Minnaar Treasury

MINNAAR CHESS

The Sovereign Alliance

A Game of Sovereigns

An Original Strategy Game Inspired by Chess

Every Individual Is Sovereign.

The Establishment Seeks to Divide. The Sovereigns Choose to Unite.

LEARN TO PLAY PLAY MINNAAR CHESS

The starting arrangement of Minnaar Chess on a wooden board: along the top rank, eight plain handcrafted stoneware Sovereign Medallions; in the centre, the white Establishment pieces and the black Establishment pieces standing back to back; along the bottom rank, eight stoneware Sovereign Medallions, each with a small white dot.
The starting arrangement: the Sovereigns on the first and last ranks, the Establishment standing back to back in the centre.

The idea

Minnaar Chess is an original strategy game inspired by chess, with its own rules, objectives and philosophical meaning.

Sixteen Sovereigns, in two groups of eight, face sixteen allied pieces of the Establishment. The Establishment can win only by dividing the Sovereigns; the Sovereigns can win only together. The game rewards independent judgement, tactical intelligence and voluntary cooperation.

Every Individual Is Sovereign.

The Establishment Seeks to Divide. The Sovereigns Choose to Unite.

The starting arrangement

The Establishment stands in the centre of the battlefield, its two allied armies back to back, each facing outward toward the Sovereigns. The Sovereigns surround it from opposite sides.

  • Rank 8: the eight Northern Sovereigns (plain).
  • Rank 5: the eight White Establishment pieces.
  • Rank 4: the eight Black Establishment pieces.
  • Rank 1: the eight Southern Sovereigns (with the small white dot).
  • Ranks 2, 3, 6 and 7 begin empty.

Each Establishment army stands in the traditional back-rank order, from the a-file to the h-file: Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook. The Queens stand on the d-file and the Kings on the e-file.

The basic rules

How a Sovereign moves

Each Sovereign moves and captures like a chess Queen, but no more than four squares in one move. All sixteen Sovereigns have exactly the same powers.

  • A Sovereign moves along a rank, a file or a diagonal, up to four squares, over empty squares.
  • The same limit applies to moving and to capturing. Count the squares the Sovereign passes over and the one it lands on, from the square it stands on; over several turns it may go anywhere.
  • A Sovereign cannot jump over pieces, and cannot capture another Sovereign or share its square.
  • A Sovereign captures Establishment pieces of either colour.

How the Establishment moves

Every Establishment piece has its full traditional chess movement and capturing powers from the very beginning of the game, including on its first turn. There is nothing to activate.

  • King: one square in any direction.
  • Queen: any distance along a rank, a file or a diagonal, over empty squares.
  • Rook: any distance along a rank or a file, over empty squares.
  • Bishop: any distance along a diagonal, over empty squares.
  • Knight: the L-shaped jump (two squares one way and one at a right angle), over any pieces.
  • Sliding pieces cannot move through occupied squares. Only the Knight jumps.
  • White and Black Establishment pieces are allies: they cannot capture one another or move onto a square an ally occupies. They capture Sovereigns only.
  • A King can be captured like any other Establishment piece. There is no check and no checkmate, and capturing a King does not end the game.
  • There is no castling, no promotion and no en passant.

Turns

The Sovereigns move first. The four turns repeat, from the first move of the game: 1. Southern Sovereigns; 2. White Establishment; 3. Northern Sovereigns; 4. Black Establishment. One complete round is these four turns.

There are no compulsory opening moves and no preliminary turns. On its turn a group moves one of its pieces: a Sovereign group moves one of its own Sovereigns, and an Establishment army moves any one of its pieces that can move.

  • A group may pass only when it has no legal move. Passing is never a choice: a group that can move must move. A forced pass counts as a turn.
  • Four forced passes in a row end the battle undecided: THE STRUGGLE CONTINUES.

Winning

There are two decisive victories. They are the same however the game is played.

  • Victory by Liberation: the Sovereign Alliance wins when all 16 Establishment pieces have been captured. THE SOVEREIGN ALLIANCE PREVAILS. Liberation Achieved!
  • Victory by Divide and Conquer: the Establishment wins when all eight Sovereigns of either originating group have been captured, even if the other group is untouched. THE ESTABLISHMENT PREVAILS. Divide and Conquer!

The Struggle Continues

Some battles reach an impasse. If 80 turns in a row pass without a capture, counting each faction's turn on its own (80 individual turns, which is 20 complete rounds of 4 turns), the battle ends undecided and no one is declared the winner: THE STRUGGLE CONTINUES. This battle has reached an impasse. Another battlefield awaits.

  • Any capture, by either side, starts the count again from nothing. A capture in the middle of a round simply restarts the count at that turn.
  • The count is of individual turns, not of rounds, so a battle can end in the middle of a round.
  • Every turn counts, including a turn on which a group had no legal move and passed.
  • Neither Liberation nor Divide and Conquer is awarded for the pieces that remain. Counting pieces never decides a battle.
  • At a table, the human players may end a battle by agreement. On the website, the End Battle button ends a battle by choice. Either way the result is undecided: THE STRUGGLE CONTINUES, never a victory.
  • Then NEW BATTLEFIELD: a fresh game with the same rules and the same starting arrangement.
  • At a table, count the 80 turns one by one, starting again at every capture. "Counting the 80 turns at a table" in the official rules gives the exact method, and an optional marker method that always gives the same result.

The rules are the same on a screen and on a physical board. Read the complete official rules.

Ways to play

The rules are identical in every way of playing.

On this website

Online Solo

One human controls all 16 Sovereigns against the computer-controlled Establishment.

On this website

Online Cooperative

Two humans on the same device cooperate against the computer: one controls the Southern Sovereigns, the other the Northern Sovereigns.

At a table

Physical Two-Player Game

One human controls all 16 Sovereigns, and another human controls all 16 Establishment pieces.

At a table

Physical Three-Player Game

Two humans cooperate, each controlling one originating group of eight Sovereigns, and a third human controls all 16 Establishment pieces.

On the website the Establishment is played by the computer.

A Southern Sovereign Medallion: a handcrafted stoneware sculpture, a face medallion, with a small white dot
Southern
(small white dot)
A Northern Sovereign Medallion: a handcrafted stoneware sculpture, a face medallion, plain
Northern
(plain)

Play with an ordinary chess set, or with Sovereign Medallions

Minnaar Chess is fully playable without special equipment. The traditional chess pieces are the Establishment, and the sixteen standard pawns are the Sovereigns.

Players may also collect original Sovereign Medallions to replace their pawns: handcrafted stoneware sculptures (face medallions), eight dotted Southern Sovereigns and eight plain Northern Sovereigns. The complete sixteen-medallion arrangement is ideal, but individual medallions and groups of eight remain collectible.

The Sovereign Medallions belong to Minnaar Money — The Art of Freedom. Explore the permanent Minnaar Catalogue.

LEARN TO PLAY PLAY MINNAAR CHESS

Minnaar Money — The Art of Freedom