dark-chess",
    "variantUrl": "dist/chess/variants/dark-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dark Chess",
    "heading": "Win Condition",
    "content": "Capture the opponent's King.",
    "anchor": "win-condition",
    "variant": "dark-chess",
    "variantUrl": "dist/chess/variants/dark-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dark Chess",
    "heading": "Strategy",
    "content": "Information is almost nonexistent. You must remember where enemy pieces were last seen when you occupied adjacent squares. Spreading pieces out provides more visibility but weakens coordination. Knigh",
    "anchor": "strategy",
    "variant": "dark-chess",
    "variantUrl": "dist/chess/variants/dark-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dark Chess",
    "heading": "Attribution",
    "content": "Modern variant. Distinguished from Fog of War by its stricter visibility rules. Public domain.",
    "anchor": "attribution",
    "variant": "dark-chess",
    "variantUrl": "dist/chess/variants/dark-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "De Vasa's Hexagonal Chess",
    "heading": "De Vasa's Hexagonal Chess",
    "content": "Invented by Helge E. de Vasa. Played on an 81-hex rhombus board oriented horizontally, which changes the shape and feel of the game compared to the standard upright hexagonal boards.",
    "anchor": "de-vasas-hexagonal-chess",
    "variant": "de-vasa",
    "variantUrl": "dist/chess/variants/de-vasa/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "De Vasa's Hexagonal Chess",
    "heading": "Setup",
    "content": "Board: 81-hex rhombus grid 9×9, horizontally oriented. Files a–i, ranks 1–9. Every file has 9 cells. White pieces rank 1, bottom: - King on f1 - Queen on d1 - Bishops on c1, e1, g1 one per colour - Kn",
    "anchor": "setup",
    "variant": "de-vasa",
    "variantUrl": "dist/chess/variants/de-vasa/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "De Vasa's Hexagonal Chess",
    "heading": "Pawns",
    "content": "Pawns move straight forward. They capture diagonally forward to a cell of the same colour. Pawns begin on the 3rd rank and may make an initial double step from their starting position.",
    "anchor": "pawns",
    "variant": "de-vasa",
    "variantUrl": "dist/chess/variants/de-vasa/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "De Vasa's Hexagonal Chess",
    "heading": "Castling",
    "content": "Castling is permitted. The King slides two cells toward the Rook short castling or three cells long castling.",
    "anchor": "castling",
    "variant": "de-vasa",
    "variantUrl": "dist/chess/variants/de-vasa/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "De Vasa's Hexagonal Chess",
    "heading": "Rules",
    "content": "Identical to standard chess adapted for the hex grid except as noted. Stalemate is a draw.",
    "anchor": "rules",
    "variant": "de-vasa",
    "variantUrl": "dist/chess/variants/de-vasa/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "De Vasa's Hexagonal Chess",
    "heading": "Win Condition",
    "content": "Checkmate.",
    "anchor": "win-condition",
    "variant": "de-vasa",
    "variantUrl": "dist/chess/variants/de-vasa/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "De Vasa's Hexagonal Chess",
    "heading": "Attribution",
    "content": "Helge E. de Vasa. Public domain rules.",
    "anchor": "attribution",
    "variant": "de-vasa",
    "variantUrl": "dist/chess/variants/de-vasa/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Delirious Bughouse",
    "heading": "Delirious Bughouse",
    "content": "Delirious Bughouse is a complex Bughouse chess variant developed by Alberto Vieira Ferreira Monteiro and Carlos Eugenio Lossio Seiblitz Filho around 1984. It evolves through several layers from standa",
    "anchor": "delirious-bughouse",
    "variant": "delirious-bughouse",
    "variantUrl": "dist/chess/variants/delirious-bughouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Delirious Bughouse",
    "heading": "Teams and Boards",
    "content": "Two standard 8×8 boards. Four players in two allied teams: White1 and Black4 are allies; Black2 and White3 are allies. White1 plays against Black2 on one board; White3 plays against Black4 on the othe",
    "anchor": "teams-and-boards",
    "variant": "delirious-bughouse",
    "variantUrl": "dist/chess/variants/delirious-bughouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Delirious Bughouse",
    "heading": "Base Bughouse Rules",
    "content": "Standard Bughouse Tandem Chess with two modifications: 1. Pawn drop restriction: Pawns received from a partner may only be dropped on ranks 2–6. They may not be dropped on rank 7 unlike standard Bugho",
    "anchor": "base-bughouse-rules",
    "variant": "delirious-bughouse",
    "variantUrl": "dist/chess/variants/delirious-bughouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Delirious Bughouse",
    "heading": "Dice Chess Layer",
    "content": "Before each move, the player rolls one die to determine which type of piece must be moved: - 1 = Pawn - 2 = Knight - 3 = Bishop - 4 = Rook - 5 = Queen - 6 = Any piece If no legal move exists with the ",
    "anchor": "dice-chess-layer",
    "variant": "delirious-bughouse",
    "variantUrl": "dist/chess/variants/delirious-bughouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Delirious Bughouse",
    "heading": "Worst Move Layer",
    "content": "Two dice are rolled each turn instead of one. The second die determines whether the player plays the best or worst possible move: - If \"best\": the player chooses their move freely within the piece-typ",
    "anchor": "worst-move-layer",
    "variant": "delirious-bughouse",
    "variantUrl": "dist/chess/variants/delirious-bughouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Delirious Bughouse",
    "heading": "Bughouse Worst Move",
    "content": "Combining all three elements: two boards with Bughouse relay and pawn rules, plus the two-dice Dice Chess + Worst Move system applied each turn.",
    "anchor": "bughouse-worst-move",
    "variant": "delirious-bughouse",
    "variantUrl": "dist/chess/variants/delirious-bughouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Delirious Bughouse",
    "heading": "Fairy Pieces",
    "content": "When a King is captured, the capturing player is rewarded with one or more fairy pieces from an agreed set, which may subsequently be dropped. Core fairy piece set: Movement --- Extended Knight: leaps",
    "anchor": "fairy-pieces",
    "variant": "delirious-bughouse",
    "variantUrl": "dist/chess/variants/delirious-bughouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Delirious Bughouse",
    "heading": "Structures, Events, and Magic Items (Full Delirious Bughouse)",
    "content": "The extended form adds: - Structures: Board modifications that may occur mid-game e.g. the board becomes cylindrical; an extra row is added - Events: Random occurrences affecting the board state e.g. ",
    "anchor": "structures-events-and-magic-items-full-delirious-bughouse",
    "variant": "delirious-bughouse",
    "variantUrl": "dist/chess/variants/delirious-bughouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Delirious Bughouse",
    "heading": "Win Condition",
    "content": "Victory = capturing an opposing King. Teams: if either ally's King is captured, both team members lose.",
    "anchor": "win-condition",
    "variant": "delirious-bughouse",
    "variantUrl": "dist/chess/variants/delirious-bughouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Delirious Bughouse",
    "heading": "Scoring (Match Play)",
    "content": "When scoring matches: - +1 for each victory - +1 if the final check was given by a moving not dropped piece - +1 if the checkmate uses a non-FIDE piece - +1 if the checkmating move uses a non-attackin",
    "anchor": "scoring-match-play",
    "variant": "delirious-bughouse",
    "variantUrl": "dist/chess/variants/delirious-bughouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Delirious Bughouse",
    "heading": "Attribution",
    "content": "Delirious Bughouse was developed by Alberto Vieira Ferreira Monteiro and Carlos Eugenio Lossio Seiblitz Filho, with earlier assistance from Oscar Luiz Vieira Ferreira and Carlos Vieira Ferreira. Final",
    "anchor": "attribution",
    "variant": "delirious-bughouse",
    "variantUrl": "dist/chess/variants/delirious-bughouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Diana Chess",
    "heading": "Diana Chess",
    "content": "A 6×6 variant with no Queens and no Knights. Only Rooks, Bishops, King, and Pawns. Clean, positional play on a compact board.",
    "anchor": "diana-chess",
    "variant": "diana",
    "variantUrl": "dist/chess/variants/diana/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Diana Chess",
    "heading": "Setup",
    "content": "Board: 6×6 six files, six ranks. Setup FEN: rbbkr1/pppppp/6/6/PPPPPP/RBBKR1 Black rank 6: Rook, Bishop, Bishop, King, Rook, empty. White rank 1: Rook, Bishop, Bishop, King, Rook, empty. Each side has:",
    "anchor": "setup",
    "variant": "diana",
    "variantUrl": "dist/chess/variants/diana/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Diana Chess",
    "heading": "Rules",
    "content": "- Rooks, Bishops, King, and Pawns move as in standard chess. - No Queens and no Knights exist in this variant. - Pawns move one square forward only no double-step. - No en passant. - No castling. - Pa",
    "anchor": "rules",
    "variant": "diana",
    "variantUrl": "dist/chess/variants/diana/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Diana Chess",
    "heading": "Win Condition",
    "content": "Checkmate.",
    "anchor": "win-condition",
    "variant": "diana",
    "variantUrl": "dist/chess/variants/diana/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Diana Chess",
    "heading": "Strategy",
    "content": "Without Queens, the game is slower and more positional. Bishops are limited to one colour each, making the pair complementary — losing one cripples your coverage of half the squares. Rooks need open f",
    "anchor": "strategy",
    "variant": "diana",
    "variantUrl": "dist/chess/variants/diana/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Diana Chess",
    "heading": "Attribution",
    "content": "Traditional variant, 19th century. Public domain.",
    "anchor": "attribution",
    "variant": "diana",
    "variantUrl": "dist/chess/variants/diana/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dice Chess",
    "heading": "Dice Chess",
    "content": "Before each move, roll two dice. The numbers determine which piece types you may move. Randomness meets strategy.",
    "anchor": "dice-chess",
    "variant": "dice-chess",
    "variantUrl": "dist/chess/variants/dice-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dice Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. Two standard dice required. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "dice-chess",
    "variantUrl": "dist/chess/variants/dice-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dice Chess",
    "heading": "Rules",
    "content": "- Before each move, the player rolls two dice. Numbers correspond to piece types: 1 = Pawn, 2 = Knight, 3 = Bishop, 4 = Rook, 5 = Queen, 6 = King. - The player may move either piece type indicated by ",
    "anchor": "rules",
    "variant": "dice-chess",
    "variantUrl": "dist/chess/variants/dice-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dice Chess",
    "heading": "Win Condition",
    "content": "Checkmate, or capture of the opponent's King if check cannot be answered due to dice.",
    "anchor": "win-condition",
    "variant": "dice-chess",
    "variantUrl": "dist/chess/variants/dice-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dice Chess",
    "heading": "Strategy",
    "content": "Develop all piece types early so you have legal moves regardless of the roll. Knights 2 and Bishops 3 cover the most frequent useful results. Keep your King safe — the random element means surprise at",
    "anchor": "strategy",
    "variant": "dice-chess",
    "variantUrl": "dist/chess/variants/dice-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dice Chess",
    "heading": "Attribution",
    "content": "Ancient origins 11th–14th century Europe, earlier roots in India/Burma. Modern codification by Anne Sunnucks, The Encyclopaedia of Chess, 1970. Public domain.",
    "anchor": "attribution",
    "variant": "dice-chess",
    "variantUrl": "dist/chess/variants/dice-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Displacement Chess",
    "heading": "Displacement Chess",
    "content": "Any piece can swap positions with an adjacent friendly piece instead of making a normal move.",
    "anchor": "displacement-chess",
    "variant": "displacement-chess",
    "variantUrl": "dist/chess/variants/displacement-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Displacement Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "displacement-chess",
    "variantUrl": "dist/chess/variants/displacement-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Displacement Chess",
    "heading": "Rules",
    "content": "- On your turn, instead of a normal move, you may swap any of your pieces with an adjacent friendly piece horizontally, vertically, or diagonally adjacent. - The King may not swap into a square where ",
    "anchor": "rules",
    "variant": "displacement-chess",
    "variantUrl": "dist/chess/variants/displacement-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Displacement Chess",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King.",
    "anchor": "win-condition",
    "variant": "displacement-chess",
    "variantUrl": "dist/chess/variants/displacement-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Displacement Chess",
    "heading": "Strategy",
    "content": "Swaps enable rapid piece coordination — a trapped rook can swap with an adjacent pawn to escape. The King can dodge threats by swapping with a defender. Development becomes faster since pieces can be ",
    "anchor": "strategy",
    "variant": "displacement-chess",
    "variantUrl": "dist/chess/variants/displacement-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Displacement Chess",
    "heading": "Attribution",
    "content": "Modern variant. Public domain.",
    "anchor": "attribution",
    "variant": "displacement-chess",
    "variantUrl": "dist/chess/variants/displacement-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Djambi",
    "heading": "Overview",
    "content": "Djambi also called Blocus is a 4-player abstract strategy game designed by Jean Anesto and published in France in 1975. It is a chess-adjacent game: each player has a royal piece the Chief, pieces wit",
    "anchor": "overview",
    "variant": "djambi",
    "variantUrl": "dist/chess/variants/djambi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Djambi",
    "heading": "Board and Setup",
    "content": "Played on a 9×9 grid. The center square e5 is the Maze. Each player begins with 9 pieces arranged in one corner. The four players occupy the four corners. Each army's pieces fill a roughly L-shaped zo",
    "anchor": "board-and-setup",
    "variant": "djambi",
    "variantUrl": "dist/chess/variants/djambi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Djambi",
    "heading": "Movement",
    "content": "- Chief, Assassin, Reporter, Troublemaker, Necromobile — move like a Queen: any number of squares orthogonally or diagonally. - Militants — move like a Queen but at most 2 squares per move. No piece m",
    "anchor": "movement",
    "variant": "djambi",
    "variantUrl": "dist/chess/variants/djambi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Djambi",
    "heading": "Capture and Corpses",
    "content": "When a piece is killed, it becomes a corpse — it remains on the board as an impassable block. No piece may enter or jump over a corpse. The capturing player chooses where to place the corpse on any fr",
    "anchor": "capture-and-corpses",
    "variant": "djambi",
    "variantUrl": "dist/chess/variants/djambi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Djambi",
    "heading": "Eliminating a Player",
    "content": "When a player's Chief is captured, that player is eliminated. The player who captured the Chief immediately takes control of all surviving pieces of the eliminated player, adding them to their own arm",
    "anchor": "eliminating-a-player",
    "variant": "djambi",
    "variantUrl": "dist/chess/variants/djambi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Djambi",
    "heading": "The Maze",
    "content": "The Maze is the center square e5. Rules: - All pieces may pass through the Maze during a move, provided it is unoccupied at that moment. - Only the Chief may stop in the Maze. - A Chief resting in the",
    "anchor": "the-maze",
    "variant": "djambi",
    "variantUrl": "dist/chess/variants/djambi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Djambi",
    "heading": "Three-Player Variant",
    "content": "With three players, the standard four-player starting setup is used. The fourth army has no controlling player. Its pieces can be moved and captured by any of the three active players following standa",
    "anchor": "three-player-variant",
    "variant": "djambi",
    "variantUrl": "dist/chess/variants/djambi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Djambi",
    "heading": "Win Condition",
    "content": "The last player with a Chief on the board wins.",
    "anchor": "win-condition",
    "variant": "djambi",
    "variantUrl": "dist/chess/variants/djambi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Djambi",
    "heading": "Attribution",
    "content": "Djambi was designed by Jean Anesto 1975. Rules documented from chessvariants.com/multiplayer.dir/djambi.html Hans Bodlaender, January 11, 2012.",
    "anchor": "attribution",
    "variant": "djambi",
    "variantUrl": "dist/chess/variants/djambi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dragon Chess",
    "heading": "Dragon Chess",
    "content": "Dragon Chess is a chess variant created by Grandmaster Miguel Illescas. The game begins in the standard chess starting position. Each player holds two Dragon pieces in reserve and may gate one onto an",
    "anchor": "dragon-chess",
    "variant": "dragon-chess",
    "variantUrl": "dist/chess/variants/dragon-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dragon Chess",
    "heading": "The Dragon",
    "content": "The Dragon D moves as a Bishop combined with a Knight — it can slide diagonally any number of squares and also jump to any of the 8 Knight destination squares. This piece is known in fairy chess as th",
    "anchor": "the-dragon",
    "variant": "dragon-chess",
    "variantUrl": "dist/chess/variants/dragon-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dragon Chess",
    "heading": "Setup",
    "content": "Standard 8×8 chess starting position. Each player begins with 2 Dragons in reserve off the board. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNRDDdd w KQkq - 0 1 D/d = Dragon. DDdd = White has 2 Dra",
    "anchor": "setup",
    "variant": "dragon-chess",
    "variantUrl": "dist/chess/variants/dragon-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dragon Chess",
    "heading": "Rules",
    "content": "- On any turn, instead of moving a piece on the board, a player may gate one of their reserve Dragons onto any empty square on their own first rank rank 1 for White, rank 8 for Black. - A Dragon canno",
    "anchor": "rules",
    "variant": "dragon-chess",
    "variantUrl": "dist/chess/variants/dragon-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Dragon Chess",
    "heading": "Attribution",
    "content": "Dragon Chess was created by Grandmaster Miguel Illescas. Rules documented from pychess.org/variants/dragon.",
    "anchor": "attribution",
    "variant": "dragon-chess",
    "variantUrl": "dist/chess/variants/dragon-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Duck Chess",
    "heading": "Duck Chess",
    "content": "After each move, place a shared rubber duck on any empty square. The duck blocks all pieces. Capture the King to win no check/checkmate.",
    "anchor": "duck-chess",
    "variant": "duck-chess",
    "variantUrl": "dist/chess/variants/duck-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Duck Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8 plus one shared \"duck\" piece a blocker. Setup: Standard chess setup. No duck on the board initially. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "duck-chess",
    "variantUrl": "dist/chess/variants/duck-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Duck Chess",
    "heading": "Rules",
    "content": "- Each turn has two parts: 1 make a normal chess move, then 2 place the duck on any empty square. - The duck blocks all movement — no piece can move through or onto the duck's square. - There is no ch",
    "anchor": "rules",
    "variant": "duck-chess",
    "variantUrl": "dist/chess/variants/duck-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Duck Chess",
    "heading": "Win Condition",
    "content": "Capture the opponent's King.",
    "anchor": "win-condition",
    "variant": "duck-chess",
    "variantUrl": "dist/chess/variants/duck-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Duck Chess",
    "heading": "Strategy",
    "content": "The duck adds a blocking/defensive dimension to every turn. You can use your duck placement to block enemy attacks on your King, or to cut off the enemy King's escape routes before threatening capture",
    "anchor": "strategy",
    "variant": "duck-chess",
    "variantUrl": "dist/chess/variants/duck-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Duck Chess",
    "heading": "Attribution",
    "content": "Dr Tim Paulden, 2016. Public domain.",
    "anchor": "attribution",
    "variant": "duck-chess",
    "variantUrl": "dist/chess/variants/duck-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Einstein Chess",
    "heading": "Einstein Chess",
    "content": "Pieces transform after every move. Captures promote, non-captures demote — cycling through the piece hierarchy.",
    "anchor": "einstein-chess",
    "variant": "einstein-chess",
    "variantUrl": "dist/chess/variants/einstein-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Einstein Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "einstein-chess",
    "variantUrl": "dist/chess/variants/einstein-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Einstein Chess",
    "heading": "Rules",
    "content": "- After a piece makes a non-capturing move, it demotes one step: Q→R→B→N→P. - After a piece makes a capture, it promotes one step: P→N→B→R→Q. - Kings are exempt — they never transform. - Pawns that de",
    "anchor": "rules",
    "variant": "einstein-chess",
    "variantUrl": "dist/chess/variants/einstein-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Einstein Chess",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King.",
    "anchor": "win-condition",
    "variant": "einstein-chess",
    "variantUrl": "dist/chess/variants/einstein-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Einstein Chess",
    "heading": "Strategy",
    "content": "Every move changes your piece composition. Aggressive play captures builds stronger pieces, but quiet manoeuvring weakens them. Knights and Bishops are unstable — one capture turns them into Rooks, bu",
    "anchor": "strategy",
    "variant": "einstein-chess",
    "variantUrl": "dist/chess/variants/einstein-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Einstein Chess",
    "heading": "Attribution",
    "content": "Invented by B. Iqbal, 2005. Public domain.",
    "anchor": "attribution",
    "variant": "einstein-chess",
    "variantUrl": "dist/chess/variants/einstein-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Empire Chess",
    "heading": "Empire Chess",
    "content": "Designed by Corey Clark 2019. Empire Chess is an asymmetric variant in which White commands a standard FIDE Kingdom and Black commands the Empire — an army where every piece moves like a Queen but cap",
    "anchor": "empire-chess",
    "variant": "empire",
    "variantUrl": "dist/chess/variants/empire/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Empire Chess",
    "heading": "The Two Armies",
    "content": "Kingdom White: Standard FIDE. King, Queen, 2 Rooks, 2 Bishops, 2 Knights, 8 Pawns. Empire Black: Emperor plus four piece types that each combine Queen-range movement with restricted captures.",
    "anchor": "the-two-armies",
    "variant": "empire",
    "variantUrl": "dist/chess/variants/empire/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Empire Chess",
    "heading": "Empire Pieces",
    "content": "All Empire pieces except the Emperor and Soldier move like the Queen any direction, unlimited distance. Their capture methods are piece-specific and limited. Count Capture --- --- 1 1 step in any dire",
    "anchor": "empire-pieces",
    "variant": "empire",
    "variantUrl": "dist/chess/variants/empire/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Empire Chess",
    "heading": "Starting Position",
    "content": "Kingdom White: 2 ♙ ♙ ♙ ♙ ♙ ♙ ♙ ♙ 1 ♖ ♘ ♗ ♕ ♔ ♗ ♘ ♖ Empire Black: 8 Tw Ca Du Si Em Si Du Ca Tw 7 So So So So So So So So Rank 8 from a to h: Tower, Cardinal, Duke, Siege Tower, Emperor, Siege Tower, Du",
    "anchor": "starting-position",
    "variant": "empire",
    "variantUrl": "dist/chess/variants/empire/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Empire Chess",
    "heading": "The Faceoff Rule",
    "content": "If the Kingdom King and the Empire Emperor are on the same file with no pieces between them, the player who created that open confrontation — i.e., the player who just moved to bring it about — loses ",
    "anchor": "the-faceoff-rule",
    "variant": "empire",
    "variantUrl": "dist/chess/variants/empire/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Empire Chess",
    "heading": "Win Conditions",
    "content": "- Checkmate the opponent’s royal piece Kingdom King or Empire Emperor. - Faceoff: creating an open-file confrontation between the two royal pieces immediately loses for the player who caused it.",
    "anchor": "win-conditions",
    "variant": "empire",
    "variantUrl": "dist/chess/variants/empire/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Empire Chess",
    "heading": "Empire-Specific Rules",
    "content": "- Soldiers promote on rank 1 reaching White’s back rank. Promotion options: Tower, Duke, Cardinal, or Siege Tower not Emperor. - No castling for the Empire. - The Kingdom may castle, en passant, and p",
    "anchor": "empire-specific-rules",
    "variant": "empire",
    "variantUrl": "dist/chess/variants/empire/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Empire Chess",
    "heading": "Strategic Character",
    "content": "The Empire’s strength lies in the Queen-slide movement: every piece can reach any square in one move. Its weakness is restricted captures — a Tower sitting in the center can slide to threaten anything",
    "anchor": "strategic-character",
    "variant": "empire",
    "variantUrl": "dist/chess/variants/empire/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Empire Chess",
    "heading": "Attribution",
    "content": "Designed by Corey Clark. Published 2019. Rules available via Shogun of Games and Lichess. Public domain rule set.",
    "anchor": "attribution",
    "variant": "empire",
    "variantUrl": "dist/chess/variants/empire/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Endgame Chess",
    "heading": "Endgame Chess",
    "content": "Only pawns and Kings. No back-rank pieces at all. Pure endgame technique from move one — pawn structure, King activity, and promotion races.",
    "anchor": "endgame-chess",
    "variant": "endgame-chess",
    "variantUrl": "dist/chess/variants/endgame-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Endgame Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup FEN: 4k3/pppppppp/8/8/8/8/PPPPPPPP/4K3 Each side: King on e-file + 8 pawns on second/seventh rank. No Rooks, Knights, Bishops, or Queens.",
    "anchor": "setup",
    "variant": "endgame-chess",
    "variantUrl": "dist/chess/variants/endgame-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Endgame Chess",
    "heading": "Rules",
    "content": "All standard chess rules apply, including: - Pawns can double-step from their starting rank. - En passant is available. - Pawns promote normally to Queen, Rook, Bishop, or Knight. - No castling no Roo",
    "anchor": "rules",
    "variant": "endgame-chess",
    "variantUrl": "dist/chess/variants/endgame-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Endgame Chess",
    "heading": "Win Condition",
    "content": "Checkmate typically achieved after promoting a pawn to Queen.",
    "anchor": "win-condition",
    "variant": "endgame-chess",
    "variantUrl": "dist/chess/variants/endgame-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Endgame Chess",
    "heading": "Strategy",
    "content": "This is pure King and Pawn endgame theory from the first move. Key concepts: opposition Kings facing each other across odd squares, passed pawns, pawn breakthroughs, and the race to promote. The King ",
    "anchor": "strategy",
    "variant": "endgame-chess",
    "variantUrl": "dist/chess/variants/endgame-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Endgame Chess",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain.",
    "anchor": "attribution",
    "variant": "endgame-chess",
    "variantUrl": "dist/chess/variants/endgame-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Extinction Chess",
    "heading": "Extinction Chess",
    "content": "Lose when any piece type is fully eliminated. Every piece type becomes a critical resource.",
    "anchor": "extinction-chess",
    "variant": "extinction",
    "variantUrl": "dist/chess/variants/extinction/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Extinction Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "extinction",
    "variantUrl": "dist/chess/variants/extinction/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Extinction Chess",
    "heading": "Rules",
    "content": "Standard chess rules apply with one additional loss condition: - If all pieces of any ONE type are eliminated, that player loses immediately. - Piece types tracked: Kings 1, Queens 1, Rooks 2, Bishops",
    "anchor": "rules",
    "variant": "extinction",
    "variantUrl": "dist/chess/variants/extinction/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Extinction Chess",
    "heading": "Win Condition",
    "content": "Eliminate any one type of your opponent's pieces entirely.",
    "anchor": "win-condition",
    "variant": "extinction",
    "variantUrl": "dist/chess/variants/extinction/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Extinction Chess",
    "heading": "Strategy",
    "content": "Pieces with only one copy King, Queen are high-value targets — losing either one ends the game. Trading your last Knight for their last Knight is fine, but trading your last Bishop for their Knight wh",
    "anchor": "strategy",
    "variant": "extinction",
    "variantUrl": "dist/chess/variants/extinction/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Extinction Chess",
    "heading": "Attribution",
    "content": "R. Wayne Schmittberger, 1985. Public domain.",
    "anchor": "attribution",
    "variant": "extinction",
    "variantUrl": "dist/chess/variants/extinction/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fanorona Chess",
    "heading": "Fanorona Chess",
    "content": "Fanorona Chess is a chess variant by Peter Aronson 2004 played on the double Alquerque board used for Fanorona — the traditional strategy game of Madagascar. The key innovation: captures follow Fanoro",
    "anchor": "fanorona-chess",
    "variant": "fanorona-chess",
    "variantUrl": "dist/chess/variants/fanorona-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fanorona Chess",
    "heading": "The Board",
    "content": "A 5×9 double Alquerque board 45 points total. Only every other point has diagonal connectivity — points alternate between those that are connected diagonally have 8 neighbours including diagonals and ",
    "anchor": "the-board",
    "variant": "fanorona-chess",
    "variantUrl": "dist/chess/variants/fanorona-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fanorona Chess",
    "heading": "Starting Position",
    "content": "Yellow standard setup: - Rank 1: Knight, Rook, King, Rook, Knight a1–e1 - Rank 2: empty, Bishop, Queen, Bishop, empty b2, c2, d2 - Rank 3: 5 Pawns a3–e3 Red: Ranks 9, 8, 7 mirror. Alternate setup: Bis",
    "anchor": "starting-position",
    "variant": "fanorona-chess",
    "variantUrl": "dist/chess/variants/fanorona-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fanorona Chess",
    "heading": "Movement",
    "content": "All pieces move along the connecting lines of the board ortho + diagonal where available. Pieces cannot enter a point not connected by a line. - King: 1 step in any connected direction. May make a non",
    "anchor": "movement",
    "variant": "fanorona-chess",
    "variantUrl": "dist/chess/variants/fanorona-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fanorona Chess",
    "heading": "Capture: Approach and Withdrawal",
    "content": "This is the core mechanic. Replacement capture does not exist — pieces cannot move onto occupied squares. - Approach capture: when a piece moves toward an adjacent enemy piece in the same direction of",
    "anchor": "capture-approach-and-withdrawal",
    "variant": "fanorona-chess",
    "variantUrl": "dist/chess/variants/fanorona-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fanorona Chess",
    "heading": "Rules",
    "content": "- No castling - No en passant - No double Pawn first step - Pawn promotion: upon reaching the far rank, the Pawn promotes to any piece previously captured by the opponent. If no such pieces exist, the",
    "anchor": "rules",
    "variant": "fanorona-chess",
    "variantUrl": "dist/chess/variants/fanorona-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fanorona Chess",
    "heading": "Double Fanorona Chess",
    "content": "A larger variant by Peter Aronson using a 9×9 quadruple Alquerque board. Adds the Chancellor moves as Rook or Knight and allows initial double Pawn steps non-capturing only. Setup: Rook, Knight, Bisho",
    "anchor": "double-fanorona-chess",
    "variant": "fanorona-chess",
    "variantUrl": "dist/chess/variants/fanorona-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fanorona Chess",
    "heading": "Attribution",
    "content": "Fanorona Chess was created by Peter Aronson, 2004. Source: chessvariants.com/other.dir/fanorona-chess.html",
    "anchor": "attribution",
    "variant": "fanorona-chess",
    "variantUrl": "dist/chess/variants/fanorona-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fischer Random (Chess960)",
    "heading": "Fischer Random (Chess960)",
    "content": "960 possible starting positions. The back-rank pieces are shuffled randomly with one constraint: the King must be between the two Rooks.",
    "anchor": "fischer-random-chess960",
    "variant": "fischer-random",
    "variantUrl": "dist/chess/variants/fischer-random/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fischer Random (Chess960)",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Back-rank pieces are shuffled randomly for each game, with three constraints: 1. The King must be somewhere between the two Rooks to preserve castling rights. 2. Bishops mu",
    "anchor": "setup",
    "variant": "fischer-random",
    "variantUrl": "dist/chess/variants/fischer-random/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fischer Random (Chess960)",
    "heading": "Rules",
    "content": "Identical to standard chess, including castling. Castling follows a generalised rule: the King and Rook end up on the same squares they would in standard castling King on c1/g1, Rook on d1/f1, regardl",
    "anchor": "rules",
    "variant": "fischer-random",
    "variantUrl": "dist/chess/variants/fischer-random/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fischer Random (Chess960)",
    "heading": "Win Condition",
    "content": "Checkmate identical to standard chess.",
    "anchor": "win-condition",
    "variant": "fischer-random",
    "variantUrl": "dist/chess/variants/fischer-random/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fischer Random (Chess960)",
    "heading": "Strategy",
    "content": "Opening book knowledge is neutralised. Every game requires original thinking from move one. Piece development principles control the centre, develop knights before bishops, castle early still apply bu",
    "anchor": "strategy",
    "variant": "fischer-random",
    "variantUrl": "dist/chess/variants/fischer-random/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fischer Random (Chess960)",
    "heading": "Attribution",
    "content": "Bobby Fischer, 1996. Public domain.",
    "anchor": "attribution",
    "variant": "fischer-random",
    "variantUrl": "dist/chess/variants/fischer-random/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Five-Check",
    "heading": "Five-Check",
    "content": "An extended version of Three-Check. Deliver five checks to win. More room for strategic play while still rewarding aggressive checking sequences.",
    "anchor": "five-check",
    "variant": "five-check",
    "variantUrl": "dist/chess/variants/five-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Five-Check",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "five-check",
    "variantUrl": "dist/chess/variants/five-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Five-Check",
    "heading": "Rules",
    "content": "All standard chess rules apply, plus: - Each player's checks are counted regardless of how the opponent responds — block, evade, or capture the checking piece. - Reaching five checks wins the game imm",
    "anchor": "rules",
    "variant": "five-check",
    "variantUrl": "dist/chess/variants/five-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Five-Check",
    "heading": "Win Condition",
    "content": "Deliver checkmate OR deliver five checks total.",
    "anchor": "win-condition",
    "variant": "five-check",
    "variantUrl": "dist/chess/variants/five-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Five-Check",
    "heading": "Strategy",
    "content": "Similar to Three-Check but with more breathing room. The higher threshold means you can't win by brute-force sacrificing into checks — you need sustained pressure. Pieces that deliver repeated checks ",
    "anchor": "strategy",
    "variant": "five-check",
    "variantUrl": "dist/chess/variants/five-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Five-Check",
    "heading": "Attribution",
    "content": "Traditional variant extension of Three-Check. Public domain.",
    "anchor": "attribution",
    "variant": "five-check",
    "variantUrl": "dist/chess/variants/five-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Flip Chess",
    "heading": "Flip Chess",
    "content": "Flip Chess is a chess variant played on a 38-square board with an unusual shape. Created by John William Brown in 1999, it is a companion game to Crazy 38's — both are 38-square chess variants in the ",
    "anchor": "flip-chess",
    "variant": "flip-chess",
    "variantUrl": "dist/chess/variants/flip-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Flip Chess",
    "heading": "The Board",
    "content": "A 38-square board with an unusual non-rectangular shape. The board has 38 squares — 6 fewer than a standard 8×8 chess board. The compact geometry brings all pieces into conflict earlier in the game an",
    "anchor": "the-board",
    "variant": "flip-chess",
    "variantUrl": "dist/chess/variants/flip-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Flip Chess",
    "heading": "The Bare King Rule",
    "content": "Flip Chess does not use standard checkmate as its win condition. Instead: A player whose King is the only piece remaining on the board loses immediately. This applies regardless of whether the King is",
    "anchor": "the-bare-king-rule",
    "variant": "flip-chess",
    "variantUrl": "dist/chess/variants/flip-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Flip Chess",
    "heading": "Special Rules",
    "content": "- No initial double Pawn move. Pawns may advance only one square on their first move, as in Shatranj. There is consequently no en passant. - Win condition: Bare King reduce opponent to King only; stan",
    "anchor": "special-rules",
    "variant": "flip-chess",
    "variantUrl": "dist/chess/variants/flip-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Flip Chess",
    "heading": "Piece Set",
    "content": "Standard FIDE piece set King, Queen, Rooks, Bishops, Knights, Pawns.",
    "anchor": "piece-set",
    "variant": "flip-chess",
    "variantUrl": "dist/chess/variants/flip-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Flip Chess",
    "heading": "Attribution",
    "content": "Flip Chess was created by John William Brown, 1999. Described as an 'acclaimed 38 square variant.' Java applet implementation by Ed Friedlander. Source: chessvariants.com/play/erf/FlipChss.html",
    "anchor": "attribution",
    "variant": "flip-chess",
    "variantUrl": "dist/chess/variants/flip-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fog of War Chess",
    "heading": "Fog of War Chess",
    "content": "A hidden-information variant where each player can only see squares that their pieces can legally move to or attack. Transforms chess from a perfect-information game into one of reconnaissance and ded",
    "anchor": "fog-of-war-chess",
    "variant": "fog-of-war",
    "variantUrl": "dist/chess/variants/fog-of-war/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fog of War Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8, but each player's view is limited. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "fog-of-war",
    "variantUrl": "dist/chess/variants/fog-of-war/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fog of War Chess",
    "heading": "Rules",
    "content": "Visibility: - You can see any square that at least one of your pieces could legally move to or capture on. - You can always see squares occupied by your own pieces. - Enemy pieces on squares you canno",
    "anchor": "rules",
    "variant": "fog-of-war",
    "variantUrl": "dist/chess/variants/fog-of-war/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fog of War Chess",
    "heading": "Win Condition",
    "content": "Capture the opponent's King.",
    "anchor": "win-condition",
    "variant": "fog-of-war",
    "variantUrl": "dist/chess/variants/fog-of-war/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fog of War Chess",
    "heading": "Strategy",
    "content": "Scouts Knights, Bishops become critical for revealing enemy positions. The centre is more important for maintaining broad visibility. Gambits to sacrifice material for information are viable. Endgames",
    "anchor": "strategy",
    "variant": "fog-of-war",
    "variantUrl": "dist/chess/variants/fog-of-war/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Fog of War Chess",
    "heading": "Attribution",
    "content": "Jens Bæk Nielsen and Torben Osted, 1989. Popularised on Chess.com. Public domain rules.",
    "anchor": "attribution",
    "variant": "fog-of-war",
    "variantUrl": "dist/chess/variants/fog-of-war/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Four-Handed Chess (Chaturaji)",
    "heading": "Overview",
    "content": "Chaturaji Sanskrit: चतुरजी, \"four kings\" is a four-player chess-like game first described in detail by Al-Biruni around 1030 CE in his book India. It is one of the oldest documented multiplayer board ",
    "anchor": "overview",
    "variant": "four-handed-chess",
    "variantUrl": "dist/chess/variants/four-handed-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Four-Handed Chess (Chaturaji)",
    "heading": "Board and Setup",
    "content": "Played on a standard 8×8 board. Four players each occupy one corner with a small army of 8 pieces. Player positions and army colours: - Red — South bottom - Yellow — West left - Green — North top - Bl",
    "anchor": "board-and-setup",
    "variant": "four-handed-chess",
    "variantUrl": "dist/chess/variants/four-handed-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Four-Handed Chess (Chaturaji)",
    "heading": "Pieces",
    "content": "King — moves one square in any direction. The King can be captured like any other piece; there is no check or checkmate rule. Elephant — moves any number of squares orthogonally like a FIDE Rook. Desp",
    "anchor": "pieces",
    "variant": "four-handed-chess",
    "variantUrl": "dist/chess/variants/four-handed-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Four-Handed Chess (Chaturaji)",
    "heading": "Dice Rules",
    "content": "On each turn, the active player rolls two dice and makes one move for each die result. The same piece may be moved twice, two different pieces may be moved, or one or both moves may be skipped. Piece ",
    "anchor": "dice-rules",
    "variant": "four-handed-chess",
    "variantUrl": "dist/chess/variants/four-handed-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Four-Handed Chess (Chaturaji)",
    "heading": "Scoring",
    "content": "There is no check or checkmate. The King can be captured like any other piece. The winner is the player with the most points at the end of the game: Points ---------------- 1 Boat 3 Elephant 5 | Perfe",
    "anchor": "scoring",
    "variant": "four-handed-chess",
    "variantUrl": "dist/chess/variants/four-handed-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Four-Handed Chess (Chaturaji)",
    "heading": "Special Rules",
    "content": "Boat Triumph Vrihannauka: When a Boat moves such that a 2×2 square is formed consisting entirely of Boats one from each player, the player who completed the formation captures all three other players'",
    "anchor": "special-rules",
    "variant": "four-handed-chess",
    "variantUrl": "dist/chess/variants/four-handed-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Four-Handed Chess (Chaturaji)",
    "heading": "Turn Order",
    "content": "Players take turns clockwise: Red → Yellow → Green → Black → Red…",
    "anchor": "turn-order",
    "variant": "four-handed-chess",
    "variantUrl": "dist/chess/variants/four-handed-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Four-Handed Chess (Chaturaji)",
    "heading": "Attribution",
    "content": "Rules documented from Wikipedia en.wikipedia.org/wiki/Chaturaji, citing H.J.R. Murray, A History of Chess 1913; Al-Biruni, India c. 1030 CE; D.B. Pritchard, The Encyclopedia of Chess Variants 1994.",
    "anchor": "attribution",
    "variant": "four-handed-chess",
    "variantUrl": "dist/chess/variants/four-handed-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Giveaway",
    "heading": "Giveaway",
    "content": "Forced captures. Lose all your pieces to win. Stalemate counts as a loss for the stalemated player. The ultimate inversion of chess logic.",
    "anchor": "giveaway",
    "variant": "giveaway",
    "variantUrl": "dist/chess/variants/giveaway/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Giveaway",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "giveaway",
    "variantUrl": "dist/chess/variants/giveaway/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Giveaway",
    "heading": "Rules",
    "content": "- If you can capture, you MUST capture. If multiple captures are available, you choose which one. - The King is not royal — there is no check or checkmate. The King can be captured like any other piec",
    "anchor": "rules",
    "variant": "giveaway",
    "variantUrl": "dist/chess/variants/giveaway/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Giveaway",
    "heading": "Win Condition",
    "content": "Lose all of your pieces including the King.",
    "anchor": "win-condition",
    "variant": "giveaway",
    "variantUrl": "dist/chess/variants/giveaway/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Giveaway",
    "heading": "Strategy",
    "content": "You want to GIVE pieces away, not protect them. However, forced captures means your opponent can force you to capture their pieces too — creating bizarre tactical lines. The ideal position has your pi",
    "anchor": "strategy",
    "variant": "giveaway",
    "variantUrl": "dist/chess/variants/giveaway/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Giveaway",
    "heading": "Attribution",
    "content": "Traditional variant. Also known as \"Giveaway Chess.\" Public domain.",
    "anchor": "attribution",
    "variant": "giveaway",
    "variantUrl": "dist/chess/variants/giveaway/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Glinski's Hexagonal Chess",
    "heading": "Glinski's Hexagonal Chess",
    "content": "Created by Wladyslaw Glinski in 1936, this is the most popular hexagonal chess variant. Played on a 91-cell hexagonal board radius 5 in axial coordinates, it adapts all standard chess pieces to hex ge",
    "anchor": "glinskis-hexagonal-chess",
    "variant": "glinski",
    "variantUrl": "dist/chess/variants/glinski/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Glinski's Hexagonal Chess",
    "heading": "Board",
    "content": "A regular hexagon composed of 91 hexagonal cells arranged in concentric rings. Cells come in three colours light, medium, dark following the hex-alternation pattern — each bishop is bound to one colou",
    "anchor": "board",
    "variant": "glinski",
    "variantUrl": "dist/chess/variants/glinski/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Glinski's Hexagonal Chess",
    "heading": "Setup",
    "content": "White pieces starting from the bottom: - King on f1 - Queen on e1 - Bishops on d1, f2, g2 one per colour - Knights on c1, g1 - Rooks on b1, h1 - Pawns on b2, c2, d2, e2, f3, g3, h3, i2, j2 9 pawns Bla",
    "anchor": "setup",
    "variant": "glinski",
    "variantUrl": "dist/chess/variants/glinski/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Glinski's Hexagonal Chess",
    "heading": "Pieces",
    "content": "Rook — slides along any of 6 orthogonal hex edges the 6 directions adjacent cells touch. Equivalent to a rook on a square board but with 6 directions instead of 4. Bishop — slides along any of 6 diago",
    "anchor": "pieces",
    "variant": "glinski",
    "variantUrl": "dist/chess/variants/glinski/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Glinski's Hexagonal Chess",
    "heading": "Rules",
    "content": "- Standard chess rules apply for check, checkmate, and stalemate - No castling king starts centrally, no rook-corner relationship - No en passant no double pawn step - Pawns promote on the far edge th",
    "anchor": "rules",
    "variant": "glinski",
    "variantUrl": "dist/chess/variants/glinski/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Glinski's Hexagonal Chess",
    "heading": "Key Differences from Square Chess",
    "content": "Square board ------------- 4 orthogonal 4 diagonal 8 2 8 64",
    "anchor": "key-differences-from-square-chess",
    "variant": "glinski",
    "variantUrl": "dist/chess/variants/glinski/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grand Chess",
    "heading": "Grand Chess",
    "content": "A 10×10 variant that adds the Archbishop and Chancellor without changing any existing piece rules. Considered one of the cleanest large-board variants — no special rules, just a bigger stage.",
    "anchor": "grand-chess",
    "variant": "grand",
    "variantUrl": "dist/chess/variants/grand/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grand Chess",
    "heading": "Setup",
    "content": "Board: 10×10 100 squares.",
    "anchor": "setup",
    "variant": "grand",
    "variantUrl": "dist/chess/variants/grand/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grand Chess",
    "heading": "Pieces",
    "content": "Pieces per side: 1 King, 1 Queen, 1 Archbishop, 1 Chancellor, 2 Rooks, 2 Bishops, 2 Knights, 10 Pawns. - Archbishop ♗+♞ — Bishop + Knight compound. - Chancellor ♖+♞ — Rook + Knight compound. Setup: Pa",
    "anchor": "pieces",
    "variant": "grand",
    "variantUrl": "dist/chess/variants/grand/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grand Chess",
    "heading": "Rules",
    "content": "- No castling. The wider board makes it unnecessary. - Pawn promotion: Pawns reaching rank 8 or 9 MAY promote. Pawns reaching rank 10 MUST promote. Promotion to any captured piece only — you cannot pr",
    "anchor": "rules",
    "variant": "grand",
    "variantUrl": "dist/chess/variants/grand/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grand Chess",
    "heading": "Win Condition",
    "content": "Checkmate.",
    "anchor": "win-condition",
    "variant": "grand",
    "variantUrl": "dist/chess/variants/grand/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grand Chess",
    "heading": "Strategy",
    "content": "With no castling, King safety comes from piece coordination rather than a pawn shelter. The Archbishop excels in closed positions, the Chancellor on open files. The promotion restriction captured piec",
    "anchor": "strategy",
    "variant": "grand",
    "variantUrl": "dist/chess/variants/grand/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grand Chess",
    "heading": "Attribution",
    "content": "Christian Freeling, 1984. Public domain.",
    "anchor": "attribution",
    "variant": "grand",
    "variantUrl": "dist/chess/variants/grand/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grande Acedrex",
    "heading": "Grande Acedrex",
    "content": "Grande Acedrex Spanish: “Great Chess” is a large medieval chess variant documented in the Libro de los Juegos Book of Games commissioned by King Alfonso X of Castile, c. 1283. It is played on a 12×12 ",
    "anchor": "grande-acedrex",
    "variant": "grande-acedrex",
    "variantUrl": "dist/chess/variants/grande-acedrex/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grande Acedrex",
    "heading": "The Board",
    "content": "12 files a–l × 12 ranks = 144 squares.",
    "anchor": "the-board",
    "variant": "grande-acedrex",
    "variantUrl": "dist/chess/variants/grande-acedrex/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grande Acedrex",
    "heading": "Starting Position",
    "content": "Each player has 12 pieces on their back rank and 12 pawns on rank 4. Ranks 2–3 White and ranks 10–11 Black are empty at the start. White rank 1: Rook a1 · Lion b1 · Unicorn c1 · Giraffe d1 · Crocodile",
    "anchor": "starting-position",
    "variant": "grande-acedrex",
    "variantUrl": "dist/chess/variants/grande-acedrex/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grande Acedrex",
    "heading": "Pieces",
    "content": "Movement --- One square in any direction. On its first move only, may leap two squares horizontally, vertically, or diagonally. Rook Steps one square diagonally, then slides any number of squares hori",
    "anchor": "pieces",
    "variant": "grande-acedrex",
    "variantUrl": "dist/chess/variants/grande-acedrex/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grande Acedrex",
    "heading": "Promotion",
    "content": "A pawn reaching the last rank promotes to the piece type that occupied that file in the opening setup — except on file f the King’s file, where it promotes to a Griffion. Promotion chart for White rea",
    "anchor": "promotion",
    "variant": "grande-acedrex",
    "variantUrl": "dist/chess/variants/grande-acedrex/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grande Acedrex",
    "heading": "Special Rules",
    "content": "- No castling. - No double pawn step. - Stalemate: A player who stalemates the opponent wins. - Bare King: Capturing all of the opponent’s pieces except the King is a win. Exception: if the opponent c",
    "anchor": "special-rules",
    "variant": "grande-acedrex",
    "variantUrl": "dist/chess/variants/grande-acedrex/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grande Acedrex",
    "heading": "Attribution",
    "content": "Grande Acedrex is documented in the Libro de los Juegos by Alfonso X of Castile, c. 1283. Rules from chessvariants.com/historic.dir/acedrex.html Hans Bodlaender, from Murray, Gollon, and Pritchard.",
    "anchor": "attribution",
    "variant": "grande-acedrex",
    "variantUrl": "dist/chess/variants/grande-acedrex/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Grasshopper Chess",
    "heading": "Standard Grasshopper Chess",
    "content": "Played on an 8×8 board with all standard chess rules, except: both queens are replaced by Grasshoppers. All other pieces and rules are unchanged.",
    "anchor": "standard-grasshopper-chess",
    "variant": "grasshopper",
    "variantUrl": "dist/chess/variants/grasshopper/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Grasshopper Chess",
    "heading": "Starting Position",
    "content": "rnbgkbnr pppppppp ........ ........ ........ ........ PPPPPPPP RNBGKBNR Where G/g = Grasshopper d1/d8.",
    "anchor": "starting-position",
    "variant": "grasshopper",
    "variantUrl": "dist/chess/variants/grasshopper/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Grasshopper Chess",
    "heading": "The Grasshopper",
    "content": "Rule ---------- Queen lines rank, file, diagonal Requirement Any piece of either colour Landing Landing on an enemy piece captures it Blocked landing If no piece exists in a direction, the Grasshopper",
    "anchor": "the-grasshopper",
    "variant": "grasshopper",
    "variantUrl": "dist/chess/variants/grasshopper/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Grasshopper Chess",
    "heading": "Promotion",
    "content": "Pawns promote to: Queen, Rook, Bishop, Knight, or Grasshopper.",
    "anchor": "promotion",
    "variant": "grasshopper",
    "variantUrl": "dist/chess/variants/grasshopper/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Grasshopper Chess",
    "heading": "All Other Rules",
    "content": "Castling, en passant, stalemate, and draw rules apply without modification.",
    "anchor": "all-other-rules",
    "variant": "grasshopper",
    "variantUrl": "dist/chess/variants/grasshopper/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Grasshopper Chess",
    "heading": "Attribution",
    "content": "Grasshopper invented by T. R. Dawson, Fairy Chess Review 1913, problem no. 1. Public domain. Implemented in Fairy-Stockfish and Zillions of Games.",
    "anchor": "attribution",
    "variant": "grasshopper",
    "variantUrl": "dist/chess/variants/grasshopper/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grid Chess",
    "heading": "Grid Chess",
    "content": "The board is overlaid with a grid dividing it into sixteen 2×2 sections. A move is only legal if the piece crosses at least one grid line.",
    "anchor": "grid-chess",
    "variant": "grid-chess",
    "variantUrl": "dist/chess/variants/grid-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grid Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8, overlaid with grid lines between files b–c, d–e, f–g and between ranks 2–3, 4–5, 6–7. This creates 16 sections of 2×2 squares each. Setup: Standard chess starting position. FEN: r",
    "anchor": "setup",
    "variant": "grid-chess",
    "variantUrl": "dist/chess/variants/grid-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grid Chess",
    "heading": "Rules",
    "content": "- Standard chess movement applies, with one restriction: - A move is only legal if the piece crosses at least one grid line moves from one 2×2 section to a different one, or crosses a grid line within",
    "anchor": "rules",
    "variant": "grid-chess",
    "variantUrl": "dist/chess/variants/grid-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grid Chess",
    "heading": "Win Condition",
    "content": "Checkmate only moves crossing grid lines count as attacks.",
    "anchor": "win-condition",
    "variant": "grid-chess",
    "variantUrl": "dist/chess/variants/grid-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grid Chess",
    "heading": "Strategy",
    "content": "Mobility is dramatically reduced. Knights are relatively stronger — they always cross at least one grid line regardless of position. Pieces on the edge of a 2×2 section have more options than those in",
    "anchor": "strategy",
    "variant": "grid-chess",
    "variantUrl": "dist/chess/variants/grid-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Grid Chess",
    "heading": "Attribution",
    "content": "Walter Stead, 1953. Published in fairy chess circles. Public domain.",
    "anchor": "attribution",
    "variant": "grid-chess",
    "variantUrl": "dist/chess/variants/grid-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gustav III's Chess",
    "heading": "Gustav III's Chess",
    "content": "Gustav III's Chess also called Shakspel is a historical Swedish chess variant attributed to Gustav Johan Billberg 1839. It adds four extra squares at the corners of the standard 8×8 board, each housin",
    "anchor": "gustav-iiis-chess",
    "variant": "gustav-iii-chess",
    "variantUrl": "dist/chess/variants/gustav-iii-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gustav III's Chess",
    "heading": "The Board",
    "content": "A standard 8×8 board 64 squares with four additional squares at the corners, each directly adjacent to the corner square of the main board. Total: 68 squares. The four corner extensions are designated",
    "anchor": "the-board",
    "variant": "gustav-iii-chess",
    "variantUrl": "dist/chess/variants/gustav-iii-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gustav III's Chess",
    "heading": "The Amazon",
    "content": "The Amazon moves and captures like a Queen or a Knight — combining both movement types in one piece. It is the most powerful piece in the game.",
    "anchor": "the-amazon",
    "variant": "gustav-iii-chess",
    "variantUrl": "dist/chess/variants/gustav-iii-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gustav III's Chess",
    "heading": "Starting Position",
    "content": "Pieces --- Standard FIDE army 8 Pawns, 2 Rooks, 2 Knights, 2 Bishops, 1 Queen, 1 King + 2 Amazons on White's two corner extensions Black The standard FIDE setup occupies ranks 1–2 for White and ranks ",
    "anchor": "starting-position",
    "variant": "gustav-iii-chess",
    "variantUrl": "dist/chess/variants/gustav-iii-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gustav III's Chess",
    "heading": "Rules",
    "content": "All standard FIDE rules apply: - Castling: yes standard conditions - En passant: yes - Pawn double-move on first move: yes - Pawn promotion: yes, on reaching the opponent's back rank The Amazons start",
    "anchor": "rules",
    "variant": "gustav-iii-chess",
    "variantUrl": "dist/chess/variants/gustav-iii-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gustav III's Chess",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King.",
    "anchor": "win-condition",
    "variant": "gustav-iii-chess",
    "variantUrl": "dist/chess/variants/gustav-iii-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gustav III's Chess",
    "heading": "Attribution",
    "content": "Created by Gustav Johan Billberg, 1839. Jocly implementation developed by Michel Gutierrez and Jean-Louis Cazaux. Source: chessvariants.com/play/jocly/gustav3-chess",
    "anchor": "attribution",
    "variant": "gustav-iii-chess",
    "variantUrl": "dist/chess/variants/gustav-iii-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Gygax Chess",
    "content": "Designed by Gary Gygax and published in Dragon Magazine No. 100 TSR Inc., August 1985. Two players command 42 pieces across three stacked 12×8 boards. Gold moves first.",
    "anchor": "gygax-chess",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "The Three Boards",
    "content": "The boards are stacked vertically and share the same 12 files a through l and 8 ranks. Gold occupies ranks 1 and 2 on each board; Scarlet occupies ranks 7 and 8. Name Piece types ------- ------- Air S",
    "anchor": "the-three-boards",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Notation",
    "content": "Each square is identified by its level number, file letter, and rank number. Level 3 is the Air board upper, Level 2 is Land middle, Level 1 is Subterranean lower. Examples: 3g1 is Gold's Dragon start",
    "anchor": "notation",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Starting Positions",
    "content": "Level 3 — Air 2G3R3G1/S1S1S1S1S1S1/12/12/12/12/s1s1s1s1s1s1/2g3r3g1 Gold rank 1: Griffons at 3c1 and 3k1; Dragon at 3g1. Gold rank 2: Sylphs at 3a2, 3c2, 3e2, 3g2, 3i2, 3k2. Level 2 — Land OUHTCMKPTHU",
    "anchor": "starting-positions",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Objective and Turn Structure",
    "content": "Win by checkmating the opponent's King. No castling. A player who cannot make any legal move loses. Each turn consists of exactly one move on any of the three boards, including cross-level moves where",
    "anchor": "objective-and-turn-structure",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Piece Values",
    "content": "Relative values from Gygax's original notes, useful for evaluating exchanges. Value Value ------- ------- 11 4.5 Paladin Thief 9 4 Dragon Basilisk 5 2.5 Oliphant Dwarf 1 Warrior ---",
    "anchor": "piece-values",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Sylph (S)",
    "content": "The Sylph is the Air board's pawn and uses Berolina movement: it moves diagonally forward without capturing, and captures one square straight forward the inverse of a standard pawn. No double initial ",
    "anchor": "sylph-s",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Griffon (G)",
    "content": "On Level 3, the Griffon makes an unblockable 3,2 leap: three squares in one orthogonal direction and two squares perpendicularly, or two squares in one direction and three perpendicularly. The Griffon",
    "anchor": "griffon-g",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Dragon (R)",
    "content": "The Dragon never leaves Level 3. On its own board it moves and captures as a dragon horse: any number of squares diagonally like a bishop, or exactly one square orthogonally. Remote capture: without m",
    "anchor": "dragon-r",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Level 2 Pieces — Land",
    "content": "Level 2 is the primary battleground. The King begins here and is most commonly found here. Pieces with no cross-level move listed below are restricted to Level 2.",
    "anchor": "level-2-pieces-land",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Warrior (W)",
    "content": "Standard pawn on Level 2. Moves one square straight forward without capturing; captures one square diagonally forward. No double initial step, no en passant. Promotes to Hero on reaching the furthest ",
    "anchor": "warrior-w",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Oliphant (O)",
    "content": "Moves and captures as a chess Rook: any number of squares orthogonally. Restricted to Level 2.",
    "anchor": "oliphant-o",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Unicorn (U)",
    "content": "Moves and captures as a chess Knight: an unblockable 1,2 leap. Restricted to Level 2.",
    "anchor": "unicorn-u",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Hero (H)",
    "content": "On Level 2, the Hero moves or captures one or two squares diagonally, leaping over any intervening piece unblockable. It may also cross to Level 1 or Level 3 via a space diagonal: one diagonal step on",
    "anchor": "hero-h",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Thief (T)",
    "content": "Moves and captures as a chess Bishop: any number of squares diagonally. Restricted to Level 2.",
    "anchor": "thief-t",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Cleric (C)",
    "content": "Moves and captures exactly one square in any direction orthogonally or diagonally on whichever board it occupies. It may also move or capture to the square directly above or below it on the adjacent l",
    "anchor": "cleric-c",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Mage (M)",
    "content": "On Level 2, the Mage moves and captures as a chess Queen: any number of squares orthogonally or diagonally. It may also step directly to the square above it Level 3 or below it Level 1. On Level 1 or ",
    "anchor": "mage-m",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "King (K)",
    "content": "On Level 2, the King moves and captures one square in any direction and may also step to the square directly above it Level 3 or directly below it Level 1. The King is in check whenever it could be ca",
    "anchor": "king-k",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Paladin (P)",
    "content": "On Level 2, the Paladin moves and captures as a chess King one step in any direction or a chess Knight an unblockable 1,2 leap. On Level 1 or Level 3, the Paladin moves and captures as a chess King on",
    "anchor": "paladin-p",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Dwarf (D)",
    "content": "On Level 1 or Level 2, the Dwarf moves without capturing one square straight forward or one square sideways. It captures one square diagonally forward. It cannot move backward. Cross-level: the Dwarf ",
    "anchor": "dwarf-d",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Basilisk (B)",
    "content": "Restricted to Level 1. The Basilisk moves or captures one square diagonally forward or one square straight forward. It may move but not capture one square straight backward. Freeze: any enemy piece oc",
    "anchor": "basilisk-b",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Elemental (E)",
    "content": "On Level 1, the Elemental moves or captures one or two squares orthogonally. It cannot leap over an occupied square when moving two squares. It may also move one square diagonally without capturing. C",
    "anchor": "elemental-e",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gygax Chess",
    "heading": "Attribution",
    "content": "Designed by Gary Gygax. Published in Dragon Magazine No. 100 TSR Inc., August 1985, pages 34–40. Game rules are not subject to copyright. Authoritative secondary source: Edward Jackman with Hans Bodla",
    "anchor": "attribution",
    "variant": "gygax",
    "variantUrl": "dist/chess/variants/gygax/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Half Chess",
    "heading": "Half Chess",
    "content": "Standard pieces on a 4-rank board. Armies start adjacent with no gap — contact is immediate and violent.",
    "anchor": "half-chess",
    "variant": "half-chess",
    "variantUrl": "dist/chess/variants/half-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Half Chess",
    "heading": "Setup",
    "content": "Board: 8 files × 4 ranks. Setup FEN: rnbqkbnr/pppppppp/PPPPPPPP/RNBQKBNR - Rank 4 Black back rank: r n b q k b n r - Rank 3 Black pawns: p p p p p p p p - Rank 2 White pawns: P P P P P P P P - Rank 1 ",
    "anchor": "setup",
    "variant": "half-chess",
    "variantUrl": "dist/chess/variants/half-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Half Chess",
    "heading": "Rules",
    "content": "- Standard piece movement applies, constrained by the 4-rank board. - Pawns move one square forward only no double-step — there is no room. - No en passant. - Castling is allowed King and Rook are in ",
    "anchor": "rules",
    "variant": "half-chess",
    "variantUrl": "dist/chess/variants/half-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Half Chess",
    "heading": "Win Condition",
    "content": "Checkmate.",
    "anchor": "win-condition",
    "variant": "half-chess",
    "variantUrl": "dist/chess/variants/half-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Half Chess",
    "heading": "Strategy",
    "content": "There is no development phase — the game is tactical from move 1. Every pawn trade immediately opens lines to the back rank. The King is extremely vulnerable with only 4 ranks of space. Knights are li",
    "anchor": "strategy",
    "variant": "half-chess",
    "variantUrl": "dist/chess/variants/half-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Half Chess",
    "heading": "Attribution",
    "content": "Traditional mini-chess variant. Public domain.",
    "anchor": "attribution",
    "variant": "half-chess",
    "variantUrl": "dist/chess/variants/half-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hexapawn",
    "heading": "Hexapawn",
    "content": "Hexapawn is a minimal chess variant invented by Martin Gardner and published in his Mathematical Games column in Scientific American, March 1962. It is played on a 3×3 board using only Pawns — three p",
    "anchor": "hexapawn",
    "variant": "hexapawn",
    "variantUrl": "dist/chess/variants/hexapawn/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hexapawn",
    "heading": "The Board",
    "content": "3 files a–c × 3 ranks = 9 squares.",
    "anchor": "the-board",
    "variant": "hexapawn",
    "variantUrl": "dist/chess/variants/hexapawn/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hexapawn",
    "heading": "Starting Position",
    "content": "White: Pawns on a1, b1, c1 rank 1 Black: Pawns on a3, b3, c3 rank 3",
    "anchor": "starting-position",
    "variant": "hexapawn",
    "variantUrl": "dist/chess/variants/hexapawn/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hexapawn",
    "heading": "Pieces",
    "content": "Only Pawns. Pawns move as in standard chess: - One square forward toward the opponent’s back rank. - Capture one square diagonally forward. - No double first step the board is too small for it to matt",
    "anchor": "pieces",
    "variant": "hexapawn",
    "variantUrl": "dist/chess/variants/hexapawn/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hexapawn",
    "heading": "Win Conditions",
    "content": "A player wins by: 1. Advancing one Pawn to the opponent’s back rank rank 3 for White, rank 1 for Black. 2. Leaving the opponent with no legal moves on their turn. A player with no legal moves on their",
    "anchor": "win-conditions",
    "variant": "hexapawn",
    "variantUrl": "dist/chess/variants/hexapawn/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hexapawn",
    "heading": "Game Theory",
    "content": "Hexapawn is a solved game. With perfect play, Black always wins. The total game tree is small enough to analyze completely by hand. Gardner famously used it to demonstrate machine learning: a set of m",
    "anchor": "game-theory",
    "variant": "hexapawn",
    "variantUrl": "dist/chess/variants/hexapawn/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hexapawn",
    "heading": "Attribution",
    "content": "Hexapawn was invented by Martin Gardner, published in Scientific American, March 1962 reprinted in The Unexpected Hanging and Other Mathematical Diversions. Chessvariants.com page written by Robert Pr",
    "anchor": "attribution",
    "variant": "hexapawn",
    "variantUrl": "dist/chess/variants/hexapawn/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hole Chess",
    "heading": "Hole Chess",
    "content": "Hole Chess is a chess variant created by Gary K. Gifford in December 2003 for the Chess Variants 44-Square Contest. The game is played on a custom 44-square board that includes two permanent holes — s",
    "anchor": "hole-chess",
    "variant": "hole-chess",
    "variantUrl": "dist/chess/variants/hole-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hole Chess",
    "heading": "The Board",
    "content": "A custom 44-square board with two holes. The two holes are located centrally — the central pawn on each side is blocked by a hole directly in front of it. A physical board can be made by cutting holes",
    "anchor": "the-board",
    "variant": "hole-chess",
    "variantUrl": "dist/chess/variants/hole-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hole Chess",
    "heading": "Pieces",
    "content": "Each player begins with: - 1 King - 1 Queen - 1 Rook - 1 PS-Bishop Promoted Shogi Bishop = Dragon Horse: moves as a King or a Bishop - 5 Pawns",
    "anchor": "pieces",
    "variant": "hole-chess",
    "variantUrl": "dist/chess/variants/hole-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hole Chess",
    "heading": "Starting Position",
    "content": "Yellow light: - King: d1 - Queen: d2 - Rook: c2 - PS-Bishop: e2 - Pawns: b3, c3, d3, e3, f3 Red dark: - King: d10 - Queen: d9 - Rook: e9 - PS-Bishop: c9 - Pawns: b8, c8, d8, e8, f8 Holes are located a",
    "anchor": "starting-position",
    "variant": "hole-chess",
    "variantUrl": "dist/chess/variants/hole-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hole Chess",
    "heading": "The Two-Action Rule",
    "content": "The Queen, Rook, and PS-Bishop each have two actions available on a turn when they are the moved piece. Either or both actions may be used; but at least one must be used. Action 1 movement: The piece ",
    "anchor": "the-two-action-rule",
    "variant": "hole-chess",
    "variantUrl": "dist/chess/variants/hole-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hole Chess",
    "heading": "Pawns",
    "content": "Pawns move and capture as in standard chess. On their first move they may advance two squares — except the central pawns d3/d8 which cannot advance at all holes block them. En passant applies. Promoti",
    "anchor": "pawns",
    "variant": "hole-chess",
    "variantUrl": "dist/chess/variants/hole-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hole Chess",
    "heading": "Kings",
    "content": "Kings move as in standard chess. Unlike standard chess, Kings can be captured not just checkmated. If a King would have to move into or be exposed to the enemy line of fire a potential stalemate, it m",
    "anchor": "kings",
    "variant": "hole-chess",
    "variantUrl": "dist/chess/variants/hole-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hole Chess",
    "heading": "Holes",
    "content": "Holes are permanent features of the board. Pieces cannot move onto holes voluntarily. A piece that is pulled into a hole via Action 2 is eliminated. It is illegal to move onto a hole under normal move",
    "anchor": "holes",
    "variant": "hole-chess",
    "variantUrl": "dist/chess/variants/hole-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hole Chess",
    "heading": "Win Condition",
    "content": "Capture the opponent's King, checkmate the opponent's King, or force resignation.",
    "anchor": "win-condition",
    "variant": "hole-chess",
    "variantUrl": "dist/chess/variants/hole-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hole Chess",
    "heading": "Attribution",
    "content": "Hole Chess was created by Gary K. Gifford, December 2003. Entry in the Chess Variants 44-Square Contest. Source: chessvariants.com/44.dir/hole-chess.html",
    "anchor": "attribution",
    "variant": "hole-chess",
    "variantUrl": "dist/chess/variants/hole-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hoppel-Poppel",
    "heading": "Hoppel-Poppel",
    "content": "Knights and Bishops swap their capture methods while retaining their normal movement.",
    "anchor": "hoppel-poppel",
    "variant": "hoppel-poppel",
    "variantUrl": "dist/chess/variants/hoppel-poppel/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hoppel-Poppel",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "hoppel-poppel",
    "variantUrl": "dist/chess/variants/hoppel-poppel/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hoppel-Poppel",
    "heading": "Rules",
    "content": "- Knights move in their standard L-shape but capture by sliding diagonally like a bishop. - Bishops slide diagonally as normal but capture by jumping in an L-shape like a knight. - Only captures are s",
    "anchor": "rules",
    "variant": "hoppel-poppel",
    "variantUrl": "dist/chess/variants/hoppel-poppel/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hoppel-Poppel",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King.",
    "anchor": "win-condition",
    "variant": "hoppel-poppel",
    "variantUrl": "dist/chess/variants/hoppel-poppel/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hoppel-Poppel",
    "heading": "Strategy",
