+<dt>setup FEN</dt>\r
+<dt>setup (PIECETOCHAR) FEN</dt>\r
+<dt>setup (PIECETOCHAR) WxH+S_PARENTVARIANT FEN</dt>\r
+<dd>The engine can optionally send a setup command to the GUI in reply\r
+to the variant command.\r
+In the simplest form this sends the FEN of the initial position.\r
+This can be used to implement engines for non-standard variants\r
+that only differ from standard variants through the initial position.\r
+(E.g. many of the 'wild' boards you can play on an ICS.)\r
+Whether the GUI should obey or ignore this command depends on the situation.\r
+Normally it would ignore it in variants where it knows the standard initial position\r
+and legality testing is on, or when the user specified an initial position.\r
+In other cases it will use the FEN sent by the first engine\r
+for setting up the initial position, as if it was an externally supplied position.\r
+Such a position will always be sent to a second engine that might be involved,\r
+and any setup commands received from the latter will always be ignored.\r
+(This to allow for shuffle games, where the two engines might pick different setups.)\r
+When no initial position is known, such as for 'catch-all' variants like fairy,\r
+or whenever the board width is overruled to a non-standard value,\r
+the FEN will be used as default initial position even when legality testing is on.\r
+<p>\r
+Optionally the meaning of the piece ID letters in the FEN can be defined\r
+between parentheses; this will be interpreted as if it was the value of a\r
+-pieceToCharTable command-line option, mapping letters to GUI piece types.\r
+Also optionally behind that, the setup command can specify board width W,\r
+board height H and holdings size S, as well as a 'parent variant'.\r
+This is typically done in response to a variant command with a non-standard name,\r
+about which the GUI is not supposed to know anything at all.\r
+The engine can then specify board size, participating pieces, initial setup,\r
+and other rule details (inherited from the parent variant),\r
+saving the user the trouble to configure the GUI for this non-standard variant.\r
+Example:\r
+<pre>\r
+ setup (PN.RQKpn.rqk) 6x6+0_fairy rnqknr/pppppp/6/6/PPPPPP/RNQKNR w - - 0 1\r
+</pre>\r
+could be used by an engine for Los-Alamos Chess in response to 'variant losalamos',\r
+and would automatically switch the GUI to this variant as soon as the user\r
+selected it from the GUI menu.\r
+The PIECETOCHAR element would ensure a Bishop would not be accepted as promotion choice. \r
+</p>\r
+</dd>\r
+\r
+<dt><span class="version48">piece ID PIECEDESC</span></dt>\r
+<dd><span class="version48">The engine can send one or more piece commands\r
+in response to a variant command, in order to specify that the piece\r
+indicated by ID moves in a non-standard way in this variant.\r
+(This to enable the GUI to reliably perform mate detection, and produce good SAN.)\r
+Like in FEN the ID is a case-sensitive letter, specifying the color.\r
+When it is a capital suffixed by &, the description is valid for both colors.\r
+PIECEDESC describes the moves in 'Betza notation',\r
+basically a concatenation of one-letter (upper-case) codes for all of its moves.\r
+These codes can be prefixed with lower-case 'modifiers' to indicate directional sub-sets\r
+(combinations of fblrvs, if the piece is not totally symmetric),\r
+move modality (non-capture, capture, e.p. capture; mce),\r
+and whether the move can jump directly to its destination,\r
+or can be blocked (n).\r
+Moves only valid for a virgin piece are prefixed by 'i'.\r
+An optional numeric suffix on the move indicates the maximum number of times\r
+the move can be repeated in the same direction,\r
+to indicate sliders / riders (with the convention 0 = infinite).\r
+</span>\r
+</dd>\r
+</p>\r