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THE CLASSIFIED ENCYCLOPEDIA

OF CHESS VARIANTS
I once read a story about the discovery of a strange
tribe somewhere in the Amazon basin. An eminent
anthropologist recalls that there was some evidence
that a space ship from Mars had landed in the area a
millenium or two earlier. ‘Good heavens,’ exclaims
the narrator, are you suggesting that this tribe are the
descendants of Martians?’ ‘Certainly not,’ snaps the
learned man, ‘they are the original Earth-people —
it is we who are the Martians.’

Reflect that chess is but an imperfect variant of a


game that was itself a variant of a germinal game
whose origins lie somewhere in the darkness of time.
The Classi ed

Encyclopedia of

Chess Variants

D. B. Pritchard

The second edition of


The Encyclopedia of Chess Variants
completed and edited by John Beasley
Copyright © the estate of David Pritchard 2007

Published by
John Beasley
7 St James Road
Harpenden
Herts AL5 4NX
GB - England

ISBN 978-0-9555168-0-1

Typeset by John Beasley

Originally printed in Great Britain by Biddles Ltd, King’s Lynn


Contents

Introduction to the second edition 13

Author’s acknowledgements 16

Editor’s acknowledgements 17

Warning regarding proprietary games 18

Part 1 Games using an ordinary board and men 19

1 Two or more moves at a time 21

1.1 Two moves at a turn, intermediate check observed 21


1.2 Two moves at a turn, intermediate check ignored 24
1.3 Two moves against one 25
1.4 Three to ten moves at a turn 26
1.5 One more move each time 28
1.6 Every man can move 32
1.7 Other kinds of multiple movement 32

2 Games with concealed information 33

2.1 Games with an umpire, both sides blind 33


2.2 Games with an umpire, one side only blind 38
2.3 Games without an umpire 38

3 Unorthodox ways of capturing 40

3.1 Capture by attacking 40


3.2 Squares with known or hidden dangers 41
3.3 Destruction of men on nearby squares 41
3.4 Capture by moving as the target man 42
3.5 Other forms of capture 42
3.6 Immobilization 44
3.7 Capture of own men 45
3.8 Checking of own king 45

4 Compulsions and restrictions 46

4.1 Compulsions and restrictions relating to check 46


4.2 Compulsions and restrictions relating to capture 46
4.3 Restrictions on the men able to move 47
4.4 Walls, obstacles, and missing squares 48
4.5 Lines to be crossed 49
4.6 Other compulsions and restrictions 50
6 List of contents

Games using an ordinary board and men (continued)

5 Introduction of new or captured men during play 52

5.1 Men are held or placed in reserve, and may be introduced during play 52
5.2 A captured man changes sides, and may be reintroduced by its captor 53
5.3 A captured man may be recovered by its owner 54
5.4 A captured man is replaced at once 55
5.5 A captured man lies low, and re-emerges when the capturing man has
moved on 56
5.6 Other reintroductions of captured men 57

6 Unorthodox pawn properties and powers 58

6.1 Historical rules regarding promotion 58


6.2 Other changes affecting promotion 58
6.3 Move diagonally, capture straight 58
6.4 Other changes affecting forward movement 60
6.5 Sideways and backwards movement 60

7 Moving the opponent’s men 61

7.1 Moving an opponent’s man instead of one’s own 61


7.2 Rejecting, choosing, or altering the opponent’s last move 61
7.3 Making a move for each side 62

8 Transporting and teleporting 65

8.1 Selective transport of individual pieces 65


8.2 Pushing and pulling 66
8.3 Gravitational and magnetic effects 67
8.4 Other displacements within the board 68
8.5 Physical displacement of part of the board 69
8.6 Unorthodoxy relating to castling 70
8.7 Other forced movements 70

9 Games using unorthodox initial arrays 71

9.1 The opposing arrays mirror each other vertically 71


9.2 The opposing arrays mirror each other diametrally 73
9.3 The opposing arrays do not mirror each other 74
9.4 The initial position is partly or wholly free 76
List of contents 7

Games using an ordinary board and men (continued)

10 Different objectives of play 81

10.1 Capturing or baring the king 81


10.2 Changed or multiple kings 81
10.3 Other objectives based on mate, check, or stalemate 82
10.4 Wiping out the opponent’s men 83
10.5 Wiping out all the men of a kind 84
10.6 Playing for material gain 84
10.7 Reaching a fixed goal 84
10.8 Playing to exhaust the available resources 85
10.9 Playing to lose 85
10.10 Games in which the two sides have different objectives 90
10.11 Solo games 90
10.12 Other games 91

11 Multiple boards 93

11.1 Two boards 93


11.2 Three boards 95
11.3 More than three boards 96

12 Miscellanea 97

12.1 Multiple square occupancy 97


12.2 Merging of squares into regions 97
12.3 Men changing sides other than by capture 98
12.4 Men automatically added or removed during play 98
12.5 Passing or retracting a move 99
12.6 Simultaneous movement 99
12.7 Exploitation of coordinate squares 100
12.8 Changes to the rules during play 102
12.9 Other external influences on the play 102
12.10 Puzzles centred around chess games 104
12.11 Unorthodoxy in context or presentation 104

Part 2 Other games using square lattice boards 109

13 Larger and smaller boards 111

13.1 Larger square boards 111


13.2 Smaller square boards 112
13.3 Rectangular boards 113
13.4 Other square lattice boards 115
13.5 Unbounded boards 117
13.6 Creating or modifying the board during play 117
8 List of contents

Other games using square lattice boards (continued)

14 New pieces (1) : Combination pieces 120

14.1 Pieces with added knight movement 120


14.2 Rook and bishop combinations 125
14.3 Other combinations 126
14.4 Move as one piece, capture as another 126

15 New pieces (2) : Pieces with limited range 128

15.1 Pieces which can move only one square 128


15.2 Pieces which can move up to two squares 129
15.3 Pieces which can move up to three squares 132
15.4 Pieces which can move four or more squares 135

16 New pieces (3) : Pieces with unlimited range 138

16.1 Pieces with orthogonal or diagonal movement, obstructions respected 138


16.2 Pieces with oblique movement, obstructions respected 139
16.3 Reflecting pieces 140
16.4 Other pieces which change direction in mid-move 142
16.5 Pieces which ignore obstacles 143
16.6 Pieces which exploit obstacles 144
16.7 Pieces which move normally but must jump to capture 145

17 Unorthodoxy relating to capture 147

17.1 Capture by leaping over the target piece 147


17.2 Capture by attacking 149
17.3 Capture by moving as the target piece 151
17.4 Destruction of men on nearby squares 151
17.5 Subversion and treachery 153
17.6 Other forms of capture 153
17.7 Immobilization 154
17.8 Interchange of pieces 154
17.9 Multiple forms of capture 155
17.10 Immunity from capture 158
17.11 Captured men change sides and can be re-entered 159
17.12 Captured men can be recovered by their owners 159

18 Mutation games 161

18.1 Taking the power of a captured piece 161


18.2 Promotion and demotion 162
18.3 Combination and separation 165
18.4 Movement dependent on square occupied 167
18.5 Relay games 169
18.6 Other mutations 172
List of contents 9

Other games using square lattice boards (continued)

19 Changed or multiple kings 175

19.1 Kings with unorthodox powers of movement 175


19.2 Substitute kings 176
19.3 Concealed kings 177
19.4 Kings of other kinds 177
19.5 Kings created in play 177
19.6 Multiple kings present from the outset 179
19.7 Anti-kings 183

20 Games presented as families 184

20.1 The players choose jointly 184


20.2 The players choose independently 186

21 Miscellanea 188

21.1 One-dimensional boards 188


21.2 Games with hidden information 189
21.3 Directional pieces 189
21.4 Other unorthodox pieces 191
21.5 Twinned pieces 191
21.6 Men created during play 192
21.7 Men belonging to both sides 192
21.8 Walls and obstacles 193
21.9 Square-swallowing 194
21.10 Use of the intersection points 195
21.11 Games on two or more boards 195
21.12 Other games 197

Part 3 Boards of other kinds 201

22 Boards based on hexagons 203

22.1 Hexagonally symmetric boards with a forward rook move 203


22.2 Other hexagonal boards with a forward rook move 207
22.3 Rectangular and diamond-shaped boards with a forward rook move 208
22.4 Boards with a lateral rook move 209
22.5 Other boards based on hexagons 212

23 Other planar boards 213

23.1 Boards based on triangles 213


23.2 Boards based on diamonds 214
23.3 Boards based on rectangles 215
23.4 Boards containing cells of more than one shape 215
23.5 Circular boards 216
23.6 Spiral and figure-of-eight boards 219
23.7 Infinite and infinitely divisible boards 220
23.8 Boards with transport mechanisms 220
10 List of contents

Boards of other kinds (continued)

24 Cylindrical, toroidal, and spherical boards 221

24.1 Cylindrical boards 221


24.2 Toroidal boards 222
24.3 Spherical boards 223

25 Boards with three and more dimensions 225

25.1 Square boards on two levels 225


25.2 Square boards on three levels 226
25.3 Square boards on four levels 228
25.4 Square boards on five levels 229
25.5 Square boards on six levels 229
25.6 Square boards on seven or eight levels 230
25.7 Square boards on more than eight levels 232
25.8 Other boards with three dimensions 232
25.9 Three-dimensional games with double moves 233
25.10 Games in more than three dimensions 234

Part 4 Regional and historical games 237

26 The Near East, Europe, Africa 239

26.1 The thread leading to modern chess 239


26.2 Other games played in the Near East 243
26.3 Other games played in Europe 245
26.4 Africa 247

27 China, Korea, Vietnam 248

27.1 Xiangqi 248


27.2 Indigenous and regional variants 249
27.3 Modern non-indigenous variants 251

28 Japan 252

28.1 Shogi 252


28.2 Historical shogi variants 254
28.3 Modern variants using the normal board 258
28.4 Modern variants using smaller square or rectangular boards 259
28.5 Variants using non-rectangular boards 260
28.6 Combination games 261

29 India and the rest of Asia 262

29.1 Indian chess on the 8x8 board 262


29.2 Indian games on larger boards 264
29.3 Myanmar (Burma), Thailand, Cambodia 266
29.4 Malaysia and Indonesia 270
29.5 Central Asia and Tibet 270
List of contents 11

Part 5 Games using dice and cards 275

30 Dice games 277

30.1 Using dice to determine the man to be moved 277


30.2 Other uses of thrown dice 278
30.3 Using dice other than by throwing 280

31 Card games 281

31.1 Games using cards to represent chessmen 281


31.2 Games using cards to influence play 282
31.3 Combination games 284
31.4 Karten Schach 284

Part 6 Games with non-chess objectives 289

32 Playing to reach a >xed goal 291

32.1 Fixed goals in enemy territory 291


32.2 Fixed goals in neutral territory 297
32.3 Football games 299

33 Other objectives of play 301

33.1 Blocking and annihilation : games with jump captures 301


33.2 Blocking and annihilation : other games 302
33.3 Point scoring 303
33.4 Achieving a pattern or alignment 304
33.5 Other objectives 305
33.6 Games with different objectives for each side 306
33.7 Games of unclear or unknown nature 307

Part 7 Partnership and team games 309

34 Games using a single square or rectangular board 311

34.1 Classical Indian four-player games 311


34.2 Modern games using a single 8x8 board 312
34.3 Two or more 8x8 boards joined as one 314
34.4 Other square or rectangular boards 315

35 Games using non-rectangular boards 317

35.1 Games using a normal 8x8 board with extensions 317


35.2 Games using other square boards with extensions 322
35.3 Games using a round board 323
35.4 Games using other boards 324
12 List of contents

Partnership and team games (continued)

36 Games using more than one board 326

36.1 Four players, two boards 326


36.2 Four players, four boards 327
36.3 More than four players 327

Part 8 Every man for himself 331

37 Games for three 333

37.1 Rotationally symmetric boards based on triangles 333


37.2 Rotationally symmetric boards based on hexagons 334
37.3 Rotationally symmetric boards based on quadrilaterals 336
37.4 Circular boards 338
37.5 Boards in three dimensions 339
37.6 Boards without rotational symmetry 339
37.7 Games in which the players have different roles 341

38 Games for four or more 342

38.1 Games based on capturing the king, square or rectangular board 342
38.2 Games based on capturing the king, hexagonal board 344
38.3 Games based on capturing the king, circular board 345
38.4 Games based on capturing the king, board with extensions 346
38.5 Games based on capturing the king, planar board of other or
unknown shape 347
38.6 Games based on capturing the king, three-dimensional board 349
38.7 Annihilation games 349
38.8 Games to reach a goal in the opponent’s territory 350
38.9 Games to reach a goal in neutral territory 350
38.10 Point-scoring games 353
38.11 Games in which the players have different roles 354
38.12 Divinatory games 354
38.13 Games of unclear nature 355

Appendix 359

Notes on principal sources 367

Index 369
Introduction to the second edition
David Pritchard died in December 2005 leaving the intended second edition of this book
unfinished, and almost the first act of his widow Elaine was to ask me to complete it. It would
have been the culmination of a major part of his life’s work, and I was very happy to accept the
commission.
Let me stress that my role has merely been to complete an existing text and prepare it for the
press. I have not been a co-author, let alone an independent reviser. The choice of games to be
included is almost entirely David’s; he had sent me a list in June 2004 of the games he intended
to add to the first edition, and apart from a few related games which I have mentioned in
passing, a game not on that list is included only if there is clear subsequent evidence that he had
intended to add it. The research was David’s, and the text is David’s except where I have
indicated otherwise. However, in order to make room for the new material, David had intended
to omit some 200 apparently little-played games which were in the first edition, and it seemed
to me that most of these should be retained if only to demonstrate priority should they
be reinvented. I have therefore reinstated them, except where they were clearly unplayable
(a few of the ‘variants’ described in the first edition were merely conditions invented to govern
or restrict play in problems) or where there was some other specific reason for their removal.
So, what did David regard as a chess variant? The chief feature which divides chess from
other games is that the objective is to capture or destroy the opponent’s king, as opposed to
wiping out all his men, or otherwise leaving him without a move, or occupying his home
territory, or beating him in a race, or scoring more points according to some scale, or whatever.
However, to restrict ourselves to games with this objective would exclude Losing Chess, which
is one of the most widely played chess variants of all, and David preferred to define a chess
variant as any game that was related to, derived from, or inspired by chess. This resulted in the
inclusion of one or two games which strike me as not being chess in even the remotest sense
(I suspect that David included them because he thought they were good games which deserved
the publicity), but most of the games fall into one of three classes: (a) true ‘chess’ games in the
classic sense, where the capture of the enemy king is indeed the sole or primary objective of
play, (b) other games played with ordinary chessmen, and (c) a few further games having the
word ‘chess’ in their titles, which must be mentioned if only to point out that their claim to the
term may not be justified.
And not every game which is technically a chess variant even within the strictest sense of the
term can properly claim a place here. David’s basic criterion in 1994, a few light-hearted entries
apart, was that a game must have been published in some form, or at least have been played by a
significant number of people outside the inventor’s circle of family and friends. The advent of
the Internet has meant that ‘publication’ can now be achieved by making a few strokes on a
computer keyboard and posting the result on a web site, so the first condition is no longer a
constraint, and for this edition David felt obliged to be rather more selective. Anyone can invent
a chess variant, and vast numbers of people have done so: ‘the board looks like such-and-such,
the men move like so-and-so and so-and-so and so-and-so, the object is to capture the king’.
The result is too often original only in its eccentricity, and adds nothing of value to what already
exists. In the new edition, therefore, David added or intended to add a game only if there was
evidence that significant numbers of people were playing it, or if it appeared to offer something
genuinely new rather than mere complication or superficial novelty.
A particular difficulty is presented by problems. Chess has generated a substantial and highly
specialized problem literature, and this has come to embody a vast number of variant ideas and
conditions; the 1992 edition of Kurt Smulders’s book Sprookjesschach listed over 1100, and an
equivalent book produced today would contain many more. But not many of these have been
tried as games, and most would be pointless or unplayable. David included a few of the latter in
14 Introduction

the first edition, but in his selection for the new edition he restricted himself to variants which
appeared to have a role as complete games.
Wherever possible, games have been described in such detail as will allow them to be played
(making the necessary equipment is normally not difficult), but there are inevitable exceptions.
Some games (particularly games conceived as sets or families) are too complicated for brief
exposition, and the only option is to give an outline and cite a reference where full detail can be
found. Some information, in particular that relating to proprietary games, is subject to copyright
or other restriction, and David was not always given permission to reprint it in full. There are
also a few games which demand inclusion for historical reasons but whose details have been
largely or completely lost. But in general, if a game appears here, you can sit down with a friend,
knock up a set from some conveniently available material, and play it; and I hope you will enjoy
doing so.

So much for the content of the book. Let me now say a little about the editing.
The main change from the first edition is in the ordering of material. David brought together a
few types of game into single combined entries (hexagonal games, spherical games, three-
dimensional games, three-handed and four-handed games), but in general he listed the games in
alphabetical order based on the name or names by which he knew them, with cross-references to
related games at the end of each entry. In the second edition, he had intended to add a simple
classification by type, but the basic alphabetical order of the first edition would have been
retained. However, my first action on receiving the text was to chop up a copy and divide it into
piles each containing games of a similar nature, and it soon became clear that it would be
quicker to present the games so grouped and provide an alphabetical index than to spend time
checking and updating lists of cross-references. For example, there turned out to be over 30
games based on the simple idea of adding knight power to one or more of queen, rook, and
bishop. These now appear in chronological order as ‘Pieces with added knight movement’
within a chapter ‘Combination pieces’, and an incidental consequence is that the extent to which
this simple idea has been invented and reinvented over four hundred years has become obvious.
Not every case is as clear-cut as this and no doubt reviewers will be quick to say that they would
have put such-and-such a game into such-and-such a section and not where I have put it myself,
but I hope readers will find the grouping generally helpful. A few important entries
(for example, David’s observations on variant design) fell outside this classification, and these
have been placed in an appendix.
The artwork used for the first edition could not be found. To have redrawn everything would
have prevented me from achieving anything near to David’s intended publication date, and
scanning a copy of the first edition would not have produced new masters of adequate quality.
I therefore reconsidered all the illustrations, excluded those that seemed merely decorative or
related to games of relatively little interest, and prepared the rest in a simple and straightforward
style (an incidental benefit has been to give the ancient ‘firzan’ and ‘fil’ their own symbols,
instead of the modern queen and bishop symbols which are so often substituted.) The decision to
do this was made easier by the realisation that what would have been the most complicated
diagrams to recreate tended to belong to the least satisfactory games; complexity and playability
do not usually go hand in hand.
I also reconsidered the examples of play. I made the assumption that most purchasers of this
new edition would already possess the first and would not want to receive the same examples
again, so an example from the first edition has been retained only if it appeared unusually
piquant or instructive. In choosing new and replacement examples, I decided normally to restrict
myself to one simple example per variant (a few particularly popular variants have more),
and I tried to pick something which would illustrate its nature as pointedly as possible.
The exploitation of a plausible blunder in the opening may be both instructive and entertaining,
whereas a full-length master game in an unfamiliar variant, even where one exists, is all too
likely to result only in glazed incomprehension.
Introduction 15

Most of David’s entries had references to his sources within the text and where they didn’t
I have added one, so the authority on which every entry relies is now clear. I assume that even
general readers will find this of interest - specialists wanting to carry on from where David left
off certainly will - and if a particular source should be found unreliable the integrity of the rest
of the book will not be compromised. I should perhaps stress that I have merely taken these
references from the notes in David’s files, and have not necessarily examined the source
material myself. Books are normally identified by author and title, periodicals by title only, but
authors whose work is referred to frequently are cited only by name (Cazaux, Faidutti, Falkener,
Forbes, Gizycki, Gollon, Murray, Stone, van der Linde, Verney) and the titles of the relevant
books will be found in the section ‘Notes on principal sources’. An author cited more frequently
than any other is Joseph Boyer, but he wrote two books and a pamphlet (Les Jeux d’Echecs Non-
orthodoxes, Nouveaux Jeux d’Echecs Non-orthodoxes, Nouveaux Jeux d’Echecs Intéressants)
and these are normally cited individually by title.
My last editorial change caused me the greatest heart-searching. David was a deeply
courteous man to whom acknowledgement of title and qualification was instinctive and
automatic, and he carefully put ‘Dr’ or ‘Professor’ before every name where he knew the
entitlement to exist. But not every player and inventor of variant chess games wishes to advertise
the fact that he is a professor of higher mathematics in his spare time, and it is invidious when
Professor X is given his title every time his name appears and Professor Y is never given it at all.
I have retained David’s style in his acknowledgements, but in the body of the book I have taken
it on myself to apply the style of the scientific research literature, where names appear without
academic prefixes however honorific and well-deserved these might be. Logically, I should have
done the same with non-academic titles, but a few are so much a part of the name - Dunsany and
Rutland are examples - that to have done so would have created confusion. So the non-academic
titles have been kept, though with regret; the man who really deserves a title never needs to use
it, because his name carries sufficient lustre on its own.

All this routine editing has been done silently. The changes of substance are a different matter.
Normally, when a friend or admirer finishes an author’s work he tries to do so in such a way that
the change of hand is imperceptible, but David’s knowledge of the field was far wider than mine
will ever be, and I think it important that the reader can see at a glance which parts of the book
rest on his authority and which rest merely on mine. I have therefore adopted the convention that
anything in square brackets [...] is mine, and where I have written an entry or made a significant
change to its content there is a note saying so. David left some 25-30 entries unwritten and
perhaps twice as many again were only in embryonic form and needed to be filled out, and there
were a handful of cases where I knew something about a game from personal experience that
apparently had not come to his notice. I also found a few places where he had apparently been
misled by errors in his sources, and I have identified these and have made such comment and
alteration as seemed appropriate. But these alterations have been openly declared, and if future
generations should decide that the error in fact lay with myself then so be it.

David stood head and shoulders above anyone else in this field, and the second edition of this
encyclopedia has been eagerly awaited. I hope I have done it justice.
Author’s acknowledgments
Space will not permit proper credit of all those whose help, often generous, I received in putting
this book together. It would be invidious to declare a master class but a greater sin would be not
to acknowledge the constant help and support, beyond reasonable expectation, of Peter
Blommers, Michel Boutin, Alessandro Castelli, Philip Cohen, Dan Glimne, Michael Keller,
Eduard Riekstins and Edward Winter. This is not in anyway to diminish the valued assistance
received from a host of people, several now sadly no longer with us, who kindly took time and
trouble to provide me with information. I here express my appreciation to: Manual Aaron,
Robert Abbott, Steve Addison, Viktor Afanasyev, Porter Arbogast, John Ball, Warrren Ball,
Richard Ballam, Leonard Barden, Erich Bartel, John Beasley, R. C. Bell, Dr Vladimir Belov,
Donald Benge, Pierre Berloquin, Martin Blaine, Steve Boniface, John Bosley, Richard Bozulich,
Tom Braunlich, Tom Brown, Josef Cacek, Grev Corbett, Jochen Corts, Wanda Dakin, George
Dekle Sr, Patrick Donovan, Prof Thomas Drucker, Alex Dunne, Marco Fabbri, Bruno Faidutti,
Richard Fireman, Mike Fox, Christiaan Freeling, Friends of St Albans Abbey, Fred Galvin,
Vaclav Gamer, Martin Gardner, Tony Gardner, E. Y. Gik, Jerzy Gizycki, Wladislaw Glinski,
Julian Grafa, Piero Grandese, Dr William Groman, K. G. P. Gunnell, Prof Vladimir Gurvich,
Bill Hartston, George Hodges, Phil Holland, Malcolm Horne, David Howe, Robert Hübner,
Fiona Idda, Randolph Jackson, Stephen Jackson, Michael Jameson, George Jelliss, Prince Joli
Kansil, Neil Karl, Ray Keene, U. Khin, Ronald Kirkpatrick, Imre König, C. K. Lai, Paul
Lamford, Max Lawrence, Mario Leoncini, C. G. Lewin, Fabrice Liardet, Isaak Linder,
Dr Cedric Lytton, Roberto Magari, Pierre Marechal, Koichi Maskawa, John McCallion, Patrick
McGuckin, M. Meirovitz, Egbert Meissenburg, Clifford North Merry, M. Miodonski, Manfred
Mittlebach, David Moeser, Jonathan Moody, Steve Nichols, Paul Novak, Kiyoshi Ohnogi, Dale
Oldfield, V. D. Pandit, Dr Richard Pankhurst, Alan Parr, Peter Parton, Werner Pohl, Sonny
Polasit, Dr Vladimir Pribylinec, Alex Randolph, R. Ravi-Sekhar, Ian Richardson, Francis Roads,
Timothy Rogalski, John Roycroft, Sid Sackson, Lothar Schmid, R. Wayne Schmittberger,
Col. G. L. Sickerman, Sam Sloan, Peter Smith, Adam Sobey, Dr Eric Solomon, M. Sosnovsky,
Stephen Stockman, Jed Stone, R. Teschner, Edgar Thermer, Prof Mitchell Thomashow,
Anneke Treep, Dr Chris Tylor, Paul Valois, R. G. Wade, W. G. Wade, C. W. Warburton,
Prof L. Weisinger, Bengt Wennerberg, Tom Werneck, Ken Whyld, Ulrike Wolz, David Woo,
B. H. Wood, Iain Wood, David Wurman, Arthur Yaspan, Paul Yearout, Sergei Zubkov and all
those inventors who me with supplied information and answered questions about their games.
Amongst librarians, I received assistance and encouragement from Rob Verhoeven
(Royal Library, the Hague) and Alice C. Loranth (Cleveland Public Library), and also the help
of the staff of the Bodleian Library, British Library, Cambridge University Library, Harvard
University Library, National Library of Wales, Victoria State Library. Information was willingly
supplied by a number of organizations including the British Chess Problem Society, the
Deutsches Spielearchiv, Nihon Shogi Renmei, the Patents Office, the Public Record Office, the
Royal Automobile Club, The Shogi Association, Stationers’ Hall and the U. S. Chess
Federation. I also wish to record my appreciation of a grant towards expenses I received from
the Authors’ Trust. My sincere apologies to anyone I may have overlooked.
Several people kindly agreed to check drafts of major entries: Peter Blommers,
Alessandro Castelli, Malcolm Horne. They gave valuable advice and saved me from some gross
errors. Finally, to my wife Elaine who cheerfully took over many tedious tasks and also
numerous translations well beyond my competence.
Editor’s acknowledgments
First and foremost, my thanks to David’s widow Elaine for entrusting me with the task. It has
been a fascinating and most instructive twelve months. I am also grateful to David’s daughter
Wanda and her husband Colin for sorting through the files on David’s computer and presenting
me with a copy of everything relevant, and to Wanda for reading through the penultimate draft
and highlighting various errors and ambiguities.
Additionally, my thanks for help in sorting out various matters to Paul Archer, Peter
Blommers, Peter Coast, Jochen Corts, Fred Galvin, Dan Glimne, David Levy, Fabrice Liardet,
Peter Michaelsen, Jerzy Rosankiewicz, John Roycroft, David Sedgwick, Eric Solomon, and the
libraries of the British Chess Problem Society and the British Chess Variants Society.
And to Sue for assistance in just about every way possible, with a great deal of moral support
thrown in.
WARNING
All variants described as proprietary games are protected
against imitation in international law by copyright, patents,
trade marks etc. Their inclusion here does not imply that they
have acquired for legal purposes a non-proprietary or general
signi#cance nor is any other judgement implied concerning
their legal status. Anyone seeking a licence to copy, market
or otherwise reproduce a proprietary game, should in the #rst
instance contact the company concerned. The same strictures
and advice apply to games of modern origin which may now or
at a future date be marketed although not identi#ed in the text
as proprietary games.
Part 1
Games using an ordinary board and men

[In this first part, the games use an 8x8 board and an ordinary set of chessmen.
We shall allow ourselves occasional liberties and extensions, but in general the men
will retain their usual powers and nature throughout the game. A knowledge of the
ordinary game of chess is assumed (David called it ‘orthochess’ when he needed to be
specific), and its rules are always to be assumed unless the contrary is stated.]
Chapter 1
Two or more moves at a time
[In a normal game of chess, White and Black move alternately. In the games in this chapter, this
principle is abandoned, and a player can or must make more than one move at a turn. Games of
this kind have proved extremely popular. Marseillais Chess, Double-Move Chess, Triplets, and
Progressive Chess have all been played in high-level tournaments as well as casually among
friends, and the last is among the most widely practised of all chess variants.]

1.1 Two moves at a turn, intermediate check observed

[There are two distinct kinds of two-moves-at-a-turn games: those in which intermediate checks
are observed (a player must get out of check on the first move of his turn, and if he himself gives
check on his first move he forfeits his second), and those in which intermediate checks are
ignored and play ends with the physical capture of the opposing king (so a player can attack his
opponent’s king with his first move and capture it with his second, and he may be able to use his
own king to capture an apparently guarded man, making the capture on his first move and
retreating to safety on his second). Both kinds are frequently referred to as ‘Double-Move
Chess’, which is unfortunate since their natures are very different. The present section covers
games of the first kind; games of the second kind are considered in the next.]

Marseillais Chess (sometimes spelt rules: a check on the first move was illegal and
incorrectly with a final ‘e’). Origins clouded. a player could not capture e.p. if the pawn had
Commonly ascribed to Albert Fortis, a been moved in the first part of his opponent’s
sometime resident of Marseilles, in turn.
collaboration with another expatriate in the Marseillais Chess soon became fashionable.
same city, the Norwegian I. Rossow, c. 1922, The first tournament took place in Paris in
the rules were first published in Le Soleil, a 1926 with another strong event in Hamburg
local newspaper, in 1925. A better claim for the following year. The roll of well-known
invention would appear to lie with Franzose players associated with the game at the time is
Jehan de Queylar who is said to have a long one, and includes Alekhine, Réti,
formulated the rules sometime during World Znosko-Borovsky and Chéron. Madame Léon-
War I (Funkschach 1926) but the credit for Martin was an enthusiast who, at a gathering
popularizing the variant undoubtedly belongs in Mme Alekhine’s salon, humiliated Réti and
to Fortis. Each player in turn makes two only lost by a hair to Alekhine himself
consecutive moves either with the same man (regrettably, neither game has been preserved).
or with different men. If check is given on the Interest then dissolved and was not revived
first move, this ends the turn. A player must until the 1950s. This revival was spearheaded
get out of check on the first move of a turn. by Boyer, Klüver and others, and E. T. O.
A king cannot move into check and out again. Slater ran a number of correspondence
En passant is legal if the opponent moved a tourneys. AISE took up the game in the late
pawn two squares on either of his moves but 1970s and ran regular tournaments. The Italian
the capture must be made at once. However, if analysts, and particularly Alessandro Castelli,
the opponent made two two-square pawn made big advances in the theory of the game,
moves, both pawns can be taken e.p. This last including an extensive study of the openings.
rule is credited to Alekhine by F. Palatz in an Marseillais Chess was the choice of the Italy I
article on the subject (L’Echiquier, September team in the 1st Heterochess Olympiad.
1928). Stalemate can occur if a player can Marseillais Chess as originally formulated
only make one move but not a second. The turned out to be a markedly unequal game, and
game was sometimes played with alternative Castelli believed that both 1 e4/Nf3 and 1 d4/
22 Games using an ordinary board and men

Nf3 led to theoretical wins for White. In the first game continued 4...Bxe2/Bxf1 5 Kxf1/
1950s, Robert Bruce made a major Kg1! (getting the king out of the way and so
contribution with a minor modification to giving Black less scope - if he plays say Be3
produce Balanced Marseillais Chess instead of Kg1, Black can bring his queen into
(Nouveaux Jeux d’Echecs Intéressants). In this play by 5...Qd6/Qa6+ since the need to get out
version, the Jrst player starts with a single of check will prevent White from playing
move, thereby neutralizing White’s advantage. Rh6/Rxa6) c5/cxd4?? (this merely makes d4
This form was quickly adopted by NOST and available to a White knight) 6 Nxd4/Bg5 :
was taken up by AISE in 1990, and has now
completely replaced the original game among
expert players. In Castelli’s 1996 book
rhw1kgw$
Scacchi Marsigliesi, the lengthy section on 0pdw0p0w
opening play relates solely to Balanced wdwdwdwd
Marsellais, and the original form is effectively dwdpdwGw
relegated to the status of a historical footnote. wdwHwdPd
Marsellais Chess has been among the more dwHwdwdw
deeply analysed of chess variants, and Scacchi
Marsigliesi contains extensive sections on P)wdw)Pd
middlegame and endgame play in addition to $wdwdwIw
that on openings. The following examples
illustrate some of the game’s tactics. White still has his R+N for the Q, and his
Classical Marseillais, given by Castelli. pieces are buzzing around like angry hornets.
1 Nf3/e4 (Castelli believed that this led to a Black now blundered, playing Qd7/f6 to save
forced win) d5/dxe4?? (and this certainly the queen and overlooking that this let in a
loses) 2 Ne5/Bb5+ : mate by Ne6/Rxf8, but he was lost anyway.
In the second game, Black tried 4...Bxe2/
Bxf3 taking off one of White’s knights, and
rhb1kgn4 after 5 Be2/Bxf3 the simplifying manoeuvre
0p0w0p0p 5...Nc6/Nxd4 6 Ne2/Nxd4 c5/cxd4 took off
wdwdwdwd the other as well. However, it was to no avail;
dBdwHwdw White continued 7 Bd2/g5, after which his
wdwdpdwd bishops dominated the board just as lethally as
dwdwdwdw the knights had done :
P)P)w)P)
$NGQIwdR rhw1kgw$
0pdw0p0w
A typical double attack against an unobservant wdwdwdwd
opponent. Black is faced with both a check dwdpdw)w
and a two-move threat to take the queen, and wdw0wdwd
he is in deep trouble. His only hope is 2...c6/ dwdwdBdw
Qc7 (if instead 2...Bd7/Qc8 then 3 Nxd7/Nb6+
wins material), but 3 Qf3/Qxf7+ adds to the P)wGw)Pd
pressure, and if he tries 3...Kd8/Qxe5 to rid $wdwIwdw
himself of one tormentor White has 4 d4/
Qxf8+ winning the queen another way. Play continued 7...Qd7/Qe6+ 8 Kf1/Rh4 Qd7/
Balanced Marseillais, two queen-sacrifice e6 9 Bxd5/Bf3 Bd6/Qe7 and Black had just
wins by Michele de Giglio reported in preserved his queen, but 10 Bxb7/Bxa8 took
Eteroscaccco 86-88. Both started 1 d4 Nf6/d5 off the rook instead.
2 Nc3/Nf3 (sensible and standard opening The result of an elementary ending can
moves for both sides) Bf5/Ng4 (threatening to usually be worked out fairly quickly (note that
win the queen) 3 h3/hxg4 (playing to get R+N a player is stalemated if he is unable to play
in return) Bxc2/Bxd1 4 Rxh7/Rxh8, and the either of his moves, unless his first gives
Two or more moves at a time 23

check and ends his turn). K+Q, K+R, K+2B, a-d) and the king’s side (Jles e-h). A player’s
and K+B+N all win against a bare king, but turn consists of two moves, one on each side
K+2N do not. K draws against K+P if it can of the board. A piece that crosses from one
occupy any square in front of the pawn. K+Q side to the other may move twice in a turn.
v K+P7 offers interesting and sometimes If there is no legal move on one side then that
amusing play. Castelli credits the following move is lost.
example to Agostino Braca. Central Marseillais Chess. The board is
considered to be divided into two areas, the
centre (4x4) and the periphery (48 squares).
wdwdwdwd A player’s turn consists of moving a man in
dwdwdwdw both areas (moves can be to anywhere on the
wdwdwdwd board). A piece may be moved twice if on its
dwdwdwdw first move it crosses from one area to the
wdwdwdwd other. Castling counts as a single (peripheral)
dwdwdKdw move.
Black and White Marseillais Chess
w0wdQdwd (credited to V. R. Parton). A player’s turn
dkdwdwdw consists of two moves. The player Jrst moves
a man standing on a white square, then a man
White to play wins by 1 Qd2/Ke2 Ka1/b1(Q) on a black square; if either is impossible, that
(delaying the promotion doesn’t help) 2 Qd3/ move is lost. The moves can be made with the
Qa3+ (forcing Black to give check and so same man if the conditions are met. As an
forfeit his second move) Qa2+ 3 Kd3/Qc1+ exception to the basic rule, castling may be
(and a second time) Qb1+ 4 Kd2/Qa3+ (and a played indifferently as a Jrst or second move.
third) Qa2+ 5 Kc1/ Qc3+ (and a fourth!) Qb2+ Check given at the Jrst move deprives the
6 Qxb2 mate. If the White king starts on f4 player of the second. Check must be defended
instead of f3, Black can draw. on the Jrst move of a turn, and if this involves
The game was reinvented as Super- a move from a black square, this counts as a
Charged Chess (Chess, July 1939), and has second move and the Jrst move is lost.
doubtless been reinvented on other occasions King’s Men, Queen’s Men Marseillais
as well. [Text revised. There is a brief Chess. The original K-side and Q-side men
endgame summary in English in special are differentiated in some way, and a player
number 8 of British Endgame Study News.] makes a move with a man of each kind (in
either order). Short castling counts as one
Boyer’s variations on Marseillais Chess. move, long castling as two.
The Centre d’Etudes des Jeux de Combinaison Piece and Pawn Marseillais Chess. Self-
in Paris, spearheaded by Berthoumeau, explanatory. The two moves may be made in
Loiseau, and above all Boyer, looked at ways either order. Castling may be used as a piece
of differentiating the two moves of a turn so move. Capture e.p. is possible only on the first
that one move of each type could be made move. A pawn promoted on the Jrst move can
mandatory. They arrived at four procedures: move as a piece on the second.
(1) division of the board into two zones; (2) Maximummer Marseillais Chess. A
classification of the pieces into two kinds; (3) player must play one of his longest legal
classification of moves into two kinds; (4) the moves as his first move, but if there are
stipulation that the Jrst move of a turn should several candidates of equal length he may
imitate the last move of the opponent. choose between them. A one-square
The Centre developed and ‘successfully orthogonal move counts as 1 unit, a one-
experimented with’ eight different games, square diagonal move as 1.41 units, a knight’s
which were reported in an article by Boyer in move as 2.24; 0-0 counts as 4, 0-0-0 as 5.
the British Chess Magazine in March 1955 The player’s second move is free, except that
and are summarized below. the man which makes the first move may not
Bilateral Marseillais Chess. The board is be played again. ‘The game is extremely
notionally divided into the queen’s side (files heterodox and very lively; it is dangerous to
24 Games using an ordinary board and men

allow open lines to pieces moving Citizen Chess (Tony Paletta, 1980). The
rectilinearly!’ players have the option of making two moves
Equivalent Marseillais Chess. The first a turn provided that the second, and only the
move of a turn must if possible be with the second, is a pawn move. A capture or check if
same type of piece as the second move just made on the first move ends a player’s turn.
made by the opponent. The first move is free An attack on the king must be parried on the
if the condition cannot be met. Castling is a first move of a player’s turn; hence a pawn
legitimate imitation of either a king’s or rook’s move cannot stop a check. A player not in
move. The second move may be made with check and without a piece move is stalemated
any man except the one just moved. since a turn cannot begin with a pawn move.
Equidistant Marseillais Chess. The first (Chess Spectrum Newsletter)
move of a turn must if possible be of equal Doublet Chess (Kevin Lawless, 1994).
geometrical length to that of the preceding Orthochess except that a player who moves a
second move of the opponent. This obligation R, B or N can also move its twin on the same
is waived if the king is in check and cannot turn. Doublet moves are announced, and a K is
escape by an equidistant move. The second not in check until both moves are made.
move must be made with a different man. (Inventor’s rules leaflet)
Power Pawn Chess (Kevin Lawless, 1994).
Other games similar to Marsellais Chess. After every orthodox move, the player makes
Several other two-move games having the a move or capture with a pawn. The same
same general nature as Marsellais Chess have pawn cannot be moved twice in a turn.
been tried. They are listed below in no (Inventor’s rules leaflet)
particular order. Alternating Marseillais Chess (origins
Balanced Equidistant Marseillais Chess unknown). A cross between Marseillais Chess
(origins unclear) would appear to be the same and orthochess. White and Black play one
as Equidistant Chess above but without the move each, then two moves each, then one
constraint on the second move. (Nost-algia move each, and so on. (Manuscript note citing
150) [I haven’t seen the source, but a note on Eteroscacco but not giving a specific issue
David’s index sheet for the game suggests that number)
what happens if the king is in check is not
specified.] The principle behind Marseillais Chess can be
Different Men Marseillais Chess (origin applied to almost any variant, and in particular
unknown). The two moves must be made with it has been successfully combined with Losing
different men. (Stone) Chess (Eteroscacco 9).

