Mansindam (Pantheon Tale)
A variant that combines Shogi’s drop rule with strong compound pieces, and has no draws.
Mansindam is a chess variant designed by Couch Tomato. It takes two of Shogi’s most distinctive mechanics – dropping captured pieces back onto the board, and mandatory promotion on entering the enemy camp – and combines them with a set of powerful compound pieces drawn from the fairy chess tradition. The result is a game with dramatically more tactical complexity than standard chess, no drawing mechanisms, and two additional win conditions beyond checkmate.
The Board
Mansindam (Pantheon Tale) — starting position
https://engine.moddable.games/play/?game=chess&variant=mansindam
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.
Starting Position
White (Yang):
- Rank 1: Marshal(a), Knight(b), Cardinal©, Queen(d), King(e), Angel(f), Bishop(g), Knight(h), Rook(i)
- Rank 2: empty
- Rank 3: 9 Pawns (a3-i3)
Black (Eum):
- Rank 7: 9 Pawns (a7-i7)
- Rank 8: empty
- Rank 9: Rook(a), Knight(b), Bishop©, Angel(d), King(e), Queen(f), Cardinal(g), Knight(h), Marshal(i)
Each side has exactly one of each major piece type in the back rank. White (Yang) moves first.
FEN: rnbakqcnm/9/ppppppppp/9/9/9/PPPPPPPPP/9/MNCQKABNR[] w - - 0 1
Promotion Zone
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 – a piece that can be promoted must be promoted. On a physical board this is accomplished by flipping the piece upside-down, as in Shogi.
Promoted pieces revert to their pre-promotion state if captured by the opponent. Pieces are always dropped in their pre-promotion state.
The following pieces do not promote: Queen, Angel, King.
Pieces
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.
Pawn (P) / Bo – promotes to Guard
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).
Knight (N) / Gi – promotes to Centaur
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 or one step in any direction).
Bishop (B) / Gak – promotes to Archer
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).
Rook ® / Bang – promotes to Tiger
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).
Cardinal © / Ye – promotes to Rhino
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 orthogonally (adds the King’s orthogonal reach).
Marshal (M) / Su – promotes to Ship
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 (adds the King’s diagonal reach).
Queen (Q) / Bun – does not promote
Moves any number of squares orthogonally or diagonally. Cannot jump over pieces. Equivalent to a standard chess Queen.
Angel (A) / Cheon – does not promote
Moves as a Queen or Knight (orthogonals any distance, diagonals any distance, or Knight leap). The most powerful piece in the game.
King (K) / Ok
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.
Piece Summary Table
| English | Korean | Symbol | Moves as | Promotes to |
|---|---|---|---|---|
| Pawn | Bo | P | One step forward (ortho) | Guard |
| Guard | Cho | G | King (non-royal) | – promoted form |
| Knight | Gi | N | Knight leap | Centaur |
| Centaur | Wi | E | Knight + King | – promoted form |
| Bishop | Gak | B | Bishop (diagonals) | Archer |
| Archer | Ma | H | Bishop + King | – promoted form |
| Rook | Bang | R | Rook (orthogonals) | Tiger |
| Tiger | Yong | T | Rook + King | – promoted form |
| Cardinal | Ye | C | Bishop + Knight | Rhino |
| Rhino | Seong | I | Bishop + Knight + ortho-step | – promoted form |
| Marshal | Su | M | Rook + Knight | Ship |
| Ship | Myeong | S | Rook + Knight + diag-step | – promoted form |
| Queen | Bun | Q | Rook + Bishop | does not promote |
| Angel | Cheon | A | Rook + Bishop + Knight | does not promote |
| King | Ok | K | King (royal) | does not promote |
Rules
Basic Movement
- 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 intervening pieces on their path.
- There is no castling.
- There is no passing a turn.
- There is no 50-move rule.
The King and Check
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. A player who cannot escape check loses by checkmate.
Drops
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 may be dropped per turn.
- Pieces are always dropped in their pre-promotion state.
- A piece dropped in the enemy camp is not automatically promoted – it can only promote when subsequently moved from that square.
- A player may deliver check or checkmate by dropping a piece.
Pawn Drop Restrictions
- 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 there could never move.
- Unlike Shogi, delivering checkmate by dropping a Pawn is legal.
Stalemate – Loss
A player who has no legal move and no legal drop loses. Stalemate is not a draw.
Campmate – Win
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.
Prohibition of Threefold Repetition
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 forbidden from making that move. A player unable to block or avoid a perpetual check due to this rule also loses.
No Draws
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.
Defeat Conditions
A player loses when:
- Their King is checkmated.
- The opponent’s King reaches their last rank (campmate).
- They cannot move or drop any piece (stalemate).
- They declare resignation (by placing their King on their piece stand, on their turn).
- They violate a rule of the game.
- They forfeit on time.
Attribution
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 character names as given in that source.