    "content": "Knights become long-range capture threats they can capture anything on their diagonal but remain short-range for positioning. Bishops gain the ability to capture past blocking pieces jumping like knig",
    "anchor": "strategy",
    "variant": "hoppel-poppel",
    "variantUrl": "dist/chess/variants/hoppel-poppel/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hoppel-Poppel",
    "heading": "Attribution",
    "content": "Traditional German variant. The name means \"Hippety-Hop\" in German. Public domain.",
    "anchor": "attribution",
    "variant": "hoppel-poppel",
    "variantUrl": "dist/chess/variants/hoppel-poppel/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Horde Chess",
    "heading": "Horde Chess",
    "content": "36 pawns versus a normal army. A radically asymmetric battle of overwhelming numbers against organised forces.",
    "anchor": "horde-chess",
    "variant": "horde",
    "variantUrl": "dist/chess/variants/horde/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Horde Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: FEN: rnbqkbnr/pppppppp/8/1PP2PP1/PPPPPPPP/PPPPPPPP/PPPPPPPP/PPPPPPPP w kq - 0 1 - Black: Standard chess setup full army on ranks 7–8. - White Horde: 36 pawns filling ranks ",
    "anchor": "setup",
    "variant": "horde",
    "variantUrl": "dist/chess/variants/horde/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Horde Chess",
    "heading": "Rules",
    "content": "- Standard chess rules apply to both sides with these exceptions: - The Horde has no King — it cannot be checkmated. - Horde pawns on rank 1 may double-step as if on rank 2. - Horde pawns promote norm",
    "anchor": "rules",
    "variant": "horde",
    "variantUrl": "dist/chess/variants/horde/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Horde Chess",
    "heading": "Win Condition",
    "content": "- Horde wins: Checkmate Black's King promoted pieces are usually required. - Black wins: Capture every single Horde piece.",
    "anchor": "win-condition",
    "variant": "horde",
    "variantUrl": "dist/chess/variants/horde/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Horde Chess",
    "heading": "Strategy",
    "content": "Black must efficiently destroy pawns without allowing promotion. The Horde must protect key pawns and push toward promotion. Bishops and Knights are most effective for Black cutting through pawn masse",
    "anchor": "strategy",
    "variant": "horde",
    "variantUrl": "dist/chess/variants/horde/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Horde Chess",
    "heading": "Attribution",
    "content": "Popularised on Lichess. Public domain.",
    "anchor": "attribution",
    "variant": "horde",
    "variantUrl": "dist/chess/variants/horde/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hostage Chess",
    "heading": "Overview",
    "content": "Hostage Chess introduces Shogi-style dropping using a single standard chess set. Captured pieces do not change sides unlike Chessgi/Bughouse; instead they are held as hostages in the captor’s prison. ",
    "anchor": "overview",
    "variant": "hostage-chess",
    "variantUrl": "dist/chess/variants/hostage-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hostage Chess",
    "heading": "Setup",
    "content": "Standard FIDE starting position. Each player also has two off-board areas: - Prison player’s right: holds captured enemy pieces as hostages - Airfield player’s left: holds rescued pieces waiting to be",
    "anchor": "setup",
    "variant": "hostage-chess",
    "variantUrl": "dist/chess/variants/hostage-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hostage Chess",
    "heading": "Piece Values (for exchanges)",
    "content": "In ascending order: Pawn < Knight = Bishop < Rook < Queen",
    "anchor": "piece-values-for-exchanges",
    "variant": "hostage-chess",
    "variantUrl": "dist/chess/variants/hostage-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hostage Chess",
    "heading": "Rules",
    "content": "All standard FIDE rules apply with the following additions:",
    "anchor": "rules",
    "variant": "hostage-chess",
    "variantUrl": "dist/chess/variants/hostage-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hostage Chess",
    "heading": "Hostage Exchange",
    "content": "At the start of your turn before making any move, you may choose to rescue one of your pieces from your opponent’s prison. To do so: 1. Choose which of your pieces to rescue from the opponent’s prison",
    "anchor": "hostage-exchange",
    "variant": "hostage-chess",
    "variantUrl": "dist/chess/variants/hostage-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hostage Chess",
    "heading": "Dropping (Parachuting)",
    "content": "Instead of making a regular move, you may drop one piece from your airfield onto any vacant square. Restrictions: - A Pawn may not be dropped on rank 1 or rank 8. - No other restrictions on drop squar",
    "anchor": "dropping-parachuting",
    "variant": "hostage-chess",
    "variantUrl": "dist/chess/variants/hostage-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hostage Chess",
    "heading": "Pawn Promotion",
    "content": "Promotion works differently: - A seventh-rank pawn may only advance to rank 8 if the opponent’s prison contains at least one Queen, Rook, Bishop, or Knight. - When it does: the pawn leaves the board a",
    "anchor": "pawn-promotion",
    "variant": "hostage-chess",
    "variantUrl": "dist/chess/variants/hostage-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hostage Chess",
    "heading": "Castling and En Passant",
    "content": "Both are permitted under normal conditions and apply to dropped pieces as if they were part of the original setup.",
    "anchor": "castling-and-en-passant",
    "variant": "hostage-chess",
    "variantUrl": "dist/chess/variants/hostage-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Hostage Chess",
    "heading": "Notation",
    "content": "- Nc7: a Knight from the airfield drops onto c7 - B–NNc7: a Bishop is released from prison, a Knight is rescued, the Knight drops onto c7 - R–Pc7: a Rook is released, a Pawn is rescued, the Pawn drops",
    "anchor": "notation",
    "variant": "hostage-chess",
    "variantUrl": "dist/chess/variants/hostage-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Immunization Chess",
    "heading": "Immunization Chess",
    "content": "Captures trigger an immune response in nearby pieces. When a piece is captured, all enemy pieces adjacent to the capture square become immune to capture for 2 turns.",
    "anchor": "immunization-chess",
    "variant": "immunization-chess",
    "variantUrl": "dist/chess/variants/immunization-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Immunization Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "immunization-chess",
    "variantUrl": "dist/chess/variants/immunization-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Immunization Chess",
    "heading": "Rules",
    "content": "- When a capture occurs, all enemy defender's pieces on squares adjacent to the capture square become immune for 2 turns. - Immune pieces cannot be captured but can still be blocked, checked, and move",
    "anchor": "rules",
    "variant": "immunization-chess",
    "variantUrl": "dist/chess/variants/immunization-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Immunization Chess",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King.",
    "anchor": "win-condition",
    "variant": "immunization-chess",
    "variantUrl": "dist/chess/variants/immunization-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Immunization Chess",
    "heading": "Strategy",
    "content": "Captures create a defensive shield around the victim's neighbours — making exchanges near clustered pieces dangerous. Isolated pieces are more vulnerable since they have fewer neighbours to immunize. ",
    "anchor": "strategy",
    "variant": "immunization-chess",
    "variantUrl": "dist/chess/variants/immunization-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Immunization Chess",
    "heading": "Attribution",
    "content": "Modern variant. Public domain.",
    "anchor": "attribution",
    "variant": "immunization-chess",
    "variantUrl": "dist/chess/variants/immunization-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Janus Chess",
    "heading": "Overview",
    "content": "Janus Chess extends standard chess to a 10×8 board by adding two Januses per side. The Janus combines the powers of a Bishop and a Knight. The game closely resembles Capablanca's Chess in concept but ",
    "anchor": "overview",
    "variant": "janus",
    "variantUrl": "dist/chess/variants/janus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Janus Chess",
    "heading": "Setup",
    "content": "10-file board files a–j, 8 ranks. FEN: rjnbkqbnjr/pppppppppp/10/10/10/10/PPPPPPPPPP/RJNBKQBNJR w - - 0 1 J/j = Janus White rank 1: Rooka1, Janusb1, Knightc1, Bishopd1, Kinge1, Queenf1, Bishopg1, Knigh",
    "anchor": "setup",
    "variant": "janus",
    "variantUrl": "dist/chess/variants/janus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Janus Chess",
    "heading": "Pieces",
    "content": "All standard FIDE pieces move as normal. The Janus is an additional piece:",
    "anchor": "pieces",
    "variant": "janus",
    "variantUrl": "dist/chess/variants/janus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Janus Chess",
    "heading": "Janus (Archbishop)",
    "content": "Moves as a Bishop slides diagonally any distance or a Knight leaps in an L-shape. It combines both powers in a single piece. The Janus cannot be blocked on its Knight move it leaps. It is not colour-b",
    "anchor": "janus-archbishop",
    "variant": "janus",
    "variantUrl": "dist/chess/variants/janus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Janus Chess",
    "heading": "Rules",
    "content": "All standard FIDE rules apply with the following modifications:",
    "anchor": "rules",
    "variant": "janus",
    "variantUrl": "dist/chess/variants/janus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Janus Chess",
    "heading": "Castling",
    "content": "Castling works as in standard chess King and Rook have not moved, no pieces between them, King not in check, King does not cross check, but the King travels further: - Short castling queenside, toward",
    "anchor": "castling",
    "variant": "janus",
    "variantUrl": "dist/chess/variants/janus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Janus Chess",
    "heading": "All Other Rules",
    "content": "En passant, promotion, stalemate draw, and all other FIDE rules apply normally. Pawns promote on rank 8 White or rank 1 Black to any piece including Janus.",
    "anchor": "all-other-rules",
    "variant": "janus",
    "variantUrl": "dist/chess/variants/janus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Janus Chess",
    "heading": "Strategy Notes",
    "content": "The Janus is a powerful compound piece — roughly comparable in value to a Queen in the endgame — and its early development is often a key strategic concern. Because the Januses start adjacent to the R",
    "anchor": "strategy-notes",
    "variant": "janus",
    "variantUrl": "dist/chess/variants/janus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Khan's Chess",
    "heading": "History",
    "content": "Couch Tomato created Khan's Chess to address two shortcomings identified in Orda Chess through high-level NNUE neural network analysis under Fairy-Stockfish: the original game proved less balanced tha",
    "anchor": "history",
    "variant": "khans-chess",
    "variantUrl": "dist/chess/variants/khans-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Khan's Chess",
    "heading": "The Two Armies",
    "content": "Khan's Chess is played on a standard 8×8 board. White controls the Kingdom standard FIDE pieces. Gold controls the Horde Khan's cavalry army.",
    "anchor": "the-two-armies",
    "variant": "khans-chess",
    "variantUrl": "dist/chess/variants/khans-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Khan's Chess",
    "heading": "Kingdom (White) Starting Position",
    "content": "Rank 1: Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook Rank 2: eight Pawns",
    "anchor": "kingdom-white-starting-position",
    "variant": "khans-chess",
    "variantUrl": "dist/chess/variants/khans-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Khan's Chess",
    "heading": "Horde (Gold) Starting Position",
    "content": "Rank 8: Lancer, Kheshig, Horse Archer, Khatun, Khan, Horse Archer, Kheshig, Lancer Rank 7: eight Scouts The Horde back rank mirrors the Kingdom's layout: Lancers occupy the Rook squares, Kheshigs occu",
    "anchor": "horde-gold-starting-position",
    "variant": "khans-chess",
    "variantUrl": "dist/chess/variants/khans-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Khan's Chess",
    "heading": "General Rules",
    "content": "1. White Kingdom moves first. 2. The Horde cannot castle. The Khan has no castling right. 3. Stalemate is a loss for the player who cannot move not a draw as in standard chess. 4. Campmate: a player w",
    "anchor": "general-rules",
    "variant": "khans-chess",
    "variantUrl": "dist/chess/variants/khans-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Khan's Chess",
    "heading": "Horde Pieces",
    "content": "All Horde pieces except the Khan and Kheshig are divergent: their movement squares differ from their capture squares. The Horde is a cavalry force, so the Lancer, Horse Archer, and Khatun all move lik",
    "anchor": "horde-pieces",
    "variant": "khans-chess",
    "variantUrl": "dist/chess/variants/khans-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Khan's Chess",
    "heading": "Khan",
    "content": "The Khan is the Horde's royal piece. It moves and captures exactly as a King in standard chess. The Khan cannot castle. Checkmate of the Khan ends the game. The piece is visually distinct but function",
    "anchor": "khan",
    "variant": "khans-chess",
    "variantUrl": "dist/chess/variants/khans-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Khan's Chess",
    "heading": "Kheshig (H)",
    "content": "The Kheshig moves and captures as a Knight + King combined also called a centaur or mann+knight. It is the strongest piece in the Horde army and is non-royal. The Kheshig is placed on the Knight squar",
    "anchor": "kheshig-h",
    "variant": "khans-chess",
    "variantUrl": "dist/chess/variants/khans-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Khan's Chess",
    "heading": "Khatun (T)",
    "content": "The Khatun moves as a Knight but captures as a King one step in any direction. It is non-royal. Despite its modest capture range, the Khatun is a useful defensive piece and is the piece that Scouts pr",
    "anchor": "khatun-t",
    "variant": "khans-chess",
    "variantUrl": "dist/chess/variants/khans-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Khan's Chess",
    "heading": "Horse Archer (A)",
    "content": "The Horse Archer moves as a Knight but captures as a Bishop diagonally, any number of squares. Because it moves as a Knight rather than sliding diagonally, it is not colour-bound, making it more valua",
    "anchor": "horse-archer-a",
    "variant": "khans-chess",
    "variantUrl": "dist/chess/variants/khans-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Khan's Chess",
    "heading": "Lancer (L)",
    "content": "The Lancer moves as a Knight but captures as a Rook orthogonally, any number of squares. Its value is generally below that of a Rook because it cannot slide across the board in a single move. However,",
    "anchor": "lancer-l",
    "variant": "khans-chess",
    "variantUrl": "dist/chess/variants/khans-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Khan's Chess",
    "heading": "Scout (S)",
    "content": "The Scout replaces the pawn in the Horde army. It moves as a forward-only Knight—specifically, the four Knight-jump destinations that move the piece toward the opponent's side of the board two squares",
    "anchor": "scout-s",
    "variant": "khans-chess",
    "variantUrl": "dist/chess/variants/khans-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Khan's Chess",
    "heading": "Strategy Notes",
    "content": "For the Horde: Develop Kheshigs carefully—their value in the endgame is enormous and losing one makes mating the Kingdom King much harder. Use the Scouts' speed to threaten early promotion; even the t",
    "anchor": "strategy-notes",
    "variant": "khans-chess",
    "variantUrl": "dist/chess/variants/khans-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Khan's Chess",
    "heading": "Comparison with Orda Chess",
    "content": "Khan's Chess replaces two pieces from Orda Chess: - The pawn standard chess pawn used by both sides in Orda is replaced by the Scout for the Horde, themed around Mongol cavalry. - The Yurt which moved",
    "anchor": "comparison-with-orda-chess",
    "variant": "khans-chess",
    "variantUrl": "dist/chess/variants/khans-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Khan's Chess",
    "heading": "Attribution",
    "content": "Khan's Chess was designed by Couch Tomato 2023–24. Rules documented from the PyChess variant guide at pychess.org/variants/khans.",
    "anchor": "attribution",
    "variant": "khans-chess",
    "variantUrl": "dist/chess/variants/khans-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "King of the Hill",
    "heading": "King of the Hill",
    "content": "Move your King to the centre four squares for an instant win. Transforms the King from a liability into an offensive weapon.",
    "anchor": "king-of-the-hill",
    "variant": "king-of-the-hill",
    "variantUrl": "dist/chess/variants/king-of-the-hill/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "King of the Hill",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "king-of-the-hill",
    "variantUrl": "dist/chess/variants/king-of-the-hill/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "King of the Hill",
    "heading": "Rules",
    "content": "All standard chess rules apply. No modifications to piece movement, captures, or special moves.",
    "anchor": "rules",
    "variant": "king-of-the-hill",
    "variantUrl": "dist/chess/variants/king-of-the-hill/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "King of the Hill",
    "heading": "Win Condition",
    "content": "- Checkmate as normal, OR - Move your King to any of the four centre squares d4, e4, d5, e5.",
    "anchor": "win-condition",
    "variant": "king-of-the-hill",
    "variantUrl": "dist/chess/variants/king-of-the-hill/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "King of the Hill",
    "heading": "Strategy",
    "content": "The King becomes an attacking piece. You must balance aggression advancing the King with safety not exposing it to check. Games are shorter and more tactical — passive play is punished because the opp",
    "anchor": "strategy",
    "variant": "king-of-the-hill",
    "variantUrl": "dist/chess/variants/king-of-the-hill/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "King of the Hill",
    "heading": "Attribution",
    "content": "Popularised on Lichess and Chess.com. Public domain.",
    "anchor": "attribution",
    "variant": "king-of-the-hill",
    "variantUrl": "dist/chess/variants/king-of-the-hill/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Klein Bottle Chess",
    "heading": "Klein Bottle Chess",
    "content": "Klein Bottle Chess is chess played on a Klein bottle — a non-orientable surface that cannot be embedded in three-dimensional space without self-intersection. It is built in two steps from Cylindrical ",
    "anchor": "klein-bottle-chess",
    "variant": "klein-bottle-chess",
    "variantUrl": "dist/chess/variants/klein-bottle-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Klein Bottle Chess",
    "heading": "Why 8×14, not 8×8",
    "content": "Klein Bottle Chess is not a small twist on a normal 8×8 board — it is built from the taller Cylindrical 8×14 variant used as the base for this whole family Cylindrical, Möbius, Klein Bottle, Torus all",
    "anchor": "why-814-not-88",
    "variant": "klein-bottle-chess",
    "variantUrl": "dist/chess/variants/klein-bottle-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Klein Bottle Chess",
    "heading": "The Board and Starting Position",
    "content": "Black a b c d e f g h 14 P P P P -1 12 r b k n 8 6->5... 6 5 4 3 2 P P P P R B K N 1 <- White back rank a b c d e f g h White The engine.setup FEN in the frontmatter is identical to Möbius Strip Chess",
    "anchor": "the-board-and-starting-position",
    "variant": "klein-bottle-chess",
    "variantUrl": "dist/chess/variants/klein-bottle-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Klein Bottle Chess",
    "heading": "Consequences of the Topology",
    "content": "Kings face Queens, not Kings. Because of the doubled board and the seam arrangement, along the \"long way round\" ranks 8 through 15/1, each King ends up facing the opponent's Queen rather than the oppo",
    "anchor": "consequences-of-the-topology",
    "variant": "klein-bottle-chess",
    "variantUrl": "dist/chess/variants/klein-bottle-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Klein Bottle Chess",
    "heading": "Rules",
    "content": "All standard FIDE rules apply castling, en passant, promotion except where the topology changes movement, as described above. Win: Checkmate the opponent's King.",
    "anchor": "rules",
    "variant": "klein-bottle-chess",
    "variantUrl": "dist/chess/variants/klein-bottle-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Klein Bottle Chess",
    "heading": "Attribution",
    "content": "Klein Bottle Chess invented by Alberto Monteiro. Source: chessvariants.com/shape.dir/xklein.html mirrored at oocities.org/albmont/xklein.htm, which includes the fuller technical description used for t",
    "anchor": "attribution",
    "variant": "klein-bottle-chess",
    "variantUrl": "dist/chess/variants/klein-bottle-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Knightmate",
    "heading": "Knightmate",
    "content": "The Knight becomes the royal piece. The King becomes a commoner that moves like a knight. A complete role reversal that transforms strategy.",
    "anchor": "knightmate",
    "variant": "knightmate",
    "variantUrl": "dist/chess/variants/knightmate/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Knightmate",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup FEN: rkbqnbkr/pppppppp/8/8/8/8/PPPPPPPP/RKBQNBKR",
    "anchor": "setup",
    "variant": "knightmate",
    "variantUrl": "dist/chess/variants/knightmate/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Knightmate",
    "heading": "Pieces",
    "content": "Pieces: Standard chess pieces, but with swapped roles: - Knight — the royal piece. Must be protected from checkmate. Sits on e1/e8 where the King normally starts. - King — moves like a knight L-shape.",
    "anchor": "pieces",
    "variant": "knightmate",
    "variantUrl": "dist/chess/variants/knightmate/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Knightmate",
    "heading": "Rules",
    "content": "All standard chess rules apply, except: - The Knight is subject to check and checkmate it is royal. - The King is an ordinary piece that moves in knight-jumps. - Castling works with the royal Knight a",
    "anchor": "rules",
    "variant": "knightmate",
    "variantUrl": "dist/chess/variants/knightmate/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Knightmate",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's royal Knight.",
    "anchor": "win-condition",
    "variant": "knightmate",
    "variantUrl": "dist/chess/variants/knightmate/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Knightmate",
    "heading": "Strategy",
    "content": "The royal Knight is far more mobile than a standard King, which makes it harder to trap but also means it can overextend. Kings moving as knights are powerful attacking pieces. Queen + King combinatio",
    "anchor": "strategy",
    "variant": "knightmate",
    "variantUrl": "dist/chess/variants/knightmate/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Knightmate",
    "heading": "Attribution",
    "content": "Bruce Zimov, 1972. Public domain.",
    "anchor": "attribution",
    "variant": "knightmate",
    "variantUrl": "dist/chess/variants/knightmate/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Kriegspiel",
    "heading": "Overview",
    "content": "Kriegspiel is chess with incomplete information. Each player can see only their own pieces — not the opponent's position or moves. A referee maintains a third \"master\" board with all pieces visible an",
    "anchor": "overview",
    "variant": "kriegspiel",
    "variantUrl": "dist/chess/variants/kriegspiel/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Kriegspiel",
    "heading": "Equipment",
    "content": "Three chess boards are needed: - One board for White only White pieces visible - One board for Black only Black pieces visible - One master board for the referee all pieces visible",
    "anchor": "equipment",
    "variant": "kriegspiel",
    "variantUrl": "dist/chess/variants/kriegspiel/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Kriegspiel",
    "heading": "Setup",
    "content": "Standard FIDE starting position on all three boards. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "kriegspiel",
    "variantUrl": "dist/chess/variants/kriegspiel/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Kriegspiel",
    "heading": "Rules",
    "content": "All standard FIDE rules apply to the actual position as tracked by the referee. The difference is in what players can perceive:",
    "anchor": "rules",
    "variant": "kriegspiel",
    "variantUrl": "dist/chess/variants/kriegspiel/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Kriegspiel",
    "heading": "Turn Sequence",
    "content": "On their turn, a player attempts a move: - If the move is legal, the referee announces that the player has moved, and the turn passes to the opponent. - If the move is illegal, the referee announces a",
    "anchor": "turn-sequence",
    "variant": "kriegspiel",
    "variantUrl": "dist/chess/variants/kriegspiel/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Kriegspiel",
    "heading": "Announcements",
    "content": "Check: When a move gives check, the referee announces check and specifies the direction: - Along a rank row - Along a file column - Along the \"small diagonal\" a1–h8 direction - Along the \"large diagon",
    "anchor": "announcements",
    "variant": "kriegspiel",
    "variantUrl": "dist/chess/variants/kriegspiel/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Kriegspiel",
    "heading": "Pawn Capture Query",
    "content": "Before attempting a move, a player may ask: \"Any?\" \"Are there any pawn captures?\". - The referee answers \"No\" if the player has no available pawn captures. - The referee answers \"Try!\" if at least one",
    "anchor": "pawn-capture-query",
    "variant": "kriegspiel",
    "variantUrl": "dist/chess/variants/kriegspiel/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Kriegspiel",
    "heading": "Etiquette",
    "content": "If a player deliberately attempts a move they know to be illegal e.g., asking \"Any?\" with no pawns, or trying moves purely to confuse the opponent, the referee says \"Impossible\" so the opponent is not",
    "anchor": "etiquette",
    "variant": "kriegspiel",
    "variantUrl": "dist/chess/variants/kriegspiel/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Kriegspiel",
    "heading": "Strategy Notes",
    "content": "Kriegspiel rewards probabilistic reasoning and deduction. Each referee announcement narrows the possible enemy positions. Players must balance information-gathering moves probing pawn captures, checki",
    "anchor": "strategy-notes",
    "variant": "kriegspiel",
    "variantUrl": "dist/chess/variants/kriegspiel/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Legan Chess",
    "heading": "Legan Chess",
    "content": "Combines Berolina pawn movement with swapped King/Queen positions. No castling or en passant.",
    "anchor": "legan-chess",
    "variant": "legan-chess",
    "variantUrl": "dist/chess/variants/legan-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Legan Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Like standard chess but the King starts on d1/d8 and the Queen on e1/e8 swapped positions. FEN: rnbkqbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBKQBNR w - - 0 1",
    "anchor": "setup",
    "variant": "legan-chess",
    "variantUrl": "dist/chess/variants/legan-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Legan Chess",
    "heading": "Rules",
    "content": "- Pawns move diagonally forward one or two squares from their starting rank and capture straight forward — Berolina movement. - No castling. - No en passant. - All other pieces move and capture as sta",
    "anchor": "rules",
    "variant": "legan-chess",
    "variantUrl": "dist/chess/variants/legan-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Legan Chess",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King.",
    "anchor": "win-condition",
    "variant": "legan-chess",
    "variantUrl": "dist/chess/variants/legan-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Legan Chess",
    "heading": "Strategy",
    "content": "The King on d-file is more exposed than in standard chess since the Queen is no longer shielding it. Berolina pawns create unusual pawn structures — they cannot protect each other the way normal pawns",
    "anchor": "strategy",
    "variant": "legan-chess",
    "variantUrl": "dist/chess/variants/legan-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Legan Chess",
    "heading": "Attribution",
    "content": "Named after Vladimír Legan. Public domain.",
    "anchor": "attribution",
    "variant": "legan-chess",
    "variantUrl": "dist/chess/variants/legan-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Los Alamos Vierschach",
    "heading": "Los Alamos Vierschach",
    "content": "Los Alamos Vierschach is a 4-player chess variant by Jörg Knappen combining Los Alamos Chess the famous 6×6 variant developed at Los Alamos National Laboratory in the 1950s with the Vierschach 4-playe",
    "anchor": "los-alamos-vierschach",
    "variant": "los-alamos-vierschach",
    "variantUrl": "dist/chess/variants/los-alamos-vierschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Los Alamos Vierschach",
    "heading": "The Board",
    "content": "The board consists of a 6×6 checkered grid extended by 2×6 squares on each of the four sides. This gives: - Central 6×6 area: 36 squares - Four 2×6 arms one per side: 4 × 12 = 48 squares - Total: 84 s",
    "anchor": "the-board",
    "variant": "los-alamos-vierschach",
    "variantUrl": "dist/chess/variants/los-alamos-vierschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Los Alamos Vierschach",
    "heading": "Teams and Armies",
    "content": "Four armies, two allied teams — arranged as in Vierschach: allies play from adjacent sides not opposite sides. Each player commands a Los Alamos Chess army. Los Alamos Chess piece set per player: - 1 ",
    "anchor": "teams-and-armies",
    "variant": "los-alamos-vierschach",
    "variantUrl": "dist/chess/variants/los-alamos-vierschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Los Alamos Vierschach",
    "heading": "Starting Position",
    "content": "Each player's army is set up in their arm of the cross-shaped board, as in Vierschach: - Back rank innermost row of the arm: Rook, Knight, Queen, King, Knight, Rook - Front rank: 6 Pawns Pawns advance",
    "anchor": "starting-position",
    "variant": "los-alamos-vierschach",
    "variantUrl": "dist/chess/variants/los-alamos-vierschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Los Alamos Vierschach",
    "heading": "Rules",
    "content": "All Vierschach rules apply, combined with Los Alamos Chess rules: From Los Alamos Chess: - No Bishops - No castling - Standard FIDE movement for all other pieces From Vierschach: - 4 players take turn",
    "anchor": "rules",
    "variant": "los-alamos-vierschach",
    "variantUrl": "dist/chess/variants/los-alamos-vierschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Los Alamos Vierschach",
    "heading": "Win Condition",
    "content": "A team wins by checkmating both opposing Kings.",
    "anchor": "win-condition",
    "variant": "los-alamos-vierschach",
    "variantUrl": "dist/chess/variants/los-alamos-vierschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Los Alamos Vierschach",
    "heading": "Notes",
    "content": "The combination is natural: Los Alamos Chess provides a compact, fast-playing piece set well suited to the extended 84-square cross board; Vierschach provides the 4-player relay format. The cross-shap",
    "anchor": "notes",
    "variant": "los-alamos-vierschach",
    "variantUrl": "dist/chess/variants/los-alamos-vierschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Los Alamos Vierschach",
    "heading": "Attribution",
    "content": "Los Alamos Vierschach was designed by Jörg Knappen as a non-competing entry to the 84 Squares Contest. HTML by Hans Bodlaender. Source: chessvariants.com/large.dir/contest84/losalamos4.html",
    "anchor": "attribution",
    "variant": "los-alamos-vierschach",
    "variantUrl": "dist/chess/variants/los-alamos-vierschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Los Alamos",
    "heading": "Los Alamos",
    "content": "The first chess variant ever played by a computer 1956, MANIAC I at Los Alamos National Laboratory. A 6×6 board with no Bishops and no castling.",
    "anchor": "los-alamos",
    "variant": "los-alamos",
    "variantUrl": "dist/chess/variants/los-alamos/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Los Alamos",
    "heading": "Setup",
    "content": "Board: 6×6 six files, six ranks. Setup FEN: rnqknr/pppppp/6/6/PPPPPP/RNQKNR Each side: Rook, Knight, Queen, King, Knight, Rook + 6 pawns. No Bishops.",
    "anchor": "setup",
    "variant": "los-alamos",
    "variantUrl": "dist/chess/variants/los-alamos/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Los Alamos",
    "heading": "Rules",
    "content": "- Standard chess movement for all pieces Rooks, Knights, Queen, King, Pawns. - No Bishops exist in this variant. - No castling. - Pawns move one square forward only no double-step from starting rank. ",
    "anchor": "rules",
    "variant": "los-alamos",
    "variantUrl": "dist/chess/variants/los-alamos/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Los Alamos",
    "heading": "Win Condition",
    "content": "Checkmate or stalemate the opponent stalemate is a loss in Los Alamos rules.",
    "anchor": "win-condition",
    "variant": "los-alamos",
    "variantUrl": "dist/chess/variants/los-alamos/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Los Alamos",
    "heading": "Strategy",
    "content": "Without Bishops, there are no long-range diagonal attackers. Knights become relatively more powerful since the board is smaller fewer moves to cross. The Queen is overwhelmingly strong on a 6×6 board ",
    "anchor": "strategy",
    "variant": "los-alamos",
    "variantUrl": "dist/chess/variants/los-alamos/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Los Alamos",
    "heading": "Attribution",
    "content": "Paul Stein and Mark Wells, Los Alamos National Laboratory, 1956. Public domain.",
    "anchor": "attribution",
    "variant": "los-alamos",
    "variantUrl": "dist/chess/variants/los-alamos/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Madrasi Chess",
    "heading": "Madrasi Chess",
    "content": "When a piece is attacked by an opposing piece of the same type, both pieces are paralysed — they cannot move, capture, or give check until the paralysis is broken.",
    "anchor": "madrasi-chess",
    "variant": "madrasi",
    "variantUrl": "dist/chess/variants/madrasi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Madrasi Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "madrasi",
    "variantUrl": "dist/chess/variants/madrasi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Madrasi Chess",
    "heading": "Rules",
    "content": "- Standard chess movement applies, with the following addition: - When a piece is attacked by an opposing piece of the same type e.g., White Knight attacked by Black Knight, BOTH pieces are paralysed.",
    "anchor": "rules",
    "variant": "madrasi",
    "variantUrl": "dist/chess/variants/madrasi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Madrasi Chess",
    "heading": "Win Condition",
    "content": "Checkmate paralysed pieces cannot contribute to check or defence.",
    "anchor": "win-condition",
    "variant": "madrasi",
    "variantUrl": "dist/chess/variants/madrasi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Madrasi Chess",
    "heading": "Strategy",
    "content": "Use paralysis offensively — freeze your opponent's key pieces by opposing them with your same-type pieces. A single Bishop can neutralise the opponent's Bishop while your other pieces attack freely. A",
    "anchor": "strategy",
    "variant": "madrasi",
    "variantUrl": "dist/chess/variants/madrasi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Madrasi Chess",
    "heading": "Attribution",
    "content": "Abdul Jabbar Karwatkar, 1979. Named after his home city of Madras now Chennai, India. Public domain rules.",
    "anchor": "attribution",
    "variant": "madrasi",
    "variantUrl": "dist/chess/variants/madrasi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Maharaja & Sepoys",
    "heading": "Maharaja & Sepoys",
    "content": "One Queen+Knight super-piece the Maharaja vs a full standard army. The ultimate asymmetric challenge.",
    "anchor": "maharaja-sepoys",
    "variant": "maharaja",
    "variantUrl": "dist/chess/variants/maharaja/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Maharaja & Sepoys",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: FEN: rnbqkbnr/pppppppp/8/8/8/8/8/4M3 w kq - 0 1 - Black Sepoys: Full standard chess army on ranks 7–8. Pawns on rank 7. - White Maharaja: A single piece — the Maharaja — pl",
    "anchor": "setup",
    "variant": "maharaja",
    "variantUrl": "dist/chess/variants/maharaja/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Maharaja & Sepoys",
    "heading": "Rules",
    "content": "- Standard chess rules apply to Black's army including castling and pawn promotion. - White has only the Maharaja — every turn, White moves it. - The Maharaja cannot castle. - If the Maharaja is check",
    "anchor": "rules",
    "variant": "maharaja",
    "variantUrl": "dist/chess/variants/maharaja/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Maharaja & Sepoys",
    "heading": "Win Condition",
    "content": "- Black wins: Checkmate or capture the Maharaja. - White wins: Checkmate Black's King using the Maharaja alone.",
    "anchor": "win-condition",
    "variant": "maharaja",
    "variantUrl": "dist/chess/variants/maharaja/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Maharaja & Sepoys",
    "heading": "Strategy",
    "content": "The Maharaja is incredibly powerful but alone. Black must coordinate pieces to trap it in a net. White must pick off Black's pieces one by one while avoiding getting cornered. In practice, a well-play",
    "anchor": "strategy",
    "variant": "maharaja",
    "variantUrl": "dist/chess/variants/maharaja/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Maharaja & Sepoys",
    "heading": "Attribution",
    "content": "Traditional Indian variant \"Maharaja and the Sepoys\", 19th century. Public domain.",
    "anchor": "attribution",
    "variant": "maharaja",
    "variantUrl": "dist/chess/variants/maharaja/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Makpong",
    "heading": "Makpong",
    "content": "A Thai chess Makruk variant where the King cannot move out of check. When in check, you must block or capture the checking piece — the King stays put.",
    "anchor": "makpong",
    "variant": "makpong",
    "variantUrl": "dist/chess/variants/makpong/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Makpong",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "makpong",
    "variantUrl": "dist/chess/variants/makpong/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Makpong",
    "heading": "Rules",
    "content": "All standard chess rules apply, except: - When in check, the King CANNOT move. You must resolve the check by: - Capturing the checking piece with any piece other than the King, OR - Blocking the check",
    "anchor": "rules",
    "variant": "makpong",
    "variantUrl": "dist/chess/variants/makpong/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Makpong",
    "heading": "Win Condition",
    "content": "Checkmate which is much easier to achieve due to the King's inability to flee.",
    "anchor": "win-condition",
    "variant": "makpong",
    "variantUrl": "dist/chess/variants/makpong/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Makpong",
    "heading": "Strategy",
    "content": "Double check is instantly lethal — any discovered check where the moving piece also gives check is mate. This makes batteries aligned pieces that can deliver discovered check extremely dangerous. Knig",
    "anchor": "strategy",
    "variant": "makpong",
    "variantUrl": "dist/chess/variants/makpong/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Makpong",
    "heading": "Attribution",
    "content": "Traditional Thai variant of Makruk. Public domain.",
    "anchor": "attribution",
    "variant": "makpong",
    "variantUrl": "dist/chess/variants/makpong/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Makruk",
    "heading": "Makruk (Thai Chess)",
    "content": "The traditional chess of Thailand, played since the 16th century. Features a weaker promoted piece and no castling.",
    "anchor": "makruk-thai-chess",
    "variant": "makruk",
    "variantUrl": "dist/chess/variants/makruk/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Makruk",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Pawns start on the 3rd rank not 2nd. Back rank: Rook, Knight, Silver General Met, King, Queen Met equivalent, Silver General, Knight, Rook. FEN: rngfkgnr/8/pppppppp/8/8/PPP",
    "anchor": "setup",
    "variant": "makruk",
    "variantUrl": "dist/chess/variants/makruk/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Makruk",
    "heading": "Rules",
    "content": "- The Met Silver General moves one square diagonally in any direction. It cannot move orthogonally. - The Queen equivalent also moves as a Met one step diagonal — it is a weak piece. - Pawns promote o",
    "anchor": "rules",
    "variant": "makruk",
    "variantUrl": "dist/chess/variants/makruk/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Makruk",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King.",
    "anchor": "win-condition",
    "variant": "makruk",
    "variantUrl": "dist/chess/variants/makruk/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Makruk",
    "heading": "Strategy",
    "content": "With no Queen and only weak diagonal movers Met, Makruk is a slower, more positional game than standard chess. Rooks are by far the most powerful pieces. Pawn promotion comes earlier rank 6 but the pr",
    "anchor": "strategy",
    "variant": "makruk",
    "variantUrl": "dist/chess/variants/makruk/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Makruk",
    "heading": "Attribution",
    "content": "Traditional Thai chess. Played for over 500 years in Thailand. Public domain.",
    "anchor": "attribution",
    "variant": "makruk",
    "variantUrl": "dist/chess/variants/makruk/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "The Board",
    "content": "Mansindam is played on a 9×9 board 9 files × 9 ranks. Ranks are numbered 1-9 from White's side. Files are lettered a-i.",
    "anchor": "the-board",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Starting Position",
    "content": "White Yang: - Rank 1: Marshala, Knightb, Cardinalc, Queend, Kinge, Angelf, Bishopg, Knighth, Rooki - Rank 2: empty - Rank 3: 9 Pawns a3-i3 Black Eum: - Rank 7: 9 Pawns a7-i7 - Rank 8: empty - Rank 9: ",
    "anchor": "starting-position",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Promotion Zone",
    "content": "Ranks 7, 8, and 9 are the enemy camp for White. Ranks 1, 2, and 3 are the enemy camp for Black. A piece promotes when it moves to, moves from, or moves within the enemy camp. Promotion is mandatory --",
    "anchor": "promotion-zone",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Pieces",
    "content": "Every promoted piece gains the additional ability to move as a non-royal King one square in any direction on top of its base movement.",
    "anchor": "pieces",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Pawn (P) / Bo -- promotes to Guard",
    "content": "Moves one square orthogonally forward only. No two-square advance. No en passant. Promoted form -- Guard G / Cho: Moves one square orthogonally or diagonally same as a standard King, but not royal.",
    "anchor": "pawn-p-bo----promotes-to-guard",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Knight (N) / Gi -- promotes to Centaur",
    "content": "Moves as a standard chess Knight leaps to nearest squares not on the same file, rank, or diagonal. Can jump over intervening pieces. Promoted form -- Centaur E / Wi: Moves as Knight + King Knight leap",
    "anchor": "knight-n-gi----promotes-to-centaur",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Bishop (B) / Gak -- promotes to Archer",
    "content": "Moves any number of squares diagonally. Cannot jump over pieces. Promoted form -- Archer H / Ma: Moves as Bishop or King diagonals any distance, or one step orthogonally or diagonally.",
    "anchor": "bishop-b-gak----promotes-to-archer",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Rook (R) / Bang -- promotes to Tiger",
    "content": "Moves any number of squares orthogonally. Cannot jump over pieces. Promoted form -- Tiger T / Yong: Moves as Rook or King orthogonals any distance, or one step in any direction.",
    "anchor": "rook-r-bang----promotes-to-tiger",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Cardinal (C) / Ye -- promotes to Rhino",
    "content": "Moves as a Bishop or Knight. Cannot jump over pieces for the Bishop component; can jump for the Knight component. Promoted form -- Rhino I / Seong: Moves as Cardinal Bishop + Knight plus one step orth",
    "anchor": "cardinal-c-ye----promotes-to-rhino",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Marshal (M) / Su -- promotes to Ship",
    "content": "Moves as a Rook or Knight. Cannot jump over pieces for the Rook component; can jump for the Knight component. Promoted form -- Ship S / Myeong: Moves as Marshal Rook + Knight plus one step diagonally ",
    "anchor": "marshal-m-su----promotes-to-ship",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Queen (Q) / Bun -- does not promote",
    "content": "Moves any number of squares orthogonally or diagonally. Cannot jump over pieces. Equivalent to a standard chess Queen.",
    "anchor": "queen-q-bun----does-not-promote",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Angel (A) / Cheon -- does not promote",
    "content": "Moves as a Queen or Knight orthogonals any distance, diagonals any distance, or Knight leap. The most powerful piece in the game.",
    "anchor": "angel-a-cheon----does-not-promote",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "King (K) / Ok",
    "content": "Moves one square orthogonally or diagonally. Royal piece -- if checkmated, the game is lost. White's King is called Yang; Black's King is called Eum. In notation both are written as K.",
    "anchor": "king-k-ok",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Piece Summary Table",
    "content": "Korean Moves as --- --- Bo One step forward ortho Cho King non-royal Gi Knight leap Wi Knight + King Gak Bishop diagonals Ma Bishop + King Bang Rook orthogonals Yong Rook + King Ye Bishop + Knight Seo",
    "anchor": "piece-summary-table",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Basic Movement",
    "content": "- A piece cannot move to a square occupied by a friendly piece. - A piece that moves to a square occupied by an enemy piece captures that enemy piece. - All pieces except the Knight cannot jump over i",
    "anchor": "basic-movement",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "The King and Check",
    "content": "The state in which the King is attacked by an opponent's piece is check. A player in check must resolve it immediately. The King may never move to or remain on a square attacked by an opponent's piece",
    "anchor": "the-king-and-check",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Drops",
    "content": "Any piece a player captures is a hand piece, held in reserve. On any turn, instead of moving a piece on the board, a player may drop a hand piece onto any empty square. Drop rules: - Only one piece ma",
    "anchor": "drops",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Pawn Drop Restrictions",
    "content": "- Two or more of a player's unpromoted Pawns may not occupy the same file. Prohibition of Two Pawns - Pawns cannot be dropped on the last rank rank 9 for White; rank 1 for Black, as a Pawn dropped the",
    "anchor": "pawn-drop-restrictions",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Stalemate -- Loss",
    "content": "A player who has no legal move and no legal drop loses. Stalemate is not a draw.",
    "anchor": "stalemate----loss",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Campmate -- Win",
    "content": "A player who successfully moves their King to the opponent's last rank without landing on a square attacked by an opponent's piece wins by campmate. For White: reach rank 9. For Black: reach rank 1.",
    "anchor": "campmate----win",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Prohibition of Threefold Repetition",
    "content": "Neither player may cause the same position including hand pieces and side to move to occur three times. If a position has occurred twice, the player whose move would create the third occurrence is for",
    "anchor": "prohibition-of-threefold-repetition",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "No Draws",
    "content": "Because stalemate is a loss, the 50-move rule does not exist, and threefold repetition is prohibited rather than drawn, Mansindam has no drawing mechanism. Every game ends in victory for one player.",
    "anchor": "no-draws",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Defeat Conditions",
    "content": "A player loses when: 1. Their King is checkmated. 2. The opponent's King reaches their last rank campmate. 3. They cannot move or drop any piece stalemate. 4. They declare resignation by placing their",
    "anchor": "defeat-conditions",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mansindam (Pantheon Tale)",
    "heading": "Attribution",
    "content": "Mansindam Pantheon Tale was designed by Couch Tomato. Rules documented from the PyChess variant guide at pychess.org/variants/mansindam. Piece names use both the English labels and Korean/Chinese char",
    "anchor": "attribution",
    "variant": "mansindam",
    "variantUrl": "dist/chess/variants/mansindam/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Marseillais Chess",
    "heading": "Marseillais Chess",
    "content": "Two moves per turn. If your first move gives check, your turn ends immediately.",
    "anchor": "marseillais-chess",
    "variant": "marseillais",
    "variantUrl": "dist/chess/variants/marseillais/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Marseillais Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "marseillais",
    "variantUrl": "dist/chess/variants/marseillais/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Marseillais Chess",
    "heading": "Rules",
    "content": "- Each player makes TWO moves per turn instead of one. - If your first move delivers check, your turn ends — you do not get a second move. - If your first move does not give check, you must make a sec",
    "anchor": "rules",
    "variant": "marseillais",
    "variantUrl": "dist/chess/variants/marseillais/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Marseillais Chess",
    "heading": "Win Condition",
    "content": "Checkmate accounting for the double-move.",
    "anchor": "win-condition",
    "variant": "marseillais",
    "variantUrl": "dist/chess/variants/marseillais/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Marseillais Chess",
    "heading": "Strategy",
    "content": "The double-move creates devastating tactical combinations. A Knight can reach any square in a single turn. Pins and skewers work differently because the pinned player might be able to move the pinned ",
    "anchor": "strategy",
    "variant": "marseillais",
    "variantUrl": "dist/chess/variants/marseillais/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Marseillais Chess",
    "heading": "Attribution",
    "content": "Originated in Marseille, France, early 20th century. Public domain.",
    "anchor": "attribution",
    "variant": "marseillais",
    "variantUrl": "dist/chess/variants/marseillais/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "McCooey's Hexagonal Chess",
    "heading": "McCooey's Hexagonal Chess",
    "content": "Invented by Dave McCooey and published on chessvariants.com. Played on the same 91-hex board as Gliński but with different pawn rules and 7 pawns per side.",
    "anchor": "mccooeys-hexagonal-chess",
    "variant": "mccooey",
    "variantUrl": "dist/chess/variants/mccooey/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "McCooey's Hexagonal Chess",
    "heading": "Setup",
    "content": "Board: 91-hex hexagonal grid, same as Gliński. Pieces per side: King, Queen, 2 Rooks, 2 Bishops, 2 Knights, 7 Pawns 15 pieces total.",
    "anchor": "setup",
    "variant": "mccooey",
    "variantUrl": "dist/chess/variants/mccooey/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "McCooey's Hexagonal Chess",
    "heading": "Key Differences from Gliński",
    "content": "Gliński --------- 9 Orthogonal rook, 60° Allowed 3/4 to 1/4 split",
    "anchor": "key-differences-from-gliski",
    "variant": "mccooey",
    "variantUrl": "dist/chess/variants/mccooey/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "McCooey's Hexagonal Chess",
    "heading": "Pawns",
    "content": "Pawns move one cell straight forward. They capture one cell diagonally forward through a shared corner, bishop direction. The f-file pawn center pawn may not make an initial double step. All other paw",
    "anchor": "pawns",
    "variant": "mccooey",
    "variantUrl": "dist/chess/variants/mccooey/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "McCooey's Hexagonal Chess",
    "heading": "Rules",
    "content": "Identical to standard chess and Gliński except as noted above. Stalemate is a draw. No castling.",
    "anchor": "rules",
    "variant": "mccooey",
    "variantUrl": "dist/chess/variants/mccooey/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "McCooey's Hexagonal Chess",
    "heading": "Win Condition",
    "content": "Checkmate.",
    "anchor": "win-condition",
    "variant": "mccooey",
    "variantUrl": "dist/chess/variants/mccooey/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "McCooey's Hexagonal Chess",
    "heading": "Attribution",
    "content": "Dave McCooey. Published on chessvariants.com. Public domain rules.",
    "anchor": "attribution",
    "variant": "mccooey",
    "variantUrl": "dist/chess/variants/mccooey/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Medusa Chess",
    "heading": "Medusa Chess",
    "content": "The Queen has the Medusa's gaze. After she moves, all enemy pieces she attacks along her lines of sight become petrified for 2 turns. Petrified pieces cannot move.",
    "anchor": "medusa-chess",
    "variant": "medusa-chess",
    "variantUrl": "dist/chess/variants/medusa-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Medusa Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "medusa-chess",
    "variantUrl": "dist/chess/variants/medusa-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Medusa Chess",
    "heading": "Rules",
    "content": "- After the Queen moves, every enemy piece she attacks becomes petrified for 2 turns. - Petrified pieces cannot move but still block movement and deliver check normally. - Kings cannot be petrified. -",
    "anchor": "rules",
    "variant": "medusa-chess",
    "variantUrl": "dist/chess/variants/medusa-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Medusa Chess",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King petrified pieces count as immovable for escape purposes.",
    "anchor": "win-condition",
    "variant": "medusa-chess",
    "variantUrl": "dist/chess/variants/medusa-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Medusa Chess",
    "heading": "Strategy",
    "content": "Queen positioning becomes paramount — move her to lines that freeze the most enemy pieces, then exploit the frozen position. An exposed Queen, however, is still vulnerable to capture. Petrifying defen",
    "anchor": "strategy",
    "variant": "medusa-chess",
    "variantUrl": "dist/chess/variants/medusa-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Medusa Chess",
    "heading": "Attribution",
    "content": "Modern variant. Public domain.",
    "anchor": "attribution",
    "variant": "medusa-chess",
    "variantUrl": "dist/chess/variants/medusa-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "The Board",
    "content": "Standard 12×12 grid, files a–l, ranks 1–12. White occupies ranks 1–3 at the start; Black occupies ranks 10–12.",
    "anchor": "the-board",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "Fixed pieces (same in all setups)",
    "content": "White Rank 1 fixed: - a1: Cannon, b1: Camel, c1–e1 empty, f1–g1 variable, h1–j1 empty, k1: Camel, l1: Cannon White Rank 2 fixed: - a2: Elephant, b2: Rook, c2: Knight, d2: Bishop, e2: Prince, f2–g2 var",
    "anchor": "fixed-pieces-same-in-all-setups",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "Variable squares",
    "content": "The four squares f1, g1 rank 1 and f2, g2 rank 2 hold the King, Queen, Lion, and Eagle in any combination. Black decides the arrangement; White places the same four pieces mirrored symmetrically. For ",
    "anchor": "variable-squares",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "Black's setup",
    "content": "Black's pieces are the mirror image of White's across the centre of the board symmetric along ranks. Black's fixed squares: - Rank 12 = White's rank 1 mirrored: Cannona12, Camelb12, variable at f12–g1",
    "anchor": "blacks-setup",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "Pawn",
    "content": "Moves as a standard chess Pawn, except the double push is available from any rank not just the initial rank. Pawns capture en passant in the usual way after any double push. Pawns promote on the oppon",
    "anchor": "pawn",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "Prince",
    "content": "Moves as a King one step in any direction, but is not royal — losing the Prince does not end the game. The Prince also has a non-capturing double push available from any rank, exactly like the Pawn's ",
    "anchor": "prince",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "Knight",
    "content": "Standard chess Knight: leaps to any square 2 steps in one direction and 1 step in another.",
    "anchor": "knight",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "Bishop",
    "content": "Slides any number of squares diagonally. Cannot jump over pieces.",
    "anchor": "bishop",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "Rook",
    "content": "Slides any number of squares orthogonally. Cannot jump over pieces.",
    "anchor": "rook",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "Camel",
    "content": "Leaps to any square that is 1 step in one direction and 3 steps in another the 1,3 analogue of a Knight. Can jump over pieces. Has 8 possible destinations from a central square.",
    "anchor": "camel",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "Elephant",
    "content": "Leaps to any 2nd diagonal square the Alfil jump, OR moves 1 step diagonally. Can always jump for the long leap. This combines the historic Shatranj Alfil with a short diagonal step.",
    "anchor": "elephant",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "Cannon",
    "content": "Moves as a Rook slides orthogonally any distance without capturing. To capture, the Cannon must jump over exactly one piece the \"screen\" or \"platform\" and land on the first enemy piece beyond it. Borr",
    "anchor": "cannon",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "Eagle",
    "content": "A bent slider: moves one step diagonally, then continues outward orthogonally for any number of squares. Cannot jump over pieces on the orthogonal leg. This piece is known as the Aanca in Grant Acedre",
    "anchor": "eagle",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "Lion",
    "content": "Leaps to any square that can be reached by at most two King steps in any directions — orthogonal, diagonal, or a combination. This gives a range of up to 24 squares, including the same squares a Knigh",
    "anchor": "lion",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "Queen",
    "content": "Combines Rook and Bishop: slides any number of squares orthogonally or diagonally. Standard chess Queen.",
    "anchor": "queen",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "King",
    "content": "Moves one step in any direction orthogonal or diagonal, as in standard chess. On its very first move, the King may instead make a single non-capturing leap of exactly two squares in any direction — in",
    "anchor": "king",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "Special Rules",
    "content": "- No castling. The King has an initial 2-square leap instead. - En passant applies after any Pawn or Prince double push. - Stalemate is a draw. - Variable starting position: Black decides the arrangem",
    "anchor": "special-rules",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Metamachy",
    "heading": "Attribution",
    "content": "Metamachy was designed by Jean-Louis Cazaux France, 2012. Rules sourced from The Chess Variant Pages at chessvariants.com/rules/metamachy.",
    "anchor": "attribution",
    "variant": "metamachy",
    "variantUrl": "dist/chess/variants/metamachy/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mini Hexchess",
    "heading": "Mini Hexchess",
    "content": "Invented by Dave McCooey in 1997. A compact hexagonal chess on a 37-hex board with 7 files a through g. The Queen is not used. Otherwise follows McCooey's hexagonal chess rules.",
    "anchor": "mini-hexchess",
    "variant": "mini-hexchess",
    "variantUrl": "dist/chess/variants/mini-hexchess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mini Hexchess",
    "heading": "Setup",
    "content": "Board: 37-hex grid, 7 files a–g. Pieces per side: King, 2 Rooks, 2 Bishops, 2 Knights, and Pawns. No Queen.",
    "anchor": "setup",
    "variant": "mini-hexchess",
    "variantUrl": "dist/chess/variants/mini-hexchess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mini Hexchess",
    "heading": "Key Differences from McCooey",
    "content": "McCooey --------- 91 hexes 11 a–k Yes Allowed Yes Q, R, B, N Furthest rank per file",
    "anchor": "key-differences-from-mccooey",
    "variant": "mini-hexchess",
    "variantUrl": "dist/chess/variants/mini-hexchess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mini Hexchess",
    "heading": "Promotion",
    "content": "All 7 hexes on the opponent's side of the board are promotion squares. A pawn reaching any of these hexes promotes immediately to Rook, Bishop, or Knight. Promotion to Queen is not permitted as the Qu",
    "anchor": "promotion",
    "variant": "mini-hexchess",
    "variantUrl": "dist/chess/variants/mini-hexchess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mini Hexchess",
    "heading": "Rules",
    "content": "All other rules follow McCooey's Hexagonal Chess. No castling. Stalemate is a draw.",
    "anchor": "rules",
    "variant": "mini-hexchess",
    "variantUrl": "dist/chess/variants/mini-hexchess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mini Hexchess",
    "heading": "Win Condition",
    "content": "Checkmate.",
    "anchor": "win-condition",
    "variant": "mini-hexchess",
    "variantUrl": "dist/chess/variants/mini-hexchess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Mini Hexchess",
    "heading": "Attribution",
    "content": "Dave McCooey, 1997. Published on chessvariants.com. Public domain rules.",
    "anchor": "attribution",
    "variant": "mini-hexchess",
    "variantUrl": "dist/chess/variants/mini-hexchess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Minichess",
    "heading": "Minichess",
    "content": "Gardner's 5×5 chess. All standard piece types on a tiny board. Fast, tactical, and surprisingly deep for its size.",
    "anchor": "minichess",
    "variant": "minichess",
    "variantUrl": "dist/chess/variants/minichess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Minichess",
    "heading": "Setup",
    "content": "Board: 5×5 five files, five ranks. Setup FEN: kqbnr/ppppp/5/PPPPP/RNBQK Black rank 5: King, Queen, Bishop, Knight, Rook + 5 pawns on rank 4. White rank 1: Rook, Knight, Bishop, Queen, King + 5 pawns o",
    "anchor": "setup",
    "variant": "minichess",
    "variantUrl": "dist/chess/variants/minichess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Minichess",
    "heading": "Rules",
    "content": "- Standard chess movement for all pieces. - Pawns move one square forward only no double-step. - No en passant. - No castling King and Rook are adjacent — no room to castle. - Pawns promote on the far",
    "anchor": "rules",
    "variant": "minichess",
    "variantUrl": "dist/chess/variants/minichess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Minichess",
    "heading": "Win Condition",
    "content": "Checkmate, same as standard chess.",
    "anchor": "win-condition",
    "variant": "minichess",
    "variantUrl": "dist/chess/variants/minichess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Minichess",
    "heading": "Strategy",
    "content": "The tiny board means pieces are immediately in contact. Rooks are less powerful short files while Knights are relatively stronger they can reach most of the board in 1-2 moves. Games are decided quick",
    "anchor": "strategy",
    "variant": "minichess",
    "variantUrl": "dist/chess/variants/minichess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Minichess",
    "heading": "Attribution",
    "content": "Martin Gardner, 1969 Scientific American. Public domain.",
    "anchor": "attribution",
    "variant": "minichess",
    "variantUrl": "dist/chess/variants/minichess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Möbius Strip Chess",
    "heading": "Möbius Strip Chess",
    "content": "Möbius Strip Chess is chess played on a Möbius strip — a surface with a single side and a single boundary edge, created by joining one pair of opposite edges of a rectangle with a half-twist. It is bu",
    "anchor": "mbius-strip-chess",
    "variant": "mobius-strip-chess",
    "variantUrl": "dist/chess/variants/mobius-strip-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Möbius Strip Chess",
    "heading": "The Board and Starting Position",
    "content": "Black a b c d e f g h 14 P P P P -1 12 r b k n 8 6->5... 6 5 4 3 2 P P P P R B K N 1 <- White back rank a b c d e f g h White The engine.setup FEN in the frontmatter encodes exactly this diagram, rank",
    "anchor": "the-board-and-starting-position",
    "variant": "mobius-strip-chess",
    "variantUrl": "dist/chess/variants/mobius-strip-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Möbius Strip Chess",
    "heading": "Consequences of the Topology",
    "content": "Kings face Queens. Along the long way around the board ranks 8 through 15/1, each King faces the opponent's Queen rather than the opponent's King — a direct consequence of the board's extra length and",
    "anchor": "consequences-of-the-topology",
    "variant": "mobius-strip-chess",
    "variantUrl": "dist/chess/variants/mobius-strip-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Möbius Strip Chess",
    "heading": "Sample Opening",
    "content": "The source page gives a short sample: 1. d12 e11 White plays a King's-side pawn on the far rank; Black's response, on the far rank, is directly in front of White's move once the seam wrapping is accou",
    "anchor": "sample-opening",
    "variant": "mobius-strip-chess",
    "variantUrl": "dist/chess/variants/mobius-strip-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Möbius Strip Chess",
    "heading": "Rules",
    "content": "All standard FIDE rules apply castling, en passant, promotion except where the topology changes movement, as described above. Win: Checkmate the opponent's King.",
    "anchor": "rules",
    "variant": "mobius-strip-chess",
    "variantUrl": "dist/chess/variants/mobius-strip-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Möbius Strip Chess",
    "heading": "Relationship to Other Variants in This Family",
    "content": "Möbius Strip Chess, Klein Bottle Chess, and Gadsden's Toroidal Chess Torus Chess share the same underlying 8×14 Cylindrical board: - No twist at the rank-11/12 seam → Torus Chess Gadsden's Toroidal Ch",
    "anchor": "relationship-to-other-variants-in-this-family",
    "variant": "mobius-strip-chess",
    "variantUrl": "dist/chess/variants/mobius-strip-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Möbius Strip Chess",
    "heading": "Attribution",
    "content": "Möbius Strip Chess invented by Alberto Monteiro. Source: chessvariants.com/shape.dir/xmoeb.html.",
    "anchor": "attribution",
    "variant": "mobius-strip-chess",
    "variantUrl": "dist/chess/variants/mobius-strip-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Monster Chess",
    "heading": "Monster Chess",
    "content": "White gets two moves per turn. Black gets one. To compensate, White starts with only a King and Rooks — no minor pieces, no Queen, no pawns.",
    "anchor": "monster-chess",
    "variant": "monster-chess",
    "variantUrl": "dist/chess/variants/monster-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Monster Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/R3K2R White starts with: King e1 + two Rooks a1, h1 + eight Pawns. Black starts with: Full standard army.",
    "anchor": "setup",
    "variant": "monster-chess",
    "variantUrl": "dist/chess/variants/monster-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Monster Chess",
    "heading": "Rules",
    "content": "- White makes two moves per turn. Black makes one. - If White delivers check on the first move of their turn, the turn ends immediately no second move. - White can castle on either of their two moves ",
    "anchor": "rules",
    "variant": "monster-chess",
    "variantUrl": "dist/chess/variants/monster-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Monster Chess",
    "heading": "Win Condition",
    "content": "Checkmate, same as standard chess.",
    "anchor": "win-condition",
    "variant": "monster-chess",
    "variantUrl": "dist/chess/variants/monster-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Monster Chess",
    "heading": "Strategy",
    "content": "White's double-move creates devastating tactical threats but the material deficit is severe. White must use tempo advantage aggressively before Black's army coordinates. Black should trade pieces and ",
    "anchor": "strategy",
    "variant": "monster-chess",
    "variantUrl": "dist/chess/variants/monster-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Monster Chess",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain.",
    "anchor": "attribution",
    "variant": "monster-chess",
    "variantUrl": "dist/chess/variants/monster-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Nightrider Chess",
    "heading": "Standard Nightrider Chess",
    "content": "Played on a standard 8×8 board with all standard chess rules, except: both knights on each side are replaced by Nightriders. All other pieces and rules are unchanged.",
    "anchor": "standard-nightrider-chess",
    "variant": "nightrider",
    "variantUrl": "dist/chess/variants/nightrider/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Nightrider Chess",
    "heading": "Starting Position",
    "content": "Identical to standard chess: rnbqkbnr pppppppp ........ ........ ........ ........ PPPPPPPP RNBQKBNR Where N/n = Nightrider.",
    "anchor": "starting-position",
    "variant": "nightrider",
    "variantUrl": "dist/chess/variants/nightrider/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Nightrider Chess",
    "heading": "The Nightrider",
    "content": "Rule ---------- Repeated knight-steps 1,2 in a fixed direction Directions Unlimited up to board edge Blocking Lands on occupied enemy square cannot jump over to continue Check/mate Nightrider directio",
    "anchor": "the-nightrider",
    "variant": "nightrider",
    "variantUrl": "dist/chess/variants/nightrider/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Nightrider Chess",
    "heading": "Promotion",
    "content": "Pawns may promote to: Queen, Rook, Bishop, or Nightrider. Promotion to Nightrider is legal and encouraged — it is generally stronger than a rook in open positions.",
    "anchor": "promotion",
    "variant": "nightrider",
    "variantUrl": "dist/chess/variants/nightrider/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Nightrider Chess",
    "heading": "All Other Rules",
    "content": "Castling, en passant, stalemate, and the fifty-move rule all apply without modification.",
    "anchor": "all-other-rules",
    "variant": "nightrider",
    "variantUrl": "dist/chess/variants/nightrider/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Nightrider Chess",
    "heading": "Engine Notes",
    "content": "The Nightrider is implemented in Fairy-Stockfish -piece nightrider, GNU Chess fairy extensions, and Green Chess. FEN notation: N/n throughout same glyph as standard knight — disambiguate via variant f",
    "anchor": "engine-notes",
    "variant": "nightrider",
    "variantUrl": "dist/chess/variants/nightrider/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Nightrider Chess",
    "heading": "Attribution",
    "content": "Nightrider piece invented by T. R. Dawson, 1925. Public domain. Rules in the public domain. Implemented in Fairy-Stockfish, Green Chess, and Zillions of Games.",
    "anchor": "attribution",
    "variant": "nightrider",
    "variantUrl": "dist/chess/variants/nightrider/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "No Castling Chess",
    "heading": "No Castling Chess",
    "content": "Standard chess with castling disabled. Endorsed by Vladimir Kramnik as a potential improvement to competitive chess, reducing the dominance of memorised opening theory.",
    "anchor": "no-castling-chess",
    "variant": "no-castling",
    "variantUrl": "dist/chess/variants/no-castling/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "No Castling Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "no-castling",
    "variantUrl": "dist/chess/variants/no-castling/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "No Castling Chess",
    "heading": "Rules",
    "content": "Identical to standard chess except: - Castling is not allowed for either player, ever. - All other rules en passant, promotion, etc. are unchanged.",
    "anchor": "rules",
    "variant": "no-castling",
    "variantUrl": "dist/chess/variants/no-castling/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "No Castling Chess",
    "heading": "Win Condition",
    "content": "Checkmate.",
    "anchor": "win-condition",
    "variant": "no-castling",
    "variantUrl": "dist/chess/variants/no-castling/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "No Castling Chess",
    "heading": "Strategy",
    "content": "Without castling, King safety requires more creative solutions. Players must decide early whether to keep the King in the centre risky but saves tempi or manually walk it to safety safe but slow. Open",
    "anchor": "strategy",
    "variant": "no-castling",
    "variantUrl": "dist/chess/variants/no-castling/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "No Castling Chess",
    "heading": "Attribution",
    "content": "Proposed by Vladimir Kramnik, 2019. Tested at Chess.com events. Public domain.",
    "anchor": "attribution",
    "variant": "no-castling",
    "variantUrl": "dist/chess/variants/no-castling/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "No Retreat",
    "heading": "No Retreat",
    "content": "No piece may move backward. Every advance is permanent, every overextension punished.",
    "anchor": "no-retreat",
    "variant": "no-retreat",
    "variantUrl": "dist/chess/variants/no-retreat/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "No Retreat",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "no-retreat",
    "variantUrl": "dist/chess/variants/no-retreat/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "No Retreat",
    "heading": "Rules",
    "content": "- Standard chess movement applies, with one restriction: - No piece may move to a rank closer to its own starting position. For White, no piece may move to a lower-numbered rank than it currently occu",
    "anchor": "rules",
    "variant": "no-retreat",
    "variantUrl": "dist/chess/variants/no-retreat/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "No Retreat",
    "heading": "Win Condition",
    "content": "Checkmate.",
    "anchor": "win-condition",
    "variant": "no-retreat",
    "variantUrl": "dist/chess/variants/no-retreat/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "No Retreat",
    "heading": "Strategy",
    "content": "Every piece advance is permanent — commit carefully. Knights lose half their mobility since they cannot retreat from advanced posts. Rooks on open files dominate since they can still move sideways fre",
    "anchor": "strategy",
    "variant": "no-retreat",
    "variantUrl": "dist/chess/variants/no-retreat/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "No Retreat",
    "heading": "Attribution",
    "content": "Traditional variant, 20th century. Public domain.",
    "anchor": "attribution",
    "variant": "no-retreat",
    "variantUrl": "dist/chess/variants/no-retreat/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Oblong Chess",
    "heading": "Oblong Chess",
    "content": "Oblong Chess is a historical chess variant played on a 4×16 board four files, sixteen ranks. Approximately one thousand years old, it is a variant of Shatranj — the Arabic predecessor of modern chess ",
    "anchor": "oblong-chess",
    "variant": "oblong-chess",
    "variantUrl": "dist/chess/variants/oblong-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Oblong Chess",
    "heading": "The Board",
    "content": "4 columns × 16 ranks 64 squares total — same as a standard chessboard, but extremely elongated. The narrow shape gives Rooks enormous value along the 16-rank axis, while Bishops Elephants are severely",
    "anchor": "the-board",
    "variant": "oblong-chess",
    "variantUrl": "dist/chess/variants/oblong-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Oblong Chess",
    "heading": "Pieces (Shatranj Set)",
    "content": "Each player commands the same forces as in Shatranj: Shatranj Name Count --- --- Shah 1 General Moves 1 square diagonally Fil 2 Knight Leaps as in modern chess Rukh 2 Pawn Moves 1 square forward; no d",
    "anchor": "pieces-shatranj-set",
    "variant": "oblong-chess",
    "variantUrl": "dist/chess/variants/oblong-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Oblong Chess",
    "heading": "Starting Position (First Setup)",
    "content": "The source documents 7 different opening setups for White. The primary setup: a1 c1 --- --- Elephant King a2 c2 --- --- Rook Knight Ranks 3–10: empty. Black starts on ranks 15–16 mirror. Pawns occupy ",
