WGR Number 10 June 1991
Note added to the 2020 edition:
The original paper version from 1994 was printed in monospace font, with no illustrations
except for the front and back covers. It is
reproduced here in a slightly reformatted version, with minor error
corrections, and the covers scanned from the original. No attempt has
been made to bring the material up to date; in particular, many of the
publishers are out of business, most of the books and commercial games
are out of print, and the addresses can all be assumed to be out of
date. (The Internet was in its infancy then, and there were
no web references. A second version which incorporates all of the additional material from WGR is planned. An entirely new edition might be produced if there is enough interest.
Front cover : The most popular chess variant boards (left to right, top and bottom rows):
(1) the 8x8 chessboard used in orthodox chess and many variants
(2) the 10x10 chess board, popular in variants with one or two new
pieces added to each side (variants played on this board are
collectively referred to as decimal chess)
(3) a 4x16 ringed board, used in variants of Shatranj and modern chess
(4) the most common four-handed chess board, 8x8 with four 3x8 wings
(5) the xiang qi (Chinese chess) board -- units stand on intersections rather than squares
(6) A three-colored hexagonal board, used in several two- and
three-handed variants. Hexagonal boards of other sizes are also seen.
Back cover : Seven boards with arrays (top to bottom, left and right):
(1) Tesche's 3-Handed Chess [611]
(2) Petroff's (4-Handed) Chess [453]
(3) De Vasa's (Tricolor) Chess [192]
(4) Rutland's Chess [531]
(5) Decimal Oriental Chess [181]
(6) Double Rettah Chess [208]
(7) Petty Chess [454]
Edited and published by Michael Keller
copyright ©1991 by Michael Keller
International Standard Serial Number (ISSN): 1041-0546.
This is a special issue on chess variants (hereafter
referred to frequently as CV's). Special thanks are due to the
following individuals for their contributions to this issue:
Alessandro Castelli, director of AISE (Associazione Italiana
Scacchi Eterodossi), the Italian CV organization, who has
regularly sent me their bulletin Eteroscacco.
Philip Cohen, inventor or many CV's and chess variants columnist for
Nost-Algia, who permitted me to use material from his column, made
hundreds of additions and corrections to the first draft, and sent a
photocopy of his extensive notebook on CV's.
George R. Dekle, Sr., chess historian and inventor, who allowed me the
use of his own extensive files, allowing me to add about 75 new
listings (including more than 20 of his own invention) and clarify many
others.
Patrick Donovan, keen player of CV's, who sent rules and sample games
for Shoot C and Knightrider Bouncy C, traded me a copy of Lai's book on
Xiang Qi (Chinese Chess), and sent a bulletin from his tournament in
Progressive Circe.
Giorgio Ervetti, who provided notes on several of my Olympic Progressive Take-All games.
Marco Fabbri, chess variation expert, who added many new listings.
Malcolm Horne, games consultant to Variant Chess and organizer of
British CV play under the name "Deviant Chess Week", who informed me of
the week's activities, and sent a bulletin from his Postal Scottish C
tournament.
G. P. Jelliss, publisher of Chessics (now replaced by Variant Chess),
who sent his own classification scheme and made other helpful
suggestions, and whose publications provided a great deal of
information.
John J. McCallion, enthusiastic CV player, who directed my attention to
a number of new games and sources of information, and sent me two of
his annotated games.
David Moeser, editor of J'Adoube, the Cincinnati Chess Bulletin, who
sent a large set of variations (many of his own invention) published
there, as well as copies of the rare publication Chess Spectrum.
David Pritchard, game inventor and editor of Games & Puzzles, and
author of an upcoming book on CV's, who sent information on a number of
variants.
Mrs. Motoko B. Reece, the head buyer of the John G. White Collection of
the Cleveland Public Library, who assisted me in locating many items in
the largest collection of chess books and magazines in the world.
Rudolf Ruhle, who sent information on European commercial variants.
Roberto Salvadori, one of my opponents in the First Heterochess Olympic
Games, who permitted me to reprint one of our Progressive Circe games,
and who sent an amusing sample game of the same variant.
Sid Sackson, game inventor and collector, who gave me a guided tour of
his collection and helped me locate many commercial variants.
Tiziano Sala, who sent his latest booklet of Progressive Circe games.
A. J. Stone, CV player and postal gamer, whose informal booklet on CV's was a useful source of information.
Paul Yearout, CV expert and WGR contributor, who provided additional information on several variants.
The following inventors who permitted me to include their
variants: Ralph Betza, Keith Bogart, John Bosley, Douglas Engel,
Prince Joli Kansil, Alan Parr, Vladimir Pribylinec, R. Wayne
Schmittberger, and Bruce R. Trone.
Table of Contents
Colophon, Special Thanks
Table of Contents
Editorial, Acknowledgement, Introduction
General Observations
Appeal For Information, Terms
Notation
General Rules, The Best Chess Variants
CV Organizations
Game News
Book and Magazine Reviews -- Shogi World, Chinese Chess, Chinesisches Schach/Koreanisches Schach, Chinese Chess for Beginners
Game Reviews -- Four-Way Chess, Fouray, Battle Chess II
CV Timeline
-----A Panorama of Chess Variants
Modifications to Forces (Ca to Cg)
Modifications to Board (Ch to Cm)
Modifications to Movement (Cn to Cs)
Modifications to Capture (Ct to Cw)
Other Modifications (Cx to Cy)
Sample Games
A Challenge from Computers -- and a Challenge to Computers
Additional Pieces
Additional Rules
Inventors
Bibliography
Addresses
Index of Variations
A year and a half after our last issue, another issue has
finally appeared. What you are holding is the results of nearly five
years of work, on and off, during which three further issues were
published. Some may remember that this was originally announced as a
supplement (like the nine page feature on hexominoes in WGR6). It grew
steadily to an issue of almost triple the normal size. Regrettably it
has proved necessary to count this as a double issue for subscription
purposes. Any reader unsatisfied with this issue may return it to me to
avoid the two-issue charge; I will also credit you with an extra issue
as compensation for postage.
Acknowledgement
Many of the chess variants listed in this issue are
covered by patent, trademark, or copyright. Publishers where known are
given in boldface. Inventors are listed alphabetically on page 76,
along with a cross-indexed list of their games by index number.
Publisher's addresses are on page 82. Commercial variants are included
in the main index starting on page 85.
Introduction
What is a chess variant? We mean a variant of 'chess' in
the generic sense, not necessarily a variant of modern international
chess -- including historical and regional forms. I believe it is
impossible to set down hard and fast rules -- there are a number of
characteristics which most chess variants have, but it is possible to
find CV's which are exceptions to each characteristic. This subject is
discussed in some detail in numbers 4 and 5 of G. P. Jelliss' Variant
Chess.
A typical chess variant is a board game played on a
regular grid, with two or more identical starting armies, consisting of
units with several different powers, including a single unit ('king')
whose capture is the object of the game. The armies consist of roughly
equal numbers of weak units moving in one direction by short steps
('pawns') and stronger units ('pieces') with longer ranges of movement
in various directions. Turns consist of alternating moves of single
units. An enemy unit can be removed from play by moving to the location
('square') it occupies ('replacement capture').
I usually consider a game which differs from this
'standard' in one way (or perhaps a few ways) to be a chess variation.
What capturing games are not considered here as CV's? First of all,
games in which all of the initial units have the same power (e.g. most
varieties of checkers) -- though I have included some hybrids of chess
and checkers here. Secondly, games whose main objective is completely
different from chess (e.g. Racing Kings, in which the object is to move
one's king to the eighth rank). Thirdly, games in which capture is not
present. But games in which the object is capture of some defined
portion (perhaps all) of the opposing army I have classified here as
CV's. We will meet some borderline cases, however, in the Panorama.
The field of chess variants (or variations) has also been
referred to as unorthodox chess, heterochess, deviant chess, or fairy
chess (though the latter term usually emphasizes problems).
International chess (the standard form in most of the world) is
referred to herein as orthodox chess (orthochess for short). In
general, we will deal very little with problems in this issue.
I hope that errors in this issue prove to be minimal. I
have cross-checked rules in multiple sources wherever possible, in
cases of conflict relying on those references known to be very reliable
or authoritative -- the original published rules are preferred in all
cases to second-hand accounts, some of which contain many errors. I
would appreciate hearing of any mistakes. Some variants had to be left
out due to lack of information. E.g., most unpublished variants were
omitted unless I was able to give complete rules (usually directly from
the inventor). The past two years have been extremely busy ones in CV
activity. See Game News for a summary of some of what has taken place.
General Observations
Many orthodox chess players consider chess variants to be
unworthy of anyone's interest. There are several reasons why this is
not so. First, modern chess itself is one of a long line of variations
of early forms of chess which began in India or China. Were it not for
the innovations of earlier players, the modern queen and bishop would
not exist. Secondly, standard chess is by no means a perfect game,
incapable of improvement. Thirdly, many players who have played
variants have found their play at orthodox chess to be improved
(progressive chess and shogi have been cited in this
regard). Joseph Boyer, in his classic books on CV's, stated
some of the reasons for devising chess variations: (1) to force players
to rely on their own resources instead of memorized opening analysis,
(2) to make draws less frequent, (3) to create shorter games, (4) to
create more complex games with a greater number of combinations, (5) to
allow more than two players to play, (6) to permit handicap games
between players of different abilities. A later essay (A Challenge From
Computers...) will present some wild speculation on the possibility of
a modified form of chess eventually replacing the present game as
standard.
I have noticed while researching this issue that inventors
are, by and large, far more imaginative in thinking up new variations
than in finding good names for them. Many names tend to be vague
and undescriptive, and some names are used over and over again, with
minor variation at best. On the other hand, there are some excellent
names for variants; a few of my favorite names are Alice C, Avalanche
C, Incredulon, Parallel Time-Stream C, Survival of the Species, and
Transportation C. I have not hesitated to create substitute names to
more clearly describe some variants, or new names for unnamed ones.
Frequent references will be found in the text calling one
variant a forerunner of another, or describing one game as similar to
another. This does NOT imply that one game was derived from
another; many ideas have appeared several times independently without
their inventors having knowledge of similar games. When a bibliographic
source calls a game by an alternative name, that source is listed under
the standard name only, but with the alternate name in brackets to make
it easier to find the reference. See Pre-Chess for an example, which is
called Meta-Chess in Schema 1.
All names of specific variants are capitalized. Names in
lower case letters (e.g. conversion, double-king), which may be the
same as variant names, are generic names referring to families of
variants.
Cross-reference page numbers are not given in the Panorama -- see the
Index instead. Games are frequently be referenced by an index number in
brackets [23], referring to the alphabetical Index, instead of by their
full names.
The rules given herein are, where available, the official
rules of NOST or AISE, depending on which organization first adopted a
particular variant (see chess organizations). In some cases they differ
slightly from the original published rules -- a variant needs to be
tested in play before determining whether improvements need to be made
in the rules.
Appeal for Information
David Pritchard is writing a book to be called The
Encyclopedia of Chess Variants, expected to be published in 1992. He is
anxious to obtain details on as many different variations as possible.
Readers knowing of variants not included here may send details to Mr.
Pritchard at the address listed in back, or to WGR, where they will be
forwarded to Mr. Pritchard.
Terms
In general, we follow standard chess terminology and notation.
Absorption -- the addition of a captured unit's power to the capturing unit (see Cw1). Compare mutation.
Array -- the arrangement of units at the start of play.
Cannon move -- a move which passes over a single occupied square
(containing a unit of either color, called a screen) before landing in
a square which is either vacant or occupied by an enemy unit (capturing
the latter). The moving unit may cross any number of vacant squares
before or after the screen. The cannon in xiang qi (Chinese C) moves in
this way only when capturing, while the cannon in changgi (Korean C)
makes all of its moves thus -- see section Cg3.
Capricorn -- a form of capture in which every enemy unit adjacent to the landing square of a moving unit is captured (see Cu4).
Citadel -- one of the extra squares added to the board in a few
variants [135,548,602]. If a king reaches the citadel on the enemy side
of the board, the game is drawn. Compare thronesquare.
Conversion -- the transformation of a captured enemy unit into a
friendly unit of the same species (see Cv1). If capture is by
replacement, the captured unit may be relocated or placed in a reserve.
Custodian capture -- a form of capture in which a unit moves to a
square adjacent to an enemy unit, with a friendly unit in the square
immediately beyond, either diagonally (e.g. a2a3 with enemy unit at b4
and friendly unit already at c5) or orthogonally (d4e5 with enemy unit
at f5 and friendly unit at g5). Moving to a square between two enemy
units usually has no effect (but see Scaci Partonici). Variants using
this form of capture are classified under family Cu3.
Demotion -- the replacement of a unit by one of a species of lesser
power (see Cv4), usually by capture (but see [23, 166]). Compare
promotion.
Doublestep -- the two-square advance of a pawn (normally from its initial position).
Drop -- the placement of a unit from the reserve onto a vacant square in place of a regular move.
En passant (abbreviated e.p.) -- the capture of a pawn which has just
advanced two (or more) squares by an enemy pawn moving to a square it
passed over. This may be eliminated or take on different forms in some
variants (e.g. Berolina C).
En prise -- French term meaning under attack; subject to capture.
Expose (a king to check) -- to put a king in check either by moving it
directly, or by moving a unit belonging to either player.
The 50-move rule -- if fifty consecutive moves are played by each
player without an irreversible move (capture or pawn advance), either
player may claim a draw. In some progressive variants, this has been
changed to 10 series (5 by each player).
Foolsmate -- a very short checkmate (not necessarily of the shortest
possible length), often showing some characteristic of the game, such
as the vulnerability of f2/f7 in orthochess.
Grasshopper -- the most popular unorthodox piece in fairy chess
problems; it makes (capturing or non-capturing) cannon moves diagonally
or orthogonally, but must land in the square immediately beyond the
screen. A famous problem by Valeriu Onitiu demonstrates its movement
(48/5gPp/5K1k; white mates in six by 1 g3 Gh4 2 g4 Gf4 3 g5 Gh6 4 g6
Gf6 5 g7 Gh8 6 gxh8=G#).
Landing square -- the square where a moving unit ends its move.
Longleaper -- a piece which captures an enemy unit by leaping over it
to a vacant square beyond, passing over any number of vacant squares
before and after the captured unit (as the king in international
checkers, but usually diagonally or orthogonally). It is found in
Ultima as well as several variants in class Cg4.
Main diagonals -- the two longest diagonal rows of squares, running
from corner to corner of a square board (on an 8x8, the main diagonals
run from a1 to h8 and from a8 to h1).
Mutation -- the transformation of a capturing unit into the same
species as its captive, i.e., replacing its own power with that of the
captured unit (see Cw1 and [66]). Compare absorption.
Nightrider -- the most popular unorthodox rider (q.v.), which makes one
or more knight moves in a straight line (e.g. from b1 to c3 or d5 or
e7). It is slightly stronger than a rook.
Promotion -- the replacement of a unit by one of a more powerful
species. In most variants, pawns reaching the enemy back rank may
be replaced by a piece of any desired species. In shogi (Cc3) and some
other CV's, nearly all units can promote. Compare demotion.
Push -- the advancement of an enemy pawn in Avalanche (see Cr1); the
movement of enemy units away from a friendly unit (see Cu5).
Removing check -- getting out of check in any possible way (moving the
checked king, capturing (or dislodging in some variants) the checking
unit, or interposing a unit onto the line of attack).
Reserve -- the set of captured enemy units which can later be re-entered as friendly units (see Cc3, Cv1).
Rider -- a piece which makes a series of one or more leaps (or single
steps) in one direction, blocked by a friendly unit or board edge. The
normal riders are bishop (fers-rider), rook (wazir-rider), and queen.
Rifle -- capture at a distance, removing an enemy unit which could be
captured by replacement, without moving the capturing unit (see Cu2).
Robado (bare king) -- capture of all enemy units except the king.
Royal-- a unit subject to check, whose (imminent) capture wins the
game. A royal unit may not be moved into, or left in check. In
orthodox chess, only the king is royal, but in some variations (see
sections Ce, Cx3/4) other units are royal instead of, or addition to,
the king. In take-all (Cx1) and giveaway (Cx2) variants, no units
are royal.
Screen -- a unit which a cannon hops over in making its move.
Sequence -- a series or part of one, during which every friendly unit (except those blocked or pinned) moves (see [222],Cn3).
Series -- a set of consecutive moves made by a player in a single turn (see Cn).
Shortleaper -- a piece which captures an adjacent enemy unit by leaping
over it to the vacant square immediately beyond (as the king in
Anglo-American checkers (draughts), but usually in any diagonal or
orthogonal direction). It is found in Damate and other variants in
section Cg4.
Species -- a type of unit (the orthodox species are king, queen, rook, bishop, knight, and pawn).
Squares -- cells of the playing board, even on boards which are
hexagonal, round, three-dimensional, etc. In some oriental chesses, the
'squares' are actually rectangular.
Stalemate -- a position in which the player to move has no legal move
(in multimove variations, stalemate can also occur when a player cannot
finish his entire series of moves). Stalemate is usually a draw, but in
some games [10,383,384,547,671] it is a win for the player who puts her
opponent in stalemate. In most forms of Giveaway, it is a win for the
stalemated player.
Starting square -- the square where a moving unit begins its move.
Take-all -- any game in which the objective is to capture every enemy
unit. Kings are non-royal, check does not exist, and kings are captured
like any other unit (see Cx1).
Thronesquare -- the starting square of the king (e1/e8 in orthochess);
it serves as a secondary goal in some variants (see Cx6) -- a king
which reaches the enemy thronesquare wins. Compare citadel.
Triplestep -- a three-square pawn advance, sometimes permitted in 10x10 variants.
Units -- Pieces and pawns collectively.
Notation
Everything has been done in this issue to save
space... Standard algebraic notation (files lettered a-h
left to right, ranks numbered 1-8 from White's end to Black's) is used,
expanded as necessary (including letters i and j) to encompass
different boards, even irregularly shaped ones such as the four-handed
board on the cover -- the lower corners of the south wing are
designated d1 and k1). In three dimensional chess, the level (height)
of a cell is indicated by a capital letter; e.g. on an 8x8x8 board,
cells run from Aa1 (bottom level) to Hh8 (top level). A square or
rectangular region of the board is designated by two letters and
numbers specifying its corners. The center 2x2 region of the 8x8 board
is designated de45. Rectangular board sizes are always given as number
of files first (10x8 means 10 files and 8 ranks). We use the standard
symbols + for check, and x for captures; we denote checkmate by #.
The four edges of the board are sometimes designated by
the compass directions North, South, West, East (N/S/W/E), indicating
the 8th rank/1st rank/a file/h file respectively. Similarly the corners
may be designated NW/NE/SE/SW. Players in a four-player game are
referred to as N S E W on a winged board, NW NE SE SW on a square
board.
The standard method of showing a board position without
the need for a printed diagram is Forsyth Notation. The contents of
each square are listed, rank by rank, beginning with the eighth rank
(moving left to right on each rank). White units are denoted by capital
letters, Black by lower-case letters (in four-handed arrays, one pair
of teammates are shown in capitals -- one in boldface, the other in
lowercase (N S w e or NW SE sw ne)). One or more consecutive empty
squares are denoted by a number. Slashes separate each row.
Arrays in the Index are preceded by the board size (8x8 omitted).
An entirely empty rank is denoted .../8/.... Several
consecutive empty ranks are sometimes denoted /16/,/24/, etc. The
fool's mate (1 f3 e5 2 g4 Qh4#) would produce the board position
rnb1kbnr/pppp1ppp/8/4p3/6Pq/5P2/RNBQKBNR. A solid row of like units
(usually pawns) are denoted with a number in parentheses indicating the
quantity, and $$ (for Black) and $ (for White) denote the normal row of
pieces ($$ = rnbqkbnr, $ = RNBQKBNR). The orthodox array is then:
$$/p(8)/32/P(8)/$. This may also be abbreviated $$/p(8)/32/..., the
ellipsis indicating that the White end of the board is the mirror image
(or the reversed mirror image if followed by <>).
Three-dimensional arrays are listed top to bottom, with levels set off
by double slashes.
General Rules for Chess Variations
For variants herein, unless otherwise stated, the rules of
chess (including castling, en passant capture, promotion, etc.) apply,
as well as the following additional rules. Castling is prohibited if
the king is in check, king or rook have moved, or any intervening
square is checked or occupied (the rook may cross attacked squares).
Check is normal and the objective is checkmate. Pawns may promote to
any non-royal piece present in the array (and no others). Pawns
returned to their initial (usually second) rank, by whatever means, are
permitted the same moves (in particular doublestep) allowed pawns which
have not moved from that rank; this follows a general simplifying
principle of allowing all possible moves to be determined from any
position without knowing the past moves of the game. In arrays where
the pawns start from more than one rank, intial privileges (i.e.
doublestep) apply equally to all pawns. In variants with
obligatory capture [e.g., 256, 392, 553], when more than one capture is
available, the capturing player can choose to make any capture. When
unorthodox capturing methods are introduced, we explicitly say whether
they are in addition to or in place of replacement capture. A unit
which cannot capture in a given situation does not check the enemy king
(a notable exception is in U-Chess, where seventh-rank pawns check
enemy kings on the 8th).
The Best Chess Variants
From an informal poll I took of a few enthusiasts,
published literature, and NOST records of CV games, the following games
might be considered among the best variants (in alphabetical order).
Thanks to Phil Cohen, John McCallion, Wayne Schmittberger, and Paul
Yearout.
It is interesting to note that, except for the regional
games shogi and xiang qi, nearly all of the most popular variants
require only ordinary equipment (8x8 board and 32 or fewer orthodox
units) -- over half of the variants in the Index meet this criterion.
Ultima requires a set in which one rook can be inverted (as in most
standard Staunton sets). Chessgi requires a second set of units for
unequal exchanges.
Avalanche Chess -- invented in 1977 by Ralph Betza, it has gained
popularity with remarkable speed -- it is currently the most popular CV
in NOST, and was the U.S. choice to play in the First Heterochess
Olympics.
Berolina Chess -- Phil Cohen says : "easy to learn (takes 15 seconds)
and far-reaching in consequences". Combines with Grid C to improve the
latter game and produce the NOST's most popular combination game.
It is less drawish than orthochess -- pawns are stronger in the endgame.
Chessgi -- invented in 1964 by Ralph Betza, this is one of several
adaptations to orthodox chess of the shogi idea of re-entry of captured
units. Another Olympic game, chosen by the U.K. team.
Dynamo Chess -- one of the best among the complex games. It is
the most complex game for which we will give full rules here.
Extinction Chess -- a very recent variation, it has become fairly
popular in NOST, partially because it is similar enough to orthochess
to draw in chess players who would not normally play CV's. Its variety
of targets allow for a wide range of tactical plans.
Giveaway Chess -- extremely popular in both AISE and NOST, and
well-established even among orthodox players who disdain most
variants. Another popular component of combination games.
Games are frequently short because of long sequences of forced moves.
Chosen by the second of three Italian teams in the Olympics.
Knight Relay -- NOST favorite gaining adherents elsewhere, particularly in AISE tournaments.
Progressive -- In its Italian and Scottish forms (very similar) it is
by far the most popular (non-regional) CV ever, topping the lists of
most games played in both NOST and AISE. Postally it is ideal because
games finish quickly. The English variation, which allows more long
range planning, is held in very high regard. Progressive has also given
new life to variants (Absorption, Bughouse, Circe, Kamikaze) that don't
work very well alone.
Shogi (Japanese Chess) -- the consensus favorite among national
variants; many players have declared it superior to orthodox chess.
There are several variants of shogi itself -- Wa shogi, Chu shogi, and
Tori Shogi are also considered quite good. There is now considerable
literature in English.
Ultima -- despite Robert Abbott's reservations (see WGR8), it remains
one of the top games among players who enjoy very complex CV's. It has
in turn given rise to more complex games.
Xiang Qi (Chinese Chess) -- the other important regional variant, a
fine tactical game. Ishi Press claims in its advertising that xiang qi
is the most popular game in the world. It is perhaps more similar to
western chess than shogi is to either game. There is a considerable
literature in Chinese; lately there are an increasing number of books
and magazines in English (though still less than for shogi), playing
sets, and computer opponents available (see Game News; Reviews).
CV Organizations
AISE (Associazione Italiana Scacchi Eterodossi) -- formed in
mid-1970's. Conducts extremely active play in a number of
variants, especially progressive ones (lately many NOST games are being
added to its repertoire; AISE even seems ready to bravely abandon years
of opening analysis of Marseillais C for the superior Balanced form).
Provides ELO-style ratings for the major variants. Publishes a
quarterly magazine (32+ pages), Eteroscacco. AISE has also published a
number of bulletins for various tournaments and now offers a collection
of over 5000 games of Italian Progressive C, available in either
printed form, or on floppy disk. The Italian players have studied and
named many of the openings in Progressive.
Ishi Press International -- commercial company which sells books,
equipment, and computer software for shogi and xiang qi. Made its name
in the go field (in which it is still preeminent), and expanded into
other oriental games in the past few years. Distributes mamy of the
commercial programs to play go and chess variants (including Xian,
Distant Armies, and the just announced Shogi Master). Publishes a
quarterly 20-page magazine, Shogi World.
NOST (Knights of the Square Table) -- formed 1960. Originally a postal
chess club, it has gradually branched out into chess variants (as well
as other games). Conducts tournaments and matches in a large number of
variants, and holds an annual convention (NOSTventions will be referred
to herein, e.g. NV'88). Publishes a (currently) bimonthly 28 page
magazine (of which several pages are devoted to CV's), NOST-Algia. The
yearly schedule now contains over 30 different CV tournaments.
The Shogi Association -- Published 70 issues of the renowned Shogi
Magazine between 1976 and 1987. Founder George Hodges still sells
books, magazines, and equipment for shogi and eight of its variants.
TC/Lawrence -- formed 1981. Publishes Transcendental Chess, a 16-page
monthly which conducts postal play (including prize tournaments) in Max
Lawrence's variant (described in section Cb1).
The U.K. Chinese Chess Association -- formed 1989. Publishes a bimonthly 16-page magazine, Chinese Chess.
A group of CV enthusiasts in the United Kingdom, led by G. P. Jelliss
and Malcolm Horne, are organizing 'Continuous Correspondence Tourneys'
in various chess variants. This may eventually lead to an informal CV
organization in the U.K., analogous to NOST and AISE in the U.S. and
Italy. Jelliss' quarterly magazine Variant Chess, which in less than
two years has joined the ranks of the leading CV magazines, would serve
as a natural forum for such an organization.
NOST Top Twenty (alphabetical):
Alice C [12] Dynamo C [215] Scottish C [537]
Avalanche C [40] English Progressive [222] Shogi [552]
Berolina C [53] Extinction C [230] Transportation C [628]
Berolina Grid C [54] Giveaway C [256] U-Chess [643]
*Cheskers [103] Grid C [269] Ultima [646]
Chessgi [110] Knight Relay C [328] Xiang Qi [676]
Compromise C [145] *Racing Kings [496]
* I classify Cheskers as a CV and Racing Kings borderline at best; NOST
calls Racing Kings a CV and Cheskers a checkers variation, which falls
under NCG -- Non-Chess Games).
Games on the annual NOST tourney schedule:
12,40,44,53,54,103,110,145,169,215,222,230,256,269,286,322,328,333,374,421,434,496,510,537,542,552,628,635,643,646,671,676.
NOSTvention tourneys: [40] 1979/1985(a simultaneous exhibition given by
Paul Yearout)/1987/1989, [470] 1980, [537] 1982, [328] 1983, [540]
1984, [230] 1986, [222] 1988, [635] 1990.
The AISE annual championships: 44,76,256,309,473,474,476.
Other games include:
40,40/309,47,53/309,77,92,97,110,141,145,149,169/309,204,215,222,230,256/370,307,308,328,346,370/476,406,434,475,496,542,547,552,602,628,643,646,676.
Game News
The First Heterochess Olympic Games began in October
1988, involving 40 players from 7 countries. The tournament, the first
international multi-game CV postal competition, was co-sponsored by the
AISE in Italy and NOST in the U.S. After a slow start and a few players
dropping out, the games got underway in earnest. Each of eight teams
(U.S., Canada, U.K., New Zealand, Czechoslovakia, and three from Italy)
chose one CV to play; these are Italian Progressive, Progressive
Take-All, Progressive Circe, Mutation Chess (invented especially for
the tournament by John E. Bosley of New Zealand), Chessgi, Marseillaise
Chess, Giveaway (Losing) Chess, and Avalanche Chess. The first four
variants are progressive (white plays one move, black two, white three,
etc.), and generally only last 6 to 12 moves. The majority of the
progressive games (and some of the others) have been completed; I
finished my entire slate of 34 games (for the U.S. team) some time ago.
I include a few in the Sample Games section.
Super Chess, Inc. is sponsoring a tournament in Super
Chess (reviewed in WGR7), now being conducted through NOST. All
registered owners of the game were invited to participate. Super Chess
will divide $1000 among section winners, probably the largest prize
fund ever for a CV competition. It has drawn 37 entries, the largest CV
tournament in NOST history. We will report the results in due course.
Tiziano Sala, one of the leading players in AISE, has
published a new booklet containing over 150 transcripts of Progressive
Circe (AISE abbreviation CRPR), from three recent tournaments,
including the First Heterochess Olympics. The games in each tournament
are sorted by opening, which saves space and helps players study the
openings. The booklet is 39 pages, mostly in Italian, but with enough
English to allow anyone who can read English to follow it. The notation
used is algebraic with the Italian initials for the pieces (KQRBNP
==> RDTACP). The booklet was sent to all players who played in any
of the tournaments covered; others can write to AISE for information on
obtaining this, any of Sala's previous seven bulletins on Progressive
Circe, or other AISE publications (including the Progressive
compendium).
I also received two bulletins from recent British postal tourneys:
Malcolm Horne's one-page bulletin containing twenty games from a
five-man double round-robin in Scottish Progressive C (I can provide
copies to interested readers), and Patrick Donovan's two-page bulletin
from a four-man double round-robin in Progressive Circe (the games from
the latter were reprinted in Eteroscacco 48). Horne is also publishing
a newsletter on Xiang Qi, which I have not seen yet.
A recent CV product in the computer software field is
Distant Armies, A Playing History of Chess. This is a set of programs
which play thirteen different historical and regional variants of
chess: Chaturanga, Shatranj, Burmese C, Xiang Qi, Byzantine C, 3 forms
of Mediaeval C, Courier C, Turkish C, 2 forms of Decimal C, and Los
Alamos C. At last report, the package was available only for the
Commodore Amiga computer, and I have not been able to evaluate it. If
any reader has an Amiga and would like to review it for WGR, I will
arrange to have the publisher, Eagle Tree Software, send a copy. The
package is also being distributed by Ishi Press International.
Ishi Press International has announced that a new program
called Shogi Master will be released this year. This will be the first
shogi-playing computer program commercially available in the U.S.
We will try to have a review as soon as possible.
One of the two games of postal xiang qi being played
between Paul Yearout and the program Xian (published by Leong Jacobs;
see WGR8) has ended in an agreed draw. We will have the game score with
comments by Paul in the near future.
The Vietnamese American Chess Association was formed in
1990 to popularize Chinese Chess among Western chess players. They
offer a laminated board, cardboard pieces, and a four-page instruction
leaflet including five example games and two mating problems, all for
$3.00 postpaid in the U.S. Recommended as an inexpensive introduction
to xiang qi. The pieces use western symbols (standard symbols for
KBNRP, pictures of cannons and guards), and the instructional material
is aimed at orthochess players. The founder, Vu Van Dong, is also
trying to get some Chinese books on the game translated and published
in English.
There is also a California Chinese Chess Asociation,
established in 1989 by Scott Yen, which is selling sets in both modern
and traditional styles. They also plan to publish books in English, and
are also hoping to develop U.S. players able to compete in
international events.
Xiang qi is also one of the games covered in a Swedish
magazine, Bradspelaren (The Boardgame Player), covering the history and
strategy of various board games (Abalone, Othello, Renju, Pente, xiang
qi, and go). Information may be obtained from the publisher,
Bengt Ericson.
Mirko Babic, a Yugoslavian games enthusiast, is organizing
postal tournaments in a variety of board games, including Hexagonal
Chess (Glinski), shogi and variants, and a game blending chess and
checkers. Cost to enter a 5-person section is $3.00 (overseas payments
in cash). Mr. Babic has also published several volumes of a
collection of 10x10 checkers games, sorted by openings (more next
issue).
Wayne Schmittberger has written articles on chess variant
design, describing his games Generalized C and Wildebeest C and how he
invented them (the latter also has some opening analysis). Information
on these two articles as well as details on his many other variants can
be obtained directly from him at the address in the back. Rulesheets
for CV's they have invented (especially where designated %%% in the
Index) are also available at nominal cost from Philip Cohen, George R.
Dekle Sr., and Bruce Trone (in most cases these can also be obtained
from WGR).
David Moeser has available a 51-page package of CV articles from
Cincinnati-area publications at $5.00 postpaid. This includes
everything with J'A listed as a reference in the Index.
Games magazine is publishing again after more than a year
out of business. The new owner is Bits and Pieces, which produces and
sells puzzles (especially jigsaws) and games by mail. The new addresses
are listed in back.
Magazine and Book Reviews
Shogi World -- 20 page (26x18 cm) quarterly, jointly published by Ishi
Press International and the Japan Shogi Federation, $12 yearly from
Ishi Press.
Eight issues have so far appeared. The emphasis is on
instruction. The first issue has three pages of detailed rules,
condensed to one page in number 2. Number 2 has information on draw
rules. Editor Glyndon Townhill, a British expert amateur, is currently
writing two columns, "Easy Checkmates" (tsume-shogi endgame problems,
in which each move must be check), and a series on openings (volume 1
covered "Castles and Castling", volume 2 covers the "Climbing Silver"
opening). Issue number 4 began a series on hisshi (endgame problems
which begin with a non-checking move). Each issue contains an annotated
game and news from the Japanese professional ranks and other
tournaments. Diagrams are currently being presented in westernized
form, but guides to Japanese diagrams have appeared. It is not clear
yet whether the magazine will eventually change to Japanese diagrams
(the annotated game in the current issue uses them). This appears to be
a very good magazine for beginners and intermediate players.
Chinese Chess -- Newsletter of the UK Chinese Chess Association, 16
page (21x15 cm) bimonthly, edited by Malcolm Chandler, 10 pounds (U.K.)
per year payable to the UK Chinese Chess Association
So far I have only seen Number 1 of this publication
(March/April 1989). It contains news, the UKCCA constitution,
Chinese-style notation, a few endgame problems, a bit of opening
analysis, and no less than eight annotated games, with players ranging
from Chinese grandmasters to British amateur experts to commercial
programs! The diagrams are Chinese-style with Arabic numerals.
There is some emphasis on (mostly informal) postal play. This is a good
debut, and again looks to be useful for beginners (like me) and
intermediates. Mr. Lai, the general secretary of the UKCCA, published a
small book on xiang qi openings in 1987 (see bibliography).
Chinesisches Schach/Koreanisches Schach -- David Wurman, 345 pp.,
paper, 1991, Verlag Harri Deutsch, ISBN 3-8171-1166-5, 53.00 DM (German
-- about $35 U.S.) including postage.
This brand-new book in German contains a wealth of
information on xiang qi (Chinese chess) as well as its Korean cousin
changgi. There are 232 large diagrams using algebraic notation and
modern international symbols for the pieces, as well as 55 interesting
illustrations. Though the large text sections are not much help if you
don't read German, the game transcripts and problems are easy to follow
-- you need only learn a few German initials for the pieces. Diagrams
are provided showing the moves of the pieces, basic checkmates and
combinations, openings, and foolsmates (e.g. 1 Ch3h5 e7e6 2 Cb3e3 c7c6
3 Ce3xe6 Cb8b6? 4 Ch5e5#). There is a substantial section on
opening variations, a complete system of handicaps, 12 annotated games
each for xiang qi and changgi, and almost 100 xiang qi problems ranging
from useful checkmates to frivolous ornamentals. A section on xiang qi
variants shows early forms of the game as well as variants for three,
four, and even seven players. Scattered throughout the book are
addresses of xiang qi contacts in various countries.
The section on Korean chess is only 58 pages, but includes
a five-page comparison of differences and similarities between the two
games, as well as sample games and examples. The rules for changgi
given in other Western sources appear to be incomplete; this may be the
only fully reliable guide outside the Orient.
Included are cardboard pieces for both games and a
two-sided playing board. The book is expensive, but worthwhile
(especially if you read German) for anyone with a strong interest in
xiang qi or any interest in changgi.
Chinese Chess for Beginners -- Sam Sloan, 181 pages, paperback, 1989,
Ishi Press International, ISBN 0-923891-11-0, $9.95 plus $1.50 postage
This is an excellent guide to xiang qi, written by a
Western expert in the game. Sloan's book is much easier to read than
Lau's book (reviewed in WGR7), giving clear explanations of the basics
of play, and relying less heavily on unannotated opening and endgame
variations (in retrospect, Lau's book may be too difficult for the
absolute beginner). Sloan also uses Chinese-style notation
(instead of algebraic), but the diagrams use English initials instead
of Chinese characters. After an introduction to present day
play in Chinese Chess (a Hong Kong businessman has offered a half
million dollars to the first non-Chinese player to win a major
tournament in xiang qi), Sloan covers the rules of play, basic
checkmates, the opening, general strategy, how to use each piece, and
the endgame. Several sample games are annotated in detail to show the
reasons behind the moves. He finishes with chapters on current players,
history of the game (a very controversial but interesting chapter), and
how to find opponents (including computer programs and human
clubs). The book is entertaining to read throughout, ideal
for instructing the beginner, and a good companion to Lau's Chinese
Chess.
Game Reviews
4-Way Chess -- invented by Stephen R. Stockman, published by Taurus Games, 1988, write for current prices.
Fouray -- invented by Jack Quinn, published by Fouray Plus, 1986, write for current prices.
Four-handed chess has proved a popular variant for over
two centuries. Verney's Chess Eccentricities, published in 1885,
describes a large number of them. The White collection catalog in
Cleveland lists more than 20 different books on four-handed chess. It
is therefore not too surprising to see two new commercial publications
of four-handed chess (see also Chessnuts, reviewed in WGR7). Like most
four-handed chess games, both games are played on an 8x8 board with
four 3x8 wings.
4-Way Chess is a fairly conventional four-handed variant,
but Stockman has devised an excellent set of rules, eliminating some of
the poor features of other four-handed CV's. Pawns promote at any board
edge they can reach -- a pawn from the South army can promote not only
at the far ends of the west and east wings (by repeated capture), but
at the north ends of those wings (abc11 and lmn11) and the north end of
the partner's wing (d14 to k14). Another good rule is that the army of
a checkmated king is entirely removed from play, giving players
stronger incentive to checkmate an opponent and eliminating complicated
rules for relieving mate. The nicely printed rulebook (available
separately) includes examples (including openings and a few short
checkmates) and advice on tactics, as well as rules for a four-handed
checker variant played on the same board.
Fouray is a very unusual four-handed variant. Partners
control adjacent armies (North/West vs. South/East), and the object is
for each team to checkmate the 'Great Kingdom' (North or South) of the
opponent. West and East are thus reduced to supporting roles, though
still subject to check and mate (which immobilizes their forces).
A good variant with players of different abilities (let stronger
players play North/South).
Battle Chess II: Chinese Chess -- programmed by Greg Christensen and
Scott Bieser, published by Interplay Productions, 1990, IBM, $49.95.
This is a new xiang qi program from the makers of the
popular chess program Battle Chess. Like its predecessor, Battle
Chess II has an elaborate 3-D graphics display, with animated pictures
of kings, chariots, cannons, soldiers, etc. The pieces can actually be
seen to move along the board, and the capture sequences are humorous
(e.g. when a chariot captures a knight, it turns into a dragon and eats
the poor knight!). Two-dimensional views (with Chinese symbols or
English initials) are available at any time. Options include saving
games, setting up your own positions, retracting moves, and playing by
modem. Nine playing levels (with preset thinking times) and an
unlimited thinking time option are provided. The 32-page manual
provides details on program options as well as a very good introduction
to the game (a brief history, rules, strategy, and five sample games).
I have played a few games against the program, and it won fairly easily
at level 3 (30 seconds per move). This is the third xiang qi program to
be commercially available in the U.S., joining Xian and the Chinese
Chess portion of Distant Armies. (There are at least two versions in
the U.K. -- Novag Chinese Chess, from Eureka Electronics, and Ogre for
the Spectrum 48K by Allan Brown). I hope to match Battle Chess II
against Xian and/or some experienced human players soon -- watch WGR
for results.