1.2 Two moves at a turn, intermediate check ignored

Double-Move Chess [Galvin] (Fred Galvin, the Jrst or second part of a turn, may be
1957). An offspring of Marseillais Chess, a captured e.p. only on the opponent’s Jrst
simple rule change creating a variant in which move; but if a player’s move consists of two
strategy, and particularly tactics, are remote two-step pawn advances, both pawns may be
from those practised in the parent game. White taken e.p. If a pawn is moved twice in a turn it
opens with one move; thereafter each player cannot be captured e.p., nor if, after a two-step
on turn makes two consecutive moves either pawn move, the player moves a piece to the
with the same man or with different men. intervening square. Play is much more critical
There is no check, and the object is to capture than in Marseillais Chess because a two-move
the opponent’s king. The implication is that a threat to take the king, which can arise from
king can capture a guarded piece and can even Black’s first move and can recur many times
capture his rival. A draw occurs if a player in a game, must be countered. Time is
cannot move or can make only one move, or generally more important than material.
can only make two moves that do not result in J. Boyer and T. Coifa were early
a change in the position (illegal). A pawn that propagandists for the game and a series of
is moved two squares in one move, whether in correspondence tournaments followed. One of
Two or more moves at a time 25

the Jrst was organized by E. T. O. Slater


(1958/59) and was won by D. J. McNasobey, a
rhw1kgn4
composite pseudonym of McCue, Naysmith 0w0p0p0p
and Sobey working in concert. This was w0wdwdwd
followed by sponsored tournaments in dwdNdwdw
successive years: Die Welt (1959) with 46 wdw)Pdwd
competitors, Europe Echecs (1961) with 45 dwdwdQdw
players from 11 countries, Le Courrier des
Echecs (1962) and a tournament for twelve P)Pdw)P)
selected players organized by C. Murkisch $wGwIbHR
(1962/3).
In Double-Move Chess, the centre plays a Brick Chess (Michael Howe, 1994). The
less important role than in orthochess. The player on turn may consider two adjacent
knights have enhanced powers as they cannot squares to be a brick. As an alternative to a
be blocked; pawns too can be dangerous in natural move, he may make one of three kinds
attack. The weak piece, apart from the king, is of double move: a division move (two men
the bishop on the opposite-coloured square to from the same brick go their separate ways),
the opponent’s king, which is the main reason a fusion move (two men move to the same
White rarely opens with the d-pawn. Hans brick), or a united move (two men, kings
Klüver’s 1963 monograph Doppelzugschach excepted, move together using the power of
includes a useful survey of the openings. The one of them). In the last case, the men may
variant lends itself to problems. remain together for the entire move, or the one
An instructive win by Ottavio Vargiu, whose power is not being used may be
reported in Eteroscacco 83. 1 Nc3 b6/Bb7 (a dropped off before the end of the move. Either
poor opening) 2 e4/d4 Ba6/Bxf1? (a fatal or both the men taking part in a double move
waste of time) 3 Nd5/Qf3! (see diagram at top may capture (including a man dropped off
of next column - White spurns the recapture during a united move). A pawn may be
and goes for the jugular) Qc8/Kd8 4 Nb4/Bg5 promoted by a division or fusion move, but
(keeping up the pressure on the Black king) not by a united move. Castling is allowed, but
Qb7/Kc8 5 Nd5/Qc3 and this third double no part of the move may be a double move;
attack on the king cannot usefully be parried. e.p. is abolished. A king may be left in check
The actual continuation 5...Qxd5/Qc6 by the first part of a double move. (Author’s
conceded the queen, and Black soon resigned. rules document) [Text editorial]

1.3 Two moves against one

[Again, there are various flavours depending on whether checks after the first move are observed
or ignored.]

The King and Pawns Game, also known as and kings on the e-file. W. S. Branch states
Double-Move Chess [King and Pawns]. A that the game had been popular with many
very old game which is known in several famous players of the past (Chess Amateur,
forms, the common feature of which is that September-November 1910, January 1911).
White has two moves to Black’s one. Murray White’s moves may be made with the same
quotes a medieval problem where White has K man or different men. The king may move into
and 8 pawns and Black the full complement of check on the Jrst move (for example, to
men set up in the standard array (kings on the capture a guarded piece), and even adjacent to
d-file) with the legend ‘White to play and the Black King, provided it moves out on the
win’. The Q and Bs are the old pieces with second. White can forfeit the second move if
limited movement and White should certainly desired (occasionally an advantage in the end
win though proof might be lengthy. The same game). If checked by Black, one version
array is used in the common version, played requires White to get out of check
since the 16th century, with modern Qs and Bs immediately, another allows the king to escape
26 Games using an ordinary board and men

on the second move. The WK cannot check a simple and systematic winning procedure
the BK. If White is able to promote a pawn, (see Variant Chess 53) and I find it difficult to
the double move of the White piece is almost believe that this was overlooked by the experts
always conclusive. C. E. Ranken, according to of the past. I wondered whether Twiss might
Branch ‘the most expert player we ever heard have assumed the ‘single box of men’ rule
of’, declared that Black should always win, the (promotion allowed only to replace a captured
reverse of the general view held a century man), which had considerable currency until
earlier. Dawson claimed that Black’s best late in the 19th century, but David Levy,
opening move is 1 ...e6 and that Black should having examined a copy of his book for me,
try and get Q or R behind the White position tells me that there is no evidence for this.]
(quoted in Nouveaux Jeux d’Echecs Non-
orthodoxes). It is difficult for Black to mate Monster Chess (origins unclear). A derivation
without a formidable force - Q+R+R was of the game above. White has a full
quoted by Twiss (1787). complement of pieces, Black just the king and
In a major variant, credited to Verney the four central pawns. The weaker side makes
(1884), Black has no pawns and so has an two moves a turn. The king may stay in or
immediate threat on White’s a and h pawns. In move into check on the first move. According
this game White can only check the BK on the to Alex Bell in The Machine Plays Chess?, an
second move. If in check, the WK must move early mainframe computer, MASTER, was an
out on the Jrst move of his turn. A rule that expert with the Black men. The same game
White may not move a promoted piece twice but with colours reversed has been played in
has been tried. In yet another version, the WK AISE where it is known as Imperatore.
checks the BK if it is two squares away. The WK, who is the Imperatore (Emperor),
Gik gives an amusing oddity with this rule, can mate the BK. A correspondence
the WKe1 against the whole Black array: tournament of an almost identical game called
1 Ke3 e5 2 Kxe5 Qe7+ 3 Kxc7 mate (Schach One-Two was organized by NOST in 1963.
und Mathematik). White pawns may not promote and -
[David has described several different something of an aberration? - the WK may
games here, but not having seen all the source pass over a square occupied by a WP.
material myself I cannot usefully disentangle (Eteroscacco 9, Nost-algia 33)
them. However, the fact that Monster Chess
and Imperatore (see below) appear to be Double Trouble Chess (origins unknown).
playable games suggests that if the White king Black has standard array; White has Ke1, Bf1
is allowed to check and mate the Black from and eight pawns (2nd rank) but moves twice to
two squares away, as in the Gik frolic, then the Black’s once. White may not give check on
number of White pawns must be considerably the Jrst of his two moves and if placed in
less than eight if the chances are to be at all check must escape immediately. A fascinating
equal. The citing of Q+R+R rather than Q+Q game with equal chances for both players
as a mating force for Black suggests that mate according to Russell Chauvenet. (Chess,
cannot be forced with Q+Q, yet in fact there is January 1944)

1.4 Three to ten moves at a turn

Triplets (Adam Sobey, 1980s). Each side Haslemere Chess Club, where it proved very
starts with a pawn move. At his second turn, popular (Variant Chess 20). Competitions
he makes a piece and a pawn move have since been held in the U.S., in the U.K.,
consecutively, in either order. At the third and and in Italy, and it was one of the variants
all subsequent turns, he must move a pawn, a chosen for the 2nd Heterodox Olympiad.
piece (other than the king), and the king, in The three moves count as one; thus a player
any order. A player who is unable to move a whose king is in check is obliged to get out of
pawn, piece or the king on his turn of play, or check only on completion of his turn; similarly
who is checkmated, loses. The game was an e.p. capture can be made at any stage
invented for a Christmas meet of the during a turn. Castling is a king move. A pawn
Two or more moves at a time 27

may promote and move as a piece on the same and unusually found that he could not create a
turn. Five-fold check is possible, queen’s side king move.
castling is not. Some very entertaining play The fact that almost all games end with a
can occur. The game commonly ends with one player unable to make a pawn move is
player running out of pawn moves, and much arguably a weakness. Tony Gardner has
tactical manoeuvring takes place towards this suggested that if part of a move is not
end. Lack of a king move is a rare ending and playable, it should be ignored.
there is no recorded game where the lack of a
piece move has proved conclusive. Threesum Chess (Tony Paletta, 1980). A
A win by Alessandro Castelli (Eteroscacco player may move up to three men per turn
56, with notes adapted from Variant Chess provided that the sum of the squares moved
46). 1 d3 e5 2 e3/Bd2 Nf6/e4 3 d4/Bc4/Ke2 does not exceed three and the king is at no
d5/Be7/0-0 (White appears to be conceding time left in check. A move by a knight counts
space to no purpose, but Black has difficulty as two spaces, castling as one space. (Chess
defending d5 later on) 4 Bb3/c3/Ke1 Ng4/ Spectrum Newsletter)
c6/Kh8 5 h3/Kf1/Ne2 Nxf2/a6/Kg8 (Black’s
piece sacrifice gives him more pawn moves Quest-Chess (Donald Benge, 1975).
than White, but at a cost in development) : Developed from the inventor’s well-known
boardgame Conquest which has a similar
movement factor. Benge has organized a
rhb1w4kd number of Quest-Chess events including two
dpdwgp0p international problem solving tourneys, the
pdpdwdwd second of which (1985) offered $4,500 or
dwdpdwdw equivalent in prizes. The game has a small cult
wdw)pdwd following in the U.S.
dB)w)wdP Movement. Each player can make up to 10
moves a turn except at the start of a game
P)wGNhPd when White is restricted to five moves. A
$NdQdKdR player may pass his turn at any time after the
Jrst move. No man may be moved more than
6 Kxf2/Nf4/c4 Bh4+/a5/Kh8 7 Rf1/Kg1/cxd5 once in a turn except if a capture is declined,
(White can wait until the second move of his after giving check, or to get out of check.
turn to get out of check) cxd5/Be6/Kg8 8 Qh5/ Castling is a king’s move, hence the rook may
Kh2/a3 Qg5/h6/Kh8 9 Qxg5/g3/Kg2 hxg5/ be moved again in that turn. A promoted pawn
Rd8/Kg8 10 Nxd5/gxh4/Kg3 gxh4+/Bxd5/ may move again as a piece in the same turn.
Kh7 11 Kxh4/Bxd5/b3 Rxd5/f6/Kh6 12 Nc3/ Captures. If a capture is made, the second
a4/Kg3 (White finally clears Black from d5, player may recapture at once, or decline to do
gaining some potential pawn tempi) : so. The turn is then continued. If a capture is
made on the last move of a turn, a recapture
counts as the Jrst move of the second player’s
rhwdwdwd turn. The capturing man, if not recaptured,
dpdwdw0w may move again at any time in that turn.
wdwdw0wi If a player advances a pawn so that an en
0wdrdwdw passant capture is possible, the second player
Pdw)pdwd may opt to capture, when the Jrst player’s turn
dPHw)wIP continues.
Checks. If a check is given, the second
wdwGwdwd player must immediately get out of check in
$wdwdRdw the usual way (capture/interpose/move K).
In a discovered check, it is the man moved
12...Rg5+/f5/Kh5 (Black will use his king to that earns the privilege. If the check is the last
block the h-pawn) 13 Kf4/Nb5/d5?? (a curious move of a player’s turn, the second player
oversight) Kh4/Nd7/b6 and White suddenly must get out of check on the Jrst move of his
28 Games using an ordinary board and men

turn. If the turn-player’s king is put in check capture, the turn player must immediately get
as a result of the second player getting out of out of check, the move counting as part of his
check, or recapturing or making an en passant turn. (Nost-algia 183 and later)

1.5 One more move each time

[These games use what David called the ‘Progressive Principle’: White plays one move, Black
two, White three, and so on. Games commonly end by move seven or eight, which makes these
variants ideal for correspondence play. The same principle has been applied to many variants.]

Progressive Chess, also known as Scottish or move of a turn only. Any pawn that made a
Scotch Chess, and once known as Blitz Chess two-step move during the previous turn
though the use of this name today would sequence is liable to e.p. capture unless it has
surely cause confusion. Although it is been moved again or the square moved over
relatively modern, its inventor is unknown. has been occupied.
The first recorded reference is by Znosko- Scores and probably hundreds of
Borovsky in his column in the short-lived Progressive Chess tournaments have been held
French periodical Lectures pour Vous (3/1947) during the past fifty years. Masters have
where however he makes no mention of its disagreed on whether White or Black has the
origins though Boyer (Les Jeux d’Echecs Non- advantage but practice would indicate that
orthodoxes) claimed that the master first saw it White has a deJnite edge. Openings have been
played in Scotland (no date given: from the researched, though nowhere near to the extent
available evidence Ken Whyld suggested this of those in Italian Progressive Chess (see
might have been in Dundee in 1939). An below); however, the great majority of lines
appeal for information on the game in Scottish are valid for both versions. The commonest
Chess (January 1990) brought a response from opening moves, as in orthochess, are 1 e4 and
Hugh Courtney who recalled it being played in 1 d4, with half-a-dozen other moves
England in 1944 and that Gerald Abrahams considered to be perfectly playable. From the
and Max Ellinger (‘a very strong player of the outset, Black must defend the square f7 and
game’) had been engaged in a long series of this largely dictates the choice of defences. A
games which began around the start of World problem that constantly presents itself is
War II. The most likely country of origin whether to recover material lost or to assume
would appear to be England, perhaps in the an aggressive stance, that is to accept short-
late 1930s, and the term Scottish Chess may term loss for potential long-term gain. For
therefore be a misnomer. example, after 1 d4 2 d5, Nc6 3 Bf4, Bxc7,
Rules: Bxd8 Black can regain the Q with 4 Bf5,
(1) White starts with one move; Black Bxc2, Bxd1, Kxd8 or opt for development
plays two consecutive moves, either with the with 4 Kxd8, e5, a5, Bb4+. However, queens
same man or two different men; White then can create carnage and are rarely left long on
plays three moves; and so on, the number of the board. Bishops are better than knights in
moves increasing by one each time the turn the early stages. An early advance of one or
changes. both wing pawns, threatening the opponent’s
(2) A player’s turn ends if he gives check, b/g pawns, is also favoured.
regardless of how many moves he may have Post-opening strategy for both players can
made. be summarized thus. Firstly, look for a mate;
(3) A player may not expose his own king if none can be found, ensure that the opponent
to check at any time during his turn. cannot mate next turn. Secondly, aim to
(4) A player whose king is in check must destroy the opponent’s most dangerous men
get out of check with the Jrst move of his turn. whilst maximizing the survival chances of
(5) A player who has no legal move or who your own by dispersal. Giving check on the
runs out of legal moves during his turn is last move of a turn is sound strategy since it
stalemated and the game is drawn. effectively reduces the opponent’s sequence of
(6) An e.p. capture is admissible on the Jrst moves by one. From White’s third turn
Two or more moves at a time 29

onwards, there is the ever-present risk of an Nxf4, Nh3, Rxa1, Rxa7+ :


unmoved pawn promoting. The king should be
given air - a king on the back rank is often at
risk. Double checks can be especially
Bhwdwdwd
dangerous. Under-promotion, taking a bishop $wdkdp0p
or rook because a queen would give check, is wdwdwdwd
not uncommon. In the ending, knights are dpdw0wdw
much better than bishops because of their w)wdwdwd
ability to reach any square. Inconvenient dPdwdKdN
opposing moves such as captures and pawn
advances can often be prevented or defused by wdwdwdP)
placing the king so that they will give dwdwdwdw
premature check - an isolated king in front of
three connected passed pawns stops all of White’s king stops the advance of the e/f/g
them. However, putting the king in front of a pawns, and Black’s knight is too far away to
friendly line piece, or a line piece behind the clear a path for the b or h pawn. Black could
king, may be disastrous; the opponent may be find nothing better than 10 Ke6, Kf5, Nc6,
able to put his own king further down the Nxa7, Nc8, Nb6, Nxa8, Nb6, h6, e4+, and
same line, and then give a check forcing an 11 Ke3, Nf2, Nxe4, Nc3, Na4, Nxb6, Na4,
immediate discovered check in reply. Two Nc3, Ne2, Kf3, h3 left him helpless.
games in a 1996 e-mail tournament reported in With Black, 1 d4 2 d5, e5 3 Bg5, Bxd8, Bh4
Variant Chess 45 started 1 d4 2 c5, cxd4 3 e4, 4 g5, gxh4, Nc6, Bb4+ 5 Qd2, Qxb4, dxe5,
e5, Na3 4 d5, Bg4, Bxd1, Kd7?? (Black had to Qxh4, Kd2 6 Nh6, Nf5, Nxh4, Bh3, Bxg2,
prevent mate by e6 and Bxf7, but this wasn’t Bxh1, 7 e4, exd5, dxc6, cxb7, bxa8(B), Bxh1,
the way to do it) 5 Kd2, Kd3, Kxd4, Kxd5, Na3 (promotion to Q would have given check
e6+ and Black resigned : and ended White’s turn) 8 Rg8, Rxg1, Rxh1,
Rxf1, Rxa1, Rxa2, Rxa3, Rf3 :
rhw1wgn4
0pdk0p0p wdwdkdwd
wdwdPdwd 0w0wdpdp
dwdKdwdw wdwdwdwd
wdwdwdwd dwdw)wdw
Hwdwdwdw wdwdwdwh
P)Pdw)P) dwdwdrdw
$wGbdBHR w)PIw)w)
dwdwdwdw
Each of his possible replies would give check
and terminate his turn, and in every case White’s pawns are now defused. Promotion to
White would then have a mate in seven Q or R will give check and terminate his turn,
(indeed, in less). and neither B nor N will be able to do much
Two instructive wins by Fred Galvin from damage. He actually played 9 b4, b5, b6, bxc7,
the same tournament, showing how an expert c8(N), Nxa7, Nc6, Nd4, Nxf3, but 10 f6, fxe5,
plays to force victory even when his opponent e4, exf3, Kd7, Kd6, Kd5, Nf5, h5, h4 left
does not help him by leaving a mate. With Black’s pawns safe from attack (it will take
White, 1 d4 2 c5, cxd4 3 e4, e5, f4 4 e6, d3, ten of White’s eleven moves just to play
dxc2, cxd1(Q)+ 5 Kxd1, f5, fxe6, e7, Kxf5), and after 11 Kc3, Kb4, Ka5, Kb6, Kc7,
exd8(Q)+ (no mates being available, both Kd8, Ke8, Kf7, Kg6, Kxf5, Kf4 12 Kc4, Kc3,
sides play for material) 6 Kxd8, d6, dxe5, b5, Kxc2, Kd2, Ke2, Kxf2, Kg2, Kxh2, Kg2, h3,
Kc7, Bg4+ 7 Be2, Bxg4, Bf3, Bxa8, Ke2, h2, f2 White resigned.
Nc3, Nd5+ 8 Kd7, Nf6, Bb4, Rc8, Rxc1, Endings are expertly covered in Alessandro
Rxa1, Nxd5, Nf4+ 9 Kf3, a3, axb4, b3, Ne2, Castelli’s monograph Scacchi Progressivi /
30 Games using an ordinary board and men

Finali di Partita (1997). This formally relates Scacchi Progressivi / Finali di Partita by
to Italian Progressive Chess as described Castelli as mentioned above. Thousands of
below, but the differences are easily Jrst-class games were recorded by AISE,
accommodated. K+Q v K is a win, but K+R v which in 1991 listed over 400 active
K is only a draw unless the defending king is tournament players. A count of some 7,000
already on the edge; K+B+N v K and K+2N v games showed White winning 53%, Black
K are wins for Black but not for White! For 46% with 1% drawn.
example, if Black has K+2N against Ke7, he A win by Steve Boniface from a postal
can play to Kc7/Nd8/Nd7 and restrict his tournament played to Italian rules. 1 d4 2 c5,
opponent to the two squares e7 and e8, cxd4 3 e4, e5, Na3 4 e6, Qg5, Qxc1, Qxd1+
White’s odd-length oscillation will leave him 5 Rxd1, Rxd4, Bb5, Rc4, Rxc8+ 6 Ke7, Nc6,
on e8, and Black will be able to mate him next Rxc8, Nd4, Nxb5, Nxa3 7 c4, Kd2, Kc3, Kb4,
move. If White tries to do the same, he finds Nf3, Rd1, Rxd7 :
that Black’s even-length oscillation brings him
back to e7, and he can never make progress.
[Endgame paragraph revised. There is an
wdrdwgn4
endgame summary in English in special 0pdRip0p
number 13 of British Endgame Study News.] wdwdpdwd
dwdw)wdw
Derivatives of Progressive Chess. There wIPdwdwd
have been many derivatives of Progressive hwdwdNdw
Chess, the first being the most important.
Italian Progressive Chess (Roberto P)wdw)P)
Salvadori, 1971). The version adopted by dwdwdwdw
AISE, in which a player giving check before
the last move of his turn forfeits the game. Under Italian rules, this is mate, because
There is an additional rule, rarely invoked: the Black’s apparent escape moves ...Kxd7 and
game is a draw if during Jve turns by each ...Ke8 give check and so are forbidden.
player there is neither a capture nor a pawn [The so-called ‘Italian mate’ exemplified
move, unless a win can be demonstrated. The here has always been controversial, but David
importance of this version lies not in the was one of several strong players who found
number of its adherents but in the extent to Italian rules congenial, perhaps because they
which it has been researched and the allowed the production of spectacular force-
impressive database of games (‘PRBASE’) him-to-check finishes without the need to
that has been assembled. In consequence, verify the mopping-up lines that have to
Italian domination of Progressive Chess was follow under traditional rules. That said, only
for many years comparable to that of Soviet a minority of ‘Italian Progressive’ games
domination of orthochess in times past. The appear to have ended in a mate of this kind,
Jrst national championship was organized by and only occasionally might the eventual
Armando Silli in 1974, since when annual result have been different under traditional
championships attracted the top Italian players rules; each of the five examples in the first
like Braca, Dipilato, Leoncini, Magari, and edition would have allowed the winner an
others. Apart from PRBASE there have been ordinary mate next turn had play continued, as
several excellent publications on the game: would 15 of 17 further examples that appeared
Manuale di Scacchi Eterodossi by Mario in issues 1-51 of Variant Chess (the above was
Leoncini and Roberto Magari (1980), which is one of the two exceptions). Whether Italian
largely devoted to Progressive Chess in all its rules will long survive the demise of AISE
aspects, Fondamenti di Scacchi Progressivi by remains to be seen. For present purposes,
Giuseppe Dipilato and Mario Leoncini (1987), I have put into the main ‘Progressive Chess’
primarily a compendium on the openings, entry everything which applies both to the
Scacchi Progressivi / La Partita di Donna / traditional and to the Italian game, and have
Parte I by Dipilato, Scacchi Progressivi / restricted the ‘Italian Progressive’ entry to that
Matti Eccellenti by Alessandro Castelli, and which is peculiar to it.]
Two or more moves at a time 31

English Progressive Chess (John Very Scottish Chess (Ralph Betza, 1977).
McCallion, before 1980). Adopted and As Progressive Chess except that each player
codiJed by NOST. No man may be moved is accorded one move more than the opponent
twice in a turn until every mobile man has made on his previous move (instead of one
been moved once; similarly every man must more than he was entitled to). The game
move twice before any man moves three affords a defensive strategy of stopping short
times, and so on. Check ends a player’s turn. of one’s entitlement in order to keep down the
Castling counts as one move but both pieces number of moves permitted to the opponent.
are credited as having moved; and a pawn that Deserving of analysis. (Nost-algia 205)
is promoted cannot then be classed as a piece Fibonacci Chess (David Bradley and
and moved again within the same series. The others, 1980s). As Progressive Chess exept
game is drawn if a player is unable to that the number of moves each player has on a
complete his turn and it is permissible to block turn is determined by the Fibonacci sequence
one’s own men in order to do so, or to earn (1, 1, 2, 3, 5, 8, 13, ...). Against sound play it
extra turns for other men. Random captures of appears that Black’s chances are negligible.
pawns are almost always inadvisable since the (Pickover, Mazes for the Mind)
fewer men a player possesses, the more multi- Switchback Chess (Alessandro Castelli,
moves he will dispose, and a piece that can 1992). As Italian Progressive Chess except
move again in the same turn is doubly that a check reduces the number of defender’s
dangerous. A weakness of this version is that moves to one less than that of the checking
in the later stages of a game both players may player. The first player to check would seem
be obliged to make pointless moves in order to to have a big advantage. (Eteroscacco 58)
satisfy the rules; against this, the game is Slow Progressive Chess. As Italian
closer to orthochess than traditional Progressive except that moves increase by 1
Progressive Chess, and arguably more every fourth turn. (Eteroscacco 58/66)
complex. (Nost-algia 282 and later, Capturing Progressive Chess (Michael
Eteroscacco 49 and later) Keller, 1992). Play starts as orthochess. When
Scottish Modern Chess (Bruce Trone, c. a capture is made, the opponent has two
1970). As Progressive Chess, but a sequence is consecutive moves. If either or both of these is
terminated prematurely if (1) check is given or a capture, the Jrst player has three moves, and
(2) a man is moved to a square attacked by so on. If neither is a capture, the game reverts
an enemy man. It is (2) which gives the game to orthochess. (Personal correspondence)
its distinctive form. A piece can cross Logical Progressive Chess (Paul Byway,
guarded squares and a move which exposes a 1995). As Progressive Chess, but no pawn-two
man to attack from an enemy piece does not or castling. The inventor argues that these
end the turn. There are a few ancillary rules: rules were intended to speed up orthochess
a king must escape check on the first move of and are superfluous in the fast-moving
a turn and the player cannot expose his Progressive Chess. (Variant Chess 25)
own king to check at any time; also no e.p. Progressive Forwards Chess (Hans
(Nost-algia 151 and later, Eteroscacco 49 and Bodlaender, date unclear). As Italian
later) Progressive except that pieces may not move
Bank of Scotland (Bruce Trone, 1976). backwards. Sideways movement (K, Q, R)
Every check a player gives earns an extra only to capture or if immediately followed by
move for that player on all subsequent turns. a forward move. Self-stalemate is a win.
A check ends a turn and must be parried at (Chess Variant Pages)
once. The Jrst player to check usually gets A number of other Progressive Chess
an overwhelming advantage regardless of variants have been tried but none has been
material sacrificed to achieve it. Another widely practised. In one, each side has one
version of the game, Modern Branch move, then each side has two moves, and so
(the above is Main Branch), is less violent; on, a variant that greatly favours White. In
it requires that the player ends his turn on another, a player is not considered to be
moving to a square attacked by an opposing checkmated until the last move of his turn
man as well as on a check. (Nost-algia 192) (i.e., he can get out of check at any time
32 Games using an ordinary board and men

during his turn), which considerably prolongs Roberto Cassano has suggested that move
the average game (Silverman, Your Move). cycles are limited to n moves, where n is an
Vladimir Pribylinec recommends that no man agreed even number. Thus White makes one
may move more than twice in a series, which move, Black 2 moves, White 3 moves ... Black
effectively removes the threat of a massacre n moves, when the cycle is restarted. He calls
and in particular of instant pawn promotion. the game Progressive Cyclical Chess.

1.6 Every man can move

Battle Chess [Ratushny]. Origins unknown; Swarm Chess (Ralph Betza, 1980). On a
quoted in a letter by Russell Chauvenet player’s turn, every man that can move is
(Chess, January 1944). Each player can, but is obliged to do so (there is no penalty if a man
not obliged to, move every pawn and piece cannot move). Moves can be played in any
once in a turn. Multiple checks are possible. order. The opposing king can be captured as
Tense play, with White holding a considerable well as checkmated. A player, whose king
advantage. (Gik, Schach und Mathematik) may be subject to a number of checks, must
Omni-Chess [Fireman and Gorga] get out of check on the Jrst move of a turn.
(Richard Fireman and Bob Gorga, 1979). Each Castling is a king move. (Nost-algia 248)
player can move any number of his men once Hurricane Chess (Harold Bohn, 1994).
each on a turn. Castling counts as both K and Every man may be moved once on a turn. A
R moves. Multiple checks are possible. A check ends the turn and a player in check must
player need only escape check at the end of a get out of check with the first move of turn.
turn. A rule that a player must escape check on Castling is K+R move. (Variant Chess 15)
the Jrst move of a turn was later introduced. All these games would seem to give White
The variant has been played by a number of a substantial advantage, which could be offset
masters. (Personal communication) by limiting his moves on his first turn.

1.7 Other kinds of multiple movement

Sputnik Chess (J. Berthoumeau and R. moves. Moves in any of these are considered
Loiseau, 1950s). A rook, bishop or knight simultaneous so a king can be checked by
within the opponent’s half of the board is a more than one piece. A man can only be
sputnik. King, queen and pawns are not captured with a normal move. Aim is
affected. A player on turn may move any, all checkmate. Power Realm Chess is the same
or none of his sputniks in their usual manner except that Concentration, Dispersal and
before making a normal move, the latter being Rearrangement may be combined provided
compulsory. A lively game according to that a single realm is involved. Free Realm
Boyer, with emphasis on attack. (Nouveaux Chess is as Realm Chess except that a realm is
Jeux d’Echecs Intéressants) any 2x2 square (so there are 49 overlapping
realms instead of the 16 distinct realms of the
Realm Chess (Edward Jackman, 1995, based parent game). (Nost-algia 351)
on the strategy board game of the same name).
The board is divided into sixteen 2x2 realms. Kazan Chess (origins unclear). When a man
Player on turn may opt for concentration, moves, a friendly man that can move to the
dispersal (both with normal chess moves), vacated square does so, and so on. If more
rearrangement, or a standard chess move. than one man can be moved to a square the
Concentration allows the move of up to four priority is in the sequence PNBRQK with the
friendly men into same realm. Dispersal may player choosing between equals. No man may
move up to four friendly men out of a single move more than once in a turn. Problem
realm. Rearrangement allows the player to theme; a better game would be to make the
reposition any or all the friendly men within a sequence and piece selection optional.
single realm, without regard to normal chess (Variant Chess 49)
Chapter 2
Games with concealed information

[In a normal game of chess, a player knows his opponent’s position at all times. This chapter
considers games where a player must move in partial or complete ignorance of what he is facing.
There are two general classes: a player can see only his own men and he relies on an umpire to
give him limited information about his opponent’s (for example, to tell him whether a particular
move is legal), or he can see the positions of his opponent’s men but does not know their
identities. The generic game of the first kind is ‘Kriegspiel’, though this term is also used for a
class of table-top war games which we shall discuss briefly in the Appendix. Games in which
the players set up their men secretly but then bring them together for normal open play are
considered in the chapter on games with unorthodox initial arrays.]

2.1 Games with an umpire, both sides blind

Kriegspiel, also known as Screen Chess, (sometimes Screen Chess) in reaction to its
War-Chess [Kriegspiel], and Commando Teutonic title. A War-Chess club opened in
Chess (Michael Henry Temple, 1899). Fleet Street. The Yearbook of Chess (1913 and
Amongst the best-known and most popular of 1915/6) published major articles and the
all variants. At the outset of the Boer War, Schweizerische Schachzeitung devoted the
members of the Knight Lights Club (who were whole of its December 1914 issue to the game.
also interested in acrostics, hence the name) at In 1915 the Daily Mail reported that ‘the game
the Cock Tavern in Fleet Street, proposed has ... captured the chess clubs, humbled the
playing a war game, whereon Temple pride of some of the cleverest chess players,
suggested that this could be done with the and has started upon a devastating career in
chessmen, and Kriegspiel was born (Chess the suburbs’. Many famous players dabbled in
Amateur 1906). (The watering-hole was a the game. Lasker and Marshall suffered at the
favourite haunt of the Press: ‘...the Cock I hands of the experts amongst whom was
used to know, where all good fellows were my Kashdan. A regular Kriegspiel circle formed at
friends a little while ago.’) The first battles of the Gambit Chess Rooms, London, never to
the Boer War did not take place until October disband until the café closed its doors in the
1899; claims that the game was invented 1950s. The habitués developed a language of
earlier have not been substantiated. What is their own, akin to that of the Bingo halls; thus
certain is that its popularity was immediate. ‘He’s in your angle near the door’ meant a
Kriegspiel was played at the Anniversary capture on a8. Regular championships were
meeting of the Ladies’ Chess Club (1902) and held at the Gambit, that of 1925 attracting
the following year the BCM reported the game many leading players. It was won by A. Felber
being played blindfold. A booklet, Kriegspiel, who had also won the previous year. Big
or War Chess by H. Cayley, was published matches were held at the National Chess
(1905) and when the Chess Amateur was Centre before it was destroyed in 1940. The
launched (1906) early issues contained a decline in popularity of the game in later years
regular Kriegspiel column. In 1907, a can be attributed largely to the great rise in
Kriegspiel tournament at Maidstone was won competitive chess but also, in the view of Eric
by A. C. Waterman (who incidentally ;rst Croker, to the demise of folding chessboards,
introduced Snakes & Ladders into the U.K. which commonly served as the necessary
and was involved in a legal battle over the screens.
rights to a strategy game, Reversi, popular to The original rules of the game at the Knight
this day as Othello). During World War I the Lights Club, framed largely by W. Ward, have
game was brie@y renamed War-Chess been republished, differing only in details,
34 Games using an ordinary board and men

uncounted times and in many languages. A promotion are treated like ordinary moves but
sound exposition, which includes other aspects in the case of promotion the player must
of the game, is in Games and Puzzles 50. indicate to the umpire which piece the pawn is
Kriegspiel requires two players, an umpire and being promoted to. Captures are announced by
three sets. The boards are normally placed in a indicating the square on which a capture is
line, pieces of one colour on the same side, made but not the identity of either man; thus
with two screens to divide the boards. The ‘White has played and captured on f7’. Black
players sit at the outside boards, one with the must remove the man he has on this square.
white pieces, the other with the black, with the Checks are announced according to the
umpire, usually on the white side, at the direction(s) of attack but not the square(s)
middle board. The players only see their own occupied by the attacking piece(s). Directions
boards; the umpire monitors all three. The are indicated as on the rank, on the ;le, on the
principle of the game is that each player short diagonal, on the long diagonal, or by a
moves normally but is not told the opponent’s knight. The diagonal is determined by the
moves which he attempts to discover through position of the king: in the initial array,
judicious play. Each player may do as he White’s long diagonal is e1-a5 and the short
pleases with the opponent’s men on his own diagonal e1-h4. An optional rule requires the
board. The umpire approves the players’ umpire to say ‘Impossible’ or ‘Nonsense’ if a
moves, provides information as required by player deliberately attempts to deceive his
the rules, and maintains the actual game on his opponent (for example, by asking ‘Any?’
own board. It is often the umpire and when he has no pawns left). Another optional
spectators, appreciating the absurdities of rule requires an e.p. capture to be announced
position and play, who derive most pleasure as such.
from the game. It was the practice under the original rules
White starts and makes a move. The umpire to denote the man captured (in one version,
repeats the move on his board and announces only a queen capture was identified). Also, a
‘White has played’, often abbreviated to player eliciting ‘Try’ in response to ‘Any?’
‘Played’. (All the umpire’s announcements was obliged to make the pawn capture.
must be audible to both players.) The same Another version required that ‘Any?’ was a
procedure is repeated for Black. White may compulsory precedent to a pawn capture other
now ask ‘Any pawn captures?’, abbreviated to than an immediate recapture. An American
‘Any?’ and the umpire must reply ‘No’, or version (Chess, March 1953) had three
‘Try’ (short for ‘You may try’), implying that changes: the umpire said whether a capture
there is a pawn capture. In the latter event, was of a piece or a pawn; the square on which
White must make at least one attempt at a a pawn capture could be made was indicated;
pawn capture but may also go on trying until a and, most importantly, a player could at any
capture is effected. If either side attempts an time ask the umpire to reveal the number of
illegal move the umpire announces ‘No’. pawns and the number of pieces the opponent
A legal move, once made, is binding. had remaining. Many players considered these
(The player does not normally let go of the rules debased the game by giving too much
piece until the umpire announces that he has away. At the other extreme, in Discreet
moved.) For example, after 1 e4 d5 White Kriegspiel (Jacques Rotenberg, Feenschach
might ask ‘Any?’ In response to ‘Try’ he 1981), no information on pawn captures is
might attempt exf5. The answer is ‘No’ so given, nor does the umpire announce check,
White knows that Black opened 1 ...d5. White the game being won by capturing the
would be wise to make this move on his own opponent’s king.
board to try to keep control of the position. First impressions might suggest that both
Suppose White decides to move and not to players are moving blindly with chance
capture. Black now asks ‘Any?’. If the reply is dictating events. This is often the case with
‘No’ he will know that White has a pawn on beginners, but in fact the game is highly
either c5 or e5 so he may try c5. The umpire skilful and it is possible to minimise the
announces ‘Played’ and Black then knows effects of surprise by taking simple
there is a white pawn at e5. Castling and pawn precautions. The chance factor is reduced by
Games with concealed information 35

collecting information on the opponent’s move after move, and Black suspects a
position. This is done by attempting moves ;anchettoed bishop hopefully trying for Bxh8.
that are likely to be disallowed; for example, So Black moves the rook and advances the g-
Ra1 attempts Ra8 (‘No’), Ra7 (‘No’) and back pawn. If the umpire now says ‘Played’ instead
to Ra3 (‘No’) establishing the existence of a of ‘No’ to White’s move, Black can chance
hostile man on a2. Although it is usually Rh8 hoping to catch the bishop.
impossible to interpret a middle-game position Kriegspiel endings have received attention
with any degree of accuracy, experienced and are much more dif;cult than those in
players have an uncanny knack of arriving at orthochess. Even basic king and pawn endings
the approximate if not precise position in the can lead into deep water. Suppose White has
ending. It is essential to maintain a proper Ke5+Pe6 against a bare K :
count of the opponent’s forces: pawns have a
nasty habit of slipping by to promotion.
The cardinal rule is to remove an enemy man
wdwdwdwd
- any man - from one’s board every time a dwdwiwdw
capture is made. Here, and earlier in the game, wdwdPdwd
the king can prove a useful decoy since a dwdwIwdw
check gives information about the enemy. wdwdwdwd
For example, a king can prevent the dwdwdwdw
undetected advance of a pawn over three
adjacent ;les, whilst a king on h1 and a rook, wdwdwdwd
say on a1, can be used to snare a central pawn dwdwdwdw
whose position is unknown. If the pawn
promotes to queen or rook, announcing check He tries say Kd6, and on receiving ‘No’ he
on the rank, it will fall to the waiting rook. tempos with Kd5 ready to try again. Black
For this reason, underpromotion is not routinely tries Ke6, Kd7, and Kf7, and on
uncommon. getting ‘No’ every time realises that he must
Bizarre opening play is the rule in retreat. Suppose first that he plays the
Kriegspiel. Pawns are used to guard squares normally drawing move Ke8. White plays Kd6
against incursions so that on a hostile advance as intended; Black must guess between Kd8
the question ‘Any?’ will elicit a gratifying and Kf8, with an even chance of getting it
‘Try’. It is legitimate to attempt pawn captures wrong; White tries Kd7, and if ‘No’ he can go
without asking ‘Any?’, the object being to back and try again. But will he do any better
deceive the opponent into believing, in the next time? Suppose Black plays the normally
event of a capture, that it was made by a piece. bad move Kd8 or Kf8 instead of Ke8. White
A player in check may attempt any plausible still plays Kd6, but now Black can play Ke8
capture. Example: WKa1, Bg2. White is and White’s probing Kd7 will always get
checked on the ;le. First try Kxa2, and if that ‘No’; he can indeed go back and try again, but
fails, Bxa8. A sensible precaution is to move the same thing will happen again, and the
the queen early. An open line can be normally bad defence seems suddenly to have
dangerous: 1 e4 d6 2 d4 Bg4 and a hasty move become a good one. To make progress against
here will lose the queen. More subtle is 1 e4 this defence, White must sooner or later play
d5 2 exd5 g5. White observes that Black does Pe7 instead of retreating and trying again, and
not recapture and suspects Bg4, so counters if Black has chosen this moment to revert to
with 3 Qg4 but is disappointed when the the normally drawing retreat Ke8 White finds
umpire does not announce a capture. Now that he has thrown away the win. White can
Black tries g4 and when the umpire says ‘No’ make the probability of failure as small as he
plays Bxg4. If the bishop is not recaptured, he likes, but he can never reduce it to zero, and
will know he caught White’s queen and not under the realistic practical rule that a game
the g-pawn. This idea of enticing the opponent still unfinished after a given number of
to make an imaginary capture and then repetitions is abandoned as drawn Black can
striking is a common device. Another play to have a perceptible chance of survival
example: White is told ‘No’ by the umpire, (Variant Chess 53).
36 Games using an ordinary board and men

