The chess family
Senterej
Ethiopian chess: no turns until the first capture, then Shatranj.
The game runs in your browser and needs JavaScript.
What you can do here
- Bots from Novice to Club player, or friends online or at the same device
- A short course on the rules, task by task on the board
- Over 400 puzzles that adapt to your level
- The werera’s rounds of hidden moves, our reconstruction
How Senterej is played
Senterej is the chess of Ethiopia as travellers saw it played at the courts in the 19th century: Shatranj, with an opening without turns and an ending that protects the weaker side. The goal is to checkmate the opposing king: to attack it so that no move can save it. An attacked king is in check, and no move may leave your own king attacked.
The werera
The game opens with the werera, the “marshalling”. Until the first capture nobody waits for a turn: in each round both sides choose one move, or to wait, without seeing the other’s choice, and both are played. When the two clash, the quicker side’s move goes first (White in odd rounds, Black in even ones) and the other’s is played only if it still fits; it never turns into a capture. A capture is played alone and ends the werera, and so does a check. The side that did not end it moves next, and from then on the moves alternate. After twenty rounds the werera ends anyway, with White to move. No source describes the werera’s rules: these rounds are our reconstruction of a game once played as fast as the hands could move.
Castling
During the werera, and only then, the king may leap two squares to its right, and the nearer rook stands next to it on the other side: White’s king from e1 to g1 with the rook to f1, Black’s from d8 to b8 with the rook to c8. King and rook must not have moved, the squares between them must be empty, and the king may not be attacked or cross an attacked square.
The pieces
The kings stand crosswise, White’s on e1 and Black’s on d8, each with its fers on its left. The king steps one square in any direction, the rook moves along ranks and files, and the knight jumps in an L. The fers steps one square diagonally, and the fil jumps exactly two squares diagonally, over whatever stands between.
Pawns
A pawn moves one square forward and captures one square diagonally forward; there is no double step and no en passant. On the last rank it becomes a piece its side has lost, a fers, a rook, a knight or a fil, at the player’s choice. If none is lost, it may still step there and waits; once a piece is lost, it may become it where it stands, as a move.
Winning
Checkmate wins. Stalemate is a draw (no source says; it fits the rules that protect the weaker side). A side left with no piece but its king and pawns draws the game at once, even if the capture would have mated. A side left with exactly one piece counts that piece’s moves: if it makes its seventh move unmated, the game is drawn. So the stronger side must mate while the other still has a piece or two.
Draws
The same position three times, or seventy moves each without a capture or a pawn move, is a draw. The old sources know no such rule; it is ours.
Where it comes from
Senterej, from the Arabic shatranj, was played at the Ethiopian courts until the 1930s. Its rules come from Henry Salt (1805), Walter Plowden (1840s), Antoine d’Abbadie and the historian Richard Pankhurst, and this game follows what most of them give. Plowden lets the fers step in any direction, some modern sources let the fil go one or two squares, some put both kings on one file, some know no castling, Plowden lets every pawn become a fers, and the regent Ras Imru gave the stronger side ten moves to mate a bare king. Plowden also ranked the mates: by a rook or a knight “unworthy of the merest tyro”, by two fils applauded, by pawns best of all.
The story
Ethiopia · described by travellers in the 19th century
When and where
Senterej, sänṭäräž in Amharic, is the chess of Ethiopia and Eritrea; its name comes from the Arabic shatranj. The emperor Lebna Dengel (1508–1540) is said to have played a Venetian painter, by rules nobody recorded, and a manuscript painting of 1721–1730 shows two players at a board. The rules come from 19th-century travellers who saw it played at the courts: Henry Salt in 1805, Walter Plowden in the 1840s and Antoine d’Abbadie.
How it changed
The pieces moved as in Shatranj, but the game opened with the werera, the “marshalling”: until the first capture nobody waited for a turn, and both players moved as many pieces as fast as they liked, watching each other. A pawn could become only a piece already lost. And taking the opponent’s last piece did not win, as in Shatranj, but drew: the stronger side had to mate while the other still had a piece, and a single piece left had seven moves to survive.
Today
Senterej was played at the court until the Italian invasion of 1935–36 and declined afterwards; one of its last masters, Mikael Imru, died in 2008, and no one is known to play it today. No source writes the werera’s rules down: the rounds of hidden moves played here are our reconstruction.
Did you know?
Plowden recorded which mates counted as fine: one by a rook or a knight was “unworthy of the merest tyro”, one by the fers “just endurable”, one by two fils applauded, and one by pawns “the ne plus ultra”. An ignominious mate still won the game.
Original piece names
negus (king) · fers (counsellor, the ferz) · fil or saba (elephant, the alfil) · färäs (horse, the knight) · der (the rook) · medeq (the pawn)
Sources: H. J. R. Murray, A History of Chess (1913) · Walter Plowden, Travels in Abyssinia (1868) · Jean-Louis Cazaux · Wikipedia
More games
Chess and variants
- Chess · Classic chess, or Chess960 with a shuffled back rank.
- Chess960 · Fischer random chess: the back rank starts in one of 960 setups.
- Antichess · Losing chess: give away all your pieces, captures are compulsory.
- Atomic chess · Every capture is an explosion that clears the pieces around it.
- Crazyhouse · Captured pieces change sides and can be dropped back onto the board.
- Hostage chess · Captured men become hostages and come back by exchange or from the airfield.
- Three-check · Chess where the third check wins, so every check counts.