A Chess Variation Timeline
1617 -- Pietro Carrera invents a 10x8 variant introducing combined
knight-rook and knight-bishop pieces (which we will call chancellor and
cardinal). These pieces are used in dozens of later variants, including
very similar 10x8 games by Bird and Capablanca.
1683 -- Francesco Piacenza devises a decimal variant, arciscacchiere
(Arch C [30]) including all of the modern pieces, plus the fers and a
piece known today as the squirrel (which can leap to any square two
squares away, combining knight, alfil, and dabbaba).
1722 -- Filippo Marinelli invents the first modern 3-handed variant,
played on an 8x8 board with three 3x8 wings. JENO cites a reference to
a four-winged board in 1664; my earliest reference is 1779. (See the
reviews of Four-Way and Fouray, and section Cy2).
1828 -- Tori Shogi, the newest and smallest of the classical shogi
variants, is invented by Toyota Genryu, disciple of shogi champion
Ohashi Soei. The first western minichess, Petty C, appears in 1930.
1907 -- Ferdinand Maack publishes Raumschach (Space C), the first known
three-dimensional variant. Originally he tries 8x8x8 and other sizes
before settling on a 5x5x5 board. Several books and a magazine are
written about it, though it is little played today.
1912 -- Siegmund Wellisch invents the first chess variant played on a
board composed of hexagons. It is played by three players on an order-6
hexagon (as shown on the cover). In 1929, Baskerville devises a
two-handed game on a roughly rectangular board.
1921 -- W. B. Seabrook invents Rifle C, the first CV without replacement capture.
1926 -- Edmund Nebermann invents the Berolina pawn, reversing the
Western pawn's capturing and non-capturing moves. Initially used in
problems, it later becomes a very popular variant, alone and in
combination.
1952 -- V. R. Parton begins his prolific career as a CV inventor with his first published creation, Rettah C.
1957 -- Mannis Charosh creates Relay C, from which he derives (in 1972) the extremely popular Knight Relay C.
1961 -- Robert Abbott conceives of a variant, eventually known as
Ultima, in which each piece has a different form of capture, mostly
borrowed from older board games. His original piece called the
coordinator, however, inspires Ralph Betza to create the family
of variants called co-chess.
1977 -- Ralph Betza invents Avalanche C, which becomes one of the most popular CV's in a remarkably short time.
A Panorama of Chess Variants
This section follows an expanded version of the chess
section of the Taxonomy of Games published in WGR1 and amended in WGR3,
and is based partially on schemes and ideas by Joseph Boyer, Bob Bruce
(Nost-Algia 115, Nov.1969), George R. Dekle Sr., Marco Fabbri, G. P.
Jelliss, and Donald L. Miller. Many chess variations have changes in
more than one category. In each case, a decision has been made as to
which change is the most significant, and the variant is classified in
that way. For example, most 10x10 (decimal) variants are classified
under new pieces rather than new boards. 'Chess' is usually omitted or
abbreviated here. Other details (array, general rule changes) are found
in the Index.
Ca -- Fixed initial position
Ca1 -- Equal armies
Many games have been proposed using alternate arrays and
standard, reduced, or augmented armies of orthodox units. Reversed
Minor Pieces, advocated by Capablanca when he was World Champion, is
perhaps the best known variant with a modified array, but it has the
same drawback pointed out for certain 10x10 variants (see Ch1). Also,
the b and g pawns are hard to defend, and it is awkward to develop
knight and bishop together. Diamond C is a variant
with the array diagonally aligned. White pawns singlestep diagonally
northwest, capturing one square orthogonally north or west, promoting
on the 8th rank or a file. Black pawns similarly move SE and capture
south or east, promoting on 1 or h. Adjacent pawns can be moved in
alternation with the more advanced one always guarded by the other. The
board may be turned so that h1 points to White and a8 to Black. Lewis'
C is a variant array of Diamond C (a1 and h8 point to the players;
pawns move NE/SW). Diagonal C uses an array of a different shape; White
pawns promote from a5-a8-d8, Black e1-h1-h4. Citadel is a
commercial version from 1940.
In Double Queen C, both players start with two queens on
their normal starting square (d1/d8). The queens move individually, and
multiple occupancy (see Cp1) is not allowed after one queen leaves the
starting square. If an enemy unit enters the queensquare before either
queen leaves, both are captured. A medieval variant using the same idea
is Short Assize C (see Cc1).
The Little Game is listed as a variant in several books,
but is in fact merely an endgame study, known to be a win for White
(analysis can be found in most books covering the chess endgame, e.g.
OCC).
In Patt-Schach, both sides start in stalemate, and each
player on her first move may move any unit to any vacant square (i.e.,
without capturing). Play than proceeds normally; a pawn may not advance
to its eighth rank unless there is at least one lost piece to promote
to. Upside-Down C is a similar game.
Described in the index (with arrays and minor rule
changes) are: 8, 138, 157, 240, 250, 331, 441, 447, 518, and 654.
Ca2 -- Unequal armies
Eight Pawns and Two is a variant in which White has only
her king and pawns against a full Black army. White, however, makes two
moves per turn as in Marseillais C (Cn1). White can move into check or
remain in check on her first move (even moving her king adjacent to the
enemy king or capturing a guarded unit with it), but must be out of
check after her second. Check given by White on her first move is
ignored if removed by her second. Both sides promote normally and the
object is checkmate. En passant is normal and Black can use it to
nullify a capture by a White pawn which doublesteps on its first move
and captures on its second. White is said to have an advantage
(NJENO offers good advice on Black tactics).
Variations of this game include Monster C (colors
reversed, Black can only move one unit per turn (the moving unit can
move twice unless it is a promoted piece)) and One-Two (White has only
four pawns which do not promote, the White king can move through its
own pawns, White's object is to capture the Black king as in Doublemove
C (Cn1) -- the Black king must stay three moves away from White king
and pawns, Black mates normally). JENO also cites a variation in which
Black has no pawns (White cannot check on her first move). The oldest
known version of Eight Pawns and Two was a medieval Shatranj problem (B
and Q move as E and F), said to be a win for White.
In Dunsany's C (and the variant array Pawn Shop), the side
with pieces tries to capture all 32 enemy pawns; the pawns try to mate
as usual. In Sixteen Pawns, White removes her queen and places eight
extra pawns on her third and fourth ranks (common configurations are
a-h3, a-h4, bcfg/3/4, and bcfg3/cdef4). A variant allows White to
remove a rook and place three or four pawns instead (in any of these
games, the number of pawns can be increased or decreased for a handicap
game).
The Peasants' Revolt pits four black knights (with an
optional pawn) against eight White pawns. Black should win, even
without the pawn. A distant relative of this is Weak! (Black pawns can
promote only to knights).
The Maharajah and the Sepoys is a well-known game in which
a normal army of White units (the Sepoys) face a single black king (the
Maharajah), which moves and captures as an amazon. Black places the
Maharajah on any vacant unattacked square, then White plays first. The
object for both sides is checkmate. White's pawns do not promote. White
has an easy win by gradually advancing forward, without leaving any
units unguarded, being careful not to stalemate once the Maharajah is
confined to its first rank. A simple "steamroller" strategy is
a3/c3/b3/d3/Qc2/h3/e3/Ne2/g3*/f3*/Kf2*/Nd2/Bb2/Bg2/Ra2/Rh2, moving the
sepoy army forward one rank without leaving any units unprotected (*
moves may need to played in different order depending on the position
of the Maharajah). A second advance restores the normal backrank order
(a4/c4/b4/Qc3/d4/e4/f4/Bf3/h4/g4/etc.). Alister McIntyre in NA300
suggests that Black be given two amazons (one royal, one not) to
balance the game. At some point Black may be able to sacrifice his
'queen' to open up the position, allowing his 'king' to penetrate and
checkmate. Another possibility is using Shatranj moves for White's
queen and bishops. Verney also mentions a game where White has two rows
of pawns on her second and third ranks, with no pieces; the game is
played as Dunsany's C. White should win.
In Deal C, each player receives a king, and 8 units
determined by die roll (1/2 = P, 3/4/5/6 = Q/B/N/R), which are placed
as desired (the king must not be placed in check) on their first two
ranks (see Co3).
Betza's Unequal Armies consists of about a dozen sets of
alternate pieces (replacements for KQBNR) which make up armies roughly
equal in strength to the orthodox army. These alternate armies can be
matched against either the standard army or each other. In Chess A vs.
Chess B, the players play under different rules (e.g. White moves as in
U-Chess, Black as in Grid C). See also Cs4.
Cb -- Variable initial position
Cb1 -- Free or random selection of array
The best known game using variable arrays is Battle C. A
screen is placed between the fourth and fifth ranks. Each player
arranges her units on her first three (optionally: four) ranks in any
desired formation, placing bishops on opposite colors, no pawns on the
first rank, and only one pawn per file (the last rule can optionally be
ignored). The screen is then removed and play proceeds as normal. A
variant, Multimove Battle C, allows each player to secretly make a
fixed number of moves (10 is suggested) from the standard array, no
unit moving past the 3rd rank (cf. Shatranj (Cc1)). Play then proceeds
as in Battle C. In Viennese Kriegspiel (a misnomer; it is not related
to Kriegspiel [333]), the kings are placed on first or second
rank squares independently drawn by lot. These locations are then
revealed to both players, who then secretly arrange the rest of their
units in their own halves of the board (anywhere on their first four
ranks without restrictions). Instant C is another relative of Battle C
in which players secretly place their units anywhere on the entire
board. When opposing units occupy the same square, the lower-ranking
unit is removed (P (low),N,B,R,Q,K (high)). If equal, both are removed
(if both kings occupy the same or adjacent squares, choose new
arrangements). White than begins normally. Note: all of the above
secret deployment games (as well as Baseline C below) can be played
postally by sending initial arrangements to a disinterested third
party, who will (after receiving both) relay each array to the opposing
player, after which the game begins normally.
Pre-Chess begins with each player having eight pawns on
the second rank as normal; the first rank is empty. White and Black in
turn place one piece at a time on vacant first-rank squares. No unit
may be moved until each player has placed all eight pieces, after which
play begins as normal. Bishops must be placed on opposite-colored
squares. Symmetry is not required. Castling is permitted for king and
rook starting in their standard locations. This is the best-known of a
family of variants in which the first-rank pieces are rearranged,
popular with orthodox players wishing to avoid 'book' openings. The
unrestricted form of Pre-Chess is called Free Placement C (castling is
abolished; bishops may be placed at will). Other forms are Real C,
which differs in allowing castling (under normal restrictions) between
a king and rook at any distance -- the king moves adjacent to the rook
(if not adjacent already), and the rook hops to the other side of the
king; Kaiser's Pre-Chess (K must be placed first, followed by
Q/R/R/B/B/N/N; White places her king, then each player alternately
places two at a time); Super Pre-Chess (a proposed version allowing
players to select one of several optional pawn formations, as in
Burmese C), and Baseline C (back-rank arrangements are made secretly,
as in Battle C).
Symmetric Pre-Chess uses a modified procedure to produce
an array in which the White and Black armies are mirror images of each
other. White places a piece on any desired first-rank square, Black
places the same species of piece on the same file, then places another
piece on a vacant square. White mirrors this placement and places a
third piece, etc. Randomized C begins with each player having a
randomly arranged back rank (one way is to shuffle a pile of eight
playing cards (KQJJTT99, J/T/9 = R/B/N) and arrange the back rank
pieces in the resulting order). Another way is for each player to
alternately conceal a piece behind her back, placing it on a square
pointed to by her opponent.
Randomized Progressive C and Hopscotch C combine
randomized back ranks with Scottish C and Marseillais C respectively
(Hopscotch C forbids giving check on the first of two moves unless
mate, and also bars castling). Parr has run some games in his postal
games magazine Hopscotch, assigning back ranks to players himself.
Lawrence has for a decade run a successful postal organization devoted
to his variant Transcendental C -- this consists of two game matches
(players play White in one game and Black in the other) in a form of
randomized chess in which the players are assigned different random
back ranks, generated by computer. Players may, on their first move
only, transpose any two pieces on their back rank instead of moving a
unit. There is another version called Auction TC, in which players bid
tempi for the right to play White or Black.
Pre-Chess variants may be combined in any desired way. In
most variants, the recommended rule is that bishops must be placed on
squares of opposite colors (in random variants, when bishops fall on
squares of the same color, White exchanges his rightmost bishop with
the piece to its left, Black matching this). There seems no reason to
allow castling (except in randomized variants), as the placement should
carry out the aims of castling. In symmetric variants, if desired,
diagonal symmetry (king on same file as enemy queen and vice versa, so
each player's pieces are in the same order left-to-right) can be used
instead of mirror symmetry (kings on the same file).
If bishops are required to be on squares of opposite
colors, there are 4,147,200 possible arrays, ignoring reflections (1440
of these are symmetric). If there are no restrictions on bishops, there
are 2520 symmetric and 12,700,800 total arrays. If diagonal symmetry is
chosen, there are the same number of symmetric arrangements.
In another variant of Pre-Chess, the kings are placed
opposite each other on a file chosen by lot; other pieces are placed as
in Pre-Chess. In yet another version, Black chooses the order of his
back rank, White mirrors it and them makes his first move. In
Griffith's C, White makes his normal first move, then Black may
rearrange the White knights and bishops on the squares b1/c1/f1/g1
(bishops must be on opposite colors; if White moved a knight, it stays
where it is) -- see changgi (Cc4); the game then proceeds as normal. In
1926, John C. Warblis proposed that each year a new arrangement of the
back ranks be used in tournaments (see CA, A26). In Permutation C,
White and Black agree on one of the 24 doubly symmetric arrangements
(queen mirrors king), e.g. NQRBBRKN.
Toroidal Pre-Chess is a variant for the 8x8 toroidal board
(see Cj1). White and Black alternately place units on their first four
ranks (pawns only on the first three). Kings cannot be left in check,
so it is necessary to make a safe haven for the king (since a king in
the open can be checked by an enemy bishop on two lines, impossible to
block simultaneously). Pawns promote on the 8th rank; see Index for
details.
In Phantom C (1910), players alternate placing units on
any vacant squares; play begins after all 32 units are placed. It is
suggested that checks not be permitted until the 6th move. In Pawn
Placement C, each player alternately places his king at will on his 1st
rank, three pawns one-by-one on his 2nd/3rd/4th ranks, then play begins
as normal. (Parton recommends placing a knight, then a bishop, after
K/P/P/P). In Dutchess, each player removes up to 6 pieces from his
starting array, both players removing the same combination of pieces.
Cb2 -- Delayed deployment (see also Cv1)
Pocket Knight C is a popular variant (even among orthodox
players who normally avoid variants). Each player has a third knight
(not placed initially) called the pocket knight in addition to the two
on the board. This knight can be placed on any vacant square on
the board on any turn (variant: a knight cannot be dropped to give
check) in place of a normal move (as in Chessgi -- see Cv1). In another
form, one (or both) of the two knights (usually the queen knight) is
removed to serve as the pocket knight. Kleptomaniac C is a more general
variant in which some other piece is removed and becomes a 'pocket'
piece. In Free Opening C, the king and pawns are
placed in their normal positions. Each player places two pieces
anywhere on her first rank. Then each player makes a move. Before each
succeeding move, a player may place one or two more additional pieces,
which can be played immediately. He must place at least one piece
before every other move, so all pieces must be in play before the 11th
move is played. In Chess With Reserves, play begins with the the king
and pawns in place. On each turn a player may place a piece (QRRBBNN)
on any vacant first rank square or move a unit. In Placement C, kings
are placed first (on their 1st or 2nd ranks), then players on each turn
may either place another unit or move a unit, as desired (a rule
forbidding checks before the 6th move is recommended). Some
restrictions on placement may be needed (especially regarding pawns) to
make this variant playable.
In Lazy King C, kings are absent from the array. After
Black's 12th move, White places his king on a vacant unchecked square,
then Black does the same (compare Kaissa (Cc5)). Kings cannot move
thereafter unless in check. The game suffers somewhat from drawish
endgames.
A more complex game is Deployment C, winner of a CV design
contest in The Gamer. The board begins empty except for 'creation
points', markers indicating where units may be placed, on each square
of the first three ranks of each player. These are destroyed by moving
across or landing on them. See also All-Connect C (Co2), Jet C
(Cp1).
Cb3 -- Unidentified units
In Chess in Disguise, each player has eight pawns and king
placed normally, and seven pieces (QXCRNBB) placed secretly on her
first rank (bishops on opposite colors); checkers may be used in
place of unidentified pieces. A piece must be identified when it gives
check or is captured, otherwise the opponent must deduce its
identity. In Identific C, each player has the normal
eight pieces plus four pawns. These are placed secretly anywhere in a
player's own half of the board, again marked with checkers. Each unit
must be identified on its first move by a characteristic move (which
cannot be a capture): A move one square straight forward for a pawn,
one square in any other direction for the king (which must be one of
the first six units moved), two or more diagonally/orthogonally for a
bishop/rook, a knight's move for a knight. The queen must be identified
last, and can make any legal move. Play proceeds normally after all
units are identified.
Cb4 -- Creation and non-capture removal of units during play
In Twinkle C, after each move, the moving player either
removes a pawn of either color from the board, or adds a pawn of either
color to any vacant square between the 2nd and 7th ranks. A pawn
entered on its 2nd rank can doublestep (there is no e.p.). No more than
eight pawns of each color can be in play at one time. A variation of
this game is Four Seasons C, which alternates three-move phases of
Blizzard (addition of a pawn), Avalanche C (see Cr1), Buzzard (removal
of a pawn), and Twinkle C (addition or removal). The eight-pawn limit
is not in effect. Blizzard and Buzzard do not work well on their own,
resulting in either a board clogged with pawns or a pawnless game.
In Kidnapping C, each player removes from the board one of
their knights (if any remain) after Black's sixth move. After
Black's 12th/18th/24th, each player similarly removes a B/R/Q. No
removal may place either king in check.
Cb5 -- Variable units
In Ambition C, each player after each move (except a move
which removes an enemy check) demotes or promotes a unit of either
color (except a king) one step up or down the usual scale (P-N-B-R-Q).
The promotion/demotion cannot reverse that made by the opponent on his
previous half-move. Ishkanian and Cohen found 1628 foolsmates with
White mating on her second move; e.g. 1 c4(c4N) c5(c8R) 2 Nd6(e7N)#.
Cubic C [166] uses cubical blocks (a king plus 9 pawns,
each marked with the normal symbols for P/N/B/R). These can be turned
to any value in place of a move, but there is a limit on the total
value of an army. Full rules are in VC2.
Gryphon C is a complex game in which every unit promotes
one step after each time it moves, eventually becoming a king. The
object is to mate any king (as in Cx4).
Turning Cube C is a complex variant in which each piece is
a cube marked on each of its six sides with one or more arrows
indicating the directions in which the piece can make its usual moves.
The cubes are rolled at the start to produce armies of random ability;
the position of a unit's arrows can be rotated after each move it makes
(see [466,590]).
In Genie C, each player has, in addition to her normal
forces, a genie which can be placed on the board at any time. This
piece has the power to make only four moves during a game; one each as
a knight, bishop, rook, and queen in any order.
Cb6 -- Choice of forces
Free Choice C, described in WGR6, is a complex variant in
which players select their own armies from a list of units, then place
them in a 10x3 staging area, from which they are moved into the main
10x10 area of the board. In Generalized C, players use a similar
selection system (from a list of over 100 pieces, with numerical
values!), then place their units behind a row of pawns as in Pre-Chess
on an agreed board (usually 8x8 or 10x10).
Cc -- Historical and regional games
Cc1 -- the Shatranj family
Chaturanga is the oldest known form of chess, developing
in India sometime in the first millenium A.D. It was played on an 8x8
board with king, knight, rook, and pawns having their modern moves (but
there was no castling and pawns could not doublestep). The king could
make one knight move per game until checked. The fers and elephant were
the forerunner of the modern queen and bishop. Robado is a draw; a
stalemated player wins. Chaturaja is now believed to be an early
offshoot of Chaturanga; it is the oldest form of four-handed chess (see
Cy2) and the oldest form with dice (see Co3). A form of four- handed
chess played in mediaeval Spain is [4]. When Chaturanga migrated to
Persia it became Chatrang. Shatranj, the Arabic
modification of Chaturanga, reigned as the dominant form of chess for
perhaps a thousand years. It was the first form of chess to be studied
intensively (see Murray). It spread to Europe, where it was played
throughout the Middle Ages as Mediaeval C, undergoing various
modifications (most importantly the introduction of the modern queen
and bishop), eventually becoming the chess of today. In Shatranj, kings
are placed on the same files (not crosswise as in Chaturanga), and are
allowed to make one knight's move per game. The fers can move as an
elephant on its first move. A lone king loses (robado) unless it can
bare the enemy king on its next move. The game usually begins with an
opening stage in which both players make 10 or 12 moves at once, not
crossing the centerline. One of these opening patterns (Mujannah) is
given as the starting array for Middle Ages C, recommended for giving
the modern player a feeling for how Shatranj was really played.
Oblong C is a variation of Shatranj played on a 4x16
board. At least seven different arrays are known. It could be played
with or without dice; Dekle has suggested playing it with modern moves.
Short Assize C was a Shatranj variant in which the fers started the
game sharing the e3/e6 square with a pawn (see Double Queen C, Ca1).
See also Byzantine C and Citadel Zatrikion (Cj2). Minor variants of
Shatranj include [11, 353, and 413]. Dekle has speculated on what
the original form of chess may have been like; his game Protochess uses
non-leaping elephant, dabbabba, and knight, a royal wazir as king, and
non-royal wazirs as pawns (non- promoting, capturing as they move). The
object is capture of the king or robado.
Cc2 -- Regional great chesses
A number of variants played on large boards were devised
in Europe and Asia (especially Turkey) during the late Middle Ages and
the Renaissance. A few of these were Shatranj variants, but most used
the modern pieces, often adding the amazon, chancellor, and/or cardinal
(see Cf1). The decimal variant Qatranj added a piece which moved as a
king, but only in the direction of the opposing king. The most popular
of these great chesses was Tamerlane's C, played on an 11x10 board with
two citadels, left of a9 and right of k2 (another game with citadels
was Shatranj al-Husun). Tamerlane's C used 10 different pieces, and had
complex rules which even allowed for a lost king to be replaced by
promotion of certain pawns. Grande Acedrex is a 12x12 variant played in
mediaeval Spain, with a number of complicated new pieces. It sometimes
was played with an eight-sided die. Other great chesses include [435,
485, 497, 531, 549, 550, and 638]. The descriptions of many of these
chesses vary widely from source to source.
The most popular form of chess in Europe between Shatranj
and modern chess was Courier C. The Courier was equivalent to the
modern bishop (Courier players thought it stronger than the rook!), and
may have helped bring about the modern game. The game usually began
with a stylized opening, White playing a4, l4, g4, and Fg3, and Black
moves a5, l5, g5, and Fg6. The pawn promotion rule is not known; the
simplest way to play is to allow promotion to fers as in
Shatranj. Another possibility is a complex rule found in a form
of chess played in the German village of Strobeck.
Cc3 -- the Shogi family
Shogi, the Japanese version of chess, is played on a 9x9
board. There are a number of historical variants of shogi, ranging in
size from Tori Shogi to the monstrous Tai Shogi. The pieces and moves
for these games are beyond the scope of this issue (contact George
Hodges for more information). Shogi's most notable characteristic is
its re-entry of captured units via drops (believed to have been
introduced in the late 16th century along with the standard 9x9 game).
Drops are also used in Tori Shogi, but not in Chu Shogi and the larger
variants. They may be optionally used in Wa Shogi; Schmittberger
prefers the game with drops, Hodges without. In shogi and its variants,
most units are initially weak, but promote to more powerful units.
Piece names are generally consistent between games; all of the pieces
in Chu Shogi, for example, appear in Dai Shogi. The 25x25 variant Tai
Shogi, played with 177 pieces per side, is almost certainly the largest
CV ever created.
The rules for shogi are too involved to describe here (the
older books by Ohara and Leggett do not even have complete rules) --
the reader is referred to Fairbairn's book for up-to-date rules, as
well as strategy. Hodges sells rule pamphlets for the other shogi
variants. The Index gives (where available to me) the board sizes,
number of units per side, and number of different species (including
promoted ones) for these games (in order of size): 621, 552, 668, 128,
277, 172, 610, 171, 367, 598. Other variants of shogi are known. In
Queen Shogi, each player has an orthodox queen (which does not promote)
at the center of the second rank (e2/e8). Dekle has devised hexagonal,
three-dimensional, spherical, and triangular variants of shogi [284,
572, 575, 637]. See also An-nan C (Cq1), originally a shogi variant.
See Cv1 for chessgi and other Western variants using drops as in shogi.
Cc4 -- Other Asian chesses
The Index cites a number of books and magazine
articles on xiang qi; I therefore refrain from giving the rules here.
Another good source is said to be books in Chinese, which usually
contain many game transcripts. One can learn to read these with a bit
of effort (see the explanation in NA181). San-Kwo-Chi is a three-handed
variant (see Cy1) of xiang qi, each side having one extra piece which
moves as a non-leaping camel ((1,1)/(2,0)). Wurman
describes several other variants, including the only CV I have seen
designed for seven players. There is also an 11x11 version of
xiang qi without a river.
Changgi, the Korean version of chess, is a close relative
of xiang qi (and can be played with the same equipment if desired), but
there are a number of differences in the rules. Wurman is the most
reliable source. AHC and CVARM have minor omissions: The rook, cannon,
and pawn as well as the king and guards can move along the diagonals of
the palace (the cannon leaping from one corner to the diagonally
opposite one, over an occupied central square; the pawn going
diagonally forward only). Both players may reverse the positions of
knight and elephant on either or both sides of the board if desired,
but each player must have one knight and one elephant on each side of
his array.
Burmese C is a very old regional game in which players
have great freedom in the initial placement of their pieces. There are
two optional pawn formations, and pieces may be placed anywhere on or
behind the pawn line. A related game with a fixed array is Makrook, the
Thai version of chess; both games use the same pieces, including the
silver general from shogi. In Makrook, pawns promote to fers on the
sixth rank (this also resembles shogi), and king and fers may
optionally move, as knight and elephant respectively, on their first
move. Several other regional chesses (see AHC) are minor variants of
the international game (Chator -- the Malay variety, Hindustani C, and
Parsi C).
Cc5 -- Literary chesses
Jetan is a decimal form of chess played on Mars in
Burroughs' science fiction novel The Chessmen of Mars. The main goal is
to capture the enemy princess, which can move three squares in any
combination of directions.
Kaissa, another decimal game, appears in John Norman's
novel The Players of Gor. It is characterized by several
limited-range pieces; the goal is to capture the enemy 'home stone', a
non-capturing king which is placed on the first rank between moves 8
and 10 (see Cb2). Kaissa was reviewed in WGR 3, page 17.
John Norman's novel Players of Gor was published about 5 years later
than the commercial version of Kaissa (according to the game's
copyright date). The commercial version may have been based on
accounts of Kaissa from earlier novels in the series. There
is an account of a Kaissa game starting on page 230 of Players of Gor,
ending in a neat forced mate. But this game does not follow
the same rules as the commercial version: according to the book,
spearman are allowed to promote, and may move sideways or diagonally
forward as well as straight forward; also, the scribe and ubara are not
limited in range.
Cd -- Modified pawns and promotion
Cd1 -- Modified pawns
Several different varieties of pawn have been devised, and
can be used in place of standard pawns in variants. Unless specified,
en passant is extended in all of the games below (a pawn which moves
two or more squares, crossing a square attacked by an enemy pawn, may
be captured en passant). The most popular modified pawn is found in
Berolina C. The Berolina pawn moves one square diagonally forward (with
the option of two on its first move), and captures one square straight
forward, the reverse of orthochess (an example of en passant is d2b4,
c4xc3 e.p.). A foolsmate is 1 g2e4 e7c5 2 f2d4 Qh4+ 3 h2g3 Qxg3#. An
alternate array for Berolina C (with no doublestep) is Corner
C. Soldier C uses the Oriental pawn (as found in shogi or
xiang qi), which has no doublestep option and captures as it moves --
one square straight ahead. The 'pawn' in Arrow Pawn C can move
(regardless of location) one or two squares in any orthogonal direction
and capture one square diagonally in any direction. It does not
promote. A similar pawn (but without doublestep power) appeared in 1770
in The Game of War, an 11x11 variant with orthodox pieces, and
'fusiliers' which move as wazirs, and capture as ferses -- they also do
not promote.
In Fish C, pawns (called fish) can move (but not capture)
one square straight backwards in addition to their normal power. They
may move back to the 1st rank, and may doublestep from the first or
second rank. In Taxi Pawn C, pawns may move up to three squares forward
from the second rank on their first move. Thereafter they may move one
square straight forward or backward when not capturing, but may not
retreat to their first rank. They do not have the doublestep or
triplestep option if they return to their second rank. Promotion on the
eighth rank is optional. initial or one square backward from any rank.
In Superpawn C, the king and queen (d and e) pawns can
move and capture up to three squares forward or one square sideways
(different Super Pawns are used in Chess II and Super C). In P-Chess,
pawns are orthodox with the added ability to move one square forward
diagonally even when not capturing. In Magic C, the pawns have expanded
powers, adding the two forwardmost knight moves to their capturing
power and the other two forward knight moves to their movement power.
E.g., a white pawn at d5 can move to b6 and f6 in addition to d6, and
can capture on c7 and e7 as well as c6 and e6. A pawn on its second
rank can doublestep as normal (not leaping); e.p. applies only to the
orthodox doublestep. [This could also be classified under Cf1].
See also Kinglet C (Cx3), Chess II (Cf1).
Cd2 -- Modified promotion
Mecklenbeck C modifies not the pawn's move, but its
promotion. Mecklenbeck pawns may promote on the sixth or seventh
rank if desired, (see Makrook (Cc4)). They must promote if they reach
the eighth rank (similar pawns, promoting on the 8th/9th/10th rank, are
used in the decimal variant Grand C). The Mecklenbeck pawn was invented
to allow problems involving triple check with en passant capture (Black
Kd6, Pe7; White Rd3, Bf2, Pd5 : 1 Bg3+ e5 2 de6=Q(e.p.)+++).
Mecklenbeck is perhaps too dry a game for most CV enthusiasts; many
games end without early promotion coming into play. Mecklenbeck might
be more interesting combined with another variant such as progressive
(or perhaps Avalanche?!).
Chess to Go was an impromptu invention at NV'88. It is
played on a 12x12 board (the first game was played on a 13-line go
board), with the units arranged normally in the central 8x8 (c3 to
j10). Units move as normal (the extra space gives much more freedom of
movement than games such as Howell C (Ch1) or Corridor C (Ca1)). A pawn
may promote to knight or bishop on reaching the eighth rank (i.e., 6th
from the rank where the pieces begin), or may remain a pawn and promote
to R/B/N on the ninth rank or Q/R/B/N on the tenth (opponent's piece
rank).
In Fast Track C, pawns may promote to N on their 5th rank,
N/B on their 6th, N/B/R on their 7th, or N/B/R/Q on their 8th
(mandatory if not already promoted). A variant of this also allows
pawns to move one square sideways (as in changgi); they can only
promote by a sideways move (promotion on the 8th becomes optional). In
Progression C, pawns do not promote in the usual sense, but pawns when
on their 5th/6th/7th/8th ranks move as N/B/R/Q respectively.
In Fiverider C, pawns can promote only to one of the five
simplest riders: rook, bishop, nightrider, camelrider (moves from a8 to
b5, c2, d7, or g6), or zebrarider (moves from h8 to e6, b4, f5, or d2).
A recent commercial decimal CV, Modern American C, allows certain pawns
to promote to two pieces, but the rules are not clear on how this takes
place. See also Hydra C, a multiple target variant (Cx3), and One-Shot
C (Co1). See Cb5 for variants in which units other than pawns can
promote (also the case in shogi (Cc3) and Leaper Chessgi (Cg5)).
Ce -- Modified kings (see also Cx3,Cx4)
In Knightmate, the king is replaced by a royal knight at
e1/e8. Knights castle as orthochess kings. They may leap attacked
squares, even when castling. Both orthodox knights are replaced by
non-royal kings. Pawns may promote to non-royal king, but not to
knight. The object is to checkmate the opposing knight. A
more complex decimal version (without kings) is Centaur Royal, in which
the object is to capture the enemy knight (HSCD has an alternate array
with two CR's per side; the object is to capture both -- or the CR's on
a9/h2 can be omitted if desired). A queen can mate a lone knight
without any help, using a series of checks from two squares away
diagonally, or 1 or 3 squares away orthogonally (with WQa1 and BNd5,
White mates by 1 Qd4+ Ne7 2 Qe4+ Nc8 3 Qe6+ Na7 4 Qa6#).
In Rettah C, kings (called Rettahs) have the move of
amazons (queen plus knight). The object is to capture the opposing
Rettah, except in Double Rettah (see Cx4). In variants with two Rettahs
per side, the object is to capture both enemy Rettahs (as in Cx3), and
a player who has lost one Rettah may promote a pawn reaching the last
rank to a second Rettah. When a Rettah is attacked, the attacking unit
(one of them in the case of double check) must be captured by the
Rettah or another friendly unit. If no other unit can do so, one of the
Rettahs must capture, even if it puts itself en prise (losing the game
if it is the only friendly Rettah remaining). Several variants were
described by Parton in various publications (including an optional rule
in NJENO allowing pawns to move as in P-Chess, enabling them to be
doubled for defense). In Decimal Rettah, a unit attacking a Rettah must
be captured by a Rettah (this rule was eliminated in later versions). A
variant of Decimal Rettah is Absolute Rettah, in which any unit can
attack a Rettah (and must be captured by a Rettah), but a Rettah can
actually be captured only by an opposing Rettah -- a goal is therefore
to attack an enemy Rettah with a unit guarded by one of your own
Rettahs. Giveaway Rettah can be played with any of the arrays listed in
the Index [183, 208, 516].
In Emperor King C, the kings are emperors --they can move
to any vacant square or capture any unguarded enemy unit, including the
enemy emperor -- emperors must therefore always be guarded. The object
is to capture or checkmate the enemy emperor, by capturing all of the
units except the enemy emperor, or attacking every square from which it
can be guarded (e.g., the Black emperor is mated in the position
8/ppp5/1k5R/32/7K). In Letzen C, kings move and
capture as queens, but cannot cross squares attacked by unpinned enemy
units except when capturing units attacking them. Another version of
this is Liberation C, in which the queen is royal and the king is
non-royal (see also 2000 A.D.). Pawns may promote to a Fischer, a piece
which can leap to any square within four squares distance.
In Permuting C, each king may switch places (in place of a
regular move) four times a game: once each with a friendly N/B/R/Q in
that order. If all pieces of a given species are lost, its 'turn'
is skipped. A king may escape check by a switching move. See also
Neutral King C (Cr2).
Cf -- Combined pieces
Cf1 -- Pieces with added knight power
Dozens of variations have been introduced using pieces
with knight power added to their normal power, most often the amazon
(Q+N), cardinal (B+N), and chancellor (R+N). Arrays for most of these
games are found in the Index. Obviously mating with king and chancellor
(or amazon) against a lone king is easy; king and cardinal can mate a
lone king with a bit more effort (e.g., WCa1, WKh1, BKd5; White mates
by 1 Kg2 Ke4 2 Cc3+ Kf5 3 Kf3 Ke6 4 Ke4 Kd6 5 Cb4+
Ke6 6 Cc5+ Kf6 7 Kf4 Kg6 8 Ce6 Kf6 9 Cd5+ Kg6
10 Kg4 Kg7 11 Kg5 Kf8 (11...Kh7?? 12 Cf6#) 12 Kf6 Ke8 13 Cc6+ Kf8
14 Cd7+ Kg8 15 Kg6 Kh8 16 Cf6#).
Amazon C, in which the queen is replaced with an amazon,
was proposed in 1891, but said by Capablanca to be too drawish. Angel C
calls the queen-plus-knight an Angel, adding it to the right of the
king on a 9x8 board (the placing of bishops on the same color --
opposite that of the opponent's -- is intentional). Draws are minimized
by a rule forbidding a player to capture his opponent's Angel if his
own could be captured on the next half-move (if your Angel is attacked,
you may protect it by attacking your opponent's). A foolsmate is 1 e4
Ac6 2 Qe2 Axc2#). Other games using the Amazon include Amazon Queen,
Century C, and Wyvern C (see also Cc2).
Chancellor C similarly adds a chancellor to the right of
the king on a 9x9 board. A simpler proposal is Almost Chess, in which
the chancellor replaces the queen in the orthodox game (a foolsmate is
1 Qc3 Nf6 2 Qxc7#). In Riviere's C, chancellors replace both rooks;
also in the complex 9x9 variant Kristensen's C. The mating power of the
chancellor is shown in a problem by A. H. Robbins from Foster's
Chancellor Chess: 24/2P5/3P4/3kN3/2X5/4K3; White mates in 3 by 1 Xc4
Ke4 2 Nd5, with four mates following depending on Black's second move
(e.g. 2...Kd5 3 Xd6#).
In Queenless C, the queen is replaced by a cardinal
(analogous to Amazon C/Almost C); in Modern C, the cardinal is added to
a 9x9 board (analogous to Angel C/Chancellor C). Modern C has the flaw
of having all bishops on dark squares. Other games using the
cardinal include the minichess Lilliputian C and the Emperor's Game
(with the amazon also).
A large group of variants add both chancellor and cardinal
to the normal forces on either a 10x8 or 10x10 board; these include
Bird's C, Capablanca's C (2 versions), Carrera's C, and Grand C.
One exception is Legler's C, a clever variant which replaces one knight
with a cardinal and one rook with a chancellor. This allows players to
experience the chancellor and cardinal on the orthodox 8x8 board (one
rook can be inverted to signify a chancellor, and one knight somehow
marked to signify the cardinal). Wolf C is an 8x10 variant which also
includes the nightrider and other pieces (see also Dekle's Nightrider C
(Cg2) and Airplane C (Cg5)).
Among games with all three pieces are: Quatrochess (see
Cy2), The Sultan's Game, Supercapablanca C, and Valentine's C. In Chess
II, there are also zebras with added knight power ('super knights').
Pawns which begin on their third rank have E5 movement. Pawns beginning
on their second rank are 'super pawns', able to move one or two squares
straight forward (E6) and capture one or two squares diagonally forward
at any time. Pawns cannot jump; en passant applies to all multistep
moves. The 'super pawn' in Super C is similar, except that it can jump,
but cannot doublestep after its initial move except when capturing.
Cavalry C gives added knight power to every unit (pawns
add the 4 forward knight moves only -- see Magic C (Cd1)). The king in
addition can move as a non-leaping elephant or dabbaba; two kings can
be two squares apart (orthogonally or diagonally) only if there is an
intervening unit. The knights have the added power of camel plus zebra;
i.e., they can reach every square within three squares except those
reachable by an orthodox queen. Maus's 1923 pamphlet gives some sample
mates (8/3N1k2/5B2/8/4K3/24; white mates in two by 1 Ng6 Kh6 2 Ne5#).
See also Wildebeest C (Cg1) for a combined camel-knight.
Cf2 -- Pieces with different capturing moves
In orthodox chess, the pawn has a capturing move different
from its non-capturing move. Several variants with pieces of this type
have been proposed. In Semi-Queen C, two new pieces are added. The
roshop moves as a rook but captures as a bishop, while the biok moves
as a bishop and captures as a rook. Thinktank C has all six
combinations of rook/knight/ bishop. In Sniper C, the Q/N/R/B exchange
moving/capturing powers as in Frontier C (see Cl2).
Cg -- Other new pieces
Cg1 -- New leapers
Arch C adds to the modern pieces the fers and the
squirrel, which leaps to any square two squares away (knight + elephant
+ dabbaba). The squirrel is also used in Nine File C, and combines with
the rook in Double-King C (Cx3). Mexican C, published here for the
first time, is a decimal variant in which each side has two
camels, here called 'conquistadors'. Wildebeest C adds two camels
and a wildebeest (gnu) (combining camel and knight -- about a pawn
stronger than a rook, but slightly weaker than a squirrel) on an 11x10
board (see the note in Game News). A centrally placed wildebeest can
reach any square on an 8x8 board in one or two moves, except the four
squares (0,3) away!
In Dabbabante C, the dabbabante can leap to any square of
the same color along rook lines, passing over any number of vacant and
occupied squares. It captures by replacement. Pinsard's C is a decimal
variant with two new pieces combining elephant and dabbabba. The archer
in the minichess Archer C (Ch2) combines the power of elephant plus
wazir (this is about as strong as a camel, but two archers can force
mate). The rook in Archer C is hobbled -- it cannot move to adjacent
squares (see Co2).
