Sashité for Developers
  1. Sashité for Developers
  2. Glossary

Glossary

This glossary defines the core terminology used across the Sashité ecosystem: the Game Protocol (structural model), Rule Systems (game-specific legality), and generic notation systems.

Note: The Protocol defines structure and invariants. The Rule System defines what is legal and how outcomes are evaluated.


1. Core game entities

Term Definition
Game A ruleset describing how a Match starts, how Positions evolve through Moves, and how play ends (win / loss / draw / other).
Rule System The complete game-specific rule layer expressed on top of the Game Protocol (legality, evaluation, outcomes, auxiliary state).
Game Protocol The minimal structural framework that defines Pieces, Locations, Positions, Actions, and Moves, plus invariants for state transitions.
Player A human or agent participating in a Match.
Side A camp label. In the base protocol there are exactly two Sides: first and second.
Player Side The Side assigned to a Player for the duration of a Match. This mapping is fixed.
Piece Side The Side attribute of a Piece at a given moment. A Rule System may allow Piece Side to change over time.
Style A movement tradition or family label (e.g., chess, shogi, xiangqi). In a given Match, exactly one or two Styles are in use (since each of the two Players has a fixed Player Style, which may be identical or different).
Player Identity The tuple (Player Side, Player Style) that characterizes a Player’s fixed identity for the duration of a Match.
Player Style The Style assigned to a Player for the duration of a Match. This mapping is fixed. A Player Style does not constrain which Piece Styles that player’s pieces may have.
Piece Style The Style attribute of a Piece at a given moment. A Rule System may allow Piece Style to differ from Player Style, or to change over time.
First Player The Player assigned to Side first for the whole Match.
Second Player The Player assigned to Side second for the whole Match.
Active Player The Player whose turn it is in the current Position. Exactly one player is Active at any time.
Inactive Player The other Player in the current Position.

2. Board, locations, and pieces

Term Definition
Board The shared spatial structure containing addressable Squares (geometry defined by the Game or notation).
Square A Board Location that can hold at most one Piece, or be empty.
Hand A multiset of Pieces held off-board by a specific Player (two hands exist: first/second). Order is not meaningful at protocol level.
Location Any place a Piece may exist under the Game Protocol: a Square, the First Player Hand, or the Second Player Hand.
Piece An individual entity with identity attributes and exactly one Location. Pieces are not created or destroyed at protocol level.
Piece Name A type identifier within a Game (e.g., king, rook, pawn). Semantics are Rule System-defined.
Piece State A discrete, Rule System-defined attribute describing internal status (e.g., unpromoted/promoted, enhanced/diminished).
Piece Identity The tuple (Piece Side, Piece Name, Piece State, Piece Style, Terminal Status) that characterizes a Piece’s functional identity.
Terminal Piece A distinguished Piece whose presence/condition/capacity determines whether play can continue, as defined by the Rule System.
Terminal Piece Status A Rule System-defined label describing a Terminal Piece situation (e.g., threatened, blocked). Game outcomes are derived from these statuses.
Captured Piece A Rule System concept usually modeled protocol-wise as a displacement Board → Hand.
Drop / Placement A Rule System concept usually modeled protocol-wise as a displacement Hand → Board.

3. Positions, actions, and moves

Term Definition
Position A protocol-level snapshot: every Piece’s Location and identity attributes, plus the current Active Player.
Initial Position The first Position of a Match (defined by the Game, Rule System, or notation).
Position Identity The equivalence class of a Position under canonical representation (same Pieces+attributes in same Locations, same Active Player).
Canonical Position Representation A deterministic encoding used for equality checks (the exact format is system-defined).
Action The smallest atomic transformation affecting at most one Piece: a Displacement and/or Mutation.
Displacement The part of an Action that changes a Piece’s Location. Only Board→Board, Board→Hand, Hand→Board are allowed.
Mutation The part of an Action that changes one or more identity attributes (Side/Name/State/Style), with or without movement.
Move An ordered finite sequence of zero or more Actions performed by the Active Player in one turn.
Pass Move A Move with zero Actions that only toggles the Active Player (if allowed by the Rule System).
Turn One opportunity for the Active Player to execute exactly one Move.
Ply One Move by a single player (one step of time progression).

4. Matches and game-level notions

Term Definition
Match A concrete run of a Game: a finite sequence of Positions starting from an Initial Position and evolving through Moves.
History The ordered list of Moves (and optionally Positions) played so far.
Game State The current Position plus Rule System-maintained auxiliary data (clocks, counters, repetition tracking, terminal evaluation, etc.).

5. Legality and protocol validity

Term Definition
Protocol-Valid Move A Move that satisfies protocol structure and invariants (allowed displacement patterns, conservation, exclusivity, correct turn toggle).
Pseudo-Legal Move A Move that is protocol-valid and respects basic movement patterns, but may still violate higher-level constraints (e.g., terminal restrictions, repetition rules).
Legal Move A Move that is protocol-valid and fully compliant with the Rule System in the current Game State.

6. License

This specification is made available under the terms of the Open Web Foundation Agreement 1.0 (OWFa 1.0).

The authoritative legal text is the OWF “Final Specification Agreement (OWFa 1.0)”.