About Vyuhh

A vyūha is a battle formation — an army arranged into a shape meant to attack or to hold. The Mahabharata names many of them, the chakravyūha most famously: a spiral easy to enter and almost impossible to leave.

Some fifteen centuries ago, India played Chaturanga — the game of the four limbs of an army: foot soldiers, horse, elephants and chariots, gathered around a Raja and his Mantri. It travelled west as Shatranj, was played at royal courts from Persia to Spain, and over the centuries became chess.

Vyuhh goes back to that same root and grows a different branch. Chaturanga named what an army was made of; a vyūha is how that army is arranged. So this is a game about arrangement — about zones of control, about pieces that hold ground without ever moving, and about the cost of walking into a Durg's zone. The old names stay: Raja, Mantri, Rath, Gaj, Ashva, Sipahi.

What grows on the new branch

Four Durgs stand fixed on the board and never move. Each rules the squares around it. Attack something sheltering there and both pieces die — easy to enter, costly to leave.

The Mantri is absent at the start. He appears only when a Rath falls, taking one of four squares on your back rank and permanently forfeiting castling on that side. Losing a piece changes what you are, not merely how much you have.

Once four of your first-row pieces are gone, the Raja may spend a whole turn summoning a Rani — a last resort that costs a tempo exactly when tempo is scarce.

Because the Mantri moves only on diagonals, the square he enters on fixes his colour for the rest of the game. The Raja is choosing which half of the board his Mantri will ever be able to reach.

And those four squares are shared with the Rani, so every succession narrows what the Raja can do later. Spend them all and she can never be called at all.

An honest word

Chess, Chaturanga's most celebrated descendant, has had centuries of refinement, millions of players, and a literature no new game can match. Vyuhh has none of that, and anyone claiming a few weeks of design beats that history is selling something.

What it does offer is a board nobody has memorised. There is no opening theory, no preparation, no twenty moves of recall before the thinking starts. Two people sitting down are equal from the first move, and every idea in the game is still waiting to be found.

That advantage lasts precisely as long as it takes for someone to study it seriously. Which is, perhaps, a reason to play now.

How it was built

Every rule here was tested before it was kept. The insufficient-material rule was derived by searching positions exhaustively rather than assuming chess's answer applied — which is how it emerged that an Ashva alone cannot force checkmate, but an Ashva with one of your own Durgs can.

Several proposals were tested and thrown away: a symmetric Rani from the opening produced no decisive games at all in paired testing, and a Senapati added to the starting position made games longer rather than sharper. The rules that survived are the ones that earned it.

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Vyuhh v2.42 — a game of formations, grown from Chaturanga. Learn the rules · About · Privacy