Cg2 -- New riders
The second most popular fairy chess piece used in problems
(behind the grasshopper) is the nightrider. These may simply be used to
replace knights in the orthodox game. Nightrider C is a variant
designed so that the nightrider is the most powerful piece on the board
(each side removes both knights and replaces the queen with a
nightrider). Dekle has proposed a version using a very powerful set of
pieces (as in Cf1).
In Ninerider C, the knight becomes a nightrider, the rook
adds dabbaba-rider power to its normal wazir-rider power, the bishop
adds alfil-rider to its ferz-rider power, and the queen combines
(3,0)-, (3,1)-, (3,2)-, and (3,3)-riders. Kings and pawns are normal. A
variant makes the queen less overpowering by instead giving the
(3,0)-rider power to the rook and the (3,3)-rider power to the bishop.
The array must be crosswise to prevent 1 Rxh7 Rxh7 2 Qxh7# (via f4).
See also Five-Rider C (Cd2).
Falcon-Hunter C uses two new pieces with Y-shaped moves
(see the move descriptions in the Additional Pieces section). In
one version (Hunter C), falcons replace both bishops and hunters both
rooks. The queen can castle on either side of the board (O-O-Q =
Qb1/Ra1c1, O-O-O-Q = Qf1/Rh1e1) to make hunters easier to develop; both
king and queen may castle with their near rooks in the same game. There
is also a decimal version in which the new pieces are added to the
array. A third version allows one falcon and one hunter to be entered
on vacant first-rank squares (in place of a move) to replace lost
pieces. Anytime after a player loses one piece, she may place the
falcon or hunter. Anytime after a second piece is lost, she may place
the other.
Dekle has suggested a modified queen called a duchess
(combining falcon and hunter, it moves as a queen in any direction
except orthogonally sideways). He uses it in his games Falcon-Hunter
Chessgi (Hu/Fa/Du/P promote to R/H/Q/V) and Lion C. The latter game
also uses the Lion from Chu Shogi, a piece which makes one or two king
moves per turn, capturing on either or both moves if desired. It can
also return to its starting square or leap as a squirrel without
affecting units it jumps over.
In Archbishop C, the archbishop (symbolized A in the Index
array) must make one right-angle turn during its move (as if hitting an
invisible wall in Billiards C); it may stop or capture only after
making its turn. In the minichess Warrior C (Ch2), the warrior is the
piece we call here the spider -- note that it changes color on every
move.
Cg3 -- Hoppers
In Columbia Cannon C, rooks, bishops, and queens make
cannon moves (along their normal lines) whether capturing or not (as in
changgi). Knights combine the power of wazir and dabbaba, leaping one
or two squares orthogonally. Pawns and kings move and capture normally.
Phil Cohen mistated the rules in NA210, accidentally creating Cohen's
Error C (R/B/Q make cannon moves only when capturing, as in xiang
qi). The latter is similar to the simpler version of
Leo C, in which the knight, pawn, and king move and capture normally,
while the queen (called Leo), rook (Pao), and bishop (Vao) move
normally but capture with cannon moves. The more complex version of Leo
C replaces orthodox pawns with Berolina pawns, and the orthodox knight
with the Mao (oriental knight from xiang qi and changgi), which does
not leap -- it moves one square orthogonally followed by one square
diagonally, with the same eight possible destinations as the orthodox
knight, but an orthogonally adjacent unit blocks two moves (e.g. a Mao
at c3 cannot move to d5 or b5 if c4 is occupied). In both versions of
Leo C, pawns promote to orthodox Q/R/B/N, since cannon-movers are
weaker in the endgame. CCC Chess allows units to move and capture as in
either Columbia Cannon C or as in orthochess. See also Columbia Cannon
Transchess (Cv2) (Columbia Cannon Conversion C is unplayable because of
the 1/2 move 'foolsmate' 1 Qb3#).
Decimal Oriental C is Parton's westernized version of
changgi (the cannon must hop over a screen to move or capture).
Grasshopper C adds a row of eight grasshoppers to each player's army.
In Vault C, Q/R/B may hop, if desired, over friendly units when not
capturing. In Screen C, Q/R/B may hop over friendly knights on a
capturing or non-capturing move.
Cg4 -- Chess/checkers combinations
Several hybrid games combining chess and checkers have
been devised. The most popular of these is Cheskers, played on the 32
black squares of the 8x8 board. Each army is composed of eight pawns
(moving and capturing as checker men), two kings (as in checkers), one
bishop (as in chess), and one cook (as the chess camel). Pawns promote
on the 8th rank to cook, bishop, or king -- the object is to capture
all of the enemy kings, including any promoted ones (compare Hydra C
(Cx3)). A pawn making one or more captures must stop upon promotion.
Captures are obligatory (unless the only captures available are by
bishops and/or cooks), but the moving player has a free choice of which
capture to make. A stalemated player loses. A simpler game, without
checkers captures, is Chess Draughts. The kings and cook are absent,
and one queen (as the chess fers) is added. Pawns move and capture
diagonally forward and promote to bishops; the object is to capture the
opponent's queen.
Kiwi Checkers is a new checkers variant using some
elements of CV's. It is not truly a CV, but I include it here to show
how the distinction between CV's and non-chess games can be blurred.
Checkers can be stacked up to three in a square (stacks of 2 or 3 can
be created only by drops). Captured units are dissolved into single
checkers and added to the captor's reserve, from which they can be
reentered (1, 2, or 3 together) onto vacant or friendly-occupied
squares as in shogi/chessgi. A single checker ('kiwi') or double
stack ('tui') moves as a checker; a triple stack ('moa') as a king. A
kiwi or tui reaching its 8th rank is immobile until increased to a moa
by dropping onto it. Captures are compulsory, and the capture taking
the largest number of checkers must be chosen. The object is to deprive
the opponent of moves by capturing or blocking all of his units and
depleting his reserve.
In Damate, all units move as in chess, but capture by
leaping as in checkers. The king is a shortleaper. The pawn captures by
shortleaping diagonally forward only [variant: the pawn can move or
capture in three directions: straight or diagonally forward]. The queen
is a longleaper, the bishop a diagonal longleaper, and the rook an
orthogonal one. The knight lands in its normal squares, capturing
adjacent units it passes over (Nc3 moves to d5 to capture c4 or d4; it
can also go to b5 to capture c4). [Variant: the knight makes a double
move in one direction, capturing a unit a knight's move away; i.e. Nc3
leaps to e7 to capture d5]. Pawns promote in the enemy half of the
board to any piece, including king; promotion ends a series of
captures. Captures are obligatory, and multiple captures are allowed
(the largest number of enemy units must be taken); enemy units are left
on the board until a series of captures is complete. The object is
take-all; a player who cannot move loses by stalemate. The game may
also be played as Giveaway. Either form can be played on an 8x8 board
from the orthodox array, or on the 10x10 board [173]. Damatic C is the
same game with the alternate objective of capturing the enemy king, and
a choice of three decimal arrays. Dekle has invented a similar game
called Checker-Chess.
In Leapfrog C, all units move and capture as in checkers
(in all eight directions), but give check as in chess. The object is
checkmate. Jesskers (invented by a nine-year-old boy!) is a game of
chess and checkers played on the same board with the normal arrays
(chess and checker units may coexist on the same squares; both are
captured together by an enemy chess unit entering the square or an
enemy checker leaping over it). A player may move either a checker or a
chess unit on his turn. The object is to capture the enemy king. In
Longleaper C, the L moves as a queen and captures by longleap (multiple
captures along one line are possible).
Cg5 -- Miscellaneous pieces
Several variants have been devised using different forms
of airplanes -- pieces with the power to fly over units of either
color. Atomic C is a complex and violent modern variant on a 12x12
board with tanks, airplanes, and atom bombs (full rules in JENO). In
Airplane C, the airplane moves along queen lines, and can pass over any
number of units of both colors, landing only in an empty square. It can
capture one enemy unit per turn by landing in the empty square
immediately beyond it. The standard game is played on a decimal board;
a simple 8x8 version can be played by replacing knights with airplanes.
In Aviation C, the knight pawns (b and g) are airplanes, moving
and capturing (by replacement) like bishops, but able to pass over any
number of occupied squares. They capture only like pawns until they
leave their initial squares.
Ploy is a commercial CV in which each unit is marked with
lines of attack in one to four directions. A piece may either move or
turn ([590 and 640] also have directional pieces). Quantum C is a
variant on a 6x8 board in which units (8 per side) move according to
mathematical equations (a piece labeled y=x+1 can leap (0,1), (1,2),
(2,3), etc. Leaper Chessgi is a shogi-like game in which all units
except the king can promote on the 6th rank or beyond.
Ch -- Plane boards
Ch1 -- Great chess (rectangular boards greater than 10x10)
The family of games played on boards larger than 8x8
(especially larger than 10x10) is known as great chess (Paletta in
Chess Spectrum Newsletter 2 calls it macrochess). Certainly the most
popular board other than the orthodox 8x8 board is the 10x10 square
board. There have been dozens of variants designed for this board;
collectively these are referred to as decimal chess. Carrera's C (and
its successors Bird's C and Capablanca's C) are played on 10x8 boards.
Another important variant is the popular medieval game of Courier C,
played on a 12x8 board, which may have been responsible for introducing
the bishop into modern chess. All of these large-board variants
involve new pieces, and are covered in earlier sections.
Robin King has pointed out a possible flaw in some 8x10
and 10x10 variants, in which pawns start on the second rank, are only
allowed the usual initial doublestep, and bishops are placed at c1/c10
and f1/f10 (e.g. Super C, Bird's C, and Grand C). The
usually desirable doublesteps of the central e and f pawns actually
hamper development -- instead of opening lines for the bishops, they
actually block bishop lines (the array in Reversed Minor Pieces is
undesirable for the same reason). It is perhaps preferable, then, to
either allow pawns on the 10x10 board an initial triplestep (this also
helps speed up the game), or to change the opening array to RN*BQKB*NR
(* denotes the added pieces). This may also be useful when
playing any form of Pre-Chess (see Cb1).
A few variants without new pieces have been played on
rectangular (non-square) boards. Oblong C (a form of Shatranj (Cc1)) is
played on a 4x16 board -- the same board has been used for a game using
modern pieces. Howell's C is a 10x10 relative of Morley's and
Mouterde's C. See The Game of War (Cd1), an 11x11 variant with
mainly orthodox pieces, and a later variant, The Prussian National Game
(Cu2). See Cd2 for Chess to Go, a 12x12 variant with orthodox forces.
Moeser devised games in which units may move on the corners (Schess)
and edges (Simocochess) of squares (equivalent to play on a 17x17
board).
Ch2 -- Minichess (smaller than 8x8)
Another set of variants, referred to collectively as
minichess, involve reduced forces on a small board, to produce a
shorter and simpler game. (The smallest board which has been used in a
CV is the 3x3 board used in the commercial CV Jet C, but this game is
too complex to be classified along with the other minichesses.)
The earliest Western proposal for minichess is the 1930 variant Petty
C, played on a 5x6 board with one of each piece plus five pawns (AISE
plays a similar game on a 5x5 board). A famous minichess is Los Alamos
C, played on a 6x6 board without bishops. This game was devised for use
in an early chess-playing program, for which the standard game had too
many combinations. A similar game was proposed later as one of a set of
6x6 variants under the name Wardley's C. This has four versions,
depending on whether rooks, knights, bishops, or king and queen (?!)
are eliminated. The last version is a bizarre game in which the first
pawn on each side must promote to king, the object being to mate it.
One minichess, Chi Chi's Chess, is played on a nearly full
4x8 board (the b/f/g pawns are removed for both sides). Pawns move one
square straight forward or backward and capture one square diagonally
in any direction (i.e. a white pawn can move like a black pawn and vice
versa). White is not permitted to move a pawn on his first move. This
game was popular in NOST for a time, but Paul Yearout and Wally
Whiteman found that White should always win. [The main line is 1 Nxc3+
Qxc3 2 exd3+ Bxd3 3 Qf3+ Kd4 4 dxc3+ Kxc3 (4...Kc4 5 cxb4=Q+) 5 cxd3
Nxd3+ 6 Bxd3 etc. (2...Qxd3 3 cxd3+ Nxd3+ 4 Bxd3+ Kxd3 5 dxe3+ etc.)].
Other variations listed in the index with complete
descriptions of board size, array, and special rules: 42, 308, 349
(also Cf1), 382-384, and 558. See also Archer C (Cg1), Jet C (Cp1), and
Warrior C (Cg2).
Ch3 -- Irregular (non-rectangular) boards
Fortress C, Morley's C, and Mouterde's C are described in
the Index using - as a symbol for squares missing from a regular
rectangular shape. Chess Too, advertised in Chess Life but never
sold, seems to be a form of Diamond C on an 8x9 board with two corners
truncated. In Fortress C, the board is 3x8 + 4x4 + 3x8; a pawn blocked
by a unit of either color can hop over it (two squares forward) to a
vacant square. Cross C is an Australian commercial CV, played
two-handed on a 4x4 board with four 3x4 wings.
Several games have been played on boards containing
holes. Centerless C eliminates the de45 squares (which cannot be
crossed, but knights can leap them), and the d and e pawns (see
Quatrochess (Cy2)). Lilac Tree C is a more general form in which
an arbitrary 2x2 region is removed. This was proposed as a variant for
a giant outdoor chess board in a yard with a tree. It sounds like a
joke, but was actually tried in a NOST game.
Ch4 -- Infinite boards
Two mathematically oriented games, too complex to describe
here, are Infinite Plane C, played on a board of squares infinite in
all directions, and Dense C, played on a unit coordinate square,
running from 0.0 to 1.0 in both directions (bounded but with an
infinite number of board locations).
Ci -- Multidimensional boards
Ci1 -- Three-dimensional boards
In true three-dimensional chess, there are three main
types of movement. The rook moves along any of three lines of
orthogonally adjacent cells, passing through cube faces (e.g. from Aa1
to Aa8, Ah1, or Ha1). The bishop moves along any of six lines of cells
diagonally adjacent within a single plane, passing through cube edges
(e.g. from Ac1 to Ah6, Hc8, or Fh1). A third piece, called a unicorn,
moves along any of four lines of cells connected diagonally in
different planes, passing through cube corners (e.g. from Af1 to Fa6 or
Ch3). Kings usually move to any of the 26 adjacent cells. Queens
combine powers of rook, bishop, and unicorn. Sometimes the unicorn is
eliminated; the bishop may combine bishop plus unicorn powers. Knights
have their normal move in any of three planes; a knight away from the
edge can thus reach twenty-four squares (from Cf3 : Ae3, Af2, Af4, Ag3
(and the same four on level E), Bd3, Bf1, Bf5, Bh3 (and the same four
on level D), and the usual eight on level C). One feature of
three-dimensional chess is that rooks are weaker than bishops. A lone
king can be mated by a king and queen, king and two bishops, or king,
bishop, and rook, but not king and two rooks.
T. R. Dawson composed a simple but elegant problem in 1915
to show the move of the bishop in three-dimensional chess (p.34,
Caissa's Fairy Tales): 5x5x5:25//19p5//18p6//9p3p1p4p4//15p4k1K1B//.
White mates in two via B-Ce3, with four mating moves depending on which
black pawn moves.
In Godson's C, the most playable 8x8x8 variant, each side
has an orthodox set of units plus eight extra pawns (White's pieces
along A1 rank, pawns along A2 and B1 ranks; Black's pieces on H8, pawns
along H7 and G8). The pieces move as described above. White pawns move
one square toward rank 8 on the same level, or up one level. On their
first move they may go up two levels, forward two levels, or up one and
forward one. They capture one square diagonally like a bishop, not
moving down or backward; a white pawn at Cf3 can capture on Ce4, Cg4,
De3, Df4, or Dg3. Black pawns move down or towards rank 1 in the same
way. There is no en passant; pawns reaching the opposing starting rank
promote to whatever piece started there (to queen also at Ae1/He8).
Kog C is played on an 8x8x8 board, with each side having a
huge army of 64 units: 40 pawns, king and queen, and 22 other pieces
(with names such as hippogriff and favourite) using 7 combinations of
the standard rook, bishop, and unicorn (here called fool) moves. There
is a combined bishop/unicorn called an archbishop.
Raumschach is a 5x5x5 variant with standard piece
movement. Tedco (full rules in NA90) and 3-Dimensional C [614] are
commercial 4x4x4 variants, with orthodox 16-unit armies and simplified
moves. Cubic C [165] is a 6x6x6 variant with standard piece moves.
Pawns move and capture forward as kings, to any of nine squares. Parton
also devised a version [601] using pieces from Tamerlane's C. The fers
and elephant leap one and two squares respectively as bishops; the
zurafa moves as the spider but cannot make a move equivalent to a
knight's move.
Stereo-Chess is a variant played on an 8x8 board with four
additional 4x4 boards (designated ABCD) stacked above cf36. The array
is orthodox on the 8x8 board. There is no unicorn; the queen (but not
the bishop) includes unicorn power. Pawns move as usual on any level,
and can also move straight up or down one level. They can capture
upwards, going forward or sideways as bishops. Pawns promote on the
last rank of any level (8th of bottom, 6th of ABCD for White, 1st/3rd
for Black).
Another group of variants are not fully three-dimensional,
but consist of boards stacked one above the other. The most popular
design is 3x8x8, three orthodox boards arranged vertically, with
White's units arranged normally from Aa1 to Ah2, Black from Ca7 to Ch8.
Each unit can make its normal move on the board it starts on,
transferring to the same square on the next higher or lower board under
specified rules which vary from version to version. Examples: [113,
315, 571]. Quadrivalent C is a complex 4x8x8 variant (full rules in
JENO). Dekle has devised games for 2x5x8 and 3x4x8 boards [186], as
well as a 3x3x9 version of shogi [572].
Ci2 -- Multiple boards
Alice C and its variants might be considered restricted
forms of 2x8x8 chess in which every moving unit must change boards
after its move! Alice C uses two boards. The first begins with
the standard array; the second is vacant. A move consists of playing
any legal move on either board, then transferring the moving unit from
its landing square to the same square (which must be vacant) on the
other board. The moving unit can only capture a unit on the board it
starts on; checks and interpositions can only take effect on the board
it finishes on. A unit can only guard friendly units on the other
board. Castling transfers both king and rook to the second board; the
king can pass over squares guarded or occupied on board 2 while
castling. Units on either board can guard or block the enemy king's
flight squares; many quick mates are possible (1 d4 Nf6 2 Qd6 e6 3
Qe5/1#; 1 e4 d5 2 Bb5 dxe4/1 3 Ba4/1#). Note that moves finishing
on board 1 are suffixed /1). In diagrams, a single board is used; units
on board 2 are shown inverted.
One variant of Alice [273] is played with two 4x8 boards
-- this can be played on an orthodox board by imagining it cut into two
halves. Another variant is Ms. Alice C, in which any piece (not a pawn)
can make a zero move, transferring itself to its starting square on the
other board. A king cannot escape check by a zero move; a king or rook
which has made a zero move cannot castle. One foolsmate is 1 Qd1 d5 2
Qa4/1#). In a third variant, the black army starts on board 2
instead of 1 -- this eliminates many of the shorter foolsmates. Duo C
is an even freer version of Ms. Alice. Variations using three or more
boards have also been proposed.
Leo Nadvorney is a great advocate of, and expert in, Alice
C. He published an informal collection of over 40 games in about 1975.
He coined the term 'discheshired check' for the capture of a pinned
unit, with the capturing unit disappearing to the other board. He also
combined Alice with his version of Spherical C to make Sphericalice,
played on two Alice boards using spherical movement on each board.
Ci3 -- Four or more dimensions
Sphinx C is a four-dimensional chess played on a 3x3 array
of 4x4 boards. A unit can make a normal move on its 4x4 board, or move
to the same square on a different 4x4 board by a move corresponding to
a normal move on the 3x3 'superboard' (e.g. a rook at A1b2 may move to
e.g. A1a2, A1c2, A1b1, A1b3, B1b2, or A2b2. Knights make queen moves on
the 3x3 board (otherwise they could never reach B2). Pawns move one
square or one board forward, and capture diagonally forward in the same
way. They promote at the far end of any far board (e.g. a White pawn at
A3c4). The game can also be played as mock or giveaway. If played for
mate, perpetual check wins; kings may also be confined to their initial
4x4's. The board may also be reduced to 2x2x4x4 (playable on an
orthodox 8x8).
In Dawson's 4-Dimensional C, the board is 4x4x4x4 (usually
shown as a 4x4 array of 4x4 boards). The balloon is a four-dimensional
version of the unicorn (e.g. moving from B3c2 to
A2b1/A4b3/C2d1/C4d3). Six Dimensional C is a complex game which
can be represented on an orthodox 8x8 board. Ecila C is a
six-dimensional game, analogous to Sphinx C, played on a 2x2x2 array of
2x2x2 or 3x3x3 boards.
Cj -- Non-planar (edgeless and semi-edgeless) boards
Non-planar boards are boards in which a unit need not
automatically stop when it reaches the edge of the board, but can
continue moving in some specified direction. Nadvorney (NA185) and
Betza (NA253) showed how movement on many of these boards can be
pictured by imagining copies of the board placed edge to edge in
certain manners (see diagrams below).
Cj1 -- Cylindrical boards
c7d7|e7f7g7h7a7b7c7d7|e7f7 g2h2|a2b2c2d2e2f2g2h2|a2b2
c8d8|e8f8g8h8a8b8c8d8|e8f8 g1h1|a1b1c1d1e1f1g1h1|a1b1
g8h8|a8b8c8d8e8f8g8h8|a8b8 g8h8|a8b8c8d8e8f8g8h8|a8b8
g7h7|a7b7c7d7e7f7g7h7|a7b7 g7h7|a7b7c7d7e7f7g7h7|a7b7
g6h6|a6b6c6d6e6f6g6h6|a6b6 g6h6|a6b6c6d6e6f6g6h6|a6b6
g5h5|a5b5c5d5e5f5g5h5|a5b5 g5h5|a5b5c5d5e5f5g5h5|a5b5
g4h4|a4b4c4d4e4f4g4h4|a4b4 g4h4|a4b4c4d4e4f4g4h4|a4b4
g3h3|a3b3c3d3e3f3g3h3|a3b3 g3h3|a3b3c3d3e3f3g3h3|a3b3
g2h2|a2b2c2d2e2f2g2h2|a2b2 g2h2|a2b2c2d2e2f2g2h2|a2b2
g1h1|a1b1c1d1e1f1g1h1|a1b1 g1h1|a1b1c1d1e1f1g1h1|a1b1
c1d1|e1f1g1h1a1b1c1d1|e1f1 g8h8|a8b8c8d8e8f8g8h8|a8b8
c2d2|e2f2g2h2a2b2c2d2|e2f2 g7h7|a7b7c7d7e7f7g7h7|a7b7
NOST Spherical C [421] Toroidal/Cylinder C
The best known non-planar CV is Cylinder C, in which the a
and h files are imagined to be joined. Units can cross the left and
right edges in the diagram above right (but not the top and bottom
edges), so that a rook can move b2-a2-h2-g2 (even if e.g. e2 is
blocked), and a bishop can move from a5 to h4-g3-f2-e1 or h6-g7-f8.
Infinite moves and moves returning to the starting square are usually
prohibited. Kings are permitted to castle with either rook around the
edge; C-O-O denotes the White move Kc1/Rh1(via a1)d1; C-O-O-O denotes
Kg1/Ra1(via h1)f1. The board edges can instead be joined horizontally
(connecting ranks 1 and 8), producing Horizontal Cylinder C (units can
cross only the top and bottom edges in the diagram). This is common in
problems but unplayable in the standard array. A playable form could be
adapted from some variety of round chess, though the latter is perhaps
easier to visualize. My suggested array for an 8x8 game (all pawns move
forward with doublestep, promoting on their eighth rank) is given in
the Index. This might also be usable for Toroidal C.
The Toroidal C (also called Anchor-Ring) board, in which a
cylindrical board has its two ends connected like a torus (doughnut
shape), has also long been used for problems. In the diagram, units can
cross all four edges. The orthodox array cannot be used, but Tylor has
devised a playable one. Another playable array is found in Megachess,
in which each side has a row of eight pieces entirely surrounded by
pawns on a 14x14 toroidal board. Pawns in both games move in a
direction away from their home piece row, promoting there in Toroidal C
and on the opponent's home piece row in Megachess.
Phil Cohen points out the difficulties of mating on a
toroidal board (at least 2 rooks or 4 minor pieces are needed), and
suggests that stalemating the opponent and/or reducing him to a bare
king should be considered wins (or alternatively, allowing the king to
move orthogonally only -- i.e., as wazir -- which allows K and Q to
mate lone K). He has also suggested Toroidal Pre-Chess (see Cb1).
Moebius C is a cylindrical chess in which the board is
given a half twist before the a and h files are joined, so that a2 is
adjacent to h7. More exotic methods of joining the edges are found in
Oblique Cylinder C, Klein Bottle C, Ladder Board C, Corner Wrap C,
Right-Angle C, and All-Angle C.
In Spherical C, the board is imagined to be wrapped around
a sphere. Units leaving a side edge reappear on the opposite edge as in
Cylinder; units leaving an end edge ('pole') reappear elsewhere on the
same edge. There are at least two versions (by Miller and Nadvorney),
differing in how bishops cross the poles. The diagram above left shows
how units cross edges in the NOST version. The original form, invented
by Grayber, is mentioned but not described in NJEI; I do not know
whether his version is the same as either of the above, or yet a third
form. Dekle has adapted shogi to a 10x9 spherical board [575].
Cj2 -- Round (circular) chesses
The vertically cylindrical 8x8 board has been projected
onto a flat surface to make Wagon Wheel C, having 8 rings of eight
squares each (the rings are equivalent to ranks, the radii (spokes) to
files). White is arranged as normal on the two outermost rings, Black
on the two innermost. A commercial version of this is the 1965 Global
C. Orbital C [432] is an unusual form of round chess, played with three
or four armies side-by-side (separated by barriers or missing squares)
on the outer rings of special 6x30 or 6x32 boards.
Most round chesses, however, are projections of a
horizontal cylinder (in which rings are files and radii are ranks). The
most common round board is the 4x16 board pictured on the cover. This
was first used in Byzantine C, a Shatranj variant (Citadel Zatrikion is
a similar game in which the center is divided into four citadels). The
4x16 has also been used for Circular C, a variant using modern moves.
Verney invented three- and four-player versions for a 4-ringed board
having 24 and 32 radii respectively (each army takes up 4 radii, with 4
empty radii between each pair of adjacent armies). Because of their
ability to move around a ring, rooks are worth (according to JENO)
about 9 pawns, queens 12. The 1985 version of Global C is an 8x14 round
board with each side having 8 pieces and 16 pawns, with a full radius
of pieces surrounded on both sides by pawns. Four empty ranks separate
the armies on each side.
Parton devised Jabberwocky C, his own version of round
chess, played on the intersections of a circular board with special
pieces, described loosely (no arrays are given) in the two cited
sources.
Chess in the Round is a commercial variant which allows a
sort of circular movement by dividing the board into four concentric
rings (ah18, bg27, cf36, and de45), allowing rooks and queens to move
freely around a ring (see Orbital C [431]). A similar idea is used in
Racetrack C, which adds three extra files to each side of the 8x8
board.
Cj3 -- Rebound chesses
b7a7|a7b7c7d7e7f7g7h7|h7g7 c6b6|a6b6c6d6e6f6g6h6|g6f6
b8a8|a8b8c8d8e8f8g8h8|h8g8 c7b7|a7b7c7d7e7f7g7h7|g7f7
b8a8|a8b8c8d8e8f8g8h8|h8g8 c8b8|a8b8c8d8e8f8g8h8|g8f8
b7a7|a7b7c7d7e7f7g7h7|h7g7 c7b7|a7b7c7d7e7f7g7h7|g7f7
b6a6|a6b6c6d6e6f6g6h6|h6g6 c6b6|a6b6c6d6e6f6g6h6|g6f6
b5a5|a5b5c5d5e5f5g5h5|h5g5 c5b5|a5b5c5d5e5f5g5h5|g5f5
b4a4|a4b4c4d4e4f4g4h4|h4g4 c4b4|a4b4c4d4e4f4g4h4|g4f4
b3a3|a3b3c3d3e3f3g3h3|h3g3 c3b3|a3b3c3d3e3f3g3h3|g3f3
b2a2|a2b2c2d2e2f2g2h2|h2g2 c2b2|a2b2c2d2e2f2g2h2|g2f2
b1a1|a1b1c1d1e1f1g1h1|h1g1 c1b1|a1b1c1d1e1f1g1h1|g1f1
b1a1|a1b1c1d1e1f1g1h1|h1g1 c2b2|a2b2c2d2e2f2g2h2|g2f2
b2a2|a2b2c2d2e2f2g2h2|h2g2 c3b3|a3b3c3d3e3f3g3h3|g3f3
Returner Board C [517] Billiards C [60]
In Billiards C (also called French Billiards C), all units
can bounce off the four board edges. (Examples: Bc1-a3-f8-h6-e3,
Re1-e8-e5, Nb1-a3-b5, Nf3-h4-f5, Bd5-a8-b7). Multiple rebounds are
allowed. Units may capture on an edge and rebound; captures off the
edge end the move (a B or Q can make up to five captures in a move).
Rebounds are optional; a unit may stop on an edge square. Infinite
rebounds and rebounds which do not change the position are illegal (a
piece may only stop on its starting square if it has captured). Knights
cannot rebound from corners. Pawns can rebound (one square) only when
capturing to the a or h file; the rebound move may be a capture also
(b5xa4-b3 or g4xh5xg6). Kings can rebound one square away from an edge
(Kf2-g1-h2-g3), but cannot pass through check. A pinned unit can move
if it rebounds to capture the pinning unit or return to the pin line.
Berthomeau's more playable 1957 revision permits only one capture per
turn (a unit after capturing may continue to move/rebound, but cannot
capture on the same move and thus does not threaten the enemy king),
but allows knights to rebound from corners (Nb3-a1-c2).
Bruce's Billiards C is played on an 8x7 board, allowing
two bishops to attack every square of the board. The original form of
Billiards was Pocket Billiards C, also called Dutch Billiards C. Corner
squares (a1/a8/h1/h8) are POCKETS; units moving there are 'potted' and
returned to their starting squares. Both games otherwise follow the
French rules.
A number of other variants of Billiards have been devised.
Italian Billiards C is a progressive variant in which only bishops and
queens rebound, and capturing ends the move. Reflection C allows
rebounds off the left and right edges only. Camelot C is a modification
of Billiards on an 8x12 (rotated Courier) board. In Bouncy C, rooks do
not rebound; Q/B/K/P rebound diagonally as in ordinary Billiards.
Knights may rebound at any angle except the angle they hit the edge at
(a knight moving from b1 to a3 may rebound to c2 or c4 as well as b5).
Knightrider Bouncy replaces knights with nightriders, allowing them
also to bounce freely -- see sample game 6. The nightrider in this game
is enormously powerful -- from the center of an empty board it can
reach 53 of the 63 other squares! Ricochet C is a group of variants in
which units can bounce off other units as well as board edges. In
Returner Board C, units bounce off the sides as if traveling through
square centers (a typical bishop rebound might be c6-a4-a3-c1-d1-f3 --
see the diagram above).
Ck -- Mosaic C (boards not tiled with squares)
Paletta, in Chess Spectrum Newsletter 2, describes a group
of CV's, which he collectively calls Mosaic Chess, played on boards
composed of hexagons, diamonds, and other shapes. Many boards composed
of triangular or hexagonal cells were designed for three-player
variants -- I classify these here rather than in Cy1 -- in general
these boards are triangular or hexagonal in overall shape as well.
Other boards have been designed for two-handed play.
Ck1 -- Hexagonally tiled boards
In most forms of hexagonal chess, the rooks move through
cell sides, along straight rows of cells in any of six directions.
Bishops move through cell corners along a series of cells of the same
color (see the board on the cover), so three bishops instead of two are
needed to cover the whole board. Knights move to any of the 12 cells a
distance of three cells away (except those that can be reached by a
rook). Queens combine the power of a rook and bishop. Kings have
(depending on the variant) either a wazir move (to any of the six
nearest cells) or a full king move (to the twelve nearest). A queen can
mate a wazir-king unassisted; queen and full king can mate full king
(rook and full king can also -- a somewhat trickier mate). Pawns move
one cell straight forward, and capture one cell diagonally forward, in
both cases to a cell of another color -- as a rook, not as a bishop.
Perhaps the hexagonal CV closest to orthodox chess is De
Vasa's C, played on a 9x8 parallelogram with full king, three bishops
and nine pawns (see the board and array on the back cover, lower left).
Since pawns face a cell vertex instead of a side, they are more
powerful, having two forward directions for movement and three for
(bishop-like) capture. A pawn at d4 can move to d5 or e5, and capture
at c5, e6, or f5. Pawns on their initial rank can doublestep (g7 to e5
or g5). Other moves are conventional.
The most successful form is Hexagonal C (invented by
Glinski), which has spawned organized play as well as a number of
publications. It is played on an order-6 hexagon with conventional
moves (full king). Baskerville's C is played on a roughly rectangular
11x8 board of 83 cells (a recent CV on a similar board is Chessnik) --
the king has the wazir move. There are only two bishops per side, which
stand on the same color cell! Hexchess uses an order-5 hexagon, with
very unusual moves. Ludus Chessunculus is played on the same board with
a simple set of pieces (12 units per side). Dekle has devised
pseudo-hexagonal boards made up of squares or crosses in a 'brick wall'
pattern [163, 371], as well as a hexagonal version of shogi [284].
Several hexagonal variants have versions for two and three
players, sometimes on different boards. Hyperchess uses a peanut-shaped
board for two players, and a large triangle with corners truncated for
three players. Hexachess uses similar boards of slightly different
sizes. HEXChess uses an order-7 hexagon in both versions, but is also
flawed in only having two bishops per side. Two variants devised for
three players only are Wellisch 3-Handed C, played on the order-6
hexagon shown on the front cover, and Tri-Chess [631], played on an
order-9 hexagon. Wellisch has unorthodox moves -- there are no bishops,
knights move one square diagonally (i.e. as a fers), queens combine
fers and rook, kings move as wazir, and pawns moves as in De Vasa, but
capture as they move. See also Plex (Cy3), a six-handed variant.
Ck2 -- Triangularly tiled boards
Moeser and Paletta both suggest the term Triagonal C for a
variant played on a board composed of equilateral triangles, but
neither gives a full description (Moeser sketches some possible moves).
The only fully described CV's on triangulated boards have been devised
by Dekle [629, 633], who has also adapted shogi to a triangular board
[637].
Ck3 -- Other tilings
Paletta devised a number of unorthodox boards tiled with
diamonds or other shapes. We will not attempt to describe Hexagram C,
Hexstar C, Octostar C, or Rhombic C. Orion C (see WGR3) is an
adaptation of chess to the rotary Orion game system. Triboard C is
Dekle's 2-handed game played on the three-handed board of [615/616].
Circle C is played on a roughly diamond-shaped board made
up of hexagons, squares, and triangles (the same tiling used in the
board game Kensington and the Birds and the Bees puzzle in WGR9). Units
have various powers combining straight and circular moves. The
inventor, A. F. Stanonis, published, between 1963 and 1977, a number of
issues of a magazine devoted to variants of this game played on boards
of various sizes, and using pieces with many combinations of moves.
Cl -- Boards modifying movement
Cl1 -- Restricted movement boards
In Grid C, nine grid lines divide the board into 16 2x2
regions (ab12, ab34, ..., gh78). A unit in moving must cross at least
one grid line, finishing in a region different from the one it started
in. Several variants have been devised to improve mobility (especially
of pawns). Paletta in CS1 suggests that pawns move normally, ignoring
gridlines. DG (Displaced Grid) Chess shifts the grid one square
diagonally, making 25 regions (a1/a8/h1/h8 are single square regions;
there are 12 two-square regions). Grid has also been combined with
Berolina pawns (Cd1) to form Berolina Grid C (also known as Berogrid or
Gridolina); this is the most popular combination game in NOST. Berolina
pawns are much more mobile in Grid than orthodox pawns. Other popular
combinations are U-Grid (Co1) and Plaid C (Scottish Grid). A foolsmate
in Plaid C is 1 e4 2?? d5 Na6 3 Bxa6 Bxb7 Bc6#. In cylindrical variants
of Grid C, the board edges are also considered grid lines.
In Slippery Center C, the center squares de45 are
considered to be slippery (perhaps covered with ice?) -- no unit may
stop on one of these squares, but instead must continue in the same
direction until reaching a normal square -- B/R/Q can go further if
desired (e.g. Nf3b5, d3xf5, Kc3f6, Qd1d6/d7/d8. There is no e.p., and
de45 are never considered guarded. In Very Slippery Center C, units
hitting the slippery squares turn 90 degrees in either direction before
sliding off to a normal square, e.g. Qg3a1/h8, Nd3c6/g4, e3c4/f4). In
Skid Row C, the entire 4th and 5th ranks are slippery; units slide off
as in Slippery Center.
Cl2 -- Boards increasing or altering movement
In some variants, the square on which a unit stands
determines how it may move. In Lumberjack C, pawns are normal. Each
piece has no intrinsic movement power, but moves in the manner of the
piece which starts on the file on which it stands (a unit on the a or h
file moves as a rook, on b or g file as a knight, on c or f file as a
bishop, on d file as a queen, on e file as a king). The king is subject
to check wherever it stands; other units on the e file are not royal.
There is also a Giveaway form of Lumberjack (a stalemated player wins)
called Fishaway; it is more complex than regular Giveaway because of
the variable powers of the pieces. An earlier game, Free C, uses the
same scheme (excluding kings and pawns), but the file-based movement
power is in addition to the unit's normal power; a rook standing on the
c or f file moves as a queen.
A somewhat different game is the commercial variant Smess
(later All The King's Men). The 7x8 board is marked with a varying
pattern of arrows -- the arrow(s) in each square indicate the
direction(s) in which a unit standing there can move. Units are divided
into single step (8 per side, including a royal piece) and 4 long range
units.
Chesquerque is played on the Alquerque board (9x9
intersections with a superimposed pattern of diagonal lines) which both
expands and limits the moves of various units. In Domino C, a grid of
32 dominoes is superimposed on the 8x8 board (a12, a34, ..., h78). All
units have their normal moves; bishops and knights can also move from
one side of a domino to the other in place of a normal move. In
Frontier C, queens move a maximum of two squares. When any piece except
a king starts its move in the enemy half of the board (5th rank or
beyond), its powers are altered. Knights move and capture as (limited)
queens and vice versa; rooks move and capture as bishops and vice
versa. In Quadrant C, pieces move normally when they start and end
their move in the same quarter of the board (ad14, ad58, eh14, eh58);
on moves crossing the line between the 4th/5th ranks or d/e files, they
alter powers as in Frontier C. See also Sniper C (Cf2) and Wizard C
(Cq1).
Cm -- Miscellaneous board modifications
Cm1 -- Boards with moving parts
Rotation chess is the generic name for a group of variants
in which one or more square areas of the board (usually 2x2, but
sometimes 3x3 (Megarotation) or 4x4 (Lazy Susan and ARQ)) can be
rotated each turn, either automatically or at the discretion of the
players. Of course the board itself does not actually move; rotation is
simulated by repositioning the units within the rotated area.
The oldest of the rotation chesses is Actuated Revolving
Center (ARC) Chess, in which the center 2x2 region rotates 90 degrees
clockwise whenever a unit ends its turn in that region. Actuated
Revolving Grid C is a form of Grid C (Cl1) with rotation. After every
move, the 2x2 grid square where the moving unit finishes its move
rotates 90 degrees clockwise. In Actuated Revolving Quarterboard C, the
4x4 quadrant where the moving unit lands rotates (moves need not cross
a quadrant line). Variants are described in the index by
specifying the squares which may rotate, direction of rotation, and the
conditions under which a square rotates. There are five ways a move may
relate to a region; these are designated by the terms Across, External,
Into, Out of, and Upon, abbreviated by the vowels AEIOU (see Additional
Rules for definitions). Permament rotation (designated P) occurs every
half move regardless of what move is made. In most forms of rotation
chess, the king must be out of check when a player's turn ends; a
player may put his own king into check or leave it there if an
immediate rotation removes the check.
