CHESMAYNE
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Rook :RO
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RO |
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RO figurines |
Xiangqi RO figurines |
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Staunton RO
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Shogi RO figurine |
Graphics of Staunton RO pieces |
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VII (the Chariot) in the Tarot deck of cards. Hebrew
letter: Cheth. It signifies the field and
its enclosure which is both boundary/enclosure and protection. Enclosed within a vehicle like a crab. It is balanced four square, stable and yet
mobile. The Moon rules the sign of Cancer, the crab.
The charioteer wears lunar crescents on his shoulders. Sanskrit: ‘ratha’ (chariot).
ROs are best on open files and ranks. At the beginning
of a game, move them to
the center where you will have created open files with mp moves. RO1
and RO2 on the same file are known as ‘doubled-ROs’ (:do-RO) and strong, as they support one another. They are very strong on open files where
they are not blocked by mps and have extra strength on rank-7 where they can trap the opposing KI on the back rank. On a clear
board, the RO commands 14 cells (D-Array).
Below Left: the RO may move to all of the red
cells/squares marked
Below Right: the RO cannot move past PA2 on
Rank-02
Below Left:
the RO can capture B-PA4 on cell/square E06
Below Right: the RO can capture all of the B-PAs

The RO has the same capturing power as the QU, forward, backward and laterally (sideways), but cannot
take any MP/mp diagonally. RO1 and RO2 seldom have much
scope for action in the early part of the game. When the board is
thinned out, no time should be lost in bringing them into the fight. Endeavour to double your ROs (:do-ROs) by
placing them on the same file. In this
position they sustain each other and their power will be equal to a QU. If your opponent tries to gain control of a
file with B-RO1 it is better to defend A-RO1 with A-RO2 than to capture B-RO1 or remove
A-RO1. If you can place a RO on your
opponent’s 7th rank this MP can attack the PAs that are unmoved (in the ISP) quite easily and compel your adversary to lose
time defending
them. The main reason for moving KT1, KT2, BS1, BS2 and QU1 from the back rank is that they retard
RO1 and RO2. At the beginning
of the game these MPs are
inactive (activate them!). Many games
are lost before RO1 and RO2 are brought into play. Ship (Rook): symbol of journey and passage.
The ranks and
files are the domain of RO1 and RO2, which can move as far as desired across
empty cells up, down or across the board in a straight line. On an empty board RO1 or RO2, whatever cell
they are on, thus have a choice of 14 cells to which they may move (8
x 8 board), 7 on the
vertical line of cells through their own cell and 7 on the horizontal
line. Beginners often move mp-01 or mp-08 two cells, planning to get RO1 or RO2 into
play via A03 or H03. This is a very
bad idea for two reasons. One is that
your opponent need only unblock BS1 on BS2 on whose diagonal A03 or H03 is located to make it inaccessible to RO1
or RO2. The other is that RO1 or RO2
do not belong on the open board as long as they can be chased by the mps of
your adversary. Not only does
repeatedly moving RO1 or RO2 lose developing tempo, but RO1 or RO2 may not find a safe place at
all. The proper way of developing RO1
and RO2 is by castling (%K, %Q) in order to let them cooperate with each other. They can then be placed on rank-1 in files in which they may be able to invade the enemy’s
territory or in which they may be useful in supporting an advanced MP
or mp.
Also, when protecting each other on rank-1, they are in a position to contest
the control of an open file which your opponent prepares to seize with a
RO. Many medieval buildings are known
as castles or tombs of Digenis. The
Indian dawn-god Aruna is described as a charioteer of the sun. See
‘Argil’, ‘Argot’ and ‘Auriga.’ When the
QUs are exchanged early in a game it is better to move the KI to F01, bring the ROs into play, instead of castling,
because there is less danger to your KI who may become a valuable auxilary
during the remainder of the game. It
is not prudent to advance your PAs on the side that the KI has castled. Rook – RO - Castle.
The RO is known by different names in differing countries:
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Language |
Piece |
Game Name |
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01 |
English Monogram |
Rook RO |
Chess – Chesmayne |
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02 |
French |
Tour |
Les echecs |
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03 |
German |
Turm |
Schachspiel |
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04 |
Italian |
Torre |
Gli scacchi |
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05 |
Spanish |
Torre |
Ajedrez |
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06 |
Portuguese |
Torre |
Xadrez |
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07 |
Russian |
Ladya (boat) |
IIIaxmatbl |
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08 |
Arabic |
Firz |
Ash-shatranj |
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09 |
Latin |
Turris |
Scaci |
The RO may move any number of cells vertical or horizontal.