    "anchor": "starting-position-first-setup",
    "variant": "oblong-chess",
    "variantUrl": "dist/chess/variants/oblong-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Oblong Chess",
    "heading": "Movement Rules",
    "content": "Pieces move as in Shatranj: - Shah King: 1 square in any direction - Firzan General: 1 square diagonally - Fil Elephant: leaps exactly 2 diagonal squares; may jump over an intervening piece - Asp Knig",
    "anchor": "movement-rules",
    "variant": "oblong-chess",
    "variantUrl": "dist/chess/variants/oblong-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Oblong Chess",
    "heading": "Win Conditions",
    "content": "- Checkmate wins - Stalemate is believed to win Shatranj convention, though the precise rule has not survived - Bare King: capturing all pieces except the King also wins, unless the opponent can bare ",
    "anchor": "win-conditions",
    "variant": "oblong-chess",
    "variantUrl": "dist/chess/variants/oblong-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Oblong Chess",
    "heading": "Dice Play",
    "content": "Oblong Chess was often played with a six-sided die: - Roll 6: move the Shah King - Roll 5: move the Firzan General - Roll 4: move an Elephant - Roll 3: move a Knight - Roll 2: move a Rook - Roll 1: mo",
    "anchor": "dice-play",
    "variant": "oblong-chess",
    "variantUrl": "dist/chess/variants/oblong-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Oblong Chess",
    "heading": "Attribution",
    "content": "Oblong Chess is a historical Shatranj variant approximately one thousand years old. Written by Hans Bodlaender. Source: chessvariants.com/historic.dir/oblong.html created November 1995.",
    "anchor": "attribution",
    "variant": "oblong-chess",
    "variantUrl": "dist/chess/variants/oblong-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Omega Chess",
    "heading": "Overview",
    "content": "Omega Chess is played on a 10×10 board files A–J, ranks 0–9 with four additional “wizard squares” placed diagonally beyond each corner of the main board W1–W4, giving 104 squares total. Two new pieces",
    "anchor": "overview",
    "variant": "omega-chess",
    "variantUrl": "dist/chess/variants/omega-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Omega Chess",
    "heading": "Board",
    "content": "- Main board: 10×10 files A–J, ranks 0–9 - Wizard squares: W1 off corner a0, W2 off corner j0, W3 off corner j9, W4 off corner a9 - Rooks and Pawns cannot enter wizard squares. All other pieces can. -",
    "anchor": "board",
    "variant": "omega-chess",
    "variantUrl": "dist/chess/variants/omega-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Omega Chess",
    "heading": "Setup",
    "content": "White: - Wizard squares W1, W2: White Wizards - Rank 0: Championa0, Rookb0, Knightc0, Bishopd0, Queene0, Kingf0, Bishopg0, Knighth0, Rooki0, Championj0 - Rank 1: Pawns a1–j1 Black: - Wizard squares W4",
    "anchor": "setup",
    "variant": "omega-chess",
    "variantUrl": "dist/chess/variants/omega-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Omega Chess",
    "heading": "Champion",
    "content": "A leaper placed in the corners of the 10×10 board. It can: - Leap exactly 2 squares orthogonally Dabbaba move, jumps over intervening pieces - Leap exactly 2 squares diagonally Alfil move, jumps over ",
    "anchor": "champion",
    "variant": "omega-chess",
    "variantUrl": "dist/chess/variants/omega-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Omega Chess",
    "heading": "Wizard",
    "content": "A color-bound leaper placed in the wizard corner squares. It can: - Leap 1,3 or 3,1 squares in any of the 8 knight-like directions Camel move - Slide exactly 1 square diagonally Ferz move The Wizard i",
    "anchor": "wizard",
    "variant": "omega-chess",
    "variantUrl": "dist/chess/variants/omega-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Omega Chess",
    "heading": "Rules",
    "content": "All standard FIDE rules apply with the following modifications:",
    "anchor": "rules",
    "variant": "omega-chess",
    "variantUrl": "dist/chess/variants/omega-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Omega Chess",
    "heading": "Pawns",
    "content": "On a pawn’s first move, it may advance 1, 2, or 3 squares forward. After the first move, it advances only 1 square at a time. En passant: A pawn that advances 3 squares may be captured en passant on e",
    "anchor": "pawns",
    "variant": "omega-chess",
    "variantUrl": "dist/chess/variants/omega-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Omega Chess",
    "heading": "Castling",
    "content": "Castling follows standard FIDE rules. The King moves 2 squares toward the Rook: - Kingside: King f0→h0, Rook i0→g0 - Queenside: King f0→d0, Rook b0→e0",
    "anchor": "castling",
    "variant": "omega-chess",
    "variantUrl": "dist/chess/variants/omega-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Omega Chess",
    "heading": "Wizard Squares",
    "content": "Only non-Rook, non-Pawn pieces may occupy wizard squares. A piece entering a wizard square does so by moving diagonally since wizard squares are diagonal to the board corners.",
    "anchor": "wizard-squares",
    "variant": "omega-chess",
    "variantUrl": "dist/chess/variants/omega-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Omega Chess",
    "heading": "Endgame Notes",
    "content": "The four corner wizard squares create unusual endgame possibilities. Notable differences from standard chess: a lone queen can force mate without king assistance; two knights can force mate unlike sta",
    "anchor": "endgame-notes",
    "variant": "omega-chess",
    "variantUrl": "dist/chess/variants/omega-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Omnicide",
    "heading": "Omnicide",
    "content": "Lose all your pieces to win — but unlike Antichess, captures are completely optional. You must engineer positions where your opponent WANTS to take your pieces.",
    "anchor": "omnicide",
    "variant": "omnicide",
    "variantUrl": "dist/chess/variants/omnicide/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Omnicide",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "omnicide",
    "variantUrl": "dist/chess/variants/omnicide/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Omnicide",
    "heading": "Rules",
    "content": "- All pieces move as in standard chess. - Captures are NOT forced — this is the key difference from Antichess/Giveaway. - The King has no royal status — it can be captured like any other piece. - No c",
    "anchor": "rules",
    "variant": "omnicide",
    "variantUrl": "dist/chess/variants/omnicide/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Omnicide",
    "heading": "Win Condition",
    "content": "Lose all your pieces including King. First player with zero pieces remaining wins.",
    "anchor": "win-condition",
    "variant": "omnicide",
    "variantUrl": "dist/chess/variants/omnicide/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Omnicide",
    "heading": "Strategy",
    "content": "Since captures are not forced, you cannot simply \"feed\" pieces to your opponent as in Antichess. You must create positions where capturing your pieces benefits the opponent or where leaving them alive",
    "anchor": "strategy",
    "variant": "omnicide",
    "variantUrl": "dist/chess/variants/omnicide/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Omnicide",
    "heading": "Attribution",
    "content": "Modern variant. Distinct from Antichess by the absence of forced captures. Public domain.",
    "anchor": "attribution",
    "variant": "omnicide",
    "variantUrl": "dist/chess/variants/omnicide/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Orda Chess",
    "heading": "Orda Chess",
    "content": "An asymmetric variant where White plays standard chess and Black commands the Mongol Horde — pieces that move differently from how they capture.",
    "anchor": "orda-chess",
    "variant": "orda-chess",
    "variantUrl": "dist/chess/variants/orda-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Orda Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. White standard: Standard chess setup. Black Horde: Pawns on rank 7. Back rank: Lancer, Archer, Kheshig, Khan, Yurt, Kheshig, Archer, Lancer. FEN: lhaykahl/8/pppppppp/8/8/PPPPPPPP/",
    "anchor": "setup",
    "variant": "orda-chess",
    "variantUrl": "dist/chess/variants/orda-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Orda Chess",
    "heading": "Rules",
    "content": "Yurt y — Moves one square diagonally. Captures one square orthogonally. Replaces the Queen. Lancer l — Moves like a Rook slides orthogonally. Captures like a Knight L-shaped jump. Cannot slide to capt",
    "anchor": "rules",
    "variant": "orda-chess",
    "variantUrl": "dist/chess/variants/orda-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Orda Chess",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King/Khan.",
    "anchor": "win-condition",
    "variant": "orda-chess",
    "variantUrl": "dist/chess/variants/orda-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Orda Chess",
    "heading": "Strategy",
    "content": "Black's Lancers and Archers are powerful positional pieces full rook/bishop mobility but limited attackers knight-range capture only. White must exploit the Horde's short capture range while avoiding ",
    "anchor": "strategy",
    "variant": "orda-chess",
    "variantUrl": "dist/chess/variants/orda-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Orda Chess",
    "heading": "Attribution",
    "content": "Designed by Couch Tomato 2020. Popularised on Pychess. Public domain.",
    "anchor": "attribution",
    "variant": "orda-chess",
    "variantUrl": "dist/chess/variants/orda-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Orda Mirror",
    "heading": "Orda Mirror",
    "content": "Designed by Corey Clark 2020. Where Orda Chess pits the standard FIDE Kingdom against the Mongol Horde, Orda Mirror gives both players an identical Horde army. The defining characteristic of all Horde",
    "anchor": "orda-mirror",
    "variant": "orda-mirror",
    "variantUrl": "dist/chess/variants/orda-mirror/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Orda Mirror",
    "heading": "The Horde Army",
    "content": "Both players command the same pieces: Count Captures As --- --- 1 1 step in any direction King Yurt Knight jump 2+1 leap 2 Orthogonal slide, unlimited distance Rook Falcon Knight jump 2+1 leap 2 1 ste",
    "anchor": "the-horde-army",
    "variant": "orda-mirror",
    "variantUrl": "dist/chess/variants/orda-mirror/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Orda Mirror",
    "heading": "Move vs. Capture Distinction",
    "content": "To capture, the piece must be able to reach the target’s square via a Knight jump 2+1 in any orientation. The piece then removes the target using its designated capture method as a targeting filter: -",
    "anchor": "move-vs-capture-distinction",
    "variant": "orda-mirror",
    "variantUrl": "dist/chess/variants/orda-mirror/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Orda Mirror",
    "heading": "Starting Position",
    "content": "Both players use the following arrangement White on ranks 1–2, Black on ranks 7–8: 8 La Ke Fa Yu Kg Yu Fa Ke La 7 Pa Pa Pa Pa Pa Pa Pa Pa . . . . . . . . . . . . . . . . . . 2 Pa Pa Pa Pa Pa Pa Pa Pa ",
    "anchor": "starting-position",
    "variant": "orda-mirror",
    "variantUrl": "dist/chess/variants/orda-mirror/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Orda Mirror",
    "heading": "Check and Checkmate",
    "content": "The Khagan is the royal piece. Standard check and checkmate rules apply: a player whose Khagan is under attack must resolve it; inability to do so is checkmate, and that player loses. A Khagan may not",
    "anchor": "check-and-checkmate",
    "variant": "orda-mirror",
    "variantUrl": "dist/chess/variants/orda-mirror/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Orda Mirror",
    "heading": "Pawn Rules",
    "content": "- Pawns advance 1 square or 2 from starting rank. - Pawns capture diagonally forward as normal. - En passant applies. - Pawns reaching the final rank promote to any Horde piece Yurt, Lancer, Falcon, o",
    "anchor": "pawn-rules",
    "variant": "orda-mirror",
    "variantUrl": "dist/chess/variants/orda-mirror/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Orda Mirror",
    "heading": "Stalemate",
    "content": "Standard: stalemate is a draw.",
    "anchor": "stalemate",
    "variant": "orda-mirror",
    "variantUrl": "dist/chess/variants/orda-mirror/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Orda Mirror",
    "heading": "Attribution",
    "content": "Designed by Corey Clark. Published via Shogun of Games. Official rules at shogunofgames.com. Public domain rule set.",
    "anchor": "attribution",
    "variant": "orda-mirror",
    "variantUrl": "dist/chess/variants/orda-mirror/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ouk Chaktrang (Cambodian Chess)",
    "heading": "Ouk Chaktrang (Cambodian Chess)",
    "content": "Ouk Chaktrang is the traditional chess of Cambodia. It belongs to the Makruk family — the Southeast Asian branch of chess descended from Indian Chaturanga — and is the closest living relative of the m",
    "anchor": "ouk-chaktrang-cambodian-chess",
    "variant": "ouk-chaktrang",
    "variantUrl": "dist/chess/variants/ouk-chaktrang/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ouk Chaktrang (Cambodian Chess)",
    "heading": "Pieces",
    "content": "Piece --- King Queen Bishop Knight Rook Pawn",
    "anchor": "pieces",
    "variant": "ouk-chaktrang",
    "variantUrl": "dist/chess/variants/ouk-chaktrang/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ouk Chaktrang (Cambodian Chess)",
    "heading": "Starting Position",
    "content": "Identical to Makruk. Pawns begin on ranks 3 White and 6 Black, not rank 2/7. 8 ♜ ♞ ♝ ♛ ♚ ♝ ♞ ♜ 7 . . . . . . . . 6 ♟ ♟ ♟ ♟ ♟ ♟ ♟ ♟ 5 . . . . . . . . 4 . . . . . . . . 3 ♙ ♙ ♙ ♙ ♙ ♙ ♙ ♙ 2 . . . . . . .",
    "anchor": "starting-position",
    "variant": "ouk-chaktrang",
    "variantUrl": "dist/chess/variants/ouk-chaktrang/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ouk Chaktrang (Cambodian Chess)",
    "heading": "Pawn Promotion",
    "content": "A Trey reaching rank 6 for White or rank 3 for Black promotes immediately to a Neang. There is no choice — promotion to Neang is the only option.",
    "anchor": "pawn-promotion",
    "variant": "ouk-chaktrang",
    "variantUrl": "dist/chess/variants/ouk-chaktrang/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ouk Chaktrang (Cambodian Chess)",
    "heading": "King's First Move",
    "content": "On the Sdech's very first move of the game, if it has not previously moved, the player may instead move the King as a Knight the standard L-shape jump. This privilege is lost permanently after the Kin",
    "anchor": "kings-first-move",
    "variant": "ouk-chaktrang",
    "variantUrl": "dist/chess/variants/ouk-chaktrang/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ouk Chaktrang (Cambodian Chess)",
    "heading": "Koul Movement Detail",
    "content": "The Koul Bishop may move either: - 1 square diagonally standard ferz-style step, OR - Exactly 2 squares diagonally, leaping over any piece on the intermediate square. It cannot slide any further — it ",
    "anchor": "koul-movement-detail",
    "variant": "ouk-chaktrang",
    "variantUrl": "dist/chess/variants/ouk-chaktrang/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ouk Chaktrang (Cambodian Chess)",
    "heading": "Check and Checkmate",
    "content": "A player whose King is in check must resolve the check on the next move. Checkmate — where the King is in check and no legal move resolves it — ends the game; the checkmated player loses.",
    "anchor": "check-and-checkmate",
    "variant": "ouk-chaktrang",
    "variantUrl": "dist/chess/variants/ouk-chaktrang/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ouk Chaktrang (Cambodian Chess)",
    "heading": "Stalemate",
    "content": "Stalemate player has no legal move but is not in check is a loss for the stalemated player, not a draw.",
    "anchor": "stalemate",
    "variant": "ouk-chaktrang",
    "variantUrl": "dist/chess/variants/ouk-chaktrang/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ouk Chaktrang (Cambodian Chess)",
    "heading": "Counting Rules (Draw Mechanism)",
    "content": "When one player has no remaining Pawns, the opponent must deliver checkmate within a set number of moves or the game is drawn: Moves allowed --- 8 moves Bishops and/or Knights only 22 moves | The coun",
    "anchor": "counting-rules-draw-mechanism",
    "variant": "ouk-chaktrang",
    "variantUrl": "dist/chess/variants/ouk-chaktrang/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ouk Chaktrang (Cambodian Chess)",
    "heading": "Differences from Makruk",
    "content": "Makruk Thai --- 1 step diagonally only No special rule Makruk counting system",
    "anchor": "differences-from-makruk",
    "variant": "ouk-chaktrang",
    "variantUrl": "dist/chess/variants/ouk-chaktrang/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ouk Chaktrang (Cambodian Chess)",
    "heading": "Attribution",
    "content": "Traditional Cambodian game. Modern competitive rules codified by the Asian Chess Federation. Fully public domain.",
    "anchor": "attribution",
    "variant": "ouk-chaktrang",
    "variantUrl": "dist/chess/variants/ouk-chaktrang/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Patrol Chess",
    "heading": "Patrol Chess",
    "content": "A piece may only capture or give check if it is \"patrolled\" — defended by at least one friendly piece. Isolated pieces are toothless.",
    "anchor": "patrol-chess",
    "variant": "patrol",
    "variantUrl": "dist/chess/variants/patrol/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Patrol Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "patrol",
    "variantUrl": "dist/chess/variants/patrol/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Patrol Chess",
    "heading": "Rules",
    "content": "- Standard chess movement applies, with the following additions: - A piece may only CAPTURE if it is patrolled defended by at least one friendly piece. - A piece may only give CHECK if it is patrolled",
    "anchor": "rules",
    "variant": "patrol",
    "variantUrl": "dist/chess/variants/patrol/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Patrol Chess",
    "heading": "Win Condition",
    "content": "Checkmate the checking piece must be patrolled.",
    "anchor": "win-condition",
    "variant": "patrol",
    "variantUrl": "dist/chess/variants/patrol/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Patrol Chess",
    "heading": "Strategy",
    "content": "Piece coordination is everything. Isolated pieces cannot capture or deliver check — they are purely positional. Keep pieces connected and defending each other. Knights near friendly pieces become dead",
    "anchor": "strategy",
    "variant": "patrol",
    "variantUrl": "dist/chess/variants/patrol/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Patrol Chess",
    "heading": "Attribution",
    "content": "Frederik Hendrik von Meyenfeldt, 1975. Public domain rules.",
    "anchor": "attribution",
    "variant": "patrol",
    "variantUrl": "dist/chess/variants/patrol/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Pawns Only",
    "heading": "Pawns Only",
    "content": "Only pawns and Kings. First to promote wins. A deceptively deep race that tests pure pawn endgame technique.",
    "anchor": "pawns-only",
    "variant": "pawns-only",
    "variantUrl": "dist/chess/variants/pawns-only/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Pawns Only",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup FEN: 4k3/pppppppp/8/8/8/8/PPPPPPPP/4K3 Each side: King on e-file + 8 pawns on second/seventh rank. Identical to Endgame Chess setup.",
    "anchor": "setup",
    "variant": "pawns-only",
    "variantUrl": "dist/chess/variants/pawns-only/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Pawns Only",
    "heading": "Rules",
    "content": "All standard chess rules apply, including: - Pawns can double-step from starting rank. - En passant is available. - Pawns promote normally. - No castling no Rooks exist.",
    "anchor": "rules",
    "variant": "pawns-only",
    "variantUrl": "dist/chess/variants/pawns-only/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Pawns Only",
    "heading": "Win Condition",
    "content": "First player to promote a pawn wins immediately. If checkmate occurs before any promotion, the checkmating player wins.",
    "anchor": "win-condition",
    "variant": "pawns-only",
    "variantUrl": "dist/chess/variants/pawns-only/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Pawns Only",
    "heading": "Difference from Endgame Chess In Endgame Chess, the win condition is checkmate (so you promote and then use the promoted piece to deliver mate). In Pawns Only, promotion itself is the win — the game ends the instant a pawn reaches the back",
    "content": "rank.",
    "anchor": "difference-from-endgame-chess-in-endgame-chess-the-win-condition-is-checkmate-so-you-promote-and-then-use-the-promoted-piece-to-deliver-mate-in-pawns-only-promotion-itself-is-the-win-the-game-ends-the-instant-a-pawn-reaches-the-back",
    "variant": "pawns-only",
    "variantUrl": "dist/chess/variants/pawns-only/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Pawns Only",
    "heading": "Strategy",
    "content": "The race to promote is everything. Creating passed pawns, using the King to clear a path, and timing pawn breaks to outrun the opponent are the core skills. Blocking the opponent's most advanced pawn ",
    "anchor": "strategy",
    "variant": "pawns-only",
    "variantUrl": "dist/chess/variants/pawns-only/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Pawns Only",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain.",
    "anchor": "attribution",
    "variant": "pawns-only",
    "variantUrl": "dist/chess/variants/pawns-only/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Peasants' Revolt",
    "heading": "Peasants' Revolt",
    "content": "An asymmetric battle: White has a King and eight pawns against Black's King and two Knights. Can the peasant army overwhelm the mounted warriors?",
    "anchor": "peasants-revolt",
    "variant": "peasants-revolt",
    "variantUrl": "dist/chess/variants/peasants-revolt/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Peasants' Revolt",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup FEN: 2n1k1n1/pppppppp/8/8/8/8/PPPPPPPP/4K3 White: King e1 + 8 pawns rank 2. Black: King e8 + 2 Knights c8, g8 + 8 pawns rank 7.",
    "anchor": "setup",
    "variant": "peasants-revolt",
    "variantUrl": "dist/chess/variants/peasants-revolt/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Peasants' Revolt",
    "heading": "Rules",
    "content": "All standard chess rules apply, including: - Pawns can double-step from starting rank. - En passant is available. - Pawns promote normally. - No castling for White no Rooks. Black cannot castle either",
    "anchor": "rules",
    "variant": "peasants-revolt",
    "variantUrl": "dist/chess/variants/peasants-revolt/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Peasants' Revolt",
    "heading": "Win Condition",
    "content": "Checkmate, same as standard chess.",
    "anchor": "win-condition",
    "variant": "peasants-revolt",
    "variantUrl": "dist/chess/variants/peasants-revolt/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Peasants' Revolt",
    "heading": "Strategy",
    "content": "White must advance pawns toward promotion while using the King to support. Black's Knights are mobile and can blockade pawns or pick them off. Black's strategy is to use Knights to permanently block W",
    "anchor": "strategy",
    "variant": "peasants-revolt",
    "variantUrl": "dist/chess/variants/peasants-revolt/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Peasants' Revolt",
    "heading": "Attribution",
    "content": "Traditional asymmetric variant. Public domain.",
    "anchor": "attribution",
    "variant": "peasants-revolt",
    "variantUrl": "dist/chess/variants/peasants-revolt/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Petty Chess",
    "heading": "Petty Chess",
    "content": "All standard piece types on a 5-file, 6-rank board. Single copies of each piece make every loss devastating.",
    "anchor": "petty-chess",
    "variant": "petty",
    "variantUrl": "dist/chess/variants/petty/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Petty Chess",
    "heading": "Setup",
    "content": "Board: 5 files × 6 ranks. Setup FEN: rnbqk/ppppp/5/5/PPPPP/RNBQK - Rank 6 Black: r n b q k - Rank 5 Black pawns: p p p p p - Ranks 4–3: empty - Rank 2 White pawns: P P P P P - Rank 1 White: R N B Q K ",
    "anchor": "setup",
    "variant": "petty",
    "variantUrl": "dist/chess/variants/petty/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Petty Chess",
    "heading": "Rules",
    "content": "- Standard chess movement for all pieces. - Pawns move one square forward only no double-step. - No en passant. - No castling King is on the edge — no room to castle meaningfully. - Pawns promote on t",
    "anchor": "rules",
    "variant": "petty",
    "variantUrl": "dist/chess/variants/petty/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Petty Chess",
    "heading": "Win Condition",
    "content": "Checkmate.",
    "anchor": "win-condition",
    "variant": "petty",
    "variantUrl": "dist/chess/variants/petty/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Petty Chess",
    "heading": "Strategy",
    "content": "Every piece is a single copy — losing any piece is devastating. The Queen is overwhelmingly powerful relative to the board size. The single Bishop is colour-bound, making half the board permanently in",
    "anchor": "strategy",
    "variant": "petty",
    "variantUrl": "dist/chess/variants/petty/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Petty Chess",
    "heading": "Attribution",
    "content": "Traditional small chess variant. Public domain.",
    "anchor": "attribution",
    "variant": "petty",
    "variantUrl": "dist/chess/variants/petty/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Placement Chess",
    "heading": "Placement Chess",
    "content": "Placement Chess also called Bronstein Chess, Back Rank Randomization, or Pre-Game Placement addresses opening theory by giving players freedom in where they arrange their own back-rank pieces. The boa",
    "anchor": "placement-chess",
    "variant": "placement-chess",
    "variantUrl": "dist/chess/variants/placement-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Placement Chess",
    "heading": "Bronstein Version",
    "content": "Designed by David Bronstein.",
    "anchor": "bronstein-version",
    "variant": "placement-chess",
    "variantUrl": "dist/chess/variants/placement-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Placement Chess",
    "heading": "Setup Phase",
    "content": "1. Pawns begin on their standard starting squares rank 2 for White, rank 7 for Black. 2. All eight back-rank pieces for each player are held off the board. 3. White places one piece on any empty squar",
    "anchor": "setup-phase",
    "variant": "placement-chess",
    "variantUrl": "dist/chess/variants/placement-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Placement Chess",
    "heading": "Placement Constraints",
    "content": "- Bishops: Each player’s two Bishops must be placed on opposite-colored squares. A Bishop may not be placed such that both friendly Bishops end up on the same color. If one Bishop has already been pla",
    "anchor": "placement-constraints",
    "variant": "placement-chess",
    "variantUrl": "dist/chess/variants/placement-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Placement Chess",
    "heading": "Game Phase",
    "content": "Once setup is complete, the game proceeds as standard FIDE chess from the resulting position. White moves first. - Castling is available if King and Rooks are on standard squares and neither has moved",
    "anchor": "game-phase",
    "variant": "placement-chess",
    "variantUrl": "dist/chess/variants/placement-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Placement Chess",
    "heading": "Setup Phase",
    "content": "Both players simultaneously and secretly arrange their own 8 back-rank pieces in any order they choose on their back rank. There is no alternating; each player writes down or otherwise commits to thei",
    "anchor": "setup-phase",
    "variant": "placement-chess",
    "variantUrl": "dist/chess/variants/placement-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Placement Chess",
    "heading": "Placement Constraints",
    "content": "- Bishops must be on opposite-colored squares. - King must be placed between the two Rooks required for potential castling legality — if King is not between Rooks, castling is unavailable. - No other ",
    "anchor": "placement-constraints",
    "variant": "placement-chess",
    "variantUrl": "dist/chess/variants/placement-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Placement Chess",
    "heading": "Reveal and Game",
    "content": "Once both players have finalized their arrangements, both back ranks are revealed simultaneously and the game begins. White moves first. ---",
    "anchor": "reveal-and-game",
    "variant": "placement-chess",
    "variantUrl": "dist/chess/variants/placement-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Placement Chess",
    "heading": "Strategy Notes",
    "content": "The central question of Placement Chess is the trade-off between customizing the position for your preferred middlegame structure and retaining the flexibility of castling. Placing the King and Rooks ",
    "anchor": "strategy-notes",
    "variant": "placement-chess",
    "variantUrl": "dist/chess/variants/placement-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Placement Chess",
    "heading": "Attribution",
    "content": "Bronstein version attributed to David Bronstein, Soviet-era grandmaster and chess theorist. CVP version published on the Chess Variant Pages chessvariants.com. Public domain rule sets.",
    "anchor": "attribution",
    "variant": "placement-chess",
    "variantUrl": "dist/chess/variants/placement-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Pocket Knight Chess",
    "heading": "Overview",
    "content": "Pocket Knight Chess is standard chess with one addition: each player begins the game holding a spare Knight in their \"pocket.\" Once in the game, a player may spend their move to drop this Knight onto ",
    "anchor": "overview",
    "variant": "pocket-knight",
    "variantUrl": "dist/chess/variants/pocket-knight/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Pocket Knight Chess",
    "heading": "Setup",
    "content": "Standard FIDE starting position. Each player also holds one Knight in reserve not on the board. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1 Plus one White Knight and one Black Knight",
    "anchor": "setup",
    "variant": "pocket-knight",
    "variantUrl": "dist/chess/variants/pocket-knight/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Pocket Knight Chess",
    "heading": "Rules",
    "content": "All standard FIDE rules apply, with the following addition:",
    "anchor": "rules",
    "variant": "pocket-knight",
    "variantUrl": "dist/chess/variants/pocket-knight/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Pocket Knight Chess",
    "heading": "The Pocket Drop",
    "content": "- Once per game, on their turn, a player may drop their pocket Knight onto any empty square on the board instead of making a normal move. - The square must be empty. - A drop counts as a full move. - ",
    "anchor": "the-pocket-drop",
    "variant": "pocket-knight",
    "variantUrl": "dist/chess/variants/pocket-knight/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Pocket Knight Chess",
    "heading": "All Other Rules",
    "content": "Castling, en passant, promotion, and all other FIDE rules apply normally.",
    "anchor": "all-other-rules",
    "variant": "pocket-knight",
    "variantUrl": "dist/chess/variants/pocket-knight/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Pocket Knight Chess",
    "heading": "Strategy Notes",
    "content": "The pocket Knight provides a powerful surprise weapon: it can be dropped on any empty square, making it useful for outpost manoeuvres, sudden forks, or reinforcing a collapsing defense. Because the dr",
    "anchor": "strategy-notes",
    "variant": "pocket-knight",
    "variantUrl": "dist/chess/variants/pocket-knight/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Poison Chess",
    "heading": "Poison Chess",
    "content": "Captures leave toxic residue. When a piece is captured, that square becomes poisoned for 3 turns. Any non-King piece that lands on a poisoned square is destroyed.",
    "anchor": "poison-chess",
    "variant": "poison-chess",
    "variantUrl": "dist/chess/variants/poison-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Poison Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "poison-chess",
    "variantUrl": "dist/chess/variants/poison-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Poison Chess",
    "heading": "Rules",
    "content": "- When a capture occurs, the capture square becomes poisoned for 3 turns. - Any non-King piece that moves onto a poisoned square is immediately destroyed removed from the board. - The capturing piece ",
    "anchor": "rules",
    "variant": "poison-chess",
    "variantUrl": "dist/chess/variants/poison-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Poison Chess",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King.",
    "anchor": "win-condition",
    "variant": "poison-chess",
    "variantUrl": "dist/chess/variants/poison-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Poison Chess",
    "heading": "Strategy",
    "content": "Poison creates dangerous no-go zones that restrict mobility. Exchange sequences leave clouds of poison that reshape the board. Sacrifice a minor piece to poison a critical square near the enemy King. ",
    "anchor": "strategy",
    "variant": "poison-chess",
    "variantUrl": "dist/chess/variants/poison-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Poison Chess",
    "heading": "Attribution",
    "content": "Modern variant. Public domain.",
    "anchor": "attribution",
    "variant": "poison-chess",
    "variantUrl": "dist/chess/variants/poison-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Progressive",
    "heading": "Progressive",
    "content": "Each turn, the number of moves you make escalates: 1, 2, 3, 4, 5... Delivering check ends your turn early regardless of how many moves remain.",
    "anchor": "progressive",
    "variant": "progressive",
    "variantUrl": "dist/chess/variants/progressive/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Progressive",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "progressive",
    "variantUrl": "dist/chess/variants/progressive/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Progressive",
    "heading": "Rules",
    "content": "- White's first turn: 1 move. Black's first turn: 2 moves. White's second turn: 3 moves. This pattern continues. - If you deliver check at any point during your turn, your turn ends immediately. You c",
    "anchor": "rules",
    "variant": "progressive",
    "variantUrl": "dist/chess/variants/progressive/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Progressive",
    "heading": "Win Condition",
    "content": "Checkmate delivered as part of giving check, which ends your turn.",
    "anchor": "win-condition",
    "variant": "progressive",
    "variantUrl": "dist/chess/variants/progressive/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Progressive",
    "heading": "Strategy",
    "content": "Early turns play like normal chess, but the game explodes around turn 4-5. Planning multi-move sequences that culminate in check is the core skill. Leaving pieces undefended is catastrophic because yo",
    "anchor": "strategy",
    "variant": "progressive",
    "variantUrl": "dist/chess/variants/progressive/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Progressive",
    "heading": "Attribution",
    "content": "Traditional variant Italian Progressive rules. Public domain.",
    "anchor": "attribution",
    "variant": "progressive",
    "variantUrl": "dist/chess/variants/progressive/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Racing Kings",
    "heading": "Racing Kings",
    "content": "No checks allowed. Race your King to rank 8. A pure positional race with no violence.",
    "anchor": "racing-kings",
    "variant": "racing-kings",
    "variantUrl": "dist/chess/variants/racing-kings/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Racing Kings",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: All pieces start on ranks 1–2 in a specific non-standard arrangement. No pawns. FEN: 8/8/8/8/8/8/krbnNBRK/qrbnNBRQ w - - 0 1",
    "anchor": "setup",
    "variant": "racing-kings",
    "variantUrl": "dist/chess/variants/racing-kings/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Racing Kings",
    "heading": "Rules",
    "content": "- No move may give check to either King. Any move that would place either King in check is illegal. - No castling. No pawns. No pawn promotion.",
    "anchor": "rules",
    "variant": "racing-kings",
    "variantUrl": "dist/chess/variants/racing-kings/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Racing Kings",
    "heading": "Win Condition",
    "content": "First player to move their King to rank 8 wins. If White reaches rank 8, Black gets one more move — if Black also reaches rank 8, the game is a draw.",
    "anchor": "win-condition",
    "variant": "racing-kings",
    "variantUrl": "dist/chess/variants/racing-kings/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Racing Kings",
    "heading": "Strategy",
    "content": "Block your opponent's King path while clearing your own. Rooks and Queens control files; Bishops control diagonals. The constraint against giving check makes many \"obvious\" blocking moves illegal.",
    "anchor": "strategy",
    "variant": "racing-kings",
    "variantUrl": "dist/chess/variants/racing-kings/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Racing Kings",
    "heading": "Attribution",
    "content": "Vernon R. Parton, 1961. Public domain.",
    "anchor": "attribution",
    "variant": "racing-kings",
    "variantUrl": "dist/chess/variants/racing-kings/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Raumschach",
    "heading": "The Board",
    "content": "The board consists of five levels, labelled A through E from bottom White's side to top Black's side. Each level is a 5×5 grid with files a–e and ranks 1–5. Squares are written as Level + file + rank.",
    "anchor": "the-board",
    "variant": "raumschach",
    "variantUrl": "dist/chess/variants/raumschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Raumschach",
    "heading": "White (ranks 1–2 of levels A and B)",
    "content": "Level A, Rank 1: Rooka, Knightb, Kingc, Knightd, Rooke Level A, Rank 2: five Pawns Aa2–Ae2 Level B, Rank 1: Bishopa, Unicornb, Queenc, Bishopd, Unicorne Level B, Rank 2: five Pawns Ba2–Be2",
    "anchor": "white-ranks-12-of-levels-a-and-b",
    "variant": "raumschach",
    "variantUrl": "dist/chess/variants/raumschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Raumschach",
    "heading": "Black (ranks 4–5 of levels D and E)",
    "content": "Level D, Rank 5: Bishopa, Unicornb, Queenc, Bishopd, Unicorne Level D, Rank 4: five Pawns Da4–De4 Level E, Rank 5: Rooka, Knightb, Kingc, Knightd, Rooke Level E, Rank 4: five Pawns Ea4–Ee4 Each side b",
    "anchor": "black-ranks-45-of-levels-d-and-e",
    "variant": "raumschach",
    "variantUrl": "dist/chess/variants/raumschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Raumschach",
    "heading": "Piece Movement",
    "content": "In three-dimensional chess, movement is defined by how many of the three axes rank, file, level change simultaneously: - Orthogonal 1 axis: only rank, only file, or only level changes - Diagonal 2 axe",
    "anchor": "piece-movement",
    "variant": "raumschach",
    "variantUrl": "dist/chess/variants/raumschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Raumschach",
    "heading": "Rook",
    "content": "Slides any number of squares along a single axis rank, file, or level. Cannot jump over pieces. In 3D space the Rook has 6 orthogonal sliding directions ±rank, ±file, ±level.",
    "anchor": "rook",
    "variant": "raumschach",
    "variantUrl": "dist/chess/variants/raumschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Raumschach",
    "heading": "Bishop",
    "content": "Slides any number of squares along a two-axis diagonal rank+file, rank+level, or file+level, in any combination of signs. Cannot jump over pieces. In 3D space the Bishop has 12 diagonal sliding direct",
    "anchor": "bishop",
    "variant": "raumschach",
    "variantUrl": "dist/chess/variants/raumschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Raumschach",
    "heading": "Unicorn (U)",
    "content": "The Unicorn slides any number of squares along a triagonal — moving simultaneously one step in all three axes with each step. Cannot jump over pieces. In 3D space the Unicorn has 8 triagonal direction",
    "anchor": "unicorn-u",
    "variant": "raumschach",
    "variantUrl": "dist/chess/variants/raumschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Raumschach",
    "heading": "Queen",
    "content": "Combines the Rook and Bishop orthogonal and two-axis diagonal slides. Does not include the Unicorn's triagonal move. Cannot jump over pieces.",
    "anchor": "queen",
    "variant": "raumschach",
    "variantUrl": "dist/chess/variants/raumschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Raumschach",
    "heading": "Knight",
    "content": "Leaps to any square exactly 2 steps in one axis and 1 step in another the standard chess knight jump, extended to 3D. This gives up to 24 destinations from a central square. Always jumps over interven",
    "anchor": "knight",
    "variant": "raumschach",
    "variantUrl": "dist/chess/variants/raumschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Raumschach",
    "heading": "King",
    "content": "Moves one step in any direction — orthogonal, two-axis diagonal, or triagonal — giving up to 26 possible destinations from an interior square. Cannot move into check.",
    "anchor": "king",
    "variant": "raumschach",
    "variantUrl": "dist/chess/variants/raumschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Raumschach",
    "heading": "Pawn",
    "content": "White Pawns move toward Black's starting area increasing rank and/or increasing level. Non-capturing moves White: - Straight-forward: advance one rank on the same level e.g., Aa2 → Aa3 - Straight-upwa",
    "anchor": "pawn",
    "variant": "raumschach",
    "variantUrl": "dist/chess/variants/raumschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Raumschach",
    "heading": "Special Rules",
    "content": "- No castling. - No en passant. - No double pawn push. - Stalemate is a draw.",
    "anchor": "special-rules",
    "variant": "raumschach",
    "variantUrl": "dist/chess/variants/raumschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Raumschach",
    "heading": "Notation",
    "content": "Squares are written as Level A–E, file a–e, rank 1–5. Examples: - Aa1 — Level A, file a, rank 1 White's back-left corner - Bc3 — Level B, file c, rank 3 centre of level B - Ec5 — Level E, file c, rank",
    "anchor": "notation",
    "variant": "raumschach",
    "variantUrl": "dist/chess/variants/raumschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Raumschach",
    "heading": "Attribution",
    "content": "Raumschach was invented by Ferdinand Maack Germany, 1907. Rules sourced from The Chess Variant Pages at chessvariants.com/3d.dir/3d5.html.",
    "anchor": "attribution",
    "variant": "raumschach",
    "variantUrl": "dist/chess/variants/raumschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Recruitment Chess",
    "heading": "Recruitment Chess",
    "content": "Captured pieces switch sides. When you capture, the taken piece flips colour and appears on the square your capturing piece vacated. The board fills with turncoats.",
    "anchor": "recruitment-chess",
    "variant": "recruitment-chess",
    "variantUrl": "dist/chess/variants/recruitment-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Recruitment Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "recruitment-chess",
    "variantUrl": "dist/chess/variants/recruitment-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Recruitment Chess",
    "heading": "Rules",
    "content": "- When a piece captures, the captured piece switches colour and is placed on the square the capturing piece moved from. - Kings cannot be recruited capturing the King ends the game normally. - En pass",
    "anchor": "rules",
    "variant": "recruitment-chess",
    "variantUrl": "dist/chess/variants/recruitment-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Recruitment Chess",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King.",
    "anchor": "win-condition",
    "variant": "recruitment-chess",
    "variantUrl": "dist/chess/variants/recruitment-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Recruitment Chess",
    "heading": "Strategy",
    "content": "Every capture is a double swing — you gain a piece AND the opponent gains a defector behind your lines. This makes tactical exchanges far more complex. Avoid capturing pieces that would create dangero",
    "anchor": "strategy",
    "variant": "recruitment-chess",
    "variantUrl": "dist/chess/variants/recruitment-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Recruitment Chess",
    "heading": "Attribution",
    "content": "Modern variant. Public domain.",
    "anchor": "attribution",
    "variant": "recruitment-chess",
    "variantUrl": "dist/chess/variants/recruitment-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Rifle Chess",
    "heading": "Rifle Chess",
    "content": "Capturing pieces stay on their original square — they \"shoot\" the target from a distance.",
    "anchor": "rifle-chess",
    "variant": "rifle",
    "variantUrl": "dist/chess/variants/rifle/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Rifle Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "rifle",
    "variantUrl": "dist/chess/variants/rifle/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Rifle Chess",
    "heading": "Rules",
    "content": "All standard chess rules apply except: - When a piece captures, it does NOT move to the captured piece's square. Instead, the captured piece is removed and the capturing piece stays where it is. - En ",
    "anchor": "rules",
    "variant": "rifle",
    "variantUrl": "dist/chess/variants/rifle/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Rifle Chess",
    "heading": "Win Condition",
    "content": "Checkmate adjusted for rifle mechanics — a piece threatens the King from its current position without needing to occupy the King's square.",
    "anchor": "win-condition",
    "variant": "rifle",
    "variantUrl": "dist/chess/variants/rifle/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Rifle Chess",
    "heading": "Strategy",
    "content": "Pieces become much harder to dislodge since capturing doesn't occupy their square. Batteries multiple pieces lined up are devastating because a front piece can \"shoot\" without opening the line. The va",
    "anchor": "strategy",
    "variant": "rifle",
    "variantUrl": "dist/chess/variants/rifle/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Rifle Chess",
    "heading": "Attribution",
    "content": "Traditional variant. Also known as \"Stationary Capture Chess.\" Public domain.",
    "anchor": "attribution",
    "variant": "rifle",
    "variantUrl": "dist/chess/variants/rifle/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Rollerball",
    "heading": "Rollerball",
    "content": "Rollerball is a chess variant invented by Jean-Louis Cazaux in 1999, entered in the Chess Variant Pages 40-squares contest. It is named after the 1975 science-fiction film about a violent ring-track s",
    "anchor": "rollerball",
    "variant": "rollerball",
    "variantUrl": "dist/chess/variants/rollerball/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Rollerball",
    "heading": "The Board",
    "content": "The board is a 7×7 grid files a–g, ranks 1–7 with the centre 3×3 c3–e5 removed, leaving 40 squares in two concentric rings: - Outer ring: 24 squares — the perimeter of the 7×7 grid - Inner ring: 16 sq",
    "anchor": "the-board",
    "variant": "rollerball",
    "variantUrl": "dist/chess/variants/rollerball/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Rollerball",
    "heading": "Starting Position",
    "content": "Each side starts with 6 pieces occupying two ranks at their home zone, arranged point-symmetrically 180° rotation rather than mirrored — White's arrangement is Black's arrangement rotated, not reflect",
    "anchor": "starting-position",
    "variant": "rollerball",
    "variantUrl": "dist/chess/variants/rollerball/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Rollerball",
    "heading": "Pieces",
    "content": "Each side has: 1 King, 1 Bishop, 2 Rooks, 2 Pawns 6 pieces total.",
    "anchor": "pieces",
    "variant": "rollerball",
    "variantUrl": "dist/chess/variants/rollerball/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Rollerball",
    "heading": "King",
    "content": "Moves and captures one square to any adjacent square orthogonal or diagonal, as in standard chess. The King may not move to a square where it can be captured. The King is the only piece with fully sym",
    "anchor": "king",
    "variant": "rollerball",
    "variantUrl": "dist/chess/variants/rollerball/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Rollerball",
    "heading": "Rook",
    "content": "Slides any number of squares forward or sideways along its row or column. May also move one square backward orthogonally only — no backward sliding. On the external ring, the Rook has one rebound allo",
    "anchor": "rook",
    "variant": "rollerball",
    "variantUrl": "dist/chess/variants/rollerball/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Rollerball",
    "heading": "Bishop",
    "content": "Slides diagonally forward any number of squares, with one rebound allowed on the external or internal ring sides. May also move one square diagonally backward. Does not slide diagonally backward beyon",
    "anchor": "bishop",
    "variant": "rollerball",
    "variantUrl": "dist/chess/variants/rollerball/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Rollerball",
    "heading": "Pawn",
    "content": "Moves and captures forward straight or diagonally. Promotes to Rook or Bishop upon reaching the starting square of the opponent's Pawns. Promotion to a Bishop on a dark square is not recommended per t",
    "anchor": "pawn",
    "variant": "rollerball",
    "variantUrl": "dist/chess/variants/rollerball/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Rollerball",
    "heading": "Win Conditions",
    "content": "There are two ways to win: 1. Checkmate the opponent's King. 2. King reaches the opponent's King starting square — but only if it arrived there by travelling clockwise. Draw: stalemate or three-fold r",
    "anchor": "win-conditions",
    "variant": "rollerball",
    "variantUrl": "dist/chess/variants/rollerball/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Rollerball",
    "heading": "Attribution",
    "content": "Rollerball by Jean-Louis Cazaux, invented 1999, entered in the 40-squares contest. Rules and starting-position diagram documented at chessvariants.com/40.dir/rollerball/index.html.",
    "anchor": "attribution",
    "variant": "rollerball",
    "variantUrl": "dist/chess/variants/rollerball/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Romanchenko's Chess",
    "heading": "Romanchenko's Chess",
    "content": "Romanchenko's Chess is a chess variant by Soviet chess trainer V. Romanchenko that uses standard FIDE chess pieces and rules on a board with modified geometry. The board has broken columns — certain f",
    "anchor": "romanchenkos-chess",
    "variant": "romanchenkos-chess",
    "variantUrl": "dist/chess/variants/romanchenkos-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Romanchenko's Chess",
    "heading": "The Board",
    "content": "The board retains 64 squares but has a non-standard column structure — some files are offset or broken at specific ranks. This creates a board where: - Rooks and Queens cannot travel along a continuou",
    "anchor": "the-board",
    "variant": "romanchenkos-chess",
    "variantUrl": "dist/chess/variants/romanchenkos-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Romanchenko's Chess",
    "heading": "Rules",
    "content": "All standard FIDE chess rules apply without modification: - Castling: permitted - En passant: permitted - Pawn double move: permitted on first move - Promotion: standard - Win: Checkmate the opponent'",
    "anchor": "rules",
    "variant": "romanchenkos-chess",
    "variantUrl": "dist/chess/variants/romanchenkos-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Romanchenko's Chess",
    "heading": "Pedagogical Purpose",
    "content": "Romanchenko used this setup to train his pupils to \"think rather than imitate.\" By breaking the standard column structure, familiar tactical motifs pins, skewers, files must be recalculated. The game ",
    "anchor": "pedagogical-purpose",
    "variant": "romanchenkos-chess",
    "variantUrl": "dist/chess/variants/romanchenkos-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Romanchenko's Chess",
    "heading": "Attribution",
    "content": "Romanchenko's Chess was created by Soviet chess trainer V. Romanchenko. Jocly implementation by Michel Gutierrez and Jérôme Choain. Source: chessvariants.com/play/jocly/romanchenko-chess",
    "anchor": "attribution",
    "variant": "romanchenkos-chess",
    "variantUrl": "dist/chess/variants/romanchenkos-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "S-Chess (Seirawan Chess)",
    "heading": "S-Chess (Seirawan Chess)",
    "content": "Designed by Yasser Seirawan and Jonathan Tisdall 2007. S-Chess enriches orthodox chess with two powerful new fairy pieces — the Hawk and the Elephant — without changing the starting position. Instead,",
    "anchor": "s-chess-seirawan-chess",
    "variant": "s-chess",
    "variantUrl": "dist/chess/variants/s-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "S-Chess (Seirawan Chess)",
    "heading": "New Pieces",
    "content": "Symbol --- H E Both pieces leap over intervening pieces for all their moves.",
    "anchor": "new-pieces",
    "variant": "s-chess",
    "variantUrl": "dist/chess/variants/s-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "S-Chess (Seirawan Chess)",
    "heading": "Starting Position and the Hand",
    "content": "The board begins in the standard FIDE position. Each player holds one Hawk and one Elephant in reserve — they do not appear on the board at game start. 8 ♜ ♞ ♝ ♛ ♚ ♝ ♞ ♜ 7 ♟ ♟ ♟ ♟ ♟ ♟ ♟ ♟ 6 . . . . . ",
    "anchor": "starting-position-and-the-hand",
    "variant": "s-chess",
    "variantUrl": "dist/chess/variants/s-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "S-Chess (Seirawan Chess)",
    "heading": "The Gate",
    "content": "Whenever a back-rank piece moves off its starting square for the first time, the moving player may optionally place one piece from their hand onto the square just vacated. This simultaneous placement ",
    "anchor": "the-gate",
    "variant": "s-chess",
    "variantUrl": "dist/chess/variants/s-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "S-Chess (Seirawan Chess)",
    "heading": "Piece Movement Reference",
    "content": "All standard FIDE pieces move as in orthodox chess. Movement --- 1 square any direction; castling as in FIDE Queen Any distance, orthogonally Bishop 2,1 jump; leaps over other pieces Pawn Leap 1 or 2 ",
    "anchor": "piece-movement-reference",
    "variant": "s-chess",
    "variantUrl": "dist/chess/variants/s-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "S-Chess (Seirawan Chess)",
    "heading": "Check, Checkmate, and Stalemate",
    "content": "Standard FIDE rules. Gating a piece that puts the opponent's King in check is legal. A player may not gate a piece that leaves their own King in check.",
    "anchor": "check-checkmate-and-stalemate",
    "variant": "s-chess",
    "variantUrl": "dist/chess/variants/s-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "S-Chess (Seirawan Chess)",
    "heading": "Notation",
    "content": "Standard algebraic notation with a gating suffix. After the moving piece's destination square, add a slash and the gated piece symbol followed by the square gated to. Example: 1. e4/He1 — pawn moves e",
    "anchor": "notation",
    "variant": "s-chess",
    "variantUrl": "dist/chess/variants/s-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "S-Chess (Seirawan Chess)",
    "heading": "Strategy Notes",
    "content": "The Hawk and Elephant are among the most powerful pieces possible on an 8×8 board — each substantially stronger than a Rook. Their arrival through gating means the opening resembles standard chess, bu",
    "anchor": "strategy-notes",
    "variant": "s-chess",
    "variantUrl": "dist/chess/variants/s-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "S-Chess (Seirawan Chess)",
    "heading": "Attribution",
    "content": "Designed by Yasser Seirawan and Jonathan Tisdall. Publicly released 2007. Open rules available at seirawanchess.com. Public domain rule set.",
    "anchor": "attribution",
    "variant": "s-chess",
    "variantUrl": "dist/chess/variants/s-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Senterej",
    "heading": "Overview",
    "content": "Senterej is the traditional chess of Ethiopia and Eritrea, descended directly from Shatranj. Its most distinctive feature is the werera mobilization phase: before the first capture, both players move ",
    "anchor": "overview",
    "variant": "senterej",
    "variantUrl": "dist/chess/variants/senterej/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Senterej",
    "heading": "Setup",
    "content": "Each King stands just to the right of the centerline from its player's point of view; the Ferz stands to the King's left. FEN: rnbkqbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w - - 0 1 Piece legend: Q/q =",
    "anchor": "setup",
    "variant": "senterej",
    "variantUrl": "dist/chess/variants/senterej/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Senterej",
    "heading": "Pieces",
    "content": "King Negus: moves one step in any direction, as in standard chess. Ferz: moves exactly one square diagonally. Regional variation: some sources say it moves one step in any direction but can only captu",
    "anchor": "pieces",
    "variant": "senterej",
    "variantUrl": "dist/chess/variants/senterej/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Senterej",
    "heading": "Werera — Mobilization Phase",
    "content": "Before the first capture, both players move simultaneously and freely. There are no turns: each player may move any of their pieces as many times as they wish, watching the opponent’s moves and adjust",
    "anchor": "werera-mobilization-phase",
    "variant": "senterej",
    "variantUrl": "dist/chess/variants/senterej/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Senterej",
    "heading": "Turn-Based Play",
    "content": "After the werera ends, all remaining rules are standard Shatranj-style: - Players alternate turns; each turn one piece moves. - No castling. - No en passant. - No pawn double push.",
    "anchor": "turn-based-play",
    "variant": "senterej",
    "variantUrl": "dist/chess/variants/senterej/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Senterej",
    "heading": "Win and Draw Conditions",
    "content": "Win: Checkmate the opponent’s King. Draw — Bare King: A King that has been stripped of all pieces excluding Pawns cannot be mated; the game is drawn. Only Pawns remaining — does not count as sufficien",
    "anchor": "win-and-draw-conditions",
    "variant": "senterej",
    "variantUrl": "dist/chess/variants/senterej/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Senterej",
    "heading": "Customs",
    "content": "Traditionally the board is an uncheckered red cloth marked with black or blue strips. Play is sociable: bystanders including historically even slaves may call out suggestions and demonstrate moves on ",
    "anchor": "customs",
    "variant": "senterej",
    "variantUrl": "dist/chess/variants/senterej/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shafran's Hexagonal Chess",
    "heading": "Shafran's Hexagonal Chess",
    "content": "Invented by Boris Shafran. Played on a smaller 70-hex board with 9 files a through i. Castling is permitted and the pawn initial step varies by file.",
    "anchor": "shafrans-hexagonal-chess",
    "variant": "shafran",
    "variantUrl": "dist/chess/variants/shafran/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shafran's Hexagonal Chess",
    "heading": "Setup",
    "content": "Board: 70-hex irregular hexagonal grid, 9 files a–i, 10 ranks. File lengths: a6, b7, c8, d9, e10, f9, g8, h7, i6. Files a–e share the bottom edge; files e–i share the top edge. White pieces back rank,",
    "anchor": "setup",
    "variant": "shafran",
    "variantUrl": "dist/chess/variants/shafran/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shafran's Hexagonal Chess",
    "heading": "Pawns",
    "content": "Pawns capture diagonally bishop direction, through shared corners. The initial step from the starting rank depends on the pawn's file: Initial step ------- 1, 2, or 3 cells forward b, c, g, h 1 cell o",
    "anchor": "pawns",
    "variant": "shafran",
    "variantUrl": "dist/chess/variants/shafran/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shafran's Hexagonal Chess",
    "heading": "Castling",
    "content": "Castling is permitted on both the Queen-side and King-side. The King moves two cells toward the Rook; the Rook moves to the other side of the King.",
    "anchor": "castling",
    "variant": "shafran",
    "variantUrl": "dist/chess/variants/shafran/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shafran's Hexagonal Chess",
    "heading": "Rules",
    "content": "Identical to standard chess adapted for the hex grid except as noted. Stalemate is a draw.",
    "anchor": "rules",
    "variant": "shafran",
    "variantUrl": "dist/chess/variants/shafran/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shafran's Hexagonal Chess",
    "heading": "Win Condition",
    "content": "Checkmate.",
    "anchor": "win-condition",
    "variant": "shafran",
    "variantUrl": "dist/chess/variants/shafran/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shafran's Hexagonal Chess",
    "heading": "Attribution",
    "content": "Boris Shafran. Public domain rules.",
    "anchor": "attribution",
    "variant": "shafran",
    "variantUrl": "dist/chess/variants/shafran/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shako",
    "heading": "Shako",
    "content": "Designed by Jean-Louis Cazaux 2000. Shako extends standard chess to a 10×10 board and introduces two new pieces — the Cannon borrowed from Chinese Chess and the Elephant — while retaining all standard",
    "anchor": "shako",
    "variant": "shako",
    "variantUrl": "dist/chess/variants/shako/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shako",
    "heading": "New Pieces",
    "content": "Movement --- Slides orthogonally any distance like a Rook to move to an empty square. Leaps exactly 2 squares diagonally in any diagonal direction. The intervening square is irrelevant the Elephant ju",
    "anchor": "new-pieces",
    "variant": "shako",
    "variantUrl": "dist/chess/variants/shako/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shako",
    "heading": "Starting Position",
    "content": "The board uses files a–j 10 files and ranks 1–10. White rank 1: 1 R Ca El B Q K B El Ca R a b c d e f g h i j From a to j: Rook, Cannon, Elephant, Bishop, Queen, King, Bishop, Elephant, Cannon, Rook. ",
    "anchor": "starting-position",
    "variant": "shako",
    "variantUrl": "dist/chess/variants/shako/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shako",
    "heading": "Cannon — Detailed Rules",
    "content": "The Cannon’s movement and capture are separated: To move non-capture: The Cannon slides to any empty square along a rank or file, exactly as a Rook would, provided no piece is between the Cannon and t",
    "anchor": "cannon-detailed-rules",
    "variant": "shako",
    "variantUrl": "dist/chess/variants/shako/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shako",
    "heading": "Elephant — Detailed Rules",
    "content": "The Elephant leaps exactly 2 squares diagonally — landing on a square 2 diagonal steps away in any of the four diagonal directions. The Elephant always jumps: the square it passes through is irrelevan",
    "anchor": "elephant-detailed-rules",
    "variant": "shako",
    "variantUrl": "dist/chess/variants/shako/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shako",
    "heading": "Standard Rules",
    "content": "All standard FIDE rules apply with these adaptations for 10×10: - Pawns: Move 1 or 2 squares forward from starting position. En passant applies if a Pawn advances 2 squares and an opposing Pawn could ",
    "anchor": "standard-rules",
    "variant": "shako",
    "variantUrl": "dist/chess/variants/shako/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shako",
    "heading": "Attribution",
    "content": "Designed by Jean-Louis Cazaux. Published 2000. Cazaux, J.L. and Schmittberger, R., “A World of Chess,” McFarland, 2017. Public domain rule set.",
    "anchor": "attribution",
    "variant": "shako",
    "variantUrl": "dist/chess/variants/shako/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatar",
    "heading": "Shatar (Mongolian Chess)",
    "content": "The traditional chess of Mongolia. There is no concept of check — you win by stripping the opponent of all pieces except their King.",
    "anchor": "shatar-mongolian-chess",
    "variant": "shatar",
    "variantUrl": "dist/chess/variants/shatar/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatar",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "shatar",
    "variantUrl": "dist/chess/variants/shatar/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatar",
    "heading": "Rules",
    "content": "- There is no check or checkmate. The King is never in \"check\" and can move into attacked squares. - You may capture the opponent's King it is treated as a normal piece for capture purposes. - The gam",
    "anchor": "rules",
    "variant": "shatar",
    "variantUrl": "dist/chess/variants/shatar/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatar",
    "heading": "Win Condition",
    "content": "Leave the opponent with a bare King all other pieces captured, or capture their King directly.",
    "anchor": "win-condition",
    "variant": "shatar",
    "variantUrl": "dist/chess/variants/shatar/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatar",
    "heading": "Strategy",
    "content": "Since there's no check, the King can be used aggressively as a fighting piece. You don't need to protect your King from attack — only from having all supporting pieces captured. Material advantage is ",
    "anchor": "strategy",
    "variant": "shatar",
    "variantUrl": "dist/chess/variants/shatar/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatar",
    "heading": "Attribution",
    "content": "Traditional Mongolian chess. Played for centuries in Mongolia. Public domain.",
    "anchor": "attribution",
    "variant": "shatar",
    "variantUrl": "dist/chess/variants/shatar/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatranj Kamil",
    "heading": "Shatranj Kamil",
    "content": "Shatranj Kamil شطرنج كامل, “Complete Chess” or “Perfect Chess” is a historical Arabic chess variant approximately 1000 years old, described by John Gollon based on Murray’s reconstruction from an old ",
    "anchor": "shatranj-kamil",
    "variant": "shatranj-kamil",
    "variantUrl": "dist/chess/variants/shatranj-kamil/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatranj Kamil",
    "heading": "The Board",
    "content": "10 files a–j × 10 ranks = 100 squares.",
    "anchor": "the-board",
    "variant": "shatranj-kamil",
    "variantUrl": "dist/chess/variants/shatranj-kamil/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatranj Kamil",
    "heading": "Starting Position",
    "content": "White rank 1: Rook a1 · Knight b1 · Elephant c1 · War Machine d1 · King e1 · General f1 · War Machine g1 · Elephant h1 · Knight i1 · Rook j1 White pawns rank 2: a2–j2 10 pawns Black rank 10: Rook a10 ",
    "anchor": "starting-position",
    "variant": "shatranj-kamil",
    "variantUrl": "dist/chess/variants/shatranj-kamil/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatranj Kamil",
    "heading": "Pieces",
    "content": "Standard Shatranj pieces plus the War Machine: Arabic --- شاه فرزان فيل فرس رخ بيدق دبابة",
    "anchor": "pieces",
    "variant": "shatranj-kamil",
    "variantUrl": "dist/chess/variants/shatranj-kamil/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatranj Kamil",
    "heading": "Promotion",
    "content": "A Pawn reaching the last rank promotes to a General — only if the player currently has no General on the board. If the player still has a General, the Pawn reaching the last rank is removed from the b",
    "anchor": "promotion",
    "variant": "shatranj-kamil",
    "variantUrl": "dist/chess/variants/shatranj-kamil/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatranj Kamil",
    "heading": "Special Rules",
    "content": "- No castling, no en passant. - No bare King rule — the game continues normally even when one player has only the King remaining. - Win: Checkmate the opponent’s King, or stalemate the opponent stalem",
    "anchor": "special-rules",
    "variant": "shatranj-kamil",
    "variantUrl": "dist/chess/variants/shatranj-kamil/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatranj Kamil",
    "heading": "Attribution",
    "content": "Shatranj Kamil War Machine version documented at chessvariants.com/historic.dir/shkam2.html Hans Bodlaender, from Gollon/Murray. Camel version at chessvariants.com/historic.dir/shkam1.html.",
    "anchor": "attribution",
    "variant": "shatranj-kamil",
    "variantUrl": "dist/chess/variants/shatranj-kamil/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatranj",
    "heading": "Shatranj",
    "content": "The medieval Islamic form of chess, played across the Islamic world from approximately the 7th century AD. Derived from the Indian game Chaturanga and the direct ancestor of modern Western chess. Docu",
    "anchor": "shatranj",
    "variant": "shatranj",
    "variantUrl": "dist/chess/variants/shatranj/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatranj",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Starting position: The Shah occupies the d-file and the Ferz occupies the e-file, reversed from modern chess. - White: Rukh a1, Faras b1, Alfil c1, Shah d1, Ferz e1, Alfil f1, Far",
    "anchor": "setup",
    "variant": "shatranj",
    "variantUrl": "dist/chess/variants/shatranj/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatranj",
    "heading": "Pieces",
    "content": "Each side has 16 pieces: 1 Shah, 1 Ferz, 2 Alfil, 2 Faras, 2 Rukh, and 8 Baidaq. Shah King — moves one square in any direction, orthogonally or diagonally. May not move into, remain in, or pass throug",
    "anchor": "pieces",
    "variant": "shatranj",
    "variantUrl": "dist/chess/variants/shatranj/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatranj",
    "heading": "Rules",
    "content": "White moves first. Players alternate one move per turn. A piece may not move to a square occupied by a friendly piece. Moving to a square occupied by an opponent's piece captures it and removes it fro",
    "anchor": "rules",
    "variant": "shatranj",
    "variantUrl": "dist/chess/variants/shatranj/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatranj",
    "heading": "Win Conditions",
    "content": "Checkmate: The Shah is in check with no legal escape. The opponent wins. Bare King: Capturing all of the opponent's pieces except the Shah wins the game. If the opponent can bare your Shah on the very",
    "anchor": "win-conditions",
    "variant": "shatranj",
    "variantUrl": "dist/chess/variants/shatranj/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatranj",
    "heading": "Draw Conditions",
    "content": "Draws occur by mutual agreement, threefold repetition of position, or the 70-move rule no pawn move or capture in 70 consecutive moves. A simultaneous counter-bare is also a draw.",
    "anchor": "draw-conditions",
    "variant": "shatranj",
    "variantUrl": "dist/chess/variants/shatranj/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shatranj",
    "heading": "Attribution",
    "content": "Rules documented in medieval Arabic manuscripts and in H.J.R. Murray, A History of Chess Oxford University Press, 1913. Public domain.",
    "anchor": "attribution",
    "variant": "shatranj",
    "variantUrl": "dist/chess/variants/shatranj/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi Chess",
    "heading": "Shinobi Chess",
    "content": "Designed by Corey Clark 2021. Shinobi Chess is asymmetric: White commands a standard FIDE Kingdom; Black commands a Shinobi Clan that begins with fewer pieces on the board but holds a hand of addition",
    "anchor": "shinobi-chess",
    "variant": "shinobi",
    "variantUrl": "dist/chess/variants/shinobi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi Chess",
    "heading": "The Two Armies",
    "content": "Kingdom White: Standard FIDE. King, Queen, 2 Rooks, 2 Bishops, 2 Knights, 8 Pawns. Shinobi Clan Black: Starts with fewer pieces on the board; holds additional pieces in hand for dropping. Shinobi piec",
    "anchor": "the-two-armies",
    "variant": "shinobi",
    "variantUrl": "dist/chess/variants/shinobi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi Chess",
    "heading": "Shinobi Pieces",
    "content": "Count on Board Movement Promoted Movement --- --- --- 1 1 step any direction King — Chunin Lance 0 Ninja 2 Jumps as Knight. Slides diagonally unlimited Bishop. Ninja 2 Jonin 1 Slides diagonally unlimi",
    "anchor": "shinobi-pieces",
    "variant": "shinobi",
    "variantUrl": "dist/chess/variants/shinobi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi Chess",
    "heading": "Shinobi Starting Position (Black)",
    "content": "8 . Mn Cn Jn Cn Mn . 7 . . Pa Pa Pa Pa . . Rank 8 from a to h: empty, Monkb, Chuninc, Jonind... exact arrangement: Chunina, Monkb, emptyc, Jonind, emptye, Monkf, Chuning, emptyh — 7 pieces for 8 squar",
    "anchor": "shinobi-starting-position-black",
    "variant": "shinobi",
    "variantUrl": "dist/chess/variants/shinobi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi Chess",
    "heading": "Kingdom Starting Position (White)",
    "content": "Standard FIDE: 1 ♖ ♘ ♗ ♕ ♔ ♗ ♘ ♖ 2 ♙ ♙ ♙ ♙ ♙ ♙ ♙ ♙",
    "anchor": "kingdom-starting-position-white",
    "variant": "shinobi",
    "variantUrl": "dist/chess/variants/shinobi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi Chess",
    "heading": "Drop Rules",
    "content": "On any turn, instead of moving a board piece, the Shinobi player may drop one piece from hand onto any empty square subject to: - Drops may not be made onto the promotion zone ranks 6–8. - Pawns may n",
    "anchor": "drop-rules",
    "variant": "shinobi",
    "variantUrl": "dist/chess/variants/shinobi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi Chess",
    "heading": "Promotion",
    "content": "Shinobi pieces promote automatically on entering or moving within ranks 6, 7, or 8. Promotion is mandatory and immediate. Captured promoted pieces revert to base form and are not added to the hand onl",
    "anchor": "promotion",
    "variant": "shinobi",
    "variantUrl": "dist/chess/variants/shinobi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi Chess",
    "heading": "Check, Checkmate, Stalemate",
    "content": "The Jonin is the royal piece — check, checkmate, and stalemate rules apply to the Jonin as they would to a King. The FIDE King is subject to standard rules. Stalemate is a draw.",
    "anchor": "check-checkmate-stalemate",
    "variant": "shinobi",
    "variantUrl": "dist/chess/variants/shinobi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi Chess",
    "heading": "Attribution",
    "content": "Designed by Corey Clark. Published via Shogun of Games. Official rules at shogunofgames.com. Public domain rule set.",
    "anchor": "attribution",
    "variant": "shinobi",
    "variantUrl": "dist/chess/variants/shinobi/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi+",
    "heading": "Shinobi Chess+",
    "content": "Shinobi Chess+ Shinobi+ is the rebalanced edition of Shinobi Chess, designed by Couch Tomato 2021. NNUE engine analysis revealed the Clan had a significant advantage in the base game, so Shinobi+ redi",
    "anchor": "shinobi-chess",
    "variant": "shinobiplus",
    "variantUrl": "dist/chess/variants/shinobiplus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi+",
    "heading": "The Two Armies",
    "content": "Kingdom Black: Standard FIDE army — King, Queen, 2 Rooks, 2 Bishops, 2 Knights, 8 Pawns. Kingdom Pawns promote on reaching rank 6 of the board earlier than standard chess rank 8. Clan White/Pink, move",
    "anchor": "the-two-armies",
    "variant": "shinobiplus",
    "variantUrl": "dist/chess/variants/shinobiplus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi+",
    "heading": "Starting Position",
    "content": "Kingdom Black on board: Standard FIDE setup on ranks 7–8. Clan White/Pink on board: - Kage K — royal piece, moves as King — starts at e1 - 8 Clan Pawns — on rank 2 a2–h2 Clan hand available for drops ",
    "anchor": "starting-position",
    "variant": "shinobiplus",
    "variantUrl": "dist/chess/variants/shinobiplus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi+",
    "heading": "Key Differences from Base Shinobi",
    "content": "Shinobi --- Kingdom More on board 6–8 Rank 8 No Draw",
    "anchor": "key-differences-from-base-shinobi",
    "variant": "shinobiplus",
    "variantUrl": "dist/chess/variants/shinobiplus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi+",
    "heading": "Clan Pieces",
    "content": "Kage K: Moves as King. Royal piece. Wins via campmate reach rank 8 safely. Pawn P: Moves as a standard chess Pawn. Promotes to Captain on reaching rank 7 or 8. Ninja J: Moves as Bishop or Knight Archb",
    "anchor": "clan-pieces",
    "variant": "shinobiplus",
    "variantUrl": "dist/chess/variants/shinobiplus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi+",
    "heading": "Drop Rules",
    "content": "Clan pieces drop on the Clan's own half of the board ranks 1–4 only. No piece may be dropped on a square that places the dropping player's own royal piece in check. Standard restrictions apply: Pawns ",
    "anchor": "drop-rules",
    "variant": "shinobiplus",
    "variantUrl": "dist/chess/variants/shinobiplus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi+",
    "heading": "General Rules",
    "content": "1. Clan moves first. 2. Campmate: moving your Kage or King to the opponent's last rank without landing in check wins. 3. Stalemate: loss for the player who cannot move. 4. Perpetual check same positio",
    "anchor": "general-rules",
    "variant": "shinobiplus",
    "variantUrl": "dist/chess/variants/shinobiplus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shinobi+",
    "heading": "Attribution",