Besides the Actuated variants, there is Free Rotation C
(any 2x2 area containing the landing square of the moving unit can be
rotated 90 degrees in either direction), Restricted Rotation C (as
Free, but a region containing one or more enemy units cannot be
rotated), and Megarotation C (3x3 regions are rotated -- this may be
played Free or Restricted). In Lazy Susan C, the center 4x4 (cf36)
rotates 90 degrees clockwise after every half-move (in Double Lazy
Susan C, the center 2x2 (de45) rotates anticlockwise instead of
clockwise). The number of possible variants of rotation chess is almost
unlimited.
In Pinwheel C, all 16 regions of a Grid board rotate every
turn. In Orbital C [431], there are four rotating rings which rotate 90
degrees after every move. Every move must end on a ring different from
the one containing the starting square. Brownian Motion C uses a closed
knight's tour to reposition the units after each half-move (each unit
moving to the next highest numbered square -- a variant of this is List
C). All of these are virtually unplayable without a computer to show
the new board position after each move.
A set of variants (under the general name Rotofile C) were
devised by Gutzwiller and Moeser, in which the 8 files could be shifted
north and south, pivoted 90 degrees, or shifted from one side of the
board to the other. See Index entries: 13, 311, 389, 461, 527, 585, 619.
Cm2 -- Boards altered during play
Two new commercial variants, Choiss and Schach Plus,
involve a board which is built before movement begins. The equipment in
both games consists of a standard set of units, and 64 independent
squares, half black and half white. In Choiss, the whole board is
built, then units are placed and play begins. In Schach Plus, squares
can be placed on the growing board with units on them. The board in
both games generally ends up in a very irregular shape.
Instead of growing or moving, the board can shrink. In
Shrinking Board C, whenever an edge rank or file is vacated, it
disappears from the board. Pawns cannot promote if their eighth rank
disappears. (Boyer suggests starting from the 15th or 20th move of a
master game). In Cheshire Cat C, each square can be occupied only once
-- any occupied square disappears (but can be passed over) as soon as
it is vacated. To avoid isolation, the king moves like a queen on its
first move.
Merger C allows adjacent squares to be merged into single
realms. Movement is unaffected except that only one unit may occupy a
realm. An enemy unit is captured by moving to any square of the realm
it is in (as in some forms of Cp1). Hyperspace C is a variant in which
any two board squares can be 'linked', allowing any unit to travel from
one to the other as a move. Links can also be cut.
Cm3 -- Special effects on selected squares
Two variants allow squares selected before the game to
have special effects. In Joyous C, each player openly selects one
square to cause promotion (N => B=> R => Q), another to cause
demotion, to any piece (except king) of either color landing there. In
Minefield C, each player secretly writes down 6 squares which are
mined. Any unit (except a pawn or king) which lands a square mined by
the opponent is destroyed -- the square is safe after the mine
'explodes'. In Pyramid C, each player places one pyramid, an immobile
block which can only be captured by a knight.
Modification of Basic Movement Rules
Cn -- More than one move per turn
Cn1 -- Fixed-length turn series
Marseillais C is a double-move variation. Each player
makes two moves per turn, with the same or different units. If check is
given with the first move, the second is not played; in either case,
check must be removed with the first move, or checkmate results. A
player may not place his own king in check with either move. Stalemate
is a draw; a player may move into stalemate on his first move of a
pair. Under AISE rules, en passant is permitted only when a pawn makes
a doublestep on the second move of a pair, and the opponent captures
the pawn on his first move of the next pair. White has a strong
advantage in Marseillais, which is decreased in Balanced Marseillais C.
White only makes one move on his first turn; each player makes two
moves a turn thereafter. NOST rules forbid e.p.; AISE follows the
same rule mentioned above.
Doublemove C is another double-move variation, in which
the object is to capture the king -- check is ignored, so kings can
move or castle across/onto attacked squares (e.g. capturing a guarded
unit or even the enemy king!). The move pattern is as in Balanced
Marseillais (1,2,2,2,...). E.p. is illegal. Every turn must change the
position; i.e. a player cannot move a unit to a new square and then
back to its starting square, unless a capture or promotion is made. If
a player is unable to make two legal moves on his turn, the game is
drawn by stalemate (this is rare, since check does not exist -- a
player may be forced to put his king en prise and lose). A balanced
multimove pattern [45] (1,2,3,3,... or 1,2,3,4,4,...) can be used in
three- and four-handed games (see Cy).
Citizen C is a variant of Marseillais in which the first
move must be made with a piece, and the second (optional) can be made
only with a pawn (thus pawn moves cannot remove check). Captures or
checks on the first move end a player's turn. E.p. is illegal. A player
with no legal piece move draws by stalemate.
Triplets is a triplemove chess variation. (In this
paragraph, piece specifically excludes king as well as pawn). On the
first move, each player moves a pawn. On the second move, each player
moves a pawn and a piece in either order. On the third and succeeding
moves, each player moves a pawn, a piece, and the king, in any order. A
player may thus castle (counted as a king move only), if at all, only
to the kingside, and only on his third move. A player who cannot make
all three parts of his move loses by stalemate (blocking all of the
opponent's remaining pawns is a common method of winning). Check may be
relieved by any of the three parts; a player may put/leave his king in
check with one part if a later part removes check. If a pawn promotes,
the promoted piece may make the piece-move of the same turn. Phil Cohen
suggests using the king as an attacking piece from the start, since
checks don't gain time as in orthochess. Triplets is unusual in that
draws are impossible, except by agreement. The championship game
from the first NOST tournament is given as Sample Game 11.
Quest-Chess, based by Donald Benge on his popular abstract
wargame Conquest (see WGR2), allows players to make ten moves per turn
(five on White's first). A unit may not move more than once per turn
unless it captures or gives check (in either case the opponent has the
right to immediately recapture if possible or otherwise parry a check).
Detailed rules, including a four-player version, Quatre Quest-Chess
(see Cy2), can be obtained from Benge.
Cn2 -- Variable-length turn series
In Swarm C, a player must move every unit once per turn if
possible (but blocking or pinning one's own units as in English
Progressive is allowed). Units may move in any order, but check must be
removed on the first move of the turn. Castling is a king move only.
Any number of checks may be given (check does not end the turn), and
checkmate OR capturing the enemy king wins. White has a large
advantage.
In Sputnik C, any rook, bishop, or knight starting a turn
in the enemy half of the board (own 5th rank or beyond) is a sputnik.
On a player's turn, he moves any desired number of his sputniks (even
zero), then must move exactly one non-sputnik (Q/K/P, or R/N/B starting
in his own half). A sputnik returning to its own half becomes a normal
unit on the next turn. There is no limit to how many times a R/N/B may
cross from one half to the other during a game.
Threesum C allows a player on his turn to move up to three
units, but they can only move a total of three (any combination of
orthogonal and diagonal) squares. Knight moves count two squares;
castling counts one. On each half-turn of Multimove Dice C (see also
Co3), a die is rolled to determine the number of moves allowed for the
moving player (with a maximum of four moves, permitted on a roll of
4/5/6). Using the same throw for White and Black on each full turn
reduces the element of luck. Chess as a Wargame is a multimove,
multifire CV somewhat similar to Rifle C (Cu2).
Cn3 -- Progressive
The most popular group of variants are called progressive.
White begins by making one move, Black replies with two moves, White
makes three, etc., the number of moves per turn increasing by one for
each series. Each series is consecutively numbered, corresponding with
the allotted number of moves (see sample games). The number of moves
allotted does not change even if the previous series was shortened
(e.g. by an early check). A player may not expose his own king to check
during a series, and must get out of check with the first move of his
series, or he is checkmated. If a player runs out of legal moves before
making his allotted number of moves, the game is drawn by
stalemate. Draws by repetition are not allowed.
There are several main forms of progressive. In Scottish,
the original form, a player's turn ends if he gives check before the
end of a series. NOST rules for Scottish forbid en passant capture. In
the Italian variation adopted by AISE, a player cannot give check
before the last move of a sequence. This can give rise to
so-called progressive mate -- if the only move(s) to get out of check
would put the opponent in check, the player in check is mated. A
common type of checkmate is one in which the mated king is pinned
against one of his own pieces by the opposing king. See sample game 8
for an example of this. If a player begins her series not in
check, or removes a check (legally, without giving check) with the
first move of her series, but runs out of legal (non-checking) moves
before completing her series, the game is drawn by stalemate.
AISE allows en passant capture. If a pawn makes a doublestep move, does
not move further forward on the same series, and the square behind it
is unoccupied at the end of that series, the opponent may capture it en
passant on the first move of the following sequence. AISE also allows a
draw to be claimed if ten series pass without a capture or a pawn move,
unless one side can demonstrate a forced win (this is similar to the
50-move rule in chess). In practice the Scottish and Italian variants
are fairly similar, with the same openings being usable in both forms.
In many cases, a progressive mate in Italian will lead to a win in
Scottish anyway, since the opponent loses the rest of his series.
In Scottish Modern C (unrelated to 393-395), a turn series
ends at any time when a unit ends its move on an attacked square;
otherwise as Scottish. This is a treacherous game; Black loses after 1
e4 2 e5 Nh6 (see NA178), a defense which has been used in regular
Scottish games in NOST (though not in AISE progressive games). Another
form of Scottish is The Bank of Scotland, in which the number of moves
per turn does not increase automatically. Check may only be given on
the last move of a series (and must be removed on the first move of the
opponent's next series), and earns the player giving check one extra
move per turn, beginning with her next series. There are two forms; the
Main Branch is played like standard Scottish, the Modern Branch like
Scottish Modern. Sacrificing a piece for a check to gain an extra move
is a common tactic; indeed, White may have a sure win in the Main
Branch by gaining one check after another (see Presto C, Cx5). A
plausible line of play is 1 Nc3 c62 Ne4 e6 3 Nd6+ Bxd6 4 e3,Nh3 Qf6 5
Qh5,Qxf7+ Qxf7 6 Be2,Bh5,Bxf7+ Kd8 7 b3,Ba3,bxd6,Bc7+ Kxc7 8
f4,f5,fxe6,e7,e8=Q Nf6 9 Qe7,c4,c5,Nf4,Ne6#. Can anyone suggest a
viable defense for Black?
Quite different from all of the above variants is English
Progressive, invented by some unknown player in England during the past
decade. Tony Gardner has codified a set of rules which have been
adopted for NOST play. Rules follow Scottish (no e.p., early check ends
turn; 10 series draw rule as in Italian), but with one crucial
exception... Each series consists of one or more
sequences. In each sequence, every unit which can move must do so (in
any desired order), or be blocked or pinned so as to be unable to move.
A sequence ends when every unit has either moved once or is unable to
move. If there are moves remaining in the turn allotment, another
sequence begins, with each unit again only able to move once. Castling
counts as only one move in the series, but counts as both a king and a
rook move in the current sequence. A pawn which promotes during a
sequence cannot move again until the next sequence. Normally, multiple
sequence moves do not begin until well into the game (perhaps series 10
or so). English Progressive games usually run somewhat longer than
ordinary Progressive. [David Pritchard's book Brain Games
mentions a different variant in which no unit may move more than twice
per turn.]
Gardner offers several useful tactical hints. It is quite
legal to block or pin one's own units to end a sequence more quickly,
gaining extra moves for prominent pieces. It is possible to move a unit
twice in a row if you move it as the last move of one sequence, and the
first move of the next sequence. In the middlegame and endgame, placing
your king on a file adjacent to an opposing pawn, where the pawn will
give check when it advances, can end the opponent's turn early.
Finally, be alert to the possibility of underpromotion to avoid a
turn-ending check. Some examples of Gardner's tactics are given in
sample game 3.
Instead of the simple 1,2,3,... progression of standard
progressive chesses, other sequences of move lengths have been tried.
Parallel Progressive uses the sequence 1,1,2,2,3,3,..., but this gives
White a large advantage. More balanced is Slow Scotch
(1,1,1,2,2,2,3,3,3...). Another idea is Cyclic Progressive,
setting a maximum move length (6 is a good value), and varying between
1 and the maximum (1,2,3,4,5,6,5,4,3,2, 1,2,3...). In Very Scotch, when
a player's series is shortened by check (intentional or involuntary),
the opponent is allowed one more move than the player giving check just
made; series length increases one per move thereafter until shortened
by check again (in a sense the opposite of Bank of Scotland).
Malcolm Horne mentions that he has tried progressive shogi
and progressive xiang qi; he says they don't work as well as orthodox
chess. See also combination games [473-476, 538-543, 655].
Co -- Movement limitations (see also Cl1)
Co1 -- Limited choice of moves
One group of variants in which the choice of moves is
limited includes Refusal C and Compromise C. In Refusal, a player
proposes to make a particular move, and the opponent has the right to
refuse it if desired. If he refuses, the player moving then makes a
different move, which must be accepted. A player may not put/leave his
king in check (intending to refusing the capture of it). Two different
pawn promotions are considered different moves. If only one legal move
is available, the player must make it -- the opponent cannot refuse. A
move may be proposed (and rejected) any number of times. In recording
games, the score should show rejected moves in parentheses. Refusal
works well over-the-board, and has an interesting psychological aspect
-- do you make a second-best move, hoping that the opponent will
refuse, and you can substitute the best move?
In postal play, the standard form of Refusal adds greatly
to playing time, since many moves will be rejected and replaced. An
alternate form, in which the number of refusals per game is limited
(e.g. 10 per player -- the stronger player can be given a smaller
number as a handicap) can be played, but the most popular version for
postal play is Compromise, exactly like Refusal, except that a player
sends two moves per turn, and the opponent selects which one he prefers
the player to make, simultaneously sending two choices for his own move
following.
Double Option is an early form of Compromise in which a
player must always send two moves (the second may be 'Mate' or
'Resigns'). I.e., when a player has a move which gives mate, he may
force the opponent to accept, and when he has only one move available,
he loses (unless it is mate!). Choice C is the same as Compromise,
except that a player must propose five moves per turn instead of two. A
variant of Compromise played at NV'90 is No-Entry C, which uses a coin
in addition to the standard board and units. After each move, the
moving player places the coin on any vacant square (he may leave it
where last placed). The opponent cannot move to that square, but may
pass over it. Captures cannot be prevented, but weak squares can be
protected. A wilder version prohibits moves passing through the coin
square (but knights may leap over it).
In Proximity C, White makes his first move; thereafter
each player must move the unit (or any of them if there is more than
one) closest to the landing square of the opponent's last move. If none
of the closest units can move, the player may make any move. In
Maximummer C, each move must be the longest possible (or any of the
equal longest). Distances in both of these games are Pythagorean (see
GFC for details). Equidistant C is a restricted form of Balanced
Marseillais C. White makes a single move, then on each half move
thereafter, each player makes a move equal in distance to the
opponent's last (e.g. if the opponent moves diagonally, you must
move the same number of squares diagonally, the same for orthogonal
moves; a knight move must be answered by a knight move). On his second
move, the player then makes any desired move of his own with a
different unit. See Cr2 for movement restrictions based on neutral
units.
In Looking-Glass C, two boards are set up, considered to
be mirror images of each other. A move on either board is permitted,
and the reflected move is made on the opposite board. A king move on
one board is mirrored by a queen move on the other board and vice
versa; kings can thus move as queens (Qd1b3/Ke1g3), but kings cannot
move into check on either board (and queens are consequentially
uncapturable). Mate on either board wins.
In One-Shot C, a unit can make a move of a given distance
and direction twice per game -- once capturing, once non-capturing.
Castling is an extra move power. E.g. each pawn can singlestep,
doublestep, and capture once in each direction. En passant counts as a
normal capture. Pawns reaching the seventh rank promote to a new
piece with a new full set of moves. Stalemating or checkmating the
opponent wins. This game requires a record sheet showing all 402
possible moves for each side (Each K/Q/R/B/N/P has 18/112/56/52/16/4
moves respectively).
In U-Chess, every move must be able to be written without
ambiguity in descriptive notation, in three symbols or less, to be
legal (e.g. PK4, QxR, OO, OOO, P=Q). A move is ambiguous (and therefore
illegal) even if one of the two possibilities is illegal because it
puts a player's own king into check. Check and mate do not count among
the 3 symbols, and cannot be used to distinguish an otherwise ambiguous
move. Pawns cannot promote by capture (PxR=Q e.g. is five symbols), but
guard eighth rank squares against the enemy king (since PxK would end
the game). Castling if legal is always unambiguous. En passant capture
is legal if there is only one PxP possible. Some useful examples from
NA190: In the position 1n2k1nR/2p2p2/16/5p2/r7/1K4P1/2r2B2, White can
play KB3 (RxK ambiguous!) but not KxR. If White plays BN5, Black cannot
answer PB3 or NB3 -- both are ambiguous even though one possibility is
illegal. A foolstalemate is 1 PK4 PK4 2 PQ4 PQ4 3 NK2 NK2 4 NQ2 NQ2.
U-Chess is a popular game in combination with other variants (e.g.
U-Grid). A move illegal in U-Chess alone is illegal in any
U-combination game. This game was apparently played in a similar form
in the 1940's under the name Telegraph C.
Marshall proposed Restriction C, similar to the checkers
system of restriction openings (a standard set of cards from which one
is drawn at random at the start of a game, giving the first few moves
of the game for for both White and Black), but 46 of his 52 cards began
with 1 e4! This resembles Postage Reducer Openings (used by NOST and
other clubs), a set of openings (24 in NOST -- 7 moves for each player)
from which players can select by agreement.
Co2 -- Other movement restrictions
A simple movement restriction suggested to bypass opening
theory is No-Castling C. In Barrier C, no unit may move through a
square on which it could legally be captured. A rider does not check an
enemy king from a distance unless another friendly unit guards the
adjacent square (WRe1 alone does not check BKe8, but does check if
there is a WBh4). [Compare En Passant C]. In Madrasi C, units of the
same species which mutually attack each other are immobilized (see also
Cv3), but can be captured by other units. A pawn which doublesteps
paralyzes an enemy fifth rank pawn next to it for one turn!
In All-Connect C, the board begins empty. Players
alternately place units on the board or move an already played unit (as
in Cb2), but all units (of both colors) on the board at all times must
be connected (orthogonally or diagonally) into a single group.
In Hobbler C, B/R/Q cannot make a move of only one square.
In Threespace C, they are limited to moves of three squares maximum.
Kaissa (Cc5) also has maximum move lengths for some pieces. In Phillips
Chessers, each piece has a maximum move length: 1 for king, 2 for queen
('circle'), 3 for bishop ('triangle'), 4 for rook ('square'). When
capturing, pieces must move their maximum allowance, but can pass over
occupied squares. When not capturing, they cannot leap, but may move
any distance up to their maximum. The first move for each player must
be a one- or two-square move. A king in check may escape by leaping
over an adjacent friendly piece (as D or E) to a vacant unchecked
square. The object is to capture the enemy king or move your king into
the enemy thronesquare (see Cx6) -- this is legal even if the king is
in check there.
In No-Retreat C, no unit may make a backwards move
(including diagonally) -- only forward or sideways -- until it reaches
the eighth rank. Each unit reaching the eighth rank may make one
backwards move during the game (it thus can give check). Presumably a
stalemated player loses. In Checkers C, a unit may not move backwards
or sideways until reaching the eighth rank -- then it can move freely
in any direction.
Co3 -- dice chess (semi-random move generation)
One of the oldest forms of chess, Chaturaja, is a
four-handed form of dice chess. Several variants have been invented in
modern times. A simple form, given in JENO, is to roll one die per
turn. 1 or 2 allows either the king or a pawn to move, 3/4/5/6 allow a
move by Q/B/N/R respectively. If no legal move is possible, roll
again. A more elaborate form of this, Chance C, uses a special deck of
cards marked with piece symbols and various wild cards. Another simple
form of dice chess is to roll every move, allowing White to move when
2/4/6 are rolled, Black when 1/3/5 are rolled. This is similar to Cards
C, in which a shuffled deck of cards are turned over one by one, White
moving when a red card is turned up and Black when a black card is
turned up. Multiple checks are allowed; the object is mate.
An interesting form of dice chess, invented by British
player Paul Novak, begins with five normal moves for each player. At
the 6th move and thereafter, roll one die per turn (unless in check --
then make any move desired). Move a unit of the type indicated by
the die: 1 = P, 2 = N, 3 = B, 4 = R, 5 = Q, 6 = K. If you have no unit
of the type shown, roll again. If you have a unit but cannot move it,
you lose immediately (this rule forces players to develop quickly
during the first five moves). Vegas Fun C uses two dice (marked with
piece symbols and varying numbers of wildcards) per turn -- a unit
shown on either die may be moved. There are three levels of play, which
determine the relative balance between skill and luck -- they can also
produce handicap games.
Pinochle C is a combination of chess and two-handed
pinochle. A chess unit may be moved for every card played (ATKQJ9 allow
the player to move RNKQBP as in dice chess). The object is to score
1000 pinochle points or checkmate the opponent. See also Multimove Dice
C (Cn2) and Deal C (Ca2).
Cp -- Multiple units per square
Cp1 -- Units functioning independently
Perhaps the first game to permit more than one unit to
occupy the same square was Biplace C. This game allows two (not more)
friendly units to occupy the same square (though they remain separate
units, moving independently), or a friendly unit to pass through
squares containing only one friendly unit. A unit entering a square
containing two enemy units captures both. En passant is not permitted
when the capture square is occupied. Note that castling may be the
first move of the game! In Biplace C, as in other multiple-occupancy
variants, a king may never enter a square attacked by an enemy unit, as
the king is are not shielded from capture by friendly units in the same
square. Several multiple-occupancy variants have been
devised in which any number of friendly units may occupy a square (in
these variants, no unit may pass through a square occupied by units of
either color). In Stacking C, a unit moving to a square containing one
or more enemy units captures all of them (see Merger C, Cm2). In
Gregarious C, the moving unit captures any selected one of the enemy
units. Any number of units of both colors may thus occupy a square, but
a unit may not move from a square containing more enemy units than
friendly ones. In Duperchess, a unit entering a square containing
occupied units may capture one unit, or may choose to capture none if
desired; there is no movement limitation as in Gregarious C.
Jet C is a commercial minichess (Ch2), played on a 3x3 or
4x4 board with multiple occupancy. Only the king, or king and queen
(with pawns in their squares), are initially deployed; other units may
be entered in the course of the game as in Cb2 variants.
A board with extra-large squares (big enough to hold
several pieces) has been suggested for any game involving multiple
occupancy or combined units (including absorption variants (Cw1).
*************************************************************************
A well-known problem in recreational mathematics is to
place eight white pieces (KQBBNNRR) on an 8x8 board so that every
square (whether occupied or not) is guarded. It can be done using two
bishops on the same color squares, but it is believed impossible to
guard more than 63 squares if the bishops are on opposite colors. A
curiosity is that if multiple occupancy is allowed, all 64 squares can
be guarded with seven pieces (KQBBNRR) -- still with bishops on
opposite colors -- by placing the knight on the same square as the
queen (R7/7R/16/4Q&N3/3B4/2K2B2/8)!
*************************************************************************
Cp2 -- Combining units
In Coronation C, when a player loses her queen, she may
move a friendly bishop (by its normal move) to a square occupied by a
friendly rook (or vice versa) to form a new queen. Promotion is normal;
more than one queen is thereby permitted. In Empress C, a player may
also form a chancellor (R + N) or cardinal (B + N) in an analogous
manner, or promote a pawn to Q/C/X, but is limited to one combined
piece at any time (Union C waives this limitation). In Confederate C,
B/R/N can combine (moving together as a combined piece) or separate
(one unit leaves the common square) at will. Combining/separating moves
are possible (e.g. with Xa1,Bc1, one possible move is Ra1c1 ==> Na1,
Qc1). In Combinating C, the queen is a counsellor (nonroyal unit moving
as a king). V/R/B/N can form double or triple pieces at will (movable
and capturable as a unit), but cannot split up when capturing. A
combined rook cannot castle. In Auto-Additive C, a unit moving to a
square containing a friendly unit forms a permanent unit with combined
powers. Friendly units are transparent.
In Chessers, any piece (including a king) can move to a
square containing a friendly pawn, combining with it to form a chesser,
which can move forward only, using either its pawn or piece power. It
can capture (but not be captured) en passant. A chesser may be split by
moving the piece away in any direction, leaving the pawn on the
starting square (not vice versa). If a chesser reaches the eighth rank,
the pawn portion disappears.
Another commercial CV is Crescendo C, which is more
complicated than the variants in Cp1; up to three friendly units may be
stacked in a square (using special interlocking pieces), allowing
various types of combined moves. Ultrachess is a variant played on a
special 12x12 board, in which knights may combine with friendly units.
Variants in which units may combine in various ways include Nuclear C
and Parton C (based on subatomic particle physics, as is its advanced
version Fourfold Way C; pieces may break down into their component
ferses and wazirs and be reconstituted, e.g. Q => 4F + 4W).
Cq -- New types of movement
Cq1 -- Relay
In a group of variants known collectively as relay chess,
units relay their power to move and capture to other units. In the
basic form, Relay C, all units except kings can relay or receive powers
to/from other friendly units; i.e., a unit (except a king) can move,
capture and check with the power of any friendly unit (except a king)
guarding it (as well as its normal powers). Pawns cannot move, capture,
or give check to the 1st or 8th rank via relay power. Pawns moving back
to their 2nd rank regain their doublestep option. Units receiving
relay power from friendly pawns cannot promote but can move and capture
(even en passant) as friendly pawns.
The most popular form of relay chess is Knight Relay C, in
which only knights relay their power. Any unit (except a king or
another knight) can move, capture, and check like a knight (in addition
to its normal power) whenever it is guarded by a friendly knight. There
is no en passant. Pawns may promote to knight as usual. Knights
(whether original or promoted) cannot capture, check, or be captured
(this last rule was not part of the original version, but is now
standard). Other rules are as in Relay.
Bishop Relay is the same as Knight Relay, except that
bishops instead of knights relay their powers to friendly units (b and
g pawns cannot recieve bishop power until they have moved from their
initial squares). Knight-Bishop Relay is a combination game in which
one designated knight and bishop on each side have relay powers.
In Ambivalent Knight Relay, knights relay their power to
units of both sides; a unit 'attacked' by an enemy knight can also move
or capture as a knight. A more complex version is Gnight Relay. Gnights
behave as Ambivalent knights, but also relay capturing (and checking)
power to other gnights of both colors. Gnights a knight move away from
each other (of whatever color) can also be captured. In this variant a
king may receive knight powers (and can thus check the enemy king, even
if it is guarded). Pawns can move via knight moves to the 1st (from
which they may doublestep) or 8th ranks (promoting in the latter case
to gnight). En passant is permitted against pawns doublestepping from
their 1st or 2nd rank. Pawns promoting by pawn moves can promote to
Q/R/B as well as gnight or orthodox knight. Relay has also
been combined with other variants (e.g. [541]). In Knight-Relay
Giveaway, kings can receive relay power just as any other unit; the
object is to lose every unit except the (uncapturable) knights. Kings
can also give relay power in Relay Giveaway C. In Co-Regal Knight-Relay
(Cx4), neither kings nor queens can receive knight powers.
In Strange Relay C, all units (including kings and pawns) can only move
with the power of friendly units which would guard them in orthochess.
They can only capture with the power of enemy units which would attack
them in orthochess (WQc6, BNb8, BQd8 -- White can capture by either
Qxb8 or Qxd8 -- the latter capture is illegal in the related variant
Moss C (see Ct1)). Pawns can move to their first or eighth rank
(promoting on the latter). A stalemated player loses.
In An-nan C, any unit with a friendly unit in the square
behind it moves and captures with the power of the latter instead of
its own. Other units, including those on first rank squares, move
normally. This game is derived from a shogi variant played in an
analogous way. In Exchanger C, a knight can exchange places with a
friendly unit (even another knight) a knight's move away, in addition
to its normal powers of movement and capture. In Wizard C, units
adjacent to a king of either color (but not both kings) alter their
powers as in Frontier C (Cl2).
Cq2 -- Teleportation
Teleportation C is a form of Exotic C (see Cq5) in which
each unit except kings and pawns can be moved, once per game, to any
vacant square on the board. In Teleport C, any unit may, instead of a
normal move, transfer to the mirror-image square on the other half of
the board (left-right; e.g., a unit on file c moves to the same rank on
file f). In Rampage C, any unit may move or capture to any square which
its side attacks more times than the opponent guards it. Pawns may
promote via 'rampage' moves. Orthodox moves and captures are always
permitted. A king must escape check by an orthodox move.
In Anywhere C, any unit (except a king) may move to any
vacant square (except a pawn to its first or eighth rank) in place of a
normal move. Capturing moves (and therefore check), king moves, and
pawn promotion moves must be orthodox. Presumably there is no en
passant capture (doublestep is no longer a special move) or castling
(unnecessary for rook, unhelpful for king). I would recommend playing
the game in Balanced Marseillais fashion.
Cq3 -- Crossings
Robert Abbott's Crossings (A Gamut of Games) inspired two
CV's. Surge C allows one or more units adjacent in any orthogonal
or diagonal line to move as a group along that line (in either
direction), any number of unoccupied squares up to the number of units
moving. E.g., units on a1/b2/c3 can move as far as d4/e5/f6 if all of
those squares are vacant. A single unit can move to any adjacent empty
square. Orthodox moves and captures are allowed as usual. Pawns can
only promote by orthodox moves. Pawns on their first or second ranks
can doublestep -- there is no en passant. Kings cannot cross over
attacked squares.
Crossings C (the original version, which Cohen feels is
less chesslike) adds the capturing method of Crossings -- a group can
move to the first square of a smaller enemy group (including a single
unit), capturing it (e.g. a group at d1/d2/d3 can capture a single unit
at d4, d5, or d6, unless both of the squares beyond are also occupied
by enemy units). A threat to take the enemy king by crossings capture
is check; orthodox captures and checks are allowed also.
Surge/Crossings moves are written by giving the move of the rearmost
unit (a Crossings C foolsmate is 1 e1g3 d8f6 2 d1f3 f8f5#).
Cq4 -- Castling
In chess, the king castles by moving two squares towards
either rook, and the rook leaps over it to the square passed over by
the king. In Highcastle C, every unit has the ability to castle (on
either orthogonal or diagonal lines) with either a friendly or enemy
unit. I.e., unit A moves two squares towards unit B, then places unit B
on the square unit A crossed over (this move is denoted A*B) -- A must
belong to the moving player; B can belong to either player; there must
be at least two intervening squares, and all must be vacant. A king may
cross attacked squares (as A or B) during castling. The enemy king may
be castled (as B) into check. 'Castling' can be done at any time
instead of an ordinary move. Capturing is only possible via an ordinary
move; e.p. is abolished. Checks can be removed (in addition to normal
ways) by castling away either the checked king or the checking unit.
See sample game 5.
Cq5 -- Miscellaneous forms of movement
Exotic C is a family of games invented by Schmittberger in
which each unit has a special power which can only be used once per
game. At the start of the game, a checker is placed under each unit.
When the unit has used its power, the checker is removed. Two simple
forms of Exotic C are Teleportation C (Cq2) and Missile C (Cu2).
In Halma C, any unit can make one or more non-capturing
shortleaps over units of any colors (as in halma/Chinese checkers), in
place of an orthodox move.
Psychedelichess is a variant in which four extra forms of
movement (called bulk push, vacuum pull, rotation, and exchange) are
permitted. Incredulon allows even more special forms of movement,
borrowed from Cylinder, Rampage, Dynamo, Restricted Rotation, Nuclear,
and others.
Cr -- Movement of enemy and neutral units
Cr1 -- Movement of enemy units
In All-In C, a player may move a unit of either color on
her turn. A pawn moves in the direction appropriate to its color,
regardless of who moves it. Units may not capture units of the same
color. The opposing (not the friendly) king may be placed in check by
moving it or any other unit of either color. No move may reverse the
opponent's previous move. [Note: I think this game is unplayable
without a rule forbidding a player to move a unit which the opponent
moved on her previous move -- otherwise an attack can be removed simply
by moving the attacker to a square different from that from which it
came.]
In Avalanche C, each move consists of two parts: a legal
move by one of your own units, followed by a mandatory one-square
orthogonal advance of an opposing pawn (towards you) -- called a push.
If every opposing pawn is blocked, no pawn push is made. Check may be
given with either or both halves of your move, but must be removed with
the first part of the move. En passant capture is illegal. The owner of
a pawn chooses its promotion regardless of who moved it to the eighth
rank. If every legal pawn push puts you in check, you lose
('self-mate'), even if you mated on the first part of your move!
Avalanche has the unique minimal-length foolsmate 1 g4/e6 Qh4/f3# (note
the notation of pawn pushes; a double slash indicates no push is
available).
Robin King has recently suggested Balanced Avalanche to
reduce White's strong opening advantage -- White on her first move
makes a standard move only, without pushing an opposing pawn. In
Double Avalanche, a player moves one pawn of each side forward after
each move.
March Hare C is a more general variant in which a player
on his turn moves one of his own units, then an enemy unit. However,
the type of enemy unit he can move depends on the type of friendly unit
he moved. (In this paragraph, piece specifically excludes king as well
as pawn). She may move a friendly pawn followed by any enemy unit, a
friendly piece followed by an enemy pawn, or her king followed by an
enemy piece or pawn. Check must be removed by a move of a friendly
unit.
In Gumption C, the players switch colors after every ten
full moves (the player who makes the last move as Black makes the next
move with the White units). The object is to mate the king currently
controlled by the opposing player.
Helpmate C is a balanced double-move variation. White
moves a white unit on his first move; on each half-move thereafter, the
moving player moves a black unit followed by a white unit. The player
who mates either king first wins.
Meddler's C is a strange variant of Ambi-Chess (Cx4);
queenside units are moved only by the opponent.
Universion C is a co-chess (Cu1) in which co-squares are always active;
a player may move enemy units on friendly co-squares as if they
were neutral (e.g. capturing enemy units with them).
Cr2 -- Neutral units
A neutral unit does not belong to either player; it can be
moved by either player, who can capture enemy units (but not her own)
with it. Neutral units check both kings. Neutral Conversion C is a
co-chess (Cu1) in which enemy units on co-squares are converted to
neutrals.
In Neutral King C, there is only one king on the board,
which can be moved as normal by either player (in place of a regular
move). The king may never be moved to a square attacked by any unit of
either color, nor may any move expose it indirectly to check from an
enemy unit. When the king is not in check, each player may only move it
orthogonally or diagonally toward his own end of the board (never
forward or sideways). When it is in check, the player whose move it is
must remove the enemy check; she may move the king in any direction,
even to capture a friendly unit. She may also capture (or interpose
against) the enemy unit giving check, even if this move puts the king
into check from a friendly unit. The player mating the neutral king
first wins (see also Ce, Cx5).
One variety of neutral unit is a piece which imitates
every move made by both players. A recent CV using this idea is Mimic
C. The mimic starts at e3. As each player moves, the mimic
simultaneously makes the same move (e.g. if White opens e4, the mimic
moves to e5). The mimic captures any unit it lands on (even a friendly
one), but cannot move through an occupied square or off the board (any
move which would cause this is illegal). Castling does not move the
mimic. Stalemate as well as checkmate wins. Ed Pegg gives the following
'foolstalemate' (the mimic's location at the end of each move is in
parentheses -- captures denoted by asterisk): 1 Nf3(d5) e5(d3) 2 h3(d4)
d5(d2) 3 Nfd2(b1*) wins.
Another game of this type is Coin C. The coin is placed by
Black at d4 or e4 to start the game. The coin can cross occupied
squares without effect on the units there, but must land in an empty
square. The coin imitates the king in castling. Stalemate is a draw. In
Imitator C, neither queen can capture or be captured. Each acts like
the coin in Coin C, but imitates moves by friendly units only. A queen
can also be moved independently to facilitate future moves.
Cs -- Miscellaneous movement modifications
Cs1 -- Modifications of earlier moves
In Liars C, each player makes an orthodox move on his
first turn. On each subsequent turn, a player may change one previous
move, provided all subsequent moves by both sides are still legal. The
game is usually quite short. Parallel Time-Stream C is a much more
complex variant in which subsequent illegal moves are modified
according to precise rules.
In Retraction C, a player not in check may 'unmake' any
conceivable previous move and make a new move in its place; this
loosely resembles Marseillais C.
Cs2 -- Hidden movement
Kriegspiel (abbreviated hereafter KS) is the original form
of a group of variants in which each player plays on his own board,
without knowing the opponent's position. A third person (or computer
program) is needed to referee, announcing illegal moves, captures and
checks. This has long been a popular over-the-board variant (complete
rules are in many of the references); it can also be played postally
with a bit of effort.
Nommenspiel is a KS variation in which the referee
announces only when an illegal move has been made, and gives only the
landing square of each move ("White has moved to c3"). Phil Cohen
suggests that a player in check be notified secretly, to avoid time
wasted on moves that do not remove check. Phantom C is a simplified
version of KS, devised to be easier for a computer program to referee.
Check is abolished; the object is to capture the opponent's king.
Kriegspiel was invented to more closely simulate
actual warfare, when the location of enemy forces is not precisely
known. Some variants have been devised to give the players additional
information. In Modern KS, each player asks the referee for the
contents of seven squares before each turn; the referee tells him what
enemy unit stands in each (or whether it is vacant). In Spy C, after a
knight move, the referee tells the owning player the contents of every
square adjacent to the knight's landing square. In Takeback KS, when a
piece is moved to a square attacked by an enemy pawn, the referee
announces it, and the moving player can retract the move if desired and
play another.
Kriegspiel Bughouse, invented at the New Cincinnati Chess
Club, is played by four players, two against two. Each player can see
his teammate's board but not the opponents'. The players move in
rotation; passes are legal but the player who passed first must play
after eight consecutive passes. Captured units are passed to the
teammate as in Double Bughouse (Cy4). Splice C is a complex KS variant
in which each player lists 100 or so moves before the game. These moves
are then made in alternation, skipping impossible moves.
Ghostrider C is a variant of orthodox chess in which
knights are invisible and transparent to friendly units. A knight's
location need only be revealed to the opponent when it captures, blocks
an enemy unit trying to move, interposes against an enemy check, or is
captured. Covert C is a commercial CV with partial hidden movement,
using a computer program to referee. Units may disappear from the board
and reappear later, one move away from the disappearance square.
Cs3 -- Simultaneous movement
In Synchronistic C, White and Black move simultaneously.
This can be done by writing down moves, or with a referee as in
Kriegspiel. Special rules deal with moves which interact with each
other. If both moving units move to the same square, the White unit
captures the Black if the landing square is in Black's half of the
board, and vice versa. If both moving units try to capture each other,
both are captured and removed from play. If one unit tries to capture
the other, which is moving to a different square, the capture takes
place only if the capturing unit ranks higher than its target (K ranks
highest, followed by Q, R, B, N, P). Check and mate are as normal --
simultaneous checks (and even mates) are possible!
Cs4 -- Rules changing periodically
In Metamorphosis C, the rules change from one CV to
another every full move (or every N full moves) in a fixed pattern
(e.g. AAAABBBB...). Two or more different variants may be used. In
Metamorphosis List C, the rules change every half move; a player makes
a move under her current CV and then chooses a new CV for her next
move; no variant may be repeated. A (large) list of allowed variants is
recommended. See also Chess A vs. Chess B (Ca2).
Modification of Basic Capture Rules
In the following sections, capture includes moves having
effects on enemy units other than removal (see Cv). Changes in capture
which result from changes in movement are covered in earlier sections.
Ct -- Modifications of the right to capture
Ct1 -- Limitations of the right to capture
In Must-Capture C, a player must make a capture when one
is available, but has free choice of which capture to make. The object
is mate (see also Parton's mock and compulsion chesses (Cx1)). In
Mad-Cap C, captures are obligatory, and a capturing unit must continue
to capture as long as it has additional captures available (it is not
required to select captures so as to make the maximum possible number).
The object is take-all; stalemating the opponent wins. In No-Capture C,
captures are permitted only to mate or to relieve a check which would
otherwise be mate. Perpetual check is not permitted; the game is
nevertheless drawish. In Icelandic C, no guarded unit may be captured
(optionally, units guarded only by a king may be captured). In Patrol
C, only units guarded at the start of a turn can move so as to capture
(and thus only they give check). In Recaptureless C, a capturing unit
cannot be recaptured on the next half-move unless it gave check (this
gives rise to situations similar to ko-fights in go -- see also
Absorption (Cw1)). In Moss C, units move normally, but capture only
with the power of the unit being captured. (E.g. WBb5, BPa6, BNc6 --
White can capture the Black pawn with her bishop, but not the Black
knight (see also Strange Relay C in Cq1)). Pawns can capture in any
direction, even backwards to the first rank. In Decimal Imitante Queen
C, each side has two imitante queens (I in array) which move as queens
but capture as in Moss C; they cannot capture enemy I's.