Once the pawn has promoted, K+Q v K is is Progressive Kriegspiel, also known as
straightforward. K+R v K is not, but the win Scotch Kriegspiel (Fred Galvin, Don Neff,
had been recognised by 1914 and a complete and Jim Seifert, 1962). This is Kriegspiel
analysis by H. A. Adamson was published in played to Progressive Chess rules. After each
the Chess Amateur in 1923. K+2B v K is successful move (not just at the end of the
normally won and has been claimed as always turn), the umpire announces checks, captures,
won, but Thomas Ferguson has pointed out and the possibility of a capture by a pawn,
that if all White’s men are within the central and a check ends the turn. Faster than the
16 squares his first move outside this region parent game, and arguably more interesting.
must risk dropping a bishop or giving (Nost-algia 232, Variant Chess 47) [Text
stalemate; as with K+P v K, the attacker revised to take account of a document ‘Scotch
cannot guarantee to win though he can play so Kriegspiel’ in the library of the British Chess
as to make the probability of failure as small Variants Society]
as he likes (Variant Chess 49). K+B+N v K Partnership Kriegspiel is regular
was claimed as a win by a Los Angeles team Kriegspiel but each player has an advisor who
in 1926 (Chess Amateur), but their analysis can see all three boards. A player whose turn
appears never to have been never published it is to move can ask for ‘any instructions’.
and its validity has been questioned; a re- The advisor can only answer ‘Caution’, ‘Go
examination in 2005 of what appeared to be on’, or ‘No instructions’, but tone of voice and
the key positions concluded that the claim was in@exion can convey plenty. Twice during the
in fact justified (Variant Chess 49). Problems game an advisor may, after due warning, make
offer a rich and largely unexploited ;eld. a move on the player’s board though not to
[Treatment of endings revised. The rules of give checkmate. Apparently much played at
Kriegspiel, more than those of any other form Liverpool C. C. in the 1950s. (Personal
of chess, seem to have spawned local and communication)
regional differences, and at meetings of Nommenspiel. Kriegspiel variant in which
problemists in France I have always played to the umpire announces the square to which a
a rule whereby the umpire automatically player moves but not the man moved.
announces after each move whether a pawn Captures and checks are not announced: the
capture is possible. David had apparently not game is won by taking the king. A player
encountered this, but the wording of the whose man is on a square occupied by the
‘Scotch Kriegspiel’ pamphlet referred to in the opponent must remove it from the board. The
next paragraph suggests that Fred Galvin and opponent will not be aware of the capture.
his friends in Minneapolis and St Paul had Played in Canada 1969-70. (Nost-algia 232)
adopted something similar in the 1960s. Take-Back Kriegspiel (Ed Pegg, 1988).
Thomas Ferguson has told me that West Orthodox Kriegspiel in which a player may
Coast Kriegspiel circles in America have take back a move that leaves a piece subject to
abandoned the ‘50-move’ rule, any situation in a pawn capture. ‘In Take-Back’, claims the
which a player can guarantee to win with a inventor, ‘pawn captures are not rude
probability exceeding any given p less than 1 surprises’. The theory is that development of
being declared a win for him. On the face of it, pieces is consequently more aggressive. (Nost-
this would appear to be practicable only algia 312)
among sophisticated mathematicians capable Modern Kriegspiel (Bruce R. Trone,
of doing or at least of understanding the 1986). Normal Kriegspiel except that, on
analysis, but perhaps some trusted person has every turn, a player names seven squares the
drawn up a list. Apparently the Japanese Go occupants of which the umpire must detail.
Association has adopted a similar approach, (World Game Review 10)
declaring what the values of certain positions Spy Chess [Kriegspiel] (originator
are so that the endgame does not need to be unrecorded). A Kriegspiel variant in which the
played out.] umpire tells a player who moves a knight the
identities, but not the locations, of enemy men
There are a number of Kriegspiel variants adjacent to it. The information may prove of
of which perhaps the most rewarding greater value to the opponent. Alternatively,
Games with concealed information 37

the information can be passed in writing. must be on opposite-coloured squares. Pawns


(Supplement to World Game Review) may be entered on the first rank. When both
Darkness Chess (Torben Osted and Jens sides are ready the umpire sets up the position
Nielsen, 1990). Kriegspiel with a touch of on his board and announces the squares on
realism. After each move the occupants of all which the kings stand (if either king is in
squares that the player’s men can ‘see’ (attack, check it must be repositioned). Hereafter
and, in the case of a P, move to) are passed by normal Kriegspiel rules apply. Pawns advance
the umpire. For example, after 1 Nh3 d6 Black one square at a time only. (Indoor Games for
is told of the Nh3 as the B can ‘see’ it. No Two)
pawn-two or e.p. but castling permitted. Assassin Kriegsspiel (Hubert Phillips,
Checks are not announced; win by capturing 1930s?) The umpire must be armed with slips
K. (Eteroscacco 60) [Games requiring of paper marked with a 3x3 grid. Preliminaries
information as detailed as this are perhaps and play as for Welbeck Krigesspiel with two
most conveniently played with a computer as exceptions: (1) only the queen, known as the
umpire, and a similar variant, Dark Chess assassin, can mate the opposing king, and (2)
(Filip Rachunek, 2002), has proved very knights are spies which cannot capture or give
popular on the Internet.] check. A player who delivers mate other than
Tripod Chess (Jed Stone, 2000). A version with an assassin loses the game. If both
of Kriegspiel designed for postal play. A assassins are captured, the game is declared a
player moves three men at each turn, and draw, which suggests that pawns cannot
sends them to the umpire. The umpire then promote to assassins (there is nothing in the
informs his opponent which moves of his own rules about pawn promotion). When a spy
previous turn were successful, which kinds of moves to a vacant square, the umpire passes to
men his opponent has just moved, whether the player a 3x3 grid indicating the position
there have been any checks or captures by and identity of all enemy men on adjacent
either side, and which if any squares directly squares. The umpire must do this discreetly so
or diagonally in front of his pawns or that the player’s opponent is not aware that a
orthogonally or diagonally adjacent to his spy has moved. Kings can adopt adventurous
knights are occupied. Special rules: a pawn roles, hoping to trigger an accidental mate;
may not capture a knight; a pawn may ‘field conversely, assassins must be protected until
promote’ to a knight at any time, this the enemy king has been cornered. Spies can
promotion replacing a normal move; no player be captured like other pieces so need to tread
may have more than three knights at a time. warily. (Indoor Games for Two)
(Originator’s rules pamphlet) [Text editorial] Mafeking Kriegsspiel (Hubert Phillips,
1961). Again as Welbeck Kriegsspiel except
There are also Kriegspiel variants in which that knights are Scouts. Scouts behave as
even the opponent’s initial configuration is ordinary knights but gather information each
unknown. This would seem to be a natural turn whether they move or not. The umpire
development from ordinary Kriegspiel, but in requires a supply of 5x5 grids for this purpose.
fact only four games of this kind appear to He ;lls in a grid and passes it to the player
have been developed and all had the same revealing which enemy men are within range
originator. We may note the spelling with a and their locations relative to the scout.
double ‘s’. (This is time-consuming: it is suggested that
Welbeck Kriegsspiel (Hubert Phillips, an unmoved scout has no access to
1917). Invented under canvas at Welbeck Park intelligence even though the umpire, in
in 1917 and described as a ‘universal preparing and passing the grid, would betray
favourite’. Philips claimed to have played or the fact that a scout had moved.) (Indoor
umpired hundreds of games over a period of Games for Two)
40 years. As in Kriegspiel, three boards and Quantum Kriegsspiel (Hubert Phillips,
sets are required, one for each player and one c.1920). Each player has a king whose
for the umpire. Each player deploys his forces position is known to the adversary at the
on the first four ranks of a board unseen by the outset but who otherwise selects his forces and
opponent. There is only one rule: the bishops deploys them secretly in his own half of the
38 Games using an ordinary board and men

board. Pieces are valued, and each player widely divergent forces: in one game, 7
disposes of 40 points. The point values are knights and 12 pawns lost to a queen, 2 rooks,
Q=9, R=5, N=4, B=3, P=1 (notice that a 3 knights and 9 pawns, and in the other 3
knight is prized above a bishop). The only queens, 2 knights and 5 pawns crushed 3
restriction is that a player may not have more rooks, 5 bishops (all on white squares) and 10
than 12 pawns. Two published games show pawns. (Indoor Games for Two)

2.2 Games with an umpire, one side only blind

One-Eye and Pickle Pot (attributed to E. N. only king and queen which he may place on
Frankenstein, 1903). One player plays any legal squares. White, moving first, plays
Kriegspiel; the other plays normally but cedes blind while Black shares the master board with
the queen (One-Eye) or both rooks (Pickle the umpire who advises White whenever he
Pot) together with both knights and one bishop makes an illegal move or when check is given
(he must state which). (British Chess or a capture made by either side. Direction of
Magazine, September 1903) [The source checks and potential pawn captures are not
says only ‘Mr’ Frankenstein; identification announced. Clearly White is impregnable if he
with the problemist E. N. Frankenstein is elects to move a knight back and forth.
editorial.] His main danger is giving stalemate which
Semi-Kriegspiel (David Silverman, 1971). counts as a moral victory for Black. (Your
White pieces are set up normally: Black has Move)

2.3 Games without an umpire

Declaration Chess (Stasch Mlotkowski, Liar Chess [Cleaton-Solomon] (Terry


1917). White opens normally. Black conceals Cleaton, 1970, developed by Eric Solomon).
(writes down) his reply. White now either In addition to the normal chessmen, 32 covers
conceals his second move or looks at Black’s are needed, each capable of concealing the
move. If he conceals, White then looks at largest of the men. The covers have ordinary
Black’s move and plays it on the board. chess symbols on the front (the side facing the
If White’s concealed move gives check he opponent), and have openings to the rear so
must now play it openly when Black replies that a player can see his own men. At the start
openly. If it is illegal, he must declare it and of the game, each player sets up his covers so
openly move the same man but not to capture that the symbols conform to the normal chess
or give check (but can discover check). If the array, and then secretly puts his men under
man cannot move legally, White must move them without regard to the symbols thereon.
his king but again not to capture. If the K A covered man, together with its cover, may
cannot move, the opponent chooses the man to be moved in the manner of any chessman. The
be moved without further restriction. move may correspond with the symbol shown
Play continues in this fashion. If a player on the cover, or the man beneath it, or both, or
exercises the privilege to see the opponent’s neither. Subsequently the man may be moved
last move he must reply openly and either like a different chessman. The object is to
capture or give check or, failing either, move capture the opponent’s king. Checks are not
his king. If he can do none of these the announced, and there is no castling.
opponent chooses the man to be moved. When After any move by a covered man, the
16 or fewer men remain, either player, opponent may issue a Challenge. The man
immediately on concealing a move, may moved is now uncovered. If the challenge is
declare an open game. The non-declarer vindicated (the move just made was illegal for
conceals a move in reply or exercises his the hidden man), the man is put back on the
option to see opponent’s move subject to the square it came from, still without its cover,
restriction above. Thereafter all moves are and the turn passes to the challenger. If the
made openly. (British Chess Magazine, challenge fails (the move just made was legal),
October 1917) the move stands, the challenger loses his turn,
Games with concealed information 39

and the player who has just moved moves The game was first played using toilet roll
again. In either case, the man uncovered cores as covers, and was originally named
henceforward moves normally. A challenge accordingly. (Personal communication) [Text
can only relate to the move just made; any partly editorial]
previous illegal moves which passed
unchallenged are ignored. Ghostrider Chess (Ralph Betza, 1978).
A player intending a capture by a covered Knights are invisible and are called
man must announce his intention and allow his Ghostriders. When a G is moved this is
opponent to challenge. If there is no challenge, announced, also a check, but not the square
or the challenge fails, the player makes the moved to unless a capture is made. Pieces of
capture. A player who captures a covered man either side may pass over squares occupied by
may examine what he has captured. Gs, even to castle. A G is captured in the same
An uncovered pawn promotes in the normal way as other men and the owner must concede
way. A covered man that reaches the back the capture. The location of a G may be
rank may be announced as a pawn. If there is revealed at any time, the purpose being to stop
no challenge, the player removes the man the opponent moving through that square.
without revealing it and replaces it with a Gs do not capture each other unless one player
piece of paper, still under cover, on which the announces the square that they both occupy.
name of the promoted piece is written. If the A player in check from a G may attempt to
challenge fails, the same procedure is capture it but a failed attempt loses the game.
followed. A king may not promote. (Nost-algia 216)
The only function of the symbols on the
covers is as a prop to memory, to keep track of Special Move Chess (quoted by Stephen
what is moved where. The game is largely one Addison, 1983). Players write secretly the
of bluff but several fundamental chess tenets name of one of their pieces on a piece of
(control of centre, pieces guarded) are valid. paper. They then agree on a ‘special move’.
Over-protecting the king may only serve to At any time during play a player may on turn
reveal its whereabouts. Advancing a pawn as a reveal the name of his piece and make the
rook to the seventh rank as a prelude to special move with it. (100 Other Games to
promotion is one of several tactical ploys. Play on a Chessboard)
Chapter 3
Unorthodox ways of capturing

[In normal chess, capture is by displacement (a piece captures by moving to its victim’s square,
and any man can capture any other regardless of rank). This chapter considers various other
ways of capturing or immobilizing men. Some further ways of removing men from the board
will be found in the chapter on transporting and in the miscellaneous chapter, while the
reintroduction of captured men is considered in the chapter on introducing men during play.]

3.1 Capture by attacking

Rifle Chess, also known as Shoot Chess and Schmittberger, date unclear) a man can only
Shooting Chess (W. B. Seabrook, 1921, fire once. A counter or draughtsman is placed
though the Oxford Companion to Chess under each man to represent a missile, and
reports that similar capturing methods had instead of moving the man can Are its missile
been tried early in the 19th century in an to a square to which it could otherwise move.
Italian version of Kriegsspiel). Seabrook Once a missile has been Ared the counter is
observed that when chess was invented in forfeited and that man cannot Are again.
imitation of warfare, hand-to-hand fighting Men may also move and capture normally
was the norm. With the introduction of whether or not they have used their missiles,
firearms, warfare underwent a radical change: thus one tactic is to exchange men without
the opponent was now hit from a distance, the missiles for those with missiles. The inventor
striker remaining stationary. Rifle Chess proposes a number of variations: vary the
reflects this change. Displacement capture is number of missiles by type of piece; allow
dispensed with. Instead, where such a capture each player to allocate missiles as he sees At
is legal, the attacker ‘shoots’ the victim but (there would have to be restrictions on the
does not itself move (the king can be said to queen); and give pieces both missiles and
be assassinated rather than mated). The game shields. A shield negates a missile attack but is
is usually played with the additional rule that destroyed by it (personal communication
captures are obligatory with the player free to including a cutting from an unidentified
choose between alternatives. The reason for source). In Machine-Gun Chess (J. E. H.
this rule is that the line pieces (and particularly Creed, 1941), every man attacked on both
the queen) are too powerful without it. F. J. sides is removed simultaneously; thus pieces
Marshall found Rifle Chess problems under mutual attack are both removed.
‘remarkable’ (Fairy Chess Review, August The king is taken like any other piece.
1947). The variant was a favourite of another Screened pieces are not affected. Once a
master, C. H. O’D. Alexander, who gave the clearance has been made, further attacks may
following example of opening play: 1 e4 e5 be revealed when these too are resolved, and
2 b3 Nf6 3 Bb5 xe4 (compulsory) 4 xd7+ Ke7 so on. The object is to annihilate the
5 Ba3+ Ke6 6 xf8 xd2 7 xd8 and White’s opposition. Created as a problem theme (Fairy
position is overwhelming. An instant disaster Chess Review, December 1941) but play is
for White would be 1 d4 e5! 2 xe5 Bb4+ and possible. John Bosley fostered a progressive
now White must give up the Q to let the K version of the game. In Autorifle Chess
escape to d1. Traditionalists may find comfort (Ralph Betza after Bill Rawlings, 1977) there
in the fact that Seabrook wrote a book based is no obligation to capture, but if a capture is
on his personal experiences called Asylum. made all possible captures must be made with
that piece (Nost-algia 211). The player can
There have been several extensions of Rifle decide in which direction to shoot first, but
Chess. In Missile Chess (R. Wayne must then continue to shoot along that line as
Unorthodox ways of capturing 41

long as there are targets before changing capture (remove) the K. No check or e.p.
direction of fire. Both pieces are removed in capture. (Nost-algia 227)
the event of a mutual attack. K, N, P have
additional powers: they may continue to shoot All-Mate Chess, also known as Generalized
along the same line provided there is no gap in Chess [Tylor] (Chris Tylor, 1979).
it. In order not to give immediate advantage to Displacement capture is replaced by mate:
White, there is an initial rule that the first a pawn or piece is captured when it is attacked
capture of a game must be orthodox. and the player can neither capture the
In Rapid-Fire Chess (Tony Paletta, 1980) attacking piece, interpose a man, nor move the
captures are not mandatory, but if a capture is attacked man to a safe square. A move that
made it is compulsory to capture all men escapes the mate is called a nullifying move:
attacked by the capturing piece. Only the Arst it prevents the capture but is not actually
man in a line is captured, any behind it are played. Check is abolished but the aim of the
considered screened. Kings have no royal game remains the capture (checkmate) of the
powers: aim is to annihilate the opponent’s opponent’s king. More than one man may be
men (Chess Spectrum Newsletter). mated by a single move. In this event, the
mating player can decide in which order the
Archimedes Chess (Philip Cohen after Scott mated men are removed from the board.
Marley, 1979). No displacement capture. Removal may result in further mates, all of
Instead a man that is attacked by two or more which are executed. Notice that a move may
enemy men is removed from the board result in one or more of the player’s own men
(captured) if it is the attacker’s move. The getting mated. If a player overlooks a mate,
removal may expose further men to attack and the opponent has the option of leaving or
removal in the same turn. The object is to removing the man. (Eteroscacco 54)

3.2 Squares with known or hidden dangers

Mine*eld Chess, also known as Sea-Warfare at once) removed from play. A player may
Chess (originator unknown, time of World elect to wait until a more valuable piece
War II). Each player secretly records on paper arrives on the square before setting off the
two squares in his own half of the board. mine. The idea of the game, allegedly played
These are ‘mined’, and if during the course of on occasion by ‘Arst-class masters’, was to
the game an enemy piece lands on one of entice the enemy king forward in the end-
them, the mine may be ‘detonated’ and the game in support of an advancing pawn.
piece (which can include the king, which loses (Chess, June 1942 and July 1943)

3.3 Destruction of men on nearby squares

Capricorn Chess (V. R. Parton, 1970). The more interesting games). Poloschach (Hans
rooks are Capricorns, which move as rooks Klüver, 1986), at which tournaments have
but instead of capturing normally they butt been played, specifies explicitly that castling
their victims off the board by landing on an is illegal over threatened squares (Parton does
adjacent square. Suppose White Ce1, Black not mention this) but otherwise would appear
men d5, d6, e7, f5; if White plays Ce6, he to be identical in everything except
eliminates all four Black men. A king is in terminology. (Chesshire Cat Playeth Looking
check if a hostile capricorn can move adjacent Glass Chessys, also Murkisch, Hans Klüver:
to it. Other pieces (knights, bishops, queens) ein Schachporträt)
can be designated butters instead of the rooks,
though Parton suggests that queens and Plague Chess (Ralph Betza after S. Walker,
bishops are perhaps less suitable than rooks 1977). All men that move are carriers of the
and knights, and in Butters (Parton, 1970) all plague. On completion of a move, all squares
men capture by butting (according to Parton, adjacent to the arrival square of the man
irregular initial formations are likely to give moved are infected and all men of either
42 Games using an ordinary board and men

colour on them ‘die’ before the same side version unclear). When a capture is made, the
moves again. However, capturing the plague- capturer, victim and all pieces (not pawns) on
carrier prevents infection and a man attacked adjacent squares are removed. Kings cannot
by the plague escapes infection if it moves capture. Checkmate or destroy enemy K to
away immediately. Dead men are removed win. Considerable opening research was done
from play. Infection persists for one move of in 1996/7 on the first few moves of each side
each side. If a man moves to an infected by Jonas Hoffmann and Peter Schaefer and
square it dies at once but simultaneously later by Michael Uhl. Their findings pointed to
infects adjacent squares. Check and checkmate 1 Nf3 and 1 Nh3 as the best opening moves
take precedence over the plague and kings are for White, with 1 d4 and 1 e4 quite playable.
immune from infection from men of their own Opening moves condemned for White are b3,
colour. There are two offshoots of Plague e3, f3, g3, c4. Black’s replies get two
Chess: in Biological Warfare Chess, the exclamation marks for 1...f6 against 1 Nf3
plague only attacks the opponent’s men; in (White follows with 2 Nd4!) and one for
Immunity [Betza], a man that survives the 1...Nf6 against 1 Nh3 and 1...d5 against 1 e4.
plague is henceforth immune. (Nost-algia 213) It is perhaps axiomatic to observe that this is
an explosive game, frequently brief and
Atomic Chess (at least the second game to violent. (Personal communication forwarding
have carried this title, originator of this material from the Internet)

3.4 Capture by moving as the target man

Moss Chess, also known as Odious Chess, Montreal Star (16 January 1971). [Text partly
Tag Chess, and Zen Chess (Moe Moss, editorial]
1970). Movement is normal but men capture
with the action of the man being captured. A Spite Chess, also known as Tag Chess (David
pawn can capture anything when moving Silverman, 1973). Movement is normal but
forwards, and anything other than a pawn there is no displacement capture. Instead, a
when moving backwards, even to the first man that moves to a vacant square captures
rank. A pawn can be captured by anything but any of the opponent’s men that attack the
only by a single-square forward diagonal square at the time of the move. This includes
move. Pawns promote normally. The pawns e.p. captures. For example, suppose White
are exceptionally strong. Suppose 1 a3. If Pb2, Black Qf8, Be7, Pa4; now 1 b4 (xa4,
Black naïvely replies 1...e5? then 2 axf8(N) xBe7) Qc5 (xb4). There is no check or mate;
and one bishop has gone, and if 2...dxf8 then the object is to capture the king. Any hostile
3 h3 forces Black to block the line by 3...f5 or man played adjacent to the king wins outright,
3...Nd7 (or even 3...Kd7) if the other bishop is so it is necessary to cocoon the king. Games
not to go as well. If instead 2...hxf8? then are short and favour White but it is often
3 hxh8(Q) takes the rook, though after difAcult to tell who is winning. Knights are
3...Nxh8 or 3...gxh8 it is White’s turn to block preferred to rooks. (Nost-algia 181) [The
the line (4 Nh3) if he is not to lose his own repetition of ‘Tag Chess’ is not an error; both
rook. The rules were first described in the Moss Chess and Spite Chess are so known.]

3.5 Other forms of capture

Scaci Partonici (V. R. Parton, 1950s and (1) A man moves so as to trap one or more
later). A sequence of variants in which opposing men between it and another friendly
displacement capture is replaced by the man in a line, orthogonally or diagonally,
custodian capture, common in ancient games, there being no vacant squares between any of
and its antithesis. The aim is to take more men the men involved.
than the opponent. Kings have no special (2) The reverse of the above, where a man
powers. There are two forms of capture: moves so as to create a line in which one or
Unorthodox ways of capturing 43

more friendly men are Nanked by opposing from the board. The game is won either by
men. Both Nanking men are captured. checkmate or by removing the opposing king
For example, suppose White Kd4, Ra1, by prediction. (Nost-algia 168)
Bd8, Na7, Black Qb6, Pc7. White to play can
capture the Q with Kc5 or both black men Blood-Brother Chess (Philip Cohen and R.
with Ra5; Black to play can capture K and N Wayne Schmittberger, 1980). Pieces (not
with c5. Multiple captures, involving one or pawns) guard identical pieces, including any
both of these forms, are possible. promoted pieces, at all times. Kings guard
Parton was clear on the method of capture queens. If a piece is captured, a blood-brother
but less clear on the form the game should recapture must be immediate (passion cools
take. Initially he proposed the 8x8 board on quickly) but not if the piece is defended
which the men are arranged in the usual order normally. Favours attacking players. (Nost-
except that the pawns are on the back rank algia 247/350)
with the pieces in front of them. All pieces
move forward only (no sideways movement). Crushed Chess (quoted by C. Pickover,
A pawn or piece reaching the end rank is 1992). After every ten moves, the perimeter
immobilized. Later he allowed pieces reaching squares and all men on them are removed
the end rank to regain their usual powers, with from play. A game cannot therefore last longer
pawns promoting normally. He then than 30 moves. The winner is the player
introduced the game on the 10x10 board with whose king survives the longest. (Mazes for
14 men a side, later modifying this to 20 men the Mind)
a side: four pawns plus all the pieces doubled
in number. Array, 2nd/3rd and 8th/9th ranks, En Passant Chess, otherwise known as All-In
PRNBQKBNRP, with the further option of En Passant (origins unknown). All pieces are
placing six more pawns in the middle of the subject to e.p. capture if crossing a square
back ranks. All men move forward only. The attacked by an enemy piece. The knight is
aim is again to capture more men than the considered to cross the square orthogonally
opponent. The game is stopped when the adjacent to it. Less radically, Ekstrom, the
pieces are so reduced that likelihood of further Swedish master, and several others, would
captures is negligible. A tilt towards allow a piece to take a pawn en passant, other
orthodoxy is seen in Royal Scaci Partonici, captures remaining as usual. (Nost-algia 217)
which is identical except the object is to [I haven’t traced a specific reference for the
capture the opposing king. (Chess - Curiouser Ekstrom statement, but I am sure that the idea
and Curiouser, Chesshyre Cat Playeth has been suggested many times.]
Looking Glass Chessys, 100 Squares for Chess
and Diamante) Kidnapping Chess (H. Clifford Garner, c.
1950). After Black’s 6th move, White kidnaps
Bingo Chess [Gutzwiller] (James Gutzwiller, (removes) a black knight, then black kidnaps a
1970). If a player’s move completes a fully white knight. After move 12, bishops are
occupied rank, file, or diagonal (presumably similarly removed, rooks after the 18th and
of any length), he calls ‘Bingo!’ and removes queens after the 24th. Thereafter play is
all his opponent’s men in the line. A king may normal. A piece may not be removed that
be mated or bingomated. Presumably no exposes a king to check. A side that does not
displacement captures? (Nost-algia 278/9) have the appropriate piece for kidnapping
suffers no penalty, putting a premium on
Cassandra Chess [Betza] (Ralph Betza, sacriAcial play. These removals do not count
1974). After every n moves, where n is a as a move; thus if Black delivers check just
number agreed by the players, each player prior to a kidnapping, White must get out of
predicts where an opposing man of specific check immediately after the pieces are taken
rank will be in n moves time. This is off. Removal Blitz Chess (E. H. Ratcliffe,
announced. Thus Black could predict that 1952) is Lightning Chess with the same rule.
there will be a white rook on a1. If the (Nouveaux Jeux d’Echecs Non-orthodoxes,
prediction proves correct, the piece is removed also Chess, May 1952)
44 Games using an ordinary board and men

Kamikaze Chess [Laws], also known as could capture a queen (1+1+1+3=6) but a
Hara-Kiri Chess (from an idea originally by rook, bishop and pawn could not (4+3–1=6).
B. G. Laws, 1928). A piece making a capture The captured man is replaced by any one of
is removed from the board together with the the men making the capture, at the capturer’s
captured man. It follows that a king cannot choice. Two or more pawns may not capture
defend himself by capturing an attacker. an opposing pawn by multiplication or
Captures are not compulsory. The game lends division but otherwise pawns may capture and
itself to progressive play. Here is a stark be captured in the same way as other men.
example: 1 e3 2 f6, g6?? 3 Bd3, Bxg6, Qh5. Capturing is not compulsory. A pawn may be
Another version of the game allows no checks, promoted in the normal way or at the end of
the object being to get a pawn to the 8th rank. any subsequent move. A pawn which is not
The kamikaze piece was originally a problem promoted immediately cannot move. The aim
theme, and was not named until 1965. (Oxford of the game is to capture the enemy king
Companion to Chess, also Eteroscacco 51) which may be taken by any man if in check, or
[This provides an example of how a small by an arithmetical capture.
modification to an apparently artificial A fast-moving game, with pawn promotion
problemistic idea can yield a playable game. It common since an arithmetical capture may
was tried in its original form at a meeting of allow a pawn to move immediately to replace
problemists in France, and found quite a captured man on the 7th or 8th ranks.
unplayable. Yet Progressive Kamikaze The king is surprisingly vulnerable, making
appears to be entirely practicable.] for short games. (Games and Puzzles 16)

Arithmetical Chess (C. G. Lewin, 1973). Goliath Chess (Gianluca Vecchi, 1994).
Based on Rhythmomachia but using a Orthochess except that after making a capture
standard board and men, Arithmetical Chess a piece may make a second capture without
differs from orthochess only in the method of moving (as in Rifle Chess) . Shooting at the K
capture. An orthodox capture can only be is forbidden. Here is a brevity won by Aldo
made between like men; for example, NxN. Kustrin against the inventor: 1 d4 e6 2 Nf3
The alternative method of capture is based on Qf6 3 Nbd2 Nc6 4 Nb3 Qg6 5 Qd3 Qxg2xf1
the numerical values of the pieces which are: 6 Qxh7xh8 Qxh1xf3+ 7 Resigns (White, two
Pawn-1, Knight-2, Bishop-3, Rook-4, Queen- pieces down, now loses his Q!). (Eteroscacco
6, King-8. Each man is deemed to have lines 74)
of Are radiating orthogonally and diagonally
from the square on which it stands (coinciding Divide and Conquer (Ian Richardson, 2000).
exactly with the move of a queen). A man may Each side has K, Q, 8xP (10 men only); White
be captured if its numerical value is equal to Ke1, Qd1, Ps 3rd rank, Black Kd8, Qe8, Ps
the number obtained by adding, multiplying, 6th rank. A turn consists of moving K, Q, P in
subtracting or dividing the values of two or any order. Capture is by moving between two
more opposing men in whose unimpeded line enemy men (both captured), blank squares not
of fire it stands. Signs may not be mixed in counting. (Manuscript notes presumably
an equation; thus three pawns and a bishop derived from personal communication)

3.6 Immobilization

Madrasi Chess (Abdul Karwatkar, 1979). inert or only the pawn able to capture e.p. is
Like men of opposite colours observing one inert. Madrasi Chess is a popular problem
another are paralysed and can neither move theme. Played as a game it introduces some
nor give check. A paralysed man however interesting strategies. A brief example: after
retains the power to paralyse: thus after 1 e4 1 e4 e5 2 Nf3 Nc6 3 Bc4 Bc5, White could try
d5 2 c4, all three pawns are inert. A pinned 4 Nxe5? d6 5 d4 (if 5 Bxf7+, Kxf7 is legal; or
man can paralyse. Kings are unaffected. The 5 Qh5 Be6 is playable) Bxd4 6 Qxd4? dxe5
status of two pawns in an e.p. situation has and the WQ is lost. (Eteroscacco 7, Nost-algia
been debated: it can be argued that both are 288)
Unorthodox ways of capturing 45

[Two related games which have been a stunned piece of either colour, this can be
played at meetings of problemists in France kicked; the kicker occupies the square, and the
are Kriegspiel Madrasi, which is hilarious, kicked piece moves off the board (and out of
and Isardam, in which a move which would the game) in the same direction, carrying with
cause a Madrasi paralysis is illegal. Fool’s it all men in its path. Stunning the enemy king
Mate in Isardam is 1 e3 f6 2 Bd3 h6 3 Bg6; does not win; it must be kicked off the board
not the normal 1 f3 e5 2 g4 Qh4, because (a threat to do so is check). No e.p.; a pawn
3...QxK would leave the queens paralysing bouncing to the 8th rank promotes. It is
each other and so would not be permitted. This permitted to stun one’s own pieces (but not
might seem an artificial problemistic notion until one piece of the opposite colour has been
with no relevance to real life, but it was tried stunned) and to kick them. Many variations
in a nine-player all-play-all tournament and have been tried. (Unprovenanced rules
was found surprisingly practicable.] pamphlet)

Koopa Chess (inventor unknown, 1990). Shock Chess (Alessandro Castelli, 1992)
Variant based on the Mario Brothers series of When a player attacks an opponent’s man (or
video games. Men are either active (normal) men) that man ‘suffers shock’ and may not
or stunned. When an active piece is ‘captured’ move on the next turn. A man cannot be
it is stunned for two moves (known as the shocked by the same piece twice in
Duration). A stunned piece does not move. succession. Kings are not affected.
The capturing piece bounces on to the next (Eteroscacco 58)
square in the same direction. If this square is
off the board, the capturing piece is out of the Fossil Chess (quoted by C. Pickover, 1992).
game. It the square is unoccupied, the move After its first move a pawn becomes a fossil
ends there. If it is occupied by an active man and cannot move again. A piece capturing it is
of either colour, this also is stunned and the also fossilized. A recipe for gridlock? (Mazes
capturing piece moves on. If it is occupied by for the Mind)

3.7 Capture of own men

Reform Chess [Tabi], also known as Free- (origins unknown, and not to be confused with
Capture Chess (L. Tabi, 1971). Either side Losing Chess), a player may remove one of
may capture its own men as well as the his own men from the board instead of
opponent’s. A problem theme but perfectly moving. (Feenschach, May 1971, also
playable. In Suicide Chess [piece removal] Berloquin, 100 Jeux de Table)

3.8 Checking of own king

Bicolour Chess (Gabriel Authier, 1958). Chris Tylor has suggested the orthochess
Kings are subject to check and checkmate by array with a rule that self-check does not apply
own as well as opponent’s pieces. The Q and until the king or the potentially offending
QN are interchanged in the array; castling piece has moved, and Mark Ridley modiAes
illegal. Games are short and oversights come this to permit castling. Bicapture Chess
easily, as witness this example from actual (Roméo Bédoni, 1958) restores the original
play: 1 e4 c5 2 Ne3 Qe5 (centralizing the Q is rules and array but a player may capture his
usually a good idea) 3 f3 e6 4 Kf2 (unpinning own men, a privilege which mitigates some of
the back-rank pieces) d5? (typical bicolour the parent’s excesses. Boyer organized an
blindness) 5 Nxd5 and the recapture by international correspondence tournament in
5...exd5 would leave Black in check from his 1961. (Nost-algia 169, Eteroscacco 54,
own Q. Nouveaux Jeux d’Echecs Intéressants)
Chapter 4
Compulsions and restrictions

[This chapter considers games in which the normal movement of the men is subject to
constraints of various kinds. Some of the ideas originated as problem themes and appear to be
unplayable as games, but David obviously thought they should be included; they are on record,
they have novel features, and even if they are unplayable in their present form it may be that
quite a small change would make all the difference.]