    "content": "Shinobi Chess+ was designed by Couch Tomato 2021. Rules documented from pychess.org/variants/shinobiplus.",
    "anchor": "attribution",
    "variant": "shinobiplus",
    "variantUrl": "dist/chess/variants/shinobiplus/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shogun Chess",
    "heading": "Shogun Chess",
    "content": "Designed by Corey Clark 2020. Shogun Chess grafts the drop mechanic from Shogi onto a standard chess board: captured pieces switch sides and can be returned to play, and pieces automatically promote w",
    "anchor": "shogun-chess",
    "variant": "shogun",
    "variantUrl": "dist/chess/variants/shogun/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shogun Chess",
    "heading": "Promotion Zone",
    "content": "Ranks 6, 7, and 8 for White — the opponent's half of the board — form the promotion zone. Any piece that enters a promotion-zone square, or that starts a turn already in the zone, promotes immediately",
    "anchor": "promotion-zone",
    "variant": "shogun",
    "variantUrl": "dist/chess/variants/shogun/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shogun Chess",
    "heading": "Piece Promotions",
    "content": "Promoted Name --- Pawn+ Gold General Monk Ninja Fortress Shogun Does not promote",
    "anchor": "piece-promotions",
    "variant": "shogun",
    "variantUrl": "dist/chess/variants/shogun/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shogun Chess",
    "heading": "Drop Mechanic",
    "content": "When a player captures an opponent's piece, that piece is added to the capturing player's hand in its base unpromoted form. On any turn, instead of moving a piece already on the board, the player may ",
    "anchor": "drop-mechanic",
    "variant": "shogun",
    "variantUrl": "dist/chess/variants/shogun/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shogun Chess",
    "heading": "Starting Position",
    "content": "Standard FIDE starting position. Both hands begin empty. 8 ♜ ♞ ♝ ♛ ♚ ♝ ♞ ♜ 7 ♟ ♟ ♟ ♟ ♟ ♟ ♟ ♟ 6 . . . . . . . . 5 . . . . . . . . 4 . . . . . . . . 3 . . . . . . . . 2 ♙ ♙ ♙ ♙ ♙ ♙ ♙ ♙ 1 ♖ ♘ ♗ ♕ ♔ ♗ ♘ ♖",
    "anchor": "starting-position",
    "variant": "shogun",
    "variantUrl": "dist/chess/variants/shogun/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shogun Chess",
    "heading": "Standard Rules",
    "content": "Castling applies under standard FIDE conditions neither King nor Rook has previously moved; squares between them are empty; King does not pass through check. En passant applies. Pawn promotion on reac",
    "anchor": "standard-rules",
    "variant": "shogun",
    "variantUrl": "dist/chess/variants/shogun/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shogun Chess",
    "heading": "Check and Checkmate",
    "content": "Standard rules. A player in check must resolve it immediately. Dropping a piece to interpose between the attacking piece and the King is legal. Checkmate ends the game; the checkmated player loses.",
    "anchor": "check-and-checkmate",
    "variant": "shogun",
    "variantUrl": "dist/chess/variants/shogun/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shogun Chess",
    "heading": "Stalemate",
    "content": "Standard: stalemate is a draw.",
    "anchor": "stalemate",
    "variant": "shogun",
    "variantUrl": "dist/chess/variants/shogun/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Shogun Chess",
    "heading": "Attribution",
    "content": "Designed by Corey Clark. Published via Shogun of Games. Official rules at shogunofgames.com.",
    "anchor": "attribution",
    "variant": "shogun",
    "variantUrl": "dist/chess/variants/shogun/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Single-Check",
    "heading": "Single-Check",
    "content": "One check wins. No checkmate needed: just deliver a single check and the game is over. Every move is life or death.",
    "anchor": "single-check",
    "variant": "single-check",
    "variantUrl": "dist/chess/variants/single-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Single-Check",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "single-check",
    "variantUrl": "dist/chess/variants/single-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Single-Check",
    "heading": "Rules",
    "content": "All standard chess rules apply, except: - The game ends immediately when a player delivers check. - Checkmate is not required; any check wins, even if it could be blocked or evaded. - Stalemate is sti",
    "anchor": "rules",
    "variant": "single-check",
    "variantUrl": "dist/chess/variants/single-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Single-Check",
    "heading": "Win Condition",
    "content": "Deliver check to the opponent's King.",
    "anchor": "win-condition",
    "variant": "single-check",
    "variantUrl": "dist/chess/variants/single-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Single-Check",
    "heading": "Strategy",
    "content": "The game becomes about pure King safety. Pieces that can give check from a distance Queen, Bishops, Rooks are incredibly dangerous. Any discovered check possibility must be neutralised immediately. De",
    "anchor": "strategy",
    "variant": "single-check",
    "variantUrl": "dist/chess/variants/single-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Single-Check",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain.",
    "anchor": "attribution",
    "variant": "single-check",
    "variantUrl": "dist/chess/variants/single-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Sittuyin",
    "heading": "Sittuyin (Burmese Chess)",
    "content": "The traditional chess of Myanmar Burma, distinguished by its placement opening phase where players freely position pieces on their own half of the board before play begins.",
    "anchor": "sittuyin-burmese-chess",
    "variant": "sittuyin",
    "variantUrl": "dist/chess/variants/sittuyin/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Sittuyin",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Traditionally played on a monochromatic board with two diagonal lines running corner-to-corner forming an X the sit-ke-myin, or general's lines. These diagonals mark the promotion",
    "anchor": "setup",
    "variant": "sittuyin",
    "variantUrl": "dist/chess/variants/sittuyin/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Sittuyin",
    "heading": "Pieces",
    "content": "Role --- King General Elephant Horse Chariot Pawn All piece movements are identical to Makruk Thai Chess. The General is a weak piece one diagonal step only. The Elephant moves one step diagonally in ",
    "anchor": "pieces",
    "variant": "sittuyin",
    "variantUrl": "dist/chess/variants/sittuyin/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Sittuyin",
    "heading": "Rules",
    "content": "- No double-step pawn move. Pawns always move one square forward. - No castling. - No en passant. - Stalemate is a draw. - 50-move rule applies 50 moves without capture or pawn advance.",
    "anchor": "rules",
    "variant": "sittuyin",
    "variantUrl": "dist/chess/variants/sittuyin/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Sittuyin",
    "heading": "Promotion",
    "content": "Pawns promote on specific diagonal squares forming a V-shape across the board: - White promotes on: a8, b7, c6, d5, e5, f6, g7, h8 - Black promotes on: a1, b2, c3, d4, e4, f3, g2, h1 Promotion rules: ",
    "anchor": "promotion",
    "variant": "sittuyin",
    "variantUrl": "dist/chess/variants/sittuyin/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Sittuyin",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King.",
    "anchor": "win-condition",
    "variant": "sittuyin",
    "variantUrl": "dist/chess/variants/sittuyin/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Sittuyin",
    "heading": "Counting Rules",
    "content": "When one player has only a bare King remaining, the opponent must deliver checkmate within a limited number of moves based on remaining material: - 16 moves with a Chariot Rook - 44 moves with an Elep",
    "anchor": "counting-rules",
    "variant": "sittuyin",
    "variantUrl": "dist/chess/variants/sittuyin/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Sittuyin",
    "heading": "Strategy",
    "content": "The placement phase is the defining strategic feature. Experienced players position pieces to control key diagonals and prepare attacks from the opening. Since all pieces start in custom positions, th",
    "anchor": "strategy",
    "variant": "sittuyin",
    "variantUrl": "dist/chess/variants/sittuyin/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Sittuyin",
    "heading": "Attribution",
    "content": "Traditional Burmese chess, played for centuries in Myanmar. Public domain.",
    "anchor": "attribution",
    "variant": "sittuyin",
    "variantUrl": "dist/chess/variants/sittuyin/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spartan Chess",
    "heading": "Spartan Chess",
    "content": "Designed by Steven Streetman 2010. Spartan Chess is asymmetric: White commands a standard FIDE Persian army; Black commands a Spartan army with two Kings and a unique roster of pieces. The armies diff",
    "anchor": "spartan-chess",
    "variant": "spartan",
    "variantUrl": "dist/chess/variants/spartan/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spartan Chess",
    "heading": "The Two Armies",
    "content": "Persian Army White: Standard FIDE. One King; standard checkmate and stalemate rules apply. Spartan Army Black: Two Kings; unique pieces; no standard Queen, Rook, Bishop, or Knight.",
    "anchor": "the-two-armies",
    "variant": "spartan",
    "variantUrl": "dist/chess/variants/spartan/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spartan Chess",
    "heading": "Spartan Pieces",
    "content": "Count --- 2 1 2 2 2 8",
    "anchor": "spartan-pieces",
    "variant": "spartan",
    "variantUrl": "dist/chess/variants/spartan/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spartan Chess",
    "heading": "Starting Positions",
    "content": "White Persian — standard FIDE: 1 ♖ ♘ ♗ ♕ ♔ ♗ ♘ ♖ 2 ♙ ♙ ♙ ♙ ♙ ♙ ♙ ♙ Black Spartan: 8 Lt Wr Gn Kg Kg Gn Wr Lt 7 Ho Ho Ho Ho Ho Ho Ho Ho Rank 8 from a to h: Lieutenant, Warlord, General, King, King, Gene",
    "anchor": "starting-positions",
    "variant": "spartan",
    "variantUrl": "dist/chess/variants/spartan/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spartan Chess",
    "heading": "Check Rules — The Dual-King Mechanic",
    "content": "The Spartan check system differs completely from standard chess: - Both Spartan Kings must be simultaneously in check before Black is considered to be in check. A single Spartan King under attack does",
    "anchor": "check-rules-the-dual-king-mechanic",
    "variant": "spartan",
    "variantUrl": "dist/chess/variants/spartan/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spartan Chess",
    "heading": "Persian Win Condition",
    "content": "White wins by: 1. Checkmating Black both Kings simultaneously in check with no legal escape, OR 2. Capturing one Spartan King after which the remaining King is under standard check rules and must be c",
    "anchor": "persian-win-condition",
    "variant": "spartan",
    "variantUrl": "dist/chess/variants/spartan/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spartan Chess",
    "heading": "Spartan Win Condition",
    "content": "Black wins by checkmating the single Persian King under standard chess rules.",
    "anchor": "spartan-win-condition",
    "variant": "spartan",
    "variantUrl": "dist/chess/variants/spartan/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spartan Chess",
    "heading": "Stalemate",
    "content": "- Persian stalemate White has no legal move: White loses. - Spartan stalemate Black has no legal move but not in check: Draw.",
    "anchor": "stalemate",
    "variant": "spartan",
    "variantUrl": "dist/chess/variants/spartan/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spartan Chess",
    "heading": "Hoplite Promotion",
    "content": "A Hoplite reaching rank 8 promotes to any Spartan piece Warlord, General, Lieutenant, or Captain — not to a King.",
    "anchor": "hoplite-promotion",
    "variant": "spartan",
    "variantUrl": "dist/chess/variants/spartan/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spartan Chess",
    "heading": "Castling and En Passant",
    "content": "White may castle under standard FIDE conditions. Black has no castling privilege. En passant applies to Hoplites in the same way as standard Pawns a Hoplite that moved two squares forward may be captu",
    "anchor": "castling-and-en-passant",
    "variant": "spartan",
    "variantUrl": "dist/chess/variants/spartan/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spartan Chess",
    "heading": "Attribution",
    "content": "Designed by Steven Streetman. Published 2010. Official rules at spartanchess.com. Public domain rule set.",
    "anchor": "attribution",
    "variant": "spartan",
    "variantUrl": "dist/chess/variants/spartan/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spherical Chess",
    "heading": "Spherical Chess",
    "content": "Spherical Chess is a family of chess variants adapted to spherical topology — a surface with no edges, where all directions eventually curve back to their origin. Multiple independent inventors have d",
    "anchor": "spherical-chess",
    "variant": "spherical-chess",
    "variantUrl": "dist/chess/variants/spherical-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spherical Chess",
    "heading": "The Board and Topology",
    "content": "Spherical Chess is played on a standard 8×8 board, but the board is conceived as a sphere: Horizontal wrap as in Cylindrical Chess: Ranks loop back into themselves. The a-file connects to the h-file —",
    "anchor": "the-board-and-topology",
    "variant": "spherical-chess",
    "variantUrl": "dist/chess/variants/spherical-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spherical Chess",
    "heading": "Piece Movement Near the Poles",
    "content": "Rook: Crosses the pole by continuing 4 files away on the same rank, then continues moving away from the pole. Example: Ra3 → a2 → a1 pole crossed → e1 → e2 → e3... Bishop most versions: Crosses the po",
    "anchor": "piece-movement-near-the-poles",
    "variant": "spherical-chess",
    "variantUrl": "dist/chess/variants/spherical-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spherical Chess",
    "heading": "Castling",
    "content": "In the Yapsan, Nadvorney, and Chao versions, two extra castling options are available: the King may castle with a Rook by approaching it from either side not just the standard approach. The usual cast",
    "anchor": "castling",
    "variant": "spherical-chess",
    "variantUrl": "dist/chess/variants/spherical-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spherical Chess",
    "heading": "Key Versions",
    "content": "Inventor --- H. D. Grayber Don Miller Peter Yapsan Leo Nadvorney János Boholy Welman & Welman Joshua Chao",
    "anchor": "key-versions",
    "variant": "spherical-chess",
    "variantUrl": "dist/chess/variants/spherical-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spherical Chess",
    "heading": "Rules",
    "content": "- Standard FIDE starting position - Standard FIDE rules apply, except as modified by spherical topology - No stationary moves pieces may not make a complete loop and return to their starting square — ",
    "anchor": "rules",
    "variant": "spherical-chess",
    "variantUrl": "dist/chess/variants/spherical-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Spherical Chess",
    "heading": "Attribution",
    "content": "Spherical Chess is a family of chess variants invented independently multiple times between 1950 and 2014. Surveyed by Fergus Duniho. Source: chessvariants.com/boardrules.dir/spherical.html last modif",
    "anchor": "attribution",
    "variant": "spherical-chess",
    "variantUrl": "dist/chess/variants/spherical-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Stalemate Wins",
    "heading": "Stalemate Wins",
    "content": "Standard chess with one rule change: stalemating your opponent wins the game instead of drawing. This eliminates all stalemate-based drawing resources.",
    "anchor": "stalemate-wins",
    "variant": "stalemate-wins",
    "variantUrl": "dist/chess/variants/stalemate-wins/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Stalemate Wins",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "stalemate-wins",
    "variantUrl": "dist/chess/variants/stalemate-wins/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Stalemate Wins",
    "heading": "Rules",
    "content": "All standard chess rules apply, except: - Stalemate is a win for the player who delivered it not a draw. - Check and checkmate work normally. - All other draw conditions threefold repetition, 50-move ",
    "anchor": "rules",
    "variant": "stalemate-wins",
    "variantUrl": "dist/chess/variants/stalemate-wins/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Stalemate Wins",
    "heading": "Win Condition",
    "content": "Checkmate OR stalemate your opponent.",
    "anchor": "win-condition",
    "variant": "stalemate-wins",
    "variantUrl": "dist/chess/variants/stalemate-wins/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Stalemate Wins",
    "heading": "Strategy",
    "content": "This variant makes King and Pawn endgames far more decisive. In standard chess, many K+P vs K positions are drawn because the defending King reaches a stalemate square. Here, those are all wins. The Q",
    "anchor": "strategy",
    "variant": "stalemate-wins",
    "variantUrl": "dist/chess/variants/stalemate-wins/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Stalemate Wins",
    "heading": "Attribution",
    "content": "Traditional rule modification. Public domain.",
    "anchor": "attribution",
    "variant": "stalemate-wins",
    "variantUrl": "dist/chess/variants/stalemate-wins/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Chess",
    "heading": "Standard Chess",
    "content": "Classic FIDE rules. The foundation from which all variants diverge.",
    "anchor": "standard-chess",
    "variant": "standard",
    "variantUrl": "dist/chess/variants/standard/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Chess",
    "heading": "Setup",
    "content": "Board: 8×8, 64 squares alternating light and dark. The board is oriented so each player has a light square in their near-right corner. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "standard",
    "variantUrl": "dist/chess/variants/standard/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Chess",
    "heading": "Pieces",
    "content": "Pieces per side: 1 King, 1 Queen, 2 Rooks, 2 Bishops, 2 Knights, 8 Pawns. Starting position from a-file: Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook on the back rank. Eight Pawns fill the ",
    "anchor": "pieces",
    "variant": "standard",
    "variantUrl": "dist/chess/variants/standard/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Chess",
    "heading": "Rules",
    "content": "Turns: White moves first. Players alternate one move per turn. Piece movement: - King — moves one square in any direction horizontally, vertically, or diagonally. Cannot move into a square attacked by",
    "anchor": "rules",
    "variant": "standard",
    "variantUrl": "dist/chess/variants/standard/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Chess",
    "heading": "Win Condition",
    "content": "Checkmate: The game is won when a player's King is in check and there is no legal move to escape. The player delivering checkmate wins. Other ways a game ends: - Resignation — a player concedes defeat",
    "anchor": "win-condition",
    "variant": "standard",
    "variantUrl": "dist/chess/variants/standard/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Chess",
    "heading": "Strategy",
    "content": "Control the centre, develop pieces early, castle for King safety, and coordinate piece activity. The opening, middlegame, and endgame each demand different skills — billions of games have been played ",
    "anchor": "strategy",
    "variant": "standard",
    "variantUrl": "dist/chess/variants/standard/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Chess",
    "heading": "Attribution",
    "content": "Origins in 6th-century India Chaturanga. Modern rules standardised by FIDE. Public domain.",
    "anchor": "attribution",
    "variant": "standard",
    "variantUrl": "dist/chess/variants/standard/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Stupidhouse",
    "heading": "Stupidhouse",
    "content": "Stupidhouse is a Bughouse chess variant that modifies the drop mechanic: when a player uses a received piece, it is placed on a randomly selected legal empty square rather than on a square of the play",
    "anchor": "stupidhouse",
    "variant": "stupidhouse",
    "variantUrl": "dist/chess/variants/stupidhouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Stupidhouse",
    "heading": "Setup and Teams",
    "content": "Identical to Bughouse / Tandem Chess: - Two standard 8×8 boards - Four players in two teams: Team A White on Board 1, Black on Board 2 vs Team B Black on Board 1, White on Board 2 - Partners play on d",
    "anchor": "setup-and-teams",
    "variant": "stupidhouse",
    "variantUrl": "dist/chess/variants/stupidhouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Stupidhouse",
    "heading": "Play",
    "content": "As in Bughouse: 1. Games run simultaneously 2. On your turn you may make a normal chess move, or drop a received piece onto the board 3. When you capture an enemy piece, it passes face-down to your pa",
    "anchor": "play",
    "variant": "stupidhouse",
    "variantUrl": "dist/chess/variants/stupidhouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Stupidhouse",
    "heading": "Win Condition",
    "content": "Checkmate either opposing King. The first team to checkmate an opposing King wins.",
    "anchor": "win-condition",
    "variant": "stupidhouse",
    "variantUrl": "dist/chess/variants/stupidhouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Stupidhouse",
    "heading": "Attribution",
    "content": "Stupidhouse is a Bughouse variant documented on chessvariants.com.",
    "anchor": "attribution",
    "variant": "stupidhouse",
    "variantUrl": "dist/chess/variants/stupidhouse/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Suicide Chess",
    "heading": "Suicide Chess",
    "content": "Nearly identical to Giveaway forced captures, lose all pieces to win, with one critical difference: stalemate is a draw, not a loss.",
    "anchor": "suicide-chess",
    "variant": "suicide-chess",
    "variantUrl": "dist/chess/variants/suicide-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Suicide Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "suicide-chess",
    "variantUrl": "dist/chess/variants/suicide-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Suicide Chess",
    "heading": "Rules",
    "content": "- If you can capture, you MUST capture. If multiple captures are available, you choose which one. - The King is not royal; there is no check or checkmate. The King can be captured like any other piece",
    "anchor": "rules",
    "variant": "suicide-chess",
    "variantUrl": "dist/chess/variants/suicide-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Suicide Chess",
    "heading": "Win Condition",
    "content": "Lose all of your pieces including the King.",
    "anchor": "win-condition",
    "variant": "suicide-chess",
    "variantUrl": "dist/chess/variants/suicide-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Suicide Chess",
    "heading": "Difference from Giveaway",
    "content": "The only rule difference is the stalemate condition. In Giveaway, being stalemated means you lose. In Suicide Chess, stalemate is a draw. This seemingly small change has significant strategic implicat",
    "anchor": "difference-from-giveaway",
    "variant": "suicide-chess",
    "variantUrl": "dist/chess/variants/suicide-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Suicide Chess",
    "heading": "Strategy",
    "content": "Similar to Giveaway, but the draw-by-stalemate option adds a defensive layer. If you're losing i.e., your opponent is losing pieces faster than you, you can aim for a stalemate position. This makes th",
    "anchor": "strategy",
    "variant": "suicide-chess",
    "variantUrl": "dist/chess/variants/suicide-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Suicide Chess",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain.",
    "anchor": "attribution",
    "variant": "suicide-chess",
    "variantUrl": "dist/chess/variants/suicide-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Synochess",
    "heading": "Synochess",
    "content": "Designed by Corey Clark 2020. Synochess pits the Western chess tradition against an Eastern dynasty drawn from Xiangqi Chinese Chess. The two armies differ completely in piece movement, and the Easter",
    "anchor": "synochess",
    "variant": "synochess",
    "variantUrl": "dist/chess/variants/synochess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Synochess",
    "heading": "The Two Armies",
    "content": "Western Army White: Standard FIDE. King, Queen, 2 Rooks, 2 Bishops, 2 Knights, 8 Pawns. All standard chess rules apply to the Western army. Eastern Army Black: Xiangqi-derived pieces. No Pawns on the ",
    "anchor": "the-two-armies",
    "variant": "synochess",
    "variantUrl": "dist/chess/variants/synochess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Synochess",
    "heading": "Eastern Pieces",
    "content": "Symbol --- C R H N E A",
    "anchor": "eastern-pieces",
    "variant": "synochess",
    "variantUrl": "dist/chess/variants/synochess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Synochess",
    "heading": "Eastern Starting Position",
    "content": "Black's starting position on ranks 7–8: 8 Ch H E A C A E H Ch Chariot-Horse-Elephant-Advisor-Chancellor-Advisor-Elephant-Horse-Chariot, 9 pieces on 8 squares Actual rank 8 from a to h: Chariota, Horse",
    "anchor": "eastern-starting-position",
    "variant": "synochess",
    "variantUrl": "dist/chess/variants/synochess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Synochess",
    "heading": "Soldier Drops",
    "content": "The Eastern player's primary pawn-substitute is the Soldier, held in hand. Drop rules: - On any turn, instead of moving a piece, Black may drop one Soldier onto any empty square on rank 5 only. - Sold",
    "anchor": "soldier-drops",
    "variant": "synochess",
    "variantUrl": "dist/chess/variants/synochess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Synochess",
    "heading": "The Faceoff Rule",
    "content": "If the Western King and the Eastern Chancellor are on the same file with no pieces between them — facing each other directly along an open file — the player who created that open-file confrontation i.",
    "anchor": "the-faceoff-rule",
    "variant": "synochess",
    "variantUrl": "dist/chess/variants/synochess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Synochess",
    "heading": "Win Conditions",
    "content": "- Checkmate the opponent's royal piece Western King or Eastern Chancellor. - Faceoff — creating an open-file confrontation between the two royal pieces immediately loses for the player who caused it.",
    "anchor": "win-conditions",
    "variant": "synochess",
    "variantUrl": "dist/chess/variants/synochess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Synochess",
    "heading": "Stalemate",
    "content": "Standard: if a player has no legal move and is not in check, the game is a draw.",
    "anchor": "stalemate",
    "variant": "synochess",
    "variantUrl": "dist/chess/variants/synochess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Synochess",
    "heading": "Western Army Rules",
    "content": "All standard FIDE rules apply: castling, en passant, pawn promotion. The Western King may not move into a faceoff position.",
    "anchor": "western-army-rules",
    "variant": "synochess",
    "variantUrl": "dist/chess/variants/synochess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Synochess",
    "heading": "Attribution",
    "content": "Designed by Corey Clark. Published via Shogun of Games. Official rules at shogunofgames.com.",
    "anchor": "attribution",
    "variant": "synochess",
    "variantUrl": "dist/chess/variants/synochess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "History",
    "content": "Tamerlane Chess Arabic: Shatranj al-Kabir, or Great Chess is a medieval chess variant attributed to Timur, ruler of the Timurid Empire, and documented in manuscripts from 14th-century Central Asia. It",
    "anchor": "history",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "The Board",
    "content": "The board is 11 columns files a–k by 10 rows ranks 1–10, giving 110 squares. Each side has one additional citadel square extending from the right of its second rank: - White's citadel adjoins column k",
    "anchor": "the-board",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Equipment",
    "content": "Count --- 1 1 per side 1 per side 1 per side 2 per side 2 per side 2 per side 2 per side 2 per side 2 per side 2 per side 10 per side 1 per side 28 pieces per side, 56 total.",
    "anchor": "equipment",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Setup",
    "content": "All pieces are placed in ranks 1–3 White and ranks 8–10 Black. Citadel squares begin empty. Black mirrors White with rotation symmetry. Rank 1 back rank, files a–k: b d f h j --- --- --- --- --- empty",
    "anchor": "setup",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Shah (King)",
    "content": "Moves one square in any of the eight directions. The Shah cannot move into check. See Special Rules for the Shah exchange.",
    "anchor": "shah-king",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Firzan (General)",
    "content": "Moves exactly one square diagonally. A short-range piece, as in Shatranj.",
    "anchor": "firzan-general",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Wazir (Vizier)",
    "content": "Moves exactly one square orthogonally: forward, backward, or sideways.",
    "anchor": "wazir-vizier",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Zurafa (Giraffe)",
    "content": "A compound slider. Moves exactly one square diagonally, then continues in an orthogonal direction aligned with that diagonal step, landing on the fourth or further square of the orthogonal leg. Both l",
    "anchor": "zurafa-giraffe",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Tali'a (Scout)",
    "content": "Slides diagonally, with a minimum of two squares per move. The Tali'a cannot move to an adjacent diagonal square, cannot jump, and has no upper distance limit beyond the board edge.",
    "anchor": "talia-scout",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Asb (Horse)",
    "content": "Moves as the modern chess knight: one square in one direction and then one square at right angles, jumping over any piece in the way.",
    "anchor": "asb-horse",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Rukh (Rook)",
    "content": "Slides any number of squares orthogonally. Cannot jump.",
    "anchor": "rukh-rook",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Pil (Elephant)",
    "content": "Jumps exactly two squares diagonally, leaping over any piece on the intervening square. Equivalent to the Alfil of Shatranj.",
    "anchor": "pil-elephant",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Jamal (Camel)",
    "content": "Jumps in a 3×1 L-shape: one square diagonally and then two squares orthogonally in the same direction. May leap over any intervening piece.",
    "anchor": "jamal-camel",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Dabbaba (War Engine)",
    "content": "Jumps exactly two squares orthogonally. May leap over the intervening square.",
    "anchor": "dabbaba-war-engine",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Baidaq (standard pawn)",
    "content": "A Baidaq moves one square forward orthogonally and captures one square forward diagonally. There is no two-square first move and no en passant. Each Baidaq is assigned to one piece type before the gam",
    "anchor": "baidaq-standard-pawn",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Baidaq al-Bayadiq",
    "content": "The Baidaq al-Bayadiq starts on file a and moves as a standard Baidaq, but does not promote immediately upon reaching the opposite back rank. Instead, it remains on that square, immune to capture. Whe",
    "anchor": "baidaq-al-bayadiq",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Check, Checkmate, and Stalemate",
    "content": "Check: If the Shah could be captured on the opponent's next turn, it is in check. A player must resolve check on their turn. Checkmate: The Shah is in check with no legal move available to resolve it.",
    "anchor": "check-checkmate-and-stalemate",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Shah Exchange",
    "content": "Once per game, when a player's Shah is in check or stalemate, that player may swap the Shah with any other friendly piece on the board. The swap constitutes the player's entire move for that turn.",
    "anchor": "shah-exchange",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Citadel Draw",
    "content": "If a player moves their Shah into the citadel square on the opponent's side of the board, the game is immediately a draw. The Shah cannot enter the opponent's citadel if the opponent's Shah Masnu'a al",
    "anchor": "citadel-draw",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tamerlane Chess",
    "heading": "Attribution",
    "content": "Tamerlane Chess. Origin: Central Asia, 14th century, attributed to Timur Tamerlane. Rules documented in medieval manuscripts, now in the public domain. Sources: Murray, H.J.R., A History of Chess 1913",
    "anchor": "attribution",
    "variant": "tamerlane",
    "variantUrl": "dist/chess/variants/tamerlane/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tandem Chess",
    "heading": "Tandem Chess",
    "content": "Tandem Chess also known as Siamese Chess is a 4-player team chess variant played on two simultaneous standard boards. It is closely related to Bughouse Chess and shares most of its rules, with two key",
    "anchor": "tandem-chess",
    "variant": "tandem-chess",
    "variantUrl": "dist/chess/variants/tandem-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tandem Chess",
    "heading": "Setup",
    "content": "Two standard 8×8 boards: - Board A: White1 Team A vs Black1 Team B - Board B: White2 Team A vs Black2 Team B Teams: White1 + White2 vs Black1 + Black2. Partners sit on the same side of the table. On e",
    "anchor": "setup",
    "variant": "tandem-chess",
    "variantUrl": "dist/chess/variants/tandem-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tandem Chess",
    "heading": "The Relay Mechanic",
    "content": "When a player captures an enemy piece, it is passed to their partner on the other board. The partner may drop place the received piece onto any empty square on their board in lieu of making a normal m",
    "anchor": "the-relay-mechanic",
    "variant": "tandem-chess",
    "variantUrl": "dist/chess/variants/tandem-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tandem Chess",
    "heading": "Win Condition",
    "content": "The match continues until both boards have been completed not just the first checkmate. After both games end, the score is counted: - 1 point for a win on a board - ½ point for a draw - 0 points for a",
    "anchor": "win-condition",
    "variant": "tandem-chess",
    "variantUrl": "dist/chess/variants/tandem-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tandem Chess",
    "heading": "Turn Order",
    "content": "Play proceeds as in standard chess on each board — White1 and Black1 alternate on Board A; White2 and Black2 alternate on Board B. Partners may not advise each other, but may request a specific piece ",
    "anchor": "turn-order",
    "variant": "tandem-chess",
    "variantUrl": "dist/chess/variants/tandem-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tandem Chess",
    "heading": "Key Differences from Bughouse Chess",
    "content": "Tandem Chess differs from Bughouse in two rules: 1. No check or checkmate by drop — dropped pieces may not place the enemy King in check. 2. Both games must complete — the match is not decided by the ",
    "anchor": "key-differences-from-bughouse-chess",
    "variant": "tandem-chess",
    "variantUrl": "dist/chess/variants/tandem-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Tandem Chess",
    "heading": "Attribution",
    "content": "Rules documented from chessvariants.com/multiplayer.dir/tandem.html Hans Bodlaender, 1996; edited John William Brown.",
    "anchor": "attribution",
    "variant": "tandem-chess",
    "variantUrl": "dist/chess/variants/tandem-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Teleportation Chess",
    "heading": "Teleportation Chess",
    "content": "Each player has 3 teleports per game. Instead of a normal move, any piece can teleport to any empty square on the board. Use them wisely — they don't come back.",
    "anchor": "teleportation-chess",
    "variant": "teleport-chess",
    "variantUrl": "dist/chess/variants/teleport-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Teleportation Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. Each side begins with 3 teleport charges. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "teleport-chess",
    "variantUrl": "dist/chess/variants/teleport-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Teleportation Chess",
    "heading": "Rules",
    "content": "- Instead of a normal move, a player may teleport any of their pieces to any empty square on the board. - Teleportation uses one charge. Each side has exactly 3 per game. - Teleportation does not coun",
    "anchor": "rules",
    "variant": "teleport-chess",
    "variantUrl": "dist/chess/variants/teleport-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Teleportation Chess",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King.",
    "anchor": "win-condition",
    "variant": "teleport-chess",
    "variantUrl": "dist/chess/variants/teleport-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Teleportation Chess",
    "heading": "Strategy",
    "content": "Teleports are powerful but finite; save them for decisive moments. Common uses: teleporting a Knight or Queen into a mating net, escaping a trapped piece, or repositioning the King to safety. Bluffing",
    "anchor": "strategy",
    "variant": "teleport-chess",
    "variantUrl": "dist/chess/variants/teleport-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Teleportation Chess",
    "heading": "Attribution",
    "content": "Modern variant. Public domain.",
    "anchor": "attribution",
    "variant": "teleport-chess",
    "variantUrl": "dist/chess/variants/teleport-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Three-Check",
    "heading": "Three-Check",
    "content": "Deliver three checks to win. No checkmate needed. Completely changes the value of forcing moves.",
    "anchor": "three-check",
    "variant": "three-check",
    "variantUrl": "dist/chess/variants/three-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Three-Check",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "three-check",
    "variantUrl": "dist/chess/variants/three-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Three-Check",
    "heading": "Rules",
    "content": "All standard chess rules apply. Each player's check count is tracked throughout the game.",
    "anchor": "rules",
    "variant": "three-check",
    "variantUrl": "dist/chess/variants/three-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Three-Check",
    "heading": "Win Condition",
    "content": "- Checkmate as normal, OR - Deliver check three times. Each check is counted regardless of whether it was blocked, evaded, or interposed.",
    "anchor": "win-condition",
    "variant": "three-check",
    "variantUrl": "dist/chess/variants/three-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Three-Check",
    "heading": "Strategy",
    "content": "Pieces that give check frequently Queen, Bishops on open diagonals become much more valuable. Sacrificing material to deliver checks becomes a core tactic. Defensive play must prioritise minimising th",
    "anchor": "strategy",
    "variant": "three-check",
    "variantUrl": "dist/chess/variants/three-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Three-Check",
    "heading": "Attribution",
    "content": "Traditional variant. Popularised on Lichess. Public domain.",
    "anchor": "attribution",
    "variant": "three-check",
    "variantUrl": "dist/chess/variants/three-check/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Toroidal Byzantine Chess",
    "heading": "Toroidal Byzantine Chess",
    "content": "Toroidal Byzantine Chess combines the historical Byzantine Chess board four concentric rings of 16 squares each, 64 squares total with toroidal topology: the innermost ring connects to the outermost r",
    "anchor": "toroidal-byzantine-chess",
    "variant": "toroidal-byzantine",
    "variantUrl": "dist/chess/variants/toroidal-byzantine/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Toroidal Byzantine Chess",
    "heading": "Starting Position",
    "content": "The source states piece rules are \"the same as in Byzantine Chess,\" but the setup differs from plain Byzantine Chess. In ordinary Byzantine Chess, each army straddles the seam where file p meets file ",
    "anchor": "starting-position",
    "variant": "toroidal-byzantine",
    "variantUrl": "dist/chess/variants/toroidal-byzantine/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Toroidal Byzantine Chess",
    "heading": "Byzantine Chess Foundation",
    "content": "Piece movement follows Byzantine Chess Shatranj-era rules, per the source's direct link to that page: Shatranj Name --- Shah Fers Fil Rukh Faras Baidak In standard Byzantine Chess, pieces travel aroun",
    "anchor": "byzantine-chess-foundation",
    "variant": "toroidal-byzantine",
    "variantUrl": "dist/chess/variants/toroidal-byzantine/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Toroidal Byzantine Chess",
    "heading": "Toroidal Addition",
    "content": "In Toroidal Byzantine Chess, the radial edges also wrap: - A piece sliding inward from ring 4 the innermost ring emerges from ring 1 the outermost ring at the same angular position - A piece sliding o",
    "anchor": "toroidal-addition",
    "variant": "toroidal-byzantine",
    "variantUrl": "dist/chess/variants/toroidal-byzantine/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Toroidal Byzantine Chess",
    "heading": "Consequences for Pieces",
    "content": "Rooks: the source confirms a Rook on the toroidal board can travel either the long 16-cell circle around a ring or the short 4-cell circle radially, in and out through the wrap — it \"feels itself quit",
    "anchor": "consequences-for-pieces",
    "variant": "toroidal-byzantine",
    "variantUrl": "dist/chess/variants/toroidal-byzantine/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Toroidal Byzantine Chess",
    "heading": "Pawns",
    "content": "Pawns Baidak move radially \"toward the opponent,\" one step at a time. In the toroidal version, the radial wrap means a Pawn advancing past ring 4 would emerge from ring 1 rather than being blocked — t",
    "anchor": "pawns",
    "variant": "toroidal-byzantine",
    "variantUrl": "dist/chess/variants/toroidal-byzantine/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Toroidal Byzantine Chess",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's Shah King. Shatranj rules may also apply: stalemate = win; bare King = win unless opponent can bare King on the next move, in which case it is a draw.",
    "anchor": "win-condition",
    "variant": "toroidal-byzantine",
    "variantUrl": "dist/chess/variants/toroidal-byzantine/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Toroidal Byzantine Chess",
    "heading": "Attribution",
    "content": "Toroidal Byzantine Chess invented by Anatoly Khalfine and Ernst Saperow, circa 1999–2001. Source: chessvariants.org/shape.dir/toroidalbyzantinechess.html, including its overview text and interactive s",
    "anchor": "attribution",
    "variant": "toroidal-byzantine",
    "variantUrl": "dist/chess/variants/toroidal-byzantine/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gadsden's Toroidal Chess",
    "heading": "Gadsden's Toroidal Chess",
    "content": "Gadsden's Toroidal Chess is chess played on an 8×8 torus — a surface where all four edges connect to the opposite edge. Moving off the right edge past the h-file reappears at the a-file on the same ra",
    "anchor": "gadsdens-toroidal-chess",
    "variant": "toroidal-chess",
    "variantUrl": "dist/chess/variants/toroidal-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gadsden's Toroidal Chess",
    "heading": "Equipment",
    "content": "A standard 8×8 board plus an extra set of 16 pawns 32 pawns total, 16 per side. Note this is a genuinely larger army than standard chess — not a cosmetic difference from the frontmatter's board dimens",
    "anchor": "equipment",
    "variant": "toroidal-chess",
    "variantUrl": "dist/chess/variants/toroidal-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gadsden's Toroidal Chess",
    "heading": "Starting Position",
    "content": "Each side occupies three ranks at their end of the board: White --- Pawns a1–h1 Rook a2, Knight b2, Bishop c2, Queen d2, King e2, Bishop f2, Knight g2, Rook h2 Pawns a3–h3 The engine.setup FEN above e",
    "anchor": "starting-position",
    "variant": "toroidal-chess",
    "variantUrl": "dist/chess/variants/toroidal-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gadsden's Toroidal Chess",
    "heading": "Pawn Rules",
    "content": "- Front-rank pawns rank 1 for White, rank 8 for Black: may advance only one square on their first move not two - Rear-rank pawns rank 3 for White, rank 6 for Black: may advance two or three squares on",
    "anchor": "pawn-rules",
    "variant": "toroidal-chess",
    "variantUrl": "dist/chess/variants/toroidal-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gadsden's Toroidal Chess",
    "heading": "Wrapping",
    "content": "All pieces — including sliders — wrap in all directions: - A Rook on a4 moving left exits the a-file and reappears on h4, then g4, etc. - A Rook on e8 moving forward exits rank 8 and reappears on e1, ",
    "anchor": "wrapping",
    "variant": "toroidal-chess",
    "variantUrl": "dist/chess/variants/toroidal-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gadsden's Toroidal Chess",
    "heading": "Other Rules",
    "content": "All standard FIDE chess rules apply except as modified by the wrapping edges. Castling and en passant apply on standard conditions. The game plays significantly differently from standard chess: long-r",
    "anchor": "other-rules",
    "variant": "toroidal-chess",
    "variantUrl": "dist/chess/variants/toroidal-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Gadsden's Toroidal Chess",
    "heading": "Attribution",
    "content": "Gadsden's Toroidal Chess was invented around 1990 by Richard Gadsden and Phil Roberts. Source: chessvariants.com/other.dir/torus.html, including the inventor's own description and interactive setup di",
    "anchor": "attribution",
    "variant": "toroidal-chess",
    "variantUrl": "dist/chess/variants/toroidal-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Torpedo Chess",
    "heading": "Torpedo Chess",
    "content": "Pawns can always double-move, not just from their starting rank. Dramatically accelerates pawn play in the middlegame and endgame.",
    "anchor": "torpedo-chess",
    "variant": "torpedo",
    "variantUrl": "dist/chess/variants/torpedo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Torpedo Chess",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess setup. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "torpedo",
    "variantUrl": "dist/chess/variants/torpedo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Torpedo Chess",
    "heading": "Rules",
    "content": "Identical to standard chess except: - Pawns may advance two squares from ANY rank not just their starting rank, provided both squares are empty. - En passant applies whenever a pawn double-moves past ",
    "anchor": "rules",
    "variant": "torpedo",
    "variantUrl": "dist/chess/variants/torpedo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Torpedo Chess",
    "heading": "Win Condition",
    "content": "Checkmate.",
    "anchor": "win-condition",
    "variant": "torpedo",
    "variantUrl": "dist/chess/variants/torpedo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Torpedo Chess",
    "heading": "Strategy",
    "content": "Passed pawns become much more dangerous because they can sprint two squares at a time. Pawn endgames are sharply different: a pawn on the 5th rank can reach promotion in two moves instead of three. Bl",
    "anchor": "strategy",
    "variant": "torpedo",
    "variantUrl": "dist/chess/variants/torpedo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Torpedo Chess",
    "heading": "Attribution",
    "content": "Variant popularised on Lichess. Public domain.",
    "anchor": "attribution",
    "variant": "torpedo",
    "variantUrl": "dist/chess/variants/torpedo/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess II (Atranj)",
    "heading": "Turkish Great Chess II — Atranj / Qatranj",
    "content": "Turkish Great Chess, Variation II — known as Atranj or Qatranj — is a historical large chess variant described by H. J. R. Murray in A History of Chess 1913. Despite its classification under Turkish c",
    "anchor": "turkish-great-chess-ii-atranj-qatranj",
    "variant": "turkish-great-chess-ii",
    "variantUrl": "dist/chess/variants/turkish-great-chess-ii/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess II (Atranj)",
    "heading": "The Board",
    "content": "10×10 100 squares. Presumed uncoloured in the original; shown checkered on chessvariants.com for clarity.",
    "anchor": "the-board",
    "variant": "turkish-great-chess-ii",
    "variantUrl": "dist/chess/variants/turkish-great-chess-ii/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess II (Atranj)",
    "heading": "Starting Position",
    "content": "Rank 1 White: Piece --- Rook b1 Fil Elephant/Bishop d1 Shahzadeh f1 Kotwal h1 Ghora Knight j1 Urdabegini 2 pieces e3, f3 Pawns 8 pieces | Black: mirror on ranks 10, 9, 8.",
    "anchor": "starting-position",
    "variant": "turkish-great-chess-ii",
    "variantUrl": "dist/chess/variants/turkish-great-chess-ii/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess II (Atranj)",
    "heading": "Pieces",
    "content": "Names Count --- --- King 1 per side Shahzadeh As Rook, Bishop, OR Knight Vizir / Minister 1 per side Kotwal As Bishop or Knight Elephant 2 per side Ghora As Knight Chariot 2 per side Urdabegini 1 squa",
    "anchor": "pieces",
    "variant": "turkish-great-chess-ii",
    "variantUrl": "dist/chess/variants/turkish-great-chess-ii/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess II (Atranj)",
    "heading": "Key Piece Notes",
    "content": "Shahzadeh Prince: Moves as Rook, Bishop, or Knight combined — effectively an Amazon the strongest compound piece in many chess variants. The most powerful attacking piece on the board. Urdabegini: A u",
    "anchor": "key-piece-notes",
    "variant": "turkish-great-chess-ii",
    "variantUrl": "dist/chess/variants/turkish-great-chess-ii/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess II (Atranj)",
    "heading": "Rules",
    "content": "- No castling - Pawns have no double first move - Stalemate rule unknown from historical sources may follow Shatranj convention: stalemate = win - Pawn promotion: reaches last rank and is promoted to ",
    "anchor": "rules",
    "variant": "turkish-great-chess-ii",
    "variantUrl": "dist/chess/variants/turkish-great-chess-ii/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess II (Atranj)",
    "heading": "Attribution",
    "content": "Turkish Great Chess, Variation II Atranj / Qatranj. Described by H. J. R. Murray in A History of Chess; source is Indian. Documented by John Ayer on chessvariants.com/large.dir/greatchessii.html.",
    "anchor": "attribution",
    "variant": "turkish-great-chess-ii",
    "variantUrl": "dist/chess/variants/turkish-great-chess-ii/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess III",
    "heading": "Turkish Great Chess III",
    "content": "Turkish Great Chess, Variation III is a historical large chess variant played on a 12×12 board. It is one of four large chess variants catalogued by John Gollon from H. J. R. Murray's A History of Che",
    "anchor": "turkish-great-chess-iii",
    "variant": "turkish-great-chess-iii",
    "variantUrl": "dist/chess/variants/turkish-great-chess-iii/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess III",
    "heading": "The Board",
    "content": "12×12 144 squares. Uncoloured in the original; shown checkered on chessvariants.com for clarity.",
    "anchor": "the-board",
    "variant": "turkish-great-chess-iii",
    "variantUrl": "dist/chess/variants/turkish-great-chess-iii/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess III",
    "heading": "Starting Position",
    "content": "Rank 1 White: Piece --- Rook b1 Dahja Standard d1 Fil Elephant f1 Padshah King h1 Ratha Chariot j1 Ghora Knight l1 Pawns 12 pieces | Black: mirror on ranks 12 and 11.",
    "anchor": "starting-position",
    "variant": "turkish-great-chess-iii",
    "variantUrl": "dist/chess/variants/turkish-great-chess-iii/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess III",
    "heading": "Pieces",
    "content": "Names Count --- --- King 1 per side Wazir As Queen slides ortho and diag Elephant 2 per side Ratha As Rook Standard 2 per side Ghora As Knight — 2 per side Pawn As Pawn no double first move Note: Both",
    "anchor": "pieces",
    "variant": "turkish-great-chess-iii",
    "variantUrl": "dist/chess/variants/turkish-great-chess-iii/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess III",
    "heading": "Rules",
    "content": "- No castling - Pawns have no multiple steps on first move - Stalemate and bare King rules unknown from historical sources - Pawn promotion: reaches last rank and promotes to Wazir - Win: Checkmate th",
    "anchor": "rules",
    "variant": "turkish-great-chess-iii",
    "variantUrl": "dist/chess/variants/turkish-great-chess-iii/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess III",
    "heading": "Attribution",
    "content": "Turkish Great Chess, Variation III. John Gollon's version, sourced from H. J. R. Murray's A History of Chess. Documented by John Ayer on chessvariants.com/large.dir/greatchessiii.html.",
    "anchor": "attribution",
    "variant": "turkish-great-chess-iii",
    "variantUrl": "dist/chess/variants/turkish-great-chess-iii/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess IV",
    "heading": "Turkish Great Chess IV",
    "content": "Turkish Great Chess, Variation IV is a historical large chess variant played on a 14×14 board. Although catalogued under Turkish chess by John Gollon from H. J. R. Murray's A History of Chess, it uses",
    "anchor": "turkish-great-chess-iv",
    "variant": "turkish-great-chess-iv",
    "variantUrl": "dist/chess/variants/turkish-great-chess-iv/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess IV",
    "heading": "The Board",
    "content": "14×14 196 squares. Uncoloured in the original; shown checkered on chessvariants.com for clarity.",
    "anchor": "the-board",
    "variant": "turkish-great-chess-iv",
    "variantUrl": "dist/chess/variants/turkish-great-chess-iv/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess IV",
    "heading": "Starting Position",
    "content": "Rank 1 White: Piece --- Rook b1 Dahja Standard d1 Fil Elephant f1 Wazir h1 Rani Queen j1 Ratha Chariot l1 Ghora Knight n1 Pawns 14 pieces | Black: mirror on ranks 14 and 13.",
    "anchor": "starting-position",
    "variant": "turkish-great-chess-iv",
    "variantUrl": "dist/chess/variants/turkish-great-chess-iv/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess IV",
    "heading": "Pieces",
    "content": "Names Count --- --- King 1 per side Rani 1 square in any direction; may be placed/left en prise Prince 1 per side Wazir As Bishop or Rook Elephant 2 per side Ratha As Rook Standard 2 per side Ghora As",
    "anchor": "pieces",
    "variant": "turkish-great-chess-iv",
    "variantUrl": "dist/chess/variants/turkish-great-chess-iv/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess IV",
    "heading": "Key Piece Notes",
    "content": "Rani: Unlike the standard chess Queen, the Rani moves only one square in any direction. Uniquely, she may be placed or left en prise — the opponent is not required to capture her, and she cannot be us",
    "anchor": "key-piece-notes",
    "variant": "turkish-great-chess-iv",
    "variantUrl": "dist/chess/variants/turkish-great-chess-iv/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess IV",
    "heading": "Rules",
    "content": "- No castling - Pawns have no double first move - Stalemate and bare King rules unknown from historical sources - Pawn promotion: reaches last rank and promotes to Wazir - Win: Checkmate the opponent'",
    "anchor": "rules",
    "variant": "turkish-great-chess-iv",
    "variantUrl": "dist/chess/variants/turkish-great-chess-iv/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Turkish Great Chess IV",
    "heading": "Attribution",
    "content": "Turkish Great Chess, Variation IV. John Gollon's version, sourced from H. J. R. Murray's A History of Chess. Documented by John Ayer on chessvariants.com/large.dir/greatchessiv.html.",
    "anchor": "attribution",
    "variant": "turkish-great-chess-iv",
    "variantUrl": "dist/chess/variants/turkish-great-chess-iv/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ultima (Baroque Chess)",
    "heading": "Ultima (Baroque Chess)",
    "content": "Designed by Robert Abbott and published in 1962 as Ultima later popularized as Baroque Chess. Ultima is built on one radical premise: every piece has a unique capture method. No two pieces share the s",
    "anchor": "ultima-baroque-chess",
    "variant": "ultima",
    "variantUrl": "dist/chess/variants/ultima/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ultima (Baroque Chess)",
    "heading": "Piece Movement and Capture",
    "content": "All pieces except the King slide like the Queen — any number of squares in any of the eight directions — to reach their destination. They slide without capturing en route; the capture occurs as a resu",
    "anchor": "piece-movement-and-capture",
    "variant": "ultima",
    "variantUrl": "dist/chess/variants/ultima/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ultima (Baroque Chess)",
    "heading": "Starting Position",
    "content": "The formation mirrors standard FIDE, with pieces assigned as follows: 8 Co Ch Lp Wd Kg Lp Im Co 7 Pp Pp Pp Pp Pp Pp Pp Pp 6 . . . . . . . . 5 . . . . . . . . 4 . . . . . . . . 3 . . . . . . . . 2 Pp P",
    "anchor": "starting-position",
    "variant": "ultima",
    "variantUrl": "dist/chess/variants/ultima/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ultima (Baroque Chess)",
    "heading": "Win Condition",
    "content": "Win by capturing the opponent’s King on your turn. There is no check or checkmate. A player who faces an opponent King threatening to land on their King’s square should move their King away, but the g",
    "anchor": "win-condition",
    "variant": "ultima",
    "variantUrl": "dist/chess/variants/ultima/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ultima (Baroque Chess)",
    "heading": "No Stalemate as Draw",
    "content": "If a player has no legal move, that player loses.",
    "anchor": "no-stalemate-as-draw",
    "variant": "ultima",
    "variantUrl": "dist/chess/variants/ultima/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ultima (Baroque Chess)",
    "heading": "Immobilizer Interactions",
    "content": "- A piece adjacent to a friendly Immobilizer is not affected; only opponent pieces are immobilized. - An immobilized piece that is also capturable by other means can still be captured normally. - The ",
    "anchor": "immobilizer-interactions",
    "variant": "ultima",
    "variantUrl": "dist/chess/variants/ultima/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ultima (Baroque Chess)",
    "heading": "Notation",
    "content": "Standard algebraic notation suffices for most moves. Captures may be annotated by listing captured piece coordinates in parentheses. Because multiple captures can occur from one move, annotation can b",
    "anchor": "notation",
    "variant": "ultima",
    "variantUrl": "dist/chess/variants/ultima/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Ultima (Baroque Chess)",
    "heading": "Attribution",
    "content": "Designed by Robert Abbott. Published in 1962 in Abbott’s New Card Games. Public domain.",
    "anchor": "attribution",
    "variant": "ultima",
    "variantUrl": "dist/chess/variants/ultima/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Upside-Down",
    "heading": "Upside-Down",
    "content": "Pieces start on the opponent's back rank. Pawns move \"backward\" toward their own side. A disorienting mirror of standard chess.",
    "anchor": "upside-down",
    "variant": "upside-down",
    "variantUrl": "dist/chess/variants/upside-down/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Upside-Down",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup FEN: RNBQKBNR/PPPPPPPP/8/8/8/8/pppppppp/rnbqkbnr White's pieces start on rank 8 Black's usual side. Black's pieces start on rank 1 White's usual side. Pawns still move in th",
    "anchor": "setup",
    "variant": "upside-down",
    "variantUrl": "dist/chess/variants/upside-down/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Upside-Down",
    "heading": "Rules",
    "content": "All standard chess rules apply, including: - Pawns move in their standard direction White toward rank 8, Black toward rank 1. - Pawns promote on the far rank from their perspective rank 8 for White, r",
    "anchor": "rules",
    "variant": "upside-down",
    "variantUrl": "dist/chess/variants/upside-down/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Upside-Down",
    "heading": "Win Condition",
    "content": "Checkmate, same as standard chess.",
    "anchor": "win-condition",
    "variant": "upside-down",
    "variantUrl": "dist/chess/variants/upside-down/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Upside-Down",
    "heading": "Strategy",
    "content": "Pieces are already developed, with no opening phase of moving pieces out. Pawns are immediately adjacent to enemy pieces, creating instant tactical tension. The game is sharp from move 1. Pawn structu",
    "anchor": "strategy",
    "variant": "upside-down",
    "variantUrl": "dist/chess/variants/upside-down/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Upside-Down",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain.",
    "anchor": "attribution",
    "variant": "upside-down",
    "variantUrl": "dist/chess/variants/upside-down/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Vierschach",
    "heading": "Vierschach",
    "content": "Vierschach German: \"Four Chess\", also Viererschach is a traditional German 4-player chess variant invented by Dr. G. Arthur Lutze 1813–1870 and documented by Theodor Müller-Alfeld. It was widely playe",
    "anchor": "vierschach",
    "variant": "vierschach",
    "variantUrl": "dist/chess/variants/vierschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Vierschach",
    "heading": "The Board",
    "content": "A standard 8×8 chessboard is extended on each side by a 3×8 strip, creating a cross-shaped + board with 160 playable squares. The overall bounding box is 14×14, with the four 3×3 corner sections off t",
    "anchor": "the-board",
    "variant": "vierschach",
    "variantUrl": "dist/chess/variants/vierschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Vierschach",
    "heading": "Players and Teams",
    "content": "Four players: - South — White A back rank at bottom - West — White B back rank at left - North — Black A back rank at top - East — Black B back rank at right Teams: White A + White B vs Black A + Blac",
    "anchor": "players-and-teams",
    "variant": "vierschach",
    "variantUrl": "dist/chess/variants/vierschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Vierschach",
    "heading": "Starting Position",
    "content": "Each player commands a complete FIDE chess army King, Queen, 2 Rooks, 2 Bishops, 2 Knights, 8 Pawns. South White A — back rank left to right: Rook · Knight · Bishop · King · Queen · Bishop · Knight · ",
    "anchor": "starting-position",
    "variant": "vierschach",
    "variantUrl": "dist/chess/variants/vierschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Vierschach",
    "heading": "Rules",
    "content": "All standard FIDE piece movement applies. En passant from the side: En passant captures work in all directions. Example: if White A has a Pawn on l2 and Black B has a Pawn on m4, after 1. l2–l4 Black ",
    "anchor": "rules",
    "variant": "vierschach",
    "variantUrl": "dist/chess/variants/vierschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Vierschach",
    "heading": "Win Condition",
    "content": "Checkmate the last surviving enemy King. The first enemy King may be captured at any point like a normal piece. The second surviving enemy King must be checkmated — not just captured — to win the game",
    "anchor": "win-condition",
    "variant": "vierschach",
    "variantUrl": "dist/chess/variants/vierschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Vierschach",
    "heading": "Attribution",
    "content": "Invented by Dr. G. Arthur Lutze 1813–1870. Documented by Theodor Müller-Alfeld and Heinz Machatscheck. Rules documented from chessvariants.com/multiplayer.dir/vierschach.html Jörg Knappen, 2002.",
    "anchor": "attribution",
    "variant": "vierschach",
    "variantUrl": "dist/chess/variants/vierschach/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Weak!",
    "heading": "Weak!",
    "content": "On each turn, you MUST move the weakest piece type that has a legal move. Pawns first, then Knights, Bishops, Rooks, Queen, King, in order of weakness.",
    "anchor": "weak",
    "variant": "weak",
    "variantUrl": "dist/chess/variants/weak/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Weak!",
    "heading": "Setup",
    "content": "Board: Standard 8×8. Setup: Standard chess starting position. FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
    "anchor": "setup",
    "variant": "weak",
    "variantUrl": "dist/chess/variants/weak/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Weak!",
    "heading": "Rules",
    "content": "- Standard chess movement applies, with a move obligation: - On each turn, a player MUST move the weakest piece type that has at least one legal move. - Piece strength hierarchy weakest to strongest: ",
    "anchor": "rules",
    "variant": "weak",
    "variantUrl": "dist/chess/variants/weak/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Weak!",
    "heading": "Win Condition",
    "content": "Checkmate.",
    "anchor": "win-condition",
    "variant": "weak",
    "variantUrl": "dist/chess/variants/weak/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Weak!",
    "heading": "Strategy",
    "content": "The opening is entirely pawn play since pawns must move first. Once pawns are blocked or captured, knights activate, then bishops, and so on. Lock your opponent's pawns to force them into using pieces",
    "anchor": "strategy",
    "variant": "weak",
    "variantUrl": "dist/chess/variants/weak/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Weak!",
    "heading": "Attribution",
    "content": "Ralph Betza, 1970s–80s. Published in NOST-algia newsletter. Public domain.",
    "anchor": "attribution",
    "variant": "weak",
    "variantUrl": "dist/chess/variants/weak/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Wildebeest Chess",
    "heading": "Standard Wildebeest Chess",
    "content": "Played on an 11×10 board files a–k, ranks 1–10. Each side has 11 pawns and an expanded back rank including two new fairy pieces.",
    "anchor": "standard-wildebeest-chess",
    "variant": "wildebeest",
    "variantUrl": "dist/chess/variants/wildebeest/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Wildebeest Chess",
    "heading": "Starting Position",
    "content": "r n c w q k w c n r rank 10 — Black p p p p p p p p p p p rank 9 . . . . . . . . . . . ranks 8–3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .",
    "anchor": "starting-position",
    "variant": "wildebeest",
    "variantUrl": "dist/chess/variants/wildebeest/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Wildebeest Chess",
    "heading": "Camel (C)",
    "content": "Rule ---------- 3,1 — 3 squares in one direction, 1 perpendicular Jumping Yes — always lands on same colour Capture The Camel is the 3,1 analogue of the Knight 2,1. With two Camels per side one on eac",
    "anchor": "camel-c",
    "variant": "wildebeest",
    "variantUrl": "dist/chess/variants/wildebeest/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Wildebeest Chess",
    "heading": "Wildebeest (W)",
    "content": "Rule ---------- Any Knight leap 2,1 OR any Camel leap 3,1 Jumping No — alternates colours on knight moves, maintains colour on camel moves Capture The Wildebeest is roughly equivalent in value to a ro",
    "anchor": "wildebeest-w",
    "variant": "wildebeest",
    "variantUrl": "dist/chess/variants/wildebeest/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Wildebeest Chess",
    "heading": "Standard Pieces",
    "content": "Rooks, Knights, Queen, and King move and capture as in standard chess.",
    "anchor": "standard-pieces",
    "variant": "wildebeest",
    "variantUrl": "dist/chess/variants/wildebeest/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Wildebeest Chess",
    "heading": "Pawns",
    "content": "- 11 pawns per side one per file, a–k - May advance one or two squares from starting position rank 2 / rank 9 - Capture diagonally forward - En passant applies - Promotion on ranks 10 Black / 1 White ",
    "anchor": "pawns",
    "variant": "wildebeest",
    "variantUrl": "dist/chess/variants/wildebeest/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Wildebeest Chess",
    "heading": "Castling",
    "content": "Castling is not available in the standard Wildebeest Chess setup the King is not adjacent to a corner Rook in the same way; no castling rule has been defined by Schmittberger for this layout.",
    "anchor": "castling",
    "variant": "wildebeest",
    "variantUrl": "dist/chess/variants/wildebeest/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Wildebeest Chess",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King. Stalemate = draw.",
    "anchor": "win-condition",
    "variant": "wildebeest",
    "variantUrl": "dist/chess/variants/wildebeest/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Wildebeest Chess",
    "heading": "Engine Notes",
    "content": "Implemented in: Jocly open source, JavaScript, zrflib Zillions of Games, chess-programming wiki examples. FEN: standard coordinate system extended to 11 files a–k. The board is 11 × 10; rank and file ",
    "anchor": "engine-notes",
    "variant": "wildebeest",
    "variantUrl": "dist/chess/variants/wildebeest/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Standard Wildebeest Chess",
    "heading": "Attribution",
    "content": "Wildebeest Chess designed by R. Wayne Schmittberger. Published in New Rules for Classic Games Wiley, 1992. Rules described as public domain by multiple open-source implementations Jocly, zrflib. Prima",
    "anchor": "attribution",
    "variant": "wildebeest",
    "variantUrl": "dist/chess/variants/wildebeest/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Xiang Fu",
    "heading": "Xiang Fu",
    "content": "Xiang Fu 象孚 is a Xiangqi/chess hybrid created by Eventlesstew for the PyChess Variant Design Contest. It combines Xiangqi's ranging pieces with a dual-Champion checkmate system inspired by Spartan Che",
    "anchor": "xiang-fu",
    "variant": "xiang-fu",
    "variantUrl": "dist/chess/variants/xiang-fu/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Xiang Fu",
    "heading": "The Board",
    "content": "A 9×9 grid. Each side's two Champions are confined to a Ring — a designated zone in each player's territory — and cannot leave it.",
    "anchor": "the-board",
    "variant": "xiang-fu",
    "variantUrl": "dist/chess/variants/xiang-fu/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Xiang Fu",
    "heading": "Starting Position",
    "content": "Pieces occupy only the outer quadrants of the board at the start, with the centre empty. Black top-left quadrant, ranks 1–3: - Rank 1: Chariotc · Bishopd · Mahoute - Rank 2: Cannonc · Crossbowd · Hors",
    "anchor": "starting-position",
    "variant": "xiang-fu",
    "variantUrl": "dist/chess/variants/xiang-fu/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Xiang Fu",
    "heading": "Win Conditions (Spartan-style)",
    "content": "Each side has two Champions royal pieces: - To win, either: capture one of the opponent’s Champions reducing them to a single Champion, then checkmate the remaining one in the standard way; OR - Achie",
    "anchor": "win-conditions-spartan-style",
    "variant": "xiang-fu",
    "variantUrl": "dist/chess/variants/xiang-fu/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Xiang Fu",
    "heading": "Piece Drops",
    "content": "Pieces you capture go to your hand. On any turn, instead of moving a piece on the board, you may drop a captured piece onto any empty square within your own first two ranks.",
    "anchor": "piece-drops",
    "variant": "xiang-fu",
    "variantUrl": "dist/chess/variants/xiang-fu/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Xiang Fu",
    "heading": "Pieces",
    "content": "Symbol --- +G G R N C W M B",
    "anchor": "pieces",
    "variant": "xiang-fu",
    "variantUrl": "dist/chess/variants/xiang-fu/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Xiang Fu",
    "heading": "Rules",
    "content": "- Champions are confined to the Ring at all times and cannot move outside it. - Drops are limited to the dropping player’s own first two ranks. - When a Champion is captured, it enters the opponent’s ",
    "anchor": "rules",
    "variant": "xiang-fu",
    "variantUrl": "dist/chess/variants/xiang-fu/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Xiang Fu",
    "heading": "Attribution",
    "content": "Xiang Fu was designed by Eventlesstew for the PyChess Variant Design Contest. Board corrected to 9×9 not 9×10 as originally described. Rules documented from pychess.org/variants/xiangfu.",
    "anchor": "attribution",
    "variant": "xiang-fu",
    "variantUrl": "dist/chess/variants/xiang-fu/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Yalta Chess",
    "heading": "Overview",
    "content": "Yalta Chess is a 3-player chess variant played on a hexagonal board divided into three Y-shaped sectors. It was documented by Daniel Lindström from a small book purchased at a chess bookshop in Paris.",
    "anchor": "overview",
    "variant": "yalta-chess",
    "variantUrl": "dist/chess/variants/yalta-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Yalta Chess",
    "heading": "Board",
    "content": "The board is a hexagon, divided by three lines running from the centre to alternating corners into three equal Y-shaped parallelogram/rhombus sectors, one per player. Each sector contains a standard 8",
    "anchor": "board",
    "variant": "yalta-chess",
    "variantUrl": "dist/chess/variants/yalta-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Yalta Chess",
    "heading": "Players",
    "content": "Three players, distinguished by colour: Red, Green, and Blue per the primary source's starting-position diagram, credited to David Howe.",
    "anchor": "players",
    "variant": "yalta-chess",
    "variantUrl": "dist/chess/variants/yalta-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Yalta Chess",
    "heading": "Starting Position",
    "content": "Each player sets up a complete standard FIDE army 8 pieces + 8 pawns in their own sector, back rank at the outer hexagon edge. Confirmed against the source diagram, the back-rank order reading across ",
    "anchor": "starting-position",
    "variant": "yalta-chess",
    "variantUrl": "dist/chess/variants/yalta-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Yalta Chess",
    "heading": "Rules",
    "content": "All standard FIDE chess rules apply within a sector, with the following modifications: Path choice at the center: Pawns, Bishops, and Queens have a choice of path when passing through the central junc",
    "anchor": "rules",
    "variant": "yalta-chess",
    "variantUrl": "dist/chess/variants/yalta-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Yalta Chess",
    "heading": "Win Condition",
    "content": "The last player with a King on the board wins.",
    "anchor": "win-condition",
    "variant": "yalta-chess",
    "variantUrl": "dist/chess/variants/yalta-chess/"
  },
  {
    "game": "chess",
    "gameTitle": "Chess",
    "section": "Yalta Chess",
    "heading": "Attribution",
    "content": "Yalta Chess documented by Daniel Lindström; WWW page by David Howe, created May 12, 1997. Rules and board graphic documented from chessvariants.com/multiplayer.dir/yalta.html. Board shape hexagonal Y-",
    "anchor": "attribution",
    "variant": "yalta-chess",
    "variantUrl": "dist/chess/variants/yalta-chess/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Alquerque",
    "heading": "Alquerque",
    "content": "The common ancestor of all draughts variants. First documented by Abu al-Faraj al-Isfahani in the 10th century, with detailed rules recorded in Alfonso X's Libro de los Juegos 1283, Spain. Played on a",
    "anchor": "alquerque",
    "variant": "alquerque",
    "variantUrl": "dist/draughts/variants/alquerque/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Alquerque",
    "heading": "Setup",
    "content": "Board: 5×5 grid of 25 intersection points, connected by orthogonal lines horizontal and vertical and diagonal lines on alternating 2×2 squares. Not all points have diagonal connections: some intersect",
    "anchor": "setup",
    "variant": "alquerque",
    "variantUrl": "dist/draughts/variants/alquerque/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Alquerque",
    "heading": "Rules",
    "content": "- Movement: Pieces move one point along any connected line orthogonal or diagonal to an adjacent empty point. Movement is allowed in any direction, including backwards. - Capture: A piece captures by ",
    "anchor": "rules",
    "variant": "alquerque",
    "variantUrl": "dist/draughts/variants/alquerque/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Alquerque",
    "heading": "Winning",
    "content": "A player wins when their opponent has no legal move: all pieces captured or all remaining pieces blocked.",
    "anchor": "winning",
    "variant": "alquerque",
    "variantUrl": "dist/draughts/variants/alquerque/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Alquerque",
    "heading": "Historical Note",
    "content": "The rules above follow the Alfonso X source 1283. R.C. Bell's widely cited modern reconstruction 1960s adds restrictions: no backward movement for men, and no revisiting a previously occupied point in",
    "anchor": "historical-note",
    "variant": "alquerque",
    "variantUrl": "dist/draughts/variants/alquerque/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Alquerque",
    "heading": "Strategy",
    "content": "With no promotion and symmetric piece capabilities, position is everything. The centre point controls the most lines and is the strongest position on the board. Force your opponent into corners where ",