Ct2 -- Extensions of the right to capture
In Reform C, a player can capture his own units (this
makes checkmate more difficult, as all squares adjacent to the king
must be guarded) -- see also Bicapture C (Cx5). In En Passant C, e.p.
capture is extended to all units; any unit which crosses an attacked
square can be captured on the next half-move only as if it had stopped
on that square (WRa1, BNb8, BBf8; after Ra8, Black may play Nxa6 or
Bxa3, capturing the rook in either case). Knights cross the
orthogonally adjacent square. In Blood Brother C, every piece (not
pawns) is guarded by all friendly pieces of the same species (including
promoted ones), and kings guard queens. When a piece is captured, any
friendly piece of the same species (or K if Q is captured) can
recapture on the following half-move (as in e.p.), regardless of its
location (e.g. 1 e4 e5 2 Bb5 Nc6 3 Bxc6 N(g8)xc6). In Snowplow C, a
Q/R/B may capture any number of enemy units along its normal line of
attack, passing over any number of vacant squares (but blocked by
friendly units or a board edge), ending on the square of the last unit
captured. The enemy king is shielded by its units, and cannot be
captured in a snowplow capture (1 a4 b5 2 axb5 Bb7 3 Rxa7,a8 (not
check) Nf6 4 Rxb8,d8+).
Cu -- New methods of capture (non-replacement)
Cu1 -- Coordination
Ralph Betza conceived the idea of a family of games based
on the coordinator from Ultima. These CV's, which use the same
mechanism with widely varying effects, are collectively called
co-chess. Each pair of identical pieces (not pawns) of the same color
form co-pairs (queens co-pair with kings as well as other queens).
Whenever one member of a co-pair moves to a square on a different rank
and file from the other member, two co-squares are created, each on the
same file as one piece and the same rank as the other. For example, if
the king is at e1 and the queen moves to d3, co-squares are formed at
e3 and d1. Castling allows the possible formation of
both king/queen and rook/rook co-squares. Promoted pieces allow
multiple pairs; a moving piece forms co-squares with every piece it can
co-pair with, but co-squares are not created on the turn a pawn
promotes. Any unit standing on a co-square when it is formed undergoes
a mandatory co-effect, which depends on the variant. Co-effects usually
apply to enemy units only, but see [201, 434, 628]. Co-squares have no
effect after the half-move in which they are created (except in [140,
652]); moving a piece to a co-square created on a previous move has no
effect. No further co-squares are created as a result of the co-effect
(except in [469]). It is legal to move into check (even castling into
or through check) if the check is immediately removed as a result of a
co-effect (called co-removed check).
The three most successful co-chesses are Conversion C
(Cv1), Transportation C (Cv2), and Overloader/Restorer (O/R) C (Cw1).
These and other co-chesses are listed in the Index under Co-Chess, and
described in the Panorama based on their effects. The simplest form is
Co-Capture C, in which enemy units on co-squares are simply removed
from play (friendly units are unaffected). A threat to remove the enemy
king is check; orthodox captures and checks are also allowed (Cohen has
suggested a variant in which orthodox replacement capture is allowed by
pawns only (see also Conversion)). Reversion is a variation of co-chess
(it has been specifically combined with Conversion, but should work
with other co-chesses) -- two unpaired pieces immediately form a new
co-pair (i.e. if a player loses a rook and a knight, her remaining rook
and knight are now a pair). If either piece regains a natural partner
by re-conversion or promotion, the unlike co-pair is dissolved and the
natural co-pair is reformed. If a player has three unpaired pieces, he
must choose two to form a co-pair.
In Coordinator C, the Coordinator (C in the array) is
exactly as in Ultima, moving as a queen, forming co-pairs with the
king, and capturing as in Co-Capture C.
Cu2 -- Rifle
In Rifle C, all captures are made from a distance -- a
unit which could make a normal replacement capture of an enemy unit
simply removes it without moving. One form is played with all captures
optional, another form (recently dubbed Shoot C) is played with
captures obligatory (see sample game 10). Rifle C has also been
combined with Scottish [543]. Missile C (another variety of Exotic C
(see Cq5)) is a form of Rifle C in which each unit can make only one
Rifle capture per game. Units are allowed to make replacement captures
freely. A variation gives each unit a shield (protecting it from one
Missile attack) in addition to its missile. The Prussian National Game
is a 19th-century modification of [251] in which each side has two
pieces (batteries) which moves as queens (up to three squares) and
capture by Rifle (both on the same turn if desired). Lazer C is a
commercial CV using a form of Rifle capture borrowed from wargames.
In Machine Gun C, after a unit moves, it simultaneously
captures and removes every unit it attacks, being removed itself
(ending the turn) if any of those units attack it in return (called
crossfire). Units behind other attacked units along R/B/Q lines are
shielded and are not captured. The object is take-all. In Automatic
Rifle C, a unit, instead of moving, may capture every unit it attacks,
in any order desired. The firing unit may stop at any time; crossfire
removes the capturing unit and ends the turn. Unlike Machine Gun C,
units exposed to attack by the removal of other units can also be
captured, as in Snowplow C (Ct2). Pawns, kings, and knights can capture
multiple units in an unbroken straight line. Orthodox chess moves and
captures may be played at any time; Rifle captures are not obligatory.
The first capture of a game must be by replacement ('truce');
thereafter, autorifle captures are permitted.
Cu3 -- Custodian
Scaci Partonici is a group of variants in which one or
more enemy units in a straight line (diagonal or orthogonal) can be
taken by custodian capture (e.g. with a friendly unit at a5 and enemies
at b5/c5/d5, a friendly unit moving to e5 takes all three; Parton calls
this a line partonic take). Two enemy units can also be taken by
reverse custodian capture (e.g. with enemy units at a5 and c7, a
friendly unit moving to b6 captures both (contrary partonic take));
with enemy units at c4 and g4, friendly units at d4 and e4, a friendly
unit moving to f4 takes c4 and g4). These captures can be combined
(with enemy units at c7/d5/d6/g5, and friendly units at b8/f5/g3, the
move g3e5 captures all four enemy units; with enemy units at a4/c4/d4
and friendly units at b2/e4, b2b4 takes all three enemy units (mixed
partonic take)). Capture by replacement is prohibited; partonic capture
is always optional. Units must make forward moves only (advancing at
least one rank) until they reach the last rank -- pieces then gain
their full movement and pawns promote to any piece (Parton advises
using larger pieces for those which can move in any direction) -- see
Advancing Duffery (Cx6). The object in standard Scaci Partonici is
take-all (in Royal Scaci Partonici, the object is to capture the enemy
king -- Partonic C is an alternate array). Decimal Scaci
Partonici (see [182] for three possible arrays) can be played as
take-all or Royal.
In Chessenat, each side adds eight wazirs ('kelbs') on the
third rank, which capture by orthogonal custodian capture; other units
are orthodox. In Custodian C, all units can capture by replacement or
orthogonal custodian capture (or both simultaneously). Pawns may make
custodian capture after their normal diagonal move or single or
doublestep forward. The enemy king cannot be captured, but can be mated
or surrounded on all four sides to win.
Cu4 -- Capricorn (Butter)
Capricorn is a form of capture invented by V.R. Parton in
which the capturing unit moves to a square adjacent (orthogonally or
diagonally) to one or more enemy units, 'butting' them off the board.
Up to seven units (eight for unorthodox leapers) may thus be captured
in one move. In Butter C, all units capture only by Capricorn -- it is
illegal to move to an occupied square (Parton is not specific, but
presumably pawns can only move diagonally in order to capture, and
cannot capture after an orthogonal move). The object is to capture the
enemy king -- check is abolished. In Mock Butter C, the object is to
take all enemy units (the king is a normal unit). There is also a 10x10
form of Mock Butter C called Best Decimal Butter. Decimal Butter is
also played like Mock Butter, with a choice of arrays from four
different variants (see [177]). A more limited form of Butter C is
Capricorn C, in which rooks (including promoted ones) capture by
Capricorn and other units capture normally. The object is checkmate. A
rook can capture an enemy unit even if it starts its move adjacent to
it (e.g. WRe4, BNe5, White can play Rd4(xe5) or Rf4(xe5)). Alternately,
knight (or even bishop or queen) can be given Capricorn power instead
of rook.
Cu5 -- Dynamo (pushing and pulling)
In Dynamo C, every piece has the power to push or pull one
unit (per turn) of either color within its normal range. No unit can
pass through or stop in an occupied square, whether being pushed/pulled
or moving under its own power. A rook, bishop, or queen can push or
pull another unit along normal attack lines any number of squares
toward or away from itself. The pushing/pulling unit may stand still or
follow (when pushing) or lead (when pulling), moving any distance in
the same direction; neither unit may pass the other. A unit of either
color may be pushed off the edge of the board; the pushing unit may
also move off the board if desired. A unit of either color may be
pulled off the edge of the board; the pulling unit must also leave the
board in this case. A piece may also leave the board without pushing or
pulling. There is no orthodox (replacement) capture; all units leaving
the board are removed from play (E is given as their
destination). A king or knight can also push or pull a unit
it attacks/guards. To push, the K/N moves to the square of the unit
being pushed, which makes a further move of equal length in the same
direction (the same push can be made without moving; e.g. Ng1e2(e2c3)
or Ng1(e2c3)). To pull, the king or knight moves directly away from the
pulled unit, which moves to occupy the K/N's starting square. The king
or knight may push a unit off the edge (but cannot follow off the edge)
-- neither can capture by pulling. The knight can go over the edge
while pulling a unit within range. Kings may never go over the edge
under their own power. Knights and units they push/pull can leap
occupied squares as usual. Pawns can push only -- a
friendly unit one square straight forward or an enemy unit one square
diagonally forward, remaining in place or entering the pushed unit's
starting square (which must be a square the pawn could normally move
to). A pawn on its 2nd rank can push a friendly man (on the same file,
third or fourth rank) one or two squares forward, following one or two
squares if desired. A Pawn may be pushed/pulled to its 1st rank, from
which it may only make single steps/pushes. A pawn pushed/pulled to its
8th rank promotes to a piece selected by the player who pushed/pulled
it there (the opponent may not check himself
thereby). Normal moves without pushing/pulling are
permitted at any time; castling must be a normal move and obey the
usual restrictions. A king or rook on its original square can castle if
it has not moved under its own power. Check is a threat to push/pull
the enemy king off the board; the object is checkmate. NOST added
several rules: en passant is abolished; kings may not be pushed or
pulled through check (i.e., they may not cross squares from which the
opponent could push or pull them off the board); no move may restore
the position before the opponent's previous move. The shortest
foolsmate is 1 Ng1e2(Pc3) Qd8b6(Pa5) 2 f2f3 Qb6f2(Pe3)# (the Pe3
prevents the escape move Ke2(Ne3)). This is a very complex game; see
sample game 2 for examples of the moves. A more playable form is
Doublemove Dynamo, which combines Dynamo with Doublemove C (balanced
move pattern, object to capture the enemy king, Doublemove rules for
stalemate, moves which do not change the position forbidden).
Push C is the variant from which Dynamo derived. In Push
C, units may push as in Dynamo, but must follow along one square behind
(thus a unit pushing another off the board ends its own move on an edge
square). The destination of a pushed unit is not given -- it is
determined from the moving unit's destination. A foolsmate: 1 Ra1a5
Ke8e7 2 Ke1e2 Qd8g53 Qd1f3#. In Tank C, the knight ('tank') moves as a
counselor (no-royal king). It can capture an adjacent enemy unit or
push an adjacent friendly unit to the next square along the same line
(following as in Push C). The pushed unit may in turn push another
friendly unit or capture an enemy unit, etc. (details in GFC).
Cu6 -- Miscellaneous methods
In Spite C, replacement captures are not allowed; units
can only move to vacant squares. A moving unit captures any enemy units
attacking its landing square (even those which already attacked its
starting square) -- see also Moss C (Ct1). Screened units are not
captured. A pawn doublestep captures enemy pawns on either side of it
(e.p.). Check is ignored; the object is to capture the enemy king by
moving a friendly unit to a square adjacent to it. A variant is Spite
Chess Plus Chess, in which both Spite capture and replacement capture
are allowed, and the object is checkmate. One of numerous foolsmates is
1 c3 Nf6 2 g3 Ne4#.
In Cassandra C, each player openly predicts, after every
move, the location of an enemy unit (even the king) a fixed number
(usually 4-8) of turns in the future, removing it if the prediction is
correct. Mate or removal of the enemy king wins. In Plague C, moving
units cause 'plague' which kills units moving to affected squares
(NA213 describes three variants). In All Mate C, units are captured by
attacking them so they have no escape squares. 'Mated' units may be
removed in any order, possibly exposing others to 'mate'. In Archimedes
C (based on the board game of the same name), units are captured by
being attacked by two units simultaneously. Dekle has devised decimal
variants using four Ultima pieces: Coordinator (Cu1), Immobilizer
(Cv3), Longleaper (Cg4), and Withdrawer -- the latter uses two Ultima
withdrawers, which capture using the method borrowed from fanorona.
Cu7 -- Mixed capturing methods
Ultima, described by Paul Yearout in WGR5 through 7, is
the best-known variant using mixed capturing methods (K -- replacement,
Q -- withdrawing, N -- longleaping, R -- immobilization and
coordination, B -- imitative, P -- custodian). Ultima has given
rise to other variants, including Abbott's 1968 limited range variant
(see WGR8), which appears in the paperback edition but is not part of
the standard NOST rules. See also Co-chess (Cu1) for a family of games
based on the coordinator.
In Ulti-matem, each pawn (represented by a miniature
piece) moves as the piece which would stand in its starting file in
orthochess (the e (king) pawn makes a double knight move in any
combination of directions), capturing by orthogonal custodian as in
standard Ultima. Unorthodox Ultima adds two new pieces, the Neutralizer
(which temporarily removes the capturing power of an enemy unit) and
Repeller (which pushes an enemy unit away from it in a manner somewhat
similar to Dynamo). Unfamiliar Ultima is an unpublished variant,
probably the most complex CV ever invented. Each side has eight new
pieces in addition to its pawns. Each piece has a different effect;
there are rules defining the interaction of each pair of pieces.
An interesting but untested variant is Bogart's Ultima.
Two new pieces are added to standard Ultima. The Golem (G) moves one or
two squares as a queen, capturing by replacement. In order to remove it
from play, it must be captured twice (not necessarily on consecutive
turns). Clearly the enemy king cannot make the first capture. A
replacement capture by an enemy golem or chameleon, however, counts as
two captures and removes it at once. The chameleon can only move one or
two squares to capture a golem. A once-captured golem is signified by
G'. The Absorber (A) starts as an Ultima pawn (rook move, orthogonal
custodian capture). When it captures an enemy piece (except a
chameleon), it adds that piece's capturing power as in Absorption C. If
it captures the enemy absorber, it adds any powers the enemy A has
gained. It gains a queen's move when it captures any piece with queen
movement. An absorber must make both captures of an enemy golem (or an
enemy A that has absorbed golem power) in order to gain golem power --
if it does so it must be captured twice, but can move up to three
spaces a turn. A chameleon can capture an absorber using any power the
absorber has gained.
Parton devised a decimal CV called 2000 A.D. which uses
pieces he invented for his other variants (the Ximaera as in Chimearine
C; the Gorgon as in Demigorgons, but with power to capture by
replacement also; the Capricorn as in Butters, etc.) in a complex game
similar to Ultima. The object is to capture the enemy Empress
(royal queen). Most pieces move as queens but have different capturing
powers; there is a Mimotaur which uses imitative capture as the Ultima
chameleon. A wilder version, Royal Fury, uses a piece combining the
powers of all pieces (cf. [366]) as the royal piece for each side.
Two of the pieces in Super C use unorthodox captures: the
Cyclops similar to pieces in Snowplow (Ct2) -- also a directional piece
as in Ploy (Cg5), and the Archer as in Rifle (Cu2). It also uses 'super
pawns' similar to those in Chess II (Cf1) -- they may make a doublestep
move (leaping if desired) only from their initial rank, but retain
doublestep capture (still leaping) anywhere on the board.
_________________________________________________________________________
Oxymoronic CV's: Spherical Dynamo, Kamikaze Absorption, Mobius Billiards
_________________________________________________________________________
Cv -- Disposition of captives (captured unit not removed from play)
Cv1 -- Conversion
In conversion chesses, captured enemy units are not
removed from play, but instead become friendly units of the same
species. The best known form of this is Chessgi, a popular variant
derived from the Japanese game of shogi. A converted unit belongs to
the captor, who can re-enter it on a vacant square on any later move,
instead of moving a unit already on the board. The set of captured
units is called the reserve, and the placing of a unit from the reserve
instead of moving is called a drop. A pawn may not be dropped on its
eighth rank. A pawn placed on its first rank can singlestep or capture
normally. Any pawn on its second rank can doublestep. A rook dropped at
a/h-1/8 can castle. Pawns promote normally, and retain their rank when
captured.
Several other versions of this idea differ mainly in
restrictions on drops. In Neo-Chess (independently invented by Randolph
in 1972), pawns promote by being exchanged for pieces from the
opponent's reserve (a pawn moved to the eighth rank when the opponent
has no pieces in reserve is immobile for the rest of the game); no unit
may be dropped on the eighth rank (the last rule was dropped in a later
version called Mad Mate). The commercial sets for Randolph's
Neo-Chess/Mad Mate have round, double-sided pieces (with orthodox
symbols) which are flipped over (as in reversi) to show the capturing
player's color (shogi pieces are uncolored pentagons which point in the
direction of the opponent to show which player they belong to. Dekle's
Chessgi improves defense in standard chessgi by prohibiting all drops
giving check (or alternatively using dragon horses instead of bishops
-- adding the wazir move to their normal power); pawns promote only to
counselors (non-royal kings, useful for defense) and revert to pawns
when captured (see also [232, 340]). Robert Bruce earlier proposed a
game [121] with restrictions similar to shogi -- pawns cannot be
dropped to give mate, pawns cannot be dropped on their eighth rank, and
promoted pieces revert to pawns when captured. Chessgi has also been
combined with Scottish C [538]. Tandem C is a chessgi variant which
resembles Double Bughouse (Cy4), but needs only a single set and two
players.
Two variants, using chips to 'pay' for reentered units,
have been devised to allow players more options in managing reserves
and planning attacks. In Token C, the capturing player receives chips
(according to the usual values P=1, N/B=3, R=5, Q=9) for capturing a
unit. At the start of any future turn a player holding chips may trade
the corresponding number of chips for a unit of his choice (it need not
be one captured earlier). The player then takes his usual turn, either
reentering a unit as in chessgi (but not the one he just 'bought') or
moving a unit already on the board. In Bankhouse C, each player starts
the game with 25 tokens. Captured units join the captor's force as
usual; a player may reenter a unit on a vacant corresponding first rank
square (e.g. White may enter a converted knight at b1 or g1) by paying
the opponent the required number of chips (values as above). In
addition, a player may ransom a lost unit (from the opponent's reserve
to his own) at the same cost, paying a second time when he re-enters
it. Any number of units may be ransomed on one turn, but at most one
may be re-entered on the same turn.
Conversion C is a co-chess (Cu1) in which enemy units on
co-squares are converted to friendly units of the same type; friendly
units are unaffected (but see [201]). A threat to convert the enemy
king is check, analogous to ordinary check. Orthodox captures and
checks are also permitted. Cohen suggests that orthodox (replacement)
capture be allowed by pawns only (see also Co-Capture).
The idea of conversion might be combined with other
variants, especially those using non-replacement capture. It is
possible, for example, to imagine Rifle Conversion, in which units
'shot' by rifle capture become friendly units (in order to make this
playable, a player may not reconvert a unit which her opponent
converted on the previous half-move). Similar to this is Turncoat C, in
which any friendly unit attacked by the opponent at the start and end
of a turn changes (at the end of that turn) into an enemy unit (e.g. 1
e4 e5 2 Qh5 g6 (Black pawn at h7 becomes White)).
When ordinary replacement capture is used, however, the
capture square is occupied by the captor, and something must be done
with the converted unit (multiple occupancy is possible, but the same
rule as above, forbidding immediate recaptures on the same square, is
needed). In two variants described in JENO, the converted unit is
immediately moved elsewhere. We will use the name Conversion Circe for
Tressau's variant, in which the converted unit is placed on the
appropriate starting square if vacant (as in the problem Circe
convention in Cv2). Boyer proposed a variant in which the captor
immediately relocates the converted unit to any vacant square (bishop
on the same color it was captured on; pawns not on the eighth rank); we
will call this Conversion Bughouse.
Cv2 -- Repositioning
One group of variants involve captured units being moved
to a different square on the board instead of being removed from play.
The best known of these is Bughouse C -- when a unit is captured, its
captor places it on any other vacant square on the board. Bishops must
remain on squares of their original color; pawns cannot go to their
first rank (a version called Putback C has neither restriction; pawns
on the first rank can triplestep with e.p.).
Quite different from Bughouse are Circe C and its
variants, which were originally devised for problems. In Circe, when a
unit is captured, it returns to its starting square. A promoted pawn
which is captured reverts to a pawn and returns to the second rank of
its original file. In Circe and its variants, a unit is removed from
play only if the designated relocation square is occupied. In Circe
problems, since there is no game history, there is a convention that
pieces return to starting squares of the same color as the one they
were captured on, and pawns to the second rank of the file they were
captured on -- but this convention is NOT followed in play (it is
followed in Circe Malefique, in which captured units are moved to the
starting square of the corresponding enemy unit -- e.g. a white pawn
captured at d4 moves to d7, a black knight captured at d7 moves to b1).
In Antipodean C, a captured unit is moved to the square 4
squares diagonally away (there is only one such square for each square
of the 8x8 board). Symmetric Circe and Mirror Circe similarly replace
captured units on the square exactly opposite the capture square
(reflected through the center point and the line dividing between ranks
4 and 5 respectively). A unit captured on f7 is replaced on c2 in
Symmetric Circe and f2 in Mirror Circe. Circe effects do not apply to
kings, and check and mate are as usual, except in the variant called
Total Circe (in which kings may be captured and replaced; a king is in
check only when it (or another unit) occupies its starting square). The
variant Progressive Circe has become popular in AISE (combining Italian
Progressive rules with standard Circe), and was played in the First
Heterochess Olympics; see sample game 7. Giveaway Circe is also
played. See also Reincarnation Circe and Chameleon Circe (Cv4).
Transportation C is a form of co-chess (see Cu1) in which
any unit (except a king) on a co-square is transported -- moved, by the
player whose move created the co-squares, to any other vacant square on
the board, including the square just vacated by the moving piece. All
transportations are simultaneous, so a unit on one co-square can be
transported to another (exchanges are also possible). Pawns cannot
transport to their eighth rank. Pawns transported to their first rank
can singlestep or capture normally. Pawns on their second rank always
have a doublestep option. A rook which is transported away from its
original square and later back to either rook square retains the right
to castle if it has not moved under its own power. Betza found 295
Transchess foolsmates with White mating on his second move. (One
example is 1 b3 d5 2 Bb2(f2d7,Nf6)# ). Columbia Cannon Transchess (Cg3)
has 159 one-move foolsmates; e.g. 1 Bf4 Bb4(Nc1)#. In Polyactive
Transchess, transported pieces can form new co-squares, in turn causing
more transportations (Cohen thinks this, as well as Putback Transchess
(above), are unplayable). Suction C is the opposite of Transportation
-- any unit except a king may be 'pulled' to a co-square (even a pawn
to an eighth rank square, where it promotes immediately). In
Autosuction C, only friendly units may be pulled to
co-squares.
Another Parton game with an unorthodox form of 'capture' is
Chimaera C. The chimaera is an uncapturable piece which moves as a
queen -- it can exchange places with any enemy unit by moving to its
square (i.e., the unit must be a queen's move away with no units
intervening). If a chimaera changes places with an enemy chimaera, the
opponent cannot reverse the move immediately -- she must make another
move first (analogous to the ko-rule in go). The standard game is
decimal; Cohen has suggested an 8x8 array. A variant, Chimaerine C,
uses chimaerines (which can be captured) instead of chimaeras.
Cv3 -- Immobilization
In Demigorgons (and its decimal version Gorgona C), the
demigorgon (so-called since its 'petrifying' effect is only temporary)
is a long-range version of the Ultima immobilizer -- it moves as a
queen, but cannot capture. Instead it immobilizes any enemy units whose
squares it could move to; no unit may move, capture, or check while it
is a queen's move away from an enemy gorgona. A gorgona can immobilize
the enemy king; this does not win, but a check from another friendly
unit which cannot be captured or interposed is mate. Gorgonas of
opposite colors can mutually immobilize each other; they can still
immobilize other units, since they immobilize by 'looking', not by
moving. Only a knight can capture a gorgona. See also 2000 A.D. (Cu7).
Co-Immobilization C is a form of co-chess in which co-squares are
always active -- units on co-squares cannot move. Immobilizer C
uses two Ultima immobilizers.
Cv4 -- Demotion
Parton claimed that a game of standard Bughouse between
good players could go on indefinitely, so he proposed a variation (we
call it Demotion Bughouse) in which captured pawns were removed and
captured pieces were reduced one step in value (Q => R => B =>
N => P) before being repositioned as usual. Demotion C is a
co-chess (Cu1) in which enemy units (except kings) on co-squares are
reduced one step in value (pawns are removed) by the same reduction
scheme (remaining where they are). In Reincarnation Circe, captured
units are modified one step according to the cycle K => Q => R
=> B => N => P => K and then replaced (as in problem Circe)
on the appropriate starting square. The object is to capture all but
the last remaining enemy king, then mate it (see Cx3).
Chameleon Circe uses a different cycle in the opposite direction (N
=> B => R => Q => N) to alter captured pieces (pawns are
removed; kings cannot be captured). Nearly any variation using
conversion (Cv1) can be changed to use demotion instead.
Cw -- Side effects of capture
Cw1 -- Effects on the capturing unit
Several variants use the idea of a capturing unit taking
on the power of the captured unit, either in addition to its own power
or instead of its own power. Capturing a black pawn causes a white unit
to become a white pawn, or add a white pawn's power to its own). In all
variants (excpet Biflux) where the king can add other powers by
capture, kings moving as Q/R/B cannot cross an attacked square except
to capture an opposing king which does not check it in
return. In Absorption C, any capturing unit adds the
power(s) of the captured unit to its own (we call this process
absorption in all related variants). Units gaining pawn power may: (1)
capture opposing pawns en passant; (2) doublestep from the second rank
(they are subject to e.p. capture unless they also have rook or queen
power); (3) promote the pawn component (if desired) to any piece by a
normal pawn move to the eighth rank. Because it is a disadvantage to
capture a guarded unit (the opponent gains by recapturing), Absorption
C works better in doublemove or progressive form. AISE plays a variant
called Cannibal C, combining Italian Progressive with Absorption.
Players who prefer single move variants might try Recaptureless
Absorption (see Ct1).
Escalation is a complex form of Absorption C in which each
side starts with an army of the five simplest leapers (F/W/A/D/N).
Units add to their own powers by capturing as in Absorption. A unit
composed of one or more leaper powers only promotes to the
corresponding riders upon reaching the opposing 8th rank. Detailed
rules in GPJ7.
Biflux C is one of the wildest forms of co-chess -- the
pieces of a co-pair gain the powers (as in Absorption C) of any enemy
units on their co-squares -- the enemy units are unaffected. Any pieces
gaining enemy king power become royal, and must be defended from check
(as in Co-Regal). Royal pieces with B/R/Q power may cross attacked
squares, and check opposing kings even if the latter are guarded. A
unit having combined powers may move to a square with the power of any
or all of its components having that move, forming co-squares with any
corresponding friendly pieces. E.g., a R+Q+P on d4 may move to d5 as R
(co-pairing with all friendly units having R-power) and/or Q
(co-pairing with all friendly units having K or Q power) and/or P
(forming no (extra) co-pairs). A unit on its seventh rank having pawn
power may promote its pawn component by making a pawn move to the
eighth rank.
In Frankfurt C, a capturing unit takes the power of the
captured unit in place of its own (a white knight capturing a black
bishop becomes a white bishop -- we call this mutation). Kings,
however, keep their own power and add the power of the captured unit
(the rule above against crossing attacked squares applies). Pawns
promote normally unless capturing, in which case they promote to the
piece captured. In Kaleidoscopic C, a capturing unit (except a pawn or
king) may mutate as in Frankfurt if desired, or remain normal. Mutation
C, invented for the First Heterochess Olympics (see sample game
7), combines Italian progressive chess with Frankfurt. Kings
remain normal after capturing. Queens may not check kings; any move
which exposes either king to check from the opposing queen is illegal.
O/R Chess is a co-chess (Cu1) in which any enemy unit on a
co-square is overloaded, losing all powers except ordinary movement. An
overloaded unit cannot capture, check, castle, or act as part of a
co-pair. An overloaded pawn in addition cannot promote or doublestep. A
friendly unit on a co-square is unaffected unless it is overloaded, in
which case it is restored, regaining all of its former powers. The
effects of overloading last until/unless the affected unit is restored.
An overloaded pawn can move to the eighth rank, but remains immobile
until restored, at which time it promotes immediately. Overloading the
enemy king does not win; it must still be checkmated, but a friendly
king may check (and mate) an overloaded enemy king!
Nuisance C is a co-chess in which nulls (see Cw2) are
created on any empty co-squares, and removed when already present on
co-squares. This may be played alone or combined with other co-chesses.
See also Double Conversion C (Cw2).
In Kamikaze C, capturing units are removed from play along
with their captives. In the original form, kings are immune to Kamikaze
effects, check is ignored, and the object is to promote a pawn (Cx6). A
more chesslike form is Total Kamikaze, in which check is normal, and
the object is checkmate (thus kings cannot capture, and any check
forcing the opposing king to capture wins); AISE has found this quite
playable as a progressive variant.
Reaction C is a complex set of twelve variants in which
either the captor or captive unit moves away from a capture square
under the power of either unit. See Chessics for details.
Cw2 -- Other side effects of capture
In Zombie C and its relatives, when a capture square is
vacated, a new unit (called a zombie) is created on that square. This
unit is of the same species as the last unit captured there and the
color of the last captor. If a white bishop captures a black knight at
c6, then moves away, a white zombie knight (notation ZN) is created at
c6. If a series of captures and recaptures takes place on the same
square, only the last capture before a unit leaves the square produces
a zombie. Zombie units cannot pass through or stop in squares
containing regular units, and vice versa. Zombie pawns promote to any
desired zombie piece, and retain their promoted power when captured.
Zombie pawns on their second rank can doublestep. When a zombie
captures an enemy zombie, a double zombie (which blocks both zombies
and regular units and vice versa) is generated as above. Double zombies
produce triple zombies, etc.
Two more playable variations are Dying Zombie C, in which
zombies capturing zombies produce nothing, and Reincarnation C (the
best of the family), in which zombies capturing zombies produce regular
units. A rook captured and reincarnated on its original square can
castle. The original game of this family, Null C, produced
nulls (immobile uncapturable blocks) after captures; this proved too
drawish.
A quite different game is Ghost C, in which captures
produce ghost units, belonging to the player captured (White B x Black
N produces a Black ghost knight). Ghost units have the powers of normal
units, but cannot be captured a second time. Recaptures do not erase
ghost units; each capture creates a ghost, stacked on the square in
reverse order. When a ghost unit leaves a square on which it captured
and was recaptured, the previous ghost is freed. In Shazzan!,
when a unit is captured, any enemy units which it captured previously
are returned to their capture squares (if vacant).
Double Conversion C is a variant of Conversion (Cv1) in
which friendly units on co-squares are also converted to enemy
units! Double Reversion Conversion (Recon2) combines this with
Reversion (Cu1).
Cx -- Modifications of objective (check and checkmate)
Cx1 -- Capture of all of opposing units
The term take-all refers to variants in which the
objective is to capture all of the enemy units. The king is a normal
piece; castling is prohibited and check is ignored. See sample game 8
for the AISE progressive version. Parton suggested that many of his
variants could be played with objectives other than checkmate. His term
for games where capture is obligatory is mock (or scacia) when the
objective is take-all, compulsion when the objective is to take the
enemy king. In his simple variant Mock C, pawns on their second ranks
must capture or doublestep on their first move.
In Robado C, a win can be achieved (in addition to
checkmate) by capturing all of the enemy units except the king,
providing that the enemy king cannot capture the only remaining
friendly unit on his next move -- this rule was customary in Shatranj
(Cc1). Schmittberger has suggested (Games 54 (G84)p53; Chess Life 42:5
(Y87) p49) that draws could be reduced by allowing wins by robado as
well as stalemating the opponent -- both of these changes would
drastically alter endgame play. Another method of reducing draws is to
prohibit perpetual checks as well as any other repetition of position.
Cx2 -- Loss of all of own units
Giveaway (Losing) C is a popular and longstanding variant.
In the standard form of the game (as played in NOST and given in
several other references), the king is non-royal and may be captured as
any other unit -- check and castling are abolished. Pawns may promote
to king as well as any other piece; e.p. is normal. Captures are
obligatory -- if a player has a choice of captures, she may take any
one. The first player to have no legal moves (either by losing all of
her own units, including the king, or by being stalemated) wins. It is
known that the opening move 1 d3 loses; the main line of analysis is
given in NCH. Under AISE/1HO rules, however,
stalemate is a draw (also cited in about half the references). If five
moves by each player pass without a capture or pawn move, either player
may claim a draw unless one player can demonstrate a forced win. In
another variant, pawns automatically promote to queens. Take Me is an
early form of Giveaway in which capture of a specific enemy unit is
obligatory when the opponent demands it. Pawns promote to a lost piece
of the owner's choice. In a different form of the game (which might be
called Giveaway Robado), checks are normal, the king cannot be
captured, and the object is to be mated or lose all of your units
except the king. Giveaway is popular in combination variants [see 234,
257, 329, 474 (Italian), 644; also combined with 53, 370, 516].
Cx3 -- Multiple targets
In multiple target variants, the objective is capture of
all units of a specific type -- these may still be called royal,
although they may be freely put en prise. Most two-Rettah versions of
Rettah C (Ce) are of this type, but see Double Rettah below. In Kinglet
C, the king is a normal piece and check is ignored. Pawns (called
kinglets) move and capture normally, and may promote to any piece,
including (non-royal) king. The objective is to capture all of the
opponent's remaining unpromoted pawns. All pawns may be put en prise,
even the last; a player loses if she promotes her last remaining pawn
or places it en prise. A draw by stalemate occurs when a player has
only blocked pawns remaining. The variant Scottish Kinglet, played at
NV'84, combines Kinglet with Scottish C, with the added rule that a
series ends when a pawn is captured.
Extinction C is a extension of the ideas of Kinglet and
Co-Regal (see below). The object is to capture every one of any species
of opposing unit; i.e., one can win by capturing the opponent's king;
queen; both bishops; both knights; both rooks; or all eight pawns. A
relict unit is the last of its species (the king and queen are relict
at the start). Pawns promote to any piece, including king. Promotion
can extend the life of a relict species, as promoted pieces count as
part of their species (if a pawn promotes to queen, the opponent must
capture both queens to win). Promoting one's last pawn loses. Any unit
(relict or not) may be placed en prise (e.g. a king can capture a
protected unit), though placing a relict piece en prise obviously loses
unless it wins by capturing a relict unit itself. Castling
is allowed whenever the king and rook have not moved and the
intervening squares are vacant: either or both pieces can castle from,
across, or onto attacked squares. See sample game 3.
A variation of multiple target games is one in which all
but the last royal unit must be captured, and the last then mated. Any
royal unit may be put en prise as long as it is not the last one
remaining. A simple example is Hydra C, in which pawns may promote to
king (see also Cv4). Royal Pretender C is a relative of Kinglet C
(pawns are called Royal Pretenders), but if a player's last pawn
promotes, the species it promotes to becomes the opponent's new target.
E.g. if White's last remaining pawn promotes to rook, Black must
capture all of White's rooks to win. Unlike Kinglet, the last pawn (or
other species if the last pawn promotes) cannot be placed en prise.
Double-King C is a variant invented by Moeser which has
undergone several modifications. The latest version is played on an 8x8
board, with four extra squares at de09 on which the two kings for each
side stand behind their armies. The piece at e1/e8 is a squirk
(squirrel plus rook). The object is to capture one enemy king and then
mate the other. The earlier forms of the game were played on a 10x8
board, with a squirrel (later squirk) and an extra king on each side.
Cx4 -- Multirex
In multirex variations, each player has two or more royal
units, none of which may be left en prise. A player is checkmated when
any of his royal units are in check, and any move he makes will still
leave at least one royal unit in check. One way of mating is a fork or
skewer of royal units by an uncapturable or guarded
unit. Several of the best-known multirex CV's were
invented by Parton. In Co-Regal C, both the king and queen are royal
and subject to check. Queens may not castle. Queens may cross attacked
squares, but may not move into check (thus a queen cannot attack
another queen, and can only attack a king from a distance). Pawns may
still promote to queen (not king), but promoted queens are also royal.
See also [153, 539]. Double Rettah C is a version of Rettah C (see Ce)
using two Rettahs per side. Unlike other versions, the object is to
checkmate either or both opposing Rettahs as defined here -- in this
variant, a player is not obliged to capture a unit attacking one of his
Rettahs. Chess Tweedle is one of Parton's decimal forms of two-king
chess. Ambi-Chess is a doublemove form of Chess Tweedle. Each player
has two armies (the queenside units must be distinguished from the
kingside units; all units may roam the board freely). On each move a
player must move one unit from each army (left army first, then right).
A stalemated army passes its half of the turn. Alliance C is a variant
of Ambi-Chess.
Incognito C is a variant of Co-Regal. Each player secretly
chooses a piece in addition to the king to be royal (the choice should
be written down, or sent to a neutral party in a postal game). Checks
to royalty must be removed, though the opponent is not informed when he
attacks the secret royalty. Checkmate is as in Co-Regal. In another
version, both players must secretly select a pawn as a third royal
unit; the selected pawn cannot promote.
A few two-king variants are actually four-handed games
adapted to two players by having each player control two armies. In
Howard's Double C, players control adjacent armies on a standard
four-winged board, using a balanced doublemove start. Hayward's Double
C is played in singlemove on a 16x12 board.
Cx5 -- (Modified) check
Many of the oldest variations involve various prohibitions
or obligations involving check or capture. In Checkless C, check may
only be given when it is mate; this allows mates similar to progressive
mates in Italian Progressive, but the rules contain a paradox, exposed
in an ingenious 1969 problem by Gerd Rinder from Die Schwalbe
(3R3R/3K4/8/4k3/8/2n2n2/8/B6B; N = nightrider). Rh8e8 appears at first
to be mate, but the reply Kd5 is also mate, except that it can be
answered by Ke7, etc. his endless cycle can be eliminated by a rule
that a check is mate (and therefore legal) if the only parrying move is
a check. A more restrictive version, Absolute Checkless C,
forbids any unit to cross a square from which it would give check. In
Check Force, a player giving check determines how the opponent removes
check (I assume this means by specifying interpose/capture/move king,
not the exact move -- the choice given must be possible). In Patzer C,
check must be given whenever possible. A player wins by giving ten
consecutive checks ('decimating') or by checkmate.
In 1916, Frank Hopkins proposed a new variant, Single
Check C, in which the object is to be the first player to give check.
Frank Marshall, however, found a forced win for White using only his
two knights. One way is 1 Nc3 e6 (1...d5 2 Nb5 Kd7 3 Nf3) 2 Ne4 Ke7 3
Nf3, winning with the threat of either 4 Ne5 or 4 Nh4. 1...e5 and
1...d6 are met by 2 Nd5, while 1...f6 or 1...f5 are met by 2 Nb5. This
is of practical use in Bank of Scotland (Cn3). Hopkins then devised a
new version in which the pawns for both sides start on their third rank
instead of their second. Another version called Presto C has been
suggested -- pawns start as normal, and the first player to give check
with an uncapturable unit wins. A third workable version, slightly more
complex than Presto C, might be called Stationary King C -- checks may
be met by capture or interposition; the first check forcing the
opposing king to move wins. Yet a fourth version is Total Kamikaze C
(see Cw1).
In Bicolor C, kings are subject to check from their own
units as well as the opponent's (the queen and queen's knight are
exchanged in the array). Any move putting one's own king under attack
from any unit is illegal (castling is impossible). The weakness of the
d2/d7 squares is shown by the foolsmate 1 c4 c5 2 Qf5 d5?? 3 Qd7#
(either Kxd7 or Bxd7 would leave the king in check from its own
bishop). A variation, Bicapture C, allows players to capture their own
units (as in Reform C (Ct2)) -- this mainly gives the king an extra
resource to escape check (e.g. Kxf8 in the above game).