4.1 Compulsions and restrictions relating to check

Checkless Chess, also known as Prohibition by Carter’s discovery of Tutankhamen’s tomb


Chess (origins unknown, see below). Neither the previous year. King are mummies which
player may check except to give checkmate. can only move when excavated (checked),
The game gives the kings a more active role, though a check may be parried by
the prohibition permitting some fanciful interposition or capture if this is possible and
strategy and tactics. To effect mate, a preferred. Once during the game the mummy
markedly superior force is usually necessary. (king) can change its tomb (castle), though not
Several authorities, possibly quoting one to get out of check. Object is to get opponent’s
another, have suggested that checks should mummy safely into a museum (mate it).
be permitted if on a direct path to mate, i.e. The idea of a king unable to move unless
a series of checks that ends in mate. A variant, checked was to be reinvented without the
Absolute Checkless Chess (R. Powell, 1975), archaeological gloss, and Idle Kings Chess
forbids a piece to cross a square where, if it (V. R. Parton, 1950s) offers an additional
stopped, it would give check. Checkless Chess twist: the kings are absent from the initial
is a popular problem theme. [David array, and after Black’s 12th move White
conjectured ‘early 1800s?’ for the variant’s places his king on any vacant square (but not
origin and several writers have said more or in check) and Black does likewise. (British
less the same, but the earliest definite Chess Magazine, December 1923, Nouveaux
reference I have seen is a quotation from Max Jeux d’Echecs Non-orthodoxes)
Lange’s 1857 book Sammlung neuer
Schachpartien in Nouveaux Jeux d’Echecs Check Force (Bruce R. Trone, 1976). The
Non-orthodoxes.] checking player dictates how check is to be
parried. (Nost-algia 202)
Pin Chess, also known as Stevens’ Principle
(pre-1872). Pinned men do not check. Patzer Chess (Tony Paletta, 1980). A player
Essentially a problem theme, though Variant must check if it is possible to do so but may
Chess 4 reported correspondence in the choose if more than one check is available.
Westminster Papers (1872-5) which included A player may win by ‘decimation’ - 10
an example from actual play. [Text revised] consecutive checks. Hence perpetual check is
a win for the player giving it. (Chess Spectrum
Mummy Chess (Frank Maus, 1923). Inspired Newsletter)

4.2 Compulsions and restrictions relating to capture

Must-Capture Chess, also known as where it is improbably ascribed to the ladies of


Compulsion Chess, The Forced Game, The Morocco. A player is obliged to make a
Ladies’ Game, The Maiden’s Game. capture if able to do so legally, but may
Mentioned in the Alfonso manuscript (1283) choose between alternatives. A lively
Compulsions and restrictions 47

offspring is Madcap Chess or Series Must- is the reverse: pieces may only be captured
Capture Chess (Mannis Charosh, 1950s) in by the same type of pieces as those which
which the player making a capture is obliged guard them (check and checkmate normal).
to make a further capture if one is available, A problem theme but (just) playable.
and so on, as part of a single turn of play. (Correspondence between John Gollon and
(Oxford Companion to Chess) Philip Cohen)

Levantine Chess. It was sometimes Blockade Chess (Students of Oslo University,


customary in the Levant (early 19th century) 1971). Only pieces of the same kind may
to play with a ‘trusted piece’ which could not capture each other. Kings may not capture.
be taken except when it attacked an (Feenschach, March 1972)
opponent’s man. [David’s files cite two
sources: ‘Marinelli 1826’ and ‘Triple Chess / Recaptureless Chess (Tony Paletta, 1980).
1040 d 26(2)’ (which I take to be a British Immediate recapture is not allowed unless the
Library shelfmark). I take this to be an English capture gave check. In the Danish Gambit 1 e4
translation or edition of Marinelli’s Il Giuoco e5 2 d4 exd4 3 c3 dxc3 4 Bc4, 4...cxb2 wins a
degli Scacchi fra Tre of 1722, in which case piece. Some interesting play. (Chess Spectrum
‘early 19th century’ should possibly read Newsletter)
‘early 18th’, but it would be necessary to
consult an original edition to find out.] Barrier Chess [Stone] (Jed Stone, 1982).
No piece may move through a square on
Guard Chess (origins unknown). A variant which, if it were to stop, it could be captured,
common in Iceland up to present century. but it may move onto a threatened square.
A guarded man could not be captured, Thus two opposing rooks facing each other on
although some players allowed the taking of a an open Hle could move freely along the rank
piece defended only by the king (Murray). but only one square forwards or backwards.
According to Boyer (Les Jeux d’Echecs Non- A king facing a hostile rook down an open Hle
orthodoxes) the game can be lively: for one is not in check because the rook, to give
reason, a piece, if defended, can give mate no check, would have to pass through the square
matter how many times it is attacked. Guard immediately in front of the king which is
Chess may have a common ancestry with defended by the king. However, if this square
Joara-Joari (see ‘Indian Chess’ later). [I have was guarded by an opposing man, then the
to say that I find this last statement hard to king would be in check. (Stone)
credit. I can see no evidence for it either in
Murray or in Boyer, and there is no other Cripple Chess (D. B. Pritchard, 1991). Kings
reference in David’s files. But he may have move only to capture. With kings conHned to
had some other source of which I am the middle Hles, development of the rooks
unaware.] poses problems and endgames are rare.

Immunity Chess [like pieces] (origins Shaft Chess (James Coleman, 1997). Men
unknown). Pieces may not be captured by the only capture backwards (hence pawns cannot
same type of pieces as those which guard capture). (Manuscript notes presumably
them. The K has no immunity. Allergy Chess deriving from personal communication)

4.3 Restrictions on the men able to move

Maximummer Chess (based on a concept of must make knight moves until a man is
T. R. Dawson, 1913). Players must make their captured. (Chess Amateur, December 1913)
geometrically longest legal move. Unit is one
square orthogonally. One square diagonally = Proximity Chess, also known as Nearest-
1.41; knight move = 2.24. Problem theme, Man Mover, Short-Distance Chess (origin
where the restriction is normally applied only unclear, see below). After White opens, each
to Black; unsatisfactory as a game. Both sides player must thereafter move the man
48 Games using an ordinary board and men

geometrically nearest to the arrival square of Musical Chess (Bruce Trone, 1986). Every
the last man moved by the opponent, subject man must move once before any can move
to the move being legal. A player can choose twice, and so on. Opportunities for a late
between alternatives. [David gives ‘W. H. attack by the player who starts the next cycle
Rawlings’ with no date, but the earliest first. (Manuscript note presumably deriving
reference I have found is to a problem by J. J. from personal communication)
Vermet quoted in Fairy Chess Review in
December 1950. All the references cited in Alternating Chess [Poniachik] (Jaime
David’s files appear to be later than this.] Poniachik, 1994). If White opens with a pawn
move Black must do likewise, similarly if
Monkey Chess. Black copies White’s moves. White opens with a piece move. Thereafter
A problem theme rather than a valid game, pawn and piece moves must alternate, so if
Monkey Chess offers a challenge to White opened with a pawn, his second move,
composers for the shortest games in which and Black’s second move, must be with a
each of the chessmen delivers mate in the piece. Win by capturing (not mating) the king.
fewest moves. Loyd gave a mate in 4 with the (Personal communication)
queen; Gik gives mates in 6 with a knight,
7 with a pawn, 8 with a bishop or rook, and Hierarchical Chess (origin unclear). On each
9 with the king. (Schach und Mathematik) turn you move a man in the order PNBRQK.
If you have men of the kind due but cannot
One-Shot Chess (Ralph Betza, 1980). No move any, you lose the game; if you do not
man may repeat a move in the same direction have any, you move the piece ranked next.
and over the same distance. Moves and Check must be countered by the correct piece;
captures are treated as distinct. Promotion is castling is a rook move. White appears to have
on the 7th rank (since a pawn can’t reach the a big advantage as a Q move must be
8th) and stalemate wins. Described by a well- answered by a Q move, so White could, for
known player as ‘the most useless chessic idea example, place an unguarded Q next to the
to cross the mind of man’. (Nost-algia 248) opponent’s K. (Variant Chess 45)

4.4 Walls, obstacles, and missing squares

Capapranka (H. C. Garner, 1952). After both more captures takes place on a square, that
sides have made an opening move either square becomes a null as soon as it is vacated.
player, on turn, may place a cap over a man of A null square is a block; it may not be
either colour, other than a king, or on an occupied or crossed. There is no e.p.
empty square. This counts as a move. The (Eteroscacco 55)
effect is to remove the square and its occupant,
if any, from play. No move may be made Cheshire Cat Chess (V. R. Parton, 1971).
across the ‘hole’ thus created. Once on the Every time a square is vacated it disappears
board, the cap cannot be removed from play although pieces may subsequently pass over it
but may at any time be transferred to another to move, capture or check. Vanished squares
square instead of a normal move, except that a can be marked with counters. The K may
check or checkmate cannot be parried by move like a Q on its Hrst move only (to avoid
moving the cap. If the cap is pinned between it being penned in by the disappearance of
an attacking piece and the king, the defender surrounding squares); castling impossible.
may cap the attacking piece or move the cap to (Chesshyre Cat Playeth Looking Glass
another square on the attacking line. The reply Chessys)
to a cap move must be a chess move and no
player may move the cap on two consecutive Centreless Chess (Tony Paletta, 1980). The
turns. Described as ‘very amusing’ at 15 squares d4, d4, d5, e5 may not be occupied at
seconds a move. (Chess, May 1952) any time, nor crossed except by knight moves.
There are no d and e pawns. (Chess Spectrum
Null Chess (Philip Cohen, 1960s). If one or Newsletter)
Compulsions and restrictions 49

Relativistic Chess (Lee Corbin and Kevin No-Entry Chess (D. B. Pritchard, 1989).
Whyte, 1980s). Squares attacked by the After the opening move, White places a token
opponent do not exist for the player. If WBa1 on any empty square. On the next move only,
attacks BPg7, Black can play gxa1 (promotes). the opponent may not occupy that square
Kings behave normally. (Pickover, Mazes for (another version also forbids a man to cross
the Mind) the square). Thereafter, a player may, after
moving, transfer the token to any empty
Obstacle Chess (William Groman, 1987). The square. A player may not bar the same square
squares c3, f3, c6, and f6 are obstacle squares. three times in succession. (Apparently original
Line pieces may not occupy or cross an to the first edition)
obstacle square. Kings, knights and pawns are
unaffected. (Manuscript notes presumably Maze Chess (Stephen Taverner, 1991). An
deriving from personal communication) agreed number of ‘walls’ is raised between
adjacent squares before play begins. Walls
Horatio Chess (Frank Tapson, 1989). Inspired cannot be crossed except by knights. George
by Macaulay’s poem. The players create Jelliss proposes movable walls in which a
barriers between agreed squares, thereby piece or pawn can cause a wall to be displaced
forming bridges through which pieces must at the expense of a move. (Variant Chess 6)
pass. The inventor suggests granting pawns a
sideways step so that they will not be Black Hole Chess (quoted by C. Pickover,
immobilized at a barrier. Rather slow-moving 1992). Black holes at d5 and f5. A piece
and favouring defence. (Note apparently alighting on or traversing a black hole is
emanating from the inventor) removed from play. (Mazes for the Mind)

4.5 Lines to be crossed

Grid Chess (Walter Stead, 1953). A popular mate K. (Fairy Chess Review, August 1953)
problem theme, adapted to game play. The
board is divided by three horizontal and three Displaced Grid Chess (Doug Grant, 1974,
vertical lines into sixteen 2x2 squares : also known as DG Chess after its inventor).
A form of Grid Chess in which the grid lines
are displaced by one rank and one file
rhb1kgn4 (so producing four 1x1 cells in the corners,
0p0p0p0p twelve 1x2 cells along the edges, and nine 2x2
wdwdwdwd cells in the centre). The effect is to increase
dwdwdwdw mobility and eliminate ‘dead spots’. For
wdwdwdwd example, kings can reach corner squares,
dwdwdwdw impossible in Grid Chess. (Nost-algia 168)
P)P)P)P) Berolina Grid Chess, also known as
$NGQIBHR Gridolina (originator not noted). A
combination of Berolina and Grid Chess.
There is only one rule: a man, when moving, Better than Grid Chess since Berolina pawns
must cross at least one grid line. This means cross grid lines more easily. Described in
that opposing men sharing the same 2x2 World Game Review 10 as the most popular of
square have no effect on each other (so the the NOST combination games. (Nost-algia
kings can be adjacent). There are strictures on 150, also Nost-algia 112 ‘not seen’)
practical play. A wing pawn can never move
beyond the 5th rank and other pawns can only Plaid Chess (Bill Rawlings, 1974). A happy
do so by capturing; kings cannot reach corner hybrid of Progressive Chess and Grid Chess.
squares. Knights alone are unaffected by grid A postal horror story: 1 e4 2 d5, Na6 3 Bxa6,
lines. In endings, K+Q (but not K+R) can Bxb7, Bc6 mate. (Nost-algia 168)
50 Games using an ordinary board and men

4.6 Other compulsions and restrictions

Feldschach (Karl Kaiser, 1924). An attempt be expressed in that notation by three symbols
to balance the advantage of White in or less. A dash (hyphen) does not count as a
orthochess. Suggested adjustments are to symbol, but ‘x’ (captures) does. The win is
White’s play; Black unaffected. Pawns move achieved by taking the king. As examples of
only one square until reaching the 4th rank ambiguity, if white bishops can go to both
when two-square move permitted. Castling QB4 (c4) and KB4 (f4) and one of these
allowed if rook anywhere on Hrst rank but moves is check, the move is considered
Kf1/Re1 illegal. Pawns promote only to Hle ambiguous even though it might be
piece and only if original piece captured; pawn transcribed as B-B4+. As an extension of this
on e-file promotes to Feldkönig (moves like idea, the move would still be ruled ambiguous
K). ‘With these simple adjustments,’ remarks even if one of the bishops was pinned and
the inventor, ‘harmony is restored.’ (Arbeiter unable to move. In the position WKb2 BRs
Schachzeitung, October 1924) a3,c1, neither rook can be taken but White can
safely play Ka1 or Kc3. Pawn promotion is
Imitator Chess, also known as Coin Chess only by a non-capture move but PxK on the
and Mimic Chess (T. C. L. Kok writing as 8th ends the game for the promotion is then
‘Gerrit Jansen’, 1939). The imitator was superNuous, and PxP will mean PxP e.p. as
originally invented as a fairy piece for this is the only legal capture possible. Castles
problem composition (Fairy Chess Review, is always playable. Despite its artificial
April 1939). It is initially placed on a central foundation, games have been described as
square, and then exactly copies every move ‘extremely playable ... full of surprises’.
played. It can only move to an empty square U-chess is an established problem theme.
and cannot pass over occupied squares, and a In the initial position, only the d- and e-
move is illegal if the corresponding move of pawns can move and it is possible for both
the imitator is impossible. The moves of the players to suffer paralysis after only four
man and of the imitator are considered as moves. The usual endings work also in U-
simultaneous; thus with Qd1 and Id2 the move Chess; thus K+R v K and K+B+B v K are
Qd7/Id8 is legal. wins. (Fairy Chess Review, October 1953, also
There have been several variants. One has Nost-algia 223) [I cannot trace the Swanson
queens as imitators. In this game the queens reference, and presume it derives from
can also move independently. They cannot personal communication.]
capture or give check and cannot be captured
(Chess Spectrum Newsletter). Another version No-Retreat Chess (V. R. Parton and J. Boyer,
allows the imitator to leap men provided that 1954). All men move, capture and check
the square actually moved to is vacant forwards or sideways only. If the king can
(Eteroscacco 48). In yet another, due to Ed pass the major pieces it is usually safe.
Pegg, 1990, the imitator starts on e3, it can be (Nouveaux Jeux d’Echecs Non-orthodoxes)
pushed on to but not beyond an occupied
square, and if it is pushed on to an occupied Simpleton Chess, also known as Simpletonry
square the occupant, whatever its colour, is (V. R. Parton, 1961). A none-too-serious
captured. Castling does not move the mimic, suggestion for simplifying the game for
and a stalemated player loses (Nost-algia 327). beginners who, lacking all judgment in the
daybreak of their experience, have otherwise
Unambiguous Three-Symbol Chess, also to choose between a plethora of moves. (1)
known as U-Chess (Mannis Charosh after A player must check if he can, but may choose
Irving Chernev, 1953, though C. E. Swanson between alternatives; (2) failing a check, a
recalls playing a similar game under the name player must capture if he can, but may choose
Telegraph Chess and thinks the origins may between alternatives; (3) if neither capture nor
go back as far as World War I). The game is check is available, a pawn must be moved
based on the Anglo-American descriptive (presumably if no pawn move is available, the
notation. A move may only be made if it can player has a free choice). The above
Compulsions and restrictions 51

conditions are waived for a player whose king would make Black’s d7-d5 unthreatenable.
is in check. (Chess - Curiouser and Curiouser) White therefore plays 1 e2-e4 ‘e4-e5’ and this
prevents Black from replying e7-e5. Black
One-Way Chess [Jensch] (G. W. Jensch, replies 1...Ng8-f6 (there is no need actually to
1969). A piece cannot exit a square from the play what he threatened last time), and
direction it entered it. (Manuscript note threatens ‘Nf6-e4’. White continues with
presumably deriving from personal 2 e4-e5 ‘e5-e6’ (he cannot threaten ‘e5xf6’
communication) because Black’s threatened Nf6-e4 will have
taken the knight out of range), and after
Checkers Chess [Multhopp] (Hans 2...Nf6-g4 ‘Ng4-e5’ 3 e5-e6 ‘e6xf7’ we see
Multhopp, 1974). Men move forward only (no one of the salient features of the game: Black
sideways movement) until they reach the can neither capture on e6 nor advance his
eighth rank, when they revert to their normal threatened pawn, since either will make
moves; pawns unaffected. (Neue Chess 9) White’s threat unplayable. However, he can
play 3...Ng4xf2 ‘Nf2-d1’, and White cannot
Brickchucking (Alan Holloway and Gary capture on f2 for the same reason. 4 Bf1-c4
Smith, 1975). Pieces move only forwards or ‘e6xf7’ (the threat will now give mate) d7-d5
sideways (K, Q, R) but check and checkmate ‘d5xc4’ 5 Qd1-f3 ‘Qf3-f7’ (again the threat
are also effective backwards. A promoted will give mate, but now Black can take on e6
piece can only move backwards or sideways, since the threat is not with this pawn) f7xe6
but can check in both directions. (Letter to ‘d5xc4’ and there is a trap: if White plays
Pergamon Chess, February 1990) 6 Qh5+ (check, so no accompanying threat),
Black will reply 6...g7-g6 ‘g6xh5’ and White
Monochromatic Chess, also known as will lose his queen. Instead, 6 Qf3xf2
Mono-Chess (origins unknown). Pieces can ‘Nb1-c3’ d5xc4 ‘e6-e5’ and so on.
only move to squares of the same colour. (Eteroscacco 57) [Text editorial]
Knights have a double leap. Pawns cannot
move beyond fourth rank except by captures. Banana-Skin Chess (Jaime Poniachik, 1995).
Only the bishops are unaffected. There is an All men except Ks and Ns move to the limit
elegant Fool’s mate: 1 f4 e5 2 fxe5 Qh4. possible, thus White’s first move of a pawn
Cedric Lytton suggests replacing the knights would be to the 6th rank. (Variant Chess 18)
with 3-1 leapers. (Stone, also Krystufek, 100
mal Kniffel Schach) [This is very much a Unambiguous Chess (Fabrice Liardet, 2004).
problemists’ notion and surely unplayable as a It is illegal to move to a square that could be
game, and I am surprised it was not one of the occupied by more than one of your pieces. For
entries that David decided to drop. It has example, after 1 e4 e5, 2 Bc4 is illegal since
generated some fine ‘how did we get here’ 2 c4 would also be possible. This applies also
problems, but in a true game White can use to captures of the king, so kings can occupy
his white-square NQBR to attack f7 and Black adjacent squares. (Quadrature 56) [This is
can only bring up N and B to defend it; his unplayable as a game because White has a
queen runs on black squares, and his white- forced win, as was demonstrated by the
square rook only has access to ranks 2/4/6/8.] inventor, but it led to Ambiguous Chess,
where a player pointed to the destination
Threat Chess (Alessandro Castelli, 1991). square of his move and his opponent chose
Except when giving check, a player which of the available men should go there.
accompanies each move with a threat, and the This is now usually played in the form
opponent’s reply (and accompanying threat) ‘Substitution Chess’, where a player makes a
must be such that this threat remains legally provisional move and his opponent can
playable. Castelli gives the following example. substitute a different move to the same square
Black, who can make a threat before White’s if one is available, and it will be found in the
first move, chooses to threaten ‘d7-d5’, and so chapter on games where a player can move his
White cannot open 1 d2-d4 ‘d4-d5’ because it opponent’s men.]
Chapter 5
Introduction of new or captured men during play

[In ordinary chess, all the men are on the board at the start, and a captured man takes no further
part in the play. This chapter considers games where extra men may be added during play, and
where a captured man may be put back on the board. Games where men are added only during a
preliminary phase are considered in the chapter on games with unorthodox initial arrays.]

5.1 Men are held or placed in reserve, and may be introduced during play

Pocket Knight Chess, also known as suggested a tournament version in which


Tombola Chess. Origins unknown (late 19th- players have a knight of each colour in
early 20th century). Before play starts both reserve. In a suggested variation (Gring,
players take a knight ‘in the pocket’. The piece 1947), each player is allowed to bring on an
may be the QN, the KN, or, more usually extra knight on a vacated corner square, Black
today, an extra knight. At any time during the @rst to compensate for moving second.
game a player can drop the pocket knight on In Kleptomaniac Chess a piece other than a
any empty square instead of making a normal knight is pocketed. (British Chess Magazine,
move. Thereafter the knight behaves normally. February 1911, and numerous later references)
Known as Tombola Chess in its earlier days
and long a popular club game, there was a Bennie Chess (Bennie Prince, 1970s?) Instead
tournament in Amsterdam (1909) (QN of moving, a player may remove one of his
removed) and another in Berlin (1910) (KN men (not the king) from the board. Later it can
removed), the latter with 150 players and a be played to any vacant square (pawn on 1st or
further half-hundred spectators. The game has 8th rank excluded) instead of a move. Because
2ourished in both the Netherlands and it is advantageous for both players to remove
Germany (where two knights in the pocket is most pieces from the board at the start of a
sometimes played; in this variant a knight game, two controls seem necessary. Two
cannot be dropped to give check), and the suggest themselves: a removed man must be
British Correspondence Chess Society has run replaced before another is removed, and an
Pocket Knight events with two restrictions: the attacked man cannot be removed. (Manuscript
knight cannot enter with check nor to cover a notes presumably deriving from personal
square that would prevent the opponent communication)
castling. V. N. Belov records that Boris
Stechkin, who headed (1939) the gulag special Recycle Chess, also known as Robertschach
laboratory designing diesel engines for Soviet (R. Huber, 1999). A player may capture his
aircraft, introduced Pocket Knight Chess to the own men (not the K) and later drop them back
other prisoners with whom it soon became a on the board. The variant has two advantages
firm favourite - the game had ‘a good over games such as Chessgi and Hostage
influence on the prisoners’ psychology and Chess as described below: forces are
diverted them from sad thoughts’ although constantly reduced, and the K can capture men
players ‘frequently forgot they had knights in blocking his escape squares. (Quadrature 53)
their pockets’. Stechkin was later released and
was awarded the Stalin Prize (1946), admitted Sabbatical Chess (Adrian Millward, 1998).
to the Academy of Science (1953) and Chessmen have usual point values: Queen 9,
received the title of Hero of Socialist Labour Rook 5, Bishop/Knight 3, Pawn 1. Captured
(1961), though none of these distinctions, so men are placed off the board in front of the
far as is known, were rewards for his player. After moving, the turn player can
evangelical chess work. Hans Klüver has claim ‘sabbatical’ for any one of his pieces on
Introduction of new or captured men during play 53

the board other than a pawn, the king, or a if a bishop or knight, the two captured pawns
piece just moved provided it is of the same or are retained. A piece on sabbatical can be
lesser value than the captured man or men in dropped back on the board on an empty square
front of the player. For example, a player has at any time after a normal move, the two
captured a bishop and two pawns (total 5 counting as a single move. A piece cannot
points). After moving, he could now remove a return from sabbatical on the same turn that a
rook, knight or bishop on sabbatical. If a rook, piece is withdrawn on sabbatical. (Variant
the captured pieces are henceforth out of play; Chess 35)

5.2 A captured man changes sides, and may be reintroduced by its captor

The Double Chess Game (Archive der Spiele unknown. The initiative is of great importance
III, Berlin 1821). Orthochess, except that a and a player may, for example, sacrifice a
captured man may change colour and reenter queen for a knight in order to be able to re-
the game. The rule is that it must be enter the knight at once. Knights and pawns
immediately placed on a vacant square tend to be a good deal stronger relative to the
corresponding to its rank in the initial array of other pieces than in orthochess. A sustained
the captor. If no such square is available, it is attack against the king involving a series of
removed from play (the player may opt for sacri@ces is common and often succeeds, but
this in any case). A queen may be placed on the defender thereby accumulates material and
either the queen’s or king’s square, a bishop the tables can be turned dramatically. The
on its square colour if both bishops’ squares danger to the defender is all too often the
are vacant, and if not, then on the vacant presence of vacant squares next to the king.
square regardless of colour, and a pawn on any An instructive win by Giovambattista Rizzo,
vacant square on the 2nd rank. A very slow reported in Eteroscacco 81: 1 e4 e5 2 Bc4 Nf6
game according to Verney who suggested that 3 Nc3 Bc5 4 d3 d6 5 Bg5? (sound enough at
a player who had @ve or more pawns should orthochess, but at Chessgi it appears to lose a
not be allowed to reenter a pawn. pawn) Bxf2+! 6 Kxf2 Ng4+ 7 Qxg4 (moving
the king would escape for a pawn down, but
Reinforcement Chess (Joseph Boyer, 1951). White thinks he can hold on to his extra piece)
A captured man changes sides and is Bxg4 8 Bxd8 :
immediately replaced by the player making
the capture on any empty square subject to
two restrictions: a bishop must be placed on a
rhwGkdw4 qp
square of the same colour as that on which it 0p0wdp0p
was captured, and a pawn cannot be placed on wdw0wdwd
the opponent’s first rank. Two sets of men are dwdw0wdw
useful. (Jeux d’Echecs Non-orthodoxes) wdBdPdbd
Chessgi, also known as Crazy House, Drop
dwHPdwdw
Chess, and Mad Mate. Inventor unknown. Q P)PdwIP)
Ralph Betza, who coined the name adopted BN $wdwdwHR
by NOST and AISE, reported playing it in
1964 but its origins are surely earlier. A simple recapture on d8 would indeed leave
As Reinforcement Chess, but there is no need White a piece ahead, but Black’s pawn and
to re-enter a captured man at once; instead, the queen in hand give him something better.
captor may hold it in hand, and subsequently He drops the pawn at e3, giving check, and
drop it on any vacant square instead of making White is helpless; 9 Kxe3 is met by a mating
a normal move. There is only one restriction: drop of the queen at f4, 9 Ke1/Kf1 by a mating
pawns may not be dropped on the 8th rank. drop at f2, and 9 Kg3 by another drop at f4
A promoted piece retains its rank. The game is with mate in two more moves.
characterised by sharp sacrificial attacks, and George Dekle felt that in Chessgi the pieces
endings, in the conventional sense, are were too powerful in attack and too weak in
54 Games using an ordinary board and men

defence, and proposed in 1986 that (1) pawns leaflet, with manuscript notes apparently
promote only to non-royal K, (2) promoted deriving from personal communication)
pieces when captured revert to pawns, and
(3) a B has the additional power of moving Token Chess (D. B. Pritchard, 1989). Two
and capturing one square orthogonally (Nost- sets of chessmen (one used as a pool) and a
algia 294). The changes found no support. bank of counters are required, the counters
In other versions, also not recommended, a ideally in denominations 1 and 5. When a man
man may not be dropped to give mate and a is captured it is returned to the pool, and the
bishop must be dropped on a square of the player draws tokens of appropriate value from
same colour on which it was captured. the bank: Q=18, R=10, N=8, B=6, P=2. At the
Neo-Chess [Randolph] (Proprietary game, start of a player’s turn he may buy one man
3M; Alex Randolph, 1972). A proprietary which must then be dropped on any empty
version, using the same rules of play. The square (no P on 8th rank, but P on 1st rank
pieces are small cylinders, not unlike cotton allowed and thereafter moves forward one
reels, of various heights. Each cylinder has a square at a time). Men not available in the
piece symbol stamped on one end and the pool may not be bought. A less violent game
same symbol on the other end in a contrasting forbids the dropping of a man on the turn in
colour (silver and gold). The men are placed which it is bought. In this version, men in
initially in the normal chess array, one player hand may be accumulated. (Author’s
with silver (white) men showing, the other manuscript)
gold (black). When a man is captured, it is
turned over. Neo-Chess was endorsed by the Armageddon Chess (Harold Bohn, 1994). A
USCF and was a great favourite of combination of Chessgi with Hurricane Chess
Edmondson. It was practised by a number of (see Chapter 1). A player can drop all the
grandmasters including Larsen, Spassky and pieces captured on a turn on his next turn.
Petrosian. (Copy of manufacturer’s publicity (Variant Chess 15)

5.3 A captured man may be recovered by its owner

Bankhouse Chess (David Moeser, 1971). Hostage Chess (John Leslie, 1997). Each
Each player starts with 25 1-point tokens player has a prison and an airfield. A captured
(Q=9, R=5, B,N=3, P=1). During play each man is a hostage and is placed in the prison.
player retains captured men. At the start of a On turn, instead of making a normal move,
turn, a player may ‘bribe’ a captured man to a player may elect to claim a hostage held by
change sides which he then places on a the opponent in exchange for a hostage of
corresponding vacant square in his own equal or greater value (Q>R>B=N>P). The
starting array (e.g. captured B on c1 or f1; man reclaimed must be immediately dropped
captured P on any second rank square). The on an empty square (a pawn not on the 1st or
bribe, equating to the man’s value in tokens, is 8th ranks). The hostage released in exchange
paid to the opponent. Alternatively, the player is transferred to the opponent’s airfield. A man
may bribe the opponent to surrender one of his on an airfield can be dropped at any time,
own men held captive at twice its value, again instead of a normal move.
paying the opponent and entering the man in A pawn cannot promote unless there is a
play similarly. Only one man may be piece in the opponent’s prison for which it can
reentered at a time, and that constitutes the be exchanged. It follows that a pawn on the
player’s move. The game may be won in the seventh rank does not check the opposing king
normal way or by bankrupting the opponent. unless it can promote. A pawn on promotion is
(Neue Chess 3) transferred to the opponent’s prison.
The game tends to favour the attacker. A
Shazzan! (Bruce Trone, 1970s). When a man game won by Peter Coast in a postal
is captured, all the men it captured are tournament started with the ‘Fegatello’ or
returned to their array squares if vacant. ‘Fried Liver’ attack 1 e4 e5 2 Nf3 Nc6 3 Bc4
(World Game Review, issue not specified) Nf6 4 Ng5 d5 5 exd5 Nxd5 6 Nxf7 Kxf7
Introduction of new or captured men during play 55

7 Qf3+ Ke6 : This line may or may not be playable for


Black at orthochess, but at Hostage Chess it
NP rdb1wgw4 loses at once. The exchange 8 Bxd5+ Qxd5
gives White a knight to use as a bargaining
0p0wdw0p counter, and he can exchange this knight for
wdndkdwd his imprisoned bishop and drop the ransomed
dwdn0wdw bishop at f7, giving check and picking up
wdBdwdwd Black’s queen. Black could have tried a
dwdwdQdw counterattack on the White queen at move 6,
P)P)w)P) but it appears that White has a win in all lines.
(Nost-algia 375, Eteroscacco 86-88, Variant
$NGwIwdR pp Chess 32 and later)

5.4 A captured man is replaced at once

Replacement Chess, also known as capturing man, and if this is also occupied,
Bhagavathi Chess, Canadian Chess, to the start square of the occupying man, and
Madhouse Chess, Repeating Chess, and at so on. A captured pawn replaced on the 8th
one time as Bughouse Chess though this last rank is immediately promoted by its owner.
name is now used for a partnership game A promoted pawn which is subsequently
(J. E. H. Creed, 1930s, or perhaps much captured remains promoted unless promoted to
older). A captured man is at once replaced by its array square as a pawn. The object is to
the capturing player on any vacant square, capture (not checkmate) the opponent’s king.
subject only to the restrictions that a pawn If the same sequence of moves is repeated
cannot be placed on an end rank and a bishop twice, the player who initiated the sequence
must be placed on a square of its original must vary.
colour. Put-Back Chess is Replacement There have been variations. In one, play
Chess without these restrictions. Pawns continues after the capture of a king but
replaced on starting rank regain their two- hereon captured men are removed from the
square option. One source states no castling. board, the object being to annihilate the
Since forces remain equal throughout, opponent’s forces. Unlike in King Chess,
Replacement Chess is a game of position. The draws occur quite frequently. In another
idea is to bury captured pieces and attempt to variant, after a king has been removed the
denude the enemy king of his defences. capturer is granted an agreed number of ‘free
Positional constipation is a natural hazard, one captures’ (2-5 are usual) during which time the
reason why AISE, whose colourful name for opponent is obliged to replace captured men as
the game was Mangia-e-Sputa (Eat and spit usual unless he succeeds also in capturing the
out), preferred to play it in Progressive form. king. (Inventor’s rule sheet)
Although in this form it is somewhat
stereotyped and with a bias in favour of White, Circe Chess [Monréal] (Pierre Monréal,
games have the merit of brevity. [The game 1967). Named after the enchantress of Greek
has been described in numerous sources, but mythology. A popular problem theme, later
none appears to be contemporary with its played as a game. A captured man is at once
presumed origin. I have put this back to replaced on its notional square of origin,
‘1930s’ on the strength of a remark once made unless that square is occupied in which case
to me by David Hooper, who told me he the man is removed from play. Kings cannot
remembered playing it with Jack Creed at that be captured; a Q is replaced on d1/d8; a R, B,
time.] or N on the array square of the same colour as
that on which the piece is captured; a pawn on
King Chess [Miller] (Donald Miller, 1950). the second rank of the @le on which it stands.
A captured man (piece or pawn) is at once Promoted pieces are treated as pieces, not
replaced on its start square. If this is occupied, pawns. A replaced pawn regains the two-step
the man goes to the start square of the option; castling with a replaced R is permitted
56 Games using an ordinary board and men

if other conditions are met. A capture cannot be rather stereotyped. (Eteroscacco 8 and
be made if the replacement puts the player’s K later)
in check. Philip Cohen has suggested that a Circe Vulcanici. As played by AISE. A
player should not be allowed a move that development of Progressive Circe. If a rebirth
simply reverses the opponent’s last move square is occupied, the captured man waits
(for example, Qd1xBg4 putting B back on c8, until it is vacant to be replaced. Another rule
Bxg4 putting Q back on d1). The game is restores the original Circe requirement that a
rather slow but tactics can be entertaining. pawn is returned to the array square on the @le
(Oxford Companion to Chess, Nost-algia on which it is captured, not necessarily its
262) original square. This has permitted Cassano to
Circe Progressive Chess (Roberto Gravina, win several games with a Fool’s Mate: 1 e4
1979). A combination game that has acquired 2 d5, dxe4(Pe2)?? 3 d3, dxe4, Qxd8 mate.
a separate identity as a result of many (Eteroscacco 11 and later)
tournaments. A long-time favourite of AISE. Circe’s problem children have been many
Rules are those of Circe Chess and Italian and various, but as a game it remains popular
Progressive Chess, with the difference that a only in Progressive form.
captured man is replaced on its original array
square and not on the square of the same Transfer Chess (Bruce Trone, 1991). A form
colour or file as that on which it is captured. A of Replacement Chess in which a player
promoted piece that is subsequently captured making a capture moves the captured man in
reverts to a pawn and is replaced on the the manner of the capturer, choosing between
pawn’s starting square, where it regains its alternatives, if any, as part of that move. Thus
option to move two squares initially. Games 1 e4 d5 2 exd5(Pd4). (Unprovenanced note
are mostly short. The openings, which have presumably deriving from personal
been researched by T. Sala and others, tend to communication)

5.5 A captured man lies low, and re-emerges when the capturing man has moved on

Ghost Chess [Dawson] or Phantom Chess but is controlled by the capturing player. No
(Joseph Boyer and others, 1952-3, based on an man may alight on or cross a square occupied
idea of T. R. Dawson). A captured man is by a zombie, nor may a zombie capture or
resurrected as a ghost on the square of its cross a man. A zombie thus operates as a
demise when the capturer moves away. The mobile block, but may capture (by
ghost assumes the same colour and rank as the displacement) a zombie of the opposite colour.
piece captured but is itself immune from A zombie pawn promotes to a zombie piece. If
capture. It can capture an ordinary man but a succession of captures takes place on a
equally creates a ghost when moving away. square, only the last-captured piece returns
First seen in two problems by Dawson from the dead. When a zombie captures a
published posthumously in Fairy Chess zombie and the capturing zombie moves away,
Review (December 1952), and developed as a a Double Zombie appears on the vacated
game with an additional rule: where a series of square. A double zombie acts as a block both
captures is effected on a square, ghosts appear to zombies and ordinary men (the double
in reverse order of capture. Thus suppose zombie can later become a triple zombie etc.
1 NxPf5 Bxf5 2 Rxf5. When the rook next without change of role). Since the number of
moves, a black bishop reappears; when this men on the board can only be reduced by
bishop moves, a white knight; and when the multiple captures on the same square, and the
knight moves, a black pawn. Games can be tendency is for pieces to grind into
exciting. (Nouveux Jeux d’Echecs Non- immobility, the game was later modified to
orthodoxes) [Text revised] Reincarnation Chess (see below). In another
Zombie Chess (Philip Cohen, 1964). When version, Dying Zombie Chess, ZxZ resulted
a man which has made a capture moves again, in both ghosts disappearing.
a Zombie is created on the vacated square. Reincarnation Chess (Philip Cohen,
This is of the same rank as the captured man 1960s). A development of Zombie Chess. If a
Introduction of new or captured men during play 57

capture, or series of captures, takes place on a created on the square when it is vacated,
square, a Zombie is created when the adopting the rank of the (last) captured zombie
capturing man vacates the square. The zombie and the colour of the capturing zombie.
is of the same rank as the (last) piece captured Zombie pawns promote to zombie pieces
and belongs to the capturer. Zombies cannot which retain their rank if captured or
capture nor move across normal men and vice reincarnated; no e.p. at any time. Men reborn
versa, the two species acting as blocks to each on their original squares regain usual
other. Zombies can however capture enemy privileges (pawn-two, castling). Best played
zombies. When this happens, after a single with two sets of contrasting chessmen. (Nost-
capture or series of captures, a normal man is algia 156 and later, Eteroscacco 44)

5.6 Other reintroductions of captured men

Clockwork Orange Chess (Fergus Duniho, capturing men). Pawns promote normally;
1999). Two sets of distinguishable men. When non-capturing pawns to non-capturing pieces;
a man is captured it is replaced by a non- no pawn may be dropped on the eighth rank
capturing counterpart of the same colour, and and non-capturing pawns do not have the
is returned to its owner who can later drop it pawn-2 option. Inspired by the book and film
back on the board instead of making a normal of the title, where a young hooligan is released
move. Similarly a non-capturing man when from jail after being conditioned to feel ill and
captured reverts to an orthodox chessman (so nauseous at the thought of committing
there is a strong incentive not to capture non- violence. (Chess Variant Pages) [Text revised]
Chapter 6
Unorthodox pawn properties and powers

[The pawn is the most idiosyncratic of the chessmen, and what is surprising is not that there
have been several variant forms of it but that there have not been more.]