    "anchor": "strategy",
    "variant": "alquerque",
    "variantUrl": "dist/draughts/variants/alquerque/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Alquerque",
    "heading": "Attribution",
    "content": "Traditional game. Public domain. Documented in Libro de los Juegos Alfonso X, 1283. Source: Wikipedia CC-BY-SA, Murray's A History of Board Games Other Than Chess 1952.",
    "anchor": "attribution",
    "variant": "alquerque",
    "variantUrl": "dist/draughts/variants/alquerque/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Bashni",
    "heading": "Bashni",
    "content": "Russian column draughts, the predecessor to Lasca. Captured pieces stack beneath the captor instead of leaving the board. Uses Russian Draughts movement rules men capture backwards, mid-jump promotion",
    "anchor": "bashni",
    "variant": "bashni",
    "variantUrl": "dist/draughts/variants/bashni/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Bashni",
    "heading": "Setup",
    "content": "Board: 8×8 checkered board, dark squares only. Same as English/Russian Draughts. Pieces: 12 men per player on dark squares of the three nearest rows. First move: White moves first.",
    "anchor": "setup",
    "variant": "bashni",
    "variantUrl": "dist/draughts/variants/bashni/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Bashni",
    "heading": "Rules",
    "content": "- Men movement: Men move diagonally forward only, one square at a time. - Men capture: Men capture by jumping diagonally over an adjacent opponent piece. Men can capture both forwards and backwards Ru",
    "anchor": "rules",
    "variant": "bashni",
    "variantUrl": "dist/draughts/variants/bashni/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Bashni",
    "heading": "King Promotion",
    "content": "- Flying kings: Kings and king-led columns move any number of squares diagonally in any direction. - King capture: Kings jump at distance along diagonals, landing on any open square beyond.",
    "anchor": "king-promotion",
    "variant": "bashni",
    "variantUrl": "dist/draughts/variants/bashni/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Bashni",
    "heading": "Winning",
    "content": "A player wins when their opponent controls no columns and has no individual pieces remaining all are buried beneath the winner's columns or when all opponent-controlled pieces are blocked.",
    "anchor": "winning",
    "variant": "bashni",
    "variantUrl": "dist/draughts/variants/bashni/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Bashni",
    "heading": "Strategy",
    "content": "Unlike standard draughts where captured material is permanently lost, in Bashni every capture creates a potential future liability. Tall towers are powerful but a single capture strips the commander a",
    "anchor": "strategy",
    "variant": "bashni",
    "variantUrl": "dist/draughts/variants/bashni/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Bashni",
    "heading": "Attribution",
    "content": "Traditional Russian variant. Public domain. Pre-dates Lasca 1911. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "bashni",
    "variantUrl": "dist/draughts/variants/bashni/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Brazilian Draughts",
    "heading": "Brazilian Draughts",
    "content": "International Draughts rules applied to an 8×8 board. Combines the smaller board's faster gameplay with the tactical depth of flying kings, mandatory longest-chain capture, and delayed removal. The st",
    "anchor": "brazilian-draughts",
    "variant": "brazilian",
    "variantUrl": "dist/draughts/variants/brazilian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Brazilian Draughts",
    "heading": "Setup",
    "content": "Board: 8×8 checkered board, dark squares only. Same layout as English Draughts. Pieces: 12 men per player on dark squares of the three nearest rows. First move: White moves first.",
    "anchor": "setup",
    "variant": "brazilian",
    "variantUrl": "dist/draughts/variants/brazilian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Brazilian Draughts",
    "heading": "Rules",
    "content": "- Men movement: Men move diagonally forward only, one square at a time. - Men capture: Men capture by jumping diagonally over an adjacent opponent piece. Men can capture both forwards and backwards. -",
    "anchor": "rules",
    "variant": "brazilian",
    "variantUrl": "dist/draughts/variants/brazilian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Brazilian Draughts",
    "heading": "King Promotion",
    "content": "- Flying kings: Kings move any number of unoccupied squares diagonally in any direction. - King capture: Kings capture by jumping over a single opponent piece at any distance along a diagonal, landing",
    "anchor": "king-promotion",
    "variant": "brazilian",
    "variantUrl": "dist/draughts/variants/brazilian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Brazilian Draughts",
    "heading": "Winning",
    "content": "A player wins when their opponent has no legal move: all pieces captured or all pieces blocked.",
    "anchor": "winning",
    "variant": "brazilian",
    "variantUrl": "dist/draughts/variants/brazilian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Brazilian Draughts",
    "heading": "Draws",
    "content": "Same conditions as International Draughts.",
    "anchor": "draws",
    "variant": "brazilian",
    "variantUrl": "dist/draughts/variants/brazilian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Brazilian Draughts",
    "heading": "Strategy",
    "content": "The majority rule on a smaller board makes combinations more immediately available than in 10×10 International. Flying kings dominate the endgame decisively. The delayed removal rule creates situation",
    "anchor": "strategy",
    "variant": "brazilian",
    "variantUrl": "dist/draughts/variants/brazilian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Brazilian Draughts",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain. Governed by the Confederação Brasileira de Jogo de Damas. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "brazilian",
    "variantUrl": "dist/draughts/variants/brazilian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Canadian Draughts",
    "heading": "Canadian Draughts",
    "content": "International Draughts on the largest standard board: 12×12 with 30 pieces per side. The expanded board creates longer games with more complex middle-game positions and endgames that can stretch acros",
    "anchor": "canadian-draughts",
    "variant": "canadian",
    "variantUrl": "dist/draughts/variants/canadian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Canadian Draughts",
    "heading": "Setup",
    "content": "Board: 12×12 checkered board. Only the 72 dark squares are used. Pieces: 30 men per player. Place all 30 on the dark squares of your five nearest rows. The two central rows remain empty. First move: W",
    "anchor": "setup",
    "variant": "canadian",
    "variantUrl": "dist/draughts/variants/canadian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Canadian Draughts",
    "heading": "Rules",
    "content": "All International Draughts rules apply: - Men movement: Men move diagonally forward only, one square at a time. - Men capture: Men capture diagonally both forwards and backwards by jumping. - Mandator",
    "anchor": "rules",
    "variant": "canadian",
    "variantUrl": "dist/draughts/variants/canadian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Canadian Draughts",
    "heading": "King Promotion",
    "content": "- Flying kings: Kings move any number of unoccupied squares diagonally in any direction. - King capture: Kings jump at distance, landing on any open square beyond the captured piece.",
    "anchor": "king-promotion",
    "variant": "canadian",
    "variantUrl": "dist/draughts/variants/canadian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Canadian Draughts",
    "heading": "Winning",
    "content": "A player wins when their opponent has no legal move: all pieces captured or all pieces blocked.",
    "anchor": "winning",
    "variant": "canadian",
    "variantUrl": "dist/draughts/variants/canadian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Canadian Draughts",
    "heading": "Draws",
    "content": "Same conditions as International Draughts. Due to the larger board, drawn endgames are more common.",
    "anchor": "draws",
    "variant": "canadian",
    "variantUrl": "dist/draughts/variants/canadian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Canadian Draughts",
    "heading": "Strategy",
    "content": "The 12×12 board makes early development slower and the middlegame broader. Long diagonals up to 12 squares give flying kings enormous range. With 30 pieces per side, sacrificial combinations require d",
    "anchor": "strategy",
    "variant": "canadian",
    "variantUrl": "dist/draughts/variants/canadian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Canadian Draughts",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "canadian",
    "variantUrl": "dist/draughts/variants/canadian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Czech Draughts",
    "heading": "Czech Draughts",
    "content": "The Czech and Slovak national variant with a distinctive rule: if a king can capture, it must — even if a man has a longer available chain. This creates a unique dynamic where king positioning is both",
    "anchor": "czech-draughts",
    "variant": "czech",
    "variantUrl": "dist/draughts/variants/czech/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Czech Draughts",
    "heading": "Setup",
    "content": "Board: 8×8 checkered board, dark squares only. Same layout as English Draughts. Pieces: 12 men per player on dark squares of the three nearest rows. First move: White moves first.",
    "anchor": "setup",
    "variant": "czech",
    "variantUrl": "dist/draughts/variants/czech/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Czech Draughts",
    "heading": "Rules",
    "content": "- Men movement: Men move diagonally forward only, one square at a time. - Men capture: Men capture diagonally forward only by jumping. Men cannot capture backwards. - Mandatory capture: Captures are c",
    "anchor": "rules",
    "variant": "czech",
    "variantUrl": "dist/draughts/variants/czech/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Czech Draughts",
    "heading": "King Promotion",
    "content": "- Flying kings: Kings move any number of unoccupied squares diagonally in any direction. - King capture: Kings capture by jumping over a single opponent piece at any distance along a diagonal, landing",
    "anchor": "king-promotion",
    "variant": "czech",
    "variantUrl": "dist/draughts/variants/czech/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Czech Draughts",
    "heading": "Winning",
    "content": "A player wins when their opponent has no legal move: all pieces captured or all pieces blocked.",
    "anchor": "winning",
    "variant": "czech",
    "variantUrl": "dist/draughts/variants/czech/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Czech Draughts",
    "heading": "Strategy",
    "content": "The king priority rule cuts both ways. Your king dominates the board but can be lured into captures that leave it exposed. Opponents can sacrifice pieces along your king's diagonal, forcing it to capt",
    "anchor": "strategy",
    "variant": "czech",
    "variantUrl": "dist/draughts/variants/czech/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Czech Draughts",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "czech",
    "variantUrl": "dist/draughts/variants/czech/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Dameo",
    "heading": "Dameo",
    "content": "Invented by Christian Freeling in 2000. Dameo introduces two innovations to the draughts family: the phalanx, which lets a line of friendly pieces slide forward together as a unit, and a purely orthog",
    "anchor": "dameo",
    "variant": "dameo",
    "variantUrl": "dist/draughts/variants/dameo/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Dameo",
    "heading": "Setup",
    "content": "Board: 8×8 board. Unlike most draughts variants, Dameo is played on all 64 squares, not just the dark ones. Pieces: 18 men per player, arranged in a trapezoidal formation: - Row 1 closest row: all 8 s",
    "anchor": "setup",
    "variant": "dameo",
    "variantUrl": "dist/draughts/variants/dameo/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Dameo",
    "heading": "Rules",
    "content": "Men movement: Men move forward only, either straight ahead orthogonally or diagonally forward. They cannot move sideways or backward. In addition to single-step moves, a man may perform a linear move:",
    "anchor": "rules",
    "variant": "dameo",
    "variantUrl": "dist/draughts/variants/dameo/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Dameo",
    "heading": "Capture",
    "content": "All captures in Dameo are orthogonal only, along ranks and files, never diagonally. - A man or king captures an adjacent opponent piece by jumping over it to the empty square directly beyond, along a ",
    "anchor": "capture",
    "variant": "dameo",
    "variantUrl": "dist/draughts/variants/dameo/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Dameo",
    "heading": "King Promotion",
    "content": "When a man reaches the opponent's back row row 8 for White, row 1 for Black, it is promoted to a king at the end of its turn. - If a man reaches the back row during a multi-capture sequence without st",
    "anchor": "king-promotion",
    "variant": "dameo",
    "variantUrl": "dist/draughts/variants/dameo/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Dameo",
    "heading": "Winning",
    "content": "A player wins when their opponent has no legal move: either all pieces have been captured, or all remaining pieces are blocked.",
    "anchor": "winning",
    "variant": "dameo",
    "variantUrl": "dist/draughts/variants/dameo/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Dameo",
    "heading": "Draws",
    "content": "The game is drawn when: - Both players agree. - The same position occurs three times with the same player to move not necessarily consecutive. - Neither player can force a win.",
    "anchor": "draws",
    "variant": "dameo",
    "variantUrl": "dist/draughts/variants/dameo/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Dameo",
    "heading": "Attribution",
    "content": "Dameo. Invented by Christian Freeling 2000. Rules in the public domain; game rules are not subject to copyright. Source: Wikipedia — Dameo article CC-BY-SA 4.0.",
    "anchor": "attribution",
    "variant": "dameo",
    "variantUrl": "dist/draughts/variants/dameo/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Diagonal Draughts",
    "heading": "Diagonal Draughts",
    "content": "A 19th-century variant of International Draughts in which the starting position is rotated: instead of filling the first four rows, players arrange their pieces along the sides of the board's main dia",
    "anchor": "diagonal-draughts",
    "variant": "diagonal",
    "variantUrl": "dist/draughts/variants/diagonal/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Diagonal Draughts",
    "heading": "Setup",
    "content": "Board: 10×10 checkered board. Only the 50 dark squares are used. Orient the board so the long diagonal runs from each player's lower-left to upper-right corner. Pieces: 20 men per player. Instead of f",
    "anchor": "setup",
    "variant": "diagonal",
    "variantUrl": "dist/draughts/variants/diagonal/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Diagonal Draughts",
    "heading": "Rules",
    "content": "- Men movement: Men move diagonally forward one square at a time, following the same movement rules as International Draughts. - Men capture: A man captures by jumping diagonally over an adjacent oppo",
    "anchor": "rules",
    "variant": "diagonal",
    "variantUrl": "dist/draughts/variants/diagonal/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Diagonal Draughts",
    "heading": "King Promotion",
    "content": "When a man ends its turn on the opponent's back row the far edge of the board, it is promoted to a king. - Flying kings: Kings move any number of unoccupied squares diagonally in any direction. - King",
    "anchor": "king-promotion",
    "variant": "diagonal",
    "variantUrl": "dist/draughts/variants/diagonal/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Diagonal Draughts",
    "heading": "Winning",
    "content": "A player wins by capturing all opponent pieces or blocking all remaining opponent pieces from moving.",
    "anchor": "winning",
    "variant": "diagonal",
    "variantUrl": "dist/draughts/variants/diagonal/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Diagonal Draughts",
    "heading": "Attribution",
    "content": "Historical variant, documented from at least the 19th century. Public domain. Sources: Ludeme/Ludii — Diagonal Draughts.lud SHA 9405c8a7, Maastricht University Ludii Project; J.P. Neto, World Abstract",
    "anchor": "attribution",
    "variant": "diagonal",
    "variantUrl": "dist/draughts/variants/diagonal/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "English Draughts",
    "heading": "English Draughts",
    "content": "The most widely known form of draughts, and the simplest to learn. Known as \"Checkers\" in North America. Developed in Europe around 1100 CE, probably in southern France, by adapting the older game of ",
    "anchor": "english-draughts",
    "variant": "english",
    "variantUrl": "dist/draughts/variants/english/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "English Draughts",
    "heading": "Setup",
    "content": "Board: 8×8 checkered board 64 squares, only 32 dark squares used. Orient the board so each player has a dark corner square on their left. Pieces: 12 men per player in two distinct colours. Place all 1",
    "anchor": "setup",
    "variant": "english",
    "variantUrl": "dist/draughts/variants/english/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "English Draughts",
    "heading": "Rules",
    "content": "- Men movement: Men move diagonally forward only, one square at a time, to an unoccupied dark square. Men cannot move backwards or sideways. - Capturing: A man captures by jumping diagonally forward o",
    "anchor": "rules",
    "variant": "english",
    "variantUrl": "dist/draughts/variants/english/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "English Draughts",
    "heading": "King Promotion",
    "content": "When a man reaches the opponent's back row the row furthest from where it started, it is promoted to a King. A second piece is placed on top to mark it. - Kings move diagonally in any direction forwar",
    "anchor": "king-promotion",
    "variant": "english",
    "variantUrl": "dist/draughts/variants/english/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "English Draughts",
    "heading": "Winning",
    "content": "A player wins when their opponent has no legal move available: - All opponent pieces have been captured, or - All remaining opponent pieces are completely blocked from moving.",
    "anchor": "winning",
    "variant": "english",
    "variantUrl": "dist/draughts/variants/english/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "English Draughts",
    "heading": "Draws",
    "content": "The game is a draw when: - Both players agree to a draw. - The same position occurs three times with the same player to move. - 40 consecutive moves pass with no capture and no man reaching the King r",
    "anchor": "draws",
    "variant": "english",
    "variantUrl": "dist/draughts/variants/english/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "English Draughts",
    "heading": "Strategy",
    "content": "Control the centre early. Keep a solid back row as long as possible to deny your opponent king promotions. In the endgame, a king has enormous advantage over trapped men. Sacrifice pieces to force you",
    "anchor": "strategy",
    "variant": "english",
    "variantUrl": "dist/draughts/variants/english/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "English Draughts",
    "heading": "Attribution",
    "content": "English Draughts. Public domain. Rules standardised by the World Draughts Federation FMJD and the English Draughts Association.",
    "anchor": "attribution",
    "variant": "english",
    "variantUrl": "dist/draughts/variants/english/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Frisian Draughts",
    "heading": "Frisian Draughts",
    "content": "International Draughts with one radical addition: pieces can capture orthogonally horizontally and vertically as well as diagonally. This expands capture directions from 4 to 8, creating far more tact",
    "anchor": "frisian-draughts",
    "variant": "frisian",
    "variantUrl": "dist/draughts/variants/frisian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Frisian Draughts",
    "heading": "Setup",
    "content": "Identical to International Draughts. 10×10 checkered board, 20 men per player on the dark squares of their four nearest rows. First move: White moves first.",
    "anchor": "setup",
    "variant": "frisian",
    "variantUrl": "dist/draughts/variants/frisian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Frisian Draughts",
    "heading": "Rules",
    "content": "All International Draughts rules apply, with the following changes: - 8-direction capture: Both men and kings can capture in all 8 directions: diagonal forward and backward plus orthogonal up, down, l",
    "anchor": "rules",
    "variant": "frisian",
    "variantUrl": "dist/draughts/variants/frisian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Frisian Draughts",
    "heading": "Winning",
    "content": "A player wins when their opponent has no legal move available: all pieces captured or all pieces blocked.",
    "anchor": "winning",
    "variant": "frisian",
    "variantUrl": "dist/draughts/variants/frisian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Frisian Draughts",
    "heading": "Draws",
    "content": "Same draw conditions as International Draughts.",
    "anchor": "draws",
    "variant": "frisian",
    "variantUrl": "dist/draughts/variants/frisian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Frisian Draughts",
    "heading": "Strategy",
    "content": "The orthogonal capture dimension creates combinations invisible in standard International play. Pieces that would be safe on the diagonal are now vulnerable to horizontal and vertical jumps. The 3-mov",
    "anchor": "strategy",
    "variant": "frisian",
    "variantUrl": "dist/draughts/variants/frisian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Frisian Draughts",
    "heading": "Attribution",
    "content": "Traditional variant from Friesland, Netherlands. Public domain. Recognised by the World Draughts Federation FMJD. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "frisian",
    "variantUrl": "dist/draughts/variants/frisian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "German Draughts",
    "heading": "German Draughts",
    "content": "Also known as Damenspiel \"lady's game\", German Draughts is the traditional form of draughts played across Germany. It sits between English and International Draughts in complexity: men capture in all ",
    "anchor": "german-draughts",
    "variant": "german",
    "variantUrl": "dist/draughts/variants/german/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "German Draughts",
    "heading": "Setup",
    "content": "Board: 8×8 checkered board. Orient the board so each player has a dark corner square on their lower left. Pieces: 12 men per player in two distinct colours, placed on the dark squares of the three row",
    "anchor": "setup",
    "variant": "german",
    "variantUrl": "dist/draughts/variants/german/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "German Draughts",
    "heading": "Rules",
    "content": "- Men movement: Men move diagonally forward only, one square at a time, to an unoccupied dark square. - Men capture: Men capture by jumping diagonally over an adjacent opponent piece to the vacant squ",
    "anchor": "rules",
    "variant": "german",
    "variantUrl": "dist/draughts/variants/german/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "German Draughts",
    "heading": "King Promotion",
    "content": "When a man reaches the opponent's back row, it stops immediately and is promoted to a Dame queen/flying king. A second piece is placed on top to mark it. - Promotion ends the turn: If a man reaches th",
    "anchor": "king-promotion",
    "variant": "german",
    "variantUrl": "dist/draughts/variants/german/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "German Draughts",
    "heading": "Winning",
    "content": "A player wins when their opponent has no legal move: - All opponent pieces have been captured, or - All remaining opponent pieces are completely blocked from moving.",
    "anchor": "winning",
    "variant": "german",
    "variantUrl": "dist/draughts/variants/german/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "German Draughts",
    "heading": "Draws",
    "content": "The game is drawn when: - Both players agree to a draw. - The same position occurs three times with the same player to move. - Neither player can force a win.",
    "anchor": "draws",
    "variant": "german",
    "variantUrl": "dist/draughts/variants/german/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "German Draughts",
    "heading": "How it differs from other 8×8 variants",
    "content": "English Russian --- --- No Yes Flying kings Yes No No Mid-sequence promotion continues No German Draughts occupies a distinctive position: its flying kings give it more endgame depth than English, whi",
    "anchor": "how-it-differs-from-other-88-variants",
    "variant": "german",
    "variantUrl": "dist/draughts/variants/german/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "German Draughts",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain. Rules documented in Parlett, D. 1999 The Oxford History of Board Games, p. 252. Sources: Ludeme/Ludii — Damenspiel.lud SHA 47b7ccc6, Maastricht University Ludii Pro",
    "anchor": "attribution",
    "variant": "german",
    "variantUrl": "dist/draughts/variants/german/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Ghanaian Draughts",
    "heading": "Ghanaian Draughts",
    "content": "Also known as Damii or Dame, Ghanaian Draughts is the traditional form of draughts played in Ghana and parts of West Africa. It uses the same 10×10 board and 20-piece setup as International Draughts b",
    "anchor": "ghanaian-draughts",
    "variant": "ghanaian",
    "variantUrl": "dist/draughts/variants/ghanaian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Ghanaian Draughts",
    "heading": "Setup",
    "content": "Board: 10×10 checkered board. Only the 50 dark squares are used. Orient the board so each player has a dark corner square on their lower left. Pieces: 20 men mma per player in two distinct colours, pl",
    "anchor": "setup",
    "variant": "ghanaian",
    "variantUrl": "dist/draughts/variants/ghanaian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Ghanaian Draughts",
    "heading": "Rules",
    "content": "- Men movement: Men move diagonally forward only, one square at a time, to an unoccupied dark square. - Men capture: Men capture by jumping diagonally over an adjacent opponent piece to the vacant squ",
    "anchor": "rules",
    "variant": "ghanaian",
    "variantUrl": "dist/draughts/variants/ghanaian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Ghanaian Draughts",
    "heading": "King Promotion",
    "content": "When a man reaches the opponent's back row at the end of its turn, it is promoted to a Dame flying king. - Flying kings: Dames move any number of unoccupied squares diagonally in any direction. - King",
    "anchor": "king-promotion",
    "variant": "ghanaian",
    "variantUrl": "dist/draughts/variants/ghanaian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Ghanaian Draughts",
    "heading": "The Singleton Rule",
    "content": "A player who is reduced to a single piece whether a man or a king loses immediately, regardless of whether that piece still has legal moves. This rule is unique to Ghanaian Draughts and is not found i",
    "anchor": "the-singleton-rule",
    "variant": "ghanaian",
    "variantUrl": "dist/draughts/variants/ghanaian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Ghanaian Draughts",
    "heading": "Winning",
    "content": "A player wins when: - All opponent pieces have been captured, or - The opponent is reduced to a single piece singleton rule, or - All remaining opponent pieces are blocked from moving.",
    "anchor": "winning",
    "variant": "ghanaian",
    "variantUrl": "dist/draughts/variants/ghanaian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Ghanaian Draughts",
    "heading": "Draws",
    "content": "The game is drawn when both players agree, or when neither player can force a win.",
    "anchor": "draws",
    "variant": "ghanaian",
    "variantUrl": "dist/draughts/variants/ghanaian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Ghanaian Draughts",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain. Sources: Damii Ghana Draughts History &amp; Rules gamesfromeverywhere.com, archived via docslide.us; apkpure.com — X Ghanaian Draughts app description mkisly.bcheck",
    "anchor": "attribution",
    "variant": "ghanaian",
    "variantUrl": "dist/draughts/variants/ghanaian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "International Draughts",
    "heading": "International Draughts",
    "content": "The competitive standard for tournament play worldwide. Evolved independently from Alquerque in the Netherlands around 1550, expanding to a 10x10 board with flying kings and strict capture priority ru",
    "anchor": "international-draughts",
    "variant": "international",
    "variantUrl": "dist/draughts/variants/international/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "International Draughts",
    "heading": "Setup",
    "content": "Board: 10×10 checkered board. Only the 50 dark squares are used. Orient the board so the long diagonal runs from each player's lower-left to upper-right. Pieces: 20 men per player. Place all 20 on the",
    "anchor": "setup",
    "variant": "international",
    "variantUrl": "dist/draughts/variants/international/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "International Draughts",
    "heading": "Rules",
    "content": "- Men movement: Men move diagonally forward only, one square at a time, to an unoccupied dark square. - Men capture: Men capture by jumping diagonally over an adjacent opponent piece to the vacant squ",
    "anchor": "rules",
    "variant": "international",
    "variantUrl": "dist/draughts/variants/international/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "International Draughts",
    "heading": "King Promotion",
    "content": "When a man ends its turn on the opponent's back row, it is promoted to a King flying king. - Flying kings: Kings move any number of unoccupied squares diagonally in any direction. - King capture: King",
    "anchor": "king-promotion",
    "variant": "international",
    "variantUrl": "dist/draughts/variants/international/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "International Draughts",
    "heading": "Winning",
    "content": "A player wins when their opponent has no legal move available: all pieces captured or all pieces blocked.",
    "anchor": "winning",
    "variant": "international",
    "variantUrl": "dist/draughts/variants/international/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "International Draughts",
    "heading": "Draws",
    "content": "The game is a draw when: - Both players agree. - The same position occurs three times with the same player to move. - 25 consecutive king moves pass with no capture and no man movement. - Neither play",
    "anchor": "draws",
    "variant": "international",
    "variantUrl": "dist/draughts/variants/international/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "International Draughts",
    "heading": "Strategy",
    "content": "The 10x10 board rewards long-range planning. Flying kings dominate the endgame, so preventing your opponent's promotion while securing your own is critical. The majority capture rule creates combinati",
    "anchor": "strategy",
    "variant": "international",
    "variantUrl": "dist/draughts/variants/international/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "International Draughts",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain. Rules standardised by the World Draughts Federation FMJD. Source: FMJD Official Rules, Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "international",
    "variantUrl": "dist/draughts/variants/international/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Italian Draughts",
    "heading": "Italian Draughts",
    "content": "Italy's national draughts variant with unique restrictions that protect kings and create a strict capture hierarchy. Men cannot capture kings at all, and when multiple captures are available, a comple",
    "anchor": "italian-draughts",
    "variant": "italian",
    "variantUrl": "dist/draughts/variants/italian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Italian Draughts",
    "heading": "Setup",
    "content": "Board: 8×8 checkered board, dark squares only. The board is oriented with a double corner two dark squares on each player's right side. Pieces: 12 men per player on dark squares of the three nearest r",
    "anchor": "setup",
    "variant": "italian",
    "variantUrl": "dist/draughts/variants/italian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Italian Draughts",
    "heading": "Rules",
    "content": "- Men movement: Men move diagonally forward only, one square at a time. - Men capture: Men capture diagonally forward only by jumping. Men CANNOT capture backwards. Men CANNOT capture kings only kings",
    "anchor": "rules",
    "variant": "italian",
    "variantUrl": "dist/draughts/variants/italian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Italian Draughts",
    "heading": "King Promotion",
    "content": "- Flying kings: Kings move any number of unoccupied squares diagonally in any direction. - King capture: Kings capture by jumping over a single opponent piece at any distance along a diagonal, landing",
    "anchor": "king-promotion",
    "variant": "italian",
    "variantUrl": "dist/draughts/variants/italian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Italian Draughts",
    "heading": "Winning",
    "content": "A player wins when their opponent has no legal move: all pieces captured or all pieces blocked.",
    "anchor": "winning",
    "variant": "italian",
    "variantUrl": "dist/draughts/variants/italian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Italian Draughts",
    "heading": "Strategy",
    "content": "The \"men cannot capture kings\" rule makes kings enormously powerful in Italian Draughts. Promoting first is even more decisive here than in other variants. The strict capture priority can be exploited",
    "anchor": "strategy",
    "variant": "italian",
    "variantUrl": "dist/draughts/variants/italian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Italian Draughts",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain. Governed by the Federazione Italiana Dama FID. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "italian",
    "variantUrl": "dist/draughts/variants/italian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Lasca",
    "heading": "Lasca",
    "content": "Emanuel Lasker's 1911 column checkers. Captured pieces stack beneath the captor instead of leaving the board. All 22 pieces stay in play for the entire game. Ownership shifts as columns change hands.",
    "anchor": "lasca",
    "variant": "lasca",
    "variantUrl": "dist/draughts/variants/lasca/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Lasca",
    "heading": "Setup",
    "content": "Board: 7x7 board using only the 25 diagonal squares like draughts. Pieces: Each player starts with 11 pieces. White occupies all 11 squares on rows 1, 2, and 3. Black occupies all 11 squares on rows 5",
    "anchor": "setup",
    "variant": "lasca",
    "variantUrl": "dist/draughts/variants/lasca/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Lasca",
    "heading": "Rules",
    "content": "- Soldiers: Unpromoted pieces soldiers move and capture diagonally forward only, one square at a time. - Officers: When a soldier reaches the opponent's back row, it is promoted to an officer. Officer",
    "anchor": "rules",
    "variant": "lasca",
    "variantUrl": "dist/draughts/variants/lasca/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Lasca",
    "heading": "Win Condition",
    "content": "A player wins when their opponent cannot make any legal move: either all opponent pieces are buried inside columns controlled by the other player, or all opponent-controlled pieces are blocked.",
    "anchor": "win-condition",
    "variant": "lasca",
    "variantUrl": "dist/draughts/variants/lasca/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Lasca",
    "heading": "Strategy",
    "content": "Because pieces are never eliminated, the game is about control rather than attrition. Building tall columns creates power but also concentrates risk. Liberating buried officers can swing the game dram",
    "anchor": "strategy",
    "variant": "lasca",
    "variantUrl": "dist/draughts/variants/lasca/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Lasca",
    "heading": "Attribution",
    "content": "Invented by Emanuel Lasker World Chess Champion, 1911. Public domain. Source: Wikipedia + Lasker 1911 CC-BY-SA.",
    "anchor": "attribution",
    "variant": "lasca",
    "variantUrl": "dist/draughts/variants/lasca/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Pool Checkers",
    "heading": "Pool Checkers",
    "content": "The American tournament variant, governed by the American Pool Checkers Association since 1966. Combines backward captures for men, flying kings, and mid-jump promotion with free choice between captur",
    "anchor": "pool-checkers",
    "variant": "pool",
    "variantUrl": "dist/draughts/variants/pool/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Pool Checkers",
    "heading": "Setup",
    "content": "Board: 8×8 checkered board, dark squares only. Same layout as English Draughts. Pieces: 12 men per player on dark squares of the three nearest rows. First move: Black moves first note: opposite conven",
    "anchor": "setup",
    "variant": "pool",
    "variantUrl": "dist/draughts/variants/pool/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Pool Checkers",
    "heading": "Rules",
    "content": "- Men movement: Men move diagonally forward only, one square at a time. - Men capture: Men capture diagonally by jumping over an adjacent opponent piece. Men can capture both forwards AND backwards. -",
    "anchor": "rules",
    "variant": "pool",
    "variantUrl": "dist/draughts/variants/pool/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Pool Checkers",
    "heading": "King Promotion",
    "content": "- Flying kings: Kings move any number of unoccupied squares diagonally in any direction. - King capture: Kings capture by jumping over a single opponent piece at any distance along a diagonal, landing",
    "anchor": "king-promotion",
    "variant": "pool",
    "variantUrl": "dist/draughts/variants/pool/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Pool Checkers",
    "heading": "Winning",
    "content": "A player wins when their opponent has no legal move: all pieces captured or all pieces blocked.",
    "anchor": "winning",
    "variant": "pool",
    "variantUrl": "dist/draughts/variants/pool/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Pool Checkers",
    "heading": "Draws",
    "content": "The game is a draw when: - Both players agree. - The same position repeats. - Neither player can force a win.",
    "anchor": "draws",
    "variant": "pool",
    "variantUrl": "dist/draughts/variants/pool/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Pool Checkers",
    "heading": "Strategy",
    "content": "Backward captures for men make every piece a threat in both directions, reducing the safety of the back row. Mid-jump promotion combined with free choice allows creative sacrifice sequences: you can c",
    "anchor": "strategy",
    "variant": "pool",
    "variantUrl": "dist/draughts/variants/pool/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Pool Checkers",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain. Governed by the American Pool Checkers Association est. 1966. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "pool",
    "variantUrl": "dist/draughts/variants/pool/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Russian Draughts",
    "heading": "Russian Draughts",
    "content": "The dominant form of draughts across Russia and the former Soviet states. Distinguished by three features that create a more tactical game than English Draughts: men can capture backwards, promotion h",
    "anchor": "russian-draughts",
    "variant": "russian",
    "variantUrl": "dist/draughts/variants/russian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Russian Draughts",
    "heading": "Setup",
    "content": "Board: 8×8 checkered board, dark squares only. Same as English Draughts. Pieces: 12 men per player on dark squares of the three nearest rows. First move: White moves first.",
    "anchor": "setup",
    "variant": "russian",
    "variantUrl": "dist/draughts/variants/russian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Russian Draughts",
    "heading": "Rules",
    "content": "- Men movement: Men move diagonally forward only, one square at a time. - Men capture: Men capture diagonally by jumping over an adjacent opponent piece. Men can capture both forwards AND backwards. -",
    "anchor": "rules",
    "variant": "russian",
    "variantUrl": "dist/draughts/variants/russian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Russian Draughts",
    "heading": "King Promotion",
    "content": "- Flying kings: Kings move any number of unoccupied squares diagonally in any direction. - King capture: Kings capture by jumping over a single opponent piece that is any distance away along a diagona",
    "anchor": "king-promotion",
    "variant": "russian",
    "variantUrl": "dist/draughts/variants/russian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Russian Draughts",
    "heading": "Winning",
    "content": "A player wins when their opponent has no legal move: all pieces captured or all pieces blocked.",
    "anchor": "winning",
    "variant": "russian",
    "variantUrl": "dist/draughts/variants/russian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Russian Draughts",
    "heading": "Draws",
    "content": "The game is a draw when: - Both players agree. - The same position occurs three times. - A player with three or more kings cannot win against a lone king within 15 moves.",
    "anchor": "draws",
    "variant": "russian",
    "variantUrl": "dist/draughts/variants/russian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Russian Draughts",
    "heading": "Strategy",
    "content": "Mid-jump promotion is the defining tactical element. Sacrifice sequences that push a man to the back row mid-capture create devastating king attacks. The lack of a majority rule means you can choose c",
    "anchor": "strategy",
    "variant": "russian",
    "variantUrl": "dist/draughts/variants/russian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Russian Draughts",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain. Governed by the Russian Draughts Federation. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "russian",
    "variantUrl": "dist/draughts/variants/russian/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Spanish Draughts",
    "heading": "Spanish Draughts",
    "content": "Spain's national variant combining flying kings with the majority capture rule and a preference for capturing kings over men when chains are equal. Notable for its board orientation: the white square ",
    "anchor": "spanish-draughts",
    "variant": "spanish",
    "variantUrl": "dist/draughts/variants/spanish/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Spanish Draughts",
    "heading": "Setup",
    "content": "Board: 8×8 checkered board, dark squares only. Oriented with a white light square at each player's bottom-right corner. Pieces: 12 men per player on dark squares of the three nearest rows. First move:",
    "anchor": "setup",
    "variant": "spanish",
    "variantUrl": "dist/draughts/variants/spanish/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Spanish Draughts",
    "heading": "Rules",
    "content": "- Men movement: Men move diagonally forward only, one square at a time. - Men capture: Men capture diagonally forward only by jumping. Men CANNOT capture backwards. - Mandatory capture: Captures are c",
    "anchor": "rules",
    "variant": "spanish",
    "variantUrl": "dist/draughts/variants/spanish/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Spanish Draughts",
    "heading": "King Promotion",
    "content": "- Flying kings: Kings move any number of unoccupied squares diagonally in any direction. - King capture: Kings capture by jumping over a single opponent piece at any distance along a diagonal, landing",
    "anchor": "king-promotion",
    "variant": "spanish",
    "variantUrl": "dist/draughts/variants/spanish/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Spanish Draughts",
    "heading": "Winning",
    "content": "A player wins when their opponent has no legal move: all pieces captured or all pieces blocked.",
    "anchor": "winning",
    "variant": "spanish",
    "variantUrl": "dist/draughts/variants/spanish/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Spanish Draughts",
    "heading": "Draws",
    "content": "The game is a draw when: - Both players agree. - The same position occurs three times. - 20 consecutive king moves pass with no capture.",
    "anchor": "draws",
    "variant": "spanish",
    "variantUrl": "dist/draughts/variants/spanish/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Spanish Draughts",
    "heading": "Strategy",
    "content": "The king preference in the majority rule creates forced-capture traps: arrange a position where your opponent must capture your king because it makes the chain \"higher value\" while this opens a devast",
    "anchor": "strategy",
    "variant": "spanish",
    "variantUrl": "dist/draughts/variants/spanish/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Spanish Draughts",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain. Governed by the Federación Española de Damas. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "spanish",
    "variantUrl": "dist/draughts/variants/spanish/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Spantsiretti",
    "heading": "Spantsiretti",
    "content": "Spantsiretti is Russian Draughts played on a wider 10×8 board rather than the standard 8×8. The rules are identical to Russian Draughts backward capture for men, mid-jump promotion, flying kings, no m",
    "anchor": "spantsiretti",
    "variant": "spantsiretti",
    "variantUrl": "dist/draughts/variants/spantsiretti/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Spantsiretti",
    "heading": "Setup",
    "content": "Board: 10×8 checkered board 10 columns, 8 rows. Only the dark squares are used. Orient the board so each player has a dark corner square on their lower left. Pieces: 20 men per player five per row, fo",
    "anchor": "setup",
    "variant": "spantsiretti",
    "variantUrl": "dist/draughts/variants/spantsiretti/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Spantsiretti",
    "heading": "Rules",
    "content": "- Men movement: Men move diagonally forward only, one square at a time, to an unoccupied dark square. - Men capture: Men capture by jumping diagonally over an adjacent opponent piece to the vacant squ",
    "anchor": "rules",
    "variant": "spantsiretti",
    "variantUrl": "dist/draughts/variants/spantsiretti/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Spantsiretti",
    "heading": "King Promotion",
    "content": "- Flying kings: Kings move any number of unoccupied squares diagonally in any direction. - Mid-jump promotion: If a man reaches the opponent's back row during a multi-capture sequence, it is promoted ",
    "anchor": "king-promotion",
    "variant": "spantsiretti",
    "variantUrl": "dist/draughts/variants/spantsiretti/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Spantsiretti",
    "heading": "Winning",
    "content": "A player wins when their opponent has no legal move: all pieces captured or all pieces blocked.",
    "anchor": "winning",
    "variant": "spantsiretti",
    "variantUrl": "dist/draughts/variants/spantsiretti/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Spantsiretti",
    "heading": "Draws",
    "content": "The game is drawn when: - Both players agree. - The same position occurs three times. - A player with three or more kings cannot win against a lone opposing king within 15 moves.",
    "anchor": "draws",
    "variant": "spantsiretti",
    "variantUrl": "dist/draughts/variants/spantsiretti/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Spantsiretti",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain. Sources: Checkers &amp; Draughts Wiki — Portable Draughts Notation article GameType 41: Spantsiretti, Russian draughts 10×8; mlwi.magix.net — international/Polish c",
    "anchor": "attribution",
    "variant": "spantsiretti",
    "variantUrl": "dist/draughts/variants/spantsiretti/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Thai Draughts",
    "heading": "Thai Draughts",
    "content": "Known locally as Makhos หมากฮอส, this is Thailand's national draughts variant. Distinguished by fewer starting pieces 8 instead of 12 and a unique king capture restriction: flying kings must land on t",
    "anchor": "thai-draughts",
    "variant": "thai",
    "variantUrl": "dist/draughts/variants/thai/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Thai Draughts",
    "heading": "Setup",
    "content": "Board: 8×8 checkered board, dark squares only. Pieces: 8 men per player. Place on the dark squares of the two nearest rows only not three. Four empty rows separate the armies. First move: White moves ",
    "anchor": "setup",
    "variant": "thai",
    "variantUrl": "dist/draughts/variants/thai/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Thai Draughts",
    "heading": "Rules",
    "content": "- Men movement: Men move diagonally forward only, one square at a time. - Men capture: Men capture diagonally forward only by jumping. Men cannot capture backwards. - Mandatory capture: Captures are c",
    "anchor": "rules",
    "variant": "thai",
    "variantUrl": "dist/draughts/variants/thai/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Thai Draughts",
    "heading": "King Promotion",
    "content": "- Flying kings: Kings move any number of unoccupied squares diagonally in any direction. - King capture restriction: When a king captures, it MUST stop on the square immediately behind the captured pi",
    "anchor": "king-promotion",
    "variant": "thai",
    "variantUrl": "dist/draughts/variants/thai/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Thai Draughts",
    "heading": "Winning",
    "content": "A player wins when their opponent has no legal move: all pieces captured or all pieces blocked.",
    "anchor": "winning",
    "variant": "thai",
    "variantUrl": "dist/draughts/variants/thai/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Thai Draughts",
    "heading": "Strategy",
    "content": "The reduced piece count 8 vs 12 means the opening is less congested and tactical play begins immediately. The king capture restriction is the key strategic element: flying kings cannot leap over a pie",
    "anchor": "strategy",
    "variant": "thai",
    "variantUrl": "dist/draughts/variants/thai/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Thai Draughts",
    "heading": "Attribution",
    "content": "Traditional variant Makhos / หมากฮอส. Public domain. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "thai",
    "variantUrl": "dist/draughts/variants/thai/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Turkish Draughts",
    "heading": "Turkish Draughts",
    "content": "Orthogonal movement on an 8x8 board replaces the diagonal play of standard draughts. Mandatory captures, majority rule, and immediate removal create sharp tactical puzzles. World Championships held si",
    "anchor": "turkish-draughts",
    "variant": "turkish-draughts",
    "variantUrl": "dist/draughts/variants/turkish-draughts/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Turkish Draughts",
    "heading": "Setup",
    "content": "Board: 8x8 mono-coloured board not checkered. All 64 squares are used. Pieces: Each player begins with 16 men arranged in two rows: White on rows 2 and 3, Black on rows 6 and 7. The back rows 1 and 8 ",
    "anchor": "setup",
    "variant": "turkish-draughts",
    "variantUrl": "dist/draughts/variants/turkish-draughts/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Turkish Draughts",
    "heading": "Rules",
    "content": "- Men movement: Men move orthogonally straight forwards or sideways by one square. Men cannot move backwards. Men cannot move diagonally. - Capturing: Captures are made by jumping over an adjacent opp",
    "anchor": "rules",
    "variant": "turkish-draughts",
    "variantUrl": "dist/draughts/variants/turkish-draughts/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Turkish Draughts",
    "heading": "Win Condition",
    "content": "A player wins when their opponent has no legal move available: either all pieces captured or all pieces blocked.",
    "anchor": "win-condition",
    "variant": "turkish-draughts",
    "variantUrl": "dist/draughts/variants/turkish-draughts/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Turkish Draughts",
    "heading": "Draws",
    "content": "A King versus a single man results in a draw.",
    "anchor": "draws",
    "variant": "turkish-draughts",
    "variantUrl": "dist/draughts/variants/turkish-draughts/"
  },
  {
    "game": "draughts",
    "gameTitle": "Draughts",
    "section": "Turkish Draughts",
    "heading": "Attribution",
    "content": "Traditional variant. Public domain. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "turkish-draughts",
    "variantUrl": "dist/draughts/variants/turkish-draughts/"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Dungeon Chess (Compact Skirmish (10×10))",
    "heading": "Dungeon Chess (Compact Skirmish (10×10))",
    "content": "A compact 10×10 skirmish map for faster games. A central water hazard 4×4 pool divides the battlefield, forcing flanking manoeuvres. Each player deploys in a two-rank zone at their edge of the board.",
    "anchor": "dungeon-chess-compact-skirmish-1010",
    "variant": "compact",
    "variantUrl": "dist/dungeon-chess/variants/compact/"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Dungeon Chess (Compact Skirmish (10×10))",
    "heading": "Map Features",
    "content": "- Central pool: 16 impassable water squares in the centre prevent direct charges - Deploy zones: 2 ranks deep at each board edge 20 squares per player - Open flanks: The columns around the water pool ",
    "anchor": "map-features",
    "variant": "compact",
    "variantUrl": "dist/dungeon-chess/variants/compact/"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Dungeon Chess (Compact Skirmish (10×10))",
    "heading": "Differences from Standard",
    "content": "Smaller board and simpler terrain. Games resolve faster with fewer tactical options. No corridors, doors, or elevation. Designed for quick pickup games or teaching the core Dungeon Chess movement and ",
    "anchor": "differences-from-standard",
    "variant": "compact",
    "variantUrl": "dist/dungeon-chess/variants/compact/"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Dungeon Chess (Four Player (20×20))",
    "heading": "Dungeon Chess (Four Player (20×20))",
    "content": "The four-player Dungeon Chess map. A large 20×20 arena with deploy zones in each corner, supporting free-for-all or team 2v2 play.",
    "anchor": "dungeon-chess-four-player-2020",
    "variant": "four-player",
    "variantUrl": "dist/dungeon-chess/variants/four-player/"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Dungeon Chess (Four Player (20×20))",
    "heading": "Map Features",
    "content": "- Corner deployment: Each player occupies a corner zone - Central arena: Open ground in the middle creates a contested no-man's-land - Large scale: 400 squares give room for complex alliances and betr",
    "anchor": "map-features",
    "variant": "four-player",
    "variantUrl": "dist/dungeon-chess/variants/four-player/"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Dungeon Chess (Four Player (20×20))",
    "heading": "Differences from Standard",
    "content": "Four-player games introduce diplomacy and timing. Attacking early exposes your flank to the other two players. The winner is typically the player who engages last while their opponents weaken each oth",
    "anchor": "differences-from-standard",
    "variant": "four-player",
    "variantUrl": "dist/dungeon-chess/variants/four-player/"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Dungeon Chess (Two Player (20×8))",
    "heading": "Dungeon Chess (Two Player (20×8))",
    "content": "The standard two-player Dungeon Chess map. A long 20×8 corridor forces linear engagements with limited flanking space. Deploy zones at each end of the board.",
    "anchor": "dungeon-chess-two-player-208",
    "variant": "two-player",
    "variantUrl": "dist/dungeon-chess/variants/two-player/"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Dungeon Chess (Two Player (20×8))",
    "heading": "Map Features",
    "content": "- Narrow corridor: 8 ranks wide promotes head-on confrontations - Extended depth: 20 files gives significant manoeuvre distance - Deploy zones: At opposing short edges of the board",
    "anchor": "map-features",
    "variant": "two-player",
    "variantUrl": "dist/dungeon-chess/variants/two-player/"
  },
  {
    "game": "dungeon-chess",
    "gameTitle": "Dungeon Chess",
    "section": "Dungeon Chess (Two Player (20×8))",
    "heading": "Differences from Standard",
    "content": "The elongated shape changes the game's character. Ranged units and those with long-distance movement gain significant value. Flanking is difficult due to the narrow width, so frontal breakthrough beco",
    "anchor": "differences-from-standard",
    "variant": "two-player",
    "variantUrl": "dist/dungeon-chess/variants/two-player/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "13×13 Go",
    "heading": "13×13 Go",
    "content": "Standard Go rules on a 13×13 grid. The intermediate board bridges the tactical intensity of 9×9 with the strategic depth of 19×19. Games typically last 30–60 minutes. Used in some official tournament ",
    "anchor": "1313-go",
    "variant": "13x13",
    "variantUrl": "dist/go/variants/13x13/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "13×13 Go",
    "heading": "Setup",
    "content": "Same as standard Go. Board starts empty. Black plays first. Komi: 5.5 points for White.",
    "anchor": "setup",
    "variant": "13x13",
    "variantUrl": "dist/go/variants/13x13/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "13×13 Go",
    "heading": "Rules",
    "content": "All standard Go rules apply without modification. Placement, liberties, capture, ko, and suicide rules are identical.",
    "anchor": "rules",
    "variant": "13x13",
    "variantUrl": "dist/go/variants/13x13/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "13×13 Go",
    "heading": "Differences from 19×19",
    "content": "- Fewer intersections 169 vs 361 means influence radiates further relative to board size. - Opening theory is less developed, encouraging creative play. - Corners and sides are proportionally larger r",
    "anchor": "differences-from-1919",
    "variant": "13x13",
    "variantUrl": "dist/go/variants/13x13/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "13×13 Go",
    "heading": "Attribution",
    "content": "Standard board size recognised by all major Go federations. Public domain.",
    "anchor": "attribution",
    "variant": "13x13",
    "variantUrl": "dist/go/variants/13x13/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "9×9 Go",
    "heading": "9×9 Go",
    "content": "Standard Go rules on a 9×9 grid. The smallest standard board, ideal for beginners learning fundamentals and for quick tactical games between experienced players. Official tournament category in many f",
    "anchor": "99-go",
    "variant": "9x9",
    "variantUrl": "dist/go/variants/9x9/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "9×9 Go",
    "heading": "Setup",
    "content": "Same as standard Go. Board starts empty. Black plays first. Komi: 5.5 points for White.",
    "anchor": "setup",
    "variant": "9x9",
    "variantUrl": "dist/go/variants/9x9/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "9×9 Go",
    "heading": "Rules",
    "content": "All standard Go rules apply without modification.",
    "anchor": "rules",
    "variant": "9x9",
    "variantUrl": "dist/go/variants/9x9/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "9×9 Go",
    "heading": "Differences from 19×19",
    "content": "- Only 81 intersections. Every stone immediately affects the whole board. - No room for large-scale frameworks or moyo. Influence is purely local. - Life-and-death reading is paramount. Groups live or",
    "anchor": "differences-from-1919",
    "variant": "9x9",
    "variantUrl": "dist/go/variants/9x9/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "9×9 Go",
    "heading": "Attribution",
    "content": "Standard board size recognised by all major Go federations. Public domain.",
    "anchor": "attribution",
    "variant": "9x9",
    "variantUrl": "dist/go/variants/9x9/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Capture Go",
    "heading": "Capture Go",
    "content": "The first player to capture any opponent stone wins immediately. No territory counting, no endgame, no passing. Also known as Atari Go. The universal introduction to Go for beginners, teaching the fun",
    "anchor": "capture-go",
    "variant": "capture-go",
    "variantUrl": "dist/go/variants/capture-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Capture Go",
    "heading": "Setup",
    "content": "Board: Any size. 9×9 is standard for Capture Go; 7×7 or 5×5 for absolute beginners. Stones: Standard Go stones. First move: Black plays first. No komi.",
    "anchor": "setup",
    "variant": "capture-go",
    "variantUrl": "dist/go/variants/capture-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Capture Go",
    "heading": "Rules",
    "content": "- Placement: Standard — one stone per turn on any empty intersection. - Liberties and groups: Identical to standard Go. - Winning: The first player to capture one or more opponent stones wins immediat",
    "anchor": "rules",
    "variant": "capture-go",
    "variantUrl": "dist/go/variants/capture-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Capture Go",
    "heading": "Draws",
    "content": "If the board fills completely with no captures extremely rare on standard sizes, the game is a draw.",
    "anchor": "draws",
    "variant": "capture-go",
    "variantUrl": "dist/go/variants/capture-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Capture Go",
    "heading": "Strategy",
    "content": "Capture Go teaches the tactical fundamentals of Go: recognising atari one liberty remaining, defending groups by extending liberties, attacking by reducing enemy liberties, and creating ladder shicho ",
    "anchor": "strategy",
    "variant": "capture-go",
    "variantUrl": "dist/go/variants/capture-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Capture Go",
    "heading": "Attribution",
    "content": "Teaching variant used worldwide. Public domain. Recommended by all major Go federations as an introductory format. Source: Sensei's Library.",
    "anchor": "attribution",
    "variant": "capture-go",
    "variantUrl": "dist/go/variants/capture-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Gomoku",
    "heading": "Gomoku",
    "content": "Gomoku, also known as Five in a Row, is a two-player strategy board game. Players use black and white pieces, taking turns placing them on the intersections of horizontal and vertical lines on the boa",
    "anchor": "gomoku",
    "variant": "gomoku",
    "variantUrl": "dist/go/variants/gomoku/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Gomoku",
    "heading": "Setup",
    "content": "Board: 15×15 intersections. The game is also playable on a full 19×19 Go board using 15×15 of the intersecting lines. Pieces: Black and white stones. First move: Black plays first.",
    "anchor": "setup",
    "variant": "gomoku",
    "variantUrl": "dist/go/variants/gomoku/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Gomoku",
    "heading": "Rules",
    "content": "Players take turns placing one stone per turn on any empty intersection. Stones are never moved or captured after placement. The first player to form an unbroken line of five pieces horizontally, vert",
    "anchor": "rules",
    "variant": "gomoku",
    "variantUrl": "dist/go/variants/gomoku/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Gomoku",
    "heading": "Terminology",
    "content": "- Five in a Row: Five consecutive pieces of the same colour in a horizontal, vertical, or diagonal line. - Open Four: A row of four pieces with both ends open, allowing for two ways to form Five in a ",
    "anchor": "terminology",
    "variant": "gomoku",
    "variantUrl": "dist/go/variants/gomoku/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Gomoku",
    "heading": "Attribution",
    "content": "Ancient Chinese placement game. Public domain. Origin: Japan, around 1905. Source: Murray 1951: 50.",
    "anchor": "attribution",
    "variant": "gomoku",
    "variantUrl": "dist/go/variants/gomoku/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Ninuki-Renju",
    "heading": "Ninuki-Renju",
    "content": "Ninuki-Renju is a Japanese placement game in the Gomoku family that adds custodial capture to the five-in-a-row objective. It is the direct historical precursor to Pente 1977; Pente's designer Gary Ga",
    "anchor": "ninuki-renju",
    "variant": "ninuki-renju",
    "variantUrl": "dist/go/variants/ninuki-renju/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Ninuki-Renju",
    "heading": "Setup",
    "content": "Board: 15×15. Pieces: Black and white stones. First move: Black plays first.",
    "anchor": "setup",
    "variant": "ninuki-renju",
    "variantUrl": "dist/go/variants/ninuki-renju/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Ninuki-Renju",
    "heading": "Rules",
    "content": "Players alternate placing one stone per turn on any empty intersection. Capture: A pair of opponent stones may be captured by custodial capture: sandwiching exactly two opponent stones lengthwise betw",
    "anchor": "rules",
    "variant": "ninuki-renju",
    "variantUrl": "dist/go/variants/ninuki-renju/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Ninuki-Renju",
    "heading": "Attribution",
    "content": "Japanese competitive game. Organised by the Ninuki Renju Sha, Japan, 1923-1940. Direct historical precursor to Pente 1977. Public domain. Sources: Renju International Federation renju.se; Wikipedia Pe",
    "anchor": "attribution",
    "variant": "ninuki-renju",
    "variantUrl": "dist/go/variants/ninuki-renju/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "One-Colour Go",
    "heading": "One-Colour Go",
    "content": "Both players use stones of the same colour. All other rules are unchanged. Players must remember which stones belong to whom. A referee or agreed record tracks ownership secretly. The ultimate memory ",
    "anchor": "one-colour-go",
    "variant": "one-colour",
    "variantUrl": "dist/go/variants/one-colour/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "One-Colour Go",
    "heading": "Setup",
    "content": "Standard board any size. All stones are the same colour traditionally all black or all white. A referee or written record tracks which stones belong to which player. Black plays first as normal.",
    "anchor": "setup",
    "variant": "one-colour",
    "variantUrl": "dist/go/variants/one-colour/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "One-Colour Go",
    "heading": "Rules",
    "content": "All standard Go rules apply. The only change is visual: both players' stones look identical on the board. - Captures still work normally: a group with zero liberties is removed regardless of appearanc",
    "anchor": "rules",
    "variant": "one-colour",
    "variantUrl": "dist/go/variants/one-colour/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "One-Colour Go",
    "heading": "Practical Implementation",
    "content": "- With referee: One person sits between players, marks ownership on a hidden diagram. - Online: Software tracks ownership and displays an undifferentiated board to both players. - Training solo: Play ",
    "anchor": "practical-implementation",
    "variant": "one-colour",
    "variantUrl": "dist/go/variants/one-colour/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "One-Colour Go",
    "heading": "Strategy",
    "content": "One-Colour Go rewards players who naturally visualise board positions without relying on colour cues. It exposes whether your reading is truly deep based on understanding group structure or shallow ba",
    "anchor": "strategy",
    "variant": "one-colour",
    "variantUrl": "dist/go/variants/one-colour/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "One-Colour Go",
    "heading": "Attribution",
    "content": "Training variant used by professional Go players. Public domain. Source: Sensei's Library.",
    "anchor": "attribution",
    "variant": "one-colour",
    "variantUrl": "dist/go/variants/one-colour/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Phantom Go",
    "heading": "Phantom Go",
    "content": "Fog-of-war Go. Players cannot see opponent stones. A referee mediates all moves and announces captures. Deduction replaces reading. Played on 9x9 or 13x13 boards.",
    "anchor": "phantom-go",
    "variant": "phantom-go",
    "variantUrl": "dist/go/variants/phantom-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Phantom Go",
    "heading": "Setup",
    "content": "Equipment: Three boards are needed: one for each player and one for the referee. Players sit back-to-back so neither can see the other's board. The referee stands between them with the master board sh",
    "anchor": "setup",
    "variant": "phantom-go",
    "variantUrl": "dist/go/variants/phantom-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Phantom Go",
    "heading": "Rules",
    "content": "All standard Go rules apply placement, capture, ko, no suicide with the following modifications: - Hidden information: Players can only see their own stones. Opponent stones are invisible. - Turn stru",
    "anchor": "rules",
    "variant": "phantom-go",
    "variantUrl": "dist/go/variants/phantom-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Phantom Go",
    "heading": "Announcements (Common Rules)",
    "content": "- Illegal moves: The referee says only \"Illegal move\" without stating why. - Captures: When a capture occurs, the referee announces \"Black/White has captured the following stones\" and points out exact",
    "anchor": "announcements-common-rules",
    "variant": "phantom-go",
    "variantUrl": "dist/go/variants/phantom-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Phantom Go",
    "heading": "Announcements (Hamburg Rules)",
    "content": "The Hamburg variant differs in two ways: - The referee reveals why a move is illegal occupied by own stone, occupied by opponent stone, suicide, or ko rather than just saying \"Illegal move.\" - The ref",
    "anchor": "announcements-hamburg-rules",
    "variant": "phantom-go",
    "variantUrl": "dist/go/variants/phantom-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Phantom Go",
    "heading": "Win Condition",
    "content": "Standard Go scoring applies. The game ends when both players pass consecutively. Territory or area scoring determines the winner.",
    "anchor": "win-condition",
    "variant": "phantom-go",
    "variantUrl": "dist/go/variants/phantom-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Phantom Go",
    "heading": "Strategy",
    "content": "- Information is the scarcest resource. Every failed move attempt reveals something about the board state. - Playing cautiously avoiding illegal move attempts preserves secrecy but risks falling behin",
    "anchor": "strategy",
    "variant": "phantom-go",
    "variantUrl": "dist/go/variants/phantom-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Phantom Go",
    "heading": "Attribution",
    "content": "Variant with active competitive community. Source: Sensei's Library OPL 1.0.",
    "anchor": "attribution",
    "variant": "phantom-go",
    "variantUrl": "dist/go/variants/phantom-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Rengo",
    "heading": "Rengo",
    "content": "Team Go where two or three players per side alternate turns without consulting each other. Partners must infer each other's strategy purely from the stones played. Creates emergent cooperation and occ",
    "anchor": "rengo",
    "variant": "rengo",
    "variantUrl": "dist/go/variants/rengo/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Rengo",
    "heading": "Setup",
    "content": "Teams: Two teams of 2 or 3 players each. Standard 19×19 board or 13×13 for shorter games. Board starts empty. Turn order: Players alternate in a fixed, repeating sequence. In 2v2: Black-1, White-1, Bl",
    "anchor": "setup",
    "variant": "rengo",
    "variantUrl": "dist/go/variants/rengo/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Rengo",
    "heading": "Rules",
    "content": "All standard Go rules apply, with one addition: - No consultation: Partners may not discuss strategy, signal, or communicate about the game in any way during play. Each player must independently decid",
    "anchor": "rules",
    "variant": "rengo",
    "variantUrl": "dist/go/variants/rengo/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Rengo",
    "heading": "Scoring",
    "content": "Standard scoring applies. The team's combined territory is their score.",
    "anchor": "scoring",
    "variant": "rengo",
    "variantUrl": "dist/go/variants/rengo/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Rengo",
    "heading": "Strategy",
    "content": "Rengo rewards consistent, clear positional play over complex, deep reading. Your partner cannot see your 15-move sequence plan, so moves that make structural sense at a glance are more effective than ",
    "anchor": "strategy",
    "variant": "rengo",
    "variantUrl": "dist/go/variants/rengo/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Rengo",
    "heading": "Attribution",
    "content": "Traditional team format. Japanese term 連碁. Public domain. Played at the European Go Congress and many club events.",
    "anchor": "attribution",
    "variant": "rengo",
    "variantUrl": "dist/go/variants/rengo/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Renju",
    "heading": "Renju",
    "content": "Renju is a professional variant of Gomoku. It was named renju by Japanese journalist Ruikou Kuroiwa on December 6, 1899. The name \"renju\" means \"connected pearls\" in Japanese. The game is played with ",
    "anchor": "renju",
    "variant": "renju",
    "variantUrl": "dist/go/variants/renju/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Renju",
    "heading": "Setup",
    "content": "Board: 15×15. Black plays first. Pieces: Black and white stones.",
    "anchor": "setup",
    "variant": "renju",
    "variantUrl": "dist/go/variants/renju/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Renju",
    "heading": "Rules",
    "content": "Players alternate placing one stone per turn on an empty intersection. Black plays first; stones alternate strictly by move order. Stones are never moved or captured after placement. Winning: - Black ",
    "anchor": "rules",
    "variant": "renju",
    "variantUrl": "dist/go/variants/renju/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Renju",
    "heading": "Opening Rules",
    "content": "Competitive Renju uses a special opening protocol to further balance the starting position. The current official rule for World Championships is Soosõrv-8 adopted 2017. The Taraguchi-10 opening, used ",
    "anchor": "opening-rules",
    "variant": "renju",
    "variantUrl": "dist/go/variants/renju/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Renju",
    "heading": "Strategy",
    "content": "Under standard rules, unless one side makes a mistake by not blocking a closed four or open three, Black can only win through a four-three combination. White can win through four-three, three-three, f",
    "anchor": "strategy",
    "variant": "renju",
    "variantUrl": "dist/go/variants/renju/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Renju",
    "heading": "Attribution",
    "content": "Competitive variant of Gomoku. Rules governed by the Renju International Federation. Public domain. The Renju International Federation was founded in Stockholm, Sweden on August 8, 1988.",
    "anchor": "attribution",
    "variant": "renju",
    "variantUrl": "dist/go/variants/renju/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Standard Go (19×19)",
    "heading": "Standard Go (19×19)",
    "content": "The full tournament game played on a 19×19 grid with 361 intersections. One fundamental rule — capture by surrounding — produces extraordinary strategic depth. Games last 60–180 minutes at tournament ",
    "anchor": "standard-go-1919",
    "variant": "standard",
    "variantUrl": "dist/go/variants/standard/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Standard Go (19×19)",
    "heading": "Components",
    "content": "Qty ----- 1 181 180",
    "anchor": "components",
    "variant": "standard",
    "variantUrl": "dist/go/variants/standard/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Standard Go (19×19)",
    "heading": "Setup",
    "content": "The board starts empty. Black plays first. Stones are placed on intersections where lines cross, not inside squares.",
    "anchor": "setup",
    "variant": "standard",
    "variantUrl": "dist/go/variants/standard/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Standard Go (19×19)",
    "heading": "Rules",
    "content": "Placement: On each turn, a player places one stone of their colour on any empty intersection, or passes. Liberties and capture: - An empty intersection adjacent to a stone horizontally or vertically i",
    "anchor": "rules",
    "variant": "standard",
    "variantUrl": "dist/go/variants/standard/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Standard Go (19×19)",
    "heading": "Scoring",
    "content": "The game ends when both players pass consecutively. Area scoring Chinese: Score = your stones on the board + empty intersections surrounded only by your stones. Territory scoring Japanese: Score = emp",
    "anchor": "scoring",
    "variant": "standard",
    "variantUrl": "dist/go/variants/standard/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Standard Go (19×19)",
    "heading": "Komi",
    "content": "White receives 6.5 points of compensation for moving second. The half-point prevents draws.",
    "anchor": "komi",
    "variant": "standard",
    "variantUrl": "dist/go/variants/standard/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Standard Go (19×19)",
    "heading": "Attribution",
    "content": "Traditional game originating in China approximately 4,000 years ago. Known as Weiqi Chinese, Baduk Korean, Igo Japanese. Public domain. Rules standardised by the International Go Federation.",