In Reflex C, the object is to be mated by the opponent; a
move giving mate must be made when it is available. In Contramatic C,
the objective is the same; it is legal to put yourself into check but
not the opponent. In both games, 'attacks' led by the king are common.
See also Neutral King C (Cr2).
Cx6 -- Other objectives
There are a number of games, which I consider at best
borderline CV's, whose sole objective is to move a piece to a certain
location on the board. I cite only one example, the popular Racing
Kings, in which all of the pieces (no pawns) are arranged on ranks 1
and 2, and the object is to move one's king to rank 8. Captures are
allowed, but no move (including the king move to the eighth rank) may
place either king in check. If White's king reaches the eighth rank
first, Black has one more move to reach the eighth rank and draw. Dodo
C is the same game in an alternate array without queens. Another
variant is to race to the eighth rank and back to the first. Moving the
king to the enemy thronesquare is a secondary method of winning in
several variants [274, 457, 550] -- see also citadel (Terms).
Parton also invented several simplified CV's he called
duffery, in which only certain types of moves are allowed. The object
is to capture the enemy king or to deprive the opponent of any legal
moves (winning by stalemate). In Capturing Duffery, pawns move
normally, but pieces can move only to capture. In Advancing Duffery,
units can only move forward, becoming immobile when they reach the
eighth rank. If neither king can be captured, the game is drawn. In
Simpleton's Duffery, a player must give check if possible, otherwise
capture if possible, otherwise move a pawn if possible, otherwise (if
in check) move his king. If none of these moves are available, the
player loses by stalemate (in Decimal Duffer's C, there is no priority
of moves; a player in check may capture, interpose a pawn, or move his
king to remove check; a player not in check may give check, capture, or
move a pawn).
In Unirexal C, Black has two queens at d8/e8 and no king.
Her objective is to mate White as quickly as possible; White tries to
avoid it (it is reasonable to play a two-game match; the player who
mates in fewer moves as Black wins). High-Low C combines chess
and poker, allowing players to choose their own objectives; there are
several variants. See also Kamikaze C (Cw1).
Cy -- Modification of number of players
Cy1 -- Three-handed
In three-handed variants, the objective is to mate one or
both opponents, depending on the variant. Rules for disposition of
units belonging to a mated king vary, as in four-handed variants. The
oldest three-handed variant is Triple C, invented by Marinelli for an
8x8 board with three 3x8 wings. The central player is at a
disadvantage; Tesche's C is an attempt to balance it using a very oddly
shaped board of 96 squares (see back cover). Other three-handed boards
consist of three half-boards (4x8) connected to each other (sometimes
via a triangular central area). In [613, 632], each half-board is fully
connected to each of the other two; in [545, 616, 665], each side of
each half-board is connected to only one side of each of the other two.
Dekle designed two- and three-handed games [615, 630] on the same board
as [616]. Several hexagonal variants were designed for three players,
or have variants for both two and three players (see Ck1). San-Kwo-Chi
is a three-handed variant of xiang qi (see Cc4). The board consists of
three half-boards joined into a hexagon (similar to [616]).
Mad Threeparty C is a decimal variant for three players in
which each player has two kings (one is marked with a star) plus the
usual pieces, but no pawns. Each player tries to mate his left-hand
opponent's starred king or his right-hand opponent's unstarred king,
and cannot give check to the other two opposing kings. The game begins
with the board empty. The players in rotation place one piece at a time
in any vacant square; kings must be placed last, after which the game
begins. Triscacia is a more conventional version on an 8x8 board with
one king per side; each player has the normal pieces plus three pawns.
Units are again placed one by one in rotation; Blue is restricted to
ah13, Green in ad48, Red in eh48 (variant: kings begin at d1/b7/g7).
Pawns are immobile, but once per game each player may convert a pawn to
a queen after losing her original queen. Each player attempts to mate
her left-hand opponent, and cannot make a move exposing the right-hand
opponent's king to check from any of her units.
Cy2 -- Four-handed
The majority of four handed variants are played on a
cross-shaped board consisting of an 8x8 board with a wing added to each
of the four sides. Most often the wings are 3x8 (see cover), but 2x8
and 4x8 wings have also been employed. Among the many versions of this
are: 115, 129, 226, 238, 242, 294, 359, 486, 626, 659, 660. In most
four-handed partnership games, players play clockwise in rotation
(without consultation between partners). Partners' units cannot capture
each other and hence do not check each other -- partnership kings may
even be adjacent! It is forbidden to make a move which exposes your
king or your partner's to check. Normally the object is to mate both
opponents. The 'standard' forms of four-handed chess are those of
Hughes and Verney -- full rules are given in 'codified' form in the
Index -- see the rules sections M/O/Q/W/Z. A few variants (including
CIF Four-Handed C, some variants of Chessnuts, and one version of
QuadraChess) are free-for-alls in which each player plays alone. It is
usual on 2x8-winged board to forbid rooks pawns to be captured on their
initial squares. Luneburg C is a 2x8-winged variant with partners
beginning on adjacent wings -- the same is true in the 'Hazelnut'
variant (one of seven) in Chessnuts, also played on the W2 board.
QuadraChess is a 4x8-winged variant with a number of interesting rules.
One flaw in four-handed variants using rule Z1 (such as
Verney's) is that pawn promotion is extremely unlikely -- even a rook
pawn would have to make three captures. There are several ways around
this -- one is to allow promotion by rule Z2 or Z3. In variants where
partners are adjacent, rule Z2 allows normal promotion, but in an
opponent's wing! In Trabue's C, pawns which reach either main diagonal
turn and move thereafter toward the wing at the left or right
(whichever is nearer) of the owning player (e.g. South's pawn starting
at e2 moves west after it reaches e5; East's pawn at m9 moves North
after it reaches i9). In Vendetta, pawns may turn sideways upon
entering a side wing. H. Keatley Moore suggested in 1881 (see CE) that
pawns be allowed to turn sideways after any capture. In the last three
games, pawns promote normally when they reach the farthest rank of the
side wing they turn towards.
One method of adapting four-handed variants to a square
board are placing each player in a roughly square arrangement in one of
the four corners (as in the medieval Shatranj variant Acedrex de los
Quatros Tiempos). Another variant of this type is Angular Four-handed
C, played with eight pieces per side plus two (optional) pawns as
guards. Arrays may be found in NJENO. Quatre Quest-Chess is a
four-handed version of Quest-Chess (see Cn1), played on a modified
11x11 board. This is a free-for-all game in which the first player to
checkmate any opponent wins. Quatrochess is a 15x15 variant with an
impassable center gh78 (see [87]), and a 5x5 array in each corner,
adding Gi/Gi/M/M/F/W/V/X/C to the normal forces for each player.
Another way to play four-handed on a square board is to
place each player in a normal array along roughly half of one side
(adapted from Chaturaja). A decimal version using modern moves is
Neo-Chaturanga. Head's C is played on a 12x12 board with a full 16-unit
army for each player, but partners are adjacent. A mated player plays
on with the remainder of her army after removing her king. Chatty C is
an 8x8 version with formalized partnership communication as in contract
bridge. Naylor-Ower C is played with partners side by
side on a 10x8 board. Slater's Four-handed C is played likewise on an
8x8 board. Crompton's C is a strange 8x8 variant in which rooks and
knights are absent from the array, appearing only by promotion.
In Petroff's C, 4x4 squares are placed between the wings
of a board with four 2x8 wings, making a board which fits in a 16x16
area (equivalent to a 12x12 board with expanded corners -- see the back
cover). Each player has the 4x4 area to his right as an extra playing
area, wherein he places an extra rook, bishop, and knight as desired.
Note the barriers in front of each area -- the dark lines cannot be
crossed (though knights can leap them).
In WGR7 we suggested Balanced Multimove C, a move patterm
which can be used with any form of three-handed (1,2,3,3,...) or
four-handed (1,2,3,4,4,...) chess.
Cy3 -- More than four (or indefinite)
Betza devised Multiplayer Melee C, a method of adapting
play to any number of players. Each player has a half-board which can
be matched to any other player's half-board, allowing moves from one to
the other. See Cy1 for three-handed boards using a similar
idea. Sceptre 1027 A.D., reviewed in WGR7, can be played by two to four
players. Six-handed variants have been proposed with three boards
placed side by side (Godneff's C uses three boards end to end, pawns
promoting at the eighth rank of their starting board). Plex is a
six-handed variant played on a board tiled with hexagons. Verney
invented an eight-handed variant played on a 16x16 board with four 3x16
wings, totalling 448 squares (rules analogous to his four-handed
game). Chess-O-Rama is an eight-handed variant played on a set of
special interlocking boards.
Cy4 -- Team
Double Bughouse C (a misnomer; Double Chessgi would be
more descriptive) is a popular over-the-board game, played most often
by two teams of two players. Jeremy Graham wrote to me that it
dates back at least to the early 1960's. Each player plays one of
the opponents on a separate board. When a capture is made, the
capturing player gives the captured unit to her teammate, who places it
in a reserve, where he can enter it at any time as in Chessgi. There is
no alternation of moves between games -- each game proceeds each its
own pace (using separate chess clocks). The first player to checkmate
his opponent wins for his team. Any number of pairs can participate;
captures are passed to the board at the immediate right (the far right
board passes captures to the far left). A more limited form is Exchange
C.
Sample Games
The best sources for examples of a wide variety of CV's
are the books in French by Boyer, Gollon's book, and Cohen's bimonthly
NA column. In annotated games, text moves are in boldface to set
them off from notes. In progressive games, symbols (?!) after a move
number comment on the whole series; comments on individual moves follow
them directly.
Game 1 -- Balanced Marseillais Chess John McCallion vs. Leo
Spencer NOST 1987 Postal Championship notes by JM
1 d4 d5/Nf6 2 Bf4/Bg3 Nc6/Qd7! 3 e3/Nf3 Nxd4/Nxf3+ 4
gxf3/Nd2 c6/e6 (protecting the queen) 5 Nb3/a4 Qe7/e5 6 Bxe5/Bd4?! (A
move which seems to have impressed Leo but, still thinking it dubious,
I regretted it as soon as I had made it) c5/cxd4 (my original idea of 7
Nxd4/Bb5+ did not seem to work after 7...Nd7/Qf6! So...) 7 Qxd4/Bb5+
Nd7/Rb8 8 Rg1/Bxd7+ Kxd7!/a6 (The king move releases the f8
bishop from a potential pin and thus prevents 9 Qxg7/Qxh8. I was
starting to think that the impetus of my attack would soon vanish) 9
Rg5/Rxd5+ Kc7/Be6 (It was now MADDENING to note that a5/Qb6 was
not mate because of the flight to c8, and Rd8/Qb6 was not possible
because the queen is unguarded. Only at the very last moment did
the solution hit me like a ton of bricks, and how I laughed at my own
stupidity for not learning much better from Leo...) 10 Rd6 (blocks off
the queen)/Qc5#.
Game 2 -- Dynamo Chess, Philip Cohen vs. John McCallion, 1986 NOST Postal Championship (first published in NA297).
1 Qd1d4(d2d6) (threatens Qd4a7(a7E)...Ra8E(Qa7E) Ra1(a2a8=Q))
Qd8c7(c7b6) 2 Ng1e2(e2c3) Bc8d7(d7e6) 3 Nb1c3(c3d5) Qc7c5 4
Bc1g5 Nb8d7(Bd7f6) 5 Rh1h3(h3h4) Ng8f6(Bf6e4) 6 Bf1d3(Ne2c4) Be4g2(g2E)
7 Rh3e3 Nf6d5(d5b4) 8 Nc3e4 (threatens Ne4d6+(d6c8=Q)) Bg2E(Ne4E)
9 Bg5(e7E)? Qc5e5(Nd5f5) 10 Re3e4(Ke1e2)? Nf5d4+(Qd4b3) 11
Re4g4(Nd4e4) Nd7e5(Qe5f3+) 12 Ke2f1 Qf3e2+ 13 Resigns
Game 3 -- English Progressive, Tony Gardner vs. Andrea Mori, NOST Postal Championship 1988, (first published in Eteroscacco 50)
1 Nf3 2 d6 Nf6 3 d4 g4 Bg2 4 Bxg4 c6 Nbd7 Qb6 5
a3 b3 Nc3 Nd2 Bb2 6 Ne4 Ndf6 e5 OOO Bh5 Be7 7 Bxe4 Nc4 Qd3 Ra2
Ba1 h4 e3 8 Nxe4 f5 Bg6 Qc7 exd4 Bf6 d5 Rhe8 9 Na4 Ncb2 b4
Qc3 exd4 f3 h5 OO // fxe4 (White begins blocking his units)
10 f4 dxe4 b6 c5 Kb7 Rd7 Reb8 Bf5 g5 Bxd4+ 11 Kg2 (forces a pawn check
on Black's next series) Nxb6 N2a4 Qxc5 b5 c3 h6 Rb2 Rd1 // Nxd7
Qxc7+ 12 Kxc7 a5 Bxd7 Be5 f3+ 13 Kf2 Nb6 a4 c4 Rd6 Rb1 Bxe5
// c5 Rxd7#.
Game 4 -- Extinction Chess, Walter Roessner vs. Michael Keller, Sep.
26, NV'87 (first published in NA304). Added notes by MK and rws.
1 e3 e5 2 d4 exd4 3 exd4 Nc6 4 Nf3 d5 5 Bb5 Bd7?
(better is ...Qd6 -- rws). 6 Ne5!? (sets a trap, but O-O is preferable
-- rws) Nxe5 7 Qe2! Bxb5? (worse is 7...Ne7?? 8 Qxe5#. 7...Be7?
also loses eventually after 8 Bxd7. 7...Qe7 seems O.K. (best is ...c6
-- rws)). 8 Qxe5 Kd7 (...Be7 loses to Qxg7#) 9 Qxd5 Bd6 10 Qxf7#.
Game 5 -- Highcastle Chess, John McCallion vs. Adrian Groenendyk, NOST Postal Championship, 1988 (notes by JM)
[x*y indicates the unit at square x 'castles' with the unit at y]
1 e3 e5 (...Nf6 is safer, preventing a queen sortie to h5 followed by
f2*f7. However, 2 Qh5 now seems adequately met by 2...e5*Qh5) 2 Bb5
(threatening d2*d7 check) Nc6 3 Bb5*e5 (3 Qh5? is easily met by
...Nf6!, when f2*Nf6 is not possible because the knight would check on
f3. 3 Qf3, threatening Qf3*Nc6, is met by ...d5, when c2*Nc6+ would
leave the bishop under attack from c3) 3...Be7?? (simple and good seems
3...Nf6) 4 Qh5! (White at last achieves his primitive ambition, and
shows how dreadfully placed is the Black bishop) 4...Nh6 (Forced. Of
course ...g6 is answered by 5 c2*g6) 5 f2*f7+! Kf8? (At the time, I
never considered ...Nh6*Nc6!, but it seems to leave White with nothing
better than the gain of a pawn, admittedly with a superior position, by
6 Qxf3) 6 f4*Kf8+! Kxf6 7 Nxf3 (b2*Kf6+ was the first move I saw,
but things became confused after Kxc2. The move chosen is orthochessic
but convincing) 7...Bf8 (a tragi-comic admission of defeat) 8
Nf3*Kf6+ (Qg5+ is greeted by Nc6*Kf6 with tiresome complications and
obstacles) 8...Resigns (8...Ke5 is met by 9 h2*Ke5+ and mate follows).
Game 6 -- Knightrider Bouncy Chess, Stuart Conquest vs. Patrick Donovan, May 27, 1985 (notes by PD)
1 Nb1c4+ (via a3) d6 2 b4 (Nxa8 would let black trap the N by
2...b6) Ngf6 3 h3 h5+ (via h7, g5, f3) 4 Nf3 Bg4! 5 hxg4
hxg4 6 Rxh8 gxf3 (Black is ahead by the exchange of R and B for
N) 7 gxf3 Nf6xf1 (via h5, f1 -- the other N protects it via d7, f6,
h5) 8 d4 Nf1f6 9 c3+ (the white queen checks via a4)
c6 10 Qc2 Nb8c7 (via a6; the white Q is now pinned) 11 a3
Qc8 (threatens 12...Qf1#) 12 Rh1 Qe6 13 d5
Nf6xf3+. White resigns, as his Q is lost.
Game 7 -- Mutation Chess (MU), Tiziano Sala vs. Michael Keller, 1st Heterochess Olympics
1 e4 2 e5 Nc6 3 Nc3 d4 d5 4 Bb4 Bxc3=N d6 Nd4 5 bxc3=N Nf3
Nxd4 Nf3 Be2 6 f6 b5 b4 bxc3=N Nxe2=B Bxf3=N+ 7 gxf3=N
Nxe5=P exf6 fxg7 gxh8=R Rxg8=N f4 8 Qd7 Qb5 c6 cxd5 dxe4 e3 Bb7
Bxh1=R#.
Mutation was perhaps the most interesting event of the Olympics, as
John Bosley invented the game especially for this tournament, hence
none of the players had ever played it before.
Game 8 -- Progressive Circe, Michael Keller vs. Roberto Salvadori,
First Heterochess Olympics. () is the return square of a captured
unit.
1 e3 2 Nc6 Nh6 3 Bc4 Qf3 Ke2 4 e5 Bb4 Qf6 Ke7 5 c3 e4 g4 g5 gxf6(d8)+ 6 Kd6 Kc5 Kxc4(f1) B:c3(c2) ... Nd4#
Note by Salvadori: In CR.PR., there are situations that are very
funny. For instance : 1 d4 2 e5 d5 3?? dxe5(e7) e4 Cf3 4 dxe4(e2) ...
Dxd1#. The capture of the black queen is impossible; she would
give check on returning to her starting square.
Game 9 -- Progressive Take-All (PTPR), Vaclav Hlavaty vs. Michael
Keller, 1st Heterochess Olympics. Notes by MK (thanks to Giorgio
Ervetti).
1 e4 2? Nc6 Nf6 3? Qf3 Qxf6 Qxc6 4 bxc6 Ba6 Bxf1 Bxg2
5 e5 e6 exf7 fxe8=Q Qxd8 6 Rxd8 Rb8 Rxb2 Rxb1 Rxa1 Bxh1 7
Ba3 Bxe7 Bxf8 Bxg7 Bxh8 Bxa1 Bd4 8 c5 cxd4 d3 dxc2 c1=Q Qxe1 Qxg1
Bd5 9 f4 f5 f6 f7 f8=Q Qf1 Qxg1 Qxa7 Qxc7 10 Resigns.
Giorgio Ervetti suggests that Black should be winning after the 5th
series, but I cannot find better than a draw for any alternate Black
6th (improvements are welcome). Some possible lines are:
6 g6 Bg7 Bxb2 Bxa1 Rhxd8 Bxh1 7 d4 d5 d6 dxe7 exd8=Q Qxa8 Qxh1 8
d5 d4 d3 dxc2 cxb1=Q Qe4 Qxh1 Qxg1 9 f4 f5 fxg6 fxh7 Be3
Bxg1 Bax7 Kd1 Kc2 wins (or 8 g5 g4 g3 gxf2 fxe1=Q Qxc1 Qxg1
Qxh1 9 Nd2 Nf1 Nh3 Nxh1 Nf2 Ne4 Nf6 Nxd7 h3! wins)
6 Rxd8 Rb8 Rxb2 Rxb1 Rxa1 Rxa2 7 Bb2 Bxg7 Bxh8 Ke2 Nh3! Ra1 Rxa2 8 Bxh3
Bg4 Bxe2 Bc4 Bxa2 Bh6 Bxe2 Bf4 9 Be5 Bxf4 Bxc7 Bb8 Bxa7 Bc5 Bxe7 Bd6
c3! Draw (or 8 Bxh3 Bg4 Bxe2 Bc4 Bxa2 Bg7 Bxh8 Bf6 9 d4 d5 dxc6
cxd7 d8=Q Qxe7 Qxf6 Qa1! c3! wins)
6 Rxd8 Rb8 Rxb2 Rxb1 Rxc1 Rxa1 7 h4 h5 h6 hxg7 gxf8=Q Qxh8
Qxa1 8 h5 h4 h3 h2 hxg1=Q Qxe1 Qxa1 Qxh1 9 d4 d5 d6 dxe7
e8=Q Qxd7 Qh3 Qxh1 Qc1! 10 Bd5 Bxa2 Bf7 a5 a4 a3 a2 a1=Q Qxc1 ... Draw
In the end it is Black's 8th series which is incorrect:
8! c5 c4 c3 cxd2 dxe1=Q Qxg1 Qxf2 Qxc2 (White can just queen the
a pawn and capture the Black Q, but cannot stop the c/d pawns) 9
Bxa7 Bb8 a4 a5 a6 a7 a8=Q Qa2 Qxc2 10 Black promotes and
wins. If 7 ends ...Bc3, 8! d5 d4 dxc3 cxd2 dxe1=Q Qxg1 Qg8 Qf8
wins (White has too many pawn moves left to play himself into
stalemate).
Game 10 -- Shoot Chess (Rifle Chess with obligatory captures), Ray Brooks vs. Patrick Donovan, postal 1986
1 e4 c6 2 e5! e6 3 c3 Bc5 4 Qc2 Bxf2 5 Qxf7 Bxg1 6 Be2 Rxh2 7
Rxh8 Qe7 (to answer 8 Rh8 by 8...Qf8 9 Rxg8 Qxh8) 8 Qe4?? d5 9
Qxd5 Nd7 10 Qxc6 Nxe5 11 Qxb7 Rb8 12 Qxe6 Qxe4 13 Rh8 Qxe2+ 14 Kf1 Rxb2
15 Rxg8+ Nf8 16 Rxf8+ Kd7 17 Rxc8 Rxh8 18 d4
Bxd4 19 Bf4 Rxb1 20 Bxb8 Qf6 21 Rd1+ Kc8 22 Rc1 Qxf4+ 23 Ke1 Qxc3
24 Rxc5+ Kd8 25 Rd1+ Ke8 26 Rd3 Qa1+ 27 Resigns.
Game 11 -- Triplets, Dave Voorhees vs. Michael Keller, NOSTvention 1990
Championship, Sept. 29, 1990, final round. Originally published
in NA324. Notes here by MK.
1 e4 e5 2 Nf3,h3 Bc5,d6 3 Be2,O-O,a3 Nf6,O-O,h6 4
Nc3,Kh1,b4 d5?,Bd6,Kh8 (loses a pawn) 5 exd5,Kg1,Bb2
Kg8,Bf5,e4 6 Nd4,Kh1,a4? (White gives it back) Kh8,Bxb4,g6 7
Nxf5,Kg1,a5 gxf5,Bxc3,Kg7 (doubled pawns are bigger weak spots than in
orthochess; White's next avoids one) 8 Bxc3,Kh1,d3 Kg8,exd3,Nxd5
(Black gains a pawn) 9 Qxd3,Kg1,g3 Nxc3,Kg7,a6 (Black exchanges his
only developed piece) 10 Qxc3+,Kh2,h4 Qd5,Kg6,c6 (trying to restrict
White's king) 11 Qf3,c3,Kg1 Qxf3?,Kf6,c5 (exchanges another
developed piece and helps white's bishop find a good spot) 12
Bxf3,Kg2,c4 Kg6,Ra7,f6 (Black has no good moves to free a queenside
pawn) 13 Rfd1,Kh3,h5+ Kg5,Re8,f4 (Trying to run White out of pawn
moves) 14 g4,Kg2,Rd5+ Kh4,Rc8,b6 (too late to free a pawn) 15
axb6,Kh2,Ra5 Rb7,f5,Kg5 (both pawn and king moves are forced) 16?
Kh3,Be2,f3 (e.g. Rxc5,gxf5 wins at once) Kf6,fxg4+,Re7 17 fxg4,Bf3,Kh4
wins.
A Challenge From Computers -- and a Challenge To Computers
In the past year or so an extremely strong chess-playing
computer program called Deep Thought has been making waves. It has
beaten several grandmasters, and had a drawn position against former
world champion Anatoly Karpov before overplaying the position and
losing. Many observers believe that within a decade, this program
will be strong enough to defeat the world champion in an official
match. (This has been predicted for decades, but this is the first
program which appears potentially capable of it).
If this happens, will there be an outcry for a new form of
chess at which computers will be less successful? This is mere
conjecture, since over-the-board play would not necessarily be
affected, though changes in the rules (such as faster time controls) to
eliminate adjournments might be introduced. Postal play could scarcely
be unaffected -- there is already debate about the potential (ab)use of
computers there -- and eventually computers capable of beating any
human player would be available to everyone.
But possibly human vanity would demand that major changes
to the game be made. (Even in the absence of computers, increasing
frequency of draws and reliance on published opening analysis may
eventually bring about a change.) If so, what form would the new chess
take? One possible road would be to increase the size of the board and
add new pieces, but the increase in size would have to be substantial
to put brute force calculation out of the reach of present computers. A
typical decimal variation (10x10 board with two new pieces per side and
ten pawns) probably would not be sufficient -- a well-written program
today could play Grand C as well as most human players. A third row of
units (as in Tamerlane's C) or a 12x12 board would probably be
necessary. But a variant requiring an entirely new board and pieces
would meet strong opposition as a candidate for a new form of chess.
A second road would be a variant in which modified rules
of play greatly increase the number of combinations. One likely
candidate might be shogi -- because all of the units remain available
throughout the game, the number of
combinations remains high. Possibly the international chess
community would turn to some form of chessgi to replace today's chess.
Another way to increase complexity would be to play a multi-move
variation. Doublemove may not be complex enough; a progressive variant
would be. Ordinary Scottish or Italian Progressive is too drastic to
meet with the approval of present-day players; it is too different from
orthodox chess. Let us instead suggest a possible dark-horse candidate:
English Progressive. This would bring about the desired increase in
complexity (no computer can handle a progressively larger number of
combinations using today's exhaustive methods), yet the game is close
enough to orthodox chess in its patterns of development to be a
possible candidate for the chess of tomorrow.
While on the subject, it is worth noting that there are
very few computer programs now on the market which play CVs. Except for
a handful of programs for playing xiang qi, Distant Armies, and the
forthcoming Shogimaster, there is next to nothing available! It is
perhaps too much to ask today for a computer to be able to set up its
own pieces as in pre-chess, to make more than one move per turn, or
reenter captives as in chessgi, but playing any semi-orthodox variation
should be well within the ability of a modern program. How about a
flexible program with options for several different board sizes, a
selection of units beyond the standard ones (e.g. Berolina pawns,
nightrider, fers/elephant/wazir/dabbaba, amazon/chancellor/cardinal),
and perhaps a few other options?
Additional Pieces
Hundreds of pieces have been invented, many of them for
fairy chess problems. Listed here are a selection of pieces, including
those most frequently seen in variants. To clarify the shorthand for
moves, the orthodox pieces are listed also. More fairy pieces may be
found in AJS, JENO, GFC, OCC, and VC 1-3 (see Bibliography).
A Amazon Q + N
An Antelope (3,4)
Ap Arrow Pawn 1O {2O} [1D]
B Bishop *(1,1)
Bp Berolina Pawn 1{2}DF [1OF]
C Cardinal (1) B + N
D Dabbaba (0,2)
E Elephant (2) (2,2)
F Fers (Firz) (1,1)
Fa Falcon *DF + *OB
G Gold General 1O + 1DF
Gi Giraffe (1,4)
Gn Gnu (Wildebeest) N + M
H Dragon Horse (3) B + W
Hu Hunter *OF + *DB
I Biok B [R]
K King (4) W + F
M Camel (1,3)
N Knight (1,2)
Nr Nightrider *(1,2)
O Roshop R [B]
Oc Octopus (5) (1,1)/*(0,1)
P Pawn 1{2}OF [1DF]
Q Queen R + B
R Rook *(0,1)
S Silver General 1D + 1OF
Sp Spider (5) (0,1)/*(1,1)
Sq Squirrel D + E + N
T Dragon King (6) R + F
U Unicorn (7) *(1,1,1)
V Counselor (4) W + F
W Wazir (0,1)
X Chancellor (8) R + N
Z Zebra (2,3)
D -- diagonally (M,N) -- leaps to square M ranks and N files
O -- orthogonally (or
vice-versa) away
F -- forward [] -- different capturing/checking move
B -- backward {} -- optional first move
S -- sideways * -- Rider; makes series of leaps in same direction
1 -- one square + -- combines powers
2 -- two squares (cannot leap) / -- followed by
Notes:
(1) Also called archbishop, a name also used for other pieces, such as
the combined bishop-unicorn in Kog 3-D C. The name cardinal has been
used by Edward Lasker, Freeling, and Schmittberger. The usual name
among problemists (coined in 1925 by Maus) is Princess.
(2) The original 'bishop' from Chaturanga, called Alfil in Shatranj. The elephant in xiang qi does not leap.
(3) Promoted bishop in shogi.
(4) The king is a royal piece; the counselor (also known as mann, regent, vinea) has the same move but is non-royal.
(5) 'Skew riders', with names suggested by Schmittberger. A spider at
a1 can reach b3/c4/d5/e6/f7/g8 and c2/d3/e4/f5/g6/h7; an octopus can
reach b3/b4/b5/b6/b7/b8 and c2/d2/e2/f2/g2/h2. Neither piece can leap
occupied squares. The Zurafa in [601] is an octopus, but must go at
least to b4 or d2 (b5 or e2 in [602]). The spider is found in
[667]; a spider-like piece is also found in [393].
(6) Promoted rook in shogi. T is the initial letter for the rook in most Western European languages.
(7) Three-dimensional bishop (see Ci1)
(8) The name chancellor has been used by Betza, Capablanca, Dawson,
Dekle, Foster, Gardner, Legler, Paletta, and Parton, among
others. The usual name among problemists (also due to Maus,
1925) is Empress, a poor name for a piece less powerful than a queen.
Additional Rules
B back rank (and other Cb) arrangements
1 randomized back rank
2 symmetric (e.g. White and Black kings placed on same files, unless <> -- crosswise)
3 bishops must be placed on squares of opposite colors
C castling variations
- no castling
(numbers)
x king may castle by moving x squares to either side, the
rook hopping over the king to the last square the K passed over
(orthochess = 2).
m/n king may castle by moving m squares towards the far rook (usually
the a rook) or n squares towards the near rook (usually h). E.g.,
in Chess Tweedle, castling may be Kd1b1/Ra1c1 or Kg1i1/Rj1h1; in
Lilliputian C, castling may be Kb1/Rc1 or Ke1/Rd1.
(letters)
a king may make one knight move per game, even to capture
or escape check. In games with castling [589], a king which castles
loses its power to make a knight move and vice versa.
E en passant/doublestep variations (n = no en passant)
1 no doublestep for pawns, hence no e.p.
2 pawn can doublestep, normal e.p.
3 pawn can triplestep with analogous e.p. (e.g.: BPd5, White plays e2e5, black captures e.p.
4 pawn can quadruplestep with analogous e.p.
5 pawn can triplestep or doublestep on its first move, and may
double-step on its second move if it singlesteps on its first (e.g. on
a 10x10 board, a pawn can advance as far as the fifth rank from the
second or third), with corresponding e.p.
6 pawn can singlestep or doublestep at any time
M effect of mate on mated king's units (units remain, immobile but
capturable (unless 1,2,3). Cannot check or capture (unless 4,5)).
1 all units removed
2 units remain but are uncapturable
3 units belong to mating player
4 units still give check
5 no effect -- king removed; remaining units can move and capture
6 units return to normal if mate relieved
7 opponents combine into one force
8 game ends (i.e., object is to mate only one opponent)
* effects of stalemate
N number of players
2 2-handed
3 3-handed
4 4-handed, playing in partnerships
4a 4-handed, each playing individually
O other rules for pawn movement/promotion
1 when friendly pawns meet head-on, either can hop over the other (two
squares forward) to an empty square
2 pawns move towards back ranks of any wing they enter
3 rook pawns cannot doublestep
4 pawns reaching partner's second (5 = back) rank 'turn around' and
begin to move like partner's pawns
P pawn promotion -- pawns promote to any piece listed after the equal
sign. Normally this is any piece present in the array except King.
Some minichesses and other CV's lack one or more of the orthodox Q,
B,N,R. Unless specified, promotion to absent pieces is prohibited.
== promotion to lost piece only; the pawn cannot advance to the eighth if
there is no piece to promote to
=| promotion to piece standing on file in array (e.g. Pa8 promotes to R).
==| promotion to piece standing on file in array only if that piece lost.
=+ promotion to piece(s) in addition to orthodox QRBN
() promotion zone -- ranks on which pawns may promote (orthochess (8))
BP,WP -- promotion for one side different from normal (cf. [669])
Q queen location on four-handed board
1 left of king
2 right of king
3 on black square
4 on white square
R rotation chesses
() regions which can rotate (* -- any square of indicated size)
If rotation areas are concentric, outer ones are rings (e.g. in [203],
ring cde3/f345/def6/c456 rotates independently of de45).
Directions of rotation:
a 90 degrees (1/4 turn) anticlockwise
c 90 degrees clockwise
h 180 degrees (1/2 turn)
e 90 degrees in either direction at choice of moving player
Conditions:
AEIOU actuated -- rotates whenever a unit moves Across (into, then out
of), Externally (completely outside of), Into, Out of (starting
within), or Upon (completely within) it
P permanent -- rotates after every half move
R restricted -- cannot rotate if it contains enemy units
V winning methods besides checkmate
1 stalemated player loses
2 player with lone king loses (robado)
3 king entering enemy thronesquare wins
W wing size for four-handed boards
2 four 2x8 wings, total 128 squares
3 four 3x8 wings, total 160 squares
4 four 4x8 wings, total 192 squares
Z promotion zones
1 back rank of side wings (usually by repetitive capture)
2 back rank of opposite wing (normally partner's wing)
3 far edge of side wings
Inventors
The following list of inventors is alphabetized by last name, and
cross-indexed with a list of their inventions by index number.
Inventors with large numbers of CV's have the quantity in parentheses
before the list. In some cases credit is given for an idea or array.
ra Robert Abbott 455,646
gia Giuseppe Arbrile 141
ga Gabriel Authier 58
lpa Louis Paul d'Autremont 15
hdb H. D. Baskerville 51
jdb John D. Beasley 111
cb Charles Beatty 488
rob Romeo Bedoni 57
bdb B. de Beler 61
db Donald Benge 490,494
hab Howard A. Bergerson 648
jb Jacques Berthoumeau (60,452,580)
rb Ralph Betza
57:(19,23,38-40,56,59,64,68,73,83,85,106,108,110,137,140,142,143,149,155,189,199,201,209,223,241,255,261,287,303,336,346,351,377,379,380,404,410,429,431,434,460,463,
483,517,520,578,586,587,594,628,641,649,652,661,669)
heb Henry Edward Bird 62
kb Keith Bogart 66
mb Marco Bonavoglia 257
jeb John E. Bosley (15,323,406)
jpb Jean-Pierre Boyer 130
job Joseph Boyer (148,224,267,343,420,555)
rab Ray Brooks 330
rbb Robert Bruce 44,69,121
eb Erich Brunner 596,640
erb Edgar Rice Burroughs 313
sac Salvio Cagliostro 589
wc Walter Campbell 600
wsc W. S. Campling 144
joc Jose Raul Capablanca 77,78
gc G. Capellen 244
pc Pietro Carrera 82
rc Roberto Cassano 168
mc Mannis Charosh (63,328,361,512,643)
ic Irving Chernev 643
jrc John R. Cleaveland 357
pmc Philip M. Cohen
25:(33,65,138,139,164,214,233,239,248,378,415,424,425,439,469,510,513,522,563,565,593,623,649,662,677)
stc Stuart Conquest 330
lsc Lawrence S. Crane 471
gec George Crompton 161
jec J. E. H. Creed 70,360
gac Garry Crum 423
eic E. I. Csaszar 503
trd T. R. Dawson (175,236,254,372)
sd Steve DeFluiter 337
grd George R. Dekle
28:(98,104,151,163,167,184-186,232,274,284,302,340,349,350,354,371,382,477,491,572,575,615,629,630,633,637,672)
evd E. van Dien 462
gd Giuseppe Dipilato 476
pd Patrick Donovan 67
ld Lord Dunsany 210
epd E. Paul Dyson 432
be Bernd Eickenscheidt 373
dae Douglas A. Engel 489
kf Karl Fabel 605
aef A. E. Farebrother 5,450
pf Paul Felisch 246
clf C. Lavington Fielder 558
af Albert Fortis 370
brf Benjamin R. Foster 91
cf Christiaan Freeling 265
rlf Richard L. Frey 449
fg Fred Galvin (145,204,481,509)
hcg H. C. Garner 321
wig William Geary 507
tg Toyota Genryu 621
ag Alexander George 511
brg Bruce R. Gilson 245
eg Ed Ginsberg 590
wg Wladyslaw Glinski 280
wfg W. F. H. Godson 263
kjg K. J. Goodare 604
swg Solomon W. Golomb 103
rg Richard Grandy 190
pg Perry Grant 567
dg Doug Grant 196
rrg Roberto R. Gravina 473
hdg H. D. Grayber (574)
atg A. T. Griffith 270
wgg William G. Groman 297
jag James A. Gutzwiller (14,311,389,461,527)
cch Chi Chi Hackenberg 123
dh Don Haffner 31
wh Wally Hagemann 21,75,331
mh M. Hanazawa 27
jgh Julian Grant Hayward 275
wgh W. G. Head 276
ah Al Helzner 213
jh John Holland 298
fh Frank Hopkins 559
mah Malcolm Horne 500
bvh Baron von Hoverbeck 479
jth J. T. Howard 292
csh C. S. Howell 293
meh M. E. Hughes-Hughes 294
ji John Ishkanian 401
gpj G. P. Jelliss (28,225,654)
gwj Gerhard W. Jensch 584
phj P. H. Johnson 7,515
rj Rick Johnson 315
maj Michael A. Juhasz 207,347
pk Peter Kahl 215
kk Karl Kaiser 317
pjk Prince Joli Kansil 381
ajk A. J. Karwatkar 363
mk Michael Keller 45,291
ldk Legall de Kermeur 562
rok Robin King 43
hk Hans Kluver 215
egk Ervand G. Kogbetliantz 332
hwk Harold W. Kohn 592
ek Ejnar Kristensen 335
mxl Max Lange 561
eml Emanuel Lasker 319,417
ml Maxwell J. Lawrence 36,627
bgl Benjamin G. Laws 507
ll L. Legan 41,193,237
hl Hugo Legler 342
el Einar Letzen 344
cgl C. G. Lewin 560
jal John A. Lewis 345
rl R. Loiseau 452,580
tl Thomas Long 20
fm Ferdinand Maack 501
fjm Frank J. Marshall 514
tm Theodorick Martin 359
fim Filippo Marinelli 251,634
gvm Gabriel V. Maura 394
fgm Frank G. Maus (84,109,146,156,221,365,612,650)
jm John Menke 448
mmm M. Michelson 278
dlm Donald L. Miller 574
dm David Moeser
18:(13,14,46,202,235,279,347,389,414,458,461,495,524,536,556,579,585,619)
pm Pierre Monreal 130,320
fvm Frank Vigor Morley 398
mm Moe Moss 399
anm Anatole Mouterde 400
hm Hans Multhopp 99
ln Leo Nadvorney 421,573
jln J. L. Nayler 407
en Edmund Nebermann 53
lhn Lawrence H. Nolte 116
pn Paul Novak 67,422
mo Michel Olausson 89
ro Reb Orrell 42,326,655
eo E. Ower 407
avp Anthony V. Paletta
32:(16,32,87,136,154,157,198,228,249,281,282,285,289,301,383,384,428,451,472,487,505,521,544,568,570,603,609,617,618,657,667,673)
alp Alan Parr 290
vrp Vernon R. Parton
63:(2,9,12,22,26,55,72,79,80,86,102,119,124,125,152,165,170,173,174,177,178,180-183,187,188,197,208,216,264,271,273,300,310,322,355,364,369,374,
391,392,408,411,412,420,434,440,441,496,516,528,530,533,546,557,576,597,601,636,642,651,675)
ap Anthony Patton 631
ep Ed Pegg (117,286,386,599)
rap Ragnar Persson 34
aop A. von Petroff 453
np Nenad Petrovic 305
wp Wilfried Pflughaupt 396
fp Francesco Piacenza 30
rp Roger Powell 1
vp Vladimir Pribylinec 166
dp David Pritchard 418,620
jdq Jesse del Quadro 312
jq Jack Quinn 238
rmr Roman Raia 105
lr Lav Rajcic 305
ar Alex Randolph 362,409
whr William H. Rawlings (5,450,464,478)
mer Mike E. Rice 234
igr Ian G. Richardson 95
hr H. Richter 107
adr Arnous de Riviere 525
dor 3rd Duke of Rutland 531
rr Roger Ryan 337
pr Porterfield Rynd 194
hs Honey Sauberman 486
bws B. William Schmidt 432
rws R. Wayne Schmittberger 10:(10,65,219,229,230,252,390,415,608,671)
ks Karl Schulz (179,231,295,316)
bs Bernd Schwarzkopf 373
wbs William B. Seabrook 523,553
jjs J. J. Secker 6,529
ros Roland Seegers 535
hjs Henry J. Self 545
jes Jeffrey Shaffer 318
jos John Shepherd 24
dls David L. Silverman 569,577
es Eliot Slater 122,247,564
as Adam Sobey 635
js Jon Spencer 212
afs Alphonso F. Stanonis 132
ws Walter Stead 269
srs Stephen R. Stockman 242
lt L. Tabi 508
nbt Nassouh bey Taher 35
mht Michael Henry Temple 333
wt Walter Tesche 611
jst John S. Thayer 653
ft Frank Thibault 466
iht Isaac H. Trabue 626
llt L. Tressau 150,220,588
brt Bruce R. Trone 20:(47,48,88,100,120,126,203,268,304,306,339,376,395,423,480,498,542,551,566,647)
cmt C. M. B. Tylor (17,18,37,437,502,622)
kv Ken Valentine 656
hev Helge Em. de Vasa 192
jbv Johannes B. Verdonk 467
ghv George Hope Verney 133,217,660
jdv Count J. de Villeneuve 484
nv N. Voss 591
ssw S. Waider 665
aw A. Wardley 666
bww B. Walker Watson 454
siw Siegmund Wellisch 670
avw A. von Wilpert 674
sw Steve Wilson 433
dw Dan Wright 414
bz Bruce Zimov 327,341,358
rz Robert Zubrin 616
The two most prolific inventors, both in sheer numbers and
in numbers of successful games, are Ralph Betza and V. R. Parton.
