Betza Notation Parser

Enter a Betza notation string to visualize the piece's moves and see matching pieces.

Notation Reference
Atoms (Base Moves)
  • W: Wazir (1 step orthogonal)
  • F: Fers (1 step diagonal)
  • D: Dabbaba (2 step orthogonal jump)
  • N: Knight (2,1 jump)
  • A: Alfil (2 step diagonal jump)
  • H: Threeleaper (3 step orthogonal jump)
  • C: Camel (3,1 jump)
  • Z: Zebra (3,2 jump)
  • G: Tripper (3 step diagonal jump)
  • O: Fourleaper (4 step orthogonal jump)
  • U: Zurafa (4,1 jump)
  • L: Lancer (4,2 jump)
  • T: Antelope (4,3 jump)
  • E: Pademelon (4 step diagonal jump)
  • V: Fiveleaper (5 step orthogonal jump)
  • I: Ibis (5,1 jump)
  • S: Springbok (5,2 jump)
  • Y: Wallaby (5,3 jump)
  • X: Ibex (5,4 jump)
  • J: Bonobo (5 step diagonal jump)
  • R: Rook (W slider)
  • B: Bishop (F slider)
  • K: King (W+F)
  • Q: Queen (R+B)
  • Repeated Atoms: WW = Wazir Rider (Rook). NN = Nightrider.
Modifiers
  • f, b, r, l: Forward, Backward, Right, Left
  • ff, bb, rr, ll: Steep (only the moves most in that direction)
  • v, s: Vertical, Sideways (only the moves most in that direction)
  • i: Initial (first move)
  • m: Move only
  • c: Capture only
  • e: En Passant
  • n: Lame (cannot jump)
  • j: Jump (leapers) or Skip first square (sliders)
  • p: Hopper (needs hurdle, Cannon-like)
  • g: Grasshopper (lands directly after hurdle)
  • o: Cylindrical (Wrap around)
  • q: Circular (Curve)
  • z: Crooked (Zigzag)
  • x: Explode (Capture all adjacent)
  • w: Power Transfer
Further Syntax
  • (x,y): Coordinate jump (e.g. (1,2) is Knight). (0,0) for null move.
  • [Tag]: Attributes (e.g. [Immune]K, [Power]R)
  • a: Relative sequence (e.g. FaR is Fers then relative Rook)
  • -: Sequence (e.g. N-W is a Knight jump followed by a Wazir step)
  • ?: Optional move (e.g. W?)

Combine modifiers before atoms (mfWcfFimfnD). Numbers after atoms increase or limit range (W4 = R4).