    "anchor": "attribution",
    "variant": "standard",
    "variantUrl": "dist/go/variants/standard/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Stoical Go",
    "heading": "Stoical Go",
    "content": "A single rule addition transforms the game: you cannot capture opponent stones on any turn immediately following a turn where your opponent captured your stones. This forced restraint prevents immedia",
    "anchor": "stoical-go",
    "variant": "stoical",
    "variantUrl": "dist/go/variants/stoical/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Stoical Go",
    "heading": "Setup",
    "content": "Standard 19×19 board or any size. Board starts empty. Black plays first. Standard komi.",
    "anchor": "setup",
    "variant": "stoical",
    "variantUrl": "dist/go/variants/stoical/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Stoical Go",
    "heading": "Rules",
    "content": "All standard Go rules apply, with one addition: - Stoical restriction: If your opponent captured one or more of your stones on their last turn, you may NOT make a capture on your next turn. You must p",
    "anchor": "rules",
    "variant": "stoical",
    "variantUrl": "dist/go/variants/stoical/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Stoical Go",
    "heading": "Scoring",
    "content": "Standard scoring area or territory. Standard komi.",
    "anchor": "scoring",
    "variant": "stoical",
    "variantUrl": "dist/go/variants/stoical/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Stoical Go",
    "heading": "Strategy",
    "content": "The stoical restriction eliminates the back-and-forth capture exchanges that define much of standard Go tactics. When your opponent captures, you cannot immediately recapture or launch a counter-captu",
    "anchor": "strategy",
    "variant": "stoical",
    "variantUrl": "dist/go/variants/stoical/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Stoical Go",
    "heading": "Attribution",
    "content": "Modern variant. Public domain. Source: Sensei's Library.",
    "anchor": "attribution",
    "variant": "stoical",
    "variantUrl": "dist/go/variants/stoical/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Sunjang Baduk",
    "heading": "Sunjang Baduk",
    "content": "Korea's historical form of Go 순장바둑, the dominant version played in Korea before Japanese rules were introduced in the early 20th century. Sixteen stones are pre-placed in a fixed diagonal pattern, pri",
    "anchor": "sunjang-baduk",
    "variant": "sunjang",
    "variantUrl": "dist/go/variants/sunjang/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Sunjang Baduk",
    "heading": "Setup",
    "content": "Board: Standard 19×19 grid. Pre-placed stones: 8 black stones and 8 white stones are placed before play begins, in fixed positions on the star points 4-4 intersections and key approach points. The sta",
    "anchor": "setup",
    "variant": "sunjang",
    "variantUrl": "dist/go/variants/sunjang/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Sunjang Baduk",
    "heading": "Rules",
    "content": "All standard Go rules apply with these modifications: - Capture scoring: Captured stones are simply removed from the board. They do NOT count as prisoners and are NOT subtracted from the opponent's sc",
    "anchor": "rules",
    "variant": "sunjang",
    "variantUrl": "dist/go/variants/sunjang/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Sunjang Baduk",
    "heading": "Scoring",
    "content": "Territory only: Score = empty intersections surrounded by your stones. Captures affect the board position removing stones opens territory but dead stones themselves have no point value.",
    "anchor": "scoring",
    "variant": "sunjang",
    "variantUrl": "dist/go/variants/sunjang/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Sunjang Baduk",
    "heading": "Strategy",
    "content": "The pre-placed stones create immediate territorial frameworks. Opening theory revolves around how to exploit or undermine the pre-established positions. The lack of prisoner scoring means capturing st",
    "anchor": "strategy",
    "variant": "sunjang",
    "variantUrl": "dist/go/variants/sunjang/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Sunjang Baduk",
    "heading": "Attribution",
    "content": "Traditional Korean variant. Public domain. Historically the dominant form of Go in Korea until approximately 1920. Source: Wikipedia, Korean Baduk Association historical archives.",
    "anchor": "attribution",
    "variant": "sunjang",
    "variantUrl": "dist/go/variants/sunjang/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Tibetan Go",
    "heading": "Tibetan Go",
    "content": "Known as Mig Mang མིག་མང, \"many eyes\", this is Tibet's indigenous Go variant with rules significantly different from Chinese Weiqi. Played on a 17×17 board with pre-placed stones, delayed captures, an",
    "anchor": "tibetan-go",
    "variant": "tibetan",
    "variantUrl": "dist/go/variants/tibetan/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Tibetan Go",
    "heading": "Setup",
    "content": "Board: 17×17 grid 289 intersections. Pre-placed stones: Before play begins, 6 white stones and 6 black stones are placed in fixed positions on the 4th-line star points similar to handicap placement. T",
    "anchor": "setup",
    "variant": "tibetan",
    "variantUrl": "dist/go/variants/tibetan/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Tibetan Go",
    "heading": "Rules",
    "content": "- Placement: Standard — one stone per turn on any empty intersection. - Liberties: Same as standard Go — adjacent empty intersections. - Delayed capture: When a group loses its last liberty, it is NOT",
    "anchor": "rules",
    "variant": "tibetan",
    "variantUrl": "dist/go/variants/tibetan/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Tibetan Go",
    "heading": "Scoring",
    "content": "Tibetan Go uses a unique additive scoring system: - Territory: Empty intersections surrounded by your stones. - Prisoners: Each captured stone scores points. - Position bonus: Specific board patterns ",
    "anchor": "scoring",
    "variant": "tibetan",
    "variantUrl": "dist/go/variants/tibetan/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Tibetan Go",
    "heading": "Strategy",
    "content": "The delayed capture rule makes attacks less decisive: surrounding a group does not guarantee its death. This encourages peaceful coexistence and territory-building over aggressive fighting. The pre-pl",
    "anchor": "strategy",
    "variant": "tibetan",
    "variantUrl": "dist/go/variants/tibetan/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Tibetan Go",
    "heading": "Attribution",
    "content": "Traditional Tibetan game Mig Mang. Public domain. Source: Wikipedia, academic ethnographic sources.",
    "anchor": "attribution",
    "variant": "tibetan",
    "variantUrl": "dist/go/variants/tibetan/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Toroidal Go",
    "heading": "Toroidal Go",
    "content": "Standard Go played on a board where edges wrap around horizontally and vertically. No corners, no edges, no joseki. Every group floats. Active tournament community since 2012 with 1,400+ recorded game",
    "anchor": "toroidal-go",
    "variant": "toroidal-go",
    "variantUrl": "dist/go/variants/toroidal-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Toroidal Go",
    "heading": "Setup",
    "content": "Board: A grid where the far left connects to the far right, and the top connects to the bottom. Every intersection has exactly four neighbours. The standard size is 11x11, though 9x9 through 25x25 are",
    "anchor": "setup",
    "variant": "toroidal-go",
    "variantUrl": "dist/go/variants/toroidal-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Toroidal Go",
    "heading": "Rules",
    "content": "All standard Go rules apply placement, capture by surrounding, ko rule, no suicide with one modification: - Wraparound adjacency: Each intersection on the far left is adjacent to the corresponding int",
    "anchor": "rules",
    "variant": "toroidal-go",
    "variantUrl": "dist/go/variants/toroidal-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Toroidal Go",
    "heading": "Strategy",
    "content": "- All groups are floating from the opening move. Corner joseki standard sequences do not exist. - Making two eyes to live is harder because there are no natural safe structures at board edges. - Split",
    "anchor": "strategy",
    "variant": "toroidal-go",
    "variantUrl": "dist/go/variants/toroidal-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Toroidal Go",
    "heading": "Visualisation",
    "content": "Most software displays 3-4 extra lines around the main grid as duplicates of the opposite edges shown in a different background colour. On a physical 19x19 board, 11x11 toroidal Go can be played using",
    "anchor": "visualisation",
    "variant": "toroidal-go",
    "variantUrl": "dist/go/variants/toroidal-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Toroidal Go",
    "heading": "Tournament History",
    "content": "On LittleGolem, an ongoing ladder tournament has 21 players. A previous tournament ran from 2012 to 2020: 129 players, 1,497 games, 138 rounds, average 76 moves per game. The European Go Congress has ",
    "anchor": "tournament-history",
    "variant": "toroidal-go",
    "variantUrl": "dist/go/variants/toroidal-go/"
  },
  {
    "game": "go",
    "gameTitle": "Go",
    "section": "Toroidal Go",
    "heading": "Attribution",
    "content": "Variant with active competitive community. Source: Sensei's Library OPL 1.0.",
    "anchor": "attribution",
    "variant": "toroidal-go",
    "variantUrl": "dist/go/variants/toroidal-go/"
  },
  {
    "game": "halma",
    "gameTitle": "Halma",
    "section": "Standard 2-Player Halma",
    "heading": "Standard 2-Player Halma",
    "content": "Halma was invented in 1883 by George Howard Monks in Boston, and inspired other games such as Chinese Checkers.",
    "anchor": "standard-2-player-halma",
    "variant": "standard-2p",
    "variantUrl": "dist/halma/variants/standard-2p/"
  },
  {
    "game": "halma",
    "gameTitle": "Halma",
    "section": "Standard 2-Player Halma",
    "heading": "Setup",
    "content": "Board: 16&times;16 checkered board, columns A&ndash;P left to right, rows 1&ndash;16 bottom to top. Pieces: 19 pieces per player in two distinct colours. Camps: Each player begins with all pieces fill",
    "anchor": "setup",
    "variant": "standard-2p",
    "variantUrl": "dist/halma/variants/standard-2p/"
  },
  {
    "game": "halma",
    "gameTitle": "Halma",
    "section": "Standard 2-Player Halma",
    "heading": "Movement",
    "content": "On each turn a player moves one piece. A piece may: - Step: Move to any adjacent square in any of the eight directions orthogonal or diagonal, provided the destination is unoccupied. - Hop: Jump over ",
    "anchor": "movement",
    "variant": "standard-2p",
    "variantUrl": "dist/halma/variants/standard-2p/"
  },
  {
    "game": "halma",
    "gameTitle": "Halma",
    "section": "Standard 2-Player Halma",
    "heading": "Camp rule",
    "content": "Once a piece has entered the opponent's camp, it may not leave. A piece that would move out of the opponent's camp is not permitted to do so.",
    "anchor": "camp-rule",
    "variant": "standard-2p",
    "variantUrl": "dist/halma/variants/standard-2p/"
  },
  {
    "game": "halma",
    "gameTitle": "Halma",
    "section": "Standard 2-Player Halma",
    "heading": "Winning",
    "content": "The first player to fill the opponent's corner camp entirely with their own pieces wins. If the opponent's camp is partially occupied by the opponent's own pieces that have not moved, those squares ar",
    "anchor": "winning",
    "variant": "standard-2p",
    "variantUrl": "dist/halma/variants/standard-2p/"
  },
  {
    "game": "halma",
    "gameTitle": "Halma",
    "section": "Standard 2-Player Halma",
    "heading": "Attribution",
    "content": "Halma. Invented 1883, George Howard Monks, Boston. Public domain. Rules confirmed from Ludeme/Ludii Maastricht University game research library and Atvriders/cards-and-such halma-quiz independent rule",
    "anchor": "attribution",
    "variant": "standard-2p",
    "variantUrl": "dist/halma/variants/standard-2p/"
  },
  {
    "game": "halma",
    "gameTitle": "Halma",
    "section": "Standard 4-Player Halma",
    "heading": "Standard 4-Player Halma",
    "content": "The four-player form of Halma uses all four corner camps on the same 16&times;16 board, with 13 pieces per player.",
    "anchor": "standard-4-player-halma",
    "variant": "standard-4p",
    "variantUrl": "dist/halma/variants/standard-4p/"
  },
  {
    "game": "halma",
    "gameTitle": "Halma",
    "section": "Standard 4-Player Halma",
    "heading": "Setup",
    "content": "Board: 16&times;16 checkered board. Pieces: 13 pieces per player in four distinct colours. Camps: Each of the four corners holds one camp. The 13-piece camp occupies a smaller staircase shape than the",
    "anchor": "setup",
    "variant": "standard-4p",
    "variantUrl": "dist/halma/variants/standard-4p/"
  },
  {
    "game": "halma",
    "gameTitle": "Halma",
    "section": "Standard 4-Player Halma",
    "heading": "Movement",
    "content": "Movement rules are identical to 2-player Halma: - Step: Move to any adjacent unoccupied square in any of the eight directions. - Hop: Jump over any adjacent piece &mdash; own or any opponent's &mdash;",
    "anchor": "movement",
    "variant": "standard-4p",
    "variantUrl": "dist/halma/variants/standard-4p/"
  },
  {
    "game": "halma",
    "gameTitle": "Halma",
    "section": "Standard 4-Player Halma",
    "heading": "Camp rule",
    "content": "Once a piece has entered the destination diagonally opposite camp, it may not leave.",
    "anchor": "camp-rule",
    "variant": "standard-4p",
    "variantUrl": "dist/halma/variants/standard-4p/"
  },
  {
    "game": "halma",
    "gameTitle": "Halma",
    "section": "Standard 4-Player Halma",
    "heading": "Winning",
    "content": "The first player to fill the diagonally opposite corner camp entirely with their own 13 pieces wins.",
    "anchor": "winning",
    "variant": "standard-4p",
    "variantUrl": "dist/halma/variants/standard-4p/"
  },
  {
    "game": "halma",
    "gameTitle": "Halma",
    "section": "Standard 4-Player Halma",
    "heading": "Team play (optional)",
    "content": "With four players, two teams of two may be formed: players at diagonally opposite corners form a team. Each player moves their own pieces only. The team wins when both players have each filled their r",
    "anchor": "team-play-optional",
    "variant": "standard-4p",
    "variantUrl": "dist/halma/variants/standard-4p/"
  },
  {
    "game": "halma",
    "gameTitle": "Halma",
    "section": "Standard 4-Player Halma",
    "heading": "Attribution",
    "content": "Halma. Invented 1883, George Howard Monks, Boston. Public domain. Rules confirmed from Ludeme/Ludii Maastricht University game research library and jeromydarling/heritage-parlor independent rules and ",
    "anchor": "attribution",
    "variant": "standard-4p",
    "variantUrl": "dist/halma/variants/standard-4p/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Hex (13×13)",
    "heading": "Hex (13×13)",
    "content": "A larger board for deeper strategic play. With 169 cells, multiple independent fronts can develop simultaneously, making defensive play more viable and rewarding long-term positional thinking.",
    "anchor": "hex-1313",
    "variant": "13x13",
    "variantUrl": "dist/hex/variants/13x13/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Hex (13×13)",
    "heading": "Differences from Standard",
    "content": "Same rules as 11×11 Hex including swap rule. The additional space allows ladder fights to extend further before reaching an edge, and reduces the proportion of the board that edge templates can cover.",
    "anchor": "differences-from-standard",
    "variant": "13x13",
    "variantUrl": "dist/hex/variants/13x13/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Hex (14×14)",
    "heading": "Hex (14×14)",
    "content": "Alternative large-board format with 196 cells. Used in some international tournament settings as a compromise between the standard 11×11 and the marathon 19×19.",
    "anchor": "hex-1414",
    "variant": "14x14",
    "variantUrl": "dist/hex/variants/14x14/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Hex (14×14)",
    "heading": "Differences from Standard",
    "content": "Same rules as 11×11 Hex including swap rule. The even-numbered board size means neither player has an exact centre cell available, which subtly affects opening theory. Similar strategic depth to 13×13",
    "anchor": "differences-from-standard",
    "variant": "14x14",
    "variantUrl": "dist/hex/variants/14x14/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Hex (19×19)",
    "heading": "Hex (19×19)",
    "content": "The largest standard board size with 361 cells matching Go's 19×19 intersection count. Games can run well over an hour and develop extraordinary complexity. Rarely used in competitive play due to time",
    "anchor": "hex-1919",
    "variant": "19x19",
    "variantUrl": "dist/hex/variants/19x19/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Hex (19×19)",
    "heading": "Differences from Standard",
    "content": "Same rules as 11×11 Hex including swap rule. At this scale, local fights can be completely independent of each other for long stretches, and whole-board reading becomes impractical without deep experi",
    "anchor": "differences-from-standard",
    "variant": "19x19",
    "variantUrl": "dist/hex/variants/19x19/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Hex (9×9)",
    "heading": "Hex (9×9)",
    "content": "A smaller board for quicker games. With 81 cells, games are more tactical than strategic and typically finish in 10-20 minutes. Popular for teaching Hex fundamentals and for rapid-play formats.",
    "anchor": "hex-99",
    "variant": "9x9",
    "variantUrl": "dist/hex/variants/9x9/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Hex (9×9)",
    "heading": "Differences from Standard",
    "content": "Same rules as 11×11 Hex. The reduced board size means that first-player advantage is more pronounced, making the swap rule especially important. Edge templates and ladders are shorter, so positional e",
    "anchor": "differences-from-standard",
    "variant": "9x9",
    "variantUrl": "dist/hex/variants/9x9/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Hex (11×11)",
    "heading": "Hex (11×11)",
    "content": "The standard tournament size for Hex, used in all major competitions and online play. The 11×11 board provides 121 cells, offering enough depth for strategic play while keeping games to a manageable l",
    "anchor": "hex-1111",
    "variant": "standard",
    "variantUrl": "dist/hex/variants/standard/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Hex (11×11)",
    "heading": "Rules",
    "content": "Two players Black and White alternate turns placing one stone of their colour on any empty hexagonal cell. Black connects the top-left and bottom-right edges; White connects the top-right and bottom-l",
    "anchor": "rules",
    "variant": "standard",
    "variantUrl": "dist/hex/variants/standard/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Hex (11×11)",
    "heading": "Swap Rule",
    "content": "To offset the proven first-player advantage, the swap rule also called the pie rule is standard. After Black's first move, White may choose to either play normally place a White stone or swap colours,",
    "anchor": "swap-rule",
    "variant": "standard",
    "variantUrl": "dist/hex/variants/standard/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Hex (11×11)",
    "heading": "Strategy Notes",
    "content": "Centre cells are strongest. The acute corners where your two edges are closest are critical defensive positions. Ladder formations, bridges two stones one apart that cannot both be blocked, and edge t",
    "anchor": "strategy-notes",
    "variant": "standard",
    "variantUrl": "dist/hex/variants/standard/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Y",
    "heading": "Y",
    "content": "Invented by Claude Shannon and Craige Schensted in the 1950s. Played on a triangular board of hexagonal cells. Two players alternate placing stones. The first player to form a connected group touching",
    "anchor": "y",
    "variant": "y-game",
    "variantUrl": "dist/hex/variants/y-game/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Y",
    "heading": "Board",
    "content": "A triangular grid of hexagonal cells. Standard sizes range from side-length 9 to 15. Each edge of the triangle is one \"side\" — there are three sides total. Corner cells touch two edges simultaneously.",
    "anchor": "board",
    "variant": "y-game",
    "variantUrl": "dist/hex/variants/y-game/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Y",
    "heading": "Setup",
    "content": "The board starts empty. Black plays first.",
    "anchor": "setup",
    "variant": "y-game",
    "variantUrl": "dist/hex/variants/y-game/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Y",
    "heading": "Rules",
    "content": "1. Players alternate placing one stone of their colour on any empty cell 2. Stones never move or are captured once placed 3. The first player to form a single connected group of their stones that touc",
    "anchor": "rules",
    "variant": "y-game",
    "variantUrl": "dist/hex/variants/y-game/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Y",
    "heading": "Key Differences from Hex",
    "content": "Hex ----- Rhombus/parallelogram 4 2 per player Connect YOUR 2 opposite edges Corners belong to one player's edges Impossible Hex property",
    "anchor": "key-differences-from-hex",
    "variant": "y-game",
    "variantUrl": "dist/hex/variants/y-game/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Y",
    "heading": "Why This Tests the Engine",
    "content": "Y generalises the connection-win mechanic from \"2 edges, each owned by a player\" to \"3 edges, first to touch all three\". The engine's hasPath traversal needs to detect multi-target connectivity — not ",
    "anchor": "why-this-tests-the-engine",
    "variant": "y-game",
    "variantUrl": "dist/hex/variants/y-game/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Y (Large — 15)",
    "heading": "Y (Large)",
    "content": "Y on a side-length 15 triangular board. With significantly more cells than the standard size, games develop greater strategic depth and allow more complex multi-edge threats.",
    "anchor": "y-large",
    "variant": "y-large",
    "variantUrl": "dist/hex/variants/y-large/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Y (Large — 15)",
    "heading": "Rules",
    "content": "Same as standard Y: two players alternate placing stones on empty cells of a triangular hex board. The first player to form a connected group touching all three edges wins. The swap rule applies.",
    "anchor": "rules",
    "variant": "y-large",
    "variantUrl": "dist/hex/variants/y-large/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Y (Large — 15)",
    "heading": "Differences from Standard Y",
    "content": "The larger board means single-edge contact is easy to achieve, but completing the three-edge connection requires sustained positional pressure. Defensive play is more viable at this scale. Games run c",
    "anchor": "differences-from-standard-y",
    "variant": "y-large",
    "variantUrl": "dist/hex/variants/y-large/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Y (Small — 9)",
    "heading": "Y (Small)",
    "content": "Compact Y variant for quicker games. The smaller triangular board makes three-edge connections achievable in fewer moves, putting more emphasis on tactical reading than long-range planning.",
    "anchor": "y-small",
    "variant": "y-small",
    "variantUrl": "dist/hex/variants/y-small/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Y (Small — 9)",
    "heading": "Rules",
    "content": "Same as standard Y: two players alternate placing stones on empty cells of a triangular hex board. The first player to form a connected group touching all three edges wins. The swap rule applies.",
    "anchor": "rules",
    "variant": "y-small",
    "variantUrl": "dist/hex/variants/y-small/"
  },
  {
    "game": "hex",
    "gameTitle": "Hex",
    "section": "Y (Small — 9)",
    "heading": "Differences from Standard Y",
    "content": "With fewer cells, most moves are within reach of at least one edge, making early contact inevitable. Games are decided by which player can efficiently connect their scattered edge contacts through the",
    "anchor": "differences-from-standard-y",
    "variant": "y-small",
    "variantUrl": "dist/hex/variants/y-small/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "1904 Original",
    "heading": "1904 Original",
    "content": "This is the ruleset as described in US Patent 748,626, granted January 5, 1904. It predates houses, Chance cards, and auctions. Players begin by drawing lot tickets rather than purchasing lots as they",
    "anchor": "1904-original",
    "variant": "1904-original",
    "variantUrl": "dist/landlords-game/variants/1904-original/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "1904 Original",
    "heading": "Setup",
    "content": "- Each player begins with $500. - Shuffle the 22 lot tickets. Players draw one at a time, taking turns, until 12 tickets in total have been taken. Remaining tickets are returned to the Wages box. - Al",
    "anchor": "setup",
    "variant": "1904-original",
    "variantUrl": "dist/landlords-game/variants/1904-original/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "1904 Original",
    "heading": "Rules",
    "content": "Movement: On each turn, throw both dice and move forward the combined number of spaces. Follow the rule for the space landed on. MOTHER EARTH: Receive $100 wages from the Wages box each time this spac",
    "anchor": "rules",
    "variant": "1904-original",
    "variantUrl": "dist/landlords-game/variants/1904-original/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "1904 Original",
    "heading": "Winning",
    "content": "The game ends when the last player passes MOTHER EARTH for the fifth time. Each player counts their total wealth: - Lot card values face value of each lot ticket held - Cash on hand - Luxury tickets e",
    "anchor": "winning",
    "variant": "1904-original",
    "variantUrl": "dist/landlords-game/variants/1904-original/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "1904 Original",
    "heading": "Attribution",
    "content": "1904 Original. Rules from US Patent 748,626, granted January 5, 1904. Designed by Elizabeth J. Magie. Public domain patent expired 1921. Sources: US Patent 748,626 public domain; hoelzl/L3 GitHub repo",
    "anchor": "attribution",
    "variant": "1904-original",
    "variantUrl": "dist/landlords-game/variants/1904-original/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "1906 Commercial Edition",
    "heading": "1906 Commercial Edition",
    "content": "Published by the Economic Game Company of New York in 1906, this edition introduced the rules that most subsequent versions of The Landlord's Game would follow: Title Deed cards purchased by auction, ",
    "anchor": "1906-commercial-edition",
    "variant": "1906-commercial",
    "variantUrl": "dist/landlords-game/variants/1906-commercial/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "1906 Commercial Edition",
    "heading": "Setup",
    "content": "- Starting cash: $600 per player 2 players, $500 per player 3 players, $400 per player 4 players. - Shuffle the green Title Deed cards and deal 24 cards one at a time to the left. Each player may purc",
    "anchor": "setup",
    "variant": "1906-commercial",
    "variantUrl": "dist/landlords-game/variants/1906-commercial/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "1906 Commercial Edition",
    "heading": "Rules",
    "content": "Movement: On each turn, throw the dice and move forward that many spaces. Follow the rule for the space landed on. MOTHER EARTH: Receive $100 wages from MISCELLANEOUS each time this space is reached o",
    "anchor": "rules",
    "variant": "1906-commercial",
    "variantUrl": "dist/landlords-game/variants/1906-commercial/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "1906 Commercial Edition",
    "heading": "Houses",
    "content": "Players may erect up to 3 houses per lot. House rent of $10 per house is paid by any player stopping on that lot, in addition to land rent. Land rent table base / 1 house / 2 houses / 3 houses: 1 hous",
    "anchor": "houses",
    "variant": "1906-commercial",
    "variantUrl": "dist/landlords-game/variants/1906-commercial/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "1906 Commercial Edition",
    "heading": "Winning",
    "content": "The game ends by agreement or when play cannot continue. The player with the most total wealth wins. Scoring: every Title Deed card counts 100; every house counts 100; add cash on hand.",
    "anchor": "winning",
    "variant": "1906-commercial",
    "variantUrl": "dist/landlords-game/variants/1906-commercial/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "1906 Commercial Edition",
    "heading": "Attribution",
    "content": "1906 Commercial Edition. Rules from the Economic Game Company edition, New York, 1906. Designed by Elizabeth J. Magie. Public domain. Source: landlordsgame.info/rules/lg-1906rulebook.html transcriptio",
    "anchor": "attribution",
    "variant": "1906-commercial",
    "variantUrl": "dist/landlords-game/variants/1906-commercial/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Monarch of the World",
    "heading": "Monarch of the World",
    "content": "Monarch of the World is a pedagogical demonstration from the 1906 Economic Game Company edition, not a competitive game. One player takes the role of the Landlord and holds all land from the start; th",
    "anchor": "monarch-of-the-world",
    "variant": "monarch-of-the-world",
    "variantUrl": "dist/landlords-game/variants/monarch-of-the-world/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Monarch of the World",
    "heading": "Setup",
    "content": "- One player takes the role of the Landlord and holds all 22 Title Deed cards from the start of the game. - All remaining players take all other advantages — houses, utilities, railroads, and Chance c",
    "anchor": "setup",
    "variant": "monarch-of-the-world",
    "variantUrl": "dist/landlords-game/variants/monarch-of-the-world/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Monarch of the World",
    "heading": "Rules",
    "content": "Play proceeds under 1906 Commercial Edition rules with the starting positions above. The Landlord charges rent on every lot space, since they own all lots from the beginning. Other players control all",
    "anchor": "rules",
    "variant": "monarch-of-the-world",
    "variantUrl": "dist/landlords-game/variants/monarch-of-the-world/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Monarch of the World",
    "heading": "Winning",
    "content": "The demonstration is designed to reach a predetermined conclusion. Despite holding no wages and no starting cash, the Landlord collects rent every time another player lands on any lot space — which is",
    "anchor": "winning",
    "variant": "monarch-of-the-world",
    "variantUrl": "dist/landlords-game/variants/monarch-of-the-world/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Monarch of the World",
    "heading": "Attribution",
    "content": "Monarch of the World. Rules from the Economic Game Company edition, New York, 1906. Designed by Elizabeth J. Magie. Public domain. Source: landlordsgame.info/rules/lg-1906rulebook.html transcription v",
    "anchor": "attribution",
    "variant": "monarch-of-the-world",
    "variantUrl": "dist/landlords-game/variants/monarch-of-the-world/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Prosperity",
    "heading": "Prosperity",
    "content": "Published under US Patent 1,509,312 by the Adgame Company of Washington, D.C. in 1932, this is Elizabeth Magie Phillips' final design. Despite sharing a board with \"The Landlord's Game\" printed on the",
    "anchor": "prosperity",
    "variant": "prosperity",
    "variantUrl": "dist/landlords-game/variants/prosperity/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Prosperity",
    "heading": "Components",
    "content": "Quantity --- 1 20 3 3 16 40 4 1 4 1 2 $6,600 total",
    "anchor": "components",
    "variant": "prosperity",
    "variantUrl": "dist/landlords-game/variants/prosperity/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Prosperity",
    "heading": "Setup",
    "content": "- 4 players. Each receives $500 starting cash, 1 checker, 1 improvement tag, and 1 No Trespassing sign tag matches checker colour. - Shuffle all 42 cards and deal one at a time until each player has 8",
    "anchor": "setup",
    "variant": "prosperity",
    "variantUrl": "dist/landlords-game/variants/prosperity/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Prosperity",
    "heading": "Movement",
    "content": "Direction: Clockwise to the left from the Wages corner. Dice: Roll 2d6 and move forward that many spaces. Count the Jail space as 1, Wayback as 2, etc. Follow the rule for the space landed on. Doubles",
    "anchor": "movement",
    "variant": "prosperity",
    "variantUrl": "dist/landlords-game/variants/prosperity/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Prosperity",
    "heading": "Chance Cube",
    "content": "Thrown only after rolling doubles, after completing the normal move. Six faces: Effect --- Caught robbing a hen-roost. Go to Jail. 10 Draw a card from the board For Sale pile. 20 Loss by fire. Return ",
    "anchor": "chance-cube",
    "variant": "prosperity",
    "variantUrl": "dist/landlords-game/variants/prosperity/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Prosperity",
    "heading": "Space Rules",
    "content": "Land In Use green spaces: Pay land rent to the owner. If you own the space, take rent from the board. If the card is still on the For Sale pile, highest bidder takes the card; the landing player has f",
    "anchor": "space-rules",
    "variant": "prosperity",
    "variantUrl": "dist/landlords-game/variants/prosperity/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Prosperity",
    "heading": "Property Rules",
    "content": "No Trespassing signs: Place on any green Land In Use space you own. Any other player who lands there is sent to Jail. When 4 or more signs are placed on one side of the board, land rent on that entire",
    "anchor": "property-rules",
    "variant": "prosperity",
    "variantUrl": "dist/landlords-game/variants/prosperity/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Prosperity",
    "heading": "Winning",
    "content": "The first player to accumulate $3,000 in cash wins. Players may agree to raise this limit before play begins.",
    "anchor": "winning",
    "variant": "prosperity",
    "variantUrl": "dist/landlords-game/variants/prosperity/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Prosperity",
    "heading": "Attribution",
    "content": "Prosperity. Published by the Adgame Company Inc., Washington, D.C., 1932. Designed by Elizabeth Magie Phillips. US Patent 1,509,312 filed 1923, granted 1924. Public domain patent expired 1941. Sources",
    "anchor": "attribution",
    "variant": "prosperity",
    "variantUrl": "dist/landlords-game/variants/prosperity/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Single Tax",
    "heading": "Single Tax",
    "content": "The Single Tax rules appear in the 1906 Economic Game Company edition as a variant that can be entered mid-game by majority vote. They enact Henry George's single-tax philosophy through play: land ren",
    "anchor": "single-tax",
    "variant": "single-tax",
    "variantUrl": "dist/landlords-game/variants/single-tax/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Single Tax",
    "heading": "Setup",
    "content": "As per the 1906 Commercial Edition. Single Tax mode may be entered at any point during a 1906 Commercial Edition game when at least 2 players vote to switch. Players keep all current holdings when swi",
    "anchor": "setup",
    "variant": "single-tax",
    "variantUrl": "dist/landlords-game/variants/single-tax/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Single Tax",
    "heading": "Rules",
    "content": "Rule 1: No taxes on Absolute Necessities. Blue spaces Food, Fuel, Shelter, Clothing are free under Single Tax. Rule 2: All land rent is paid into the Public Treasury for public improvements, not to in",
    "anchor": "rules",
    "variant": "single-tax",
    "variantUrl": "dist/landlords-game/variants/single-tax/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Single Tax",
    "heading": "Winning",
    "content": "The Single Tax mode has no individual winner. The game demonstrates Henry George's single-tax principle through play: as the Public Treasury accumulates and acquires utilities, railroads, and colleges",
    "anchor": "winning",
    "variant": "single-tax",
    "variantUrl": "dist/landlords-game/variants/single-tax/"
  },
  {
    "game": "landlords-game",
    "gameTitle": "The Landlord's Game",
    "section": "Single Tax",
    "heading": "Attribution",
    "content": "Single Tax. Rules from the Economic Game Company edition, New York, 1906. Designed by Elizabeth J. Magie. Public domain. Sources: landlordsgame.info/rules/lg-1906rulebook.html transcription via hoelzl",
    "anchor": "attribution",
    "variant": "single-tax",
    "variantUrl": "dist/landlords-game/variants/single-tax/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Aviation",
    "heading": "Aviation",
    "content": "Published by H.P. Gibson & Sons Ltd., London. One of the four games in the Gibson hidden-rank warfare series alongside L'Attaque, Dover Patrol, and Tri-Tactics. This description is sourced from the or",
    "anchor": "aviation",
    "variant": "aviation",
    "variantUrl": "dist/lattaque/variants/aviation/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Aviation",
    "heading": "Board",
    "content": "8 columns A–H × 11 rows 1–11. The entire playing surface is the aerial theatre no land/sea distinction for movement. Each player has an Aerodrome — a 2-square area in the middle of their back rank. Th",
    "anchor": "board",
    "variant": "aviation",
    "variantUrl": "dist/lattaque/variants/aviation/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Aviation",
    "heading": "Pieces (42 per player)",
    "content": "Fleet — 32 numbered flying units: Name --- T.S.F. Squadron S.S.F. Squadron Bomber Squadron Flight of T.S. Fighters Flight of S.S. Fighters Airships Troop Carriers Twin-Seater Fighters Single-Seater Fi",
    "anchor": "pieces-42-per-player",
    "variant": "aviation",
    "variantUrl": "dist/lattaque/variants/aviation/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Aviation",
    "heading": "Troop Carrier Special Rules",
    "content": "- Troop Carriers move only diagonally one square diagonal per move. - When attacked by a piece of value 5 or higher Airship, Flight of S.S. Fighters, Flight of T.S. Fighters, Bomber Squadron, S.S.F. S",
    "anchor": "troop-carrier-special-rules",
    "variant": "aviation",
    "variantUrl": "dist/lattaque/variants/aviation/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Aviation",
    "heading": "Searchlight and Anti-Aircraft Gun System",
    "content": "The Searchlight + AAA Gun ranging system is unique to Aviation: - A Searchlight may illuminate an area around it, revealing the identity of hidden enemy pieces within a defined radius. - An Anti-Aircr",
    "anchor": "searchlight-and-anti-aircraft-gun-system",
    "variant": "aviation",
    "variantUrl": "dist/lattaque/variants/aviation/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Aviation",
    "heading": "Movement",
    "content": "- One square per turn: orthogonal forwards, backwards, sideways. Never diagonally — except Troop Carriers which move diagonally only. - Pieces stand face-down throughout; hidden from opponent until re",
    "anchor": "movement",
    "variant": "aviation",
    "variantUrl": "dist/lattaque/variants/aviation/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Aviation",
    "heading": "Combat",
    "content": "- Attack declared when moving adjacent to an enemy piece. Both reveal; higher value wins; equal values: both removed. - Troop Carrier exception: driven back rather than removed when attacked by value ",
    "anchor": "combat",
    "variant": "aviation",
    "variantUrl": "dist/lattaque/variants/aviation/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Aviation",
    "heading": "Attribution",
    "content": "Aviation. Published by H.P. Gibson & Sons Ltd., London. Part of the Gibson hidden-rank warfare series alongside L’Attaque, Dover Patrol, and Tri-Tactics. Also included as the air component of Tri-Tact",
    "anchor": "attribution",
    "variant": "aviation",
    "variantUrl": "dist/lattaque/variants/aviation/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Dover Patrol",
    "heading": "Dover Patrol",
    "content": "Also titled Naval Tactics. Published by H.P. Gibson & Sons, London. One of the four games in the Gibson hidden-rank warfare series alongside L'Attaque, Aviation, and Tri-Tactics. Dover Patrol is a Cap",
    "anchor": "dover-patrol",
    "variant": "dover-patrol",
    "variantUrl": "dist/lattaque/variants/dover-patrol/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Dover Patrol",
    "heading": "Board",
    "content": "8 columns A–H × 12 rows 1–12. The entire playing surface is Sea; there is no land terrain. All movement and combat uses naval rules throughout. Each player's side has a Harbour — a 3×3 walled area in ",
    "anchor": "board",
    "variant": "dover-patrol",
    "variantUrl": "dist/lattaque/variants/dover-patrol/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Dover Patrol",
    "heading": "Pieces (40 per player, plus 1 Flag)",
    "content": "The FLAG is a separate clip not a standing piece. It is placed on the Base at the start of the game. It is not a piece in its own right but is clipped to whichever ship carries it. Fleet — 30 numbered",
    "anchor": "pieces-40-per-player-plus-1-flag",
    "variant": "dover-patrol",
    "variantUrl": "dist/lattaque/variants/dover-patrol/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Dover Patrol",
    "heading": "Movement",
    "content": "Players alternate turns. Each piece moves one square — forwards, backwards, or sideways. Never diagonally. This applies even when carrying a Flag. Flying Boat exception: The Flying Boat moves two squa",
    "anchor": "movement",
    "variant": "dover-patrol",
    "variantUrl": "dist/lattaque/variants/dover-patrol/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Dover Patrol",
    "heading": "Combat",
    "content": "Pieces cannot move into an occupied square. When a piece moves adjacent back to back to an enemy piece, the player may choose to attack by declaring “Attack!” Attacking is optional; the move passes wh",
    "anchor": "combat",
    "variant": "dover-patrol",
    "variantUrl": "dist/lattaque/variants/dover-patrol/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Dover Patrol",
    "heading": "Special Piece Rules",
    "content": "MINES stationary: - Mines never move. Pretending to move a Mine to deceive the opponent is not permitted. - Any ship — except Mine Sweepers, Mine Layers, and Flying Boats — that moves into the attacki",
    "anchor": "special-piece-rules",
    "variant": "dover-patrol",
    "variantUrl": "dist/lattaque/variants/dover-patrol/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Dover Patrol",
    "heading": "The Flag and the Harbour",
    "content": "Capturing the Flag: - The Flag remains on the Base until a ship moves onto the Base square to capture it. - Only the Flying Boat can approach the Base through the Harbour Wall. All other ships must en",
    "anchor": "the-flag-and-the-harbour",
    "variant": "dover-patrol",
    "variantUrl": "dist/lattaque/variants/dover-patrol/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Dover Patrol",
    "heading": "Shorter Game Variants",
    "content": "The rulebook includes four shorter variants: 1. First Capture: Same rules but the winner is the first player to capture the opponent’s Flag occupy the opponent’s Base. 2. Flagship Hunt: Ignore the Har",
    "anchor": "shorter-game-variants",
    "variant": "dover-patrol",
    "variantUrl": "dist/lattaque/variants/dover-patrol/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Dover Patrol",
    "heading": "Attribution",
    "content": "The “Dover Patrol” or Naval Tactics. Published by H.P. Gibson & Sons Ltd., London. Part of the Gibson hidden-rank warfare series alongside L’Attaque, Aviation, and Tri-Tactics. Public domain rule set.",
    "anchor": "attribution",
    "variant": "dover-patrol",
    "variantUrl": "dist/lattaque/variants/dover-patrol/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "L'Attaque (Standard)",
    "heading": "L'Attaque (Standard)",
    "content": "Designed by Hermance Edan. Patent filed France 26 November 1908; game first sold 1910 by Au Jeu Retrouvé. Rights acquired 1925 by H.P. Gibson & Sons, London, who published it in Britain until at least",
    "anchor": "lattaque-standard",
    "variant": "standard",
    "variantUrl": "dist/lattaque/variants/standard/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "L'Attaque (Standard)",
    "heading": "Board",
    "content": "9 columns × 10 rows. Three lake areas in the centre of the board are impassable — no piece may enter or pass through a lake square. Each lake occupies 1 column × 2 rows. The three lakes are positioned",
    "anchor": "board",
    "variant": "standard",
    "variantUrl": "dist/lattaque/variants/standard/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "L'Attaque (Standard)",
    "heading": "Piece Set (36 per player)",
    "content": "Piece Movement --- --- Commander-in-chief 1 step ortho Brigadier General 1 step ortho Colonel 1 step ortho Commandant 1 step ortho Captain 1 step ortho Lieutenant 1 step ortho Sergeant 1 step ortho Sa",
    "anchor": "piece-set-36-per-player",
    "variant": "standard",
    "variantUrl": "dist/lattaque/variants/standard/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "L'Attaque (Standard)",
    "heading": "Setup",
    "content": "Each player positions all 36 pieces face-down on their own half of the board the four rows nearest their side, in any arrangement they choose. The opponent cannot see piece ranks. Lake squares remain ",
    "anchor": "setup",
    "variant": "standard",
    "variantUrl": "dist/lattaque/variants/standard/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "L'Attaque (Standard)",
    "heading": "Movement",
    "content": "Players alternate turns. On each turn, a player moves one piece: - Most pieces: 1 step orthogonally up, down, left, right. Cannot enter a lake square or a square occupied by any piece. - Scout: Slides",
    "anchor": "movement",
    "variant": "standard",
    "variantUrl": "dist/lattaque/variants/standard/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "L'Attaque (Standard)",
    "heading": "Combat",
    "content": "Pieces cannot move into a square occupied by another piece. Instead, when a player moves a piece adjacent to an enemy piece back to back, the active player may choose to attack. If the player chooses ",
    "anchor": "combat",
    "variant": "standard",
    "variantUrl": "dist/lattaque/variants/standard/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "L'Attaque (Standard)",
    "heading": "Hidden Information",
    "content": "Piece ranks remain hidden from the opponent until revealed in combat. Once a piece has been revealed in combat, its identity is known to both players.",
    "anchor": "hidden-information",
    "variant": "standard",
    "variantUrl": "dist/lattaque/variants/standard/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "L'Attaque (Standard)",
    "heading": "Win Conditions",
    "content": "- Capture the opponent's Flag: immediate win. - Leave the opponent with no movable pieces all remaining pieces are Mines and Flag: win.",
    "anchor": "win-conditions",
    "variant": "standard",
    "variantUrl": "dist/lattaque/variants/standard/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "L'Attaque (Standard)",
    "heading": "Attribution",
    "content": "L'Attaque. Designed by Hermance Edan. French patent No. 396,795 filed 26 November 1908. First published 1910 by Au Jeu Retrouvé, France. Rights acquired 1925 by H.P. Gibson & Sons, London. Public doma",
    "anchor": "attribution",
    "variant": "standard",
    "variantUrl": "dist/lattaque/variants/standard/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Tri-Tactics",
    "heading": "Tri-Tactics",
    "content": "Also titled The Great Game of Tactics on Land, Sea and in the Air. Published by H.P. Gibson & Sons Ltd., London. Revised edition. A combination of the three Gibson hidden-rank games — Dover Patrol Nav",
    "anchor": "tri-tactics",
    "variant": "tri-tactics",
    "variantUrl": "dist/lattaque/variants/tri-tactics/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Tri-Tactics",
    "heading": "Board",
    "content": "12 columns A–L × 12 rows 1–12. A custom printed board combining land green and sea blue, bilaterally symmetric. Each player's half of the board contains an equal portion of both. The coastline is irre",
    "anchor": "board",
    "variant": "tri-tactics",
    "variantUrl": "dist/lattaque/variants/tri-tactics/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Tri-Tactics",
    "heading": "Pieces (56 per player)",
    "content": "LAND FORCE — Infantry native element: Land: Name --- Battalion Brigade Division Army Corps Army LAND FORCE — Artillery native element: Land: Name --- Anti-Aircraft Gun Field Artillery Heavy Artillery ",
    "anchor": "pieces-56-per-player",
    "variant": "tri-tactics",
    "variantUrl": "dist/lattaque/variants/tri-tactics/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Tri-Tactics",
    "heading": "Movement",
    "content": "- One square per turn: backwards, forwards, or sideways. Never diagonally. - Pieces move onto unoccupied squares only. - Searchlight exception: may move any number of squares in a straight orthogonal ",
    "anchor": "movement",
    "variant": "tri-tactics",
    "variantUrl": "dist/lattaque/variants/tri-tactics/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Tri-Tactics",
    "heading": "Attack",
    "content": "- Optional: when adjacent to an enemy piece, a player may say “Attack!” or “No Attack.” - On “Attack!”: both players reveal their pieces; lower-valued piece is removed; higher piece remains on its cur",
    "anchor": "attack",
    "variant": "tri-tactics",
    "variantUrl": "dist/lattaque/variants/tri-tactics/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Tri-Tactics",
    "heading": "Out-of-Element Forfeiture",
    "content": "Pieces may move out of their native element for tactical purposes, but are immediately forfeit removed if attacked while out of element: - Land piece Infantry or Artillery on Sea, attacked by: ANY Nav",
    "anchor": "out-of-element-forfeiture",
    "variant": "tri-tactics",
    "variantUrl": "dist/lattaque/variants/tri-tactics/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Tri-Tactics",
    "heading": "The Lake (Naval Base)",
    "content": "- No permanent occupation: a piece may move onto the Lake square but must move off on its very next turn. Any piece remaining on the Lake for more than one move is forfeit. - Entry restriction: to cap",
    "anchor": "the-lake-naval-base",
    "variant": "tri-tactics",
    "variantUrl": "dist/lattaque/variants/tri-tactics/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Tri-Tactics",
    "heading": "H.Q. (Headquarters)",
    "content": "- No permanent occupation: same rule as the Lake. Piece may transit through but must move off next turn; any piece remaining more than one move is forfeit. - Infantry victory only: only Land Infantry ",
    "anchor": "hq-headquarters",
    "variant": "tri-tactics",
    "variantUrl": "dist/lattaque/variants/tri-tactics/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Tri-Tactics",
    "heading": "River",
    "content": "- River squares may be used by Land, Sea, or Air pieces. - The element of a River square is dynamically determined by whichever piece currently occupies it. - If a Land piece is on the River mouth, th",
    "anchor": "river",
    "variant": "tri-tactics",
    "variantUrl": "dist/lattaque/variants/tri-tactics/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Tri-Tactics",
    "heading": "Coastline Rules",
    "content": "- Squares mostly-Sea = SEA; mostly-Land = LAND. - Cross-coastline attack Ship vs Land or Land vs Ship: the attacker is forfeit and removed — EXCEPT: - Heavy Artillery attacking Ships across the Coastl",
    "anchor": "coastline-rules",
    "variant": "tri-tactics",
    "variantUrl": "dist/lattaque/variants/tri-tactics/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Tri-Tactics",
    "heading": "Searchlights: Special Rules",
    "content": "- Can move any number of squares in a straight orthogonal line not diagonal to attack only. - May operate on Sea as well as Land without penalty. - Trigger out-of-element forfeiture when attacking out",
    "anchor": "searchlights-special-rules",
    "variant": "tri-tactics",
    "variantUrl": "dist/lattaque/variants/tri-tactics/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Tri-Tactics",
    "heading": "Win Conditions",
    "content": "First player to achieve either of the following wins: 1. Occupy the opponent’s H.Q. with a Land Infantry piece Battalion 1, Brigade 2, Division 3, Army Corps 4, or Army 5. Artillery cannot capture H.Q",
    "anchor": "win-conditions",
    "variant": "tri-tactics",
    "variantUrl": "dist/lattaque/variants/tri-tactics/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Tri-Tactics",
    "heading": "Value Table",
    "content": "Full cross-service combat resolution table. Row = Attacker; Column = Defender. Table key: - blank = nothing happens, both pieces remain. - X = both pieces removed. - Piece ID e.g. 4, FA, SM = that pie",
    "anchor": "value-table",
    "variant": "tri-tactics",
    "variantUrl": "dist/lattaque/variants/tri-tactics/"
  },
  {
    "game": "lattaque",
    "gameTitle": "L'Attaque",
    "section": "Tri-Tactics",
    "heading": "Attribution",
    "content": "“Tri-Tactics” or The Great Game of Tactics on Land, Sea and in the Air Revised Edition. Published by H.P. Gibson & Sons Ltd., London. Part of the Gibson hidden-rank warfare series alongside L’Attaque,",
    "anchor": "attribution",
    "variant": "tri-tactics",
    "variantUrl": "dist/lattaque/variants/tri-tactics/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Ayo",
    "heading": "Ayo",
    "content": "The Yoruba name for the Oware family of Mancala games, played in Nigeria and among Yoruba communities worldwide. The game is culturally significant in Yoruba tradition — historically associated with p",
    "anchor": "ayo",
    "variant": "ayo",
    "variantUrl": "dist/mancala/variants/ayo/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Ayo",
    "heading": "Components",
    "content": "Qty ----- 1 48",
    "anchor": "components",
    "variant": "ayo",
    "variantUrl": "dist/mancala/variants/ayo/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Ayo",
    "heading": "Setup",
    "content": "48 seeds distributed equally, 4 per pit. No stores — captured seeds are held separately. Each player owns the 6 pits on their side.",
    "anchor": "setup",
    "variant": "ayo",
    "variantUrl": "dist/mancala/variants/ayo/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Ayo",
    "heading": "Rules",
    "content": "Sowing: Pick up all seeds from any one of your six pits. Sow counter-clockwise, one seed per pit, skipping the original pit if the circuit returns to it. Capture: If the last seed lands in an opponent",
    "anchor": "rules",
    "variant": "ayo",
    "variantUrl": "dist/mancala/variants/ayo/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Ayo",
    "heading": "End of Game",
    "content": "The game ends when one player has more than 24 seeds, when fewer than 4 seeds remain on the board and both players agree, or when a position repeats. Remaining seeds go to the player who owns those pi",
    "anchor": "end-of-game",
    "variant": "ayo",
    "variantUrl": "dist/mancala/variants/ayo/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Ayo",
    "heading": "Winning",
    "content": "The player with more captured seeds wins. 25 or more seeds wins outright.",
    "anchor": "winning",
    "variant": "ayo",
    "variantUrl": "dist/mancala/variants/ayo/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Ayo",
    "heading": "Attribution",
    "content": "Ayo. Traditional game, Yoruba people, Nigeria. Public domain. Source: Wikipedia CC-BY-SA; Russ, Laurence — The Complete Mancala Games Book 1984.",
    "anchor": "attribution",
    "variant": "ayo",
    "variantUrl": "dist/mancala/variants/ayo/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Bao",
    "heading": "Bao",
    "content": "The most strategically complex Mancala game in the world, played in Tanzania, Kenya, and across East Africa, particularly among the Swahili-speaking peoples. Bao uses a unique four-row board and a two",
    "anchor": "bao",
    "variant": "bao",
    "variantUrl": "dist/mancala/variants/bao/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Bao",
    "heading": "Components",
    "content": "Qty ----- 1 64",
    "anchor": "components",
    "variant": "bao",
    "variantUrl": "dist/mancala/variants/bao/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Bao",
    "heading": "Setup",
    "content": "The board is oriented with both players' inner rows facing each other. Each pit starts with 2 seeds. The four centre pits of each inner row positions 4 and 5 from each end are called kimbi — they will",
    "anchor": "setup",
    "variant": "bao",
    "variantUrl": "dist/mancala/variants/bao/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Bao",
    "heading": "Phase 1 — Namua (Seeding Phase)",
    "content": "Players take turns introducing seeds from a reserve of seeds outside the board. On each turn, a player places one seed from reserve into any pit in their inner row that already contains seeds. That pi",
    "anchor": "phase-1-namua-seeding-phase",
    "variant": "bao",
    "variantUrl": "dist/mancala/variants/bao/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Bao",
    "heading": "Phase 2 — Mtaji (Capture Phase)",
    "content": "Players alternate turns. On each turn, you must make a capturing move if one is available. Capture move: Pick up seeds from any inner-row pit that, when sown, will land opposite a non-empty opponent i",
    "anchor": "phase-2-mtaji-capture-phase",
    "variant": "bao",
    "variantUrl": "dist/mancala/variants/bao/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Bao",
    "heading": "Winning",
    "content": "You win when your opponent's inner row has no seeds, or when your opponent has no legal move.",
    "anchor": "winning",
    "variant": "bao",
    "variantUrl": "dist/mancala/variants/bao/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Bao",
    "heading": "Attribution",
    "content": "Bao. Traditional game, Tanzania and East Africa. Public domain. Sources: de Voogt, Alex — Mancala Board Games 1997; Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "bao",
    "variantUrl": "dist/mancala/variants/bao/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Congkak",
    "heading": "Congkak",
    "content": "The traditional Mancala game of the Malay Archipelago, widely played in Malaysia, Indonesia, Singapore, and Brunei. The word comes from the Malay congkak to count. Congkak uses a boat-shaped wooden bo",
    "anchor": "congkak",
    "variant": "congkak",
    "variantUrl": "dist/mancala/variants/congkak/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Congkak",
    "heading": "Components",
    "content": "Qty ----- 1 98",
    "anchor": "components",
    "variant": "congkak",
    "variantUrl": "dist/mancala/variants/congkak/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Congkak",
    "heading": "Setup",
    "content": "7 seeds in each of the 14 playing pits. Both houses start empty. Each player owns the 7 pits on their side and the house to their right.",
    "anchor": "setup",
    "variant": "congkak",
    "variantUrl": "dist/mancala/variants/congkak/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Congkak",
    "heading": "Rules",
    "content": "Simultaneous start: Both players start sowing simultaneously from any pit of their choice. The first player whose hand meets the other's hand they collide in sowing must stop and wait for the other pl",
    "anchor": "rules",
    "variant": "congkak",
    "variantUrl": "dist/mancala/variants/congkak/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Congkak",
    "heading": "Dead Pits",
    "content": "Empty pits on your side that you have triggered last seed landed there, no capture become dead pits. They cannot be played from on future turns. At the start of your next round, you may buy back a dea",
    "anchor": "dead-pits",
    "variant": "congkak",
    "variantUrl": "dist/mancala/variants/congkak/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Congkak",
    "heading": "End of Game",
    "content": "The game ends when one player has no seeds on their side and cannot buy back any dead pits. Count seeds in each house.",
    "anchor": "end-of-game",
    "variant": "congkak",
    "variantUrl": "dist/mancala/variants/congkak/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Congkak",
    "heading": "Winning",
    "content": "The player with more seeds in their house wins. With 98 seeds total, 50 or more wins.",
    "anchor": "winning",
    "variant": "congkak",
    "variantUrl": "dist/mancala/variants/congkak/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Congkak",
    "heading": "Attribution",
    "content": "Congkak. Traditional game, Malay Archipelago. Public domain. Source: Wikipedia CC-BY-SA; Russ, Laurence — The Complete Mancala Games Book 1984.",
    "anchor": "attribution",
    "variant": "congkak",
    "variantUrl": "dist/mancala/variants/congkak/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Kalah",
    "heading": "Kalah",
    "content": "The standard Western form of Mancala, designed in the United States by William Julius Champion Jr. in the 1940s and marketed as a commercial game. Widely available and the most commonly taught variant",
    "anchor": "kalah",
    "variant": "kalah",
    "variantUrl": "dist/mancala/variants/kalah/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Kalah",
    "heading": "Components",
    "content": "Qty ----- 1 72",
    "anchor": "components",
    "variant": "kalah",
    "variantUrl": "dist/mancala/variants/kalah/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Kalah",
    "heading": "Setup",
    "content": "Each of the 12 pits begins with 6 seeds. The two stores also called Kalahs begin empty. Each player owns the store to their right and the 6 pits on their side of the board.",
    "anchor": "setup",
    "variant": "kalah",
    "variantUrl": "dist/mancala/variants/kalah/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Kalah",
    "heading": "Rules",
    "content": "Sowing: On your turn, pick up all seeds from any one of your six pits. Sow them one at a time into consecutive pits, moving counter-clockwise to the right along your row, then through your store, then",
    "anchor": "rules",
    "variant": "kalah",
    "variantUrl": "dist/mancala/variants/kalah/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Kalah",
    "heading": "End of Game",
    "content": "When one player's six pits are all empty at the start of their turn, the game ends. The opposing player sweeps all remaining seeds on their side into their own store.",
    "anchor": "end-of-game",
    "variant": "kalah",
    "variantUrl": "dist/mancala/variants/kalah/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Kalah",
    "heading": "Winning",
    "content": "The player with more seeds in their store wins. With 72 seeds total, 37 wins.",
    "anchor": "winning",
    "variant": "kalah",
    "variantUrl": "dist/mancala/variants/kalah/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Kalah",
    "heading": "Attribution",
    "content": "Kalah. Designed by William Julius Champion Jr., USA, 1940s. Public domain rules. Source: Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "kalah",
    "variantUrl": "dist/mancala/variants/kalah/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Oware",
    "heading": "Oware",
    "content": "The most internationally recognised Mancala variant, originating in Ghana and widely played across West Africa, the Caribbean, and the Ghanaian diaspora. Known under many regional names including Awal",
    "anchor": "oware",
    "variant": "oware",
    "variantUrl": "dist/mancala/variants/oware/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Oware",
    "heading": "Components",
    "content": "Qty ----- 1 48",
    "anchor": "components",
    "variant": "oware",
    "variantUrl": "dist/mancala/variants/oware/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Oware",
    "heading": "Setup",
    "content": "48 seeds distributed equally, 4 per pit. No stores on the board; captured seeds are held separately by each player. Each player owns the 6 pits on their side.",
    "anchor": "setup",
    "variant": "oware",
    "variantUrl": "dist/mancala/variants/oware/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Oware",
    "heading": "Rules",
    "content": "Sowing: Pick up all seeds from any one of your six pits. Sow counter-clockwise, one seed per pit, skipping the pit you lifted from if the circuit returns to it only relevant with large counts. Capture",
    "anchor": "rules",
    "variant": "oware",
    "variantUrl": "dist/mancala/variants/oware/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Oware",
    "heading": "End of Game",
    "content": "The game ends when one player captures more than 24 seeds majority of 48, when both players agree to end with fewer than 4 seeds remaining on the board, or when the same board position repeats. Remain",
    "anchor": "end-of-game",
    "variant": "oware",
    "variantUrl": "dist/mancala/variants/oware/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Oware",
    "heading": "Winning",
    "content": "The player with more captured seeds wins. 25 or more seeds wins outright.",
    "anchor": "winning",
    "variant": "oware",
    "variantUrl": "dist/mancala/variants/oware/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Oware",
    "heading": "Attribution",
    "content": "Oware. Traditional game, Ghana and West Africa. Public domain. Source: Wikipedia CC-BY-SA; Russ, Laurence — The Complete Mancala Games Book 1984.",
    "anchor": "attribution",
    "variant": "oware",
    "variantUrl": "dist/mancala/variants/oware/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Pallanguzhi",
    "heading": "Pallanguzhi",
    "content": "A traditional South Indian Mancala game played predominantly in Tamil Nadu and Kerala, as well as among Tamil-speaking communities in Sri Lanka, Singapore, and Malaysia. The name comes from Tamil: pal",
    "anchor": "pallanguzhi",
    "variant": "pallanguzhi",
    "variantUrl": "dist/mancala/variants/pallanguzhi/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Pallanguzhi",
    "heading": "Components",
    "content": "Qty ----- 1 146",
    "anchor": "components",
    "variant": "pallanguzhi",
    "variantUrl": "dist/mancala/variants/pallanguzhi/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Pallanguzhi",
    "heading": "Setup",
    "content": "Place 12 seeds in each of the 14 pits 168 seeds total. No stores on the board — captured seeds are held separately.",
    "anchor": "setup",
    "variant": "pallanguzhi",
    "variantUrl": "dist/mancala/variants/pallanguzhi/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Pallanguzhi",
    "heading": "Rules",
    "content": "Sowing: Pick up all seeds from any pit on your side. Sow one seed per pit, moving counter-clockwise right along your row, then into the opponent's row. Relay: After sowing, pick up all seeds from the ",
    "anchor": "rules",
    "variant": "pallanguzhi",
    "variantUrl": "dist/mancala/variants/pallanguzhi/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Pallanguzhi",
    "heading": "End of Game",
    "content": "The game ends when a player cannot fill seven pits to begin their turn. Seeds are returned from the store at a cost of 12 seeds per pit to fill pits from store. When a player cannot afford to fill any",
    "anchor": "end-of-game",
    "variant": "pallanguzhi",
    "variantUrl": "dist/mancala/variants/pallanguzhi/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Pallanguzhi",
    "heading": "Winning",
    "content": "The player who captures all 168 seeds wins the opponent cannot refill any pit to continue playing.",
    "anchor": "winning",
    "variant": "pallanguzhi",
    "variantUrl": "dist/mancala/variants/pallanguzhi/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Pallanguzhi",
    "heading": "Attribution",
    "content": "Pallanguzhi. Traditional game, Tamil Nadu, India. Public domain. Source: Wikipedia CC-BY-SA; Russ, Laurence — The Complete Mancala Games Book 1984.",
    "anchor": "attribution",
    "variant": "pallanguzhi",
    "variantUrl": "dist/mancala/variants/pallanguzhi/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Sungka",
    "heading": "Sungka",
    "content": "The traditional Mancala game of the Philippines, played across the archipelago for centuries. The board sungkaan is traditionally carved from a single piece of wood in a boat shape, with seven playing",
    "anchor": "sungka",
    "variant": "sungka",
    "variantUrl": "dist/mancala/variants/sungka/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Sungka",
    "heading": "Components",
    "content": "Qty ----- 1 98",
    "anchor": "components",
    "variant": "sungka",
    "variantUrl": "dist/mancala/variants/sungka/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Sungka",
    "heading": "Setup",
    "content": "7 seeds in each of the 14 playing pits. Both heads start empty. Each player owns the 7 pits on their side and the head to their left.",
    "anchor": "setup",
    "variant": "sungka",
    "variantUrl": "dist/mancala/variants/sungka/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Sungka",
    "heading": "Rules",
    "content": "Simultaneous start: Both players simultaneously pick up all seeds from any one of their seven pits and begin sowing. Continue until one player's hand meets the other's, at which point the player whose",
    "anchor": "rules",
    "variant": "sungka",
    "variantUrl": "dist/mancala/variants/sungka/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Sungka",
    "heading": "End of Game",
    "content": "The game ends when one player's seven pits are all empty and they cannot continue. The opposing player sweeps all remaining seeds into their own head.",
    "anchor": "end-of-game",
    "variant": "sungka",
    "variantUrl": "dist/mancala/variants/sungka/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Sungka",
    "heading": "Winning",
    "content": "The player with more seeds in their head wins.",
    "anchor": "winning",
    "variant": "sungka",
    "variantUrl": "dist/mancala/variants/sungka/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Sungka",
    "heading": "Attribution",
    "content": "Sungka. Traditional game, Philippines. Public domain. Source: Wikipedia CC-BY-SA; Russ, Laurence — The Complete Mancala Games Book 1984.",
    "anchor": "attribution",
    "variant": "sungka",
    "variantUrl": "dist/mancala/variants/sungka/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Toguz Korgool",
    "heading": "Toguz Korgool",
    "content": "The national game of Kyrgyzstan, played across Central Asia from Kyrgyzstan to Kazakhstan. The name means \"nine balls\" in Kyrgyz. Toguz Korgool is one of the few Mancala games to feature a permanent l",
    "anchor": "toguz-korgool",
    "variant": "toguz-korgool",
    "variantUrl": "dist/mancala/variants/toguz-korgool/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Toguz Korgool",
    "heading": "Components",
    "content": "Qty ----- 1 162",
    "anchor": "components",
    "variant": "toguz-korgool",
    "variantUrl": "dist/mancala/variants/toguz-korgool/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Toguz Korgool",
    "heading": "Setup",
    "content": "9 seeds in each of the 18 pits. Both kazans start empty. Each player owns the 9 pits on their side and the kazan to their left when facing the board.",
    "anchor": "setup",
    "variant": "toguz-korgool",
    "variantUrl": "dist/mancala/variants/toguz-korgool/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Toguz Korgool",
    "heading": "Rules",
    "content": "Sowing: Pick up all seeds from any of your nine pits. Sow one seed per pit, moving right along your row, then continuing into the opponent's row. Do not sow into either kazan. Capture scoring: If the ",
    "anchor": "rules",
    "variant": "toguz-korgool",
    "variantUrl": "dist/mancala/variants/toguz-korgool/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Toguz Korgool",
    "heading": "End of Game",
    "content": "The game ends when one player cannot move all pits empty. The opponent captures all remaining seeds on their side into their own kazan.",
    "anchor": "end-of-game",
    "variant": "toguz-korgool",
    "variantUrl": "dist/mancala/variants/toguz-korgool/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Toguz Korgool",
    "heading": "Winning",
    "content": "The player with 82 or more seeds in their kazan wins. If both finish on exactly 81, the game is a draw.",
    "anchor": "winning",
    "variant": "toguz-korgool",
    "variantUrl": "dist/mancala/variants/toguz-korgool/"
  },
  {
    "game": "mancala",
    "gameTitle": "Mancala",
    "section": "Toguz Korgool",
    "heading": "Attribution",
    "content": "Toguz Korgool. Traditional game, Kyrgyzstan and Central Asia. Public domain. Source: Wikipedia CC-BY-SA; World Intellectual Board Games Federation rules.",
    "anchor": "attribution",
    "variant": "toguz-korgool",
    "variantUrl": "dist/mancala/variants/toguz-korgool/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Lasker Morris",
    "heading": "Lasker Morris",
    "content": "A variant of Nine Men's Morris designed by Emanuel Lasker, World Chess Champion from 1894 to 1921. Lasker modified the game to eliminate the sequential two-phase structure: instead of a placement phas",
    "anchor": "lasker-morris",
    "variant": "lasker-morris",
    "variantUrl": "dist/morris/variants/lasker-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Lasker Morris",
    "heading": "Components",
    "content": "Qty ----- 1 20",
    "anchor": "components",
    "variant": "lasker-morris",
    "variantUrl": "dist/morris/variants/lasker-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Lasker Morris",
    "heading": "Setup",
    "content": "All 20 pieces begin off the board in each player's reserve. The board starts empty.",
    "anchor": "setup",
    "variant": "lasker-morris",
    "variantUrl": "dist/morris/variants/lasker-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Lasker Morris",
    "heading": "Turns",
    "content": "On each turn, a player must either: Option A — Place: Place one piece from reserve onto any empty intersection on the board. Option B — Move: Move one piece already on the board to an adjacent empty i",
    "anchor": "turns",
    "variant": "lasker-morris",
    "variantUrl": "dist/morris/variants/lasker-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Lasker Morris",
    "heading": "Mill Formation",
    "content": "Completing a mill three in a row along a board line on any turn — whether by placing or moving — lets you remove one opponent piece not in a mill. The same mill protection and reopening rules as Nine ",
    "anchor": "mill-formation",
    "variant": "lasker-morris",
    "variantUrl": "dist/morris/variants/lasker-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Lasker Morris",
    "heading": "Flying",
    "content": "When a player is reduced to exactly 3 pieces, they may move any piece to any empty intersection same as Nine Men's Morris.",
    "anchor": "flying",
    "variant": "lasker-morris",
    "variantUrl": "dist/morris/variants/lasker-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Lasker Morris",
    "heading": "Winning",
    "content": "A player wins when the opponent is reduced to 2 pieces or has no legal move.",
    "anchor": "winning",
    "variant": "lasker-morris",
    "variantUrl": "dist/morris/variants/lasker-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Lasker Morris",
    "heading": "Strategic Note",
    "content": "The key difference from standard Nine Men's Morris is that early placements and early movements are interleaved. A player can begin positional movement before all pieces are placed, opening more compl",
    "anchor": "strategic-note",
    "variant": "lasker-morris",
    "variantUrl": "dist/morris/variants/lasker-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Lasker Morris",
    "heading": "Attribution",
    "content": "Lasker Morris. Designed by Emanuel Lasker, World Chess Champion. Public domain rules. Source: Wikipedia CC-BY-SA; Murray, H.J.R. — A History of Board-Games Other Than Chess 1952, Oxford University Pre",
    "anchor": "attribution",
    "variant": "lasker-morris",
    "variantUrl": "dist/morris/variants/lasker-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Morabaraba",
    "heading": "Morabaraba",
    "content": "The national board game of South Africa, played across the country and particularly popular among Zulu, Sotho, and Ndebele communities. The game is a direct descendent of Nine Men's Morris brought to ",
    "anchor": "morabaraba",
    "variant": "morabaraba",
    "variantUrl": "dist/morris/variants/morabaraba/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Morabaraba",
    "heading": "Components",
    "content": "Qty ----- 1 24",
    "anchor": "components",
    "variant": "morabaraba",
    "variantUrl": "dist/morris/variants/morabaraba/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Morabaraba",
    "heading": "Phase 1 — Placement",
    "content": "Players alternate placing one cow per turn onto any empty intersection until each has placed all 12 cows. Completing a mill three cows in a row along a board line during placement lets you remove any ",
    "anchor": "phase-1-placement",
    "variant": "morabaraba",
    "variantUrl": "dist/morris/variants/morabaraba/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Morabaraba",
    "heading": "Phase 2 — Movement",
    "content": "Players alternate moving one cow to an adjacent empty intersection along a connecting line. Mill and removal: Completing a mill during movement triggers removal of one opponent cow same rules as place",
    "anchor": "phase-2-movement",
    "variant": "morabaraba",
    "variantUrl": "dist/morris/variants/morabaraba/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Morabaraba",
    "heading": "The Three-Cow Endgame (Flying)",
    "content": "When a player is reduced to exactly 3 cows, they may move any cow to any empty intersection on the board — not just adjacent ones. This mirrors Nine Men's Morris flying. Special three-cow rule: When b",
    "anchor": "the-three-cow-endgame-flying",
    "variant": "morabaraba",
    "variantUrl": "dist/morris/variants/morabaraba/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Morabaraba",