6.1 Historical rules regarding promotion

The present rules regarding pawn promotion [Text editorial. This is strictly the province
have been standard since late in the 19th of chapter 26, but a brief summary appears
century, but many other rules have been in appropriate here. Rook-and-pawn endings
force at various times. One such was such as White Kd8/Pc5 against Black Kf4/Rh1
Promotion Only to Queen, mirroring the are now drawn by 1 c6 Ke5 2 c7 Kd6
‘promotion only to fers’ of the ancient 3 c8(N)+, but in the days of ‘promotion only
shatranj. The Single Box of Men rule allowed to queen’ they were wins for the rook. The
promotion only to replace a captured piece (if ‘single box of men’ rule knocks out all wins
none was available, the pawn had to remain which require promotion to a second queen.
immobile until something was taken), and the Only the ‘dummy pawn’ rule has no practical
Dummy Pawn rule allowed a pawn to remain effect, though positions can be constructed
unpromoted and immobile on the 8th rank for where such a promotion is the only move to
ever. Many sets of rules failed to prohibit save or win the game; T. R. Dawson found a
promotion to a piece of the opposite colour, position where White had to do it three times
and a few trick problems duly took advantage. running (Caissa’s Fairy Tales, 1947).]

6.2 Other changes affecting promotion

Mecklenbeck Chess [Eickenscheidt and seen only in problems and it was not on
Schwarzkopf] (Bernd Eickenscheidt and David’s list.]
Bernd Schwarzkopf, 1973). Pawns may
promote on 6th and 7th ranks as well as on 8th Promotion-Demotion Chess (Matthew
(where promotion is compulsory). Introduced Montchalin, 1994). A friendly pawn adjacent
as a problem theme but also played as a lively to the K can be promoted, and a friendly piece
game (Feenschach, October 1973). In Fast- demoted (to a P), in each case instead of
Track Chess (Philip Cohen, 1986) pawns moving. (Manuscript notes presumably
promote optionally (but on moving only) on deriving from personal communication)
any rank from 5th to 8th. On the 5th rank a
pawn promotes to knight, on 6th to knight or Ur Chess (Philip Cohen, 1997). Usual set-up
bishop, on 7th to knight, bishop or rook, and except pawns on 3rd and 6th ranks. Ps may
on 8th (obligatory) to any piece (Nost-algia promote anywhere within the opponent’s first
299). [There is also game in which pawns three ranks to a piece previously captured.
promote on the 7th rank, Tom Russell’s No pawn-two, castling, or repeat position.
Glasgow Chess, but this appears to have been (Nost-algia 363)

6.3 Move diagonally, capture straight

Berolina Chess, also known as Berlin Chess forward. Promotion normal, e.p. possible. The
(Edmund Hebermann, 1926). Pawns move one game is highly original and draws are rare.
square diagonally forward (or two on their Pawns have greater mobility and can
first move) and capture one square straight concentrate in the centre, a common opening
Unorthodox pawn properties and powers 59

strategy. Against this, their capturing power is There have been many successors. Legan’s
reduced, and since a pawn can defend only Game (L. Legan, 1913) has array
one man, a defence chain is impossible, with
the result that open Bles are commonplace.
In the end game, pawns are dangerous as the
khb4pdwd
path to promotion is easier. Tournaments have gq0pdwdw
been held, combination games have been tried, n0pdwdwd
and ‘Berolina pawns’ have long been popular 4pdpdwdP
with problemists. (Funkschack, August 1926) pdwdPdP$
Corner Chess [Paletta] (Tony Paletta, 1980).
dwdwdP)N
A modern two-player version of the Game of wdwdP)QG
the Four Seasons (see chapter 38). Array : dwdP$BHK
and White can promote only on the squares
kgpdw0b1 a5-a8-d8. Diagonal Chess (J. A. Lewis, 1943)
hr0wdp4n is the same except that the array is
p0wdwdp0
dwdwdwdw wdwdphri
wdwdwdwd dwdw0b0r
)Pdwdw)P wdwdpgqh
N$Pdw)RH dwdw0p0p
!B)wdPGK P)P)wdwd
Pawns move diagonally forward and capture HQGPdwdw
vertically, one square at a time; promotion R)B)wdwd
normal. (Chess Spectrum Newsletter) IRHPdwdw
There are also games where the players sit and White again has the full length of both
cornerwise. Diamond Chess [Rynd] (J. A. edges on which to promote, and Salvadori’s
Porterfield Rynd, 1886) has array Game (Roberto Salvadori, 1989) has array

k4b0wdwd wdwdpgbi
4qhpdwdw dwdw0n1r
ngp0wdwd wdwdp0n4
0p0pdwdw dwdw0p0p
wdwdP)P) P)P)wdwd
dwdw)PGN $N)Pdwdw
wdwdPHQ$ R!N)wdwd
dwdw)B$K IBGPdwdw
and the board is placed diagonally between the (British Chess Magazine, March 1886, Chess
players so that White’s ‘forwards’ direction is Amateur, March 1922, Les Jeux d’Echecs
along the diagonal h1-a8. White’s pawns Non-orthodoxes, Eteroscacco 46)
advance in this direction one step at a time, [The Addenda to the first edition included a
capture by a one-step orthogonal move at 45 “Corner Chess” quoted by Anatoly Burdin, but
degrees, and promote anywhere along the edge this has several curious features and appears to
a1-a8-h8; Black’s conversely. be a puzzle rather than a genuine game.]
60 Games using an ordinary board and men

6.4 Other changes affecting forward movement

Pawn-Two Captures (James Mason, 1893). chapter 27); no double-step option, capture
Mason suggested that since a pawn is allowed straight forward. (Chess Spectrum Newsletter)
to move two squares on its first move, it
should be allowed to capture at a like distance O.K. Chess, also known as Zip Chess
on the same occasion. (Chess Monthly) (Clifford Merry, 1988). After White’s Brst
move, pawns may be advanced any distance
Soldier Chess (quoted by Tony Paletta, 1980). down a vacant Ble, e.p. capture sanctioned on
Pawns behave like soldiers in xiangqi (see any square passed. (Personal communication)

6.5 Sideways and backwards movement

Reform Chess [Voss], also known as Barasi Chess (Paul Barasi, 1970s). Pawns
Superpawns Chess (Norbert Voss, late move one square diagonally forward or
1920s). Voss was inspired by the tactical backward, capture one square straight forward.
importance of the d- and e-pawns to promote If between the 2nd and 4th rank, a pawn can
them to ‘Oberbauern’ (lit: ‘high pawns’). They move two squares, and it can do this on an
move one step at a time straight forward, unlimited number of occasions. A pawn may
diagonally forward, or sideways, capturing in move to, or capture on, the first rank. No e.p.
the same manner. A master tournament was but promotion as normal. Pieces, by contrast,
held in Berlin in 1930. The power of the cannot move backwards; they can only move
oberbauer can be considerable in an end game. forwards, or (Q, R, K) sideways. The game
(Photocopy of booklet Reformschach, also was popular at British Chess Federation
Nouveaux Jeux d’Echecs Intéressants) congresses in the 1970s. Jonathan Speelman
was regarded as unbeatable. (Author’s rules
Wren’s Game (Peter Wren, 1957). Backward pamphlet and exposition)
pawn moves to be permitted. Considered as a
‘concession to the oldsters’ in Hyde Park Chazz (David Moeser, early 1990s). Kings
(Sydney?) who would not be reconciled to the and pawns only in usual starting positions.
introduction the previous year (!) of the rule Pawns may move, but not capture, one square
allowing a pawn to move two squares initially. straight back, even to the first rank. Promotion
‘The game of the maddened pawn’ was the to R, B, N only. Played with clocks set to five
scornful sobriquet of the conservatives. A minutes, the game is said to have swept
prize was offered for the best entry illustrating America in 1991-2. Two versions have since
the game’s Navour. (Chess World, May 1964) been under investigation: (1) the players agree
on up to three different pieces, with some
Taxi Chess (Karl Fabel, 1961). Pawns are limitations on strength and movement, which
taxis: they move up to three squares initially are placed alternately on the back ranks of the
(e.p. possible) and also back one square, but players before play starts; (2) the players are
not to Brst rank. Promotion is optional. Pawns allocated points (16 are suggested) and each
moved back to starting position move only one may add any number of pieces provided that
square forward. (Chess Spectrum Newsletter) the point total (Q=9, R=5, B=3.5, N=3) is not
exceeded. The allocation could include agreed
Fish Chess (David Moeser, 1971). The Bsh is unorthodox pieces. (The Parkway Post / The
an enhanced pawn, having the extra power of Tri-County Parkway Chess Club Bulletin,
moving one square straight backwards. A Bsh May 1992, also personal communication)
on Brst or second rank may advance 2 squares
whether or not it has previously exercised the Mutant Pawns Chess (Kevin Lawless, 1994).
privilege. En passant allowed on second rank. On each turn a player moves pawn, then piece.
The Bsh strengthens the defence since A pawn can move one square sideways.
advances are not committal. (Nost-algia 280) (Photocopy of inventor’s rules leaflet)
Chapter 7
Moving the opponent’s men

[A curious twist is given to chess by allowing a player to move his opponent’s men. There are
three broad flavours: moving an opponent’s man instead of one’s own, choosing or altering the
opponent’s last move, and moving a man of each side.]

7.1 Moving an opponent’s man instead of one’s own

All-In Chess (Chris Tylor, 1976). The name is a man of the opposite colour; pawns must
taken from all-in wrestling which the game move in their natural directions; a player
distantly suggests. Each side, on its turn to cannot put his own king in check. A pinned
move, may make a normal move with a man piece may be moved to expose the enemy
of either colour, the main restriction being that king, and a player may sometimes pro-t from
a player cannot move so as to repeat the using an opponent’s man to capture one of his
position reached prior to the previous player’s own men. Free-For-All Chess (Jed Stone,
move (i.e., you can’t take back a move just 1982) is similar, except that piece moves may
made by the opponent). Other limitations are be retracted by the second player. (Chessics 1,
common sense: a capture can only be made of Stone)

7.2 Rejecting, choosing, or altering the opponent’s last move

Refusal Chess, also known as Outlaw Chess


and Rejection Chess (Fred Galvin, 1958).
rdb1wgn4
A player can reject the opponent’s move, 0p0wiQ0p
but must then accept any alternative move by wdw0wdwd
the same or a different piece. Promotion to dwdw0wdw
different pieces count as different moves. wdwdPdwd
Refusal Chess is the over-the-board version of dn)wdwdw
Compromise Chess (see below) but there is a
significant difference between the two games. P)w)w)P)
In Refusal, the player who rejects a move $NGwIwHR
gives the opponent a free hand, often at peril.
For example, after 1 e4 e5 2 Nf3 Nc6 3 Bb5, White will now refuse ...Kxf7 and Black has
Black might decide he does not wish to face no other legal move, so it’s mate. (Nost-algia
the Ruy Lopez, so he rejects White’s move 157 and later, also Nostalgia 96 ‘not seen’)
only to be faced with Nxe5 - and White will
reject the recapture. Compromise Chess (Fred Galvin, 1958).
In Compromise Chess, if a player can only A close relative of Refusal Chess, best suited
make one legal move, the opponent must to correspondence play. The turn player must
accept it. Not so in Refusal Chess, which offer the opponent a choice of two legal
makes possible games like this, quoted in moves (even if in check or giving it), the
the Romanian magazine Cartea Jocurilor: opponent then deciding which move the player
1 ‘d4?’ (no) e4 ‘e6?’ (no) e5 2 ‘Bc4?’ (yes) makes. If a player can make only one legal
‘Bc5?’ (no) Nc6 3 ‘Bxf7+?’ (yes) ‘Kxf7?’ (no) move, the opponent must accept. Promotions
Ke7 4 ‘Bxg8?’ (no) Bb3 ‘Nf6?’ (no) d6 of the same pawn to different pieces are
5 ‘Qf3?’ (yes) ‘Nf6?’ (no) Nd4 6 ‘Qf7#?’ (no) considered as different moves. The option to
c3 ‘Nxf3+?’ (no) Nxb3 and if Black refuses refuse a capture or recapture makes for
7 axb3 White will substitute Qf7 : interesting play. Choice Chess (Bruce Trone,
62 Games using an ordinary board and men

1986) is the same except that each player must given by the inventor: 1 e4 (no substitution
propose -ve moves per turn. (Nost-algia 157 possible) e5 (ditto) 2 Bc4 (Black could
and later, also Nost-algia 96 ‘not seen’) substitute c2-c4, but this would allow White’s
knight to play to c3 without allowing the
Substitution Chess (Fabrice Liardet, 2005, substitution of c2-c3 whereas now Black can
originally as Ambiguous Chess). As keep it at home) d6?? (but this is fatal)
originally conceived, a player pointed to the 3 Bxf7+! Kxf7 4 Qh5 and Black is helpless :
destination square of his intended move, and
if more than one man could be moved there
the opponent chose which was played. As
rhb1wgn4
subsequently modified for clock play, a player 0p0wdk0p
makes a normal move and hits his clock, and wdw0wdwd
if his opponent wishes to substitute a move by dwdw0wdQ
some other man to the same square he makes wdwdPdwd
the substitution (in his own clock time) before dwdwdwdw
playing his own move. This simplification has
now been adopted even for play without P)P)w)P)
clocks, and the game has been renamed $NGwIwHR
accordingly. The win is by capturing the
opponent’s king, and the special flavour of the He cannot play say 4...Ke6 because White will
game rests in the fact that a move which substitute Be6, and he cannot play 4...g6
leaves the king open to capture can be because White will substitute Kg6. (Variant
substituted for one that doesn’t. An example Chess 49/52) [Text revised]

7.3 Making a move for each side

Michelson’s Game (1950s). White opens, promote (but only to queen). A Q-side man
Black replies and then makes a move for cannot be used to assist in checkmate nor to
White; thereafter each player in turn makes escape check or checkmate. A king must get
first a black then a white move. Curious end- out of check on the first move of a turn.
play according to Boyer (Jeux d’Echecs Non- Another version of the game allows a player to
orthodoxes). A similar game is referred to in meddle with the opponent’s pawns but not his
the Illustrated Dictionary of Chess (Brace) as pieces. If an enemy pawn move is not
Double-Move Chess [Black then White], the possible, the enemy king may be moved
winner being the first player to mate either instead. (Chess - Curiouser and Curiouser,
king. Chessery for Duffer and Master)

March Hare Chess (V. R. Parton, 1961). At Avalanche Chess (Ralph Betza, 1977). So
each turn, a player moves one of his own named because the pawns of both sides
pieces, and then ‘meddles’ with his opponent’s advance inexorably. A favourite with NOST;
men. If he has just moved a pawn, he can now Avalanche was the chosen variant of the U.S.
move any hostile man including the king; if K, team in the 1st Heterochess Olympiad. One
he can play any hostile piece apart from the basic rule: after each normal move the turn
king; if Q, R, B, or N, he can only move a player must pull an opponent’s pawn one
hostile pawn. When a player’s king is in square forward (i.e., towards the player). If the
check, he must nullify the check with a normal opponent has no pawns, or they are blocked,
move. In Parton’s later Meddlers’ Chess or can capture but cannot otherwise move,
(1970) Q-side pieces and pawns are there is no action; but if a pawn move
distinguished from those on the K-side, and a subsequently becomes available, it is again
player moves one of his own K-side men and mandatory. A pawn is promoted to a piece of
then one of his opponent’s Q-side men. This its owner’s choice. A player obliged to pull an
latter move may expose the enemy king to opponent’s pawn so as to put his own king in
check, take one of the player’s own men, or check loses at once even if he mates in the
Moving the opponent’s men 63

same turn. The effect of the rule is that whilst


a blocked pawn protects a square, a mobile
Qhwdkdw4
pawn does not: a piece on it can be taken and dwdwdwdb
the pawn then moved on. Similarly, pawns in pdwdwdpd
front of a king can be moved to expose it. A )pdw0w)p
player in check is not obliged to get out of wdwdP0wH
check until the end of his turn. Most dw1wdPdP
dangerous in the later stages of a game is a
single, unblocked pawn which is being moved wdwdwdwd
by both players towards promotion. In the $wIwdBdR
early stages of a game, avalanche pawn moves
are used to weaken the opponent both At ordinary chess, White would have little to
positionally and tactically or to hamper his fear, but at Avalanche every White king move
development. Fool’s Mate is one move deep: pulls the Black b-pawn down a rank and this
1 g4/e6 Qh5/f3. quickly proves fatal. (Nost-algia 214 and later,
Orthochess theory falls down in the ending. Eteroscacco 8 and later, Variant Chess 48)
K + defended P (except RP) always wins
against K. Example: White Kb2, Pb3 (2), 007 Chess (Edward Jackman, 1995). Players
Black Kb4 (1). Black can only retreat on the make three moves a turn: own man,
file, say Kb5/b4, and White defends the pawn. opponent’s man, own man in that order. In
When the pawn reaches b7 White plays to a6 Balanced 007, Black starts by moving a white
or c6, and Black loses at once. man; White then moves a black man followed
White’s undoubted initial advantage in by a white man. Thereafter players make three
Avalanche is negated in Balanced Avalanche moves a turn as above. Every move must be
Chess, where White has no push on the first legal; e.g., a king cannot be exposed to check.
move. Here is a game won by Alessandro If you check on the first move of a turn, you
Castelli in 1991. 1 Nf3 (preventing 1...e5/f3 by must get the opponent’s king out of check on
Black) Nf6/ a3 (Black in turn prevents 2 e4/f6) the second. Similarly a check on the second
2 Nc3/c6 d5/h3 3 d4/a6 Ne4/a4 (threatening move must be countered on the third. The
4...Nxc3/b3 winning a piece) 4 Qd3/h6 Bf5/a5 owner of a pawn decides its promotion status.
5 Nh4/f6 Bh7/g3 6 Nxe4/g6 dxe4/c3 7 Qxe4/e6 In the Detente variation it is forbidden to
Bb4/c4+ 8 Bd2/b6 Bxd2+/f3 9 Kxd2/h5 Qd6/ capture on the third move of a man moved on
b3 10 e3/c5 : the second, nor can the same man be moved
twice in a turn. Passing is forbidden and it is
stalemate if a player cannot legally complete
rhwdkdw4 his turn. The game was allegedly inspired by
dwdwdwdb Meddler’s Chess above.
p0w1p0pd In Progressive 007, White starts with a
)w0wdwdp single white move; at turn 2, Black plays a
wdP)QdwH black move followed by a white move; at turn
dPdw)P)P 3, White plays a black move, followed by a
white move, followed by a black move; and so
wdwIwdwd on. The men of each colour are moved
$wdwdBdR alternately, and the number of moves increases
by one at each turn. The game was reinvented
10...cxd4/b4 (it would seem that Black is not by João Neto and Bill Taylor as Progressive
sufficiently well developed for a sacrifice like Orthodox Chess, and an eight-man
this, but the Avalanche rule gives the attacker tournament conducted on the Internet during
an extra edge) 11 Qxa8/d3 Qxb4+/g4 12 Kxd3/ 1997 and 1998 was won jointly by Fred
f5 Qb5/c5+ 13 Kc2/e5 (a fatal blunder) Qxc5+/ Galvin and Norbert Geissler (interestingly,
e4 14 Kb2/f4 Qb4+/g5 15 Kc1/b5 Qc3+/- and neither of the reinventors reached the final
White resigned (see diagram at top of next pool). A trap along the following lines caught
column) : several. White played say a2-a4, Black
64 Games using an ordinary board and men

unwisely replied with e7-e5 for himself and a change), and Fred Galvin suggested that if
say b3-b2 for White, and White played another tournament were to be held Black
Qd8-h4 for Black, Ng1-f3 for himself, and should play first with a white move (probably
Qh4xf2+ for Black : f2-f3). It is not known whether this has been
put to the test. (Variant Chess 19, Nost-algia
361, Eteroscacco 77, tournament reports on
rhbdkgn4 the Internet) [Text revised. It may seem odd to
0p0pdp0p use the word ‘orthodox’ for a variant in which
wdwdwdwd a player moves his opponent’s men, but
dwdw0wdw apparently the reason was that the resulting
Pdwdwdwd game score was that of a legal if not
dPdwdNdw necessarily very sensible orthodox game.]
wdP)P1P) Reciprocal Chess (Philip Cohen, 1990s)
$NGQIBdR Standard array. A turn consists of two parts;
a normal move then a move or of the man of
Black, forced to start turn 4 with a white either colour (if any) on the reciprocal starting
move, could only play Ke1xf2 taking his own square. A move is illegal if the man on the
queen, and he soon succumbed. recripocal square cannot move. Thus, after
It was the considered opinion of Norbert 1 e4/d6 Nd7/Nh3 any move of the white Q or
Geissler after the tournament that the ‘best B is illegal as the pieces on the reciprocal
play’ result was a win for Black (which makes squares cannot move. (Nost-algia 371)
Chapter 8
Transporting and teleporting

[In these games, men are moved in a way that may be foreign to them. They resume their normal
powers subsequently, but during the forced movement they are mere dummies which go here
and there at the behest of others.]

8.1 Selective transport of individual pieces

Teleport Chess [Paletta] (Tony Paletta, moves any man two squares towards another
1980). Any man except a king may, instead of man of either colour either orthogonally or
making a normal move, teleport to the diagonally, and brings the second man to the
corresponding square on the other side of the square over which the first passed. The king
board (files a-h, b-g, c-f, d-e) provided that the may castle or be castled through or out of
player is not in check and the square moved to check, the enemy king may be castled into it.
is vacant. (Chess Spectrum Newsletter) (Nost-algia 307 and later)

Teleport Chess [Schmittberger] (R. Wayne Start-Again Chess (D. B. Pritchard, 1990).
Schmittberger, 1984). Once in a game each Instead of an orthochess move a player may
piece (not king or pawns) may teleport to any put a man back to its starting square provided
vacant square. Right to teleport can be it is vacant. Rooks and knights may go to
indicated by a counter under each piece at the either start square. A more aggressive version
start of the game which is removed when the also allows a player to move a piece (but not a
piece teleports. (Originator’s rules note) pawn) to the opponent’s corresponding array
square. Put-backs only apply to own men.
Teleport Chess [Green] (D. K. Green, 1986).
Inspired by Chakra (see Part 2). Rooks have Transporter Chess (Torben Osted, 1993).
the power to teleport but only friendly pieces, Each player has a counter or coin, known as
not pawns or each other. A piece that can the Transporter, placed beneath the kings in
move to a square occupied by a friendly rook the array. The transporter moves like a king,
is instantly transported to any empty square either independently or carrying a man with it
adjacent, including diagonally adjacent, to the (thus bishops can change square colour). A T
other rook. The only strictures are that a cannot capture or be captured though a man on
bishop must reappear on the square of its it can. A piece on a T, moving normally, can
initial colour and a knight must appear on a carry the T with it or leave it behind. The T
square of the opposite colour to which it stood can move beneath an enemy man but cannot
at the start of its move. If a rook is lost, the move it. Moving a T, occupied or not, counts
player may nominate a pawn for the role of as a move. A pawn returned to the second rank
teleporter. If both rooks are lost all teleporting regains the two-square option. The piece
powers are lost with them, but power may be affords considerable scope for original play.
restored by a pawn promoting to rook. (Eteroscacco 65/67)
Bishops and knights can be used to teleport
instead of rooks. Regularly played by small Follower Chess (Michael Howe, 1993). Usual
groups in Essex; two tournaments held. array. White starts with an orthodox move.
(Manuscript notes deriving from personal Thereafter the player on turn makes an
communication) orthodox move followed by an unorthodox
move. The latter consists of moving any
Highcastle Chess (Ed Pegg Jr, 1988). In place friendly piece (not the K) to a square on the
of a regular move, a player may castle. He path of the piece just moved. The path is the
66 Games using an ordinary board and men

square vacated plus any squares passed over. (Inventor’s rules note)
The path of a N is considered to include every
vacant square in the 3x2 rectangle. A follower Carrier Chess (Michael Howe, 1994).
(unorthodox move) may give check. The K Standard array. White starts with one move;
may not be a follower and must escape check thereafter a player on turn makes one orthodox
by an orthodox move. No castling or e.p. move and one optional carrier move. A carrier
(Eteroscacco 66) move involves taking a friendly man adjacent
to the man moved (termed a ‘parcel’) and
Follow-The-Mover Chess, also known as placed on a vacant square adjacent to the
FTM Chess (Gianluca Vecchi, 1994). square on which the move is completed. A
Orthochess except that after making a move king may not be a parcel and Ps cannot be
the player may transfer any friendly man, carried to the 8th rank. (Inventor’s note giving
except the K or the man just moved, to the the rules)
vacated square. Bs can occupy the same
colour. The K must escape check with an Super Queen Chess (Kevin Lawless, 1994).
orthodox move and a P cannot be transported Usual board and array. The Qs have the
to the 8th rank. Here is a postal game won by additional power of moving to any empty
the inventor: 1 Nf3 Nf6 2 Ng5 (Qf3) Ng8 square three times in a game. A Q cannot
(Raf6) 3 Qxf6 (Raf3)?! gxf6 (hg7) 4 Nxf7 capture her rival unless she has exhausted her
(Nbg5) fxg5 (af6)?? 5 Nxh8 (Bcf7) mate. super powers. (Originator’s rules leaflet)

8.2 Pushing and pulling

Push Chess (Fred Galvin, 1967). All men can ‘Extraordinarily rich and unpredictable, full of
move normally but may also push a friendly or surprises’. Even so, it is now little played,
hostile man ahead of them. The king pushes an having been superseded by Dynamo Chess
adjacent man one square, the line pieces (Q, R, below. (Nost-algia 232/242)
B) push a man any distance provided squares
passed over are vacant. A knight moves to an Dynamo Chess (Hans Klüver and Peter Kahl,
occupied square, pushing the occupant a 1968, inspired by Push Chess). Dynamo Chess
knight’s move away in the same direction. is essentially Push Chess with two additional
Pawns push friendly men as they move, one or rules: a man may pull instead of pushing, and
two squares, but hostile men diagonally it may remain stationary and just push or
forward one square. Only one man may be perhaps pull. A line piece (Q, R, B) may, on
pushed at a time. No displacement captures; moving normally or without moving, push a
pieces are captured by being pushed over the man of either colour to any square straight
edge of the board. Suicide is permissible. A ahead of it or pull a man of either colour to
king is checkmated when it cannot avoid being any square towards it provided that the men do
pushed off the board; in check when so not move in opposite directions, squares
threatened. A pawn can be promoted by a moved through are vacant, and only one piece
push. There appear to be two versions: when is pushed or pulled on a turn. A knight moves
pushed by a hostile piece, the promoted piece to an occupied square (or elects to remain
is selected by the player (one version) or by stationary), pushing the occupant a knight’s
the owner of the pawn (the other version). A move away in the same direction; in pulling,
pawn pushed to its first rank has a one-step the pulled piece occupies the square vacated
move only, but recovers its normal two-step by the knight, both pieces again moving along
power on regaining the second rank. A push the same path. A king pushes or pulls an
move that restores the position to that existing adjacent man one square in his direction of
before the push is illegal. Castling normal, movement or pushes a man one square without
no e.p., stalemate possible. A Fool’s Mate: moving. A pawn pushes a friendly man
1 Bf1-c4 (pushes Pe2 to b5) d7-d6 2 Qd1-b3 directly in front of it one square ahead or up to
(Pc2-a4) f7-f6 3 Qb3-e6 (Bc4-f7). two squares if the pawn is in its initial
Push Chess has been described as position. A pawn pushed or pulled back to its
Transporting and teleporting 67

original position regains the right to move two with one move (hence ‘balanced’); thereafter
squares. A pawn pushes an enemy man one players make two consecutive moves each
square diagonally forward. Like the pieces, a turn (illegal for the Krst move to cancel the
pawn may push without moving, this counting second). Opening play has received little
as a move. A pawn promotes on the eighth attention. The popular 1 Qd4 (Pd2-d6) in
rank to a piece of the player’s choice (i.e., if Dynamo fails in DZD on account of, for
Black pushes a WP to the eighth, it is Black example, Rh4 (Ph7-h3) followed by pushing
who declares the promotion). A pawn cannot the queen off. (Dynamo-Schach)
pull since it cannot move backwards (but it
can be pushed/pulled backwards, even to the Crossings Chess (Philip Cohen, 1973). Robert
Krst rank). A man pushed or pulled off the Abbott’s game Crossings adapted to chess.
board is captured and removed from play. Every man can move like a king but only to an
Suicide is permissible for all men except the unoccupied square: this is called a Crossings
king (suicide is the only way to pull a man off move (c-move). Two or more men of the same
the board). A king is checkmated when it colour adjacent to one another in a straight
cannot avoid being pushed/pulled off the line (orthogonal or diagonal) can also make a
board, in check when such a move is c-move. The men move as a line up to the
threatened. Push/pull is always optional but is number of squares equal to the number of men
forbidden into, through or out of check or to in the line. Alternatively, one or more men
make a push/pull move that has the effect of may detach from the line, again their
cancelling the previous move. Castling cannot maximum move being determined by the
be combined with a dynamo move. The e.p. number of men moving. If a moving line
capture, if adopted, can only apply to edge meets an enemy man, that man is captured by
pawns. A fool’s mate given by the inventors: displacement by the lead piece of the line and
1 Ng1-e2 (Pe2-c3) Qd8-b6 (Pc7-a5) 2 f2-f3 the move ends. If a line meets an opponent’s
Qb6-f2 (Pa7-e3). Without the pawns on c3 and line with fewer men in it head-on, the lead
e3, White could escape by Ke1-d2 (Pd2-c3) or man in that line is similarly captured. A threat
Ke1-e2 (Pe2-e3). to capture the king by a c-move has the same
The rules appear complicated but are quite status as a check. A king cannot cross an
logical and are easily assimilated. The theme attacked square as part of a c-move. A pawn
has appealed to problemists. (Dynamo- can be promoted by a c-move. A pawn pushed
Schach) to the Krst rank retains the initial two-square
option. All men can also move and capture
Balanced Doppelzug-Dynamo, also known normally. A Fool’s mate: 1 e1/f2-g3/h4
as DZD, a combination of Double-move d8/e7-f6/g5 and 2...f8/7/6-f5/4/3. This cannot
Chess and Dynamo, achieved popularity in be done on White’s second move, with colours
Germany where correspondence tournaments reversed and 1 d1/e2-f3/g4 etc, because
were held in 1969. The rules differ from Black’s king would have to pass through
Dynamo in that there is no check or check. Surge Chess (Cohen, 1973) is the same
checkmate; the game is won by game without crossings captures. (Nost-algia
pushing/pulling the enemy king off the board. 167/183, also correspondence between John
No e.p., and stalemate is a draw. White starts Gollon and Philip Cohen)

8.3 Gravitational and magnetic effects

Gravitational Chess (Carlos Nafarrate, occupied). Problem theme but perfectly


1984). After a piece (not a king or a pawn) has playable as a game. Fools’ mate runs to three
finished its move, it is pulled one rank back moves, for example 1 e4 h6 2 Qg4/g3 f5
towards its baseline. The square to which it 3 Qxg7/g6. (Feenschach, December 1984)
first moves, and the square to which it is
pulled back, must be either empty or occupied Magnetic Chess (João Neto and Claude
by an enemy man (which is captured in either Chaunier, 1996). Standard array and moves
case, so two captures if both squares are except that the scientific principle of
68 Games using an ordinary board and men

magnetism that like poles repel whilst unlike 1 d3 (attracting BPd7-d4) Bg4 (repelling
poles attract is applied to the chessmen. On BPd4-a4 and also attracting WPg2-g3) 2 e3
completion of a move, any hostile piece on the (repelling WPd3-a3 and WPg3-h3, attracting
same rank or file in line of sight with the piece BPe7-e4) Qxd1! (Nost-algia 367, Variant
played is moved along the file or rank to the Chess 44/45)
square next to it. Similarly any piece of the
same colour is moved to the farthest vacant Fruit Bowl Chess (John McCallion, 1997).
square in line of sight on the same rank or file The board is divided into a 7x7 central area
as the piece played. Kings however behave and perimeter squares which slope upwards.
normally. Castling magnetises the rook, there A man may move along but not to a perimeter
is no en passant and a pawn moved to the square without the support of an orthogonally
first rank retains the two-square move option. adjacent man of either colour. (Nost-algia
A neat Fool’s Mate due to Ian Richardson: 365)

8.4 Other displacements within the board

Actuated Revolving Centre, often board is considered to have four orbital paths;
abbreviated to ARC (A. E. Farebrother and the first consists of the 28 perimeter squares,
W. H. Rawlings, 1937). The four central then, progressively towards the centre, 20, 12
squares, together with their occupants if any, and 4. After each player moves the four
make a quarter-turn clockwise whenever a central squares rotate, together with any
man enters, moves within, or leaves the centre. occupants, a quarter-turn clockwise.
Rotation takes place on completion of the Progressively outwards the other paths rotate
normal move. A piece passing over the centre one square anti-clockwise (1st and 3rd orbits)
does not actuate it (Fairy Chess Review, or clockwise (2nd orbit), thereby maintaining
February 1937 and August 1938). the chequered pattern. A move within a path,
ARC is a problem theme of little interest as even if it crosses other paths, is illegal.
a vehicle for play, but the idea has been Capture the king to win. ‘Probably
developed and reinvented many times. unplayable’ according to Keller (World Game
Actuated Revolving Quarterboard Review 10), but Betza offered a specimen
(originator unknown) applies the same idea to game in Nost-algia 168. In Rotation Chess
the central 16 squares, Lazy Susan Chess [Cohen] or Gumption Chess (Philip Cohen,
(Bruce R. Trone, date not recorded) is an 1969) the rotation occurs instead of a normal
automatic version in which the central 16 move rather than as a sequel to it, and there
squares rotate a quarter-turn clockwise after are several flavours. In the basic game, a
every move, and in Double Lazy Susan player may rotate any 2x2 area which contains
Chess the inner four squares rotate similarly at least one of his men and none of his
counter-clockwise (manuscript notes opponent’s, and the rotation may be either
presumably deriving from personal clockwise or anti-clockwise. A pawn on the
communication). In Pinwheel Chess (Ralph first or second rank, regardless of how it got
Betza, 1973), the board is assumed divided there, may subsequently move to the third or
into 16 2x2 cells which rotate 90 degrees in fourth. No e.p. capture allowed. In Free
alternate directions like so many small Rotation Chess the area rotated may also
pinwheels (a1/a2/b1/b2 anti-clockwise). If a contain enemy men; a pawn rotated to its 8th
pawn rotates to the 8th rank, the player whose rank promotes at the choice of its owner, and
move it is decides on the promotion piece; if one player rotates an area the opponent
a king is not in check if next move its attacker cannot immediately rotate it back. In
will be rotated out of range. A fascinating Restricted Rotation Chess the direction of
game according to its inventor, who suggests a rotation, or a sequence of directions, is
computer print-out after each move (Nost- specified either for each player or for the game
algia 168), but ‘unplayable’ (World Game as a whole, and in Free Megarotation Chess
Review 10) may be a sounder judgement. the rotation is of 3x3 squares instead of 2x2
In Orbital Chess [Betza] (Betza, 1974) the (notes by the inventor, also Nost-algia 111).
Transporting and teleporting 69

In Twist Chess (D. Trouillon, not later than board. The K can rePect out of check.
1975) the 16 central squares, with their (Correspondence between John Gollon and
occupants, can be rotated 90, 180, 270, or 360 Philip Cohen)
degrees (the last being a static move) by either
player instead of moving, but at least one Mirror Chess [Howe] (Michael Howe, 1994).
regular move must be made between rotations After each move, the player may place a
and the right to rotate alternates between the mirror horizontally or vertically between any
players (correspondence between John Gollon two squares and reflect everything in a field
and Philip Cohen). defined by the nearer boundary and the square
[It was through ARC that I first met David. the same distance away on the other side (thus
At the time, the British Library’s holding of after 1 f4 White can put a mirror between f5
Fairy Chess Review was still incomplete (as and f6 and reflect everything from f8 to f3,
often happens with magazines that are sent which moves the pawn to f7 and puts Black in
only to a small circle of enthusiasts, the check). Restrictions: a reflecting field may not
provisions regarding legal deposit had not include the king; it may not include a square
been observed), and he had heard that I had that was in a field created by the opponent at
the complete run; could I help him, please? his last turn; the king must get out of check by
Yes, I said, with pleasure, come down and an orthodox move; a pawn may not promote
have a look. He duly arrived and introduced by reflection (no apparent prohibition on
himself, and I sat him in front of the fire with reflection to the first rank). No e.p. or castling.
a complete pile of FCR and a supply of coffee Fool’s mate is one move only: 1 f2-f4 plus
and left him to it. After his visit, I contacted mirror between d5 and d6 (reflecting Pd7 to
the British Library and supplied it with d4 and Q to d3) Qd3-g3 plus mirror between
photocopies of the issues it lacked, with the h2 and h3 (reflecting Ph2 to h3 and R to h4).
result that the next time David visited it to [Text summarized from Etereoscacco 66,
consult FCR he could not see anything at all fool’s mate added. Experience suggests that it
because the whole series was away being is easy to overlook the rule that a field may
rebound.] not include any part of the field created by the
opponent at his last turn, and it is only the
Pivot Chess (James A. Gutzwiller and David immediate and total cancellation of the
Moeser, 1969). Before moving, a player may opponent’s latest reflection that seems worth
pivot any file 90 degrees about any square on prohibiting. Perhaps the game might be tried
it. A file must be pivoted so that squares on it with this rule altered accordingly.]
overlap with empty squares on the rest of the
board. Pivoted files temporarily become ranks Belt Chess or Full Belt Chess (Michael
and pawns on them move in their normal Howe, 1994). Each file and rank is a conveyor
directions. (World Game Review 10) belt. After moving, a player must rotate one
rank or file (except one containing a king) any
Reflection Chess [Fixed Mirror] (origins number of squares in either direction, the men
unknown). A notional mirror is positioned on it moving with it. The game can be played
between the 4th and 5th files. Instead of using either the standard array or one with a
moving normally, a piece (but not a pawn) diametrically symmetrical piece arrangement
may rePect to the mirror-image square, BBNNRRQK (kings on h1/a8), which has
provided it is empty, on the other side of the advantages. (Eteroscacco 66/69)

8.5 Physical displacement of part of the board

Jagged Chess (James A. Gutzwiller, 1969). deriving from personal communication)


Before moving, a player may ‘jag’ a file up or
down, but it must always remain connected to Roto4le Chess (James A. Gutzwiller, 1970).
neighbouring files by at least one square. After each player has made a move, the a-Kle
Moves must be wholly on the board but a is transferred, together with any men that are
knight can leap empty space. (Manuscript note on it, to form the new h-Kle. Another version
70 Games using an ordinary board and men

has this transfer after every move. The idea Earthquake Chess [Betza] (Ralph Betza,
was expanded into a number of variants, 1996). The board is divided in two either
probably little played: Alice RotoKle, Mirror vertically or horizontally, and the two halves
RotoKle, Straights RotoKle, Time-Warp are displaced. (Eteroscacco 75) [Text
RotoKle. (Neue Chess 8) editorial]

8.6 Unorthodoxy relating to castling

Madchess (Thomas Varghese, 1972). Castling permitted whenever K and R are in line with
Q-side is permitted with a man on b1 or d1 (K two or more squares between them and the
and R go to c1/d1 or b1/c1 as appropriate), king is moving neither out of nor through
Black similarly. (Personal communication) check. Perhaps it is found only in jokes and
problems. A trick which has been exploited
In the other direction, Emanuel Lasker more than once specifies that White has an
proposed the abolition of castling. [I haven’t unmoved Ke1/Ra1 and is required to do
tracked down the source for this, but see no something soon seen to be impossible even
reason to disbelieve it.] with the aid of 0-0-0, but of course he also has
a pawn on e7, and he succeeds by playing
[I was a little surprised that David did not e8(R), claiming that this new rook is still
include All-In Castling, where castling is unmoved, and following up with 0-0-0-0-0-0.]