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Rook and Cannon |
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18:01 |
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18:02 |
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18:03 |
18:04 |
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18:05 |
18:06 |
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18:07 |
18:08 |
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18:09 |
CASTLE-CASTELLAN |
18:10 |
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18:11 |
18:12 |
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18:13 |
18:14 |
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18:15 |
18:16 |
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18:17 |
18:18 |
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18:19 |
18:20 |
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18:21 |
18:22 |
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18:23 |
18:24 |
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18:25 |
18:26 |
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18:27 |
18:28 |
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18:29 |
18:30 |
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18:31 |
18:32 |
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18:33 |
WATCHTOWER |
18:34 |
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18:35 |
18:36 |
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18:37 |
CHARIOT (or CARS) |
18:38 |
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18:39 |
18:40 |
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18:41 |
18:42 |
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18:43 |
18:44 |
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18:45 |
18:46 |
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18:47 |
TOWER |
18:48 |
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Advice on
Developing your
ROs, Level-1
ROs should be left on the back rank, at the ends of effective files.
01 The most
effective files are ‘open files’ (files free of mps).
02 Next come ‘openable
files’ (files that can at any time be cleared of mps by an exchange).
03 Then come
‘semi-open files’ (files that are clear of mps at least half-way along or can
be so cleared).

If there are two effective files,
place a RO on each as soon as possible.
If there is only one, place at least one RO on it (if the file is open,
you should if possible double RO1 and RO2 on it, one behind the other). If there are no effective files then defer
the development of RO1 and RO2 until an effective file is made. Seize any open file with a RO as soon as
possible. But note that a RO commands
a file just as well from the first cell in the file as from any other
cell. Therefore, as a rule, keep your
RO there as long as the board remains crowded. If moved out, your RO is exposed to attack. ROs are
stronger MPs than KTs or BSs. RO1 or RO2 is usually worth
roughly the same as a BS and two PAs, or a KT and two PAs. KTs, BSs,
ROs and QUs are MPs. The RO can move
in a straight line along a rank or file, but in one direction only each
go. RO1 and RO2 are not allowed to
jump over an occupied cell (see ‘Chinese Chess’ - CN), except in the special case of castling. RO1 or RO2
are equal to a BS and two PAs or, a KT and two PAs.
ISP of the ROs.
They are usually given a value of 5 points each.

ROs move any number of squares/cells in ‘one’ direction – vertical or horizontal.

Connected ROs
are very strong, :co-ROs, either in a file or rank.

++CM with RO and mps
The commonest type of ending and the one that is
the most often mishandled is the RO and mp finale. To play the endgame well it is essential to have a thorough grasp of the basic principles
of this ending, and it is significant that the greatest mature players of
endgame play have been those that excelled in this particular type of
ending. The set winning position is
known as the ‘Lucena position’ after a Spanish chess writer of the 15th
century. The conditions normally
necessary for a win with a RO and PA against RO are as follows - Level-1,
01 B-KI must be cut off from the promoting
cell
(rank-8).
02 A-KI must be able to reach the promotion cell or, at the
very least, be in contact with the mp.
It should be
noted that much also depends on the file on which the mp is placed. The most difficult is that on file-H (8 x 8
board) and frequently only a draw is possible in which the previous procedure will not
work as A-KI cannot get away from the corner cell. Having an aggressive RO position is considered an advantage in the endgame and to force your opponent into having ‘passive
ROs’. A ROs proper position is behind a :pa-PA (your own or an enemy PA).
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The position
below shows you how to bring about ++CM with just a KI and RO. A-KI blocks B-KIs escape
route. Always remember that the two
KIs can never stand next to one another.
The RO makes the winning move below –
checkmate.