Betza's variants appeared frequently in NOST-Algia between 1973 (NA160)
and 1982; he is still inventing occasional variants today. Among his
creations, Avalanche, Chessgi, and the Co-Chess family (particularly
Transportation) have become staples in NOST and elsewhere. Parton, who
died in 1974, had many variants published in various magazines from the
1950's onward, and later published a series of pamphlets (see
Bibliography) describing some of his creations. His two greatest
interests were decimal (10x10) chess, and variants based on Alice in
Wonderland (e.g. his first published variant, Rettah Chess, is Hatter
spelled backwards). Other prolific inventors include Philip M.
Cohen, George R. Dekle, David Moeser, Anthony Paletta, R. Wayne
Schmittberger, and Bruce Trone. Special mentions to Mannis Charosh, who
invented U-Chess, as well as Relay Chess and its most important variant
Knight Relay; and Fred Galvin, who has only 4 listings, but all major
ones: Compromise/Refusal, Doublemove, and Push (which developed into
Dynamo).
Bibliography
Note: I have listed some important works which I have not personally
consulted; these are marked with asterisks. Prices are listed where
possible for books currently in print. Foreign sources are denoted in
curly brackets ({F} French {G} German {I} Italian {J} Japanese/English
bilingual). Specific CV's covered are listed in brackets [].
*** in the Index denotes a work by the inventor of the CV indicated.
%%% denote individual rulesheets, available from the inventors or from WGR.
Books, Pamphlets, and Individual Magazine Articles
(Note: all of the works less than 50 pages in length are pamphlets).
Abbott, Robert -- Abbott's New Card Games, 1963, 1968 (paperback), Funk
and Wagnalls, no ISBN, $1 plus postage ($1.50 per order) from
Abbott (see address below) [646]
*Anderson, Gerald Frank -- Are There Any?, 149 pp., 1958
Classic work on Kriegspiel.
Arnold, Peter, ed. -- The Book of Games, 256 pp., 1985, Exeter, ISBN 0-671-07732-5
Superb chapters by Fairbairn on shogi and xiang qi (Chinese C).
d'Autremont, Louis Paul -- Angel Chess, 1933 [25]
Baskerville, H. D. -- Hexagonal Chess, 15 pp., 1929 [51]
Bell, R. C. -- Board and Table Games, 363 pp., paper, 1960, 1969,
1979 (one-volume reprint), Dover, ISBN 0-486-23855-5, $5.00
Mostly variations from AHC, but a good description of [333].
Boyer, Joseph -- Les Jeux d'Echecs Non Orthodoxes, 100 pp., 1951 {F}
Along with its 1954 supplement, the standard reference work on CV's, especially modern ones.
Boyer, Joseph -- Nouveax Jeux d'Echecs Interessants, 5 pp., c.1957 {F}
Hand printed leaflet listing 30 or so additional variants.
Boyer, Joseph -- Nouveax Jeux d'Echecs Non Orthodoxes, 100 pp., 1954 {F}
Brace, Edward R. -- An Illustrated Dictionary of Chess, 320 pp., 1977, Hamlyn, ISBN 1-55521-394-4
Details on some variants not found elsewhere.
Burroughs, Edgar Rice -- The Chessmen of Mars, 1922
Science fiction novel introducing the game of Jetan (Martian Chess), described in a two-page appendix.
Capellen, G. -- Zwei Neue Kriegspiele, 1915 [244]
Dawson, T. R. -- Five Classics of Fairy Chess, 145 pp., paper, 1973, Dover, ISBN 0-486-22910-6
Reprint of series of booklets by the legendary problemist. The fifth booklet includes a description of Raumschach.
Dickins, Anthony -- A Guide to Fairy Chess, 66 pp., paper, 1971, Dover, ISBN 0-486-22687-5
Emphasizes the problem side of fairy chess. Terribly
disorganized but loaded with information, especially on unorthodox
pieces.
*Donnelly, Terence -- Hsiang Ch'i, the Chinese Game of Chess, 1974, Wargames Research Group [676]
Fairbairn, John -- Shogi for Beginners, 166 pp., paper, 1984, Ishi Press, no ISBN, $11.95
The best introductory book on shogi; complete rules as well as
coverage of openings, middle game, and mating attacks, and 16 sample
games. The older books by Leggett and Ohara have some minor rules
omissions and are less comprehensive in covering strategy.
Foster, Benjamin R. -- Chancellor Chess, or The New Game of Chess, 80 pp., 1889
Describes [91] as well as some forerunners [62, 82, 531, 588]
Freeman, Jon -- The Playboy Winner's Guide to Board Games, 286 pp., paper, 1979, Playboy Press, ISBN 0-872-16562-0
The best guide to date on proprietary games; rules and strategy for Ploy and Smess.
Gaige, Jeremy -- Chess Personalia, A Biobibliography, 505 pp., 1987, McFarland, ISBN 0-89950-293-8, $45.00
Accurate guide to names of inventors, provided they are problemists, authors, or players of note.
Gardner, Martin -- Mathematical Circus, Simon and Schuster; Chapter 15, Problem 2, "Single Check Chess", p.182, 194.
Discussion of Single Check C and Presto C, including winning strategies for the original form.
Gardner, Martin -- Mathematical Magic Show, Vintage, Chapter 14, "Knights of the Square Table", p. 197ff. [103]
Gardner, Martin -- New Mathematical Diversions from Scientific American, 1966, Simon and Schuster; Chapter 6, "Board Games".
Brief descriptions of a number of CV's; full rules for The
Maharajah and the Sepoys, including William E. Rudge's 25-move winning
strategy.
Godson, William F. H., Jr. -- Three-dimensional Chess, 1931 [263]
Gollon, John -- Chess Variations, Ancient, Regional, and Modern, 233 pp., paper, 1968, ISBN 0-8048-1122-9, Tuttle, $6.25
Worthwhile guide to historic and regional CV's; nearly useless
for modern variants. Rules and sample games for over 30 games. The
preface to the paperback edition corrects several errors.
Hagemann, Wally -- CV handout (Nostvention 1988), St. Louis
Hooper, David and Kenneth Whyld -- The Oxford Companion to Chess, 407 pp., 1984, Oxford University Press, ISBN 0-19-217540-8
Unusual for a chess encyclopedia to treat CV's with such
respect; covers a fair number of variants, generally not in much detail
(but see [325, 670]). Reviewed in WGR5; now published in paper at
$13.25.
Howard, J. T. -- Guide to Double Chess, 8 pp., 1885 [292]
Kister, J., et al. -- Experiments in Chess, Journal of the Association for Computing Machinery, 1957, 4:174-177 [356]
Kluver, Hans -- Doppelzugschach, 31 pp., 1963 {G} [204]
Kluver, Hans -- Dynamoschach, 26 pp., 1971 {G} [215]
Kogbetliantz, Ervand George -- Space-Chess, 1952 [332]
Lai, C.K. -- Chinese Chess, An Introduction to the Openings, 65 pp.,
1987, C. K. Lai, L4.99 pounds
(U.K.) [676]
Lau, H.T. -- Chinese Chess, 248 pp., 1985, Tuttle, ISBN 0-8048-1495-3,
$11.50 (reviewed in
WGR8)
[676]
Leggett, Trevor -- Shogi, Japan's Game of Strategy, 100 pp., 1966, ISBN 0-8048-0526-1, Tuttle, $15.95
Marinelli, Filippo -- Triple Chess, 30 pp., 1826
Translation into English of Marinelli's 1722 work, describing his three-handed variant [634]; also [30].
Maus, Frank -- Cavalry Chess, 13 pp., 1923 [84, 365]
Morehead, Albert; Richard L. Frey; Geoffrey Mott-Smith -- The New
Complete Hoyle, 1964, 1991, Doubleday, ISBN 0-385-24962-4, $24.95
Still the best compendium of rules for games available. Several
chess variations [333, 52, 519, 352, 449, 70, 256] are described on
pages 609ff. The brand new revised edition (to be reviewed in
WGR11) has deleted three pages of material on Four-Hand Chess and Team
Chess.
Morley, F. V. -- My One Contribution to Chess, 1946 [398]
Murray, H. J. R. -- A History of Chess, 900 pp., 1913, Oxford U. Press, reprinted by Benjamin Press, ISBN 0-936-317-01-9, $39.95
Norman, John -- The Players of Gor, 1984, DAW Books, 396 pp., paperback, ISBN 0-87997-914-3
Ohara, Eiroku -- Japanese Chess, The Game of Shogi, 182 pp., 1954, Tuttle
Parton, V. R. -- Challenge & Delight of Chessical & Decimal, 13 pp., 1969
Describes 14 variants played on the 10 x 10 board.
Parton, V. R. -- Chesshire-Cat-Playeth Looking-Glass Cheessys, 26 pp., c.1970
Describes 13 variants, including some of Parton's best. See NA156.
*Parton, V. R. -- Chess Curiouser and Curiouser, 1960
Parton, V. R. -- Chessery for Duffer and Master, 23 pp., 1974
Parton, V. R. -- Chessical Cubism, or Chess in Space, 14 pp., 1970
Describes 4 multi-dimensional variations. See NA156.
Parton, V. R. -- Enduring Spirit of Dasapada, 19 pp., 1973
A short history of decimal chess, one of Parton's major interests.
Parton, V. R. -- Idea for a Personal Game, 19 pp., c.1973
Covers several games based on custodian capture, including (Royal) Scaci Partonici.
Parton, V. R. -- My Game for 2000 A.D. and After, 1972 [642]
Parton, V. R. -- 100 Squares for Chess and Damate, 16 pp., 1971
Parton, V. R. -- "Variations on Chess", New Scientist, May 27, 1965, p. 607. [12, 147, 310]
Pritchard, David -- Brain Games, 202 pp., paper, 1982, Penguin,
ISBN 0-14-00.5682-3 [280, 309, 552, and
676]. He also mentions a Progressive variant in which
Raia, Roman -- Chess as a Wargame, Jagdpanther 6, July 1974, p.4. [105]
Self, Henry J. -- Three-handed Chess and Three-handed Draughts, 1896
*The Shogi Association -- The Great Shogi Games and How to Play Them, 1979, The Shogi Association, write to Hodges for price.
Covers [171, 172, 367, 598] -- see NA234 and 236 for details.
Hodges also sells leaflets on [128, 552, 610, 621, 668] as well as
equipment.
Silverman, David -- Your Move, 221 pp., 1971, McGraw-Hill
Describes [70,258,333,471,569] -- see problems 17-20, 96, 100.
Sloan, Sam -- Chinese Chess for Beginners, 188 pp., paper, 1989, Ishi
Press, ISBN 0-923891-11-0, $9.95 (reviewed this issue)
Stone, A. J. -- Chess Variants, 1982 (large pamphlet)
Teruichi, Aono -- Better Moves for Better Shogi, 304 pp., paper, 1983, Kawai Masao, ISBN 4-381-00597-X, $39.95 {J}
Teruichi, Aono -- Guide to Shogi Openings, 214 pp., paper, 1983, Kawai Masao, ISBN 4-381-00598-8, $12.95 {J}
These two problem collections, translated by John Fairbairn,
are intended to show the player how to think correctly about
shogi. Board notation is Japanese; moves are given in both
languages. Better Moves... includes a 7-page shogi glossary.
Trabue, Isaac H. -- Rules and Directions to Play Four-Handed Trabue, American Chess, 1904 [626]
Verney, Maj. George Hope -- Chess Eccentricities, 196 pp., 1885
The first CV compendium in English, and the most important
before Boyer's books in the 1950's. Covers many variations,
particularly multi-player games and other games on enlarged boards.
Wurman, David -- Chinesisches Schach/Koreanisches Schach, 345 pp.,
paper, 1991, Verlag Harri Deutsch, ISBN 3-8171-1166-5
{G} (Reviewed this issue) [676, 92, 532]
Abbreviations used in index references:
AHC -- Murray CVARM -- Gollon MGTA -- Parton (8)
AJS -- Stone ESD -- Parton (6) MMS -- Gardner (2)
CCCS -- Parton (5) GFC -- Dickins NCH -- Morehead
CCP -- Parton (2) GSG -- Shogi Assn. NJEI -- Boyer (2)
CDCD -- Parton (1) HSCD -- Parton (9) NJENO -- Boyer (3)
CDM -- Parton (4) IDC -- Brace NMDSA -- Gardner (3)
CE -- Verney IPG -- Parton (7) OCC -- Hooper & Whyld
ChCh -- Foster JENO -- Boyer (1) SA -- Shogi Assn. leaflets
CVARM -- Gollon MCi -- Gardner (1) TCh -- Marinelli
Periodicals
BCM British Chess Magazine
Volume 104 (Jul84), p318 has a Pocket Knight game between
Buckley and Richardson. Many variants from the early 20th century
can be found in older issues.
CA Chess Amateur
C Chessics G. P. Jelliss
CL Chess Life (and Review)
CS Chess Spectrum Newsletter Anthony V. Paletta
The two 8 page issues of thie newsletter, published in 1980,
include rules for dozens of variants. Paletta does not credit inventors
(including himself), so I am guessing at which variants are his
own. Descriptions of several well-known variants are wrong
(due either to errors or Paletta's changes to suit himself); in most of
these cases I do not list CS as a reference.
CCJ Circle Chess Journal Alphonso F. Stanonis 1963-1977
CR Conquest Review Donald Benge
ES EteroScacco
Alessandro Castelli {I} Regular
coverage of [256, 309, 371]; also [40, 76, 473, 474, 476]
ESP EteroScacco Problemi Alessandro Castelli {I}
FCR Fairy Chess Review T. R. Dawson
FS Feenschach
GR The Gamer
G
Games
Will Shortz Back in
publication (see Game News) [96, 230, 265, 267, 552, 621]
G&P Games & Puzzles David Pritchard
GPJ The Games & Puzzles Journal G. P. Jelliss
J'A J'Adoube David Moeser
NA Nost-Algia Bob Lauzon, Les Roselle
RMM Recreational Mathematics Magazine
SC Schema Michael
Waitsman Published only two issues in 1981, 20 and 32
pp.; number 1 covered Pre-Chess (there called Meta-Chess) "The Next
Stage in the Evolution of Chess".
SH Shogi George Hodges, The Shogi Association Ltd.
SW Shogi World
TC Transcendental Chess Max Lawrence (TC/Lawrence)
VC Variant Chess G. P. Jelliss
WGR
Michael Keller
YFC Ye Faerie Chessman (The Gamesman) Donald L. Miller
Addresses
N.B.: Many of the commercial variants in this issue were published many
years ago (check the dates given), and are likely out of print (and the
companies out of business). Therefore many addresses below may be
out-of-date, but are given for the sake of completeness.
(As this was published in 1994, it is reasonable to assume that by now nearly every address is out of date)
Robert Abbott, 33 Gold Street, #527, New York, NY 10038
AISE, c/o Direttore Alessandro Castelli, via Potenza 11, I-62010 Villa Potenza (MC) Italy
Mirko Babic, Zagrebacka 47, 41320 Kutina, Yugoslavia
Donald Benge, 1122 W. Burbank Blvd., Burbank, CA 91506
Benjamin Press, P.O. Box 112, Northampton, MA 01061, tel. (413) 584-0374
Bradspelaren, Bengt Ericson, Smalandsgatan 20, 615 00 Valdemarsviu, S-Sweden
California Chinese Chess Association, 711 Fair Oaks, Suite F201, S. Pasadena, CA 91030
Carter Hall, 6 West 32nd Street, New York, NY 10001
Chance Chess Company, P.O. Box 802, Hillsdale, MI 49242
Chess Too, Box 229, 1552 Hertel Avenue, Buffalo, NY
14216-2882 (advertised in Chess Life, including board
diagram, but company did not respond to inquiries or orders)
The Choiss Game Corporation, Suite 509, 720 Spadina Avenue, Toronto, Ontario M5S 2T9, Canada
Cleveland Public Library, John G. White Collection, 325 Superior Ave., Cleveland, OH 44114-1271
Philip M. Cohen, 112 Oak Lane, West Chester, PA 19382
George R. Dekle, Sr., Rt. 12, Box 451-B, Lake City, FL 32055
Difft, Inc., P.O. Box 3735, Shawnee, OK 74802
Dover Publications, Inc., 31 East 2nd Street, Mineola, NY 11501
Eagle Tree Software, P.O. Box 164, Hopewell, VA 23860, (804) 452-0623
Fouray Plus, 710 Silver Spur Road, #322, Rolling Hills Estates, CA 90274
Games Magazine, (editor) 19 W. 21st St., New York, NY 10010;
(publisher) B & P Publishing Co., 2000 Commonwealth Ave.,
Auburndale, MA 02166 (subs) Games, One Games Place, P.O.
Box 55481, Boulder, CO 80322-5481
Halcyon, 3321 64th Avenue, Cheverly, MD 20785
Hexagonal Chess Publications, 32 Rosedene Ave., London SW16 2LT, England
HEXChess, Inc., P.O. Box 53, Boston, MA 02162
George F. Hodges, P.O. Box 77, Bromley, Kent BR1 2WT, England
Horizon Games, Inc., P.O. Box 701, Plainfield, IN 46168
Malcolm Horne, 10B Windsor Square, Exmouth EX8 1JU Devon, England
Hypergames Company, P.O. Box 3026, Richmond, VA 23235
International Chess Company, P.O. Box 4152, Great Neck, NY 11027
Interplay Productions, 3710 S. Susan, Suite 100, Santa Ana, CA 92704, telephone (714) 549-2411
Ishi Press International, 76 Bonaventura Drive, San Jose, CA 95134 telephone (408) 944-9900
G. P. Jelliss, 99 Bohemia Road, St-Leonards-on-Sea, TN37 6RJ, England
JET Software, Box 144462, Miami, FL 33114-4462
C.K. Lai, 12 Lagan House, Sumner Road, London, SE15 5RB, England
Leong Jacobs, Inc., 2729 Lury Lane, Annapolis, MD 21401-7312
Mattel Toys, 5150 Rosencrans Avenue, Hawthorne, CA 90250
McFarland, Box 611, Jefferson, NC 28640
Modern American Chess, 84 Main Street, Hackensack, NJ 07601
David Moeser, P.O. Box 30072, Cincinnati, OH 45230
NOST, c/o Les Roselle, 111 Amber Street, Buffalo, NY 14220-1861
Original Toy Corporation, 86 Thirty-Fourth St., Brooklyn, NY 11232
Pacific Game Company, North Hollywood, CA 91605
Parker Brothers, 50 Dunham Road, Beverly, MA 01915
Port Kar Industries, 19644 South Falcon, Oregon City, OR 97045
David Pritchard, Badgers Wood, Hascombe Road, Munstead, Godalming, Surrey GU8 4AA England
R. Wayne Schmittberger, 17 Beechcroft Drive, East Windsor, NJ 08520
Tiziano Sala, via Einstein 136, 41100 Modena, Italy
SDM, Inc., Box 9696, Baltimore, MD 21237
Super Chess, Inc., P.O. Box 83, Oakland Gardens, NY 11364
3M Corporation, Minnesota Mining and Manuf. Corp., St. Paul, MN 55101
Taurus Games, 3600 W. Villard Avenue, Milwaukee, WI 53209
TC/Lawrence 1502, 1655A Flatbush Avenue, Brooklyn, NY 11210
Think Tank Games, P.O. Box 534, Harrisonville, MO 64701
D. F. Thomson Co., P.O. Box 909, Wilmington, VT 05363-0909
Tri-Chess, Inc., 7, Cedar Grove, Greetland, Halifax, HX4 8HT, England
Trigame Enterprises, Inc., P.O. Box 1055, Woodbridge, NJ, 07095
Charles E. Tuttle Company, 28 South Main Street, P.O. Box 410, Rutland, VT 05702-0410, tel. (802) 773-8930
UK Chinese Chess Association, C.K. Lai, General Secretary, 12 Lagan House, Sumner Road, London, SE15 5RB, England
U.S. Chess Federation, 186 Route 9W, New Windsor, NY 12553-7698
Variant Chess, 99 Bohemia Road, St-Leonards-On-Sea, TN37 6RJ, England
Vegas Fun Chess, P.O. Box 85087, Las Vegas, NV 89185-0087
Verlag Harri Deutsch, Grafstrasse 47, D-6000 Frankfurt/Main 90, Germany
Vietnamese American Chess Assn., P.O.Box 1839, Springfield, VA 22151
The Wickett Works, P.O. Box 24, Natrona Heights, PA 15065
Alphabetical Index
This list contains the names of chess variations in
alphabetical order, ignoring all spaces and punctuation. E.g. Warrior
Chess precedes Wa Shogi. Numbers are alphabetized as if spelled out;
the abbreviation C as if spelled out Chess. Listed with each game are
(where known):
(1) the inventor (a code of two or three lowercase initials -- the
middle letter may be a middle initial, second letter of first name, or
other letter given to eliminate ambiguity).
(2) the year of invention or publication (two digits denote 20th
century; multiple dates are revised versions; the date may be excluded
if it is clear from the source). Month of publication (where available)
is abbreviated by a single letter: January, February, March, April,
maY, jUne, juLy, auGust, September, oCtober, November, December.
(3) bibliographic sources (for CV's with many references, the most useful
are given). The prefix "r." denotes a review; "a." an advertisement.
(4) array (if unorthodox) and rule changes (see Additional Rules). For
some complex games, board size is given, followed by number of units
per side and number of species (initial, promoted, total).
(5) cross-references to related games (indicated by numbers in brackets
[]). Numbers enclosed in curly brackets {} indicate sample games.
(6) classification code (the C is omitted) and page references
outside the Panorama. A capital letter indicates
complete rules for play are given in the Index and/or the Panorama
(this may assume knowledge of common variants such as Kriegspiel,
shogi, Ultima, or xiang qi).
MxN:ABCDEF... is a shorthand Forsyth used for semi-orthodox games
played on a rectangular board of M files and N ranks, with pieces along
both players' first ranks and pawns along both second ranks. ABCDEF...
is a list of white's pieces from left to right. Black's pieces are the
mirror image (i.e. kings are on the same file), unless the symbol
<> appears, which indicates that Black's pieces are arranged in
the same order left-to-right from her point of view as White's. If a
number in brackets follows the board size, the game uses the same array
as the cross-referenced CV (note the choice of arrays in [174] and
[177]).
[] denotes an optional part of a name (e.g. Berolina Chess is also known as Berolina Pawn Chess).
() denotes an alternate name -- this may be a variant close to the
original in alphabetical order (e.g. Berolina Grid can be shortened to
Berogrid) which is omitted to save space, or an important alternate
name (Shogi = Japanese Chess).
== means that the entry is an alternative name; following is the
standard name. Not every alternate name is included -- try the
reverse for a combination name (Giveaway Knight Relay), or the
inventors list for an alternate name including an inventor's name
(Piacenza's C). Most foreign names have been translated, but a few
well-known ones are included as variant names.
==> indicates that the game is a slight variation of another entry (an alternate array or a minor rule difference).
1HO denotes a variant which was played in the First Heterochess Olympics.
NV denotes a variant played at an annual NOSTvention tournament.
I have tried to eliminate duplicate names as much as
possible, but a few were unavoidable. The manufacturers of commercially
published variants are listed in boldface. Some CV's combining two
variants are listed, when sample games or added rules are referenced.
Generally one can infer the rules to a combination game by looking up
the individual components; exceptions are noted in the Panorama. Some
games have only general descriptions due to lack of space or incomplete
information.
1 Absolute Checkless C rp
C2
X5
2 Absolute Rettah C vrp NJENO NA182
>>183
E
3 Absorption C NA170,224,227,280
NJENO
W1
4 Acedrex de Los Quatros Tiempos NA306 CVARM AHC y2
5 Actuated Revolving Center (Arc) C aef,whr 38 NA111 FCR 2/37 M1
C2,12 R(de45)cIU
6 Actuated Revolving Grid C jjs NA168 C3,12 R(ab12,...gh78)cIU M1
7 Actuated Revolving Quarterboard C phj C12 M1
R(ad14,eh14,ad58,eh58)cIU
8 Advance C CS1 $$/8/p(8)/16/P(8)/8/$
E1 A1
9 Advancing Duffery vrp CDM $$/8/p(8)/16/P(8)/8/$ E1 X6
10 Airplane C rws NA256
A=Airplane
G5
10x10:racbqkbxar/ppppnnpppp/4pp4/40/... C3,E5,P=+ACX,V1
11 Alfonso's Spanish C
AHC
c1
12 Alice C vrp 54 CDM NA96,97,100,164,165,171,174,180,182,197, I2
216,227,228,231,247,257,262,296 NJENO OCC C2 New Scientist
13 Alice Rotofile C dm 70
J'A
m1
14 All-Angle C dm,jag 71
J'A
j1
15 All-Connect C jeb 90
%%%
o2
16 Alliance C avp
CS1
x4
17 All-in C cmt C1,3 AJS [Free-for-all C] R1
18 All Mate C cmt 90
VC2
u6
All The King's Men == Smess Parker Brothers
19 Almost C rb NA205,206
8x8:RNBXKBNR
F1
20 Amazon C tl 1891 BCM,F91 NJENO 8x8:RNBAKBNR F1
21 Amazon Queen wh 88 8x8:NNNAKNNN *** >>331 F1
22 Ambi-Chess vrp CDCD(10x10:RNKQBBQKNR) ES53 X4
HSCD(10x10:RNKQBBQKNR/10/p(10)/40/...)
23 Ambition C rb NA214,218,222,227 ES53 B5
24 Ambivalent Knight Relay jos NA166,169 Q1
Anchor-Ring C == Toroidal C
25 Angel C lpa 15 *** BCM,Y34 NJENO IDC 9x8:RNBQKABNR <> C23,P=A F1
26 Angular Four-Handed C vrp
NJENO
y2
27 An-nan C mh NA218 C4
AJS
Q1
28 Antipodean C gpj 76
C1,2,10
V2
29 Anywhere C
NA325
Q2
ARC Chess == Actuated Revolving Center C
30 Arch C 1683 fp Marinelli ESD 10x10:RNBFQKSqBNR g1
31 Archbishop C dh NA112 10x8:RNBAQKABNR A=Archbishop G2
32 Archer C avp CS2 7x7:RNAKANR A=Archer (E+W) H2
5x9:rnknr/1a1a1/p(5)/15/....
33 Archimedes C pmc
NA227
u6
ARG/Q Chess == Actuated Revolving Grid/Quarterboard C
34 Arrow Pawn C rap 38
NA112,190
D1
35 Atomic C nbt 49 JENO
IDC
g5
36 Auction TC ml
TC
b1
37 Auto-Additive C cmt
C17
P2
38 Automatic Rifle (Autorifle) C rb NA204,205,211 U2
39 Autosuction C rb
NA238
V2
40 Avalanche C rb 77 NA214,216,218,233,235,238,246,247,252,256,262, R1
263,286,296,300,302,304,306-308,314,316,324,325 WGR2-4
ES29-31,34,35,40,41,44,45,47,48,52 1HO NV'79,85,87,89
41 Aviation C ll 13 CA,F22
JENO
G5
42 Baby C ro 73 4x8:rqkr/nppb/pbnp/8/... C1/-,E2n H2
43 Balanced Avalanche rok
NA324
R1
Balanced Equidistant C == Equidistant C
44 Balanced Marseillais C rbb 63 NJEI NA36,94,180,312,321 ES50 {1} N1
45 Balanced Multimove C mk
WGR7
N1
46 Bankhouse C dm 71
J'A
V1
47 Bank of Scotland [-- Main Branch] brt 76 NA192 ES49,53 N3
48 Bank of Scotland -- Modern Branch brt 76 NA192 N3
Baroque ==> Ultima
49 Barrier C C11
AJS
O2
50 Baseline C OCC [Randomized C]
IDC
B1
51 Baskerville C hdb 29 ***
NJENO
k1
52 Battle (Battlefield) C NCH JENO CVARM B1
Battu-Battant == Giveaway C
53 Berolina [Pawn] C en 26 NA77,112,127,152,178,188,198,213,214, D1
245,305 OCC NJENO GFC Funkschach 15G26
54 Berolina Grid (Berogrid) C NA112,229,250 >>269 D1
55 Best Decimal Butter vrp NA150,182 CDCD 10x10:RRNBQKBNRR E3n U4
56 Betza's Unequal Armies rb NA247,248,251,252,254,255,256,258 a2
57 Bicapture C rob NA169 NJEI 8x8:RQBNKBNR X5
58 Bicolor C ga NA169 NJEI
8x8:RQBNKBNR
X5
59 Biflux C rb 74
NA177
W1
60 Billiards C jb 54,57 NA193,194,253 NJENO NJEI CS1 ES51 J3
61 Biplace C bdb NA150
NJEI
P1
62 Bird's C heb 1874 10x8:RNBXQKCBNR X>Guard C>Equerry F1
63 Bishop Relay C mc
NA183
Q1
64 Blizzard C rb 77
NA214,218
B4
65 Blood Brother C rws,pmc
NA247
T2
66 Bogart's Ultima kb 85 8x8:ILAKWXGC
<>
U7
67 Bouncy C pn, pd
VC3
J3
68 Brownian Motion C rb
NA168
m1
69 Bruce's Billiards C rbb 65 8x7
E1
J3
70 Bughouse C jec 40 NA150,170 JENO C13 YM NCH V2
71 Burmese C NJENO AHC CVARM
NA240
c4
72 Butters vrp CCP
NA182
U4
73 Buzzard C rb 77
NA214,218
b4
74 Byzantine C CVARM [Round C] 4x16 rings j2
75 Camelot C wh 88 8x12
***
j3
76 Cannibal C (Progressive Absorption) NA227,280
ES31,39,41,44,46,48,50,52
W1
77 Capablanca's C jrc 29 NA168,178 ES51 CVARM 10x8:RNCBQKBXNR P=+XC F1
78 Capablanca's Decimal C jrc 28 NJENO HSCD ES51 F1
10x10:RNBCQKXBNR E3,P=+XC
79 Capricorn C vrp NA182
CCP
U4
80 Capturing Duffery vrp
CDM
X6
81 Cards C NA322
ES53
O3
82 Carrera's C pc 1617 CS2 CE ChCh 10x8:RCNBKQBNXR P=+CX F1
83 Cassandra C rb
NA168
U6
84 Cavalry C fgm 23 *** CA,F25
JENO
F1
85 CCC Chess rb
NA172
G3
86 Centaur Royal C vrp (CDCD,ESD)10x10:5n4/rrbbqqbbrr/p(10)/40/...<> E
(HSCD)10x10:rrbbqqbbrr/n8n/p(10)/40/... N>Centaur Royal C-
87 Centerless C avp CS1 $$/ppp2ppp/8/3--3/3--3/8/PPP2PPP/$ H3
88 Century C brt 10x10:RNBQAKQBNR N = N + Z E5 F1
89 Chameleon Circe mo VC1
VC7
V4
90 Chance C 82 NA292 a.CL40:12(D85)p41 The Chance Chess Company o3
91 Chancellor C brf 1887 St. Louis Globe-Democrat 12F1887 ChCh F1
NJENO 9x9:RNBQKXNBR
92 Changgi Wurman CVARM
AHC
c4
93 Chator CVARM;AHC [Malay
C]
c4
94 Chatrang NA303
AHC
c1
95 Chatty C igr
VC1
y2
96 Chaturaja NA304,305 CVARM JENO G21(J81) [Chaturanga] c1
97 Chaturanga NA301 AHC CVARM 8x8:RNEFKENR <> Ca,E1,P==| (also ==96) C1
98 Checker C grd 86
%%%
g4
99 Checkers C hm 74
J'A
O2
100 Check Force brt
NA202
X5
101 Checkless C OCC C2 NJENO YFC7 IDC CS1 [Prohibition C] X5
102 Cheshire Cat C vrp NA156,244 CCP VC1 [Haaner C] M2
10x10:RRNBQKBNRR
103 Cheskers swg 47 NA168,220 MMS CS1 ES39 JRM 3:130-138(L68) G4
1m1k1k1b/p1p1p1p1/1p1p1p1p/16/P1P1P1P1/1P1P1P1P/B1K1K1M1 P=KBM
104 Chesquerque grd 86
%%%
l2
105 Chess as a Wargame rmr
***
n2
106 Chess A vs. Chess B rb
NA209
a2
107 Chess Draughts hr 1883 CE
P=B G4
1p1q1b1p/p1p1p1p1/32/1P1P1P1P/P1B1Q1P1
108 Chessenat rb NA164 $$/p(8)/w(8)/16/... w>Kelb U3
109 Chessers fgm 25 CA,Y25 NA191 NJENO (also == [457]) P2
110 Chessgi rb 64 NA167,188,215,218,230,243,254,260,284,288-292, V1
295,296,308,324,325 1HO ES49,51,52
111 Chess in Disguise jdb
C4,8,10
B3
112 Chess in the Round 72 NA168 Saxon Agencies Ltd. j2
113 Chess in the Third Dimension NA205 Nypro Co. i1
114 Chessnik a.CL41:1(J86)p67 Difft, Inc. k1
115 Chessnuts 85 r.WGR7
W2
Halcyon y2
116 Chess-O-Rama lhn 73
IDC
y3
117 Chess To Go ep
88
D2
118 Chess Too ad.CL42:12(D87)p47 Chess Too h3
119 Chess Tweedle vrp 52 NA182 CDCD CDM NJENO,Chess Y52 [Twin Orthodox C] C-/2,E3n (var: E6) X4
10x10:RNBKQQKBNR
120 Chess II brt 75,86 NA194 %%% Z=Z+N E5/E6 F1
12x12:rxbcqakqcbxr/ppznppppnzpp/p(12)/72/...