8.7 Other forced movements

Slippery Centre Chess (Philip Cohen, Iceberg Chess (Ed Pegg Jr, 1990). Each
c.1970). The four central squares (d4, d5, e4, player constructs a seven-square iceberg
e5) are ‘slippery’ and cannot be occupied. within a 4x4 square. Only the tip of the berg is
A man finishing on one continues in the same visible, the location of the remaining squares
direction to the first square immediately being known to the player but not to his
beyond. A king may pass ‘through check’ on opponent (the tip must be one of the four
the central squares since no piece can land on central squares, and it would appear from the
one. Line pieces (Q, R, B) may go further if examples in the source letter that the squares
desired; no e.p. A variant untried as at 1978 is forming the berg must be orthogonally
Very Slippery Centre Chess in which a man connected). The berg can be moved like a king
landing on a central square slides off at right every other move, and an enemy piece that
angles. (Nost-algia 215) attempts to move on to or through a berg is
destroyed. A player may place pieces on his
Brownian Motion Chess (Ralph Betza, berg and they presumably move with it, but if
1974). After each move, all men advance attacked they are captured. A player may
according to a pre-arranged knight’s tour. make up to five guesses as to the shape of his
Impossibly cumbersome at best. What opponent’s berg, and if any guess is correct he
happens if the player who is not to move finds wins instantly. (Personal communication)
his king in check? (Nost-algia 168) [Text editorial]
Chapter 9
Games using unorthodox initial arrays

[The games in this chapter are orthodox in everything except the starting array. A large number
of variants satisfy this description, frequently differing from one another only in minor detail.
Alexandre, the author of the Encyclopédie des Echecs, experimented with the form in the first
half of the 19th century, and was stated by Kraitchik in Les Mathématiques des Jeux to have
well understood the theory - something of an accomplishment, if true. A game of dubious
authenticity was recorded in Brighton around 1903 between Father Christmas and St. Nicholas,
and was widely published.
Because of their closeness to the normal game, these variants often appeal to players who find
more radical variations uninteresting, but by the same token their interest from our point of view
is limited; once the opening is over, the players are playing ordinary chess. There are three
general kinds: (a) the opposing arrays mirror each other either vertically or diametrically;
(b) the opposing arrays do not mirror each other, and may not even be composed of the same
men; (c) the initial position is wholly or partly free, and players enter the rest of their men as
they please. The chapter also includes games at odds, and games from the normal array where
one or more moves are specified in advance.]

9.1 The opposing arrays mirror each other vertically

In the present section, opposing men of the advantage is purchased at the price of
same kind face each other on the file. We start destroying the spirit of the game. However,
with games where the normal pawn line is this particular displacement is vicious in
retained but the piece order is changed. principle ... the first player has such a great
Variants of this kind date back at least to the advantage that it simply upsets the basis of a
middle of the 19th century, and probably fair game’. Regrettably, this great advantage
considerably further. A game played at Baden- was not revealed. The arrangement was
Baden in 1851 between E. van der Hoeven and subsequently used in a six-game match
T. von Heydebrand und der Lasa used the between Showalter and Leman, at least one
curious baseline BRKRBNNQ with the game of which was reproduced in La Stratégie
opposing bishops out of touch with each other in 1890.
(Dizionario Enciclopedico degli Scacchi, Rooks and Bishops (suggested by D.
quoted in Chess Notes). It is not certain Forbes in reply to the above, Illustrated
whether the disposition was determined by London News, 9 May 1857). Baseline
choice or chance. The examples that follow BNRQKRNB. The idea was subsequently
observe the constraint that each side should revived by Capablanca, allegedly reacting to
have a bishop on a square of each colour. the large number of draws in his World
Knights and Bishops (suggested by ‘R’ in Championship match with Lasker. [The first
a letter to the Illustrated London News, 11 edition then quoted a ‘righteous’ reaction from
April 1857). Baseline RBNQKNBR. Used in a Réti that ‘Every true chess lover must be
game between Blackburne and Potter in 1875 averse to Capablanca’s casual suggestion’, but
(City of London Chess Magazine 1876) and in while the quotation itself is accurate enough -
a tournament in 1879 (Chess Monthly, the passage will be found on page 176 of the
September 1879). Editorial comment in the English edition of Modern Ideas in Chess -
latter (Zukertort’s?) was hostile: ‘We cannot I think the word ‘righteous’ is belied by the
approve of any kind of displacement. The context. What Réti dislikes is the fact that the
beaten tracks of known openings are, of change doesn’t go to the heart of the matter,
course, thereby avoided, but this small and will merely produce a temporary
72 Games using an ordinary board and men

reduction in the number of draws due to the different colour. A selection from among these
exploitation of ignorant play in the openings. can be made by lot, thus providing a random
He isn’t objecting to change in itself, but to a choice from 24 or 2,880 different starting
change which is only superficial. The same positions according to taste. In Fischerandom
objection could be made and has been made to Chess (Robert Fischer, 1995), also known as
all games of this type.] Shuffle Chess and Chess 960, the bishops are
Mongredien’s Game (A. Mongredien, required to be on squares of different colour
1868). Baseline RBBQKNNR with the and the king is required to stand somewhere
bishops on the queen’s side and the knights on between the rooks, which reduces the number
the kings. Used in a tournament in 1868-9 of possibilities to 960. Castling is permitted,
(Chess Player’s Quarterly Chronicle 1868, with the castled position on either side of the
also British Chess Magazine, July 1945), and board normally corresponding to the
also in a correspondence match between Halle orthochess arrangement although there are
and Magdeburg in 1876. other options. The first progressive
Van der Linde’s Games [1] (A. van der tournament of Fischerandom on the Internet
Linde, 1876). Several deviant arrays are (1996-7) attracted players from 11 countries,
quoted by van der Linde (Geschichte und and was won by Alfred Pfeiffer. The game has
Literatur des Schachspiels). One has the K been praised by some prominent players,
and KR change places, a second offers the possibly out of respect for its inventor, but
new baseline KQRNBBRN. Others are Karpov commented that Fischerandom ‘did
considered later in the chapter. not produce the harmonious positions of
Neuschach [Lengfellner] (Dr Lengfellner, normal chess’ and added that the game was
1911). Baseline NBQRRNBK. Frank Marshall ‘negative’, with which most variant players
tested the game successfully in Vienna against would probably agree.
an unknown master, whilst Erich Cohn of Hopscotch Chess (Alan Parr, 1980s),
Berlin, shortly after killed in World War I, intended for postal play, allows a random
won a Neuschach masters tournament. choice from the full set of 2,880 baselines with
(Wiener Schachzeitung, November-December bishops on different colours, after which
1911) Marseillais Chess is played. Games tend to be
Parton’s Game (V. R. Parton, 1952). short. (Author’s rule sheet)
Baseline NBRRKQBN. Suggested to
overcome the problem of developing the rooks All the games considered so far have a full
and also to strengthen the king’s side. (Chess, row of pieces on the first rank and a full row
May 1952) of pawns on the second. There have been
Four-Knights Chess (NOST, date unclear). variants in which these constraints are not
Baseline RNNQKNNR with no bishops. The observed.
same idea was put forward by Anthony Paletta The Pawns Game [Endgame], also known
as Double Knight Chess [Paletta] in Chess as Endgame Chess. Origins unknown; at least
Spectrum Newsletter. It is not clear who had one, and perhaps many centuries old. King and
the priority. pawns v king and pawns in initial array.
Knight Supreme (NOST, date unclear). Played by Russian schoolboys as a practice
Baseline NNNQKNNN with neither bishops game. (Fox and James, The Complete Chess
nor rooks. Addict)
Guardian Chess (George Jelliss, 1982). Van der Linde’s Games [2]. One of van
Baseline NQRBBRKN. This gives the only der Linde’s arrays omits the b, c, f and g
array with a normal complement of pieces in pawns, another has only 8 men a side: K, R
which all 16 men are guarded at least once. (a-Jle), N (g-Jle), Ps a, d, e, f, g Jles. There
(Winter, Chess Notes) are also three arrays with advanced pawns:
(a) baseline NNBQKBRR, Ps c4/5 and g3/6,
The normal set of men allows 24 different other Ps on usual array squares; (b) baseline
baseline arrays if the king’s side is required to RBNQKNBR, Ps b3/6 and c3/6, other Ps
reflect the queen’s, and 2,880 if it is merely on usual array squares; (c) baseline
demanded that the bishops be on squares of RQBNKBNR, Ps a2/7, b2/7, c23/67, e2/7,
Games using unorthodox initial arrays 73

g23/67, h3/7 (sic). The asymmetry of the h- and pawn-promotions. (Variant Chess 5)
pawns may be a mistake. (Verney) Melf’s Game (Frank Melf, 1978). Kings on
Bolshevistic Chess (F. J. Wallis, 1918). usual squares; eight queens replace pawns;
Humorous (?) proposal that the ranks of pieces no other pieces. Described as a quick chess
and pawns in the initial position be reversed in variation, the game is flawed: 1 Qaxf7+ leads
order to bring justice to a game in which the to mate at move 4. (Games and Puzzles 72)
people ‘are mishandled and murdered at the [A delightful picture in the first edition
behest of your Queens, your Kings and your showed some distinctly quarrelsome queens
Aristocrats’. No captures and no piece checks brandishing rolling pins, frying pans etc.]
until a pawn has checked a king; however, a Advance Chess (Tony Paletta, 1980). As
pawn can capture a pawn if this gives check. normal chess except that pawns start on the
Once a pawn has checked a king, play reverts 3rd and 6th ranks. There is no double pawn
to normal. A suspect game was published in move. (Chess Spectrum Newsletter)
the British Chess Magazine in 1919. Corridor Chess (Tony Paletta, 1980).
Patt-Schach (Erich Bartel, c. 1960). White White baseline (b1-g1 only occupied)
NRBKQBRN on rank 8 (!), Ps b7-g7, b6, g6, NRQKRN, bishops on c2/f2, pawns (six only)
Black mirroring as usual : on b3-g3, Black mirroring as usual.
No castling or two-square pawn move. Early
play is often a Jght for control of a- and h-
N$BIQGRH Jles. (Chess Spectrum Newsletter)
dP)P)P)w Pawn-Snatcher’s Delight (originator
w)wdwdPd unknown). All pawns start on the 4th/5th
dwdwdwdw ranks. A variant suggested (1982) by Philip
wdwdwdwd Cohen is to move all men one rank nearer the
dpdwdw0w opponent in the initial array, leaving the
1st/8th ranks empty. No two-step pawn moves
w0p0p0pd or castling. (Nost-algia 263)
hrgk1b4n Crowded Chess (quoted by C. Pickover,
1992). Each player has two rows of pawns
Both sides are stalemated (White is playing up (2nd/3rd & 6th/7th ranks) and the usual
the board as usual), so each side puts one man pieces. (Mazes for the Mind)
on a different square (captures and checks Hecatomb (Kevin Maroney, 1994). Each
barred). Thereafter play is normal except that player has a king in its normal position, plus
promotion is only to a piece previously lost; if 31 queens filling the rest of his half of the
there is none, a pawn move to an end rank is board. (Nost-algia 347, also Eteroscacco
illegal. Games are an orgy of premature deaths 67/68) [Text editorial]

9.2 The opposing arrays mirror each other diametrally

An alternative to vertical mirroring is provided subsequently suggested that it be officially


by diametral mirroring, where like men are at adopted for a trial period (Chess, April 1944),
opposite ends of an imaginary line through the but readers’ letters (17 published) were
centre of the board. An example is given by predictably conservative.
White King and Queen Interchanged, which Little Chess was the name attached by
has been suggested many times (e.g. in the Gollon to a classic pawn puzzle (Kd1, Pabc2
Chess Amateur, December 1916). A against Ke8, Pfgh7, White to play and win).
correspondence tournament started in 1935 This dates back at least to Carrera in 1617
was won by E. Ancsin of Budapest (+10 –1 and was definitively solved in 1836 by Szén,
=0) with P. Keres and H. Muller as joint who made quite a bit of money out of it
runners-up (+9 –1 =1) (Fernschach 12/1937, (The Oxford Companion to Chess, entry
quoted in Chess Notes). Lord Brabazon ‘Three pawns problem’). [Text revised]
74 Games using an ordinary board and men

9.3 The opposing arrays do not mirror each other

Van der Linde once offered (a1-h1/h8-a8; i.e. opting for white or black, W or B 1,2,3 ... - the
facing kings) KQRNBBRN and RNBQRBNK. bidder is opting for a side and is prepared to
How he arrived at these baselines is not cede 1,2,3 ... tempi for the privilege. A tempo
known, but many techniques exist for placing is translated in practice into the right to
men in a line at random. Fully Randomized transpose two pieces, or to make a pawn
Chess, in which the White and Black (not piece) move, at the player’s choice; thus a
baselines are randomized independently and player receiving two tempi could make two
without restriction of any kind, seems to have pawn moves or transpose two pieces and
been played only occasionally, but Symmetric make one pawn move. As in TC, a player may
Fully Randomized Chess (George Jelliss, only transpose on the first move of a game.
1998) has been used as the vehicle for at least It is usual for the bidding to advance in stages,
one tournament. The four pairs of men (KQ, until one player passes. Good bidding calls for
RR, BB, NN) are arranged symmetrically on skill in evaluating the array.
the back rank even though the White and In Dutchess (Al Helzner, 1982) each player
Black baselines may differ, thus ensuring that secretly selects a number in the range 0-3.
the bishops are on squares of opposite colour These numbers are added, and that number of
and that one side does not have all its heavy pieces (not king or pawns) is removed from
pieces concentrated on one wing. There are the array of each side. The players in turn
special rules for castling. But it was felt that nominate a piece which each then removes
some starting positions were either very from his opponent’s forces, selecting if there
favourable or very unfavourable, and appeared is a choice (Nost-algia 264). Other suggestions
to give one side a significant advantage from have included the shedding of a rook’s pawn
the word go; a probable flaw in this variant by each side (Menard, 1890s). [I haven’t
with a contradictory title (Variant Chess 33). traced the source for the Menard suggestion.]
[Text largely editorial]
Transcendental Chess, also known as TC Since the late 19th century, draughts
(Maxwell J. Lawrence, 1978) allows players (checkers) has optionally been played with a
to make a limited adjustment to the baselines two-move or three-move restriction rule: a list
they are given. Starting positions (different for of two-move or three-move openings is made
each side) are generated by computer. Bishops available, and the players select one by lot and
on different colours; no castling. Games are take each side once. Restricted Chess (Stasch
arranged in couplets (two games against the Mlotowski, 1917) applied the same idea to
same opponent, one as W and one as B with chess (BCM, September 1917). Mlotowski
the same array) with an important additional advocated allotting an opening to each of the
rule: both players have the option, on the first 52 cards in a standard pack. Two games would
turn only and instead of moving, of be played with the opening drawn, reversing
transposing any two pieces in their array. colours. His selection of openings was
A thriving TC club in the U.S., run for many startling, even for the period: two cards (red
years by the inventor, offered a range of aces) placed no restriction on the players; one
correspondence tournaments and a regular card (ace of clubs) required White to open
publication, Transcendental Chess. In one with other than d4 or e4; three cards (!)
tournament alone over 2,000 games were required White to open d4; two cards (!!)
played. allowed Black to respond to 1 e4 with other
Auction TC is a variant of Transcendental than e5, and the remaining 44 cards carried a
Chess employed when a single game, as mandatory 1 e4 e5 with divergences at the
against the usual couplet, is desired. The second and subsequent moves. ‘It will be
system is valid for any game where the initial noted,’ commented the author, ‘that I have a
array is not mirrored and is outside the control leaning to the more interesting debuts’.
of the players. The array is made available to The Gambit commented (December 1927) that
both players who then bid in turn. The ‘The limited number of debuts offered was
procedure is formalised: W or B - the bidder is probably the reason his idea did not receive
Games using unorthodox initial arrays 75

wider recognition at the time’. In the interim, A game which tests the theory that a queen is
Mlotowski drew up a list of 200 opening worth nine pawns, in practice reduced to eight
variations, including all those then recognized to compensate for their advanced position in
as giving a playable game. The opening to be the array. No WQ, but eight extra pawns on
played was decided by drawing numbered the 3rd/4th ranks. Only pawns on the second
cards, prompting the name Ballot Chess. rank can move two squares. The game is Jnely
poised and enjoyed considerable popularity in
Games At Material Odds. The giving of the Régence where Labourdonnais and
odds was common until relatively recent Deschapelles are alleged to have played
times. The practice, which however never hundreds of games. White’s aim was to
gained popularity in Germany, peaked early in advance in a phalanx, depriving Black of
the 19th century according to Golombek space; Black’s aim was to neutralize the pawn
(Penguin Encyclopedia of Chess). The leading chain, usually with sacriJces, opening a path
players of the 18th and 19th century, from for the queen to penetrate the position.
Philidor to Steinitz, often gave odds against Five initial positions, each with their own
weaker players; indeed, most of Philidor’s strategies, were common. Position I
games were played at odds. There is no (additional pawns on a3-h3) is weak; White
deJnitive listing, but odds commonly given has difJculty in developing. Position II (pawns
were, in ascending order, (1) The move on a4-h4) is also weak for White as the front
(stronger player takes Black); (2) Two moves row of pawns is open to attack. The
(White opens with two consecutive moves); asymmetrical Position III (pawns on cefg4,
(3) Pawn and move (Black removes his f- bcfg3), known as the Boar’s Head, was
pawn); (4) Pawn and two moves (f-pawn considered inferior, offering Black good
removed); (5) Minor piece (usually QN); (6) attacking chances. Position IV (pawns on
Rook (usually QR); (7) Q. Several other bcfg3/4) is advantageous for White unless
material imbalances were occasionally Black strikes quickly. Position V (pawns on
practised. Against rank beginners, ‘crutch cdef4 and bcfg3, see below), known as the
odds’ were sometimes employed, the stronger Trapeze, was considered best for White: the
player being without minor pieces and the four bishops were normally developed at d3/e3 and
central pawns. the knights at d2/e2, and Black had to play
The odds of pawn-and-move provide many cautiously.
interesting examples of expert play because
the difference in playing strength is small and
orthochess opening knowledge is of little use.
rhb1kgn4
Black is immediately handicapped in not 0p0p0p0p
being able to reply to 1 e4 with either e5 or wdwdwdwd
Nf6 and in consequence has a difJcult dwdwdwdw
defence; on the other hand, if he is able to wdP)P)wd
consolidate his position he has the advantage dP)wdP)w
of the half-open f-Jle. Opening play at odds of
pawn-and-move suggests that White’s best P)P)P)P)
move to retain the advantage is 1 e4 with $NGwIBHR
possible replies for Black: d6, e6, Nc6, Nh6,
c5, g6, b6. Not all these responses may stand Sometimes a pawn more or less was agreed by
up to modern analysis and theoretically of way of handicap. (Schachzeitung 1849-50)
course White’s advantage is huge. An extreme form of the game was tried out
by Walter Browne and Ralph Betza at the
Completely unbalanced games have been Manhattan Chess Club in the 1960s. White
practised at least since the 18th century, and had a king and seven queens on the Jrst rank,
many versions have been recorded. Black a king and 47 pawns, the rank between
The Pawns Game [Legal], also known as the two sides being empty. Black won each
Legal’s Game. Attributed to M. de Legal, Sire time. (Nost-algia 162)
de Kermur, according to Le Palamède (1837). [In spelling ‘Legal’ with no accent, David is
76 Games using an ordinary board and men

at one with Le Guide des Echecs (Giffard and two knights. (Koch, Spiele für einem Allein)
Biénabe, 1993, page 37), though the name is Weak! (Ralph Betza, 1973). Inspired by
given there as ‘Kermur de Legal’. The Oxford Week (see chapter 19) and the Pawns Game.
Companion has ‘Legall de Kermeur’ with a White has his normal array, Black Ke8, seven
double ‘l’. Le Palamède has ‘Légal’ with an knights on a8-d8/f8-h8, 16 pawns on a7-h7,
accent and this has understandably been c6/f6, b5-g5 :
copied by other writers, but apparently it is
quite wrong. Ken Whyld once told me that
Harry Golombek was most distressed when an
nhnhkhnh
editor ‘corrected’ his text by inserting an 0p0p0p0p
accent after he had signed off the proofs: wdpdw0wd
‘My French friends will think I am ignorant!’] dp0p0p0w
Van der Linde’s Games [3]. Two wdwdwdwd
unbalanced arrays using normal men are dwdwdwdw
given: (a) White has Ke1, Bc1 and the four
central pawns against Black Ke8 and the six P)P)P)P)
central pawns, (b) White has Ke1, Nb1, Ps b2, $NGQIBHR
d2, e2, f2 against the same. Van der Linde also
gave a position with sixteen white pawns The two sides are said to be roughly equal in
against a Black K with powers of all men strength but the array suggests that Black is
combined, which will appear in a later chapter. appreciably stronger. White’s tactics are to
Peasants’ Revolt [Frey] (R. L. Frey, 1947). break through by sacrifices, Black’s to
White has K + 8 x P (the peasants) on original advance en masse, the knights forming chains
squares; Black has four knights (the nobles) on to cover vital squares. Best played at speed,
b/c/f/g8, Ke8, Pe7. Object is mate. Black has Weak! has been endorsed by dozens of
better chances but must avoid being left with tournament players. (Nost-algia 162)

9.4 The initial position is partly or wholly free

In these games, there is no initial array as all pieces are placed when play is as in
such, and the players place their men largely orthochess (Das Brunnerbuch, also Nouveaux
or wholly as they wish. Many such games Jeux d’Echecs Non-orthodoxes). Tourneys
exist and new ones are continually being held in Switzerland and England. Karl Kaiser
invented, sometimes with more hype than (Funkschach, September 1926) proposed to
originality. There are two general approaches: introduce some order into the process by
the players start with a line of pawns, or with a requiring the pieces to be placed in sequence
completely empty board, and each places one (W followed by B): K, Q, R, R, B, B, N, N.
man at a time in full view of his opponent, or Free Chess [Felisch], also known as Paul-
they set up their positions completely Felisch-Schach (Paul Felisch, 1926). The
independently and bring the two together. pawns and kings are placed as normal and
Games with the normal pawn array are listed both players set two pieces anywhere on their
first, then empty board games, then games in respective back ranks. White and Black make
which the players set up their positions one move; thereafter a player can elect on his
independently. turn to place one or two pieces at will on his
back rank and then move normally. Players
Free Chess [Brunner], also known as must enter pieces at least every other move so
Permutation Chess [Brunner] (Erich that by the 10th move at the latest, all are
Brunner, 1921). Pawns in normal array. White placed. Bishops on different colours; no
places a piece on any square of 1st rank; Black castling (Funkschach, July 1926).
places equivalent piece on 8th rank either on Nimzowitsch remarked that ‘the idea of
same Jle or on corresponding file (e.g., Herr Paul Felisch is not without wit’ but
WRc1; BRc8 or f8). Now Black chooses a then went on to decry it (Kagans Neueste
piece and the same procedure is followed until Schachnachrichten, July 1927).
Games using unorthodox initial arrays 77

Real Chess (E. I. Csaszar, 1934). Pawns loved it’) but that no letters or follow-up
arrayed as usual; players take it in turns to articles appeared in Chess Life apparently
place a piece on any empty square on their because the USCF had disapproved of space
back ranks; no restrictions on bishops. being allocated to chess variants.
Castling permitted, subject to orthochess rules, Placement Chess [Jelliss] (George Jelliss,
over any distance; thus WKb1, WRa1, h1; 1980s?). Jelliss observed that once a player
castle Kb1/Rac1 (sic) or Kg1/Rhf1. (Nouveaux knew where his opponent’s king was he could
Jeux d’Echecs Non-orthodoxes) place his men so as to focus on it. He favoured
Chess With Reserves (E. Slater, 1950s). placing the men in the sequence N, N, B, B, R,
Pawns and kings are set in their usual array; R, Q, K, the second player each time matching
pieces are kept in reserve. On each turn a the placement on the same file. (Winter, Chess
player may move in the normal way or enter Notes)
one piece from his reserve on any vacant
square of his Jrst rank. (Nouveaux Jeux The Game of Calculation (originator
d’Echecs Intéressants) unknown, 1806 or earlier). Forces are selected
Free Chess [Slater] (E. Slater, 1950s). independently by the players based on a points
Players in turn place a piece on an empty system and an agreed allocation, men to be set
square on their respective back ranks. No up according to a fixed procedure. It was
castling; bishops can be on same-coloured suggested (Easy Introduction to Chess) that
squares. (Nouveaux Jeux d’Echecs Q=10, R=5, B=3.5, N=3, P=1, and an example
Intéressants) is given of a selection based on an allocation
Placement Chess [Koskela] (Ron Koskela, of 20 points. An article in Recreational
1976). Each player in turn locates an Computing, a century and three-quarters later,
opponent’s piece; the process being repeated proposes an almost identical game with point
four times. (Chess Life, September 1976) values Q=25 (sic), R=7, B=5, N=3, P=1 with
Pre-Chess (1978, advocated by Pal Benkö an initial allocation of 60 points per side.
who credits David Bronstein with the idea). Jubilee Chess (H. F. L. Meyer, 1885). Each
Pawns are set up as usual, then each player in player in turn places a man on any empty
turn, White starting, puts a piece on a vacant square on his Jrst three ranks, bishops on
square on his Jrst rank until all are in place; opposite colours. In this stage, a check must
bishops must be on opposite-coloured squares, be covered immediately; if impossible, the
and castling is permitted only if K and R are player has lost. Pawn starting on back rank
both in their orthochess positions. Endorsed moves 1-3 squares and may be taken e.p.; no
initially by Euwe as ‘an interesting new idea’ castling. Promotion to captured piece only; if
and ‘worth trying’ (Chess Life, August 1978). none, pawn is permanently immobilized.
A four-game match (1978) between Benkö Meyer was a well-known editor of the time.
and Arthur Bisguier was won convincingly, if [Manuscript note ‘Picture (magazine page,
with a slice or two of luck, by the latter. mounted)’, but no copy in David’s
The Chess Life articles sparked an interest Encyclopedia files]
in the game across America. Tournaments Reform Chess [Békey] (Emerich Békey,
were held (one, in 1979, won by Joel 1908). Players place men alternately on vacant
Benjamin). Schema, a games magazine, ran a squares, White anywhere on ranks 1/2/3,
feature article, re-naming the game Meta- Black ditto 6/7/8. Pawns (which have no two-
Chess [Schema] and describing the initial step right) can be placed on back rank; both
deployment as a Meta-phase. Philip Cohen bishops on same colour. A player is not
had suggested a ‘Super’ version in 1977 in obliged to use all his men (but K must be on
which both sides had advanced pawns in the board). Bekey offers other ‘improvements’;
initial position, as in the Burmese game for example, he renames certain men: Vizier
(White f3, g3, h3; Black a6, b6, c6) (Nost- (Q), Hussar (N) and Bastion (R) as being more
algia 240). Meanwhile Burt Hochberg, former in accord with the spirit of the game. (Reform-
Chess Life editor, in an interview that received Schach)
wide publicity, declared the articles had Crown Chess [Ritzen] (Anton Ritzen,
generated an enthusiastic response (‘readers 1914). White deploys on ranks 1,2,3 and
78 Games using an ordinary board and men

Black on ranks 6,7,8. White starts with the K, same-coloured squares. There is no double
Black follows ditto, then Q, Rs, Bs, Ns, Ps in pawn move or castling. (Pamphlet Neo-Schaak
order. No pawns on ranks 1/8; pawns on 2/7 by the originator, also Nouveaux Jeux
have two-square option; no restriction on d’Echecs Non-orthodoxes)
bishops. If one player, in placing a piece, gives Blackout Chess (W. J. Joret, 1942). The
check, the second player must cover it. Stated board is empty to start. Each player takes K,
to have had a big following in Cologne in the Q, B, N, R, 4xP and places them freely on the
early days of World War I. (Das unsterbliche board, one man at a time alternately in the
Schachbuch) order given, until all 18 are located and the
Game of Pawn Placing (anonymous game can start. B. H. Wood suggested some
inventor in Belfast, 1922). Each player has a additional rules: (1) No man may be placed to
king and three pawns. White places his K check the opposing K; (2) No man may be
anywhere on his Jrst rank; Black does placed so as to put an opponent’s piece (not
likewise. The players then alternate, placing a pawn) en prise; (3) Pawns may not be entered
pawn anywhere on their respective 2nd, 3rd beyond the fourth rank; (4) Black to move
and 4th ranks. A normal game ensues with Jrst. (Chess, June 1942)
considerable advantage to Black as having Identi>c (V. R. Parton, 1970). Each player
placed the last pawn. Parton suggested that starts with 12 counters or tokens and places
each player should also have a B and N. them on any 12 squares in his own half of the
(Chess Amateur, July 1922, also Nouveaux board. These represent the usual eight pieces
Jeux d’Echecs Non-orthodoxes) plus four pawns, as yet unallocated, which he
Freak Chess (D. S. Ellis, 1933). The names keeps in hand. White starts by moving a
of the squares apart from c1/f1/c8/f8 are counter like a chessman and then replacing it
written on 60 slips of paper and shuffled. Each with that man; Black does likewise. Thereafter
man apart from the bishops and kings is taken a player may move a counter and replace it
in turn, and a slip drawn for each. When all 26 with an unallocated piece, or move a
men have been placed, any pawns on their 7th chessman on the board in the normal way.
and 8th ranks are removed, and the bishops are UnidentiJed counters, even if known by the
placed on their normal hime squares. White fact that only one type of man remains to the
now places his king where he likes, Black player, cannot recapture or check, but they are
does the same, and play proceeds. Black can subject to capture by chessmen in play. Before
lose his queen at move 1, but according to the the start, players agree on a turn (the 4th and
inventor disasters are rare. (Australian Chess 6th have been suggested) by which the kings
Review) will be disclosed. Without such early
Neo-Schaak, also known as Placement revelation much of the interest of the game is
Chess [van Dien] (E. van Dien, 1941). lost. (Chesshire Cat Playeth Looking-Glass
In a speech in September 1941 introducing Chessys)
his game to the Vereenigd Amsterdamsch Paratroop Chess (C. G. Lewin, 1970).
Schaakgenootschap the inventor claimed that Empty board at start. Players Jrst place king
the most difficult problem in chess, the best anywhere in own half. Thereafter a turn
initial array, is assumed to have been solved consists of moving a man on the board or
already whereas it has known weaknesses (the placing a man not in play on an empty square
c- and f-pawns, castling, rooks out of play). in own half of board. No man may be dropped
He also pointed up the parallel of war where to give check; bishops on opposite colours; no
the opponent’s deployment is not disclosed pawns on the Jrst rank. (Manuscript notes
before the battle. Hence Neo-Schaak, in which presumably deriving from personal
the board is empty at the start of a game. The communication)
first move for both players is to place the king Placement Chess [Lewin] (C. G. Lewin,
on any square of their first two ranks. 1970, ‘after Boyer’). Empty board at start.
Thereafter a player may move a piece on the Players decide on colours then at each turn
board or introduce a new man on an empty place any man of either colour on the board;
space on his first or second rank. Pawns may white in one half, black in the other. No pawns
be introduced on the Jrst rank and bishops on on end ranks and bishops must be on opposite-
Games using unorthodox initial arrays 79

coloured squares. A player may not place an White 5, Black 5, White 3, Black 3, and then
opponent’s king nor put either king in check. the kings. Men apart from kings may be
Play begins when all men are placed. placed in any order and on any empty square
(Manuscript notes presumably deriving from with the following limitations: pawns only on
personal communication) ranks 2-4, queen must be placed during the
Deployment Chess. This game (inventor first turn, bishops must be on opposite colours.
unrecorded) won first prize in a competition Play then continues under Progressive Chess
for new chess variants (The Gamer 5). The starting at turn 3 (so White plays 3 moves,
board, otherwise empty, is dressed with 24 Black 4, White 5, and so on). (Eteroscacco 53)
white and 24 black counters, covering Unachess (Jeff Miller and Edward
respectively all squares of the Jrst three ranks Jackman, 1994). Empty board to start; player
on either side. These are known as creation on turn may place a man on an empty square
points. Both players start by replacing an own- or move man on the board. The K must be
colour marker with one of their men (no pawn placed before any capture is made. There were
on Jrst rank). On each subsequent move a three versions. In Unachess I (Miller), pawns
player may either enter a man to replace one could be entered on 2nd, 3rd or 4th ranks only,
of his own markers or make a move on the with P-2 subsequently possible if on 2nd rank.
board. There are a few restrictions: (1) Both In Unachess II (Jackman), pawns could be
kings must be entered by the 5th move. (2) A entered on ranks 1-4, but no P-2 or castling.
pawn cannot be entered on a Jle on which a Unachess III, also known as Parachute
pawn of that colour already stands; a pawn Chess (Jackman), had the additional rule that
entered on the second rank has the right to the no man could be entered so as to attack an
two-square move. (3) Bishops must be on enemy man. By April 1995 there was a
opposite coloured squares. (4) A moving man consensus that White should always win with
destroys the creation point (of either colour) reasonable play. (Variant Chess 17, also
that it lands on and also any of its own colour personal communications)
that it crosses. (5) No castling. Captured men Free Programme Chess (Gela
are eliminated from the game. Both creation Guraspasvili, 1995). Board starts empty;
and movement call for subtlety, the play apart. players then place usual men alternately
(The Gamer, also Addison, 100 Other Games starting with White in own half of board;
to Play on a Chessboard) Ks are placed first. Pawn-two allowed only
Creative Chess (Marco Meirovitz, 1980s). if P on second rank. White may not capture
Players introduce their men alternately in their on first move. Tournament involving two
own halves of the board. Kings are placed last. grandmasters and ten other masters held in
No restrictions on B, P placements. Introduced Tbilisi in 1995. (Booklet Free Programme of
as part of the inventor’s books-and-software Chess, also Variant Chess 26/28)
programme for developing thinking skills,
The Gym of the Mind. Games in which the players set up their
Chaos [Koch] (Karl Koch, 1986). The positions without knowledge of what their
players start with an empty board and each in opponent is doing are known generically as
turn places a man on an empty square in his Screen or Barrier Chess. A screen or barrier,
own half of the board. The king is placed Jrst real or imaginary, is placed across the middle
(another version has the king placed last), the of the board, and each player deploys his
other men in any order. There are no forces in secret according to the rules of the
restrictions except that a player whose king is version being played. The screen is then lifted
in check after all men have been placed loses (or the position assembled on a single board)
the game. When all men are on the board and orthochess is played. Crazy Screen Chess
White starts and orthochess rules apply. allows the players a completely free hand;
In another variant, the men may be placed other versions impose some discipline. Screen
anywhere on the board (but no pawns on end Chess may be played to decide only the
ranks). (Spiele für Zwei) baselines, the pawn array being normal.
Bosley Chess (John Bosley, 1987). Empty Deployment may be conJned to the first two
board to start; White places 7 men, Black 7, ranks, the Jrst three ranks (usual) or the entire
80 Games using an ordinary board and men

half-board. Some variants require orthodox writes down its position on a piece of paper.
positions (pawns on each Jle, none on Jrst The papers are then exchanged. Now the
rank, bishops on opposite coloured squares). players set up their own men anywhere within
A popular condition is that the kings be placed their two halves of the board with the one
Jrst and their positions revealed before secret proviso that bishops must be on different-
deployment begins. Another system is to start coloured squares. Pawns can be placed on the
with a standard array and then, with the screen Jrst rank if desired. The boards are then
erected, for each player to make a number of brought together and one player’s pieces are
moves (Boyer suggests 10) in his own half of transferred to the opponent’s board, and the
the board. The screen is lifted and the game game begins. (Indoor Games for Two)
proper begins. Some further games are Prepared Chess (Jed Stone, 1982). The
detailed below. Since development can be players arrange their pieces privately on the
considered completed before the start of play, Jrst three ranks in any order or position (three
with open lines probable and a balanced pawns may stand on a Jle, both bishops on
position improbable, games tend to be same colour). The positions are then
vigorous and tactical. combined, and play starts. No castling or
Viennese Kriegspiel, also known as privileged moves. (Stone)
Schach-Kriegspiel and German Chess
Kriegspiel (Ritter von Korwin-Dzbanski, Instant Chess (Bruce R. Trone, 1986). An
1908). Before the game, the position of the attempt to speed up postal play. On an agreed
kings on one of the first two ranks of each day, players send each other a diagram
player is decided by lot. The players are then showing the positions they would like their
granted 20 minutes to deploy their men as they men to occupy. No pawns on end ranks;
wish in their own halves of the board; bishops bishops on opposite colours. Where both
on opposite colours, no pawns on back rank. players have occupied the same square the
When both players are ready, the forces are higher-ranking piece achieves an instant
revealed. The player to move first is then capture (rank order K, Q, R, B, N, P). If men
chosen by lot. (Wiener Schachzeitung 1909, are of the same value, or kings occupy
Nouveaux Jeux d’Echecs Non-orthodoxes) adjacent squares, new positions are sent, and
Surprise Chess (E. E. Slosson, 1916). The repeated as necessary. When all men are
players secretly deploy their men as they placed and captured pieces removed, play
please on the first three ranks of their own starts. [Personal communication assumed;
sides of the board before play starts (British source material missing from David’s files.
Chess Magazine, January 1917). According to A quick calculation suggests that if each side
Felix Snider, who reissued the game (1930s) places his men at random, the odds are not far
under the name Blitz-Chess [Snider], no short of four to one that there will be a clash
reference to it is to be found in the inventor’s between a pair of pawns somewhere, quite
science fiction books. Snider reasonably apart from the possibility of a piece or king
suggested certain disciplines: (1) Pawns clash; but of course players will tend to put
permitted on first rank and can then move their pawns in advanced positions and their
three squares initially (e.p. allowed on move pieces on ranks 2 and 3 hoping to knock out
of two or three squares); (2) Castling only an opponent who is doing the same, and in
under regular game conditions; (3) Bishops on that case clashes will be rare. What happens if
opposite-coloured squares. Black’s king is left in check? A possible
Welbeck Chess (Hubert Phillips, c.1917). variation might be to require the checking man
Each player has a board screened from his to be removed, thus giving Black something to
opponent. Each player places his king set against the probably substantial advantage
anywhere within his own half of his board and of first move.]
Chapter 10
Different objectives of play

[The normal objective of a game of chess is to give checkmate. Some of the games which can be
played with chessmen have quite different objectives, and two of them, Extinction Chess and
Losing Chess, have proved to be among the most popular of all chess variants.]