Castles/Citadel: the self - sometimes symbolized as two
castles, the centers of two different kingdoms which need to be united. The image of the castle emphasizes that it
is as difficult to get to know the inner self as it is to storm a castle. A female figure (the Damsel, incarcerated or enchanted, usually plays a key role). Towns
used to be laid out as part of a ritual with everything done and chosen for its symbolic value ie, a cemetery might be placed at the center of
the city, as representing the trunk of the tree of life.
Symbolic significance of the ‘dream-house’, temples/churches built to designs represent
an overall pattern of the psyche in mandala form.
Gargoyles on the outside of a church, represent monsters guarding the
treasure. Twin towers represent the split in the psyche. The hero slays the dragon and extracts its teeth, which turn into mighty
warriors when sown in the ground etc.
The RO - the governor of a castle - colloquial name. A walled defensible enclosure, typically
reached by a bridge over a circular moat of water: an ambivalent symbol in that it both
includes and excludes. It may protect
its inhabitants against monsters, ogres, depending which side of its walls you
stand. In myth, castles typically contain a treasure (the Holy
Grail, or royal
prisoner - even the KI!). An
extension of the treasure-cave guarded by a dragon or a loathy worm, such a castle represents Camelot, a realm of
spiritual aspiration and attainment.
In the human body, its treasure the mind, its mystery our ignorance as to our own true human nature.

Chariot: in the Katha
Upanishad (III:3-4) it is written: “know that the Self is the lord of the chariot, the body verily is the chariot - know
that the soul is the charioteer, and emotion the reins”. They say that the bodily powers are the horses, and that the external world is their field. In myth, chariots are drawn by many
different creatures according to the nature of the charioteer.
01 The solar
chariot of Apollo is drawn by white horses. Solar chariots may also be drawn by griffons or swans.
02 The chariot of
the Norse Thor is drawn by solar rams.
03 The lunar chariot of Norse Freya by cats.
04 That of the
Celtic Flidass, goddess of wild things, by deer.
05 That of Cybele by lions.
06 That of Venus by doves.
07 That of Pluto by black horses.
The chariot of
the Greek war god Ares is also horse drawn, as are the chariots of many battle heroes.
01 Chariot
symbolism survives in the 7th card of the Major Arcana of the Tarot - the Chariot.
It portrays a spear-carrying prince erect in his chariot. He holds no reins - the chariot is drawn
not by horses but by two sphinxes, so as to imply the charioteer is one who has
answered the riddle of the Sphinx and thus triumphed on all planes of human
endeavour, physical, emotional, mental and spiritual.

02 Arianrhod:
(‘Silver Wheel’), was associated with the constellation Corona Borealis (‘Northern Crown’), in the starry regions, of which she maintained Caer Sidi, an otherworld
castle of initiation where
the dead went between incarnations.
03 In the Welsch
‘The Tale of Taliesin’, Gwion-Taliesin, whose original country is in the summer
stars, spends three periods in Arianrhod’s prison while awaiting
resurrection.
04 Bhagavad Gita:
Arjuna, reluctant to make war on his cousins, is persuaded to do so by the god
Krishna, his charioteer.
ROOK Symbols
:ds-RO = Double Sacrifice RO.................................43:01
:co-ROs = Connected
Rooks.....................................43:02
:di-ROs = Disconnected
ROs....................................43:03
:co-KTs = Connected Knights...................................43:04
From: Chess Kids Home Page

Below Top: %Q or Queen-side castling.
Below Bottom: %K or King-side castling.
Below: :A has
just castled King-side. :B could %Q or
%K on the next move.
Below: :B has
just castled on the Queen-side.
Castling on the Queen-side leaves your KI nearer the centre of the
board. Castling on the King-side
leaves your KI nearer the corner of the board.
Below: you can
only castle if your KI has not been moved.
Below B-KI cannot castle because he has been moved from his home cell on
E08 to D08. :A cannot castle on the
Queen-side below because A-RO1 has been moved to cell B02.
Below: you may
not castle if your KI is in +CH. In
the diagram below A-KI is attacked by BS2 on cell B04. :A is not allowed to castle to escape +CH. However,
if you have been in +CH in the past but have not moved your KI you may still
castle.
Below: A-KI
cannot castle Queen-side because B-BS2 on cell A03 is attacking cell C01 or
Rank-01. The KI cannot cross a
cell/square attacked by an enemy MP/mp.
Below: A-KI cannot castle KI-side or QU-side
because B-RO2 attacks cell D01 and B-BS2 attacks cell F01.