121 Chess with Japanese Captives
rbb
V1
122 Chess with Reserves es 51
NJEI
B2
123 Chi Chi's C cch Eye N68 NA105-108,111,168 H2
8x4:$$/p1ppp2p/P1PPP2P/$
124 Chimaera C vrp NA182 CDCD HSCD 10x10:RNCBQKBCNR E3n,P=+Ch V2
(pmc) 8x8:rcbqkbcr/2n2n2/p(8)/16/... E1 C=Chimaera
125 Chimaerine C vrp
CDCD
V2
Chinese C == Xiang Qi
126 Choice C brt
%%%
O1
127 Choiss 87 NA310 r.G98(U89) The Choiss Game Corporation m2
128 Chu (Middle) Shogi NA230,233,247 AHC CVARM SA 12x12/46/21,20,30 c3
129 CIF (Chess In Friendship) Four-Handed C NA282 N4a,Q1,W3 y2
Circean C == Gryphon C
130 Circe C pm,jpb 67 OCC IDC NA197,262 C2,6,8 GPJ4 V2
131 Circe Malefique
GPJ10
V2
132 Circle C afs 63 NA177
CCJ
k3
133 Circular C ghv JENO N2 4x16, N3 4x24, N4 4x32 j2
Circum Morus == Jabberwocky C
134 Citadel 40 Parker
Brothers
a1
135 Citadel
Zatrikion
j2
136 Citizen C avp
CS1
N2
137 Co-Capture C rb 74
NA169,231,263
U1
Co-Chess (Coordinate C) rb NA229,231,232 ES50
>>39,137,140,149,189,210,209,410,424,434,469,483,520,587,628,652
138 Cohen's Array 82 pmc NA263 8/$$/p(8)/16/P(8)/$/8 C-,E1 A1
139 Cohen's Error C pmc NA210,213,214,217 G3
140 Co-Immobilization C rb
NA169
V3
141 Coin C gia
ES48
R2
142 Columbia Cannon C rb 73 NA164,168,172,179,209,213 <> G3
143 Columbia Cannon Transchess rb NA181 V2
144 Combinating C wsc 1898 BCM,L98 NJENO P2
Complete C == Shatranj Kamil
145 Compromise C fg NA96,157,188,220,233,262 NJEI VC1,2 ES49 O1
Compulsion C == Must-Capture C
146 Confederate C fgm 25
NJENO
P2
Conquest C == Quest-Chess
147 Contramatic C vrp New
Scientist
x5
148 Conversion Bughouse C job 51
JENO
V1
149 Conversion C rb 73 NA161,165,167,170,171,181,195,197,200,208, V1
225,229,249,263 ES50
150 Conversion Circe C llt 1840
JENO
V1
151 Coordinator C grd 86 %%% 10x10:RNCBQKBCNR <> C=Coordinator U1
152 Co-Regal C vrp CCP NA174,175,188,189,191,229,236,238,260 X4
153 Co-Regal Knight Relay C
NA188-191
Q1
154 Corner C avp CS1 kbp2pbq/nrp2prn/pp4pp/16/... <> C-,E1 D1
155 Corner-wrap C rb
NA253
j1
156 Coronation C fgm 25
NJENO
P2
157 Corridor C avp CS1 1nrqkrn1/2b2b2/1p(6)1/16/... C-,E1 >>293 A1
158 Courier C OCC NA295 CVARM AHC ES53 12x8:RNEBVKFWBENR C-,E1,P=F C2
159 Covert C 88 JET
Software
s2
160 Crescendo C 72 Strato-Various Products p2
161 Crompton's C gec
60
y2
162 Cross C a.G83 (J87) Cross Chess International Pty., Ltd. h3
163 Cross C grd 82
%%%
k1
164 Crossings C pmc 73
NA167,183
Q3
165 Cubic C vrp NA156
CCCS
I1
6x6x6:144//p(6)/24/p(6)//rnubqk/p(6)/12/P(6)/KQBUNR
166 Cubic C vp 77,87 VC2
7x7
b5
167 Custodian C grd 86
%%%
U3
168 Cyclic Progressive C rc
ES30,35
N3
169 Cylinder C c.25 NA79,81,156,230,253,254,266 JENO CS1 C2 IDC J1
170 Dabbabante C vrp HSCD 10x10:RNDBQKBDNR G1
171 Dai-Dai Shogi GSG
17x17/96
c3
172 Dai Shogi GSG
15x15/65
c3
173 Damate vrp HSCD (10x10:RBNQKKQBNR), CDCD (10x10:PBRQKKQRBP) G4
NA189,191
[Chess-Checkers]
174 Damatic C vrp HSCD 10x10:[78,179,546] G4
175 Dawson's 4-D Chess tdr 26 CA,D26 JENO 4x4x4x4 i3
176 Deal C
JENO
A2
177 Decimal Butter C vrp HSCD 10x10:[78,119,179,675] U4
178 Decimal Duffer's C vrp
HSCD
X6
179 Decimal Falcon-Hunter C ks CDCD ESD HSCD NJENO G2
10x10:RNBHuQKFaBNR C3,E3n,N=N{Z}
180 Decimal Imitante Queen C vrp HSCD 10x10:RNIBQKBINR T1
181 Decimal Oriental C vrp
HSCD
G3
10x10:rcmefkemcr/2n4n2/pp1pppp1pp/40/... c=Korean Cannon
182 Decimal Scaci Partonici vrp 10/p(10)/prbqnnkbrp/40/... (CCP) U3
10(or 2p(6)2)/prnbqkbnrp/prnbqkbnrp/40/... (HSCD)
183 Decimal Rettah C vrp 52 NA182 NJENO FCR8:7:53(D52) FS p130 E
10x10:RNBQKKQBNR (FCR/FS), NBKQRRQKBN (NJENO/FS), RNKBQQBKNR (FS)
C-,E3n,P=+K
184 Dekle's Chessgi grd 86 NA294
%%%
V1
185 Dekle's Nightrider C grd 86 %%% 9x9:XNrCQKQCNrX F1
186 Dekle's Space C grd 87
%%%
i1
187 Demigorgons vrp NA156 CCP D=demigorgon V3
rnbddbnr/4qk4/p(8)/16/P(8)/4QK4/RNBDDBNR
188 Demotion Bughouse vrp
NJEI
V4
189 Demotion C rb 73
NA229
V4
190 Dense C rg 65
YFC7
h4
191 Deployment C GR5 NA263 AJS [Hidden C] b2
192 De Vasa's C hev NJENO 9x8:RNBQBKBNR
<>
K1
DG Chess == Displaced Grid
C
193 Diagonal C ll 13
JENO
A1
knbrp3/bqpp4/npp5/rp1p3P/p3P1PR/5PPN/4PPQB/3PRBNK
194 Diamond C pr 1886 BCM,M86 NJENO >>345 A1
krbp4/rqnp4/nbpp4/pppp4/4PPPP/4PPBN/4PNQR/4PBRK
195 Dice C JENO IDC (also generic for Co3) O3
196 Displaced Grid (DG) Chess dg
NA168
L1
Displacement C == Reversed King and Queen
197 Dodo C vrp CCP 48/RNB2nbr/KBN2nbk >>496 X6
198 Domino C avp
CS2
L2
199 Double Avalanche C
rb
R1
200 Double Bughouse C
NA174,247
Y4
Double C == generic name for four-handed chess
201 Double Conversion C rb
NA161
W2
202 Double-King C dm 70,79,88 J'A NA244 CS2 X3
10x8:RNBKQSKBNR P=+S C4/2 (either king) S=squirk (70=Sq)
(1988) 8x10:----kk----/rnbqsbnr/p(8)/32/P(8)/RNBQSBNR/----KK----
203 Double Lazy Susan C brt %%% R(cf36)cP(de45)aP M1
204 Doublemove C fg 57 NA160-161,163-165,190 ES49,53 NJEI Kluver(1) N1
205 Doublemove Dynamo NA151,164,167[D.D.Shatranj],180,300 U5
206 Double Option
C
O1
207 Double Queen C maj J'A
71
A1
208 Double Rettah C vrp CDM NA182,183 2rnbpqk/2rnbpqk/2p(6)/6pp/ X4
PP6/P(6)2/KQPBNR2/KQPBNR2 P=QRBN C-,E1
209 Double Reversion Conversion C rb 73 NA161,181 W2
210 Dunsany's C ld 42 JENO p(32)/24/$ E1 A2
211 Duo C
AJS
i2
212 Duperchess js 72
J'A
P1
Dutch Billiards C == Pocket Billiards C
213 Dutchess ah 82
NA264
b1
214 Dying Zombie C pmc
NA175
W2
215 Dynamo C pk,hk 68 *** NA147,148,151,152,164,192,199,208,217,224, U5
226,228,230,232,236,243,244,256,297,300,303,304 ES49,50,52 {2}
216 Ecila C vrp NA156
CCCS
i3
217 Eight-handed C ghv 1884
JENO
y3
218 Eight Pawns and Two c.1500 CA,S10 NA37 NJENO GFC AHC A2
$$/p(8)/32/P(8)/4K3
219 Emperor King C rws
83
E
220 The Emperor's Game llt 1840 CE 10x10:RNBAKQCBNR E3,C4/3 F1
221 Empress C fgm 25 JENO
NJENO
P2
222 English Progressive C NA282,307-310,325 ES49,50,53 AJS NV'88 {3} N3
223 En Passant C rb 73
NA217
T2
224 Equidistant C job NA150
NJEI
O1
Eradication C == Co-Capture C
225 Escalation C gpj 73
GPJ7
w1
226 European Four-handed C 1784 JENO C-,E1,M2*46,O1,Q1,W3 y2
227 Exchange C
AJS
y4
228 Exchanger C avp
CS1
Q1
229 Exotic C rws 84 %%%
>>390,608
q5
230 Extinction C rws G66(G85) [Survival of the Species] X3
NA298,299,301-304,312,316 ES38,49 NV'86 {4}
231 Falcon-Hunter C ks 43 JENO NJENO NJEI G2
232 Falcon-Hunter Chessgi grd 87
%%%
g2
233 Fast Track C pmc 86
NA299
D2
234 Fishaway (Giveaway Lumberjack) mer 75 J'A L2
235 Fish C dm 71 J'A
CL44:11(N89)p42
D1
236 Five Rider C trd 36
C2
D2
237 Fortress C ll 13 JENO
CA,J22
H3
8x10:2pppp2/$$/2pppp2/--4--/--4--/--4--/--4--/2PPPP2/$/2PPPP2
238 Fouray jq 86 r.(p.14) Fouray
Plus
y2
239 Fourfold Way C pmc 74
NA171
p2
Four-handed C == generic name for Cy2 NCH CVARM [Double C]
240 Four Knights C 8x8:RNNQKNNR P=NRQ CS1 [Double Knight C] A1
241 Four Seasons C rb 77 (also == [4]) B4
242 Four-Way C srs 87 r.(p.14) Taurus Games y2
243 Frankfurt C 56
FS4p265
W1
244 Free C gc 15 *** (also == Free Placement C) L2
245 Free Choice C brg 85
WGR6
b6
Free-for-all C == All-in C
246 Free Opening C pf 26 NJENO
B3,C-
B2
247 Free Placement C es NJEI NA240
C-
B1
248 Free Rotation C pmc NA111 R(*2x2)eIU M1
French Billiards C == Billiards C
249 Frontier C avp
CS1
L2
250 Game of Pawns 4k3/p(8)/32/P(8)/4K3 NJENO A1
251 The Game of War fim 1770 YFC8
CE >>479 D1
11x11:4rkr4/rbbnqrqnbbr/w(11)/... w=w[f]
252 Generalized C rws %%%
WGR6
b6
253 Genie C 1827 JENO
CE
B5
254 Ghost C trd 19 C13,15 NJENO YFC7 (also == Bughouse, Kriegspiel) W2
255 Ghostrider C rb 78
NA216
S2
256 Giveaway (Losing) C NA127,153,166,169,172,179,181,184,187,190, X2
191,198,208,233,236,249,294,297,312,318 JENO [Battu-Battant]
NCH ES [Vinciperdi] 1HO GFC OCC G&P62,63 CS1 [Losing C]
257 Giveaway Circe mb 85
ESP2
V2
258 Giveaway Robado JENO
YM
X2
259 Global C 65 Original Toy
Corporation
j2
260 Global C 85 International Chess Company j2
261 Gnight Relay C
rb
Q1
262 Godneff's C
JENO
y3
8x24:$$/p(8)/32/P(8)/$/$/P(8)/32/p(8)/$$/$$/p(8)/32/P(8)/$
263 Godson 3-D Chess wfg 31 ***
8x8x8
I1
264 Gorgona C vrp CDCD HSCD ESD NA133 >>187 V3
10x10:RNDBQKBDNR D=demigorgon
265 Grand C cf 86 G83(Jan87)
NA299,313
f1
266 Grande Acedrex CE
CVARM
c2
267 Grasshopper C job NA309 G76(U86)p52 NJEI G3
$$/g(8)/p(8)/16/P(8)/G(8)/$ E1,P=+G
Great Chess == generic name for Ch1
268 Gregarious C brt
%%%
P1
269 Grid C ws 53 NA97,168,178,191,197,199,201,205,206,217,222,227 L1
CS1 VC5 C2,3 NJEI
Gridolina == Berolina Grid C
270 Griffith's C atg CA,S08
NJENO
B1
271 Gryphon C vrp CDM HSCD
[Circean]
b5
Guarded C == Icelandic C
272 Gumption C
JENO
R1
Haaner C == Cheshire Cat C
273 Half-Board Alice C vrp NA182 NJENO 4x8:rqkr/nbbn/pppp/8/... E1 I2
Half-Queen's C == Semi-Queen C
274 Halma C grd 86 %%%
V3
q5
275 Hayward's Double C jgh 27 NJENO 16x12:$$,$$/p(16)/128/... E4 x4
276 Head's 4-handed C wgh 1834 NJENO 12x12 y2
277 Heian Dai Shogi
13x13/34/13,2,14
c3
278 Helpmate C mmm JENO IDC [Double-Move] (also == Refusal C) R1
279 Hexachess
dm
k1
280 Hexagonal C wg 49,53 NA191 OCC Pritchard G&P23,25 NJENO k1
Hexagonal Chess Publications
281 Hexagram C avp CS2 96 diamond
cells
k3
282 Hexchess avp
CS2
k1
283 HEXChess HEXChess,
Inc.
k1
284 Hexshogi grd
%%%
k1
285 Hexstar C avp CS2 54 diamond
cells
k3
Hidden C == Deployment
C
286 Highcastle C ep 88 NA307,308,322 {5} Q4
287 High-Low C rb
NA211
x6
288 Hindustani C
AHC
c4
289 Hobbler C avp
CS1
O2
290 Hopscotch C alp 80 Hopscotch 1 (S80) ES45 B123,C- B1
291 Horizontal Cylinder C (mk):p(8)/$$/p(8)/16/P(8)/$/P(8) E1 J1
292 Howard's Double C jth 1885 *** BCM,J85 NJENO Q2,M2,W3,Z2 x4
293 Howell's C csh JENO 10x10:1$$1/1p(8)1/60/1P(8)1/1$1 >>157 H1
294 Hughes Four Handed C meh 1888 AJS IDC M26,O15,Q1,W3,Z1 Y2
295 Hunter C ks NJEI
8x8:HuNFaQKFaNHu
G2
296 Hydra C
P=+K
X3
297 Hyperchess wgg 69 Hypergames Company k1
298 Hyperspace C jh 73 Graustark
296
m2
299 Icelandic C
JENO
T1
300 Identific C vrp NA156
CCP
B3
301 Imitator C avp
CS1
R2
302 Immobilizer C grd 86 %%% 10x10:RNIBQKBINR V3
303 Incognito C rb
NA216,217
X4
304 Incredulon brt 86
%%%
q5
305 Infinite Plane C np, lr 52
NJENO
h4
306 Instant C brt
%%%
B1
307 Italian Billiards C
ES51
J3
308 Italian Minichess NA259,260,262 5x5:KQBNR C-,E1 H2
309 Italian Progressive C NA294,295 ES 1HO VC1-3 Pritchard N3
310 Jabberwocky C vrp CCP New Scientist [Circum Morus] j2
311 Jagged C jag 70
J'A
m1
Japanese C == Shogi
312 Jesskers jdq
CL44:1p7
g4
313 Jetan erb 22 *** CVARM [Martian C] 10x10/20/8 c5
314 Jet C 72 r.NA168 Interplay,
Inc.
p1
315 Johnson 3-D Chess rj 67
NA115
i1
316 Joyous C ks 45
NJENO
m3
317 Kaiser's Pre-Chess kk 26 Funkschach,19S26 NJENO B1
318 Kaissa jes 79 r.WGR3 Port Kar Industries c5
319 Kaleidoscopic C eml
NJENO
W1
320 Kamikaze C pm 65
AJS
W1
321 Kidnapping C hcg
NJENO
B4
King C == Letzen C
King Circe == Total Circe
322 Kinglet C vrp NA182,220,248,257 NJENO C- X3
323 Kiwi Checkers jeb 90
NA319
G4
8/T1T1T1T1/1K1K1K1K/16/k1k1k1k1/1t1t1t1t/8
324 Klein Bottle C
C19
j1
325 Kleptomaniac C OCC [Pocket Knight
C]
B2
326 Knight-Bishop Relay C ro
NA183
Q1
327 Knightmate bz 72 J'A
8x8:RKBQNBKR
E
328 Knight Relay C mc 72 NA166,183,189,190,209,217,222,231,232, Q1
257,262,268,304,305,308,317,319-321 ES30,38,40,50 NV'83
329 Knight Relay Giveaway ro 74 NA187,196 Q1
330 Knightrider Bouncy C rab, stc 83 VC3 {6} J3
331 Knight Supreme wh 88 8x8:NNNQKNNN *** >>21 A1
332 Kogbetliantz (Kog) 3-D Chess egk 52 *** NA89 NJENO 8x8x8 i1
Korean C == Changgi
333 Kriegspiel mht 1898 JENO NJENO G&P50 OCC NA202 C2,3 YM s2
J'A NCH IDC CVARM Anderson Bell
334 Kriegspiel Bughouse 76 >New Cincinnati Chess Club< S2
335 Kristensen's C ek 48 JENO
9x9
f1
336 Ladder-Board C rb
NA253
j1
337 Lazer C sdf,rr r.WGR7 Think Tank Games u2
338 Lazy King C
NJENO
B2
339 Lazy Susan C brt %%%
R(cf36)cP
M1
340 Leaper Chessgi grd 86
%%%
g5
341 Leapfrog bz 76
J'A
G4
342 Legler's C hl 26 NJENO Chess Y52 8x8:RCBQKBNX F1
343 Leo C NA217 job NJEI
P=QRBN
G3
344 Letzen C el
NA191
E
345 Lewis' C jal 43
JENO
A1
4pnrk/4pbpr/4pbqn/4pppp/PPPP4/NQBP4/RPBP4/KRNP4
346 Liars C rb 78 NA217
ES49,52,53
S1
347 Liberation C dm, maj 71
J'A
E
348 Lilac Tree C
NA106
h3
349 Lilliputian C grd 86 %%% 6x6:RCQKCR C2/1, P=QCRBN H2
350 Lion C grd 86 %%% 10x10:RNLBQKBDNR L=Lion D=Duchess G2
351 List C rb NA168 (also == Metamorphosis List C) m1
352 The Little Game JENO CVARM NCH 3k4/ppp5/32/5PPP/4K3 A1
353 Lombard C
AHC
c1
354 Longleaper C grd 86 %%% 10x10:RNLBQKBLNR g4
355 Looking-Glass C vrp
CCP
O2
356 Los Alamos C 56 Kister 6x6:RNQKNR C-,E1,P=QRN H2
Losing C == Giveaway C
357 Ludus Chessunculus jrc 73
YFC8
k1
358 Lumberjack C bz 73
J'A
L2
359 Luneburg C tm 1821 CE
Q3,W2,Z2
y2
360 Machine Gun C jec GFC IDC AJS CS1 [Rapid Fire C] U2
Macrochess == generic name for Ch1 CS2
361 Mad-Cap C mc OCC VC5
JENO
T1
362 Mad Mate ar G&P79
CR5
v1
363 Madrasi C ajk C19 VC1
ESP1
O2
364 Mad Threeparty C vrp NA156
CCP
Y1
365 Magic C fgm 23
***
D1
366 The Maharajah and the Sepoys CVARM NMDSA JENO A2
367 Maka-Dai-Dai Shogi GSG
19x19/96
c3
368 Makrook CS1,CVARM [Thai C] AHC [Siamese C] C-,E1,P=(6)F C4
rnsfksnr/8/p(8)/16/...<> K=K{N},F=F{E}
Malay C ==
Chator
c4
369 March Hare C vrp NA156
CCP
R1
370 Marseillais C af NA35,296,299,301 ES OCC JENO N1
Martian C == Jetan
371 Masonic C grd 83
%%%
k1
372 Maximummer C trd 13 GFC
VC1,5
o1
373 Mecklenbeck C be,bs NA284,299 FS 10/73 P=(678) D2
374 Meddler's C vrp CDCD CDM
ES53
r1
375 Mediaeval C
AHC
c1
376 Megachess brt 75
NA194
j1
377 Megarotation C rb NA111 R(*3x3)eIU[R] M1
378 Merger C pmc 75
%%%
m2
Meta-Chess == Pre-Chess
379 Metamorphosis C rb
NA209
s4
380 Metamorphosis List Chess rb
NA209
s4
381 Mexican C pjk 65 10x10:RNMBQKBMNR C3,E3,P=+M G1
382 Microchess grd 87 %%% 7x7:RNBKBNR C22,E1,P=+Q B=B+noncap W H2
383 Microchess-48 avp CS2 6x8:rnqknr/1b2b1/p(6)/12/... C-,E1,V1 H2
384 Microchess-49 avp CS2 7x7:RBNKBNR C2,E1,P=RBN,V1 H2
385 Middle Ages C NJENO VC5 1rekfer1/p6p/1pnppnp1/2p2p2/... C1
Middle Shogi == Chu Shogi
386 Mimic C
ep
R2
387 Minefield
C
M3
Minichess == generic name for Ch2
388 Mirror Circe
C15
v2
389 Mirror Rotofile C jag,dm 70
J'A
m1
390 Missile C rws %%%
84
>>229
U2
391 Mock Butter C vrp NA182
CCP
U4
392 Mock C vrp NA182
CDCD
X1
393 Modern American C 84 10x10 Modern American Chess d2
394 Modern C gvm 69 NA233 G&P23,25 9x9:RNBCKQBNR <> C2 Gabrielez F1
395 Modern Kriegspiel brt 86
%%%
S2
396 Moebius C wp 53
C2,10,11,12
j1
397 Monster C
4k3/p(8)/32/P(8)/$
A2
398 Morley's C fvm *** IDC JENO 10x8:-$$-/1p(8)1/40/1P(8)1/-$- H3
(also 10x10:--6--/" "/--6--)
Mosaic C == generic name for Ck
399 Moss C mm 71 NA263 YFC7 Montreal Star 16J71 J'A [Odious C] T1
400 Mouterde's C anm JENO 10x8:-$$-/-p(8)-/40/-P(8)-/-$- H3
(also 12x8:--$$--/--p(8)--/-10-/24/-10-/--P(8)--/--$--)
401 Ms. Alice C ji 73
NA165
I2
402 Multimove Battle C
JENO
B1
403 Multimove Dice C
CVARM
N2
404 Multiplayer Melee C rb 81
NA258
y3
405 Must-Capture C <1283 GFC VC5 NJENO AJS CS1 [Compulsion C] T1
406 Mutation C jeb 87 1HO GPJ8 ES42,52,53 {7} W1
407 Nayler-Ower C jln,eo 28 BCM,C28 NJENO 10x8:RNBKQQKBNR y2
Nearest-Man Mover C == Proximity C
408 Neo-chaturanga vrp
NJENO
y2
10x10:KQRBN3pk/P(5)3pq/8pr/8pb/8pn/np8/bp8/rp8/qp3P(5)/kp3NBRQK
409 Neochess ar 72 3M
Corporation
V1
Neoschaak == Placement C
410 Neutral Conversion C rb
NA169,231
R2
411 Neutral King C vrp NJENO
E1,P=RBN
R2
rbnp4/rbnp4/pppp4/7K/8/PPPP4/RBNP4/RBNP4
New England Double Bughouse C == Double Bughouse C
412 Nightrider C vrp NA148 NJEI r1bnkb1r/8/p(8)/16/... G2
N=Nightrider E1,P=Nr (pmc 8x8:RNrBQKBNrR, P=QRBNr)
413 Nilakantha's C
AHC
c1
414 Nine File C dw, dm 66 J'A 9x8:RNBQKSqBNR G1
415 Ninerider C pmc,rws 74 NA234
<>
G2
416 No-Capture C
NJENO
T1
417 No-Castling C eml NJENO
C-
O2
418 No-Entry C dp
89
O1
419 Nommenspiel
NA232
S2
420 No-Retreat C vrp,job NJENO,
NJEI
O2
421 NOST Spherical C ln 72 NA185,186,188,192,196,219,222,224,227, J1
253,259,301,302
422 Novak's Dice C
pn
O3
N-Relay == Knight-Relay C
423 Nuclear C gac, brt 67
NA173,191
p2
424 Nuisance C pmc 79
NA232
W1
425 Null C pmc 64 NA174
YFC7
W2
426 Oblique Cylinder C
YFC2
j1
427 Oblong C JENO AHC CVARM
4x16
c1
428 Octostar C avp
CS2
k3
Odious C == Moss C
One Check Wins == Single Check C
429 One-Shot C rb
NA248
O1
430 One-Two NA33
$$/p(8)/32/2PPPP2/4K3
A2
O/R Chess == Overloader/Restorer C
431 Orbital C rb NA168 R(ah18)a,(bg27)c,(cf36)a,(de45)c P=Q M1
432 Orbital C bws, epd 69 SDM,
Inc.
j2
433 Orion C sw WGR3 CV for Parker Brothers' Orion system k3
434 Overloader/Restorer (O/R) Chess rb 74 NA177,195,225,229,248, W1
272,300 ES50
435 Padshah AHC CVARM [Turkish GC III] 12x12:RNBRBKQBRBNR <> E1,P=Q C2
436 Parallel Progressive C GPJ1
ES30
N3
437 Parallel Time-Stream C cmt 88 GPJ3 s1
438 Parsi C
AHC
c4
439 Parton C pmc 74
NA171
p2
440 Partonic C vrp NJEI p(8)/$$/32/$/P(8) ==>[533] U3
441 Parton's Array vrp Chess Y52 NJENO 8x8:NBRRKQBN, C- A1
442 Patrol C
C20
T1
443 Patt-Schach
VC5
a1
NRBKQBRN/1P(6)1/1P4P1/16/1p4p1/1p(6)1/nrbkqbrn P==
444 Patzer C
CS1
X5
445 Pawn Placement C 22
NJENO
B1
446 Pawn Shop
$$/P(8)/16/P(32)
A2
447 Pawn-Snatcher's Delight NA263 $$/16/p(8)/P(8)/16/$ E1 A1
448 P-Chess jm 87
CL42:5(Y87)p51
D1
449 The Peasants' Revolt rlf 47 NCH JENO CL44:9(S89)p43ff CVARM IDC A2
1nn1knn1/4p3/32/P(8)/4K3
450 Permanent Rotating Center C whr,aef C2 R(de45)cP M1
451 Permutation C avp
CS1
B1
452 Permuting C jb, rl
NJEI
E
453 Petroff's C aop 1850 NA299 CE
JENO
y2
454 Petty C bww 30 BCM,S30 G&P66 NJENO OCC 5x6:QKBNR C2 H2
455 Phantom C ra 78 Creative
Computing
S2
456 Phantom C CA,A10
NJENO
B1
457 Phillips Chessers 60
Phillips
O2
4rbqk/5rbq/6rb/7r/R7/BR6/QBR5/KQBR4 V3
Pigliatutto Progressivo == Progressive Take-All
458 Pinochle C dm 70
J'A
o3
459 Pinsard C 19 ESD
JENO
g1
460 Pinwheel C rb NA166,168 R(ab12)a,(cd12)c,...(gh78)a >>6 M1
461 Pivot C jag,dm 70
J'A
m1
462 Placement C evd 41 C-,E1
NJENO
B2
463 Plague C rb 77
NA213
u6
464 Plaid (Scottish Grid) C whr NA168,191 L1
465 Plex r.G98 (U89) The Wickett
Works
y3
466 Ploy ft Freeman G&P22 3M (later
AH)
g5
467 Pocket Billiards C
jbv
J3
468 Pocket Knight C BCM,L84 OCC CR5 NJENO CVARM B2
469 Polyactive Transchess pmc
NA233
V2
470 Pre-Chess NA239,240,249,263,284 SC1 [Meta-Chess] NJENO J'A B1
CL(N78)pp609-613 NV'80 B3
471 Presto C lsc 65 YM
MCi
X5
472 Progression C avp
CS1
D2
Progressive Billiards == Italian Billiards
Progressive C == English P, Italian P, Scottish
473 Progressive Circe C rrg 79 NA262 ES34,35,38,39,41,44,45,47,48 V2
1HO VC1 GPJ8,10 {8}
474 Progressive Giveaway
ES44-46
X2
475 Progressive Kamikaze
ES51
W1
476 Progressive Take-All gd 79 NA301,314,316 X1
ES31,35,38,42,44,46,47 1HO {9}
Prohibition C == Checkless C
Proteus C == Frankfurt C
477 Protochess grd 86 %%%
8x8:DNEFWEND
c1
478 Proximity C whr AJS IDC [Nearest-Man Mover] O1
479 The Prussian National Game bvh 1806 YFC8 CE >>251 u2
480 Psychedelichess
brt
q5
481 Push C fg NA232,242
C10
U5
482 Putback C
NA164,170
V2
483 Putback Transchess rb 74
NA170
V2
484 Pyramid C jdv
JENO
M3
485 Qatranj AHC CVARM [Turkish Great Chess II] C2
10x10:rnbckaqbnr/ppppvvpppp/4nn4/... <> E1
486 QuadraChess hs 77 NA216 N2/4/4a,W4 California Game Company y2
487 Quadrant C avp
CS1
L2
488 Quadrivalent C cb 45 OCC NA89 JENO IDC [Total C] 4x8x8 i1
489 Quantum C dae 68 Pentagon 27:99-103(Sp68) 6x8 g5
490 Quatre Quest-Chess db 77
CR2
y2
491 Quatrochess grd 86 %%% 15x15 N4/4a y2
492 Queenless C JENO 8x8:RNBCKBNR P=QRBN F1
493 Queen
Shogi
C3
494 Quest-Chess db 74 NA183[Conquest C],214,262,286 CR Donald Benge n1
495 Racetrack C dm 70
J'A
j2
496 Racing Kings vrp NA95,179,191,215,228,233,250 ES49,53 NJEI X6
48/krbnNBRK/qrbnNBRQ
497 Rajah AHC CVARM [Turkish Great Chess IV] C2
14x14:RNBRBQQKVBRBNR <> E1,P=Q
498 Rampage brt
NA194,211,214,226
Q2
499 Randomized C NJENO OCC NA240 B123,C- B1
500 Randomized Progressive mah
B123
B1
501 Raumschach fm 07 NA89 JENO C2 Dawson 5x5x5 I1
502 Reaction C cmt
C11
w1
503 Real C eic 34
NJENO
B1
504 Recaptureless Absorption
C
W1
505 Recaptureless C avp
CS1
T1
Recon2 == Double Reversion Conversion C
506 Reflection
C
J3
507 Reflex C bgl,wig 1885 CA,Y07 NJENO OCC C13 CS1 X5
508 Reform C lt
C12
T2
509 Refusal C fg NA96 NJEI
VC1,2
O1
510 Reincarnation C pmc 66 NA112,174,176-177,257,261,288 YFC7 W2
511 Reincarnation Circe C ag
C19
V4
512 Relay C mc 57 NA199 FCR9:15p121(A57) IDC Q1
Replacement (Replacing) C == Bughouse C
513 Restricted Rotation C pmc NA111 R(*2x2)eIUR M1
514 Restriction C fjm
NJENO
O1
515 Retraction C phj
C15
s1
516 Rettah C vrp 52 CDM NJENO NJEI NA182,183 >>2,183,208 E
NJENO: rnkqqknr/2b2b2/p(8)/16/P(8)/2B2B2/RNKQQKNR C-,E1,P=+K
CDM: 3nrbqk/3nrbpp/2p(6)/16/P(6)2/PPBRN3/KQBRN3 C-,E1,P=QRBN
517 Returner Board C rb
NA253
J3
518 Reversed King and Queen 1881 JENO CL41:2(F86)p52 <> A1
519 Reversed Minor Pieces BCM,S03 NCH NJENO CVARM 8x8:RBNQKNBR A1
520 Reversion Conversion C rb 73 NA161,232 U1
521 Rhombic C avp CS2 72 diamond shaped cells k3
522 Ricochet C pmc 68
%%%
j3
523 Rifle C wbs 21 JENO NA204 OCC VC2,3 U2
524 Right Angle C dm 71
J'A
j1
525 Riviere's C adr JENO
8x8:XNBQKBNX
F1
526 Robado C
V2
X1
Rotation C == generic for most of Cm1; also == Gumption C
527 Rotofile C jag 70
J'A
m1
Round C == Byzantine C; Circular C
528 Royal Fury vrp CDM,
MGTA
u7
529 Royal Pretender C jjs
C8
X3
530 Royal Scaci Partonici vrp NA156 CCP IPG U3
531 Rutland's C dor 1747 ChCh CE 14x10:RTNBBXKQBBNNTR E3 C2
532 San-Kwo-Chi CVARM AHC
Wurman
c4
Sans Prise == No-Capture C
533 Scaci Partonici vrp CCP IPG
NA156
U3
534 Sceptre 1027 A.D. 86 r.WGR7 Horizon Games y3
535 Schach Plus
ros
m2
536 Schess dm 73
J'A
h1
537 Scottish [Progressive] C NA33,94,95,101,144,161,163-165,169,175, N3
178,181-183,189,220,224,244,263,264,268
ES46,49,50 VC1-3,5 JENO OCC NV'82
538 Scottish Chessgi
NA177
V1
539 Scottish Co-Regal
NA181
X4
Scottish Grid == Plaid C
540 Scottish Kinglet C
NV'84
X3
541 Scottish Knight Relay
NA178,181
Q1
542 Scottish Modern C brt NA151,153,167,175,178,250,262,290 ES49,53 N3
543 Scottish Rifle C
NJEI
U2
544 Screen C avp CS1 (also == Battle C; Kriegspiel) G3
545 Self's 3-Handed C hjs 1896
***
y1
546 Semi-Queen C vrp NA182 CDM CDCD,HSCD,ESD [Half-Queen's C] F2
10x10:RNBOQKIBNR (CDCD/HSCD), riobqkboir/ppppnnpppp/40/... (CDM)
C-,E3n,P=+OI
547 Shatranj AHC NA167,171,303 CS1 [Medieval C] OCC CVARM VC5 C1
JENO 8x8:RNEFKENR C-,E1,P=F,V12
548 Shatranj al-Husun AHC CVARM 10x10:RNEBKFBENR C-,E1,P=F,V12 c2
549 Shatranj al-Kabir AHC CE CVARM E1 g=Giraffe C2
13x13:rnbcmqkgmcbnr/26/p(13)/...
Shatranj Diwana Shah == Maharajah and the Sepoys
550 Shatranj Kamil AHC CVARM CE C-,E1,P==F,V13 c2
10x10:rnevfkvenr/10/p(10)/40/...
551 Shazzan! brt
%%%
W2
552 Shogi (Japanese C) NA113,145,201,230,234,236,240,243,247,300,307, c3
308,312,325 G&P24,28 ES29,31,51-53 OCC CL40:12(D85)p40 IDC
VC2 JENO G90(M88) SA SH SW Arnold Fairbairn Leggett
Ohara Pritchard Teruichi(1,2) 9x9/20/8,3,10 p.12
553 Shoot C wbs BCM,F90 VC2
{10}
U2
554 Short Assize C
AHC
c1
555 Shrinking Board C job 54 NJENO NJEI M2
556 Simoco dm 73
J'A
h1
557 Simpleton's Duffery vrp
CDM
X6
558 Simplified C clf 31 6x8:RBQKBR NJENO H2
559 Single Check C fh BCM,U16(36:426) MCi NJENO $$/8/p(8)/16/... X5
560 Six-Dimensional C cgl 78
YFC8
i3
561 Six-Handed C mxl 1881 CE JENO 24x8:$$,$$,$$/P(24)/96/... y3
562 Sixteen Pawns ldk NA162 JENO OCC [Pawns Game] A2
563 Skid Row C pmc 78
NA217
l1
564 Slater's Four-handed C es NJENO 8x8:KQBNNBQK y2
565 Slippery Center C pmc 70
NA215
L1
566 Slow Scotch
brt
N3
567 Smess pg G&P3-5 [Take The Brain] Freeman Parker Brothers l2
568 Sniper C avp
CS1
F2
569 Snowplow C dls
YM
T2
570 Soldier C avp
CS1
D1
571 Space Chess 69 3x8x8 Pacific Game Company i1
(also == Raumschach, and generic term for 3-D chess)
572 Space Shogi grd 87 %%%
3x3x9
i1
573 Sphericalice C ln
NA188
I2
574 Spherical C dlm 65 YFC2 GFC NA185 NJEI (hdg) j1
575 Spherical Shogi grd 88 %%%
10x9
j1
576 Sphinx C vrp NA156
CCCS
I3
3x3x4x4:1rn1 bqkb 1nr1/p2p 4 p2p/24/4 pppp 4/24/...
577 Spite C dls 73
NA178,181,184
U6
578 Spite Chess plus Chess rb
NA181
U6
579 Splice C dm 70
J'A
s2
580 Sputnik C jb,rl
NJEI
N2
581 Spy C 16
AJS
S2
582 Stacking C
AJS
P1
583 Stationary King
C
X5
584 Stereo-Chess gwj 75 ESP2 8x8 plus 4x4x4 I1
585 Straights Rotofile C dm 70
J'A
m1
586 Strange-Relay C rb 80 NA263
ES50
Q1
587 Suction C rb 79
NA238
V2
588 The Sultan's Game llt 1840 CE 11x11:RBNXAKQCBNR C4 F1
589 Supercapablanca C sac 73 NA178 12x8:RNBCXQKACBNR C234a,P=+AXC F1
590 Super C eg 86 NA324 r.WGR7 Super Chess, Inc. p.11(News) u7
591 Superpawn C nv
NJEI
D1
592 Super Pre-chess hwk 77 NA240
B3
b1
593 Surge C pmc 73
NA167,183
Q3
Survival of the Species (original name) == Extinction C
594 Swarm C rb
NA248
N1
595 Symmetric Circe
C15
V2
596 Symmetric Pre-Chess eb 28 JENO,NJENO OCC [Randomized C] B2,C2 B1
597 Synchronistic C vrp NA156
CCP
S3
Tag C == Moss C; Spite C; one form of Reaction C
598 Tai Shogi GSG NA230,236
25x25/177
c3
599 Takeback Kriegspiel ep
NA312
S2
600 Take Me wc 1876 OCC CE
P==
X2
Take The Brain == Smess (U.K. edition)
601 Tamerlane Cubic C vrp CCCS NA156 Z=Zurafa i1
6x6x6:144//denned/p(6)/12/P(6)/DENNED//rzkfzr/p(6)/12/P(6)/RZFKZR
602 Tamerlane's C AHC ES52,53 CVARM [Timur's C] JENO NA308 c2
603 Tandem C avp
CS1
v1
604 Tank C kjg CS1
GFC
u5
605 Taxi (Pawn) C kf 61 CS1
GFC
D1
606 Tedco 3-D Chess NA90-91 4x4x4 Texas Educational Devices Co. i1
607 Telegraph C NA223 ==>
U-Chess
o1
608 Teleportation C rws 84
%%%
Q2
609 Teleport C avp
CS1
Q2
610 Tenjiku Shogi SA
16x16/78
c3
611 Tesche's 3-Handed C wt 1843
CE
y1
Thai C == Makrook
612 Thinktank C fgm 27
VC2
f2
613 Third World C 81 D.
F. Thomson Co. y1
614 Three-Dimensional C 79 4x4x4 Enjoyable Hour Products i1
(also == generic name for Ci1 CVARM)
615 Three Man C grd 84
%%%
y1
616 Three-Player C rz 71 Carter
Hall
y1
617 Threespace C avp
CS1
O2
618 Threesum C avp
CS1
N2
619 Time Warp Rotofile C dm 70
J'A
m1
Timur's C == Tamerlane's C
620 Token C dp
89
V1
Tombola == Pocket Knight C
621 Tori Shogi tg 1828 SA NA296,297 G95(J89) 7x7/16/7,2,9 c3
622 Toroidal C
C2,3,7
J1
(cmt):4nppr/4pqbp/4pkbp/4nppr/NPPN4/PQKP4/PBBP4/RPPR4
623 Toroidal Pre-Chess pmc 80
NA248
B1
Total C == Quadrivalent C
624 Total Circe C
C8,18
V2
625 Total Kamikaze C
C12
W1
626 Trabue's C iht 04 ***
Q1,W3
y2
627 Transcendental C ml 78 Zugzwang M79 TC NA253 B13,C- TC/Lawrence b1
628 Transportation C (Transchess) rb 73
NA169-171,179,181,196,216,225,229,262,313,319
ES50,52 V2
Triagonal C J'A CS2 == name for proposed game k2
629 Triangular C grd 86
%%%
k2
630 Triboard C grd 85
%%%
k3
631 Tri-Chess ap 75 OCC G&P79 Tri-Chess, Inc. k1
632 Tri-Chess a.CL40:2(F85)p45 Trigame Enterprises, Inc. y1
633 Trichess grd 86
%%%
k2
Tricolor C == De Vasa's C (also == generic for Ck1)
634 Triple C fim 1722 *** JENO Q1,P=|,3W3,Z1 y1
635 Triplets as NA322,324 ES53 NV'90 {11} N1
636 Triscacia vrp
CDM
Y1
637 Trishogi grd 87
%%%
k2
638 Turkish Decimal C CS2 CVARM [Turkish Great Chess I] c2
10x10:rnbqkacbnr/ppppxxpppp/4pp4/... <> E1,P=Q
Turkish Great C CVARM (== 638,485,435,497)
Turnabout C == Gumption C
639 Turncoat C
C7
V1
640 Turning Cube C eb 24
NJENO
b5
641 Twinkle C rb 77 NA214,218
ES53
B4
Twin Orthodox C == Chess Tweedle
642 2000 A.D. vrp 72 MGTA
NA230,247
u7
643 U-Chess (Unambiguous Three-Symbol C) mc,ic 53
NA55,142,178-180,190,202,217,222,223,259 FCR 8:12p88(C53) C2 ES49
IDC O1
644 U-Giveaway
NA178,191
O1
645 U-Grid
NA184
L1
646 Ultima ra 61 ***
NA103-105,107,110-111,158,170,183,216,220,221,224,227,233,251,252,266,276-278,292,307
WGR5-8 ES48,50 RMM (10:29-34; G62) [Baroque] u7
647 Ulti-Matem brt
NA91
U7
648 Ultrachess hab Word Ways,2:4p235
12x12
p2
649 Unfamiliar Ultima rb, pmc
73
u7
650 Union C fgm 25
NJENO
P2
651 Unirexal C vrp
CCP
X6
652 Universion C rb
NA232
R1
653 Unorthodox Ultima jst
NA86
u7
654 Upside-Down C gpj VC5 RNBKQBNR/P(8)/32/p(8)/rnbkqbnr A1
655 U-Scottish C ro
NA169,178
O1
656 Valentine's C kv IFW Monthly 2:1(J69) 10x10/30/14 f1
657 Vault C avp
CS1
G3
658 Vegas Fun C Vegas Fun
Chess
o3
659 Vendetta W4 commercial -- publisher unknown y2
660 Verney Four-Handed C ghv 1881 AJS NCH C-,E1,M26*4,O15,Q4,W3,Z1 Y2
Vertical Cylinder C == Cylindrical C
661 Very Scotch C rb
NA205
N3
662 Very Slippery Center C pmc 77 NA215 L1
663 Viennese Kriegspiel 08
NJENO
B1
Vinciperdi == Giveaway C
664 Wagon Wheel C
GFC
J2
665 Waider's 3-Handed C ssw 1837 JENO, CE y1
666 Wardley's C aw 77
G&P66
h2
667 Warrior C avp CS2 7x7:RNQKSpNR Sp>Warrior G2
668 Wa Shogi SA
11x11/27/17,13,25
c3
669 Weak! rb NA162 nnnnknnn/p(8)/2p2p2/1p(6)1/16/P(8)/$ BP=N A2
670 Wellisch 3-Handed C siw 12
OCC
k1
671 Wildebeest C rws 87 %%% NA303-305,311,312 G1
11x10:RNMMWKQBBNR C1234,E5,P=QW,V1 W=Wildebeest (Gnu; N+M)
672 Withdrawer C grd 86 %%% 10x10:RNWBQKBWNR u6
673 Wizard C avp
CS1
Q1
674 Wolf C avw NJEI VC6 (to
appear)
f1
675 Wyvern C vrp CDCD HSCD 10x10:RNABQKBANR A>Wyvern F1
676 Xiang Qi (Chinese C) NA160,181,190
G&P19,27,49,52,63 VC1,3,5 c4 ES49-53 CVARM OCC JENO AHC Arnold
Donnelly Lai Lau Pritchard Sloan Wurman p.12-15
677 Zombie C pmc NA112,174,175
YFC7
W2
Copyright ©2020 by Michael Keller. All rights reserved.
This booklet
was published on May 24, 2020.