    "heading": "Winning",
    "content": "A player wins when the opponent is reduced to 2 cows cannot form a mill or cannot move.",
    "anchor": "winning",
    "variant": "morabaraba",
    "variantUrl": "dist/morris/variants/morabaraba/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Morabaraba",
    "heading": "Draws",
    "content": "The game is a draw when a position repeats five times more lenient than international chess draw rules, or when both players agree.",
    "anchor": "draws",
    "variant": "morabaraba",
    "variantUrl": "dist/morris/variants/morabaraba/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Morabaraba",
    "heading": "Attribution",
    "content": "Morabaraba. South African national game. Public domain. Source: Mind Sports South Africa official rules; Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "morabaraba",
    "variantUrl": "dist/morris/variants/morabaraba/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Nine Men's Morris",
    "heading": "Nine Men's Morris",
    "content": "The definitive and most widely played form of the Mill game family. Nine Men's Morris uses three concentric squares joined at the midpoints of each side, creating 24 intersection points. The game has ",
    "anchor": "nine-mens-morris",
    "variant": "nine-mens-morris",
    "variantUrl": "dist/morris/variants/nine-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Nine Men's Morris",
    "heading": "Components",
    "content": "Qty ----- 1 18",
    "anchor": "components",
    "variant": "nine-mens-morris",
    "variantUrl": "dist/morris/variants/nine-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Nine Men's Morris",
    "heading": "Board",
    "content": "Three squares — outer, middle, inner — each with 8 intersection points 4 corners + 4 midpoints. The midpoint of each side of each square is connected to the adjacent squares' midpoints. Total: 24 poin",
    "anchor": "board",
    "variant": "nine-mens-morris",
    "variantUrl": "dist/morris/variants/nine-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Nine Men's Morris",
    "heading": "Phase 1 — Placement",
    "content": "Players alternate placing one piece per turn onto any empty intersection until each has placed all 9 pieces. Higher skill level: Black places first. Mill formation during placement: Completing a mill ",
    "anchor": "phase-1-placement",
    "variant": "nine-mens-morris",
    "variantUrl": "dist/morris/variants/nine-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Nine Men's Morris",
    "heading": "Phase 2 — Movement",
    "content": "Players alternate moving one piece to an adjacent empty intersection along a line. No jumping or diagonal movement. Mill and removal: Completing a mill during a move triggers removal of one opponent p",
    "anchor": "phase-2-movement",
    "variant": "nine-mens-morris",
    "variantUrl": "dist/morris/variants/nine-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Nine Men's Morris",
    "heading": "Flying",
    "content": "When a player is reduced to exactly 3 pieces, they may move any piece to any empty intersection on the board — not just adjacent ones. This \"flying\" rule gives the weaker player a chance to escape los",
    "anchor": "flying",
    "variant": "nine-mens-morris",
    "variantUrl": "dist/morris/variants/nine-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Nine Men's Morris",
    "heading": "Winning",
    "content": "A player wins when the opponent is reduced to 2 pieces too few to form a mill or when the opponent has no legal move.",
    "anchor": "winning",
    "variant": "nine-mens-morris",
    "variantUrl": "dist/morris/variants/nine-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Nine Men's Morris",
    "heading": "Draws",
    "content": "The game is a draw when both players agree, or when a position repeats three times with the same player to move.",
    "anchor": "draws",
    "variant": "nine-mens-morris",
    "variantUrl": "dist/morris/variants/nine-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Nine Men's Morris",
    "heading": "Attribution",
    "content": "Nine Men's Morris. Traditional game, Roman origin, medieval Europe. Public domain. Source: Murray, H.J.R. — A History of Board-Games Other Than Chess 1952, Oxford University Press; Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "nine-mens-morris",
    "variantUrl": "dist/morris/variants/nine-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Shax",
    "heading": "Shax",
    "content": "The traditional board game of Somalia, played widely across the country and among the Somali diaspora. Shax uses the same three concentric square board as Nine Men's Morris but fundamentally changes t",
    "anchor": "shax",
    "variant": "shax",
    "variantUrl": "dist/morris/variants/shax/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Shax",
    "heading": "Components",
    "content": "Qty ----- 1 24",
    "anchor": "components",
    "variant": "shax",
    "variantUrl": "dist/morris/variants/shax/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Shax",
    "heading": "Phase 1 — Placement (Dhig)",
    "content": "Players alternate placing one piece per turn onto any empty intersection until each has placed all 12 pieces. Key rule: Forming a mill during the placement phase does not trigger a removal. No pieces ",
    "anchor": "phase-1-placement-dhig",
    "variant": "shax",
    "variantUrl": "dist/morris/variants/shax/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Shax",
    "heading": "Phase 2 — Movement (Dhaqaajin) and Capture",
    "content": "Players alternate moving one piece to an adjacent empty intersection. Mill formation: Completing a mill during movement lets you remove any one opponent piece, including one in a mill unlike standard ",
    "anchor": "phase-2-movement-dhaqaajin-and-capture",
    "variant": "shax",
    "variantUrl": "dist/morris/variants/shax/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Shax",
    "heading": "Flying",
    "content": "When reduced to 3 pieces, a player may move to any empty intersection.",
    "anchor": "flying",
    "variant": "shax",
    "variantUrl": "dist/morris/variants/shax/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Shax",
    "heading": "Winning",
    "content": "A player wins when the opponent is reduced to 2 pieces or has no legal move.",
    "anchor": "winning",
    "variant": "shax",
    "variantUrl": "dist/morris/variants/shax/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Shax",
    "heading": "Strategic Note",
    "content": "Because no captures occur during placement, both players can plan their opening positions without the immediate tactical pressure of Nine Men's Morris. The movement phase, when captures begin, is corr",
    "anchor": "strategic-note",
    "variant": "shax",
    "variantUrl": "dist/morris/variants/shax/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Shax",
    "heading": "Attribution",
    "content": "Shax. Traditional game, Somalia. Public domain. Source: Wikipedia CC-BY-SA; academic literature on East African board games.",
    "anchor": "attribution",
    "variant": "shax",
    "variantUrl": "dist/morris/variants/shax/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Six Men's Morris",
    "heading": "Six Men's Morris",
    "content": "The medieval standard form of the Mill game family, widely played across Europe from the 12th to 15th centuries before Nine Men's Morris became dominant. Six Men's Morris uses two concentric squares j",
    "anchor": "six-mens-morris",
    "variant": "six-mens-morris",
    "variantUrl": "dist/morris/variants/six-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Six Men's Morris",
    "heading": "Components",
    "content": "Qty ----- 1 12",
    "anchor": "components",
    "variant": "six-mens-morris",
    "variantUrl": "dist/morris/variants/six-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Six Men's Morris",
    "heading": "Board",
    "content": "The board consists of two squares — one outer, one inner — each with 8 intersection points 4 corners + 4 midpoints. The midpoint of each side of the outer square is connected to the midpoint of the co",
    "anchor": "board",
    "variant": "six-mens-morris",
    "variantUrl": "dist/morris/variants/six-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Six Men's Morris",
    "heading": "Phase 1 — Placement",
    "content": "Players alternate placing one piece per turn onto any empty intersection until each has placed all 6 pieces. Mill formation during placement: If a player places a piece to complete a mill three in a r",
    "anchor": "phase-1-placement",
    "variant": "six-mens-morris",
    "variantUrl": "dist/morris/variants/six-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Six Men's Morris",
    "heading": "Phase 2 — Movement",
    "content": "Players alternate moving one piece per turn to an adjacent empty intersection along a connecting line on the board. Diagonal movement is not allowed. Mill formation during movement: Completing a mill ",
    "anchor": "phase-2-movement",
    "variant": "six-mens-morris",
    "variantUrl": "dist/morris/variants/six-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Six Men's Morris",
    "heading": "Winning",
    "content": "A player wins when the opponent is reduced to 2 pieces unable to form any mill or when the opponent has no legal move.",
    "anchor": "winning",
    "variant": "six-mens-morris",
    "variantUrl": "dist/morris/variants/six-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Six Men's Morris",
    "heading": "Attribution",
    "content": "Six Men's Morris. Traditional game, medieval Europe. Public domain. Source: Murray, H.J.R. — A History of Board-Games Other Than Chess 1952, Oxford University Press; Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "six-mens-morris",
    "variantUrl": "dist/morris/variants/six-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Three Men's Morris",
    "heading": "Three Men's Morris",
    "content": "The smallest and oldest member of the Mill game family, played on a 3×3 grid with three pieces per side. Unlike the larger Morris games, Three Men's Morris has no sequential placement phase — pieces a",
    "anchor": "three-mens-morris",
    "variant": "three-mens-morris",
    "variantUrl": "dist/morris/variants/three-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Three Men's Morris",
    "heading": "Components",
    "content": "Qty ----- 1 6",
    "anchor": "components",
    "variant": "three-mens-morris",
    "variantUrl": "dist/morris/variants/three-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Three Men's Morris",
    "heading": "Setup",
    "content": "The board is a 3×3 grid of points, connected horizontally, vertically, and in most versions diagonally. The board begins empty.",
    "anchor": "setup",
    "variant": "three-mens-morris",
    "variantUrl": "dist/morris/variants/three-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Three Men's Morris",
    "heading": "Phase 1 — Placement",
    "content": "Players alternate placing one piece per turn onto any empty intersection until each player has placed all 3 pieces. If a player forms a three-in-a-row during placement, they win immediately.",
    "anchor": "phase-1-placement",
    "variant": "three-mens-morris",
    "variantUrl": "dist/morris/variants/three-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Three Men's Morris",
    "heading": "Phase 2 — Movement",
    "content": "Players alternate moving one piece per turn. A piece may move to any empty intersection on the board — not just adjacent ones. This teleportation distinguishes Three Men's Morris from all larger varia",
    "anchor": "phase-2-movement",
    "variant": "three-mens-morris",
    "variantUrl": "dist/morris/variants/three-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Three Men's Morris",
    "heading": "Winning",
    "content": "The first player to have all three pieces in a straight line row, column, or diagonal wins.",
    "anchor": "winning",
    "variant": "three-mens-morris",
    "variantUrl": "dist/morris/variants/three-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Three Men's Morris",
    "heading": "Draw Prevention",
    "content": "The free movement jump anywhere mechanic means that — unlike Tic-Tac-Toe — Three Men's Morris very rarely draws, because positions can always be rearranged. A draw occurs only if the same position rep",
    "anchor": "draw-prevention",
    "variant": "three-mens-morris",
    "variantUrl": "dist/morris/variants/three-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Three Men's Morris",
    "heading": "Attribution",
    "content": "Three Men's Morris. Traditional game, Roman and medieval European origin. Public domain. Source: Murray, H.J.R. — A History of Board-Games Other Than Chess 1952, Oxford University Press; Wikipedia CC-",
    "anchor": "attribution",
    "variant": "three-mens-morris",
    "variantUrl": "dist/morris/variants/three-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Twelve Men's Morris",
    "heading": "Twelve Men's Morris",
    "content": "An extension of Nine Men's Morris using the same three concentric square board but with additional diagonal connections at every corner. The diagonals give each corner piece two possible mill directio",
    "anchor": "twelve-mens-morris",
    "variant": "twelve-mens-morris",
    "variantUrl": "dist/morris/variants/twelve-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Twelve Men's Morris",
    "heading": "Components",
    "content": "Qty ----- 1 24",
    "anchor": "components",
    "variant": "twelve-mens-morris",
    "variantUrl": "dist/morris/variants/twelve-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Twelve Men's Morris",
    "heading": "Board",
    "content": "Same structure as Nine Men's Morris three concentric squares, midpoints connected with additional diagonal lines connecting the corners of adjacent squares. Each corner point now has three connections",
    "anchor": "board",
    "variant": "twelve-mens-morris",
    "variantUrl": "dist/morris/variants/twelve-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Twelve Men's Morris",
    "heading": "Phase 1 — Placement",
    "content": "Players alternate placing one piece per turn until each has placed all 12 pieces. Mill formation: Completing a mill three in a row along any connected line, including diagonals lets you remove one opp",
    "anchor": "phase-1-placement",
    "variant": "twelve-mens-morris",
    "variantUrl": "dist/morris/variants/twelve-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Twelve Men's Morris",
    "heading": "Phase 2 — Movement",
    "content": "Players alternate moving one piece to an adjacent empty intersection along any connection line, including diagonals. Mill formation: Completing a mill triggers removal of one opponent piece same rules",
    "anchor": "phase-2-movement",
    "variant": "twelve-mens-morris",
    "variantUrl": "dist/morris/variants/twelve-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Twelve Men's Morris",
    "heading": "Key Difference from Nine Men's Morris",
    "content": "The diagonal connections mean that corner pieces participate in diagonal mills as well as orthogonal ones. A piece at the outer corner connects to the corresponding middle square corner, and that to t",
    "anchor": "key-difference-from-nine-mens-morris",
    "variant": "twelve-mens-morris",
    "variantUrl": "dist/morris/variants/twelve-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Twelve Men's Morris",
    "heading": "No Flying Rule",
    "content": "With 12 pieces per side, the endgame rarely reaches 3 pieces. Flying is not used. A player reduced to 2 pieces loses immediately cannot form a mill.",
    "anchor": "no-flying-rule",
    "variant": "twelve-mens-morris",
    "variantUrl": "dist/morris/variants/twelve-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Twelve Men's Morris",
    "heading": "Winning",
    "content": "A player wins when the opponent is reduced to 2 pieces or cannot move.",
    "anchor": "winning",
    "variant": "twelve-mens-morris",
    "variantUrl": "dist/morris/variants/twelve-mens-morris/"
  },
  {
    "game": "morris",
    "gameTitle": "Nine Men's Morris",
    "section": "Twelve Men's Morris",
    "heading": "Attribution",
    "content": "Twelve Men's Morris. Traditional game. Public domain. Source: Murray, H.J.R. — A History of Board-Games Other Than Chess 1952, Oxford University Press; Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "twelve-mens-morris",
    "variantUrl": "dist/morris/variants/twelve-mens-morris/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Asymmetric Powers",
    "heading": "Nukes: Asymmetric Powers",
    "content": "A rebalance mod that adds one unique Power Card per player at setup. Standard Nukes underneath, explicit asymmetry on top.",
    "anchor": "nukes-asymmetric-powers",
    "variant": "asymmetric-powers",
    "variantUrl": "dist/nukes/variants/asymmetric-powers/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Asymmetric Powers",
    "heading": "Overview",
    "content": "Before setup, each player draws one Power Card from a deck of three. Powers are revealed simultaneously and remain public for the entire game. No two players hold the same card. All other rules, inclu",
    "anchor": "overview",
    "variant": "asymmetric-powers",
    "variantUrl": "dist/nukes/variants/asymmetric-powers/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Asymmetric Powers",
    "heading": "Setup Changes",
    "content": "- Shuffle the three Power Cards face-down. - Each player draws one card. In a 2-player game, one card is removed from the game unseen. - Reveal all drawn cards simultaneously. Powers are public from t",
    "anchor": "setup-changes",
    "variant": "asymmetric-powers",
    "variantUrl": "dist/nukes/variants/asymmetric-powers/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Asymmetric Powers",
    "heading": "Covert Network",
    "content": "Effect: Once per turn, after completing your moves, you may swap the positions of any two of your opponent's platoons on the board. Both platoons must be in regions adjacent to at least one of your un",
    "anchor": "covert-network",
    "variant": "asymmetric-powers",
    "variantUrl": "dist/nukes/variants/asymmetric-powers/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Asymmetric Powers",
    "heading": "Arms Industry",
    "content": "Effect: When you build a Base 4+ units in a region, one of the units that formed the Base is immediately converted into an isotope and placed off-board. No additional tokens are needed; this is a free",
    "anchor": "arms-industry",
    "variant": "asymmetric-powers",
    "variantUrl": "dist/nukes/variants/asymmetric-powers/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Asymmetric Powers",
    "heading": "Airborne Corps",
    "content": "Effect: Your Airborne platoons 3 units may drop exactly three hexes away instead of two. The \"not adjacent\" restriction still applies cannot land adjacent to starting region. Slingshot range through f",
    "anchor": "airborne-corps",
    "variant": "asymmetric-powers",
    "variantUrl": "dist/nukes/variants/asymmetric-powers/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Asymmetric Powers",
    "heading": "Reading Your Opponents",
    "content": "Knowing their power changes how you play: - An Arms Industry opponent needs to be pressured before their isotope count grows. Prevent Base formation or destroy Bases early. - A Covert Network opponent",
    "anchor": "reading-your-opponents",
    "variant": "asymmetric-powers",
    "variantUrl": "dist/nukes/variants/asymmetric-powers/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Asymmetric Powers",
    "heading": "No Stacking",
    "content": "Powers do not combine. Each player has exactly one Power Card for the entire game. Powers cannot be traded, discarded, or hidden.",
    "anchor": "no-stacking",
    "variant": "asymmetric-powers",
    "variantUrl": "dist/nukes/variants/asymmetric-powers/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Asymmetric Powers",
    "heading": "Design Notes",
    "content": "Asymmetric Powers is designed to layer on top of standard Nukes with zero rule changes to the core systems. The power cards create different strategic pressures from the first turn without requiring p",
    "anchor": "design-notes",
    "variant": "asymmetric-powers",
    "variantUrl": "dist/nukes/variants/asymmetric-powers/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Fallout",
    "heading": "Nukes: Fallout",
    "content": "A reskin that adds persistent, spreading Biohazard contamination to the board. Every nuclear strike or Meltdown now has long-term territorial consequences as the map degrades around the blast sites.",
    "anchor": "nukes-fallout",
    "variant": "fallout",
    "variantUrl": "dist/nukes/variants/fallout/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Fallout",
    "heading": "Overview",
    "content": "In standard Nukes, Biohazard tiles are created by nuclear strikes but remain static. In Fallout, Biohazard tiles spread outward each round, converting adjacent terrain into contaminated wasteland. Cit",
    "anchor": "overview",
    "variant": "fallout",
    "variantUrl": "dist/nukes/variants/fallout/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Fallout",
    "heading": "Setup Changes",
    "content": "No setup changes. Use standard Nukes setup for all players, board draft, and token distribution.",
    "anchor": "setup-changes",
    "variant": "fallout",
    "variantUrl": "dist/nukes/variants/fallout/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Fallout",
    "heading": "Biohazard Spread Phase",
    "content": "At the end of each round after all players have taken their turns, every existing Biohazard tile converts one adjacent non-city tile into Biohazard: 1. The first player determined by turn order choose",
    "anchor": "biohazard-spread-phase",
    "variant": "fallout",
    "variantUrl": "dist/nukes/variants/fallout/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Fallout",
    "heading": "City Immunity",
    "content": "City tiles cannot be converted by Biohazard spread. They can still be: - Destroyed by a direct nuclear strike target hex. - Destroyed by a Meltdown. - Adjacent to Biohazard without being affected. Thi",
    "anchor": "city-immunity",
    "variant": "fallout",
    "variantUrl": "dist/nukes/variants/fallout/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Fallout",
    "heading": "Movement Through Biohazard",
    "content": "In standard Nukes, Biohazard tiles are rare only created by nuclear strikes and treated as empty for movement purposes: no unit can stop there, and jump-based movement cannot use them as stepping ston",
    "anchor": "movement-through-biohazard",
    "variant": "fallout",
    "variantUrl": "dist/nukes/variants/fallout/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Fallout",
    "heading": "Strategic Implications",
    "content": "Early nukes poison the centre. Launching nuclear strikes on contested central territory in mid-game may cut off your own movement corridors by late game. Every strike is a territorial sacrifice as wel",
    "anchor": "strategic-implications",
    "variant": "fallout",
    "variantUrl": "dist/nukes/variants/fallout/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Fallout",
    "heading": "Design Notes",
    "content": "Fallout adds a clock to the game without changing any core mechanics. The hostage economy, fluid platoons, and nuclear strikes all work identically. The spread mechanic simply punishes nuclear usage o",
    "anchor": "design-notes",
    "variant": "fallout",
    "variantUrl": "dist/nukes/variants/fallout/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Siege",
    "heading": "Nukes: Siege",
    "content": "A total conversion of the hostage mechanic. You start with your own tokens in reserve and deploy them to build your forces. The only way to acquire enemy hostages is through combat.",
    "anchor": "nukes-siege",
    "variant": "siege",
    "variantUrl": "dist/nukes/variants/siege/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Siege",
    "heading": "Overview",
    "content": "Standard Nukes gives each player a supply of their opponents' tokens from the start. Siege removes this entirely. You begin with 21 of your own tokens off-board. Return them to regions you control to ",
    "anchor": "overview",
    "variant": "siege",
    "variantUrl": "dist/nukes/variants/siege/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Siege",
    "heading": "Setup Changes",
    "content": "- Each player starts with 4 units on their city standard and 21 of their own tokens off-board in a personal supply. - No starting isotope. You do not begin with any isotopes. Isotopes are earned exclu",
    "anchor": "setup-changes",
    "variant": "siege",
    "variantUrl": "dist/nukes/variants/siege/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Siege",
    "heading": "Deploy from Reserve",
    "content": "On your turn, return 1–3 of your own tokens from your off-board supply onto regions where you already have units. Each return earns one move. This replaces the standard hostage-return mechanic for the",
    "anchor": "deploy-from-reserve",
    "variant": "siege",
    "variantUrl": "dist/nukes/variants/siege/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Siege",
    "heading": "Build Through Combat",
    "content": "The only way to get enemy hostages is to capture them mid-game. When you win combat with excess strength attacking units minus defending units, take the excess as hostages into your off-board supply. ",
    "anchor": "build-through-combat",
    "variant": "siege",
    "variantUrl": "dist/nukes/variants/siege/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Siege",
    "heading": "Two Economies",
    "content": "Your own supply tokens fuel early expansion. Enemy hostages, once captured, fuel rapid strikes in the mid-to-late game. Both follow the same return-to-move mechanic but come from different sources.",
    "anchor": "two-economies",
    "variant": "siege",
    "variantUrl": "dist/nukes/variants/siege/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Siege",
    "heading": "Endgame",
    "content": "Bases, isotopes, nuclear strikes, and Meltdowns all work identically to standard Nukes. Siege changes how you build momentum, not what you're fighting over. You still lose if your supply runs out enti",
    "anchor": "endgame",
    "variant": "siege",
    "variantUrl": "dist/nukes/variants/siege/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Siege",
    "heading": "Design Notes",
    "content": "Siege creates a slower, more positional early game. Without free hostages at setup, players must commit to combat earlier to unlock the faster pacing of the hostage economy. The 2-player restriction e",
    "anchor": "design-notes",
    "variant": "siege",
    "variantUrl": "dist/nukes/variants/siege/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Standard",
    "heading": "Nukes: Standard",
    "content": "The default Nukes map. A 3-ring hexagonal battlefield with seeded random terrain and two opposing bases.",
    "anchor": "nukes-standard",
    "variant": "standard",
    "variantUrl": "dist/nukes/variants/standard/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Standard",
    "heading": "Setup",
    "content": "Terrain is generated from seed 42. Bases are placed at opposing edges of the outer ring.",
    "anchor": "setup",
    "variant": "standard",
    "variantUrl": "dist/nukes/variants/standard/"
  },
  {
    "game": "nukes",
    "gameTitle": "Nukes: Official Rulebook",
    "section": "Nukes: Standard",
    "heading": "Terrain Types",
    "content": "Effect --- Open ground, standard movement Trees Forest Impassable, blocks LOS Water Open ground, fatigue penalty Base",
    "anchor": "terrain-types",
    "variant": "standard",
    "variantUrl": "dist/nukes/variants/standard/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "Seven-Shell Pachisi",
    "heading": "Seven-Shell Pachisi",
    "content": "A documented variant of Pachisi played with seven cowrie shells rather than six. Each throw value carries a traditional Hindi name. The seven-shell system produces a different probability distribution",
    "anchor": "seven-shell-pachisi",
    "variant": "seven-shell",
    "variantUrl": "dist/pachisi/variants/seven-shell/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "Seven-Shell Pachisi",
    "heading": "Seven-Shell Throw Table",
    "content": "Seven cowrie shells are thrown together. The number of shells landing with the mouth opening facing up determines the move value: Traditional name Grace extra throw? ----------- ------------ Sat Yes 1",
    "anchor": "seven-shell-throw-table",
    "variant": "seven-shell",
    "variantUrl": "dist/pachisi/variants/seven-shell/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "Seven-Shell Pachisi",
    "heading": "Rules",
    "content": "All other rules are identical to Standard Pachisistandard/: the board layout, castle squares, Charkoni, movement path, capture mechanics, and winning condition are unchanged. Only the randomisation sy",
    "anchor": "rules",
    "variant": "seven-shell",
    "variantUrl": "dist/pachisi/variants/seven-shell/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "Seven-Shell Pachisi",
    "heading": "Attribution",
    "content": "Seven-Shell Pachisi. Public domain. Throw table from Wikipedia CC-BY-SA, Pachisi article, seven-cowrie variant section.",
    "anchor": "attribution",
    "variant": "seven-shell",
    "variantUrl": "dist/pachisi/variants/seven-shell/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "Pachisi (Standard)",
    "heading": "Pachisi (Standard)",
    "content": "The foundational four-player form of Pachisi, played since at least 500 CE and associated with the Mughal court of Emperor Akbar, who is said to have had a life-sized Pachisi court at Fatehpur Sikri w",
    "anchor": "pachisi-standard",
    "variant": "standard",
    "variantUrl": "dist/pachisi/variants/standard/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "Pachisi (Standard)",
    "heading": "Equipment",
    "content": "Quantity ---------- 1 16 6",
    "anchor": "equipment",
    "variant": "standard",
    "variantUrl": "dist/pachisi/variants/standard/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "Pachisi (Standard)",
    "heading": "Setup",
    "content": "Players: Four players: Black, Red, Green, Yellow traditional turn order. Starting position: All four pieces per player begin in the Charkoni the large central square. One piece per player starts activ",
    "anchor": "setup",
    "variant": "standard",
    "variantUrl": "dist/pachisi/variants/standard/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "Pachisi (Standard)",
    "heading": "Cowrie Shell System",
    "content": "Six cowrie shells are thrown together at the start of each turn. The number of shells landing with the opening mouth facing up determines the move value: Move value ------------ 25 10 2 3 4 5 6 Grace:",
    "anchor": "cowrie-shell-system",
    "variant": "standard",
    "variantUrl": "dist/pachisi/variants/standard/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "Pachisi (Standard)",
    "heading": "Board Layout",
    "content": "The board is cross-shaped. The Charkoni centre 3&times;3 area is the starting and finishing position for all pieces. Each of the four arms consists of three columns of eight squares, giving 24 squares",
    "anchor": "board-layout",
    "variant": "standard",
    "variantUrl": "dist/pachisi/variants/standard/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "Pachisi (Standard)",
    "heading": "Movement",
    "content": "Entering play: The first piece per player enters the board immediately starts active. The remaining three pieces require a grace throw 0, 1, or 6 mouths up to activate and enter. Path: Each player's p",
    "anchor": "movement",
    "variant": "standard",
    "variantUrl": "dist/pachisi/variants/standard/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "Pachisi (Standard)",
    "heading": "Capture",
    "content": "Landing on a square other than a castle square occupied by an opponent's piece or pieces captures all of the opponent's pieces on that square. Captured pieces return to the Charkoni and may only re-en",
    "anchor": "capture",
    "variant": "standard",
    "variantUrl": "dist/pachisi/variants/standard/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "Pachisi (Standard)",
    "heading": "Teams",
    "content": "Pachisi is commonly played in two teams: Yellow and Black form one team, Red and Green the other. The first team to return all eight of their combined pieces to the Charkoni wins.",
    "anchor": "teams",
    "variant": "standard",
    "variantUrl": "dist/pachisi/variants/standard/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "Pachisi (Standard)",
    "heading": "Winning",
    "content": "The first player or team to return all four pieces to the Charkoni wins.",
    "anchor": "winning",
    "variant": "standard",
    "variantUrl": "dist/pachisi/variants/standard/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "Pachisi (Standard)",
    "heading": "Attribution",
    "content": "Pachisi. Public domain origin c. 500 CE, precursors to c. 1100 BCE. Sources: Wikipedia CC-BY-SA; jkc33/senior-project, MIT licence; edm00se/awesome-board-games public domain listing; labforadvancedstu",
    "anchor": "attribution",
    "variant": "standard",
    "variantUrl": "dist/pachisi/variants/standard/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "2-Player Pachisi",
    "heading": "2-Player Pachisi",
    "content": "The two-player form of Pachisi, played with the same board, cowrie shells, and rules as the standard four-player game. Each player controls two sets of pieces, managing the arms on opposite sides of t",
    "anchor": "2-player-pachisi",
    "variant": "two-player",
    "variantUrl": "dist/pachisi/variants/two-player/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "2-Player Pachisi",
    "heading": "Setup",
    "content": "Players: Two players. Piece allocation: One player controls Yellow and Black pieces; the other controls Red and Green. Each player therefore manages eight pieces in total. All eight pieces per player ",
    "anchor": "setup",
    "variant": "two-player",
    "variantUrl": "dist/pachisi/variants/two-player/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "2-Player Pachisi",
    "heading": "Movement",
    "content": "Each player may move pieces of either of their two colours on each turn. The movement path, castle squares, capture rules, and grace rules are identical to the standard four-player game. Capture: A pl",
    "anchor": "movement",
    "variant": "two-player",
    "variantUrl": "dist/pachisi/variants/two-player/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "2-Player Pachisi",
    "heading": "Winning",
    "content": "The first player to return all eight of their pieces four of each colour to the Charkoni wins.",
    "anchor": "winning",
    "variant": "two-player",
    "variantUrl": "dist/pachisi/variants/two-player/"
  },
  {
    "game": "pachisi",
    "gameTitle": "Pachisi",
    "section": "2-Player Pachisi",
    "heading": "Attribution",
    "content": "Pachisi. Public domain. Two-player rules from Wikipedia CC-BY-SA.",
    "anchor": "attribution",
    "variant": "two-player",
    "variantUrl": "dist/pachisi/variants/two-player/"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Anti-Reversi",
    "heading": "Anti-Reversi",
    "content": "Anti-Reversi, also known as Reversed Reversi, is a variant where the player wins who has fewer own-coloured discs at the end of the game. To put a disc on the board, the same rules apply as in normal ",
    "anchor": "anti-reversi",
    "variant": "anti-reversi",
    "variantUrl": "dist/reversi/variants/anti-reversi/"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Anti-Reversi",
    "heading": "Setup",
    "content": "Identical to Standard Reversi: Board: 8×8 grid 64 squares. Starting position: 2 discs of each colour in the central four squares in a diagonal arrangement. First move: The player with the dark pieces ",
    "anchor": "setup",
    "variant": "anti-reversi",
    "variantUrl": "dist/reversi/variants/anti-reversi/"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Anti-Reversi",
    "heading": "Rules",
    "content": "Placement and flipping rules are identical to Standard Reversi: - Placement: Place a disc so it flanks one or more opponent discs in a straight line horizontal, vertical, or diagonal, with your disc a",
    "anchor": "rules",
    "variant": "anti-reversi",
    "variantUrl": "dist/reversi/variants/anti-reversi/"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Anti-Reversi",
    "heading": "Winning",
    "content": "When no one can move, the player with the fewest discs of their colour wins. Draw is possible if both players end with equal disc counts. This completely inverts the strategy: instead of capturing as ",
    "anchor": "winning",
    "variant": "anti-reversi",
    "variantUrl": "dist/reversi/variants/anti-reversi/"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Anti-Reversi",
    "heading": "Attribution",
    "content": "Anti-Reversi Reversed Reversi. Public domain variant of Reversi c. 1883.",
    "anchor": "attribution",
    "variant": "anti-reversi",
    "variantUrl": "dist/reversi/variants/anti-reversi/"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Six-by-Six Reversi",
    "heading": "Six-by-Six",
    "content": "Boards of other sizes are used for simplified games; in particular, a 6×6 board is a common simplification for beginners or for solving the game by computer. All placement, flipping, passing, and winn",
    "anchor": "six-by-six",
    "variant": "six-by-six",
    "variantUrl": "dist/reversi/variants/six-by-six/"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Six-by-Six Reversi",
    "heading": "Setup",
    "content": "Board: 6×6 grid 36 squares. Pieces: A supply of double-sided discs — one side dark, one side light. Starting position: Place 2 discs of each colour in the central four squares in a diagonal arrangemen",
    "anchor": "setup",
    "variant": "six-by-six",
    "variantUrl": "dist/reversi/variants/six-by-six/"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Six-by-Six Reversi",
    "heading": "Rules",
    "content": "All rules are identical to Standard Reversi: - Placement: Place a disc so it flanks one or more opponent discs in a straight line horizontal, vertical, or diagonal, with your disc at one end and an ex",
    "anchor": "rules",
    "variant": "six-by-six",
    "variantUrl": "dist/reversi/variants/six-by-six/"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Six-by-Six Reversi",
    "heading": "Winning",
    "content": "Play continues until the board is full or neither player can make a legal move. The player with the most discs of their colour wins. With 36 squares and only 4 starting discs, the game resolves quickl",
    "anchor": "winning",
    "variant": "six-by-six",
    "variantUrl": "dist/reversi/variants/six-by-six/"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Six-by-Six Reversi",
    "heading": "Attribution",
    "content": "Six-by-Six Reversi. Public domain variant. Rules identical to Reversi c. 1883.",
    "anchor": "attribution",
    "variant": "six-by-six",
    "variantUrl": "dist/reversi/variants/six-by-six/"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Standard Reversi",
    "heading": "Standard",
    "content": "Reversi is a game purportedly invented in the early nineteenth century by either Lewis Waterman or John W. Mollett, but may actually be an older game. It is played on an 8×8 board with double-sided pi",
    "anchor": "standard",
    "variant": "standard",
    "variantUrl": "dist/reversi/variants/standard/"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Standard Reversi",
    "heading": "Setup",
    "content": "Board: 8×8 grid 64 squares. Pieces: A supply of double-sided discs — one side dark, one side light. Each player claims one colour. Starting position: Place 2 discs of each colour in the central four s",
    "anchor": "setup",
    "variant": "standard",
    "variantUrl": "dist/reversi/variants/standard/"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Standard Reversi",
    "heading": "Rules",
    "content": "- Placement: On your turn, place a disc so it flanks one or more of your opponent's discs in a straight line horizontal, vertical, or diagonal — with your newly placed disc at one end and an existing ",
    "anchor": "rules",
    "variant": "standard",
    "variantUrl": "dist/reversi/variants/standard/"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Standard Reversi",
    "heading": "Winning",
    "content": "Play continues until the board is full or neither player can make a legal move. The player with the most discs of their colour on the board wins.",
    "anchor": "winning",
    "variant": "standard",
    "variantUrl": "dist/reversi/variants/standard/"
  },
  {
    "game": "reversi",
    "gameTitle": "Reversi",
    "section": "Standard Reversi",
    "heading": "Attribution",
    "content": "Reversi. Public domain. Invented by Lewis Waterman and John Mollett, England, c. 1883.",
    "anchor": "attribution",
    "variant": "standard",
    "variantUrl": "dist/reversi/variants/standard/"
  },
  {
    "game": "senet",
    "gameTitle": "Senet",
    "section": "Senet (Kendall Reconstruction)",
    "heading": "Senet (Kendall Reconstruction)",
    "content": "See the main hub page for full rules.",
    "anchor": "senet-kendall-reconstruction",
    "variant": "standard",
    "variantUrl": "dist/senet/variants/standard/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Annan Shogi",
    "heading": "Overview",
    "content": "Annan Shogi 安南将棋, also called Korean Shogi, is a popular Shogi variant in Japan. All standard Shogi rules apply with one key change: each piece borrows the movement of the friendly piece immediately b",
    "anchor": "overview",
    "variant": "annan-shogi",
    "variantUrl": "dist/shogi/variants/annan-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Annan Shogi",
    "heading": "Setup",
    "content": "Nearly identical to standard Shogi, but the pawn in front of each player's Rook and the pawn in front of each player's Bishop are each shifted one rank toward the center. This prevents those pawns fro",
    "anchor": "setup",
    "variant": "annan-shogi",
    "variantUrl": "dist/shogi/variants/annan-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Annan Shogi",
    "heading": "Borrowed Movement",
    "content": "When a piece has a friendly piece on the square directly behind it one rank toward that player's home side, the front piece moves and captures exactly like the rear piece instead of its own. The rear ",
    "anchor": "borrowed-movement",
    "variant": "annan-shogi",
    "variantUrl": "dist/shogi/variants/annan-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Annan Shogi",
    "heading": "Differences from Standard Shogi",
    "content": "Multiple pawns on a file: A Pawn may maneuver via borrowed lateral movement onto a file already holding a friendly Pawn; such a position is legal. However, dropping a Pawn onto a file that already con",
    "anchor": "differences-from-standard-shogi",
    "variant": "annan-shogi",
    "variantUrl": "dist/shogi/variants/annan-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Annan Shogi",
    "heading": "Drops",
    "content": "Standard Shogi drop rules with the following modifications: - Pawns, Knights, and Lances may be dropped onto any rank. - A Pawn may not be dropped onto a file that already contains a friendly Pawn nif",
    "anchor": "drops",
    "variant": "annan-shogi",
    "variantUrl": "dist/shogi/variants/annan-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Annan Shogi",
    "heading": "Promotion",
    "content": "Standard Shogi promotion rules apply. A piece may promote upon entering, leaving, or moving within the opponent's promotion zone the three ranks farthest from the owning player. Promotion is optional.",
    "anchor": "promotion",
    "variant": "annan-shogi",
    "variantUrl": "dist/shogi/variants/annan-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Cannon Shogi",
    "heading": "Cannon Shogi",
    "content": "Cannon Shogi is a Shogi variant invented by Peter Michaelsen in February 1998. The starting setup is the same as standard Shogi with two modifications: the nine Pawns on rank 3 are replaced by five So",
    "anchor": "cannon-shogi",
    "variant": "cannon-shogi",
    "variantUrl": "dist/shogi/variants/cannon-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Cannon Shogi",
    "heading": "Setup",
    "content": "Board: Standard 9×9 grid. Starting position: Contents --- Lance · Knight · Silver · Gold · King · Gold · Silver · Knight · Lance Rank 2 — Gote Soldiera · · Soldierc · · Soldiere · · Soldierg · · Soldi",
    "anchor": "setup",
    "variant": "cannon-shogi",
    "variantUrl": "dist/shogi/variants/cannon-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Cannon Shogi",
    "heading": "Pieces",
    "content": "Soldier S/P: Moves and captures one square forward or sideways left/right. Cannot move diagonally or backward. This is the Janggi Soldier movement. Drop rules from standard Shogi do not apply to Soldi",
    "anchor": "pieces",
    "variant": "cannon-shogi",
    "variantUrl": "dist/shogi/variants/cannon-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Cannon Shogi",
    "heading": "Rules",
    "content": "All standard Shogi rules apply except as noted. Drops, the standard promotion zone ranks 7–9 for Sente, and all other mechanics are unchanged. Soldiers replace Pawns for drop purposes: apply the Nifu ",
    "anchor": "rules",
    "variant": "cannon-shogi",
    "variantUrl": "dist/shogi/variants/cannon-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Cannon Shogi",
    "heading": "Win Conditions",
    "content": "Checkmate the opponent's King. Stalemate is a loss for the player who cannot move.",
    "anchor": "win-conditions",
    "variant": "cannon-shogi",
    "variantUrl": "dist/shogi/variants/cannon-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Cannon Shogi",
    "heading": "Attribution",
    "content": "Cannon Shogi was invented by Peter Michaelsen February 1998. Public domain. Rules documented from pychess.org/variants/cannonshogi.",
    "anchor": "attribution",
    "variant": "cannon-shogi",
    "variantUrl": "dist/shogi/variants/cannon-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Chu Shogi",
    "heading": "Overview",
    "content": "Chu Shogi is played on a 12×12 board with 46 pieces of 21 different types per side. Unlike modern Shogi, there are no drops. The defining piece is the Lion, a double-move piece so powerful that specia",
    "anchor": "overview",
    "variant": "chu-shogi",
    "variantUrl": "dist/shogi/variants/chu-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Chu Shogi",
    "heading": "Starting Setup",
    "content": "Pieces are listed by file a–l = left to right from White’s perspective and rank. White occupies ranks 1–5, Black mirrors on ranks 8–12.",
    "anchor": "starting-setup",
    "variant": "chu-shogi",
    "variantUrl": "dist/shogi/variants/chu-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Chu Shogi",
    "heading": "Rank 1 (back rank)",
    "content": "Piece ------- Lance Ferocious Leopard Copper General Silver General Gold General King Drunk Elephant",
    "anchor": "rank-1-back-rank",
    "variant": "chu-shogi",
    "variantUrl": "dist/shogi/variants/chu-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Chu Shogi",
    "heading": "Rank 2",
    "content": "Piece ------- Reverse Chariot Bishop Blind Tiger Kirin Phoenix",
    "anchor": "rank-2",
    "variant": "chu-shogi",
    "variantUrl": "dist/shogi/variants/chu-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Chu Shogi",
    "heading": "Rank 3",
    "content": "Piece ------- Side Mover Vertical Mover Rook Dragon Horse Dragon King Lion Queen",
    "anchor": "rank-3",
    "variant": "chu-shogi",
    "variantUrl": "dist/shogi/variants/chu-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Chu Shogi",
    "heading": "Ranks 4–5",
    "content": "Piece ------- Pawn Go Between",
    "anchor": "ranks-45",
    "variant": "chu-shogi",
    "variantUrl": "dist/shogi/variants/chu-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Chu Shogi",
    "heading": "Lion",
    "content": "The Lion makes up to two moves per turn, independently in any direction even changing direction after the first. It may: - Move or capture to any square within a 5×5 area around it - Capture a piece, ",
    "anchor": "lion",
    "variant": "chu-shogi",
    "variantUrl": "dist/shogi/variants/chu-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Chu Shogi",
    "heading": "Kirin",
    "content": "Leaps diagonally one square Ferz OR leaps exactly two squares orthogonally Dabbaba. Promotes to Lion.",
    "anchor": "kirin",
    "variant": "chu-shogi",
    "variantUrl": "dist/shogi/variants/chu-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Chu Shogi",
    "heading": "Phoenix",
    "content": "Moves one square orthogonally Wazir OR leaps exactly two squares diagonally Alfil. Promotes to Queen.",
    "anchor": "phoenix",
    "variant": "chu-shogi",
    "variantUrl": "dist/shogi/variants/chu-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Chu Shogi",
    "heading": "Drunk Elephant",
    "content": "Moves one step diagonally in any direction, or one step forward/sideways orthogonally cannot step backward. Promotes to Prince a second King.",
    "anchor": "drunk-elephant",
    "variant": "chu-shogi",
    "variantUrl": "dist/shogi/variants/chu-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Chu Shogi",
    "heading": "Promotion",
    "content": "Promotion is optional and occurs when a piece enters the promotion zone the four ranks farthest from the player: ranks 9–12 for White. A piece can also promote when it captures inside the zone. Each p",
    "anchor": "promotion",
    "variant": "chu-shogi",
    "variantUrl": "dist/shogi/variants/chu-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Chu Shogi",
    "heading": "Prince (Two Royal Pieces)",
    "content": "A Drunk Elephant that promotes becomes a Prince — a second royal King. When a player has two royals, losing one is non-fatal; only losing the last royal loses the game.",
    "anchor": "prince-two-royal-pieces",
    "variant": "chu-shogi",
    "variantUrl": "dist/shogi/variants/chu-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Chu Shogi",
    "heading": "Lion Capture Restrictions",
    "content": "To prevent quick Lion trades, two rules apply: 1. No protected trade: A Lion may not capture a protected enemy Lion if doing so exposes it to recapture as if it were an absolute royal for one move. - ",
    "anchor": "lion-capture-restrictions",
    "variant": "chu-shogi",
    "variantUrl": "dist/shogi/variants/chu-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Chu Shogi",
    "heading": "Repetition Rules",
    "content": "Repeating a position same side to move is forbidden. Per the Japanese Chu Shogi Association: - Perpetual check: the checking side must vary. - If only one side is attacking with all moves since the pr",
    "anchor": "repetition-rules",
    "variant": "chu-shogi",
    "variantUrl": "dist/shogi/variants/chu-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Chu Shogi",
    "heading": "Baring Rule",
    "content": "King + any piece vs. lone King is a win, by convention, for the stronger side. Some interpretations extend this to a full bare-king rule any pieces remaining = win, but this is disputed. Source: chess",
    "anchor": "baring-rule",
    "variant": "chu-shogi",
    "variantUrl": "dist/shogi/variants/chu-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Dai Shogi",
    "heading": "Dai Shogi",
    "content": "Dai Shogi 大将棋, \"Large Chess\" is a historical Japanese chess variant played on a 15×15 board with 65 pieces per side. It is the direct predecessor of Chu Shogi and was played in Japan during the mediev",
    "anchor": "dai-shogi",
    "variant": "dai-shogi",
    "variantUrl": "dist/shogi/variants/dai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Dai Shogi",
    "heading": "Starting Position",
    "content": "Pieces occupy ranks 1–5 Sente and ranks 11–15 Gote, mirrored. Rank 1 left to right, files a–o: Lance · Knight · Stone General · Iron General · Copper General · Silver General · Gold General · King · G",
    "anchor": "starting-position",
    "variant": "dai-shogi",
    "variantUrl": "dist/shogi/variants/dai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Dai Shogi",
    "heading": "Pieces",
    "content": "Most pieces are directional sliders or steppers with ranges of infinite, 2, or 1 step. Key unique pieces: Lion h3: Double-mover. Makes up to 2 King steps per turn, changing direction freely, including",
    "anchor": "pieces",
    "variant": "dai-shogi",
    "variantUrl": "dist/shogi/variants/dai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Dai Shogi",
    "heading": "Promotion",
    "content": "Pieces may promote upon entering the promotion zone opponent's last 5 ranks, ranks 11–15 for Sente. Promotion is optional unless the piece would have no legal moves in unpromoted form. Each piece prom",
    "anchor": "promotion",
    "variant": "dai-shogi",
    "variantUrl": "dist/shogi/variants/dai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Dai Shogi",
    "heading": "Rules",
    "content": "Win: Capture all opponent royal pieces. A player loses only when their last royal King or Crown Prince is captured. Crown Prince / Extinction Royalty: The Drunk Elephant promotes to Crown Prince, a se",
    "anchor": "rules",
    "variant": "dai-shogi",
    "variantUrl": "dist/shogi/variants/dai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Dai Shogi",
    "heading": "Attribution",
    "content": "Historical Japanese game, medieval period. Rules documented from chessvariants.com/rules/dai-shogi H. G. Muller, 2015.",
    "anchor": "attribution",
    "variant": "dai-shogi",
    "variantUrl": "dist/shogi/variants/dai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Dobutsu Shogi",
    "heading": "Dobutsu Shogi",
    "content": "Dobutsu Shogi どうぶつしょうぎ, \"animal chess\" is a Shogi variant for young children invented by female professional Shogi player Madoka Kitao, in part to attract young girls to the game. Played on a 3×4 boar",
    "anchor": "dobutsu-shogi",
    "variant": "dobutsu",
    "variantUrl": "dist/shogi/variants/dobutsu/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Dobutsu Shogi",
    "heading": "Setup",
    "content": "Board: 3 files a–c × 4 ranks. No river, no palace. Pieces per player: 4 — one Lion, one Giraffe, one Elephant, one Chick. Starting position: a b c 1 GIR LIO ELE ← Gote White 2 · CHI · 3 · CHI · 4 ELE ",
    "anchor": "setup",
    "variant": "dobutsu",
    "variantUrl": "dist/shogi/variants/dobutsu/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Dobutsu Shogi",
    "heading": "Pieces",
    "content": "Symbol --- L G E C +C",
    "anchor": "pieces",
    "variant": "dobutsu",
    "variantUrl": "dist/shogi/variants/dobutsu/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Dobutsu Shogi",
    "heading": "Rules",
    "content": "Drops: Captured pieces go to the capturing player's hand and may be dropped on any empty square on a later turn, exactly as in standard Shogi. There are no Chick drop restrictions — two Chicks may sha",
    "anchor": "rules",
    "variant": "dobutsu",
    "variantUrl": "dist/shogi/variants/dobutsu/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Dobutsu Shogi",
    "heading": "Attribution",
    "content": "Dobutsu Shogi was invented by Madoka Kitao 北尾まどか. Public domain. Rules documented from pychess.org/variants/dobutsu.",
    "anchor": "attribution",
    "variant": "dobutsu",
    "variantUrl": "dist/shogi/variants/dobutsu/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Four Player Shogi",
    "heading": "Four Player Shogi",
    "content": "Four Player Shogi is a 4-player adaptation of standard Shogi designed by Michael Shipley in 1999. It is played on a cross-shaped board with a 9×9 central area and a 3×9 wing on each edge, giving 189 p",
    "anchor": "four-player-shogi",
    "variant": "four-player-shogi",
    "variantUrl": "dist/shogi/variants/four-player-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Four Player Shogi",
    "heading": "Starting Position",
    "content": "Each player occupies one 3×9 wing and commands a standard Shogi army, facing inward toward the centre. North and South wings back rank, inner to outer: Lance · Knight · Silver · Gold · King · Gold · S",
    "anchor": "starting-position",
    "variant": "four-player-shogi",
    "variantUrl": "dist/shogi/variants/four-player-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Four Player Shogi",
    "heading": "Piece Movement",
    "content": "All pieces move as in standard Shogi: - Pawn: one square forward - Lance: any number of squares forward - Knight: two squares forward + one square sideways can jump - Silver General: one square diagon",
    "anchor": "piece-movement",
    "variant": "four-player-shogi",
    "variantUrl": "dist/shogi/variants/four-player-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Four Player Shogi",
    "heading": "Promotion",
    "content": "A player may promote a piece when it enters, moves within, or leaves any opponent's 3×9 wing. A piece must promote if moved to a square from which it has no legal moves in unpromoted form. Promoted mo",
    "anchor": "promotion",
    "variant": "four-player-shogi",
    "variantUrl": "dist/shogi/variants/four-player-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Four Player Shogi",
    "heading": "Drops",
    "content": "Captured pieces may be dropped on any empty square in lieu of a move, with restrictions: - Pieces are always dropped in their unpromoted state. - A piece may not be dropped where it would have no lega",
    "anchor": "drops",
    "variant": "four-player-shogi",
    "variantUrl": "dist/shogi/variants/four-player-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Four Player Shogi",
    "heading": "Game Styles",
    "content": "Team-Orthogonal: North + South vs East + West. Turn order: North → East → South → West. Partners may not capture each other's pieces. A team wins when both enemy Kings are in checkmate simultaneously.",
    "anchor": "game-styles",
    "variant": "four-player-shogi",
    "variantUrl": "dist/shogi/variants/four-player-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Four Player Shogi",
    "heading": "Attribution",
    "content": "Designed by Michael Shipley, 1999. Rules documented from chessvariants.com/shogivariants.dir/fourplayer.html.",
    "anchor": "attribution",
    "variant": "four-player-shogi",
    "variantUrl": "dist/shogi/variants/four-player-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Gorogoro+",
    "heading": "Gorogoro+",
    "content": "Gorogoro+ is a compact Shogi variant played on a 5×6 board. It follows standard Shogi rules but with a reduced piece set — the Bishop and Rook are removed entirely. Each player begins with one Knight ",
    "anchor": "gorogoro",
    "variant": "gorogoro-plus",
    "variantUrl": "dist/shogi/variants/gorogoro-plus/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Gorogoro+",
    "heading": "Setup",
    "content": "Board: 5 files a–e × 6 ranks. Pieces per player on board: 9 — King, 2 Gold Generals, 2 Silver Generals, 2 Knights, 2 Lances. No Rook, no Bishop, no Pawns on board at start. Pieces per player in hand a",
    "anchor": "setup",
    "variant": "gorogoro-plus",
    "variantUrl": "dist/shogi/variants/gorogoro-plus/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Gorogoro+",
    "heading": "Pieces",
    "content": "All standard Shogi pieces except the Rook and Bishop are used. Movement is identical to standard Shogi. Abbreviation Promotes to --- --- K — Gold General One square orthogonally or diagonally forward ",
    "anchor": "pieces",
    "variant": "gorogoro-plus",
    "variantUrl": "dist/shogi/variants/gorogoro-plus/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Gorogoro+",
    "heading": "Rules",
    "content": "All standard Shogi drop rules apply: - No two Pawns of the same player may occupy the same file Nifu. - A Pawn may not be dropped to deliver immediate checkmate. - Pawns and Lances cannot be dropped o",
    "anchor": "rules",
    "variant": "gorogoro-plus",
    "variantUrl": "dist/shogi/variants/gorogoro-plus/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Gorogoro+",
    "heading": "Win Conditions",
    "content": "Checkmate the opponent's King. Stalemate is a loss for the player who cannot move.",
    "anchor": "win-conditions",
    "variant": "gorogoro-plus",
    "variantUrl": "dist/shogi/variants/gorogoro-plus/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Gorogoro+",
    "heading": "Attribution",
    "content": "Gorogoro+ is a Shogi family variant. Rules documented from pychess.org/variants/gorogoroplus.",
    "anchor": "attribution",
    "variant": "gorogoro-plus",
    "variantUrl": "dist/shogi/variants/gorogoro-plus/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Hasami Shogi",
    "heading": "Hasami Shogi",
    "content": "Hasami Shogi はさみ将棋, \"sandwiching chess\" is a distinct branch of the Shogi family with a single piece type, no drops, and no promotion. Capture is by sandwiching: a piece is removed when flanked on two",
    "anchor": "hasami-shogi",
    "variant": "hasami-shogi",
    "variantUrl": "dist/shogi/variants/hasami-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Hasami Shogi",
    "heading": "Setup",
    "content": "Board: 9×9 grid, 81 squares. Pieces: 9 per player, all identical. Player 1 places 9 pieces on the nearest rank; Player 2 places 9 pieces on the far rank.",
    "anchor": "setup",
    "variant": "hasami-shogi",
    "variantUrl": "dist/shogi/variants/hasami-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Hasami Shogi",
    "heading": "Rules",
    "content": "Movement: Pieces move orthogonally any number of empty squares, in any direction. This is the same range as a Rook in chess. A piece cannot jump over another piece. Capture custodial sandwich: A piece",
    "anchor": "rules",
    "variant": "hasami-shogi",
    "variantUrl": "dist/shogi/variants/hasami-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Hasami Shogi",
    "heading": "Win Condition",
    "content": "The player whose pieces are reduced to one remaining piece loses.",
    "anchor": "win-condition",
    "variant": "hasami-shogi",
    "variantUrl": "dist/shogi/variants/hasami-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Hasami Shogi",
    "heading": "Attribution",
    "content": "Hasami Shogi Variant 1. Public domain. Sources: steventran619/Hasami-Shogi implementation documentation; ryan-gallagher-atx/Hasami-Shogi-Game OSU CS162 final project; OlliePoole/Hasami-Shogi iOS imple",
    "anchor": "attribution",
    "variant": "hasami-shogi",
    "variantUrl": "dist/shogi/variants/hasami-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Heian Shogi",
    "heading": "Overview",
    "content": "Heian Shogi is played on a 9×8 board 9 files, 8 ranks with 18 pieces per side. There are no Rooks, no Bishops, and no drops. All pieces except the King promote to Gold General upon reaching the promot",
    "anchor": "overview",
    "variant": "heian-shogi",
    "variantUrl": "dist/shogi/variants/heian-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Heian Shogi",
    "heading": "Setup",
    "content": "FEN: lnsgkgsnl/9/ppppppppp/9/9/PPPPPPPPP/9/LNSGKGSNL w - - 0 1 Back rank White rank 1: Lancea1, Knightb1, Silverc1, Goldd1, Kinge1, Goldf1, Silverg1, Knighth1, Lancei1 Third rank White rank 3: Pawns a",
    "anchor": "setup",
    "variant": "heian-shogi",
    "variantUrl": "dist/shogi/variants/heian-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Heian Shogi",
    "heading": "Pieces",
    "content": "Movement ---------- One step any direction One step ortho. or diagonally forward not diag. backward One step diagonally or straight forward not sideways or backward Forward L-shape only: 1 ortho. + 1 ",
    "anchor": "pieces",
    "variant": "heian-shogi",
    "variantUrl": "dist/shogi/variants/heian-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Heian Shogi",
    "heading": "Promotion",
    "content": "The promotion zone is the three ranks furthest from each player White: ranks 6–8. Promotion to Gold General is optional at the end of a turn when the piece enters, moves within, or leaves the promotio",
    "anchor": "promotion",
    "variant": "heian-shogi",
    "variantUrl": "dist/shogi/variants/heian-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Heian Shogi",
    "heading": "Win Conditions",
    "content": "Checkmate: If a player’s King is in check and no legal move can escape the check, that player loses. Bare King bareing: A player wins by capturing all of the opponent’s pieces except the King. However",
    "anchor": "win-conditions",
    "variant": "heian-shogi",
    "variantUrl": "dist/shogi/variants/heian-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Heian Shogi",
    "heading": "Notes",
    "content": "- The game was reconstructed from the Nichureki 1126–1130 and other historical sources. The Nichureki describes piece movements and states that all pieces promote to Gold General upon reaching the 3rd",
    "anchor": "notes",
    "variant": "heian-shogi",
    "variantUrl": "dist/shogi/variants/heian-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Hex Shogi 91",
    "heading": "Hex Shogi 91",
    "content": "Hex Shogi 91 is a Shogi variant for two players, played on a 91-hexagon board. It was invented by Fergus Duniho and is part of the Hex Shogi family of games. The board is the same shape used for Glins",
    "anchor": "hex-shogi-91",
    "variant": "hex-shogi-91",
    "variantUrl": "dist/shogi/variants/hex-shogi-91/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Hex Shogi 91",
    "heading": "Board",
    "content": "The board consists of 91 hexagonal cells. Movement on a hexagonal board differs from a square board: hexagons are orthogonally adjacent when they share a side each hexagon has 6 orthogonal neighbours,",
    "anchor": "board",
    "variant": "hex-shogi-91",
    "variantUrl": "dist/shogi/variants/hex-shogi-91/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Hex Shogi 91",
    "heading": "Drops and Promotion",
    "content": "As in Shogi, captured pieces are held in hand and may be dropped on any empty square in lieu of a move. The following rules differ from standard Shogi: - No two-Pawn-per-file restriction: The standard",
    "anchor": "drops-and-promotion",
    "variant": "hex-shogi-91",
    "variantUrl": "dist/shogi/variants/hex-shogi-91/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Hex Shogi 91",
    "heading": "Pieces and Movement",
    "content": "All standard Shogi pieces are used, adapted for hexagonal movement: King: Moves to any adjacent hexagon, orthogonal or diagonal — up to 12 possible squares. May not move into check. Does not promote. ",
    "anchor": "pieces-and-movement",
    "variant": "hex-shogi-91",
    "variantUrl": "dist/shogi/variants/hex-shogi-91/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Hex Shogi 91",
    "heading": "Rules",
    "content": "Win: Checkmate the opponent's King. All other Shogi rules apply: no passing, Sente Black moves first, pieces promote at most once.",
    "anchor": "rules",
    "variant": "hex-shogi-91",
    "variantUrl": "dist/shogi/variants/hex-shogi-91/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Hex Shogi 91",
    "heading": "Attribution",
    "content": "Designed by Fergus Duniho. Rules documented from chessvariants.com/hexagonal.dir/hexshogi/hexshogi91.html. Note: The original build spec described this as a 3-player game. The actual game is 2-player.",
    "anchor": "attribution",
    "variant": "hex-shogi-91",
    "variantUrl": "dist/shogi/variants/hex-shogi-91/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Judkins' Shogi",
    "heading": "Overview",
    "content": "Judkins’ Shogi compresses modern Shogi onto a 6×6 board with 7 pieces per side, retaining drops. It plays very similarly to standard Shogi but in a much faster format.",
    "anchor": "overview",
    "variant": "judkins-shogi",
    "variantUrl": "dist/shogi/variants/judkins-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Judkins' Shogi",
    "heading": "Setup",
    "content": "Each player has 7 pieces: King, Gold, Silver, Knight, Bishop, Rook, and one Pawn. FEN: rbsgkn/5p/6/6/P5/NKGSBR w - - 0 1 Approximate; pawn is on the square directly in front of the King White rank 1, ",
    "anchor": "setup",
    "variant": "judkins-shogi",
    "variantUrl": "dist/shogi/variants/judkins-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Judkins' Shogi",
    "heading": "Pieces",
    "content": "All pieces move exactly as in standard Shogi: Movement ---------- One step any direction One step ortho. or diagonally forward Slides ortho. any distance Slides diagonally any distance One step diagon",
    "anchor": "pieces",
    "variant": "judkins-shogi",
    "variantUrl": "dist/shogi/variants/judkins-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Judkins' Shogi",
    "heading": "Promotion",
    "content": "The promotion zone is the last 2 ranks ranks 5–6 for White. Promotion is optional at the end of a turn when the move enters, moves within, or leaves the promotion zone, except: - A Pawn must promote u",
    "anchor": "promotion",
    "variant": "judkins-shogi",
    "variantUrl": "dist/shogi/variants/judkins-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Judkins' Shogi",
    "heading": "Drops",
    "content": "Captured pieces are held in hand and may be dropped on any empty square on the player’s turn, with these restrictions: - A piece may not be dropped on a square from which it has no legal moves Pawns c",
    "anchor": "drops",
    "variant": "judkins-shogi",
    "variantUrl": "dist/shogi/variants/judkins-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Kyoto Shogi",
    "heading": "Kyoto Shogi",
    "content": "Kyoto Shogi was invented by Tamiya Katsuya around 1976. It is played on a 5×5 board, and every piece except the King represents a pair: after each move, the moved piece must flip to show its other fac",
    "anchor": "kyoto-shogi",
    "variant": "kyoto-shogi",
    "variantUrl": "dist/shogi/variants/kyoto-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Kyoto Shogi",
    "heading": "Setup",
    "content": "Board: 5×5 grid, 25 squares. Pieces per player: 5 King + 4 dual-sided pieces. Starting position: Rank --- Rank 5 Rank 1 Black Sente moves first. The position is point-symmetric 180-degree rotation.",
    "anchor": "setup",
    "variant": "kyoto-shogi",
    "variantUrl": "dist/shogi/variants/kyoto-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Kyoto Shogi",
    "heading": "Piece Pairs",
    "content": "Each non-King piece has two faces. The piece flips to its alternate face after every move, mandatory. Face B --- Lance 香 Silver General 銀 Knight 桂 Pawn 歩 Piece movements: Movement --- One square in an",
    "anchor": "piece-pairs",
    "variant": "kyoto-shogi",
    "variantUrl": "dist/shogi/variants/kyoto-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Kyoto Shogi",
    "heading": "The Flip Rule",
    "content": "After every move, the moved piece must flip to its alternate face. A piece may be moved to a square from which it would immediately have no legal move for example, a Lance on the final rank that will ",
    "anchor": "the-flip-rule",
    "variant": "kyoto-shogi",
    "variantUrl": "dist/shogi/variants/kyoto-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Kyoto Shogi",
    "heading": "Drops",
    "content": "Captured pieces may be dropped back onto any empty square. When dropping, the player chooses which face of the pair to place face-up.",
    "anchor": "drops",
    "variant": "kyoto-shogi",
    "variantUrl": "dist/shogi/variants/kyoto-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Kyoto Shogi",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King.",
    "anchor": "win-condition",
    "variant": "kyoto-shogi",
    "variantUrl": "dist/shogi/variants/kyoto-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Kyoto Shogi",
    "heading": "Draws",
    "content": "The same position occurring three times with the same player to move is a draw.",
    "anchor": "draws",
    "variant": "kyoto-shogi",
    "variantUrl": "dist/shogi/variants/kyoto-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Kyoto Shogi",
    "heading": "Attribution",
    "content": "Kyoto Shogi. Invented by Tamiya Katsuya, c. 1976. Rules published freely since at least the 1980s; game mechanics are not copyrightable. Sources: pychess.org/variants/kyotoshogi; Fairy-Stockfish varia",
    "anchor": "attribution",
    "variant": "kyoto-shogi",
    "variantUrl": "dist/shogi/variants/kyoto-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Maka-Dai-Dai Shogi",
    "heading": "Maka-Dai-Dai Shogi",
    "content": "Maka-Dai-Dai Shogi 摩訶大大将棋, Great Dai-Dai Chess is a historical Japanese Shogi variant played on a 19×19 board — the same dimensions as a Go board. Each side starts with 96 pieces of 50 different types",
    "anchor": "maka-dai-dai-shogi",
    "variant": "maka-dai-dai-shogi",
    "variantUrl": "dist/shogi/variants/maka-dai-dai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Maka-Dai-Dai Shogi",
    "heading": "The Board",
    "content": "19×19 grid. Standard Shogi orientation sente at bottom. Files are labelled a–s 19 files; ranks 1–19. Pieces start on ranks 1–7 Sente and 13–19 Gote; ranks 8–12 are empty at the start.",
    "anchor": "the-board",
    "variant": "maka-dai-dai-shogi",
    "variantUrl": "dist/shogi/variants/maka-dai-dai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Maka-Dai-Dai Shogi",
    "heading": "Royals",
    "content": "Three piece types are royal their capture wins or advances the win condition: - King j1 — standard King; promotes to Emperor universal leaper - Drunk Elephant j2 — promotes to Crown Prince royal King ",
    "anchor": "royals",
    "variant": "maka-dai-dai-shogi",
    "variantUrl": "dist/shogi/variants/maka-dai-dai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Maka-Dai-Dai Shogi",
    "heading": "Starting Setup",
    "content": "Only Sente's side is given; Gote's setup is Sente's rotated 180°. Rank 1 back rank: Piece Promotes to --- --- Lance Gold General b1, r1 Steps 1 backward or forward orthogonally Stone General Free d1, ",
    "anchor": "starting-setup",
    "variant": "maka-dai-dai-shogi",
    "variantUrl": "dist/shogi/variants/maka-dai-dai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Maka-Dai-Dai Shogi",
    "heading": "Key Piece Descriptions",
    "content": "Lion: Moves up to twice per turn in independent directions. The second move may be a capture, pass, or hop. Can capture two pieces in one turn or pass its turn by moving to an adjacent empty square an",
    "anchor": "key-piece-descriptions",
    "variant": "maka-dai-dai-shogi",
    "variantUrl": "dist/shogi/variants/maka-dai-dai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Maka-Dai-Dai Shogi",
    "heading": "Promotion",
    "content": "- Promotion may occur anywhere on the board, triggered by making a capture not by entering a zone - Each piece has a fixed promoted form — there is no choice - Promoted condition is contagious for Tea",
    "anchor": "promotion",
    "variant": "maka-dai-dai-shogi",
    "variantUrl": "dist/shogi/variants/maka-dai-dai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Maka-Dai-Dai Shogi",
    "heading": "Repetition",
    "content": "Repetition is forbidden. The convention following Asian chess traditions is that the player giving perpetual check or perpetually chasing must be the one to deviate.",
    "anchor": "repetition",
    "variant": "maka-dai-dai-shogi",
    "variantUrl": "dist/shogi/variants/maka-dai-dai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Maka-Dai-Dai Shogi",
    "heading": "Attribution",
    "content": "Maka-Dai-Dai Shogi is a historical Japanese chess variant of unknown precise origin. Rules documented from chessvariants.com/rules/maka-dai-dai-shogi, authored by H. G. Muller.",
    "anchor": "attribution",
    "variant": "maka-dai-dai-shogi",
    "variantUrl": "dist/shogi/variants/maka-dai-dai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Minishogi",
    "heading": "Minishogi",
    "content": "Minishogi was invented or rediscovered around 1970 by Shigenobu Kusumoto of Osaka, Japan. It applies Standard Shogi rules to a 5×5 board, reducing each player's force to five pieces and the promotion ",
    "anchor": "minishogi",
    "variant": "minishogi",
    "variantUrl": "dist/shogi/variants/minishogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Minishogi",
    "heading": "Setup",
    "content": "Board: 5×5 grid, 25 squares. Pieces per player: 6 King, Rook, Bishop, Gold General, Silver General, one Pawn. No Knights or Lances: the board is too small for their jump. Starting position: Rank --- R",
    "anchor": "setup",
    "variant": "minishogi",
    "variantUrl": "dist/shogi/variants/minishogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Minishogi",
    "heading": "Pieces",
    "content": "Movement --- One square in any direction. Cannot move into check. Rook Any number of squares diagonally. Gold General One step diagonally, or one step forward. Five directions. Pawn",
    "anchor": "pieces",
    "variant": "minishogi",
    "variantUrl": "dist/shogi/variants/minishogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Minishogi",
    "heading": "Promotion",
    "content": "The promotion zone is the final rank only rank 5 for Black, rank 1 for White. A piece may promote when it moves into or within the promotion zone. Promotion is mandatory when the Pawn reaches the fina",
    "anchor": "promotion",
    "variant": "minishogi",
    "variantUrl": "dist/shogi/variants/minishogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Minishogi",
    "heading": "Drops",
    "content": "The drop mechanic applies as in Standard Shogi. Captured pieces are held in hand and may be dropped onto any empty square on a later turn, unpromoted. Restrictions: no Pawn drop on a file already cont",
    "anchor": "drops",
    "variant": "minishogi",
    "variantUrl": "dist/shogi/variants/minishogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Minishogi",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King. A player with no legal moves loses.",
    "anchor": "win-condition",
    "variant": "minishogi",
    "variantUrl": "dist/shogi/variants/minishogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Minishogi",
    "heading": "Draws",
    "content": "Sennichite: The same position including pieces in hand occurs four times with the same player to move. Draw. If caused by perpetual check, the checking side loses. Impasse: Both Kings enter the promot",
    "anchor": "draws",
    "variant": "minishogi",
    "variantUrl": "dist/shogi/variants/minishogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Minishogi",
    "heading": "Attribution",
    "content": "Minishogi. Invented or rediscovered c. 1970 by Shigenobu Kusumoto of Osaka. Rules freely published since then; game mechanics are not copyrightable. Sources: pychess.org/variants/minishogi; Fairy-Stoc",
    "anchor": "attribution",
    "variant": "minishogi",
    "variantUrl": "dist/shogi/variants/minishogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Mortal Shogi",
    "heading": "Mortal Shogi",
    "content": "Mortal Shogi is a modern Shogi variant created collaboratively by Roberto Lavieri and Fergus Duniho. It introduces mortality to Shogi pieces: instead of reverting to their original form when captured,",
