I started thinking yesterday about how and why pieces are captured in board games.
Let’s start with the how.
-
Displacement capture. This is when the attacker captures the victim by moving onto their space. This is the only method by which pieces can be captured in backgammon and international chess.
-
Leapfrog capture. This is when the attacker captures by leaping over the victim. This is how pieces are captured in draughts, as well as how the cannon (pào) captures in xiangqi.
-
Long-range capture. This is when the attacker captures the victim without having to move, akin to firing a missile. Some pieces in taikyoku shogi can capture this way.
-
“Gratuitious” capture. This is when the “attacking” player is given the right to remove a victim from the board, without any of his pieces having to exercise an action. An example of this is the “huffing” rule of traditional English draughts, in which a piece is forfeited if it refuses to make an available capture.
-
Custodial capture. This method requires two attackers to surround the victim, one on each side. This form of capture is used in hasami shogi and the similar Roman game ludus latrunculorum.
-
Go-like capture. In Go, of course, a stone or group of stones must have all its liberties removed if it is to be captured, and these liberties are common to the whole group.
-
Environmental capture, where the capture is made by elements of the playing arena, or “traps”, which the attacker forces the victim into. This is the means of capture in Arimaa.
-
Explosive capture. This is when the victim is caught in an “explosive” radius of the attacker, which detonates in response to a stimulus. In atomic chess, this stimulus is displacement capture of an opposing piece.
Now, why?
Some games can only be won by capturing all of the opponent’s pieces, eg. draughts.
However, most games which allow piece capture do not have capture as their central goal. In chess-type games, one has to checkmate the opponent’s king-piece by simultaneously attacking it and denying it escape. In Go, capturing is only one of the two ways of making points, and most points in almost any Go game derive from territory rather than capture.
In general, we can say that capturing the opponent’s pieces is a way of weakening their whole-board position, so as to hamper them in the achievement of their goal and to lessen their defensive capability. The idea of capture trades is most sophisticated in the chess-type games, in which piece imbalances of nominally equal value but different specialisations emerge; for instance, two rooks against a queen.