10.1 Capturing or baring the king

Capturing the king. The Chess Monthly than about the snobbery of Mr Donisthorpe!]
hosted a lively debate (1893-4) on the
suggestion of a Mr Wordsworth Donisthorpe, Baring the king. The rules of the old chess
whose very name seems to carry authority, allowed a (lesser) win by ‘bare king’ and
that check and checkmate, and hence stalemate, and Réti and Bronstein have
stalemate, should be abolished, the game favoured its reintroduction. [I haven’t traced
ending with the capture of the king. The the Bronstein reference, but Réti’s will be
purpose of this proposed reform was to reduce found on page 178 of the English edition of
the number of draws then (as now) prevalent Modern Ideas in Chess. It is in fact explicit
in master play. Donisthorpe claimed that both only in respect of stalemate, though the words
Blackburne and the American master James ‘the original rules’ within it can be read as
Mason were in favour of the change, adding supporting bare king as well, and perhaps
‘I have little doubt the reform would obtain I ought to quote it in full. After expounding
the support of both Universities’ which says the ancient rules, he continues: ‘Those were
something about the standing of Oxford and romantic times for chess. Today, when chess
Cambridge at that time. Mason confirmed his technique is in such a condition of refinement,
support, observing, quaintly, that ‘the divinity what is there more natural than that we should
that doth hedge a King in stalemate is of a revert to the original rules. Lasker has made
particularly low order’. An apoplectic Mr such a proposal with which I associate myself
Blunt took the traditionalist side, ably in full conviction. In order to prevent the
supported by the German master Teichmann. decay of chess by the frequent occurrence of
It was pointed out that White Kh8, Ph7 (2), drawn games finer nuances of execution must
Black Kf8 (1) was a loss for White - a pawn show themselves in the result, and stalemate
up - whoever had the move. The editor came should be considered and counted in the
up with White Kg7, Ph7 (2), Black Ke7, Ra8 estimation of scores for tournament purposes,
(2), a clear draw in orthochess, but a win for wins by them to count less than enforced
Black under the new rule with 1...Rh8! mates. It would be a matter for congratulation
[In truth, I suspect that the remark about if the managers of tournaments just for once
‘the support of both Universities’ said less decided as an experiment to promote a
about the standing of Oxford and Cambridge tournament on these lines.’]

10.2 Changed or multiple kings

Knightmate (Bruce Zimov, 1972). The royal K or Q alone can mate a N. The Drst
piece at e1/e8 is a knight and there are two Knightmate Open (Ohio, October 1991) was
non-royal kings where the knights normally won by David Moeser. The game is said to
stand. The object is to checkmate the knight. have been popular at Sheffield University
Castling between knight and rook is legal during the early 1970s under the name of
subject to the usual restrictions. The knights Mate The Knight, perhaps as a result of
are vulnerable to checks on adjacent squares. independent invention. (J’Adoube 34, Nost-
82 Games using an ordinary board and men

algia 328 and later, Eteroscacco 56, (kinglets). Pawns promote to kings, thus a
manuscript note presumably deriving from player forced to promote his last pawn loses.
personal communication) Stalemate is a draw. There is a Marseillais
version of the game in which two moves are
Three Kings Chess (Adam Sobey, 1988). made on each turn, one at least of which must
Normal set-up except that the rooks are be a pawn move. A Progressive version has
replaced by additional kings. Object is to also been played. (Chess - Curiouser and
capture any one of the opponent’s kings (there Curiouser, also Nost-algia 132 and later)
are no checks). The inventor observes that the
game is similar to a balancing act: all goes Co-Regal Chess (V. R. Parton, 1970). An
well until a latent instability sets in and total early blow struck on behalf of sexual equality.
collapse follows. DifDcult to make moves that Queens as well as kings are subject to check
uniformly defend all three kings. Invented for and checkmate and the fall of either monarch
the Christmas entertainment of the Haslemere wins the game. (The Q retains an additional
Chess Club (‘Voted good’). The inventor privilege: she can cross attacked squares.)
resisted the temptation to call it Magi Chess. The rules (incomplete) have been ampliDed by
(Notes presumably deriving from personal NOST: (1) promoted queens are royal;
communication) (2) queens can check kings from a distance
but may not check queens; (3) both kings and
Kinglet Chess, also known as Imperial queens may castle long or short. A sensible
Fiddlesticks (V. R. Parton, 1953). Standard amendment is that queens may not cross
array but random set-up if preferred. Check attacked squares except to capture an attacker.
and checkmate abolished, the king being Double check assumes a new meaning.
treated like any other piece. The object of the (Chesshire Cat Playeth Looking Glass
game is to capture all the opponent’s pawns Chessys, also Nost-algia 156 and later)

10.3 Other objectives based on mate, check, or stalemate

Pion Coiffé (capped pawn). A handicap consecutive mates are given and quotes Eggert
system whereby one side contracts to deliver Olafsson (1772) as stating that nine is the
mate with a nominated man, a common maximum possible. This number is also
practice between players of disparate strength quoted by Boyer (Jeux d’Echecs Non-
until towards the end of the 19th century. orthodoxes) but a legal position can be
The origins of the capped pawn can be traced constructed in which 15 consecutive mates can
back to at least the 16th century (Murray). be given without promoted pieces.
The receiver of the handicap could not lose if
he succeeded in capturing the pawn which was Check Chess, also known as Presto Chess
usually obliged to deliver mate without (Frank Hopkins, 1916). As originally devised,
promoting. The handicap was often equated the Drst player to give check won, but
with giving the odds of a queen (Oxford Marshall showed that White could win by
Companion to Chess). The g-pawn was most 1 Nc3 followed by an attack by the other
commonly nominated (Schachzeitung 1856). knight (British Chess Magazine, July 1916,
A piece might be chosen instead of a pawn. p 201, quoting the Brooklyn Eagle).
To balance the chances, it was suggested that
Multi-Mate Chess. A variant played in 17th the pawns started on the 3rd/6th ranks, but
century Iceland allowed a player giving mate ‘we are inclined to think that White still has a
to deliver further mates provided the situation considerable advantage’ (BCM). The most
changed at each move, apparently by moving popular adjustment however was to require the
a different man, although a pawn could move check to be given by an uncapturable piece.
twice if it promoted on its second move. The A further reDnement required the queen’s
first three such mates were known as ‘low’ move to be limited to two squares (Chess
mates, all thereafter ‘high’ mates. Murray Spectrum Newsletter) but in all cases it seems
gives an end-position in which seven that White retains an advantage. Much subtler
Different objectives of play 83

is Three-Check Chess, which is probably of array without sideways or backward


Soviet origin. The first player to deliver three movement, and again pawns do not promote.
checks wins. Said to be very skilful: two (Chess - Curiouser and Curiouser)
checks can be achieved fairly easily at the
expense of piece sacriDces after which the Truce Chess (Nathaniel S. Hellerstein,
prospects of a third check with severely 1970s). As orthochess but with an additional
weakened forces are close to zero. Karpov is climax: a truce (both kings mated). A mutual
said to have been invincible at the game in his check (tryst) is also possible. The standard
youth (manuscript note presumably deriving form is called Dilemma Chess in which a
from personal communication). truce ranks between a draw and a win.
In a variant, Chicken Chess, a draw rates zero
Dunce’s Chess (V. R. Parton, 1961). Three and a truce scores between a loss and a win.
versions. (1) Players have a king, two bishops The situations arise through legalising
and two knights in their normal starting adjacent kings. Example: WKa1, Bc3; BKa3
positions. Pieces can only advance. The win is Bb3; 1 Bb2+ Ka2 truce. In Dilemma Chess,
by mate or stalemate. If a king gets through both players would cooperate for a truce rather
the opponent’s forces it is invulnerable. than agree a draw. Hellerstein made a study of
Version (2) is as (1) except that pawns are endings in which this can be achieved.
added (no promotion) whilst (3) has the usual (Originator’s pamphlet)

10.4 Wiping out the opponent’s men

Chess-Draughts [Charosh] (Mannis Progressive form as Progressive Take-All


Charosh, 1946). Problem theme converted to a (Giuseppe Dipilato, 1979). Popular in Italy,
game. Normal chess except that the king is where AISE ran national championships,
treated like any other piece and a capture, Progressive Take-All was the chosen game of
if available, is compulsory. If, after a capture, the Canadian team in the 1st Heterochess
a further capture is possible by the same piece, Olympiad. Games tend to develop capturing
this must also be made, and so on. The player patterns involving queens and bishops in
has a choice between alternative captures. Win particular. Promotion is commonplace. Rooks
by taking all opponent’s men or by leaving and knights are less effective in the early
him without a move. (Fairy Chess Review, stages but devastating in endings in which
August 1946) bishops are weak. Draws are not uncommon
under the same circumstances as orthochess -
Scacia (V. R. Parton, 1961) King has no royal blocked pawns with bishops of opposite
powers; object is to take off all enemy men. colours. (Eteroscacco 12 and later)
Capture is compulsory but a player may
choose if more than one possible. Parton Blot-Straight Chess (V. R. Parton, 1970).
recommends pawns on 3rd/6th ranks and A chess-merels hybrid with a graceless name.
pieces repeated on 2nd/7th ranks, thus 24 men Board starts empty; each player has the normal
a side. In a later version, Mock Chess eight pieces (no pawns). The players in turn
[Parton] (1969), the normal array is used but set a piece on the board. No piece may stand
a pawn must move two squares initially unless next to another piece of either colour; no
capturing. (Chess - Curiouser and Curiouser, check or checkmate. When all pieces are
also Chesshire Cat Playeth Looking Glass placed the players move in turn (normal chess
Chessys) moves but no capturing) with the object of
Take-All (origins unknown) is the same forming a line of three of their own men
game as Mock Chess but without the orthogonally or diagonally. The three must
compulsory pawn-two and without stand adjacent to one another. On completion
compulsory capturing. The king has no royal of a line, the player removes (captures) the last
powers and there is no castling. Because the man moved by the opponent. If two or more
game is rather slow and tends to be lines are formed simultaneously, only one
stereotyped, it is now usually played in piece is removed. A line may be broken and
84 Games using an ordinary board and men

reformed. Object is annihilation of the man that does not have the whole of its base
opposition. In another version the Drst player on a square is removed from play. After an
to assemble a line of Dve wins. (Challenge and attack, any man may be ‘adjusted’ on its
Delight of Chessical and Decimal) square so as to offer a smaller target. Object is
to annihilate the opposition. Men should
Flick Chess (origins unknown). Object is to ideally be weighted. Tournament at Imperial
flick your pieces so as to knock over your College, London, 1971-2. (Notes presumably
opponent’s, using finger and thumb only. Any deriving from personal communication)

10.5 Wiping out all the men of a kind

Extinction Chess (Paddy Smith, 1985). because both bishops will go :


Originally called Survival of the Species, this
variant was popular with NOST members.
Standard set-up; the king can be taken like any
rdbdwdkd
other piece, hence no check or checkmate. The 0p0wdp0p
object is to eliminate any one of the wdwdwhwd
opponent’s species (types of piece), thus dPdw0wdw
capture any of K, Q, 2xR, 2xB, 2xN, 8xP to wdB4wdwd
win. Pawn promotion (including to K) can dwdwdwdw
prolong the life of an endangered species.
Games tend to be brief and often go critical in wdP)N)P)
the early stages with the minor pieces most at 1wGQdRIw
risk. Orthochess openings are playable but
with caution. ‘Paddy Smith’ was a pseudonym ‘Winning the exchange’ is usually bad in this
of R. Wayne Schmittberger, editor of Games variant, hence White’s willingness to concede
magazine, where the suggestion appeared. rook for bishop, but Black judged that this
An instructive game won by Fabrice Liardet: particular opening would favour him. White
1 e4 d5 2 exd5 Qxd5 3 Nc3 Qa5 4 a3 e5 5 b4 underestimated the effect of the pin on the first
Bxb4 6 axb4 Qxa1 7 Bc4 Nf6 8 Ba2 0-0 rank, and also the rapid arrival of the Black
9 Nge2 Rd8 10 Bc4 Nc6 11 b5 Nd4 12 0-0 rook on the d-file. (Nost-algia 298 and later,
Nxe2 13 Nxe2 Rd4 and White resigned Eteroscacco 38 and later, Variant Chess 31)

10.6 Playing for material gain

Quantity Chess (origins unknown). A game is player with two pawns for the queen wins if
played to an agreed number of moves the forces are otherwise equal in number. If
(commonly 25, 30, 35). If neither player has the numbers balance, another five moves are
been checkmated, the game is stopped and the played, and so on. (Correspondence between
player with more men is the winner; thus a John Gollon and Philip Cohen)

10.7 Reaching a 8xed goal

Lincolnshire Pawn Chess (Bob Wade and pawns can move two squares at any time (en
Ted Nottingham, 1989). Instructional game. passant permitted). (Check Out Chess, Variant
Pawns only in initial array; Drst player to get Chess 45)
one to 8th rank wins. A slightly more
challenging variant adds the two kings, WBf1 Bishop Chess (origin unknown). Bishops
and BNg8 with the same objective. A player neither capture nor can be captured; no
unable to move loses in both games. Philidor promotion to bishop. Kings have no royal
(origin unclear) has just the kings and pawns powers. The Drst to move a bishop to the end
with the same objective. An improvement is rank wins. (Manuscript note presumably
Fast Philidor (George Jelliss, 2004), where deriving from personal communication)
Different objectives of play 85

Racing Kings (V. R. Parton, 1961, initially as An extended version of the game requires the
‘Dodo Chess’). Array : kings, after reaching the eighth rank, to return
to the Drst. The name Dodo Chess was
subsequently transferred to a 1970
wdwdwdwd simplification by the same inventor with kings
dwdwdwdw on a1/h1, rooks on a2/h1, bishops on
wdwdwdwd b1/b2/g1/g2, knights on c1/c2/f1/f2. (Chess -
dwdwdwdw Curiouser and Curiouser, also Chesshire Cat
wdwdwdwd Playeth Looking Glass Chessys)
dwdwdwdw Outpost Chess (origin unknown). Each player
k4bhNGRI nominates a square in his own half of the
1rgnHB$Q board as his outpost. Object is to occupy the
opponent’s outpost for one move. Kings have
The object is to be the Drst to get one’s king to no royal powers. A variant, Double Outpost
the eighth rank. Neither side may check nor Chess, is the same except that both players
expose the king to check. To compensate for nominate two outpost squares only one of
the Drst move, if Black succeeds in getting his which need be occupied to win the game.
king to the eighth rank immediately after (Correspondence between John Gollon and
White has done so, the game is a draw. Philip Cohen)

10.8 Playing to exhaust the available resources

Static Chess, also known as Fill-Up Chess There is a four-player version. (Berloquin, 100
and No-Threats Chess (origin unknown but Jeux de Table)
pre-1970). Start with empty board. Each
player in turn places any man of his own The Game Of Circuits (J. Boyer, 1958) The
colour on a vacant square to meet three game starts with the board empty. Each player
requirements: pawns may not be placed on end has two knights and 30 pawns or tokens. The
ranks; bishops must be on opposite-coloured players place the four knights in turn;
squares; no man may be placed which either thereafter players move one of their knights
attacks or is attacked by an enemy man. putting a pawn on the square vacated. This
The position need not be legal. Men once square may not be visited again. The first
placed are not moved. The winner is the last player unable to move loses. Variations are
player to put a man on the board but the game possible using any combination of pieces.
is drawn in the event that all 32 men are (Nouveaux Jeux d’Echecs Intéressants)
placed. Another version counts one point for
each man placed. If one player is unable to Contact (quoted by David Silverman, 1971).
move, the other can optionally go on adding White puts a knight on any square of an empty
men. The first player re-enters the game if a chessboard. Black moves the knight and
legal move becomes available. Pieces should places a marker on the square vacated. Play
be posted to command maximum number of alternates. The knight may only be moved to
squares. A knight on one of the four central vacant squares. The object is to make the last
squares appears to be the best opening move. move. The game can also be played with any
It is unclear which player has the advantage. of the other pieces. (Your Move)

10.9 Playing to lose

‘Losing’ is a perverse objective, frequently a massive material superiority and the idea is
trivial but sometimes highly sophisticated. The normally seen only in problems. There was
logical ‘losing’ chess game would seem to be however a correspondence game between
Self-Mate Chess, but a player can force his Paris and Marseilles in 1878 in which White
opponent to mate him only if in possession of started without the Q and Black successfully
86 Games using an ordinary board and men

undertook to force him to give mate. 1 d4 d5 More practical is Reflex Chess, which was
2 Nc3 c6 3 Nf3 g6 4 e4 e6 5 e5 Bb4 6 Bd2 developed by William Geary and B. G. Laws
Bxc3 7 Bxc3 b5 8 h4 h5 9 0-0-0 a6 10 Ng5 f5 in the 1880s (Oxford Companion to Chess).
11 g3 Nh6 12 Bd3 Nf7 13 Bxf5 (apart from The aim of each player is still to be
the pawns, the bishops are potentially White’s checkmated by the opponent, but it is
greatest liabilities) gxf5 14 Nxf7 Kxf7 15 Bd2 mandatory to give mate on the move if able to
Nd7 16 Rhe1 c5 17 dxc5 Nxc5 18 Bg5 Qg8 do so. This too is primarily a problem theme,
19 Re3 Bb7 20 Rc3 Rc8 21 Be3 Nd7 22 Bd4 but it is playable as a game. A common
Rxc3 23 bxc3 a5 24 Kd2 a4 25 Rb1 Ba6 strategy for both sides is to advance the kings
26 Rg1 Qg4 27 Rb1 Rc8 28 Rb4 Rc4 29 Rxc4 to try and penetrate enemy territory.
dxc4 : Two further flavours are given by the Game
of Codrus, which is mentioned in Brede’s
Almanach of 1844, and by two of the varieties
wdwdwdwd of Les Echecs Battu-Battant listed by Boyer
dwdndkdw in Jeux d’Echecs Non-orthodoxes (1951).
bdwdpdwd In the game of Codrus, there are no checks,
dpdw)pdp and the winner is the player who obliges the
pdpGwdq) opponent to take his king; capturing is
dw)wdw)w compulsory but a player may choose between
alternatives. The game is named after the
PdPIw)wd Athenian king who sacriDced himself to save
dwdwdwdw his people. ‘Les Echecs Battu-Battant’ is
basically Losing Chess as described below and
White is now reduced to a bad bishop and again capturing is normally compulsory, but in
some largely immobile pawns. 30 a3 f4 two versions the king retains royal powers and
31 Kc1 fxg3 32 fxg3 Qxg3 (for ‘largely escaping check has priority over a capture.
immobile’ read ‘totally immobile’) 33 Kb2 The aim is either (1) to give checkmate or to
Qxh4 34 Kc1 Qe1+ 35 Kb2 Qd1 36 Ba7 Nxe5 be left with bare king, or (2) the same but the
37 Bc5 h4 38 Bd4 Nc6 39 Be3 e5 40 Bf2 h3 checkmated player wins.
41 Bg3 e4 42 Bf4 Ke6 43 Bg3 e3 44 Bf4 e2
45 Bg3 Kd7 46 Bh2 e1(Q) 47 Bf4 Qee2 All these games retain the royal properties of
48 Bg3 Qdxc2+ 49 Ka1 Qf1+ 50 Be1 : the king. In Losing Chess, also known as
Giveaway Chess (a more logical name),
Killer Chess, the Losing Game, and Suicide
wdwdwdwd Chess, the king has no royal powers, and can
dwdkdwdw be taken just like any other man. The origins
bdndwdwd of the game are uncertain, but it is believed to
dpdwdwdw be older - perhaps much older - than a closely-
pdpdwdwd related game, Take Me (Walter Campbell,
)w)wdwdp 1876). In Take Me, a player can require his
opponent to take the man just moved by
wdqdwdwd saying ‘Take me’, and can also nominate the
IwdwGqdw man that is to make the capture. The object is
to give away all one’s men, including the king,
Now the bishop is immobile as well, and which has no royal powers. A player can only
White’s remaining moves will be forced. compel the capture of the man moved. A pawn
50...Qd2 51 Kb1 h2 52 Ka1 h1(Q) 53 Kb1 Qf8 is promoted to any piece lost, including the
54 Ka1 Qxa3+ 55 Kb1 Qad6 56 Ka1 Qf6 king, at the choice of the owner. (Verney)
57 Kb1 Kc7 58 Ka1 b4 59 Kb1 b3 60 Ka1 Losing Chess has become one of the most
Kb6 61 Kb1 Ka5 62 Ka1 Ne7 63 Kb1 Nc8 popular of all variants, and rules have
64 Ka1 Bb5 65 Kb1 Qa6 66 Ka1 Nb6 inevitably proliferated. In the basic game,
67 Kb1 Qh7+ 68 Ka1 Qxc3+ 69 Bxc3 mate (1) capturing is compulsory but the capturing
(Brentano’s Chess Monthly, January 1882). player chooses when more than one capture is
Different objectives of play 87

possible, (2) there is no check or checkmate more men you have, and the more space they
and the K can be captured like any other man, control, the better your position is likely to be.
(3) a pawn can promote to K, and (4) the In particular, it is nearly always bad to come
object is to lose all one’s men or to be left down to a single pawn and hope for the best.
without a move (stalemate). Major variations Your moves up to promotion will be
involve the treatment of stalemate (some play completely predictable, and all too often your
it as a draw or as a win for the player who is opponent will be able to marshal his forces so
left with the smaller number of men) and as to meet any promotion by a mass giveaway.
promotion (some prohibit promotion to K, Instead of throwing men away, you should
some allow promotion only to Q). Some aim to take control of space, pushing ahead as
players prohibit castling, but this is rarely of far as you safely can and hoping that your
importance. What follows relates to the basic judgement as to what can be risked is better
game (all promotions allowed, stalemate is a than your opponent’s. It is also usually correct
win for the player stalemated), but most of it to remove your opponent’s king if a safe
carries over to other versions. In particular, the opportunity arises, and to take all reasonable
treatment of stalemate as a win for the player steps to preserve your own. The king is a
with the smaller number of men seems to strong piece in Losing Chess, and good
make little difference, since it is unusual for a players try to keep it until it can be given away
small group of men to stalemate a larger. as part of a decisive combination.
Play is critical from the outset. Bishops are The endgame is the most appealing stage of
the main danger, and the 16-man giveaway the game, a garden of surprises. Even one-
after 1 e3 d6?? has been rediscovered many against-one endings are not always
times (simplest is 2 Qg4 Bxg4 3 Kd1 Bxd1 straightforward. Excluding ‘trivial’ endings
4 a3 Bxc2 5 Ra2 etc). 1 e4, 1 d4, and 1 d3 where the player on move must make an
were found to be losing even in pre-computer immediate capture or can make an immediate
times, and a report in Variant Chess 41 giveaway, the general results without pawns
(January 2003 but quoting material published are as follows: N v K/B/R/Q loses, N v N is
some eighteen months earlier) listed 1 Nc3, won by whoever is to move when the knights
1 Nf3, and 1 h4 as losing also. Known losing are on squares of the same colour; K v K/B is
replies to 1 e3 (apart from 1...d6) include drawn, K v R/Q loses. There are however
1...Na6, 1...Nf6, 1...a5/a6, 1...e5, 1...f5/f6, exceptions, which can be divided into two
1...g6, and 1...f5/f6. The favourite opening classes: the ‘losses by domination’ Ka1 v Nd4,
among the leaders at a ‘First Unofficial Losing Bd1 v Nd6, Ka1 v Ba4, Kc1 v Bc4, and Kd1 v
Chess World Championship’ held in 2001 was Bd4, where the first-named piece, if on play,
the classical 1 e3, but 1 g3 and 1 c4 were both must put itself within range of a giveaway, and
played. With Black, the most common reply ‘must move away’ losses typified by K/Bc1 v
to 1 e3 was 1...b6, but 1...b5 was played twice Na2 and Rc2 v Na1, where the K/B/R has no
and there were also instances of 1...e6 and immediate giveaway and the knight will win
1...c5. The line 1 e3 b5 2 Bxb5 c6, played in by moving to the square it has just left.
the frequently quoted correspondence games Endings with B/R/Q v B/R/Q are normally
Klüver-Dawson 1924 and Slater-Klüver 1955, trivial, but there are ‘must move away’ losses
has now been proved by computer to be lost typified by Bd1 v Q/Rd6 and Rc3 v Ba1. The
for Black (the analysis goes to move 34), but last case can arise by promotion, a promotion
2...e6 still appears to be thought playable. to bishop having been Black’s only winning
Given that the ultimate objective is to have move.
no men at all, the instincts of inexperienced The result of any two-man ending with
players are to get rid of material as quickly as pawns can be worked out from these pawnless
possible, but this is poor strategy; until you results. The most interesting case is N v P.
can see your way right through to the final Suppose that the pawn has just moved. If the
capture, it is usually better to have more men are now on squares of different colour,
material on the board than your opponent. As the knight may be able to give itself away
in most games, he who has more moves while the pawn is still unpromoted; if it cannot
available tends to have the advantage, so the do this, the pawn will win by promoting to
88 Games using an ordinary board and men

knight. If the men are on squares of the same in Losing Chess (Beasley, 1999) attempted to
colour, the knight cannot give itself to an expound this particular set of results in a
unpromoted pawn, and an a-pawn or b-pawn comprehensible way. Here is one of the many
will win by promoting to bishop; against a remarkable positions that the computer
c-pawn or d-pawn, the knight may be able to brought to light.
meet this by playing to one of the exceptional
winning positions (Na2 v Bc1, Nd6 v Bd1).
In the following study (Gyorgy Evseev, Rex
rdwdwdwd
Multiplex 1992, version by John Beasley), dwdwdwdw
White makes use of both. wdwdwdwd
dwdNdwdw
wdwdwdwd wdwdwdwd
dwdwdwdw dwdwdwdw
wdwdwdwd wdwdwdNd
dwdwdwdw dwdwdwdw
wdwdwdwd
dwdpdwdw Black to play would have to allow two
immediate giveaways. White to play starts
wdNdwdwd 1 Ngf4 (or 1 Nge3 by symmetry) Ra1 2 Ng6
dwdwdwHw Ra2 3 Ne5, and there are three lines. If 3...Rh2
then 4 Nb6 Rh1 5 Nbc4 Rh8 6 Nb2, and we
White starts 1 Ne2 (other moves can be shown have a reflection of the diagram but with
to lose), and if 1...dxc2 then 2 Nc3 c1(B) Black to play. If 3...Ra1 then 4 Nf6 Ra2 (say)
(other promotions lose at once) 3 Na2 with the 5 Nfd7 Ra1 (if 5...Rh2 then 6 Nb6 transposes
first exceptional position. If instead 1...dxe2 into the first line) 6 Ng4 and we have another
then 2 Nd4 e1(B) 3 Ne6 with the second. position where Black to play must allow two
If two-man endings are less than immediate giveaways. This leaves 3...Ra8,
straightforward, a complete resolution of which is met by 4 Ng4 Ra1 5 Ngf6 Ra2 6 Ng8
three-man endings had to wait for the Ra1 7 Nge7 Ra2 (if 7...Rh1 then 8 Nb4 and we
computer. The endings most important in have a reflection of the position after 6 Ng4 in
practice were however evaluated early. Not the preceding line) 8 Ng6 Ra1 9 Ngf4 Ra8
only is R v K normally a win, but so is 2R v 10 Ng2 and we are back at the diagram but
K, and so also is R+B v K though a little care with Black to play. Moving only a knight,
may be needed to ensure that the bishop is White has contrived to transfer the move to his
given away first. Promotions to rook and opponent.
perhaps to bishop therefore provide a standard The game was one of those nominated by
way of winning with distant pawns against a Italy for the 1st Heterochess Olympiad. More
king, a situation which is not uncommon. recently, most top-class play has taken place
When promoting a pawn, it is usually best to through the Internet, but there was an
choose a rook unless this is provably bad or international weekend meeting in Geneva in
something else is provably good; if a rook is 1998, and the ‘First Unofficial Losing Chess
bad, a king is often the next best choice, World Championship’ held in Utrecht in 2001
though for each promotion a position can be brought together the leading European
constructed where it is the only way to win or players for a seven-round tournament under
save the game. Pawns far from promotion are championship conditions (air-conditioned
usually a liability, and those that cannot be accommodation, two hours per player per
given away should be rushed forward as game). The winner was Tim Remell, who beat
quickly as possible. Fabrice Liardet in a play-off. Here is the main
Endings with up to five men had been tournament game between them (Remell had
definitively analysed by 2003. Explaining the White), with annotations condensed from
resulting mass of data was a different matter, those that subsequently appeared in Variant
but a pamphlet Three-man pawnless endings Chess 47. The opening was fiercely
Different objectives of play 89

complicated, 1 e3 e6 2 b4 Bxb4 3 Qg4 Bxd2 Kf3 37 g8(R), after which White had K+R+N
4 Qxg7 Bxe3 5 Bxe3 c5 6 Bxc5 b6 7 Bxb6 v K and ground out the win (he gradually
Qxb6 8 Qxh7 Rxh7 9 Nc3 Qxf2 10 Kxf2 Rxh2 gained space, and eventually Black had no
11 Rxh2 Nh6 12 Rxh6 Ba6 13 Bxa6 Nxa6 safe move). So it would seem that Black’s
14 Rxe6 fxe6, and after the smoke has cleared attempt to win at move 23 was mistaken.
we see that White may have a slight plus due There has been no book dedicated to the
to his extra knight : game as a whole, but Ralf Binnewirtz’s
Schlagabtausch im Räuberschach (2000) is a
delightful collection of problems and endgame
rdwdkdwd compositions, and a pamphlet A first survey of
0wdpdwdw Losing Chess endgame material published up
ndwdpdwd to the end of 1999 (Beasley, 2000) adds
dwdwdwdw references to theoretical endgame material. It
wdwdwdwd claims to be reasonably complete as regards
dwHwdwdw what has been published in England, though it
is ‘less complete’ in respect of foreign
PdPdwIPd material and its coverage of Russia and
$wdwdwHw Eastern Europe is ‘almost nil’. The production
of a full-length book covering all aspects of
However, Black’s pawns will give him more the game is long overdue.
space in the centre, and any advantage is [Losing Chess is one of the few games
marginal. Play continued 15 Na4 Kf7 16 Nb2 which I know better than David did, and I
Kf6 17 g4 Nc7 18 Ne2 a5 19 Kf3 d5 20 Ng3 have taken it on myself to revise his intended
Ke7 21 g5 Na6 22 Nh5 Kf8 23 Ng3 and entry. The opinion that Losing Chess is
23...Ke7 would have offered a draw, but Black believed to be older and perhaps much older
went for the win with 23...a4. There followed than Take Me is David’s (see Variant Chess
24 Nxa4 Nc5 25 Nxc5 Rxa2 26 Nxe6 : 35, page 39), as is the description of the
endgame as ‘the most appealing stage of the
game, a garden of surprises’, but I will take
wdwdwiwd responsibility for everything else.]
dwdwdwdw
wdwdNdwd Progressive Losing Chess. Losing Chess was
dwdpdw)w successfully combined with Progressive Chess
wdwdwdwd by AISE which ran a number of
dwdwdKHw correspondence championships for which the
hybrid is eminently suitable. With AISE’s
rdPdwdwd usual thoroughness, the game was diligently
$wdwdwdw researched (by Dipilato, Kustrin, Manzini and
Sala amongst others) and the Italians long
26...Rxa1 (26...Rxc2 also can be shown to stood supreme in this, as in many other
lose) 27 Nxf8 Rh1 (27...Rf1 28 Nxf1 d4 29 c3 variants. It is odd that 1 e3, the most popular
dxc3 30 Ne6 c2 31 Nd2 c1(K) 32 Nd4 Kxd2 start move in Losing Chess, is fatal in
33 Ke3 Kxe3 34 g6 Kxd4 35 g7 and White Progressive Losing, as was Drst demonstrated
will win with R v K) 28 Nxh1 d4 29 c3 dxc3 by Kustrin. In Reversed Progressive Losing
30 g6 c2 31 Nd7 c1(K) (the only chance) Chess, an idea of Agostino Braca and Roberto
32 Kg4 Kd2 33 g7 Ke3 (Black will draw if he Cassano, a player loses if he cannot complete
can get down to K v 2N, K v K+N, K v K+R, a turn, a reversal of the usual rule.
or K v N+R) 34 Nf2 Kxf2 35 Kf5 Kg2 36 Kg6 (Eteroscacco 8 and later)
90 Games using an ordinary board and men

10.10 Games in which the two sides have different objectives

Dunsany’s Game (Lord Dunsany, 1942). 32 stalemate or give perpetual check on the move
White pawns on rows 1-4 face a normal Black can be required to do so; (3) the 50-move rule
array : is reduced to 15 moves. Based on high-low
poker. (Nost-algia 211) [David had intended
to omit this from the new edition, and perhaps
rhb1kgn4 I am wrong to reinstate it. It’s an amusing idea
0p0p0p0p between two, but in tournaments would surely
wdwdwdwd be open to collusion whereby one player
dwdwdwdw agreed to claim the full point for a win and the
P)P)P)P) other to claim it for a loss: ‘grandmaster draw’
)P)P)P)P replaced by ‘grandmaster fool’s mate’!]
P)P)P)P) Defensive Chess (originator unknown, 1975).
)P)P)P)P White’s array is normal; Black sets up his men
without restriction in his own half of the
The pawns move one square at a time and board. The white K has no royal powers and
promote normally. Black starts and wins if the can be taken like any other piece; the black K
pawns are eliminated; White wins by is normal. Black (the defender) can never
checkmating Black. Horde Chess (Filip move a man beyond his fourth rank except the
Rachunek, 2002) is the same except that Black K, and then only to avoid checkmate. White
has the pawns and Ps d8/e8 are on d4/e4. Ps must mate within 50 moves otherwise he
on second rank have two-move option. (Fairy loses. (Correspondence between John Gollon
Chess Review, August 1942, also Chess and Philip Cohen)
Variant Pages)
Maharishi (Karl Koch, 1987). Black has
Unirexal Chess (V. R. Parton, 1961). Only usual array, White has Nd3 only. Black starts
one king is present. Parton gives the usual and moves so that White can (and must)
array but with a second black queen replacing capture. Thereafter Black moves so that White
the king. (The black king disappeared, captures; where White has a choice of
explains Parton, because he was fed up with captures, Black chooses. White wins if all
always being mated in problems.) If Black Black’s men are taken; Black wins if he is
does not mate White within an agreed number unable to offer a man for capture. Adjudged ‘a
of moves, White wins. Another version has very deep game’ (Spiele für einem Allein).
White with the usual array and Black with 20 [In fact Black would seem to have a simple
knights (the extra array squares are a6, b6, g6, win by giving away 15 men and leave himself
h6). Black must mate within 50 moves or he with Ke8 against a distant knight, and giving
loses. (Chess - Curiouser and Curiouser) White choice of capture doesn’t help because
Black can leave only one capture available at a
High-Low Chess (Ralph Betza, 1968). Each time. Something must be wrong somewhere.]
player secretly records before the start of a
game which result will give him 1 point, Kamikaze Chess [Tapson] (Frank Tapson,
which .5 and which 0. (Example: Win = .5, 1989). White array normal, Black has only
Draw = 0, Loss = 1.) There are a few rules: (1) Qh8. White wins if the Q is captured, Black
resignation is an offer which can be declined; wins if he delivers check. (Notes presumably
(2) a player who is able to checkmate, deriving from personal communication)

10.11 Solo games

Chess Patience, also known as Automatic playing a game for both sides, using some
Chess (Chris Tylor, 1970s). A system for solo prepared rule to determine the rules. The game
play rather than a specific game. It involves can be inflexible (moves are determined
Different objectives of play 91

unambiguously) or flexible (the player has an to be moved if two or more are equally
element of choice). For example, the rule closest; alternatively, this subsidiary choice
might specify that the man moved is always to might be left to the player. The player ‘wins’
be that closest to the antipodean square of the if he can achieve some preset objective such
last arrival (the ‘antipodean’ square is the as a mate for one side or the other, ‘loses’ if he
square four files and ranks away, which cannot. If he wins, he may try again, seeking
always exists and is uniquely determined), and to win in as few moves as possible. (Author’s
a subsidiary rule might specify which man is expository document) [Text revised]

10.12 Other games

No-Capture Chess, also known as Drive Chase. Two horses (knights), one light, one
Chess (origins unknown, reinvented in dark, occupy opposite corners of a vacant
Germany in the 1960s as Treib Chess). chessboard. Forty pellets (28 brown, 12 gold)
Standard game except that Drst player to make are placed beside the board. The horses move
a capture loses. Jed Stone gives as an like knights, White starting. A play consists of
exception a capture that is the only move to moving a horse to a vacant square and then
avoid mate. Boyer also legalizes a capture that dropping a pellet through it. (There is a
delivers mate and prohibits perpetual check vertical hole through each piece: English-
(too easy to achieve). C. H. O’D. Alexander language rules translate the title freely as
remarked that even with these concessions a ‘Plop!’). The player may, but is not obliged to,
draw was all too frequent, and that further rule then place a second pellet on any vacant
relaxations were needed. He suggested square. Players must use the brown pellets
allowing a capture that led to mate in 2, but while they last, then the gold pellets. The aim
more radical measures seem necessary. A of the dark horse is to capture the light horse.
variant ripe for development. (Nouveaux Jeux Dark wins if this is achieved before all the
d’Echecs Non-orthodoxes, Stone, Variant brown pellets are used. His score is the total of
Chess 9) brown pellets remaining. Light wins as soon
as a gold pellet is dropped, his score being the
Knight Chase (Alex Randolph, 1960s). Place number of gold pellets dropped. If Light can
a black knight on a8, a white knight on h1, and still move after all gold pellets have been
30 markers beside the chessboard. Each dropped, or Dark is unable to move, Light
player, Black starting, moves his knight to a wins by 24 points. If the light horse is
vacant square and places two markers, one on captured after all brown pellets have been used
the square vacated and another on any empty but no gold, the game is drawn. (Notes
square, except that a marker may not be placed presumably made from a set in David’s game
so as to deprive either player of his only move. collection)
A knight may not be moved to a square
occupied by a marker. When all 30 markers Knight Factor Chase (Curt Gibson, 1975).
have been placed a turn consists of moving the Board 8x8 with squares numbered from 11(a8)
knight. White wins by capturing the black to 88(h1). Place a black knight on 11, a white
knight, Black wins if he survives for 10 moves knight on 88. Black starts and moves his
after the last marker has been placed or if knight (to 23 or 32) and play now alternates.
either player cannot move (self-smother was Players may elect to move once or twice per
permitted in the original game, making it easy turn. When a player lands on a square whose
for Black). Sid Sackson (A Gamut of Games) number has a given prime factor (there are 21)
gives a ‘Fool’s Mate’: 1 Nb6/a8,g3 Nf2/h1,c8 the player may claim it if it has not already
2 Na4/b6,d3 Ne4/f2,b2 and the only squares been claimed. No player may claim more than
Black can move to are commanded. (Nost- two factors per turn (a NOST rule states that a
algia 186) player who claims two factors on his first
Widely played in Germany, Pferdeäppel move forfeits the second). Squares 11 and 88
(Proprietary game, Bütehorn Spiele; Alex are not used. The Drst player to claim 11
Randolph, 1981) is a development of Knight factors wins the factor game. No square may
92 Games using an ordinary board and men

be occupied more than once, so ties are must take the pieces then exposed’. When all
possible. The Drst player unable to move loses hierarchical pieces have been eliminated
the chase game (the opponent may continue to (presumably there is no check or checkmate,
move in an effort to win the factor game). and an element of collaboration) the pawns
Each game contributes two points, so the move to the Dnishing pattern (staggered
result can be 2-2, 3-1 or 4-0. A second version alternately on the 4th and 5th ranks). If a
of the game (Creede Lambard 1975) allows a winner is required, it is the player who is first
player to claim any number of factors in a to achieve their half of the pattern. As the
move or turn except that a player who claims inventor says, ‘in terms of reDnement and
two or more factors on his Drst move forfeits subtlety, the game has some scope for
his second move. Other variations suggested development’.
have been the use of a 10x10 board, preDxing Jim Winslow (1989) suggested less class-
square numbers with a ‘1’ or a ‘2’ (giving conscious rules for play: No captures or
respectively 33 and 41 factors), and even a checks in the first X moves, X being a
space game. (Nost-algia 186/7) number agreed by the players beforehand. No
castling. (Specimen card and accompanying
Gay Chess (A. S. M. Dickins, 1982). Kings, correspondence)
bishops, knights and pawns are males, queens
are females and rooks are hermaphrodites. Paci8st Chess (Hilario Long, 1996). A player
Pieces may only capture or be captured by may neither capture nor threaten an
pieces of their own sex or hermaphrodites opponent’s man. The game ends when a
except that only a king can capture a king player has no legal move. The winner is the
(known as Gaymate) and then only if it is player whose king is farthest from its initial
unguarded. The object is gaymate; there is no position measured in orthogonal moves.
check and checkmate is a draw. A few (Variant Chess 23)
problems have been published. (Feenschach,
August 1984, quoting Eteroscacco) Chego (Alfred Pfeiffer, 1997). A chess-go
hybrid. Usual board and men but the object is
People’s Chess (Andrew Squire, 1986). to control most vacant squares. Empty board
Conceived as a political statement. Published to start. Players place a man of their own
by Leeds Postcards (1987) ‘How the pawns of colour in turn on a vacant square. The move
each nation sacrificed their entire ruling class must attack at least one neutral square (defined
and lived happily ever after’. The inventor has as a square not under attack by either side) and
tried to evolve rules ‘to enable it to be played the man played must not attack a hostile man
as a meaningful game’. He states: ‘the two nor defend a friendly man. Kings are non-
principles of the game are, first, that the royal (no checks); pawns are allowed on first
hierarchical symbols be overthrown as quickly rank; bishops can be on same colour. If a play
as possible, and second, that the pawns from leaves a hostile man without control of any
both sides form a coherent and harmonious square, that man is captured. Either player
pattern’. Array (a1-h1/a8-h8) PPPPPPPP, (a2- may pass a turn; when both pass on the same
h2/a7-h7) RNBKQBNR; play as in chess with turn, the game ends. Count one point for each
the exception that the pawns can move one empty square controlled (attacked by more of
square in any direction. ‘Each player engineers your own men than of the enemy’s) and one
the downfall of his own hierarchical pieces by for each enemy man captured; the player with
exposing them to those of the opponent, who the more points is the winner. (Cazaux)
Chapter 11
Multiple boards

[In this chapter, we consider games where the play extends over several boards. Such games can
also be considered as examples of three-dimensional chess, and in choosing how to classify
them we take a pragmatic view: if the boards are normally set side by side it is a multiple-board
game and is considered here, if they are stacked one above another it is a three-dimensional
game and is treated elsewhere. We have also treated Kriegspiel elsewhere, because the logic of
the game is completely different and play really takes place on a single board even though three
boards are needed to realise it.]