- King of the Hill · Chess where a king that reaches the centre wins at once.
- Jeson Mor · Mongolia’s nine horses: take the centre and hold it for a move.
- Racing Kings · No pawns, no checks: the first king on the far rank wins.
- Horde · 36 white pawns storm a full black army.
- Dunsany’s chess · Lord Dunsany’s game of 1942: 32 pawns against a full army.
- Los Alamos chess · Chess on 6 × 6 without bishops, the first game a computer played (1956).
- Duck chess · After every move you move the duck, which blocks everyone. No check.
- Marseillais chess · Two moves a turn, with one piece or two; White starts with one.
- Progressive chess · One move, then two, then three: each turn is one move longer.
- Fog of War · You only see where your pieces can move. Capture the king to win.
- Kriegspiel · Only your own pieces in sight; an umpire judges every move.
- Alice chess · Two boards: every piece that moves passes through to the other one.
- Raumschach 3D · Chess in a 5 × 5 × 5 cube: five boards stacked, and the unicorn.
- Old Raumschach · Maack’s cube as played before 1919: five pawns above the pieces.
- Friendly Chess · Nothing is captured: pieces unite and set off chain reactions.
- Ultima · Every piece captures its own way, and the immobilizer freezes.
- Gliński’s hexagonal chess · Chess on 91 hexagons: three bishops, rooks in six directions.
- McCooey’s hexagonal chess · Hexagonal chess closer to chess: seven pawns that take diagonally.
- Shafran’s hexagonal chess · Hexagonal chess on 70 cells, with castling and pawns that step three.
- Spartan chess · Persians against Spartans: chess’ army against two kings and new pieces.
- Legan chess · The armies in opposite corners; pawns step diagonally towards the far one.
Big chess
- Complete chess · The Arabic chess of the 9th century on 10 × 10, with two dabbābas a side.
- Courier chess · Medieval Germany’s chess on a 12 × 8 board, with the courier, the man and the schleich.
- Grande Acedrex · Alfonso X’s great chess on a 12 × 12 board, with lions, giraffes and a roc.
- Tamerlane chess · Timur’s great chess on an 11 × 10 board, with giraffes, camels and citadels.
- Carrera’s chess · The first chess on ten files, from a Sicilian priest’s book of 1617.
- Duke of Rutland’s chess · Fourteen files, with the concubine and two crowned rooks a side.
- Bird’s chess · Henry Bird’s ten-file chess of 1874, with the guard and the equerry.
- Capablanca chess · Ten files and two new pieces: the archbishop and the chancellor.
- Gothic chess · Ed Trice’s setup of 2000, today called Trice’s Chess.
- Capablanca Random · Capablanca chess from one of 12,118 shuffled starts.
- Embassy chess · Grand chess’ row of pieces on a 10 × 8 board.
- Janus chess · Two januses a side, each moving as a bishop or a knight.
- Grand chess · Christian Freeling’s 10 × 10 game: pawns promote only to lost pieces.
- S-chess · Chess with a hawk and an elephant in hand, placed as the back rank leaves.
The chess family
- Chaturanga · India’s ancient chess, the root of the family: take the king to win.
- Shatranj · The medieval ancestor of chess, with a weak ferz and a jumping alfil.
- Byzantine chess · Shatranj on a round board: the rook circles, pawns never promote.
- Medieval chess · Europe’s chess before 1475: the ferz and the king may leap on their first move.
- Shatar · Mongolian chess: the bers, the camel, and a mate that needs a shak.
- Makruk · Thai chess: a slow, strategic game with a counting rule.
- Ouk Chatrang · Cambodian chess: Makruk with a leap for the king and the met.
- Sittuyin · Burmese chess: set up your pieces, then promote on the diagonals.
- Kar Ouk · Ouk Chatrang where the first check wins: guard your king.
- Malay chess · Chess of the Malay world: the king leaps, a crowned pawn walks back.
- Xiangqi · Chinese chess: a river, palaces and a cannon that jumps to capture.
- Minixiangqi · Xiangqi on 7 × 7 points: no river, no advisors, no elephants.
- Manchu chess · Red’s lone chariot moves as horse and cannon too, against a full army.
- Jieqi · Xiangqi with the pieces face down: each is revealed by its first move.
- Banqi · Xiangqi’s pieces face down on half a board: turn them up, take by rank.
- Janggi · Korean chess: no river, palace diagonals and a cannon that always jumps.
- Shogi · Japanese chess: captured pieces return to the board on your side.
- Minishogi · Shogi on a 5 × 5 board: six pieces a side, short and sharp games.
- Chu shogi · Japan’s great shogi on 12 × 12: no drops, and a lion that moves twice.
- Tori shogi · Bird shogi on 7 × 7: a phoenix, quails and swallows, with drops.
More players
- Chaturaji · India’s four-handed chess: kings can be captured, captures score.
- Four Seasons Chess · Alfonso X’s chess for four from 1283: four seasons, the last king wins.
- Three-player chess · Three armies on a hexagonal board: you against two bots.
- Four-player chess · Four armies on a cross-shaped board: in teams or all against all.
- Bughouse · Two boards, two teams: what you capture goes to your partner's hand.
- Eight-player chess · Eight armies on a board of 516 squares: all against all, in pairs or four against four.
- Verney’s four-handed chess · Verney’s game of 1881: two against two, mate both enemy kings.
- Verney’s eight-handed chess · Verney’s game for eight of 1884: four against four on 448 squares.