    "anchor": "mortal-shogi",
    "variant": "mortal-shogi",
    "variantUrl": "dist/shogi/variants/mortal-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Mortal Shogi",
    "heading": "Starting Position",
    "content": "Identical to standard Shogi. SFEN: lnsgkgsnl/1r5b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL b - 1",
    "anchor": "starting-position",
    "variant": "mortal-shogi",
    "variantUrl": "dist/shogi/variants/mortal-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Mortal Shogi",
    "heading": "Piece Ranking and Demotion",
    "content": "Pieces are ranked high to low. When a piece is captured, it demotes one step: 1. Dragon King → demotes to Dragon Horse 2. Dragon Horse → demotes to Rook 3. Rook → demotes to Bishop 4. Bishop → demotes",
    "anchor": "piece-ranking-and-demotion",
    "variant": "mortal-shogi",
    "variantUrl": "dist/shogi/variants/mortal-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Mortal Shogi",
    "heading": "Piece Movement",
    "content": "All pieces move as in standard Shogi. The standard Shogi promoted forms for Pawn, Knight, Lance, and Silver Tokin, etc. are not used. - Dragon King: Rook + one diagonal step as standard Shogi. - Drago",
    "anchor": "piece-movement",
    "variant": "mortal-shogi",
    "variantUrl": "dist/shogi/variants/mortal-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Mortal Shogi",
    "heading": "Promotion",
    "content": "Promotion zone is the last 3 ranks ranks 7–9 for Sente. A piece may optionally promote when it enters, exits, or moves within the zone. A piece must promote if it would otherwise have no legal moves f",
    "anchor": "promotion",
    "variant": "mortal-shogi",
    "variantUrl": "dist/shogi/variants/mortal-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Mortal Shogi",
    "heading": "Drops",
    "content": "Drop rules follow standard Shogi: - Any piece in hand may be dropped on any empty square, subject to restrictions. - Pawns: not on rank 9; not on a file already containing a friendly Pawn; not to give",
    "anchor": "drops",
    "variant": "mortal-shogi",
    "variantUrl": "dist/shogi/variants/mortal-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Mortal Shogi",
    "heading": "Rules",
    "content": "Win: Checkmate the opponent's King. All standard Shogi check rules apply. Black Sente moves first.",
    "anchor": "rules",
    "variant": "mortal-shogi",
    "variantUrl": "dist/shogi/variants/mortal-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Mortal Shogi",
    "heading": "Attribution",
    "content": "Designed by Roberto Lavieri and Fergus Duniho. Rules documented from chessvariants.com/shogivariants.dir/mortalshogi.html.",
    "anchor": "attribution",
    "variant": "mortal-shogi",
    "variantUrl": "dist/shogi/variants/mortal-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Sankaku Shogi",
    "heading": "Sankaku Shogi",
    "content": "Sankaku Shogi 三角将棋, \"Triangle Shogi\" is a modern Shogi-inspired variant designed by L. Lynn Smith in 2004. It is played on a field of 44 triangular cells. Each player controls 13 pieces. Unlike standa",
    "anchor": "sankaku-shogi",
    "variant": "sankaku-shogi",
    "variantUrl": "dist/shogi/variants/sankaku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Sankaku Shogi",
    "heading": "Board",
    "content": "The playing field consists of 44 triangular cells in a diamond pattern with the four extreme corners removed to reduce choke points. Files are labeled a–g; ranks 1–8. The field is narrowest at ranks 1",
    "anchor": "board",
    "variant": "sankaku-shogi",
    "variantUrl": "dist/shogi/variants/sankaku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Sankaku Shogi",
    "heading": "Starting Position",
    "content": "Black: - Emperor: d1 - Chariots: c1, e1 - Cavalry: b2, c2, e2, f2 - General: d2 - Soldiers: b3, c3, d3, e3, f3 White: - Emperor: d8 - Chariots: c8, e8 - Cavalry: b7, c7, e7, f7 - General: d7 - Soldier",
    "anchor": "starting-position",
    "variant": "sankaku-shogi",
    "variantUrl": "dist/shogi/variants/sankaku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Sankaku Shogi",
    "heading": "Pieces",
    "content": "Emperor: Leaps to any cell on the entire board. Cannot capture an opponent Emperor that is defended any opponent piece could recapture on that square. Chariot: Slides orthogonally any number of cells.",
    "anchor": "pieces",
    "variant": "sankaku-shogi",
    "variantUrl": "dist/shogi/variants/sankaku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Sankaku Shogi",
    "heading": "Promotion",
    "content": "Soldiers and Cavalry promote to General immediately and mandatorily upon making any capture. There is no optional promotion and no promotion zone. Generals, Emperors, and Chariots do not promote.",
    "anchor": "promotion",
    "variant": "sankaku-shogi",
    "variantUrl": "dist/shogi/variants/sankaku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Sankaku Shogi",
    "heading": "Rules",
    "content": "- Black moves first. - Each player must move every turn — passing is not allowed. - All captured pieces are permanently removed no drops, no recycling. - Win: Capture the opponent's Emperor. - Repetit",
    "anchor": "rules",
    "variant": "sankaku-shogi",
    "variantUrl": "dist/shogi/variants/sankaku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Sankaku Shogi",
    "heading": "Attribution",
    "content": "Designed by L. Lynn Smith, 2004. Rules documented from chessvariants.com/44.dir/sankaku-shogi.html.",
    "anchor": "attribution",
    "variant": "sankaku-shogi",
    "variantUrl": "dist/shogi/variants/sankaku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Sho Shogi",
    "heading": "Sho Shogi",
    "content": "Shō Shogi 小将棋, \"small chess\" is a 16th-century form of Shogi and the immediate predecessor of the modern game. It is played on a standard 9×9 board with the same starting position as modern Shogi, wit",
    "anchor": "sho-shogi",
    "variant": "sho-shogi",
    "variantUrl": "dist/shogi/variants/sho-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Sho Shogi",
    "heading": "Setup",
    "content": "Board: Standard 9×9 grid. Pieces per player: 21 — all standard Shogi pieces plus one Drunken Elephant. Starting position: Identical to Standard Shogi, except each side has a Drunken Elephant E on the ",
    "anchor": "setup",
    "variant": "sho-shogi",
    "variantUrl": "dist/shogi/variants/sho-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Sho Shogi",
    "heading": "Pieces",
    "content": "All standard Shogi pieces move as normal. The Drunken Elephant is the sole addition: Drunken Elephant E: Moves one square in any of the eight directions except directly backward. It cannot step to the",
    "anchor": "pieces",
    "variant": "sho-shogi",
    "variantUrl": "dist/shogi/variants/sho-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Sho Shogi",
    "heading": "Rules",
    "content": "All standard Shogi rules apply, with these exceptions: No drops. Captured pieces are removed from play and do not return to the board. Dual royalty. A side that has promoted its Drunken Elephant to Cr",
    "anchor": "rules",
    "variant": "sho-shogi",
    "variantUrl": "dist/shogi/variants/sho-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Sho Shogi",
    "heading": "Promotion",
    "content": "The promotion zone is the three ranks farthest from each player ranks 7–9 for Sente. Standard Shogi pieces promote as normal. The Drunken Elephant promotes to Crown Prince; the Crown Prince does not p",
    "anchor": "promotion",
    "variant": "sho-shogi",
    "variantUrl": "dist/shogi/variants/sho-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Sho Shogi",
    "heading": "Win Conditions",
    "content": "Checkmate: The sole remaining royal piece is in check with no legal escape. If only a King remains no Crown Prince, standard checkmate applies. If a Crown Prince remains alongside the King, both must ",
    "anchor": "win-conditions",
    "variant": "sho-shogi",
    "variantUrl": "dist/shogi/variants/sho-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Sho Shogi",
    "heading": "Attribution",
    "content": "Sho Shogi is a historical game, public domain. Rules documented from pychess.org/variants/shoshogi and H.J.R. Murray, A History of Chess Oxford University Press, 1913.",
    "anchor": "attribution",
    "variant": "sho-shogi",
    "variantUrl": "dist/shogi/variants/sho-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Standard Shogi",
    "heading": "Standard Shogi",
    "content": "The full form of Japan's classic strategy game, played since at least the 10th century. The board is 9×9 and each player commands 20 pieces. The drop mechanic re-entering captured pieces as your own d",
    "anchor": "standard-shogi",
    "variant": "standard",
    "variantUrl": "dist/shogi/variants/standard/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Standard Shogi",
    "heading": "Setup",
    "content": "Board: 9×9 grid, 81 squares. Traditional boards use natural wood throughout, with no alternating square colours. Pieces per player: 20, in eight types. Starting position: Files 9–1 left to right --- L",
    "anchor": "setup",
    "variant": "standard",
    "variantUrl": "dist/shogi/variants/standard/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Standard Shogi",
    "heading": "Pieces",
    "content": "Abbreviation --- K R B G S N L P",
    "anchor": "pieces",
    "variant": "standard",
    "variantUrl": "dist/shogi/variants/standard/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Standard Shogi",
    "heading": "Promotion",
    "content": "The promotion zone is the three ranks farthest from each player the opponent's back three ranks. A piece may promote when it moves into, out of, or entirely within the promotion zone. Promotion is opt",
    "anchor": "promotion",
    "variant": "standard",
    "variantUrl": "dist/shogi/variants/standard/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Standard Shogi",
    "heading": "The Drop Mechanic",
    "content": "When a player captures an opponent's piece, that piece is held in hand. On any turn, instead of moving a piece on the board, the player may drop a piece from hand onto any empty square. Three restrict",
    "anchor": "the-drop-mechanic",
    "variant": "standard",
    "variantUrl": "dist/shogi/variants/standard/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Standard Shogi",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's King: attack the King such that no legal move can escape check. There is no stalemate rule in Shogi. A player with no legal move loses.",
    "anchor": "win-condition",
    "variant": "standard",
    "variantUrl": "dist/shogi/variants/standard/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Standard Shogi",
    "heading": "Draws",
    "content": "Sennichite 千日手: The same position including pieces in hand occurs four times with the same player to move. The game is a draw. If the repetition is caused by perpetual check, the checking side loses. ",
    "anchor": "draws",
    "variant": "standard",
    "variantUrl": "dist/shogi/variants/standard/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Standard Shogi",
    "heading": "Attribution",
    "content": "Standard Shogi. Ancient origin; public domain. Sources: GNU Shogi Manual GNU Project, public domain; mastersofgames.com rules reference; pychess.org variants documentation.",
    "anchor": "attribution",
    "variant": "standard",
    "variantUrl": "dist/shogi/variants/standard/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tai Shogi",
    "heading": "Tai Shogi",
    "content": "Tai Shogi 大将棋, Grand Chess is a historical Japanese Shogi variant played on a 25×25 board 625 squares with approximately 177 piece types per side 354 pieces total. It occupies the scale tier between M",
    "anchor": "tai-shogi",
    "variant": "tai-shogi",
    "variantUrl": "dist/shogi/variants/tai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tai Shogi",
    "heading": "The Board",
    "content": "25×25 grid 625 squares. Standard Shogi orientation: Sente First Player at the bottom, Gote Second Player at the top. Each player's pieces span approximately the first 12 ranks from their side, with se",
    "anchor": "the-board",
    "variant": "tai-shogi",
    "variantUrl": "dist/shogi/variants/tai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tai Shogi",
    "heading": "Scale",
    "content": "Value --- 25×25 625 squares Pieces per side 354 both sides combined Board coverage start",
    "anchor": "scale",
    "variant": "tai-shogi",
    "variantUrl": "dist/shogi/variants/tai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tai Shogi",
    "heading": "Piece Set",
    "content": "Tai Shogi includes all pieces found in Maka-Dai-Dai Shogi 19×19 plus many additional types unique to this scale. Piece categories include: - All standard Shogi pieces and their promoted forms - All Ch",
    "anchor": "piece-set",
    "variant": "tai-shogi",
    "variantUrl": "dist/shogi/variants/tai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tai Shogi",
    "heading": "Royals",
    "content": "- King — royal; does not promote - Crown Prince promoted Drunk Elephant — royal once promoted Win: capture both the opponent's King and Crown Prince or the King alone if the Drunk Elephant has not pro",
    "anchor": "royals",
    "variant": "tai-shogi",
    "variantUrl": "dist/shogi/variants/tai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tai Shogi",
    "heading": "Promotion",
    "content": "- Pieces promote upon entering the opponent's promotion zone the opponent's ranks, approximately the last 10 ranks from their perspective - No drops — captured pieces are permanently removed from play",
    "anchor": "promotion",
    "variant": "tai-shogi",
    "variantUrl": "dist/shogi/variants/tai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tai Shogi",
    "heading": "General Movement Categories",
    "content": "Pieces in Tai Shogi fall into these broad movement categories: - Generals: steppers that move 1 square in limited directions Gold, Silver, Copper, Iron, Stone, Tile, Elephant, Earth generals - Riders:",
    "anchor": "general-movement-categories",
    "variant": "tai-shogi",
    "variantUrl": "dist/shogi/variants/tai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tai Shogi",
    "heading": "Historical Context",
    "content": "Tai Shogi is documented in historical Japanese manuscripts alongside the other large Shogi variants. The chessvariants.com entry for Tai Shogi links only to an external Japanese-language source the sh",
    "anchor": "historical-context",
    "variant": "tai-shogi",
    "variantUrl": "dist/shogi/variants/tai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tai Shogi",
    "heading": "Attribution",
    "content": "Tai Shogi is documented in historical Japanese manuscripts. English documentation is limited; the primary Japanese-language source is referenced via chessvariants.com/link/TaiShogi.",
    "anchor": "attribution",
    "variant": "tai-shogi",
    "variantUrl": "dist/shogi/variants/tai-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Taikyoku Shogi",
    "heading": "Taikyoku Shogi",
    "content": "Taikyoku Shogi 太局将棋, Ultimate Chess is the largest chess variant ever documented. Played on a 36×36 board with 402 piece types per side 804 pieces total on 1,296 squares, it is documented in a single ",
    "anchor": "taikyoku-shogi",
    "variant": "taikyoku-shogi",
    "variantUrl": "dist/shogi/variants/taikyoku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Taikyoku Shogi",
    "heading": "The Board",
    "content": "36×36 grid 1,296 squares. Standard Shogi orientation. Each player occupies the first 12 ranks from their side Sente: ranks 1–12; Gote: ranks 25–36. Ranks 13–24 are empty at the start.",
    "anchor": "the-board",
    "variant": "taikyoku-shogi",
    "variantUrl": "dist/shogi/variants/taikyoku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Taikyoku Shogi",
    "heading": "Royals",
    "content": "- King does not promote — royal - Crown Prince promotes to King — royal once promoted Win: capture both the opponent's King and Crown Prince or their only royal if the Crown Prince has not promoted. -",
    "anchor": "royals",
    "variant": "taikyoku-shogi",
    "variantUrl": "dist/shogi/variants/taikyoku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Taikyoku Shogi",
    "heading": "Piece List",
    "content": "All 402 pieces per side, with count and promoted form: Qty --- 1 1 2 1 1 2 2 2 1 1 2 2 2 2 2 2 2 2 2 1 1 2 2 1 1 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 2 1 1 2 2 2 2 2 2 1 1 1 1 2 2 2 2 2 2 2 2 2 1 1 2 2 2 2",
    "anchor": "piece-list",
    "variant": "taikyoku-shogi",
    "variantUrl": "dist/shogi/variants/taikyoku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Taikyoku Shogi",
    "heading": "Starting Position (Sente)",
    "content": "Positions are given as rank, column. Columns 1–36 run left to right; rank 1 is Sente's back rank. Gote's setup is the mirror: rank 36 = Gote's back rank, column positions reversed. Pieces and Columns ",
    "anchor": "starting-position-sente",
    "variant": "taikyoku-shogi",
    "variantUrl": "dist/shogi/variants/taikyoku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Taikyoku Shogi",
    "heading": "Piece Ranking (for Jump Captures)",
    "content": "The following pieces can jump over lower-ranked pieces to make captures as in Tenjiku Shogi: Pieces --- King, Crown Prince 2 Vice General 4 All remaining pieces | A piece of rank R can jump over any n",
    "anchor": "piece-ranking-for-jump-captures",
    "variant": "taikyoku-shogi",
    "variantUrl": "dist/shogi/variants/taikyoku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Taikyoku Shogi",
    "heading": "Promotion",
    "content": "- Pieces promote upon reaching any of the opponent's 11 ranks ranks 26–36 for Sente - Captured pieces are permanently removed from play no drops - Each piece promotes to its fixed promoted form listed",
    "anchor": "promotion",
    "variant": "taikyoku-shogi",
    "variantUrl": "dist/shogi/variants/taikyoku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Taikyoku Shogi",
    "heading": "Historical Note",
    "content": "Taikyoku Shogi is documented in a manuscript held at Osaka Municipal Central Library. Its playability has been questioned by historians — some believe it was a theoretical exercise assembled by combin",
    "anchor": "historical-note",
    "variant": "taikyoku-shogi",
    "variantUrl": "dist/shogi/variants/taikyoku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Taikyoku Shogi",
    "heading": "Attribution",
    "content": "Taikyoku Shogi is documented in a single known Japanese manuscript. English transcription by L. Lynn Smith, with thanks to Patrick Davin. Source: chessvariants.com/shogivariants.dir/taikyokuenglish.ht",
    "anchor": "attribution",
    "variant": "taikyoku-shogi",
    "variantUrl": "dist/shogi/variants/taikyoku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tenjiku Shogi",
    "heading": "Tenjiku Shogi",
    "content": "Tenjiku Shogi 天竺将棋 is a medieval Japanese chess variant played on a 16×16 board. It is derived from Chu Shogi, expanding the board from 12×12 to 16×16 to accommodate powerful new pieces — most critica",
    "anchor": "tenjiku-shogi",
    "variant": "tenjiku-shogi",
    "variantUrl": "dist/shogi/variants/tenjiku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tenjiku Shogi",
    "heading": "Starting Position",
    "content": "Pieces occupy ranks 1–6 Sente and ranks 11–16 Gote, mirrored. Files run a–p 16 files. Rank 1 back rank, files a–p: Lance · Knight · Ferocious Leopard · Iron General · Copper General · Silver General ·",
    "anchor": "starting-position",
    "variant": "tenjiku-shogi",
    "variantUrl": "dist/shogi/variants/tenjiku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tenjiku Shogi",
    "heading": "Key Pieces",
    "content": "Fire Demon g3, j3: The most powerful piece. After moving, burns removes all enemy pieces on any of the 8 squares adjacent to its destination. Additionally, any enemy piece that moves adjacent to a sta",
    "anchor": "key-pieces",
    "variant": "tenjiku-shogi",
    "variantUrl": "dist/shogi/variants/tenjiku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tenjiku Shogi",
    "heading": "Promotion",
    "content": "The last 5 ranks form the promotion zone. Pieces promote optionally when entering the zone or moving within it to make a capture. Each piece promotes at most once: Water Buffalo → Fire Demon · Vertica",
    "anchor": "promotion",
    "variant": "tenjiku-shogi",
    "variantUrl": "dist/shogi/variants/tenjiku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tenjiku Shogi",
    "heading": "Rules",
    "content": "Win: Capture all opponent royal pieces. Royals are the King and Crown Prince Drunk Elephant's promoted form. A player with both survives losing one; they lose only when the last royal is captured or b",
    "anchor": "rules",
    "variant": "tenjiku-shogi",
    "variantUrl": "dist/shogi/variants/tenjiku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tenjiku Shogi",
    "heading": "Attribution",
    "content": "Medieval Japanese game. Rules documented from chessvariants.com/rules/tenjiku-shogi H. G. Muller; revised A. M. DeWitt, 2026.",
    "anchor": "attribution",
    "variant": "tenjiku-shogi",
    "variantUrl": "dist/shogi/variants/tenjiku-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tori Shogi",
    "heading": "Tori Shogi",
    "content": "Tori Shogi 禽将棋, \"Bird Shogi\" is a Shogi variant invented by Toyota Genryu in 1799, traditionally attributed to his master Ohashi Soei. Played on a 7×7 board with a bird-themed piece set, Tori Shogi ha",
    "anchor": "tori-shogi",
    "variant": "tori-shogi",
    "variantUrl": "dist/shogi/variants/tori-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tori Shogi",
    "heading": "Setup",
    "content": "Board: 7 files a–g × 7 ranks. Pieces per player: 16 — 1 Phoenix, 1 Left Quail, 1 Right Quail, 2 Cranes, 2 Pheasants, 1 Falcon, 8 Swallows. Starting position: Contents --- Right Quaila · Pheasantb · Cr",
    "anchor": "setup",
    "variant": "tori-shogi",
    "variantUrl": "dist/shogi/variants/tori-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tori Shogi",
    "heading": "Pieces",
    "content": "Symbol --- K C P L R F S +S +F Only the Swallow and Falcon promote. Phoenix, Cranes, Pheasants, and Quails never promote.",
    "anchor": "pieces",
    "variant": "tori-shogi",
    "variantUrl": "dist/shogi/variants/tori-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tori Shogi",
    "heading": "Rules",
    "content": "Drops: Captured pieces go to the capturing player's hand and may be dropped on any empty square on a later turn, with the following restrictions specific to Swallows: - A Swallow may not be dropped to",
    "anchor": "rules",
    "variant": "tori-shogi",
    "variantUrl": "dist/shogi/variants/tori-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tori Shogi",
    "heading": "Win Conditions",
    "content": "Checkmate the opponent's Phoenix — attack it such that no legal move can escape. A player with no legal move loses.",
    "anchor": "win-conditions",
    "variant": "tori-shogi",
    "variantUrl": "dist/shogi/variants/tori-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Tori Shogi",
    "heading": "Attribution",
    "content": "Tori Shogi was invented by Toyota Genryu 1799. Public domain. Rules documented from pychess.org/variants/torishogi.",
    "anchor": "attribution",
    "variant": "tori-shogi",
    "variantUrl": "dist/shogi/variants/tori-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Wa Shogi",
    "heading": "Overview",
    "content": "Wa Shogi uses an 11×11 board. All pieces except the Pawns are of unique types, and they are generally weaker than Shogi pieces, making the game well-suited to drops. Historical rules make no mention o",
    "anchor": "overview",
    "variant": "wa-shogi",
    "variantUrl": "dist/shogi/variants/wa-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Wa Shogi",
    "heading": "Starting Setup",
    "content": "Pieces are listed by file a–k from left to right, White’s perspective and rank.",
    "anchor": "starting-setup",
    "variant": "wa-shogi",
    "variantUrl": "dist/shogi/variants/wa-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Wa Shogi",
    "heading": "Rank 1 (back rank)",
    "content": "Piece ------- Oxcart Blind Dog Strutting Crow Flying Goose Violent Wolf Crane King royal Violent Stag Flying Cock Swooping Owl Climbing Monkey Liberated Horse",
    "anchor": "rank-1-back-rank",
    "variant": "wa-shogi",
    "variantUrl": "dist/shogi/variants/wa-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Wa Shogi",
    "heading": "Rank 2",
    "content": "Piece ------- Flying Falcon Swallow’s Wings Cloud Eagle",
    "anchor": "rank-2",
    "variant": "wa-shogi",
    "variantUrl": "dist/shogi/variants/wa-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Wa Shogi",
    "heading": "Ranks 3–4 (Pawns and special pieces)",
    "content": "Piece ------- Sparrow Pawn Treacherous Fox Running Rabbit Sparrow Pawn Total: 23 pieces per side 1 King, 2 special, 9 back-rank, 3 rank-2, 8 pawns.",
    "anchor": "ranks-34-pawns-and-special-pieces",
    "variant": "wa-shogi",
    "variantUrl": "dist/shogi/variants/wa-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Wa Shogi",
    "heading": "Promotion",
    "content": "The promotion zone is the last 3 ranks ranks 9–11 for White. Promotion is optional at the end of a turn when the move starts or ends in the zone. Each piece has a fixed promoted form: Promotes To ----",
    "anchor": "promotion",
    "variant": "wa-shogi",
    "variantUrl": "dist/shogi/variants/wa-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Wa Shogi",
    "heading": "Rules",
    "content": "Repetition: If the same position with the same player to move occurs a 4th time, the game is a draw. Exception: if one side has been delivering check on every move, that side loses. Impasse drops only",
    "anchor": "rules",
    "variant": "wa-shogi",
    "variantUrl": "dist/shogi/variants/wa-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Yari Shogi",
    "heading": "Overview",
    "content": "Yari Shogi takes Shogi’s characteristic forward orientation to an extreme: every unpromoted piece except the General includes a forward-Lance component in its movement. Captures happen the same way as",
    "anchor": "overview",
    "variant": "yari-shogi",
    "variantUrl": "dist/shogi/variants/yari-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Yari Shogi",
    "heading": "Setup",
    "content": "9-row × 7-column board. White - Rank 1: Forward Rooka1, Bishopb1, Bishopc1, Generald1, Knighte1, Knightf1, Forward Rookg1 - Rank 3: Pawns a3–g3 Black - Rank 9: Forward Rooka9, Knightb9, Knightc9, Gene",
    "anchor": "setup",
    "variant": "yari-shogi",
    "variantUrl": "dist/shogi/variants/yari-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Yari Shogi",
    "heading": "General",
    "content": "Moves one square in any direction as a King. Does not promote.",
    "anchor": "general",
    "variant": "yari-shogi",
    "variantUrl": "dist/shogi/variants/yari-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Yari Shogi",
    "heading": "Forward Rook",
    "content": "Slides along the rank sideways or forward along the file — but not backward. Effectively a Rook without the backward move. Promotes to: Full Rook slides orthogonally in all four directions.",
    "anchor": "forward-rook",
    "variant": "yari-shogi",
    "variantUrl": "dist/shogi/variants/yari-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Yari Shogi",
    "heading": "Bishop (Yari)",
    "content": "Slides forward along the file fR component, or steps one square diagonally forward fF component. Cannot move backward or sideways. Promotes to: Gold.",
    "anchor": "bishop-yari",
    "variant": "yari-shogi",
    "variantUrl": "dist/shogi/variants/yari-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Yari Shogi",
    "heading": "Knight (Yari)",
    "content": "Slides forward along the file fR component, or makes a forward L-shape leap — two squares forward then one square sideways the standard Shogi knight leap, forward only, jumps over pieces. Promotes to:",
    "anchor": "knight-yari",
    "variant": "yari-shogi",
    "variantUrl": "dist/shogi/variants/yari-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Yari Shogi",
    "heading": "Pawn",
    "content": "Moves one square straight forward. Captures by the same move. Promotes to: Silver.",
    "anchor": "pawn",
    "variant": "yari-shogi",
    "variantUrl": "dist/shogi/variants/yari-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Yari Shogi",
    "heading": "Gold (promoted Bishop or Knight)",
    "content": "Moves one square forward, diagonally forward, or sideways or slides backward along the file backward Lance. Combined: any Shogi-Gold step plus a backward file slide.",
    "anchor": "gold-promoted-bishop-or-knight",
    "variant": "yari-shogi",
    "variantUrl": "dist/shogi/variants/yari-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Yari Shogi",
    "heading": "Silver (promoted Pawn)",
    "content": "Moves one square straight forward or diagonally forward or slides backward along the file backward Lance. Cannot move sideways or step backward.",
    "anchor": "silver-promoted-pawn",
    "variant": "yari-shogi",
    "variantUrl": "dist/shogi/variants/yari-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Yari Shogi",
    "heading": "Promotion",
    "content": "The promotion zone is the three ranks furthest from each player White: ranks 7–9. Promotion is optional unless it would leave the piece immobile: - Bishop, Knight, and Pawn must promote if moved to th",
    "anchor": "promotion",
    "variant": "yari-shogi",
    "variantUrl": "dist/shogi/variants/yari-shogi/"
  },
  {
    "game": "shogi",
    "gameTitle": "Shogi",
    "section": "Yari Shogi",
    "heading": "Drops",
    "content": "Captured pieces change sides and may be dropped on a vacant square as a turn, with these restrictions: - A piece may not be dropped where it would have no legal moves. Bishop, Knight, and Pawn cannot ",
    "anchor": "drops",
    "variant": "yari-shogi",
    "variantUrl": "dist/shogi/variants/yari-shogi/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 2-Player Stern-Halma",
    "heading": "Standard 2-Player Stern-Halma",
    "content": "The classic two-player configuration. Each player occupies one triangular arm and races to fill the opposite arm.",
    "anchor": "standard-2-player-stern-halma",
    "variant": "standard-2p",
    "variantUrl": "dist/stern-halma/variants/standard-2p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 2-Player Stern-Halma",
    "heading": "Setup",
    "content": "Board: Six-pointed star, 121 holes total. Six triangular arms 10 holes each surrounding a central hexagonal area 61 holes. Pieces: 10 per player in distinct colours. Camp assignment: Starting arm --- ",
    "anchor": "setup",
    "variant": "standard-2p",
    "variantUrl": "dist/stern-halma/variants/standard-2p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 2-Player Stern-Halma",
    "heading": "Movement",
    "content": "On each turn a player moves one piece. A piece may: - Step: Move to any adjacent hole in any of the six grid directions, provided it is empty. - Hop: Jump over any adjacent piece own or opponent to th",
    "anchor": "movement",
    "variant": "standard-2p",
    "variantUrl": "dist/stern-halma/variants/standard-2p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 2-Player Stern-Halma",
    "heading": "Camp rule",
    "content": "Once a piece enters the destination arm, it should remain there. By traditional agreement, a piece in the goal arm may not be voluntarily moved out.",
    "anchor": "camp-rule",
    "variant": "standard-2p",
    "variantUrl": "dist/stern-halma/variants/standard-2p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 2-Player Stern-Halma",
    "heading": "Winning",
    "content": "The first player to place all 10 pieces in the opposite arm wins.",
    "anchor": "winning",
    "variant": "standard-2p",
    "variantUrl": "dist/stern-halma/variants/standard-2p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 2-Player Stern-Halma",
    "heading": "Attribution",
    "content": "Stern-Halma. Originated in Germany, 1892. Public domain. Rules confirmed from mastersofgames.com, Wikipedia, and BGG.",
    "anchor": "attribution",
    "variant": "standard-2p",
    "variantUrl": "dist/stern-halma/variants/standard-2p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 3-Player Stern-Halma",
    "heading": "Standard 3-Player Stern-Halma",
    "content": "Three players occupy alternating arms of the star, leaving three arms empty.",
    "anchor": "standard-3-player-stern-halma",
    "variant": "standard-3p",
    "variantUrl": "dist/stern-halma/variants/standard-3p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 3-Player Stern-Halma",
    "heading": "Setup",
    "content": "Pieces: 10 per player in distinct colours. Camp assignment: Starting arm --- N SE SW Arms NE, S, and NW begin empty. First move: Decide by mutual agreement or lot. Play proceeds clockwise.",
    "anchor": "setup",
    "variant": "standard-3p",
    "variantUrl": "dist/stern-halma/variants/standard-3p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 3-Player Stern-Halma",
    "heading": "Movement",
    "content": "Identical to 2-player rules: step, hop, or chain-hop in any of the six grid directions. Jumped pieces are never removed.",
    "anchor": "movement",
    "variant": "standard-3p",
    "variantUrl": "dist/stern-halma/variants/standard-3p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 3-Player Stern-Halma",
    "heading": "Camp rule",
    "content": "Once a piece enters the destination arm, it should remain there by traditional agreement.",
    "anchor": "camp-rule",
    "variant": "standard-3p",
    "variantUrl": "dist/stern-halma/variants/standard-3p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 3-Player Stern-Halma",
    "heading": "Winning",
    "content": "The first player to place all 10 pieces in the opposite arm wins.",
    "anchor": "winning",
    "variant": "standard-3p",
    "variantUrl": "dist/stern-halma/variants/standard-3p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 3-Player Stern-Halma",
    "heading": "Attribution",
    "content": "Stern-Halma. Originated in Germany, 1892. Public domain. Rules confirmed from mastersofgames.com, Wikipedia, and BGG.",
    "anchor": "attribution",
    "variant": "standard-3p",
    "variantUrl": "dist/stern-halma/variants/standard-3p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 4-Player Stern-Halma",
    "heading": "Standard 4-Player Stern-Halma",
    "content": "Four players occupy the diagonal arms, leaving the N and S arms empty.",
    "anchor": "standard-4-player-stern-halma",
    "variant": "standard-4p",
    "variantUrl": "dist/stern-halma/variants/standard-4p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 4-Player Stern-Halma",
    "heading": "Setup",
    "content": "Pieces: 10 per player in distinct colours. Camp assignment: Starting arm --- NE SE SW NW Arms N and S begin empty. First move: Decide by mutual agreement or lot. Play proceeds clockwise.",
    "anchor": "setup",
    "variant": "standard-4p",
    "variantUrl": "dist/stern-halma/variants/standard-4p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 4-Player Stern-Halma",
    "heading": "Movement",
    "content": "Identical to 2-player rules: step, hop, or chain-hop in any of the six grid directions. Jumped pieces are never removed.",
    "anchor": "movement",
    "variant": "standard-4p",
    "variantUrl": "dist/stern-halma/variants/standard-4p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 4-Player Stern-Halma",
    "heading": "Camp rule",
    "content": "Once a piece enters the destination arm, it should remain there by traditional agreement.",
    "anchor": "camp-rule",
    "variant": "standard-4p",
    "variantUrl": "dist/stern-halma/variants/standard-4p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 4-Player Stern-Halma",
    "heading": "Winning",
    "content": "The first player to place all 10 pieces in the opposite arm wins.",
    "anchor": "winning",
    "variant": "standard-4p",
    "variantUrl": "dist/stern-halma/variants/standard-4p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 4-Player Stern-Halma",
    "heading": "Attribution",
    "content": "Stern-Halma. Originated in Germany, 1892. Public domain. Rules confirmed from mastersofgames.com, Wikipedia, and BGG.",
    "anchor": "attribution",
    "variant": "standard-4p",
    "variantUrl": "dist/stern-halma/variants/standard-4p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 6-Player Stern-Halma",
    "heading": "Standard 6-Player Stern-Halma",
    "content": "The full six-player game uses every arm on the board.",
    "anchor": "standard-6-player-stern-halma",
    "variant": "standard-6p",
    "variantUrl": "dist/stern-halma/variants/standard-6p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 6-Player Stern-Halma",
    "heading": "Setup",
    "content": "Pieces: 10 per player in distinct colours 60 pieces total on the board. Camp assignment: Starting arm --- N NE SE S SW NW All 60 arm positions are occupied at the start. Only the 61 central hexagonal ",
    "anchor": "setup",
    "variant": "standard-6p",
    "variantUrl": "dist/stern-halma/variants/standard-6p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 6-Player Stern-Halma",
    "heading": "Movement",
    "content": "Identical to 2-player rules: step, hop, or chain-hop in any of the six grid directions. Jumped pieces are never removed.",
    "anchor": "movement",
    "variant": "standard-6p",
    "variantUrl": "dist/stern-halma/variants/standard-6p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 6-Player Stern-Halma",
    "heading": "Camp rule",
    "content": "Once a piece enters the destination arm, it should remain there by traditional agreement.",
    "anchor": "camp-rule",
    "variant": "standard-6p",
    "variantUrl": "dist/stern-halma/variants/standard-6p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 6-Player Stern-Halma",
    "heading": "Winning",
    "content": "The first player to place all 10 pieces in the opposite arm wins. The game may continue to determine second, third place, etc.",
    "anchor": "winning",
    "variant": "standard-6p",
    "variantUrl": "dist/stern-halma/variants/standard-6p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Standard 6-Player Stern-Halma",
    "heading": "Attribution",
    "content": "Stern-Halma. Originated in Germany, 1892. Public domain. Rules confirmed from mastersofgames.com, Wikipedia, and BGG.",
    "anchor": "attribution",
    "variant": "standard-6p",
    "variantUrl": "dist/stern-halma/variants/standard-6p/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Super Chinese Checkers",
    "heading": "Super Chinese Checkers",
    "content": "A faster variant using the same star board but with an extended hopping rule that allows pieces to travel much further in a single move.",
    "anchor": "super-chinese-checkers",
    "variant": "super-chinese-checkers",
    "variantUrl": "dist/stern-halma/variants/super-chinese-checkers/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Super Chinese Checkers",
    "heading": "Setup",
    "content": "Same board and camp assignments as standard Stern-Halma for any player count 2, 3, 4, or 6. Each player has 10 pieces.",
    "anchor": "setup",
    "variant": "super-chinese-checkers",
    "variantUrl": "dist/stern-halma/variants/super-chinese-checkers/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Super Chinese Checkers",
    "heading": "Movement",
    "content": "On each turn a player moves one piece. A piece may: - Step: Move to any adjacent empty hole same as standard. - Super hop: A piece may jump over exactly one other piece own or opponent in a straight l",
    "anchor": "movement",
    "variant": "super-chinese-checkers",
    "variantUrl": "dist/stern-halma/variants/super-chinese-checkers/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Super Chinese Checkers",
    "heading": "Camp rule",
    "content": "Same as standard: once in the destination arm, a piece should remain there.",
    "anchor": "camp-rule",
    "variant": "super-chinese-checkers",
    "variantUrl": "dist/stern-halma/variants/super-chinese-checkers/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Super Chinese Checkers",
    "heading": "Winning",
    "content": "First player to place all 10 pieces in the opposite arm wins.",
    "anchor": "winning",
    "variant": "super-chinese-checkers",
    "variantUrl": "dist/stern-halma/variants/super-chinese-checkers/"
  },
  {
    "game": "stern-halma",
    "gameTitle": "Stern-Halma",
    "section": "Super Chinese Checkers",
    "heading": "Attribution",
    "content": "Super Chinese Checkers. Variant of Stern-Halma with extended hop rule. Public domain. Rules confirmed from BGG BoardGameGeek Sternhalma variants discussion.",
    "anchor": "attribution",
    "variant": "super-chinese-checkers",
    "variantUrl": "dist/stern-halma/variants/super-chinese-checkers/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Brandubh",
    "heading": "Overview",
    "content": "Brandubh Irish: \"black raven\" is the Irish form of tafl, played on a 7×7 board. The game is mentioned in several medieval Irish texts. The rules here follow the reconstruction by H.J.R. Murray A Histo",
    "anchor": "overview",
    "variant": "brandubh",
    "variantUrl": "dist/tafl/variants/brandubh/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Brandubh",
    "heading": "Components",
    "content": "Board: 7×7 squares. The central square d4 is restricted: no piece may land on it. The four corner squares a1, a7, g1, g7 are restricted: only the King may enter them. Both the central square and all c",
    "anchor": "components",
    "variant": "brandubh",
    "variantUrl": "dist/tafl/variants/brandubh/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Brandubh",
    "heading": "Starting Position",
    "content": "Attackers move first. - King: d4 centre - Defenders 4: c4, e4 horizontal; d3, d5 vertical - Attackers 8: a4, b4 west arm; f4, g4 east arm; d1, d2 south arm; d6, d7 north arm",
    "anchor": "starting-position",
    "variant": "brandubh",
    "variantUrl": "dist/tafl/variants/brandubh/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Brandubh",
    "heading": "Movement",
    "content": "All pieces move any distance orthogonally. No piece may land on the central square. Only the King may enter corner squares.",
    "anchor": "movement",
    "variant": "brandubh",
    "variantUrl": "dist/tafl/variants/brandubh/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Brandubh",
    "heading": "Capture",
    "content": "A piece is captured when surrounded orthogonally on two sides by opposing pieces. Pieces may also be captured between the central square and an opposing piece, or between a corner square and an opposi",
    "anchor": "capture",
    "variant": "brandubh",
    "variantUrl": "dist/tafl/variants/brandubh/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Brandubh",
    "heading": "King Capture",
    "content": "- King on the central square: must be surrounded on all four orthogonal sides. - King adjacent to the central square: surrounded on three sides the central square counts as the fourth. - King elsewher",
    "anchor": "king-capture",
    "variant": "brandubh",
    "variantUrl": "dist/tafl/variants/brandubh/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Brandubh",
    "heading": "Win Conditions",
    "content": "- Defenders win if the King reaches any corner square. - Attackers win if the King is captured.",
    "anchor": "win-conditions",
    "variant": "brandubh",
    "variantUrl": "dist/tafl/variants/brandubh/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Brandubh",
    "heading": "Historical Note",
    "content": "\"Brandubh\" appears in several medieval Irish texts in connection with kingship and conflict. The precise historical form of the game is uncertain. This implementation follows the Murray reconstruction",
    "anchor": "historical-note",
    "variant": "brandubh",
    "variantUrl": "dist/tafl/variants/brandubh/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Hnefatafl",
    "heading": "Overview",
    "content": "Hnefatafl Old Norse: \"king's table\" is the primary form of the tafl family, played across Norse and Celtic Northern Europe from around 400 AD. No original written rules survive. All rules are reconstr",
    "anchor": "overview",
    "variant": "hnefatafl",
    "variantUrl": "dist/tafl/variants/hnefatafl/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Hnefatafl",
    "heading": "Components",
    "content": "Board: 11×11 squares. The central square f6 is the throne: restricted to all except the King, though all pieces may pass through it when empty. The four corner squares a1, k1, a11, k11 are restricted:",
    "anchor": "components",
    "variant": "hnefatafl",
    "variantUrl": "dist/tafl/variants/hnefatafl/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Hnefatafl",
    "heading": "Starting Position",
    "content": "Attackers move first. - King: f6 centre - Defenders 12: d6, e6, g6, h6 horizontal arm; f4, f5, f7, f8 vertical arm; e5, g5, e7, g7 flanking squares - Attackers 24: d1, e1, f1, g1, h1, f2 south; d11, e",
    "anchor": "starting-position",
    "variant": "hnefatafl",
    "variantUrl": "dist/tafl/variants/hnefatafl/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Hnefatafl",
    "heading": "Movement",
    "content": "All pieces move any number of empty squares orthogonally. No jumping. Only the King may occupy the throne or corner squares; all pieces may pass through the empty throne.",
    "anchor": "movement",
    "variant": "hnefatafl",
    "variantUrl": "dist/tafl/variants/hnefatafl/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Hnefatafl",
    "heading": "Restricted Squares",
    "content": "The throne is always hostile to attackers. The throne is hostile to defenders only when empty. Corner squares are always hostile to both sides. A hostile square counts as an enemy piece for capture pu",
    "anchor": "restricted-squares",
    "variant": "hnefatafl",
    "variantUrl": "dist/tafl/variants/hnefatafl/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Hnefatafl",
    "heading": "Capture",
    "content": "A piece is captured when sandwiched orthogonally between two enemy pieces, or between one enemy piece and a hostile square.",
    "anchor": "capture",
    "variant": "hnefatafl",
    "variantUrl": "dist/tafl/variants/hnefatafl/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Hnefatafl",
    "heading": "King Capture",
    "content": "- King on the throne: surrounded on all four sides by attackers. - King adjacent to the throne: surrounded on three sides the throne counts as the fourth. - King elsewhere: sandwiched between two enem",
    "anchor": "king-capture",
    "variant": "hnefatafl",
    "variantUrl": "dist/tafl/variants/hnefatafl/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Hnefatafl",
    "heading": "Win Conditions",
    "content": "- Defenders win if the King reaches any corner square. - Attackers win if the King is captured. - Draw by perpetual repetition, or if neither side can achieve their objective.",
    "anchor": "win-conditions",
    "variant": "hnefatafl",
    "variantUrl": "dist/tafl/variants/hnefatafl/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Hnefatafl",
    "heading": "Historical Note",
    "content": "No original written rules for Hnefatafl survive. The game is known from archaeological finds, saga references in Old Norse literature, and extrapolation of the Tablut rules recorded by Linnaeus in 173",
    "anchor": "historical-note",
    "variant": "hnefatafl",
    "variantUrl": "dist/tafl/variants/hnefatafl/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tablut",
    "heading": "Overview",
    "content": "Tablut is the most reliably sourced variant in the tafl family, recorded by Swedish naturalist Carl Linnaeus during his 1732 Lapland expedition among the Sami people and published in Lachesis Lapponic",
    "anchor": "overview",
    "variant": "standard",
    "variantUrl": "dist/tafl/variants/standard/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tablut",
    "heading": "Components",
    "content": "Board: 9×9 squares. The central square e5 is the castle, also called the throne konakis in Sami. No piece may land on the throne once vacated, including the King. Pieces: - Swedish defenders: 1 King +",
    "anchor": "components",
    "variant": "standard",
    "variantUrl": "dist/tafl/variants/standard/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tablut",
    "heading": "Starting Position",
    "content": "- King: e5 centre - Defenders 8: c5, d5, f5, g5 horizontal arm; e3, e4, e6, e7 vertical arm - Attackers 16: d1, e1, f1, e2 south; d9, e9, f9, e8 north; a4, a5, a6, b5 west; i4, i5, i6, h5 east Muscovi",
    "anchor": "starting-position",
    "variant": "standard",
    "variantUrl": "dist/tafl/variants/standard/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tablut",
    "heading": "Movement",
    "content": "All pieces move any number of empty squares orthogonally, in the manner of a rook in chess. No piece may jump another. No diagonal movement.",
    "anchor": "movement",
    "variant": "standard",
    "variantUrl": "dist/tafl/variants/standard/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tablut",
    "heading": "Throne Square",
    "content": "The throne counts as a hostile square for custodial captures against any piece. No piece may land on the throne once the King has vacated it, including the King himself.",
    "anchor": "throne-square",
    "variant": "standard",
    "variantUrl": "dist/tafl/variants/standard/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tablut",
    "heading": "Capture",
    "content": "A piece is captured by custodial capture: sandwiched orthogonally between two enemy pieces, or between one enemy piece and the empty throne square. A piece that moves voluntarily between two enemies i",
    "anchor": "capture",
    "variant": "standard",
    "variantUrl": "dist/tafl/variants/standard/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tablut",
    "heading": "King Capture",
    "content": "The King is captured when surrounded on all four orthogonal sides by attackers. If the King is adjacent to the empty throne, three attackers suffice the throne counts as the fourth side.",
    "anchor": "king-capture",
    "variant": "standard",
    "variantUrl": "dist/tafl/variants/standard/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tablut",
    "heading": "Win Conditions",
    "content": "- Defenders win if the King reaches any square on the board edge. - Attackers win if the King is captured. - Draw if neither player can achieve their objective.",
    "anchor": "win-conditions",
    "variant": "standard",
    "variantUrl": "dist/tafl/variants/standard/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tablut",
    "heading": "Special Terms",
    "content": "When the King has one escape route to the board edge, the defending player announces raichi. When the King has two such routes, the call is tuichu. These are modern additions, likely borrowed from che",
    "anchor": "special-terms",
    "variant": "standard",
    "variantUrl": "dist/tafl/variants/standard/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tablut",
    "heading": "Historical Note",
    "content": "Linnaeus witnessed Tablut being played by Sami people in Lapland in 1732. The original diary entry was first translated to English in 1811 Lachesis Lapponica. The Salmi corrected translation 2013, upd",
    "anchor": "historical-note",
    "variant": "standard",
    "variantUrl": "dist/tafl/variants/standard/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tawlbwrdd",
    "heading": "Overview",
    "content": "Tawlbwrdd is the Welsh form of tafl, documented in Peniarth Manuscript 158, a 1587 Welsh manuscript. The manuscript specifies piece counts and describes some aspects of movement and capture, but leave",
    "anchor": "overview",
    "variant": "tawlbwrdd",
    "variantUrl": "dist/tafl/variants/tawlbwrdd/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tawlbwrdd",
    "heading": "Components",
    "content": "Board: 11×11 squares. The central square f6 is the throne. The King wins by reaching any edge square in contrast to Hnefatafl, where only corner squares win. Pieces: - Defenders: 1 King + 12 defenders",
    "anchor": "components",
    "variant": "tawlbwrdd",
    "variantUrl": "dist/tafl/variants/tawlbwrdd/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tawlbwrdd",
    "heading": "Starting Position",
    "content": "Attackers move first. - King: f6 centre - Defenders 12: d6, e6, g6, h6 horizontal; f4, f5, f7, f8 vertical; e5, g5, e7, g7 flanking - Attackers 24: six per edge, central five squares of each outer edg",
    "anchor": "starting-position",
    "variant": "tawlbwrdd",
    "variantUrl": "dist/tafl/variants/tawlbwrdd/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tawlbwrdd",
    "heading": "Movement",
    "content": "All pieces move orthogonally any number of spaces. No jumping. Attackers move first.",
    "anchor": "movement",
    "variant": "tawlbwrdd",
    "variantUrl": "dist/tafl/variants/tawlbwrdd/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tawlbwrdd",
    "heading": "Capture",
    "content": "A piece is captured by surrounding it on two opposite sides by an opponent's piece. Two or three pieces in a line may be captured at once by surrounding them in this way. An entire row of pieces canno",
    "anchor": "capture",
    "variant": "tawlbwrdd",
    "variantUrl": "dist/tafl/variants/tawlbwrdd/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tawlbwrdd",
    "heading": "Win Conditions",
    "content": "- Defenders win if the King reaches any square on the board edge. - Attackers win if the King is captured.",
    "anchor": "win-conditions",
    "variant": "tawlbwrdd",
    "variantUrl": "dist/tafl/variants/tawlbwrdd/"
  },
  {
    "game": "tafl",
    "gameTitle": "Tafl",
    "section": "Tawlbwrdd",
    "heading": "Historical Note",
    "content": "Tawlbwrdd is documented in Peniarth Manuscript 158 1587. The manuscript names the game and states that one side plays with a king and twelve men, the other with twenty-four. Movement and win condition",
    "anchor": "historical-note",
    "variant": "tawlbwrdd",
    "variantUrl": "dist/tafl/variants/tawlbwrdd/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Janggi",
    "heading": "Janggi (Korean Chess)",
    "content": "Janggi 장기 is the Korean form of chess, descended from the same historical lineage as Xiangqi but evolved independently into a distinct game. Key differences include no river, a different Elephant move",
    "anchor": "janggi-korean-chess",
    "variant": "janggi",
    "variantUrl": "dist/xiangqi/variants/janggi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Janggi",
    "heading": "The Board",
    "content": "The board is a 9×10 grid. Pieces are placed on the 90 intersection points. There is no river. Each side has a palace: a 3×3 area marked with diagonal lines files d–f, ranks 1–3 for the bottom player; ",
    "anchor": "the-board",
    "variant": "janggi",
    "variantUrl": "dist/xiangqi/variants/janggi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Janggi",
    "heading": "Pieces",
    "content": "Each side has 16 pieces. Korean/Chinese Movement --- --- 將/帥 One step orthogonally or diagonally within the 3×3 palace Advisor 2 象 One step orthogonally, then two steps diagonally outward. Blocked if ",
    "anchor": "pieces",
    "variant": "janggi",
    "variantUrl": "dist/xiangqi/variants/janggi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Janggi",
    "heading": "Byunsu: Choosing the Starting Position",
    "content": "Before play begins, each player independently chooses the arrangement of their Horses and Elephants. Four configurations exist per side: Right side --- Horse, Elephant Horse, Elephant Elephant, Horse ",
    "anchor": "byunsu-choosing-the-starting-position",
    "variant": "janggi",
    "variantUrl": "dist/xiangqi/variants/janggi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Janggi",
    "heading": "Special Rules",
    "content": "Bikjang laughing generals: when both Generals face each other on the same open file with no intervening piece, the player to move has two choices: make a move that breaks bikjang move the General or i",
    "anchor": "special-rules",
    "variant": "janggi",
    "variantUrl": "dist/xiangqi/variants/janggi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Janggi",
    "heading": "Tournament Material Counting",
    "content": "In tournaments that do not permit draws, when bikjang is reached the remaining pieces are counted by value to determine the winner: Value jeom --- 13 Cannon 5 Elephant 3 Soldier not counted | Han Red ",
    "anchor": "tournament-material-counting",
    "variant": "janggi",
    "variantUrl": "dist/xiangqi/variants/janggi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Janggi",
    "heading": "Winning",
    "content": "Checkmate the opponent's General: place it under threat with no legal move to escape.",
    "anchor": "winning",
    "variant": "janggi",
    "variantUrl": "dist/xiangqi/variants/janggi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Janggi",
    "heading": "Attribution",
    "content": "Janggi 장기. Public domain. Traditional Korean origin, ancient derivation from Xiangqi. Rules consistent with the Korean Janggi Association standard.",
    "anchor": "attribution",
    "variant": "janggi",
    "variantUrl": "dist/xiangqi/variants/janggi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Jieqi",
    "heading": "Jieqi",
    "content": "Jieqi 揭棋, “unveiling chess” is a Xiangqi variant with hidden information. Also known as Dark Chess, Cờ Úhp Vietnamese, and by several other local names, it has seen rapid growth in popularity in China",
    "anchor": "jieqi",
    "variant": "jieqi",
    "variantUrl": "dist/xiangqi/variants/jieqi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Jieqi",
    "heading": "Setup",
    "content": "The board, palace, river, and starting positions are identical to standard Xiangqi. However, at the start of the game all pieces except the General are placed face-down — covered so that their identit",
    "anchor": "setup",
    "variant": "jieqi",
    "variantUrl": "dist/xiangqi/variants/jieqi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Jieqi",
    "heading": "The Revelation Mechanic",
    "content": "Covered pieces are informally called “fake pieces,” named after the starting position they occupy. For example, a covered piece on a Rook’s starting square is called a “fake Chariot.” First move of a ",
    "anchor": "the-revelation-mechanic",
    "variant": "jieqi",
    "variantUrl": "dist/xiangqi/variants/jieqi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Jieqi",
    "heading": "Revealed Advisors and Elephants",
    "content": "Unlike in standard Xiangqi, revealed Advisors and Elephants are not restricted by the palace or the river. They can move to any valid square anywhere on the board. This is the only rule relaxation tha",
    "anchor": "revealed-advisors-and-elephants",
    "variant": "jieqi",
    "variantUrl": "dist/xiangqi/variants/jieqi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Jieqi",
    "heading": "Captures",
    "content": "- A covered piece may be captured by an opponent’s piece in the normal way. - When a covered piece is captured, its true identity is revealed only to the capturing player. The opponent does not learn ",
    "anchor": "captures",
    "variant": "jieqi",
    "variantUrl": "dist/xiangqi/variants/jieqi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Jieqi",
    "heading": "Rules",
    "content": "All standard Xiangqi rules apply to uncovered pieces: Flying General, palace restrictions for Generals, stalemate as a loss, perpetual check and chase rules.",
    "anchor": "rules",
    "variant": "jieqi",
    "variantUrl": "dist/xiangqi/variants/jieqi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Jieqi",
    "heading": "Win Conditions",
    "content": "Checkmate the opponent’s General. The General may never move into check. Stalemate is a loss for the player who cannot move.",
    "anchor": "win-conditions",
    "variant": "jieqi",
    "variantUrl": "dist/xiangqi/variants/jieqi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Jieqi",
    "heading": "Attribution",
    "content": "Jieqi is a public domain variant of Xiangqi with historical roots. Rules documented from pychess.org/variants/jieqi.",
    "anchor": "attribution",
    "variant": "jieqi",
    "variantUrl": "dist/xiangqi/variants/jieqi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Manchu+",
    "heading": "Manchu+",
    "content": "Manchu Chess 満洲棋, Mǎnzhŏuqí, also known as Yitong Chess 一统棋, Yītǒngqí, is an asymmetric variant of Xiangqi created during the Qing Dynasty by the Bannermen, among whom it was one of the most popular b",
    "anchor": "manchu",
    "variant": "manchu-plus",
    "variantUrl": "dist/xiangqi/variants/manchu-plus/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Manchu+",
    "heading": "The Two Armies",
    "content": "Red Standard Xiangqi: General, 2 Advisors, 2 Elephants, 2 Horses, 2 Chariots, 2 Cannons, 5 Soldiers. Red starts in the standard Xiangqi position. Black Manchu: General, 2 Advisors, 2 Elephants, 1 Char",
    "anchor": "the-two-armies",
    "variant": "manchu-plus",
    "variantUrl": "dist/xiangqi/variants/manchu-plus/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Manchu+",
    "heading": "Setup",
    "content": "The board is the standard 9×10 Xiangqi grid with river at ranks 5–6 and palaces a 3×3 area with diagonals at each end. Red back rank rank 1, bottom: Chariota · Horseb · Elephantc · Advisord · Generale",
    "anchor": "setup",
    "variant": "manchu-plus",
    "variantUrl": "dist/xiangqi/variants/manchu-plus/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Manchu+",
    "heading": "The Banner",
    "content": "The Banner is Black's single super-piece. It combines the movement of three standard pieces and may use any mode on any turn: - Chariot mode: slides any number of squares orthogonally like a Rook. - C",
    "anchor": "the-banner",
    "variant": "manchu-plus",
    "variantUrl": "dist/xiangqi/variants/manchu-plus/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Manchu+",
    "heading": "Rules",
    "content": "All standard Xiangqi rules apply: river, palace restrictions, Flying General rule, Soldier movement forward and sideways after crossing the river, stalemate is a loss, perpetual check is a loss for th",
    "anchor": "rules",
    "variant": "manchu-plus",
    "variantUrl": "dist/xiangqi/variants/manchu-plus/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Manchu+",
    "heading": "Attribution",
    "content": "Manchu Chess is a historical Qing Dynasty game, public domain. The Manchu+ adaptation is documented from pychess.org/variants/manchu.",
    "anchor": "attribution",
    "variant": "manchu-plus",
    "variantUrl": "dist/xiangqi/variants/manchu-plus/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Minixiangqi",
    "heading": "Minixiangqi",
    "content": "Minixiangqi is Xiangqi condensed to a 7×7 board. It was invented in 1973 by Shigenobu Kusumoto of Osaka, Japan. The game preserves the essential character of Xiangqi — the General in a palace, the scr",
    "anchor": "minixiangqi",
    "variant": "minixiangqi",
    "variantUrl": "dist/xiangqi/variants/minixiangqi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Minixiangqi",
    "heading": "Piece Set",
    "content": "Minixiangqi removes the Advisor and Elephant from both sides. Each side has: General 1, Horses 2, Chariots 2, Cannons 2, Soldiers 5.",
    "anchor": "piece-set",
    "variant": "minixiangqi",
    "variantUrl": "dist/xiangqi/variants/minixiangqi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Minixiangqi",
    "heading": "Setup",
    "content": "Board: 7 files a–g × 7 ranks. Pieces are placed on intersections. There is no river. Each side has a palace: a 3×3 box with diagonal lines in one corner of the board. The General cannot leave its pala",
    "anchor": "setup",
    "variant": "minixiangqi",
    "variantUrl": "dist/xiangqi/variants/minixiangqi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Minixiangqi",
    "heading": "Pieces",
    "content": "Movement --- One step orthogonally or along palace diagonal lines. Confined to the palace. Flying General rule applies. Chariot R Slides orthogonally freely; to capture, must jump over exactly one scr",
    "anchor": "pieces",
    "variant": "minixiangqi",
    "variantUrl": "dist/xiangqi/variants/minixiangqi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Minixiangqi",
    "heading": "Rules",
    "content": "All standard Xiangqi rules apply with these differences: No river. The board is undivided. No Advisors or Elephants. Soldiers move sideways from the start. In standard Xiangqi, Soldiers gain lateral m",
    "anchor": "rules",
    "variant": "minixiangqi",
    "variantUrl": "dist/xiangqi/variants/minixiangqi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Minixiangqi",
    "heading": "Win Conditions",
    "content": "Checkmate the opponent's General. The General may never move into or remain in check. Stalemate is a loss.",
    "anchor": "win-conditions",
    "variant": "minixiangqi",
    "variantUrl": "dist/xiangqi/variants/minixiangqi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Minixiangqi",
    "heading": "Attribution",
    "content": "Minixiangqi was invented by Shigenobu Kusumoto, Osaka, Japan, 1973. Public domain. Rules documented from pychess.org/variants/minixiangqi.",
    "anchor": "attribution",
    "variant": "minixiangqi",
    "variantUrl": "dist/xiangqi/variants/minixiangqi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Quang Trung Chess",
    "heading": "Overview",
    "content": "Quang Trung Chess Cờ Quang Trung was designed by Vu Q. Vo, with the concept begun in July 1992 and the first edition completed March 3, 1999. It is named in honor of Emperor Quang Trung Nguyễn Huệ, re",
    "anchor": "overview",
    "variant": "quang-trung",
    "variantUrl": "dist/xiangqi/variants/quang-trung/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Quang Trung Chess",
    "heading": "Board and Setup",
    "content": "Played on a checkered 10×10 board files a–j, ranks 1–10. White occupies the bottom, moves first. Pieces occupy squares, not intersections. The General and Pawns are restricted to the middle section fi",
    "anchor": "board-and-setup",
    "variant": "quang-trung",
    "variantUrl": "dist/xiangqi/variants/quang-trung/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Quang Trung Chess",
    "heading": "Pieces",
    "content": "General royal — The General moves and captures by making exactly one diagonal step followed immediately by exactly one orthogonal step, in that order. Both steps must reach legal squares first step to",
    "anchor": "pieces",
    "variant": "quang-trung",
    "variantUrl": "dist/xiangqi/variants/quang-trung/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Quang Trung Chess",
    "heading": "Rules",
    "content": "No castling. No en passant. No pawn promotion. Middle section restriction: The General and all Pawns must remain in files c–h at all times. Any move that would take a General or Pawn outside this zone",
    "anchor": "rules",
    "variant": "quang-trung",
    "variantUrl": "dist/xiangqi/variants/quang-trung/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Quang Trung Chess",
    "heading": "Win Conditions",
    "content": "1. Checkmate the General — the opponent's General is under attack and has no legal move to escape. 2. Pawn advance win — a Pawn reaches the opponent's last rank in such a position that it cannot be im",
    "anchor": "win-conditions",
    "variant": "quang-trung",
    "variantUrl": "dist/xiangqi/variants/quang-trung/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Quang Trung Chess",
    "heading": "Attribution",
    "content": "Quang Trung Chess was designed by Vu Q. Vo. WWW page created May 12, 1999; last modified November 27, 2000. Rules documented from chessvariants.com/large.dir/contest/qtchess.html.",
    "anchor": "attribution",
    "variant": "quang-trung",
    "variantUrl": "dist/xiangqi/variants/quang-trung/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "San-kwo-k'i",
    "heading": "Overview",
    "content": "San-kwo-k'i 三國棋, \"Game of the Three Kingdoms\" is a historical Chinese three-player chess variant representing the Three Kingdoms war 220–280 CE among Wei, Shu, and Wu. It is documented in H.J.R. Murra",
    "anchor": "overview",
    "variant": "san-kwo-ki",
    "variantUrl": "dist/xiangqi/variants/san-kwo-ki/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "San-kwo-k'i",
    "heading": "Board",
    "content": "The board is a large hexagonal space divided into three equal sections, one per kingdom. Each section contains a Xiangqi-like grid with a 3×3 palace at its centre. The three sections meet at a central",
    "anchor": "board",
    "variant": "san-kwo-ki",
    "variantUrl": "dist/xiangqi/variants/san-kwo-ki/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "San-kwo-k'i",
    "heading": "Players and Armies",
    "content": "Three players represent three kingdoms: - Wei 魏 — Blue - Shu 蜀 — Red - Wu 吳 — Green Each player commands the standard 16 Xiangqi pieces: General1, Guard2, Elephant2, Horse2, Chariot2, Cannon2, Soldier",
    "anchor": "players-and-armies",
    "variant": "san-kwo-ki",
    "variantUrl": "dist/xiangqi/variants/san-kwo-ki/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "San-kwo-k'i",
    "heading": "Starting Position",
    "content": "Confirmed against two independent diagram sources: the original 1876/1913 illustration Murray, A History of Chess, p. 133, reproducing von Möllendorff's diagram and a clearer modern redraw by Hans Bod",
    "anchor": "starting-position",
    "variant": "san-kwo-ki",
    "variantUrl": "dist/xiangqi/variants/san-kwo-ki/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "San-kwo-k'i",
    "heading": "Special Piece: Banner / Fire / Wind",
    "content": "The special piece makes an extended knight's move: two steps vertically or horizontally, then one step diagonally outward. This is a leaping move — the piece jumps directly to its destination and cann",
    "anchor": "special-piece-banner-fire-wind",
    "variant": "san-kwo-ki",
    "variantUrl": "dist/xiangqi/variants/san-kwo-ki/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "San-kwo-k'i",
    "heading": "Rules",
    "content": "Standard Xiangqi rules apply, with the following adaptations for three players: Turn order: Players take turns in a fixed sequence — Wei, Shu, Wu, Wei… — clockwise around the board. Elimination: When ",
    "anchor": "rules",
    "variant": "san-kwo-ki",
    "variantUrl": "dist/xiangqi/variants/san-kwo-ki/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "San-kwo-k'i",
    "heading": "Historical Note",
    "content": "The game is reported to be \"very complicated and difficult, but is not considered as interesting as the ordinary chess\" Murray, citing von Möllendorff. The back-row/cannon/pawn arrangement above is no",
    "anchor": "historical-note",
    "variant": "san-kwo-ki",
    "variantUrl": "dist/xiangqi/variants/san-kwo-ki/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "San-kwo-k'i",
    "heading": "Attribution",
    "content": "Rules documented from chessvariants.com/xiangqivariants.dir/chin3pl.html, citing H.J.R. Murray, A History of Chess 1913, pp. 133–134, and O. von Möllendorff, \"Das Schachspiel der Chinesen\" 1876. Start",
    "anchor": "attribution",
    "variant": "san-kwo-ki",
    "variantUrl": "dist/xiangqi/variants/san-kwo-ki/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Standard Xiangqi",
    "heading": "Standard Xiangqi",
    "content": "Xiangqi 象棋, \"Elephant Chess\" is the classical Chinese form of chess, played in China since at least the 7th century. It is the most widely played board game in China and among the most popular strateg",
    "anchor": "standard-xiangqi",
    "variant": "standard",
    "variantUrl": "dist/xiangqi/variants/standard/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Standard Xiangqi",
    "heading": "The Board",
    "content": "The board is a 9×10 grid. Pieces are placed on the 90 intersection points, not inside squares. A river separates the two halves of the board between ranks 5 and 6. Each side has a palace: a 3×3 area m",
    "anchor": "the-board",
    "variant": "standard",
    "variantUrl": "dist/xiangqi/variants/standard/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Standard Xiangqi",
    "heading": "Pieces",
    "content": "Each side has 16 pieces. Chinese Movement --- --- 帥/將 One step horizontally or vertically within the palace only. Cannot face the enemy General on an open file Flying General rule Advisor 2 相/象 Exactl",
    "anchor": "pieces",
    "variant": "standard",
    "variantUrl": "dist/xiangqi/variants/standard/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Standard Xiangqi",
    "heading": "Starting Position",
    "content": "- Chariots: a1, i1 opponent: a10, i10 - Horses: b1, h1 opponent: b10, h10 - Elephants: c1, g1 opponent: c10, g10 - Advisors: d1, f1 opponent: d10, f10 - General: e1 opponent: e10 - Cannons: b3, h3 opp",
    "anchor": "starting-position",
    "variant": "standard",
    "variantUrl": "dist/xiangqi/variants/standard/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Standard Xiangqi",
    "heading": "Special Rules",
    "content": "Flying General: the two Generals may never face each other on an open file with no intervening piece. A move that creates this position is illegal, even if the moving piece is not the General. Stalema",
    "anchor": "special-rules",
    "variant": "standard",
    "variantUrl": "dist/xiangqi/variants/standard/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Standard Xiangqi",
    "heading": "Winning",
    "content": "Checkmate the opponent's General: place it under threat with no legal move to escape.",
    "anchor": "winning",
    "variant": "standard",
    "variantUrl": "dist/xiangqi/variants/standard/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Standard Xiangqi",
    "heading": "Strategy",
    "content": "Control the cannon mounts carefully: a Cannon without a screen to jump over loses its capturing ability. The Flying General rule creates tactical opportunities to threaten the opponent's General by cl",
    "anchor": "strategy",
    "variant": "standard",
    "variantUrl": "dist/xiangqi/variants/standard/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Standard Xiangqi",
    "heading": "Attribution",
    "content": "Xiangqi. Public domain. Ancient Chinese origin, no copyright concern. Rules in accordance with the World Xiangqi Federation WXF standard.",
    "anchor": "attribution",
    "variant": "standard",
    "variantUrl": "dist/xiangqi/variants/standard/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Xiangqi 42",
    "heading": "Overview",
    "content": "Xiangqi 42 is a compact Xiangqi variant designed by Robert Price and entered in the Chess Variant Pages 42-Squares Contest 2001. The board has exactly 42 occupiable positions — 7 files × 6 ranks = 42 ",
    "anchor": "overview",
    "variant": "xiangqi-42",
    "variantUrl": "dist/xiangqi/variants/xiangqi-42/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Xiangqi 42",
    "heading": "Board and Setup",
    "content": "Played on a 7-line × 6-line grid files a–g, ranks 1–6. Pieces are placed on intersections. There is no river the board is too small to include one. Each player controls 3 ranks of home territory. Whit",
    "anchor": "board-and-setup",
    "variant": "xiangqi-42",
    "variantUrl": "dist/xiangqi/variants/xiangqi-42/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Xiangqi 42",
    "heading": "Rules",
    "content": "All standard Xiangqi rules apply: - Piece movement: Chariot, Horse, Cannon, Soldier, Guard, and General all move exactly as in standard Xiangqi. - Palace: The General and Guards are confined to the 3×",
    "anchor": "rules",
    "variant": "xiangqi-42",
    "variantUrl": "dist/xiangqi/variants/xiangqi-42/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Xiangqi 42",
    "heading": "Win Condition",
    "content": "Checkmate the opponent's General. Standard Xiangqi win and draw conditions apply.",
    "anchor": "win-condition",
    "variant": "xiangqi-42",
    "variantUrl": "dist/xiangqi/variants/xiangqi-42/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Xiangqi 42",
    "heading": "Attribution",
    "content": "Xiangqi 42 was invented by Robert Price as an entry in the Chess Variant Pages 42-squares contest. WWW page created October 17, 2001. Rules documented from chessvariants.com/42.dir/xiangqi42.html.",
    "anchor": "attribution",
    "variant": "xiangqi-42",
    "variantUrl": "dist/xiangqi/variants/xiangqi-42/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Yáng Qí",
    "heading": "Overview",
    "content": "Yáng Qí also spelled Yang Qi, Yangqi, or Yang Chi was designed by Fergus Duniho in 2001 as a Western-influenced redesign of Chinese Chess. While classified under the Xiangqi family, Yáng Qí plays clos",
    "anchor": "overview",
    "variant": "yang-qi",
    "variantUrl": "dist/xiangqi/variants/yang-qi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Yáng Qí",
    "heading": "Board and Setup",
    "content": "Played on a checkered 9×10 board files a–i, ranks 1–10. White occupies the bottom ranks 1–4, Black the top ranks 7–10. Pieces occupy squares, not intersections. White starting position: a c e g i ----",
    "anchor": "board-and-setup",
    "variant": "yang-qi",
    "variantUrl": "dist/xiangqi/variants/yang-qi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Yáng Qí",
    "heading": "Pieces",
    "content": "King K — moves one square in any direction. Cannot move into check. No castling. Has a special swap move see below. Canon / Vao / Arrow V — slides any number of squares diagonally like a FIDE Bishop w",
    "anchor": "pieces",
    "variant": "yang-qi",
    "variantUrl": "dist/xiangqi/variants/yang-qi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Yáng Qí",
    "heading": "Special Rules",
    "content": "King Swap: When the King is not in check, it may swap places with any adjacent friendly piece except a Pawn. This counts as the entire turn. The swap may be used any number of times throughout the gam",
    "anchor": "special-rules",
    "variant": "yang-qi",
    "variantUrl": "dist/xiangqi/variants/yang-qi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Yáng Qí",
    "heading": "Notation",
    "content": "Algebraic notation as in FIDE Chess. Per the Fairy Alphabet Anthony Dickins, A Guide to Fairy Chess: P denotes the Cannon/Pao, V denotes the Canon/Vao. Pawn moves are recorded without a piece letter. ",
    "anchor": "notation",
    "variant": "yang-qi",
    "variantUrl": "dist/xiangqi/variants/yang-qi/"
  },
  {
    "game": "xiangqi",
    "gameTitle": "Xiangqi",
    "section": "Yáng Qí",
    "heading": "Attribution",
    "content": "Yáng Qí was designed by Fergus Duniho. WWW page created June 9, 2001; last modified June 21, 2001. Rules documented from chessvariants.com/xiangqivariants.dir/yangqi.html.",
    "anchor": "attribution",
    "variant": "yang-qi",
    "variantUrl": "dist/xiangqi/variants/yang-qi/"
  }
]