11.1 Two boards

Alice or Alician Chess (V. R. Parton, 1953, Despite its simple rules, Alice Chess is
named after Lewis Carroll’s eponymous confusing, and certainly for the beginner,
heroine). Two boards A and B are set side-by- since a mental fusion of the two boards is
side. Normal array on A; B empty. A piece on called for. The king is especially vulnerable: it
completing its move passes ‘through the can neither stay in check nor move into check
looking-glass’ to the corresponding square on on the board where the attack is delivered, and
the other board. After the first turn, when it can neither move into check nor capture an
moves are necessarily made from A to B, a undefended piece on the looking-glass board.
player may move on either board. The rules Little serious research has been done on the
are simple: (1) a move must be legal on the openings but 1 d4>B is generally considered
board where it is played; (2) a man can only best for White; it also lends itself to a simple
move or capture if the corresponding square illustration of some of the game’s tactics.
on the other board is vacant; (3) on completion White has an immediate threat of 2 Qxd7>B
of its move, a man is at once transferred to the and 3 Qb5>A, which is mate (!) because the
corresponding square on the other board. king’s only move ...Kd7 is illegal on A and an
Certain truths follow from these rules. attempted interposition such as ...c6 merely
A pair of corresponding squares can never be transfers the man to B. The reply 1...d6>B
occupied simultaneously, nor can a piece on loses the queen to 2 Qxd8>B, and if 1...Nf6>B
one board capture a piece on the other. to guard d7 on B then 2 Bg5>B threatens
A direct check can only result from a piece 3 BxN with a reinstatement of the original
moving on the opposite board to that on which threat. However, Black can safely play
the king stands; a discovered check is only 1...Nc6>B, as after 2 Qxd7>B the reply
possible on the board occupied by the king. 2...Be6>B wins White’s queen; each of his 14
Men must be defended on the other board, as possible destination squares is either occupied
the capturer will be obliged to transfer to it. on A or guarded there.

rdw1kgn4wwwdwdwdwd
0p0w0p0pwwdwdQdwdw
wdwdwdwdwwwdndbdwd
dwdwdwdwwwdwdwdwdw
wdwdwdwdwwwdw)wdwd
dwdwdwdwwwdwdwdwdw
P)PdP)P)wwwdwdwdwd
$NGwIBHRwwdwdwdwdw
94 Games using an ordinary board and men

wdwdwdwdwwwdwdwdwd
dwdwdwdwwwdwdwdwdw
wdwdwdwdwwwdwdwdwd
dwdwdwdwwwdwdwdwdw
wdwdwdw4wwwdwdwdwd
dwdwdwdwwwdwdwdwdw
wdwdwIpiwwwdwdwdwd
!wdwdwdwwwdwdwdwdw
The miniature problem above, by Ronald most of the rook moves.
Turnbull and Peter Coast (Variant Chess So it must be 1 Qh1>B, when 1...g1>B
2004), illustrates much of the beauty of the 2 Qg2>A still works and 1...Rg4/.../a4>B
game. Board A is as shown, Board B is empty, 2 Qh4>A comes back again. The mates
and White is to play and mate in 2. 1...Rh5/.../h7>B 2 QxR>A also still work
To mate an unmoved Black king in 2, White (though not the clever 2 Qh4>A because Black
must play his queen to B at move 1 and back can reply 2...Rh3>A, bypassing on B the
to A at move 2, and Black will spoil this if square occupied by the checking queen on A
he can play his king to B at his own move 1. and then transferring to the other board to
So White’s first move must stop Black’s king block the check), but what about 1...Rh3>B,
from moving, and the only possibilities are after which 2 Qh4 is no longer possible?
1 Qh8/f1>B (guarding h3/h1 on B) and Ah, 2 Qg1>A, making use of the fact that the
1 Qh1>B (guarding h3 and occupying h1). rook on h3 is blocking its own king’s flight
Let’s try 1 Qh8>B. A Black move upwards square.
(1...Rh5/.../h7>B) allows mate by 2 QxR>A And a game from a postal tournament
and any other rook move (1...Rg4/.../a4>B, played in 1997-98. 1 d4>B Nf6>B 2 Bg5>B
Rh3>B) allows 2 Qh4>A, the queen moving to Rg8>B 3 Bxf6>A exf6>B 4 e4>B Rg6>A
the square the rook has just quitted and 5 Qf3>B Qe7>B 6 Ne2>B Qxe4>A+ 7 Kd2>B
leaving it curiously helpless. However, Black a5>B 8 Nbc3>B Bb4>B 9 Bc4>B Rxg2>B
also has 1...g1>B (the promotion doesn’t 10 Qe3>A Qxe3>B 11 Kxe3>A b6>B
matter), and there is no mate. 12 Rhg1>B Bc5>A+ 13 Kd3>B Rxe2>A
All right, try 1 Qf1>B. Now 1...g1>B can 14 Rg8>A+ Ke7>B 15 Re1>B+ Kd6>A.
be met by 2 Qg2>A, but there is no mate after The boards are now as shown below

rhbdwdRdwwwdwdwdwd
dw0pdp0pwwdwdwdwdw
wdwiwdwdwww0wdw0wd
dwgwdwdwww0wdwdwdw
wdwdwdwdwwwdB)wdwd
dwdwdwdwwwdwHKdwdw
P)Pdr)w)wwwdwdwdwd
dwdwdwdwwwdwdw$wdw
and White announced a mate in 8 by in Boyer’s Nouveaux Jeux d’Echecs Non-
16 Nb5>A+ Kc6>B 17 Rxc8>B+ Kb7>A orthodoxes. This was nominally published in
18 Bd5>A+ Ka6>B 19 Nxc7>B+ Ka7>A 1954, though the copy in the library of the
20 Nb5>A+ Ka6>B 21 Bb7>B+ Kxb7>A British Chess Problem Society carries a
22 Rc7>A+ Ka6>B 23 Ra7>B. manuscript greeting to Dennison Nixon dated
[The first of Parton’s own booklets dates December 1953. The examples of play after
from 1961, and the earliest printed reference is 1 d4>B are from Nixon’s review in the March
Multiple boards 95

1954 British Chess Magazine; the later side of the other. Rules of play: (1) A piece or
examples are from issues 45 and 29 of Variant pawn moved legally on one board may, but is
Chess, the mate in 8, whose appearance here not obliged to, transfer to the corresponding
is very definitely my responsibility, having square on the other board providing it is
been announced by David himself. Boyer’s vacant. (2) A piece, but not a pawn, may
exposition differentiates between ‘mat transfer to the corresponding square on the
orthodoxe’ (the king would be mated even in other board. This counts as a move. If the
ordinary chess) and ‘mat alicien’ (he would square is occupied by an enemy man, this is
have one or more flight squares in ordinary captured. (3) A king can be checked on the
chess, but the corresponding squares on the board it stands on or by an opposing piece
other board are commanded or occupied). moving to the corresponding square on which
According to the Oxford Companion to Chess, the king stands on the other board. (4) Pawns
a specifically ‘Alice’ mate may be demanded promote on the eighth rank of either board.
by problemists, but players, if they ever made The king is mated in the normal way but in
such a demand, have long since abandoned it.] addition the corresponding square on the other
board must be occupied by a man of the
Derivatives of Alice Chess. In his 1961 same colour as the king, or be under attack
booklet Chess - Curiouser and Curiouser, (Stone).
Parton observed that Alice Chess could be
played on three boards of identical size (he did Looking-Glass Chess (V. R. Parton, 1971) is
not elaborate) giving the players a choice of quite different. Two boards and sets are used.
two corresponding squares for a move. No one A player on turn may move on either board
so far seems to have embraced this monster. In but must then also make the ‘looking-glass’
more conciliatory vein, Parton also introduced move on the other board. Thus, opening Nf3
a modiGed version played on the normal board on board 1, Nc3 must be played on board 2. A
divided into two 4x8 play areas (three-row move of the king or queen must be mirrored in
array RQKR, NBBN, PPPP, with only four that of the other. This means that if the queen
pawns on each side). The game lacks the zest is moved on one board, the king must reKect
of the parent (there are no quick mates) but the move on the other board even though it
problem composers have shown some may mean moving a number of squares.
affection for the reduced field. In Ms Alice Castling likewise: if White castles K-side,
Chess (John Ishkan, 1973) all men have the ‘castling’ must also take place on the Q-side
added power of a Zero, a piece which moves (Qb1 and Rc1). A move may not be made if
by staying still. This facility allows a man to the reKection would result in the player’s king
move to its corresponding square on the being placed in check. (Chesshyre Cat Playeth
looking-glass board, provided the square is Looking Glass Chessys)
vacant. A king cannot escape check with a
zero move and castling is disallowed if Two-Level Chess [Curo] (Forrest Curo,
either R or K have made a zero move (Nost- 1975). Two boards; two sets of men except
algia 165). O’Donohue Chess (Michael that one set has the kings replaced by
O’Donohue, 2003) offers an alternative additional queens. Instead of moving on the
extension: a piece may move to a square that board, a piece can transfer to the
is occupied on the twin board, the move being corresponding square on the other board, and
completed as usual but the transfer being capture or check in so doing. Pawns have the
omitted (personal communication). In Duo same privilege but can also change boards and
Chess (Jed Stone, 1981) the white array is set capture one square diagonally forward in the
up on one board and the black on the opposite same move. (Ye Faerie Chesseman)

11.2 Three boards

Tritabula Chess (John Bosley, 1980s). A board with the normal array. White starts by
form of Progressive Chess. The game is moving a man on any one of the three boards.
played on three boards simultaneously, each Black now has two consecutive moves which
96 Games using an ordinary board and men

may both be made on one board or separately made to or from it. It is possible to checkmate
on two boards. White replies with three moves more than one king in a move-series; however,
which he may distribute between the boards as a check (as distinct from checkmate) may only
he wishes, and so on. At any time during a be delivered on the last move of a series.
move-series a player may transfer one of his Check must be escaped on the first move of a
own men (but not a king) from one board to a series. It is possible, through a transfer, for
corresponding square (which must be vacant) two kings to be in check after the last move of
on another board, the transfer counting as one a series. In this case, the responding player
move of a turn. When a checkmate occurs, must concede one game. (Unprovenanced
that board is dead and no transfers may be rules leaflet)

11.3 More than three boards

Megachess [Lange] (Fred Lange, 1994). Six expository leaflet) [Text editorial]
boards in two rows of three, six sets of men on
the four back ranks of each player’s three Eternity’s Children (Bruce Trone, 1991). An
boards. White plays three moves, then each indeterminate number of boards (A, B, C, ...)
side plays six moves alternately. Normal rules and sets are required. When a man is moved,
plus various additions (long pawns, all-in an identical man is created on the start square
castling, pieces moving as pairs). If you lose of the move on the next board. Thus if White
a king, you lose a move at your next turn opens 1 e4, a WP is placed at e2 on B. A man
(and presumably at all subsequent turns); cannot move if its corresponding square on the
objective is to capture the opponent’s last next board is occupied. A turn consists of one
king. Apparently tried out with success at move on any board. Checkmate of any K wins
summer schools in Milwaukee. (Originator’s the game. (Personal communication)
Chapter 12
Miscellanea

[A final chapter on the 8x8 board containing games which do not fit readily into any other class
but are too few to merit chapters to themselves. Included are games where the actual rules of
play on the board are wholly orthodox, but there is something in the presentation or context
which takes the game out of the ordinary.]

12.1 Multiple square occupancy

Bi-Place Chess (B. de Beler, 1958). A piece removed, thus forming a mixed square. Men
can move to a square occupied by a friendly on a mixed square are immune to each other.
piece (where they can be captured Either man on a mixed square may be
simultaneously). The pieces do not combine captured by a man of the opposite colour, thus
but remain independent of each other. Not forming a double square again. Either man on
more than two pieces can occupy a square. a double or mixed square may vacate the
The line pieces (Q, R, B) can at all times leap square at any time. A king can be an occupant
friendly men (and hence check in this of a double or mixed square. All moves are as
manner). An unmoved pawn can leap a orthochess. The inventor was inspired by the
friendly man immediately in front of it. Ising problem in theoretical physics. (Personal
(Nouveaux Jeux d’Echecs Intéressants) communication)

Duperchess (Jon Spencer, 1972). Any number Stacking Chess (origins unclear, cited by Jed
of men of either colour or both colours may Stone in 1982). Any number of men of the
occupy a square. A player moving to a square same colour may occupy a square, hence
occupied by two or more of the opponent’s squares between K and R do not have to be
men may only capture one but can choose vacant in order to castle. A capture takes all
which, or may elect to move to the square the men on a square. (Stone, also World Game
without capturing. (Neue Chess 2) Review 10)

Double Chess [Hill] (Terrell Hill, 1974). A Gregarious Chess (Bruce Trone, 1986). Any
square may be occupied by two men number of men of either colour may occupy a
simultaneously, either of the same colour square. A man entering a square occupied by
(double square) or of opposite colour (mixed two or more enemy men may choose which to
square). If a double square is entered by a man capture. A man may not move if in a square
of the opposite colour, one of the two occupied by more enemy than friendly men.
occupants, at the capturing player’s choice, is (World Game Review 10)

12.2 Merging of squares into regions

Merger Chess (Philip Cohen, 1975). Squares or realm in which it occurs must be merged
can be merged into orthogonally connected with an adjacent empty square or realm unless
regions called realms. A realm may contain at every potential merger would cause self-check
most five squares. Only one man may occupy or create a realm of more than five squares.
a realm. If a man other than a pawn is moved The second area must be adjacent to at least
to any square within a realm occupied by an one square of the first, but need not be
enemy man, that man is captured (a pawn can adjacent to the capture square. Two realms
capture only by moving to the square actually may not be merged if a realm-square merger is
occupied). When a capture is made, the square possible. A piece may secede from a realm at
98 Games using an ordinary board and men

any time, taking its square with it and perhaps secession counts as a move; exceptionally, a
dividing the rest of the previous realm into king may secede and then move in the same
two or more separate parts. Normally, turn. (Inventor’s rules pamphlet)

12.3 Men changing sides other than by capture

Rotation Chess [Turnabout], also known as Traitor Chess (Roberto Salvadori, 1984). On
Alternating, Turnabout, or Turnaround the 10th move of a game, or any time
Chess (origins unknown but played by C. D. thereafter, each player has the right to
Locock and T. R. Dawson in 1913). After exchange a piece or pawn (but not the king) of
every 10th move of Black the board is turned his own colour with an opponent’s man of the
round, and the previous ‘Black’ makes the same rank. The men change places. This is
next move and continues with the White men known as the ‘unmasking’, and the man
(Fairy Chess Review, August 1948). Another swapped is a ‘traitor’ who cannot
version of the game has the board turned subsequently change sides again. The traitor is
round after every 15 moves. Described as exposed after the opponent has played and
‘highly diverting’ and said to have had many before moving. Unmasking, which must not
devotees in the north of England (Chess, July give check to one’s own king but may give
1943). A modern variant requires Black to roll check to the opponent’s, does not count as a
a die after each of his moves. If a 6 turns up, move. Each player has the right to only one
the board is turned round. unmasking in a game. (Eteroscacco 27)

12.4 Men automatically added or removed during play

Twinkle Chess (Ralph Betza, 1977). A pawn (i.e., incest is not tolerated). The power of the
is added to or taken from the board after each piece is unchanged, but when it moves away it
move, at the discretion of the player. The gives birth to the man whose home square it
pawn may be of either colour. Pawns can only is. Birth control is not practised and the
be entered on vacant squares and then not on population is limited only by lebensraum.
the 1st and 8th ranks. No more than eight Problem theme probably untested as a game.
pawns of the same colour on the board at any (Extract from Fairy Chess Correspondence
one time (i.e., only the normal set is used). Circle circular)
Check must be met immediately. A violent
game. In Blizzard Chess (Betza, 1977) only Too Many Bishops (quoted by C. Pickover,
addition is allowed, and it is compulsory. In 1992). Before each move a player acquires an
Buzzard Chess (Betza, 1977) only subtraction extra bishop which is placed by the opponent
is allowed, and again it is compulsory; if there on any vacant square. The game ends with
is only one pawn left and its removal will checkmate, when a player is unable to add a
expose the turn player to check, that player bishop, or when a player cannot move
loses. (Nost-algia 214/6/8) (because of a convocation of bishops). (Mazes
for the Mind)
Pregnant Chess, also known as Promethean
Chess (Chris Tylor, 1980). A man moving to Trapdoor Chess [Betza] (Ralph Betza, 1996).
the home square of another man (meaning a A man that stays on a square for five turns
piece or pawn, not, understandably, a male) of falls through a trapdoor and is lost (if the K,
either colour becomes pregnant. The the game is lost). Does not apply to unmoved
exceptions are a king or a man of its own kind men. (Eteroscacco 75)
Miscellanea 99

12.5 Passing or retracting a move

Zugzwang-Free Chess (origins unknown). Princes and have the power of retracting their
No obligation to move on turn unless in check. last move (or moves, if in unbroken sequence)
(Gik, Schach und Mathematik) and requiring the opponent to do likewise.
(Inventor’s rules pamphlet)
Liars’ Chess [Betza] (Betza, 1978). At any
time when you make a move, you may claim Parallel Timestream Chess (Chris Tylor,
that a previous move was a ‘lie’ and that you 1981). An adaptation of the science fiction
actually played so-and-so. However, you may concept of a parallel universe. Before every
change only one move per turn, and all move, the player must switch the position to a
subsequent moves must remain legal. Two parallel time-stream by changing an earlier
further restrictions are offered as options: false move of the game. Any later move which then
moves are restricted to a given percentage of becomes illegal or impossible is replaced by a
the total, and you cannot claim a false move parallel move in which the man geometrically
until a certain number of subsequent moves closest to the starting square of the original
have been played. (Nost-algia 217, man is moved to the square geometrically
Eteroscacco 49) [This was developed from a closest to its finishing square (castling being a
sarcastic joke game called Watergate Chess, king move, promotion being to the type of
which was inspired by events that are now piece last moved). If two or more men or
over thirty years old and which David had squares are equidistant, the parallel move is
decided to drop from the new edition. I think (a) from the rank furthest back to the rank
he was right to do so.] furthest forward, and (b) from the file nearest
the edge to the file nearest the centre. Best
The Royal Game of Amber (Mark Bassett, played by correspondence. In one recorded
1981). The inventor claims that nobody wants game, White blundered on move 7 allowing
to change the rules of chess - except one: that Black to mate on move 6! (The Games and
you cannot take back a move. Knights are Puzzles Journal 3)

12.6 Simultaneous movement

Synchronistic Chess (V. R. Parton, 1971). A to be more equal than others. (Chesshyre Cat
variant designed, part tongue-in-cheek, to Playeth Looking Glass Chessys)
achieve absolute equality. On each turn, both
players write down their moves and then Diplochess (Edi Birsan, 1973). An attempt to
declare them to each other, the board position link the popular proprietary game Diplomacy
being adjusted accordingly. There are three with chess (for other attempts, see
anomalous situations to be resolved: Scacchomacy below and the four-player game
(1) Both moves are to the same square. Diplomatic Chess). Players write down their
White captures Black if the disputed square is orders for each move, revealing them
in Black’s half of the board, and vice versa. simultaneously when moves and captures are
(2) Reciprocal capture. Both pieces are resolved. Orders are for all men, and as in
removed from the board. Diplomacy can be to move, to hold, or to
(3) Illusory capture (a capture is recorded support. Points are assigned to men according
but the square is now vacant because the piece to the relative values normally assigned to
has moved away). If the capturing piece is them (Q=9, R=5, B=N=3, P=1), the king being
superior in rank to the piece that moved away assigned 0. An interesting feature is that the
(K>Q>R>B>N>P), the latter is captured on move of a high value piece cuts off the moves
the square from which it moved. If the of lower value men which try to cross its path.
capturing piece is equal to or inferior in rank, The object is to dislodge the opponent’s K and
there is no capture and both moves stand. leave it without a retreat (in effect,
Since both kings can be mated checkmate). (Bushwacker, November 1974,
simultaneously, Synchronistic Chess can claim quoting Arena, ‘about July 1973’)
100 Games using an ordinary board and men

Scacchomacy, also known as Fish’s Delight ‘movement order’. More than one man may be
(Dave Kadlecek, 1974). Another attempt to moved in a turn (hence turbo, speeding up the
combine chess with the concept of game) but no man may make more than one
simultaneous movement found in Diplomacy. move a turn. Each man is credited with a
Orthochess moves, but the basic rules of nominal value (n.v.): K(15), Q(8), R(5), B(3),
movement and annihilation (capture) are those N(3), P(1). However, if a second pawn is
of the 1971 Diplomacy rule book. Supply moved in a turn its n.v. is 4, a third 9, a fourth
centres are those occupied by the 16 pieces 16, and so on. If a pawn or a piece is moved
initially together with neutral centres at more than one square, its n.v. is multiplied
d4/d5/e4/e5. (Spectrum 7) accordingly. A knight’s move is prescribed as
3 squares hence the n.v. allocation for a knight
Synchronous Chess (Vitaly Korolev, 1991). move is 9 points. Castling either side costs 40
Players move simultaneously, writing their points. Both players have an allocation of 50
own moves on their respective score sheets, points per turn of which 30 must be used; the
revealing them to each other and then writing balance can be ‘banked’ but the current
in the opponent’s moves with amendments to balance must never exceed 100 points. To
one or both moves as necessary. A king must complicate matters, players must allocate to
move to escape check but because of each man moved an actual value (a.v.) that
simultaneous movement can remain in check cannot be less than the n.v. This a.v. is
for several moves. Checkmate or capture of multiplied by the number of squares moved to
the king ends the game. A number of give a points expenditure. The moves made by
ambiguities can arise: both players in a turn are executed in a.v.
(1) Both men are moved to the same vacant order, the highest Lrst (ties in a.v. are broken
square. Both are captured, even if both are in order of n.v.). The points allocated to a
pawns, but if a P and a K meet the P is move that is reduced or negated as a result of
captured but not the K. an opponent’s move taking precedence are
(2) A ‘capture’ is made but the intended lost. For example, if rival knights attack each
victim has removed. The move stands, even if other and both players elect to capture, the
it is a pawn capture or promotion. player who has allocated the higher a.v. will
(3) Mutual capture. The men change succeed since his move will be executed Lrst.
places, even if one or both are pawns. There is one further rule: if a pawn that has
(4) A Q or R on a file ‘captures’ a facing been programmed to move has an available
pawn which simultaneously advances. This is capture then the capture is made automatically
treated as case (2), neither being captured. (if the pawn has two possible captures, the
A capture on a square occupied by a friendly man with the higher n.v. is taken) unless the
man, anticipating its capture, is allowed. If the player has indicated otherwise on the
attacker moves otherwise the self-capture movement order. There is no checking and the
stands. The game received a winner’s diploma aim of the game is to capture the opponent’s
in the ‘Games for Peace’ convention, king. The game has been played successfully
Leningrad 1991. (Originator’s pamphlet) by correspondence. (Article ‘Turbo Chess’
comprising pages 10-11 of an unidentified
Turbo Chess (Rob Cullender, 1988). Turns magazine, together with a manuscript game
are simultaneous, each player writing a score annotated in some detail)

12.7 Exploitation of coordinate squares

Coordinate Chess (Co-Chess) (Ralph Betza, conLned to a well-tested handful. The


1973) The paterfamilias of a numerous clan, principle is that like-pieces of the same colour
Co-Chess, inspired by the Co-ordinator piece form a co-pair, of which initially each player
in Abbott’s game ‘Ultima’, is not itself a game has four, as Q and K are assumed to be a co-
but a system. According to one highly pair. Pawns do not form co-pairs. When one
unreliable source, there are potentially at least piece of a co-pair moves to a square that is not
300,000 Co-Chess variants, as yet fortunately on the same rank or file as the other, two co-
Miscellanea 101

squares are created which together form a Friendly men on co-squares are unaffected. A
rectangle with the squares on which the co- threat to convert the king is check; an
pair stand (so if a player has a rook at a1 and inescapable threat to convert the king is
moves his second rook to h2, co-squares are checkmate. Normal check and checkmate are
created at a2 and h1). Men on co-squares are not precluded (Cohen later proposed
subject to co-effects which are defined by the orthochess captures, and hence checks also,
game being played. Co-effects are usually limited to pawns). It is possible, through
permanent, but co-squares are only effective conversion or promotion, to have several
on the move that created them. If one piece of pieces of the same rank, in which case the
a co-pair is captured, the remaining piece loses move of one of them may simultaneously
any power to create co-squares unless a pawn create a number of co-squares. In Betza’s
is promoted to a like piece. Promotion is a opinion, two tempi ahead are usually sufLcient
pawn move and does not cause co-effects. to ensure the win, other things being equal.
Castling is both a king and rook move, so both In Double Conversion Chess (Betza, 1973)
K and R can form co-squares with Q and R the occupants of the co-squares change sides;
respectively. Since co-effects are mandatory, a in Reversion Conversion Chess (Betza,
move cannot be made in which these would 1973) any two unpaired pieces of the same
result in an illegal position. Conversely, a colour are joined to form a new co-pair, the
move that would normally be illegal is legal if player choosing which two to join if there are
the co-effects of the move remove the illegal three. (Nost-algia 161 and later)
element. For example, castling through check Heterocoalescence Chess (Philip Cohen
would be legal if the co-effects neutralized the from an idea by Ralph Betza, 1973). Two
enemy piece commanding the square over pieces of different colours on a pair of co-
which the king moved. (Nost-algia 229) squares coalesce, forming a ‘meld’. No check
Biflux Chess (Ralph Betza, 1974). When a or mate. Object is to take opponent’s king or
piece creates co-squares, each piece of the co- any meld containing it. (Personal
pair acquires the powers of an enemy pawn or communication)
piece, including a king, on the co-squares. A Inverter Chess, also known as Switch
player when moving a combined piece must Chess (Ralph Betza, 1973). If a move creates
declare its role if a co-pair is possible. a set of co-squares, occupants of front and rear
Combined pieces that include a king have squares are interchanged. If a move creates
royal powers; if a player has more than one more than one set of co-squares, the player
king, he loses if any of them is mated. may choose the order in which men are
A combined piece that includes a pawn transposed. (Nost-algia 231)
promotes only if it moves from the Nuisance Chess (Philip Cohen, 1979).
penultimate rank as a pawn. Some interesting Every time co-squares are formed, Nuisances
end-games arise with unusual piece are placed on any that are vacant. A nuisance
combinations. (Nost-algia 177) is a neutral, immobile man that acts as a block
Co-Capture Chess, also known as to pawns and line pieces. Kings and knights
Eradication Chess (originator unclear). are unaffected except that a nuisance can
Enemy men on co-squares are captured. A prevent castling. Nuisances can be captured by
king caught on a co-square is mated. Philip either side. (Nost-algia 232)
Cohen has suggested that orthochess captures Overloader/Restorer (O/R) Chess (Ralph
are banned with the exception of pawn Betza, 1974). When a piece creates co-
captures, otherwise a player could hide behind squares, any enemy man on either or both co-
a phalanx of pawns. (Nost-algia 189/263) squares is overloaded, whilst a friendly man
Co-Relay Chess (Ralph Betza, 1973). The on a co-square, if overloaded, is restored to
co-effect of co-squares is to convey the power full power. An enemy man that is already
of the co-pair to friendly men occupying them. overloaded or a friendly man that is not
(Nost-algia 169) overloaded are unaffected. An overloaded man
Conversion Chess (Ralph Betza, 1973). retains its basic move but loses all additional
The co-effect of co-squares is to convert powers. Thus it cannot capture, check, castle,
enemy men to friendly men of the same rank. act as a co-pair, or, if a pawn, promote or
102 Games using an ordinary board and men

move two squares. It stays overloaded unless rank acquires the P-2 option. An ‘illegal’
and until restored. A pawn restored on the 8th move is allowed (e.g. exposing the king to
rank promotes immediately. Castling into a check) if the subsequent transportation
check that is cancelled by the co-effect is removes the illegality. Transportations do not
legal. Once most co-pairs have gone, trigger further transportations because they are
overloaded pieces will have little chance of not moves: co-squares are only formed by the
restoration and will become virtually move of one of a co-pair. Games tend to be
powerless. (Etereoscacco 50) both short and violent. The essence of
Suction Chess (Ralph Betza, 1979). Every Transchess is to keep co-pairs as long as
time co-squares are formed, the player can possible since broken marriages spell disaster.
move a man (but not a king and presumably Ideal for correspondence play, the game offers
not the co-pair) of either colour from an exciting but as yet little-explored problem
anywhere on the board to either of the co- theme. (Eteroscacco 50)
squares. A pawn sucked to the 8th rank is at Transportation Chess has developed
once promoted to a piece of the owner’s variants of its own (variants of a variant of a
choice. Cohen prefers what he calls variant). In Polyactive Transportation
Autosuction Chess which limits the co-effect (1979), new co-squares are created as a result
to one’s own men. (Nost-algia 238) of transportation, and the process is continued
Transportation Chess (Transchess) until no co-squares remain. ‘Ridiculous’ in the
(Ralph Betza, 1973). The darling of the view of Philip Cohen (Nost-algia 233). In
family. The co-effect of co-squares is to Put-Back Transchess (Betza, 1974), it is
require the player to move the occupant(s) to played with Put-Back rules (a captured man is
any vacant square(s). Removal is compulsory, immediately replaced somewhere on the
but a pair of men on co-squares can be board, no restriction on the replacement
interchanged. There are two restrictions: the squares of pawns and bishops) (Nost-algia
king cannot be transported and pawns cannot 170). [David’s index sheet gives Philip Cohen
be placed on the 8th rank. Pawns can be as the originator of Polyactive Transportation,
moved to the 1st rank, and a man that is which rests oddly with his authorship of the
transported back to its original square without subsequent quotation, but people do
moving regains its privileges (R can castle, occasionally refer to their brainchildren in this
pawn-2). A pawn moving from the 1st to 2nd way. I haven’t seen the source.]

12.8 Changes to the rules during play

Metamorphosis (Ralph Betza, 1973). The move and chooses and announces the variant
rules in force change according to a for his second, and so on. (Nost-algia
predetermined pattern. (Nost-algia 209) 168/209)

List Chess (Ralph Betza, 1977). A list is Crazy Lightning Chess (originator
prepared of variants whose rules are known to unknown). At irregular intervals the umpire
both players. White chooses and announces breaks into play by announcing a change of
the variant for his first move, Black ditto. rules such as ‘all bishops now move as
These variants are crossed off the list, and knights’. Reported to have been a perennial
cannot be used again until all variants have favourite at British Championships. (British
been used once. White now plays his first Chess Magazine, February 1990)

12.9 Other external influences on the play

Alcoholic Chess, also known as Spirited the usual rule being that a player must
Chess (origins lost in the mists of time). promptly drink the contents of any man he
Alcohol has at times been introduced to add a captures. In one game in Budapest in the early
new dimension to chess. Pieces have been 1890s, a chessboard was marked out on a
replaced by glasses or bottles of intoxicants, billiard table, the kings being replaced by
Miscellanea 103

bottles of champagne, the queens by claret, the Champernowne, in which the turn player had
bishops by burgundy, the rooks by port, the to move before the other had run round a large
knights by madeira and the pawns by wine. garden. They found that fast running, aimed at
The players had to drink the contents of any reducing the opponent’s thinking time, was
man they moved. The game was drawn by counter-productive since it impaired clear
mutual confusion. A few years later (1898) a thought tended to prevent good thinking, so
game was played on the same(?) table in the problem was to choose the right balance.
which the kings were bottles of champagne, An indoor version was to run round the house
the queens liebfraumilch, the other pieces after moving; if you got back before your
tokay and the pawns red wine. Both players opponent had moved, you moved again. The
Lnished under the table in an interesting two devised one of the first chess-playing
position. Lasker is said to have won a game of programmes in 1948 (it won only one game,
Alcoholic Chess by wisely sacrificing his against Champernowne’s wife, who was a
queen (which contained a quarter-litre of beginner). (Champernowne obituary in The
cognac) in the early stages. During the Star Times, 25 August 2000)
Chess finals in London (1979), two young [The ‘programme’ will of course have been
ladies played a demonstration game in which merely a set of written instructions to be
the pieces of each side were represented followed by a human robot. No computer
respectively by goblets of white and red wine. available in 1948 was capable of playing even
A draw was agreed when both sides were a remotely sensible game of chess within a
reduced to two pawns, the players walking reasonable time.]
away with poise whereas several kibitzers
were either unstable, incoherent, or both. A Earthquake Chess [Gutzwiller] (James A.
Scottish firm once marketed hollow chessmen Gutzwiller, 1970). Before each player moves,
for whisky, whilst in the U.S. Old Crow the opponent violently kicks the table. Pieces
ceramic chessmen were Llled with bourbon. off the board are out of the game, others are
(Gizycki page 90, The Complete Chess Addict adjusted to nearest squares. Bowling Chess
pages 209-10, Games and Puzzles 75, Nost- (Gutzwiller and David Moeser, 1970) is much
algia 332) the same except that the board is put at the end
[An extra dimension was added in an of a bowling alley and the players have one
experiment performed by Alex Kraaijeveld, in bowl (with a baseball) in turn, bowling being
which he had not only to drink the contents of repeated after every five moves. Incredibly,
the men captured but to identify them (all the game was once popular at the University
were single malt whiskies secretly chosen of Cincinatti, where a 45-move game ending
from his own shelves, one brand being put in in a draw was published. (Nost-algia 280/281,
the pawns, one in the knights, and so on). His Neue Chess 7)
opponent was a computer, which was [In the book from which I learned chess
handicapped by having its playing level when young, one of the ways of losing a game
reduced from the keyboard every time it made was given as ‘wilfully upsetting the board and
a capture (nobody wanted to waste good men’. This always seemed to me to be a most
whisky on a computer). He duly won the game excellent rule, and I was deeply disappointed
and identified four of the six whiskies when I found that it was not in fact part of the
including that in the mated king, which wasn’t official Laws of Chess.]
bad if not quite of the level which Dorothy
Sayers would have claimed for Peter Wimsey Dartboard Chess (Mick Dickman and David
(Variant Chess 48, reporting an item in issue Moeser, 1975). A paper chessboard is attached
44 of Whisky Magazine).] to a dartboard. Each player in turn throws a
dart and must move a man if possible to the
Athletic Chess (Alan Turing, c.1948). Turing, square pierced. If impossible for any reason,
the computer pioneer and codebreaker, played he continues to throw until a legal move can
chess with his friend the economist David be played. (Neue Chess 9)
104 Games using an ordinary board and men

12.10 Puzzles centred around chess games

Crossword Chess [Lepper] (Philip Lepper, if correct, one point to the opponent if wrong,
1930s). Tournament in which clues given to first to three points (or whatever) goes through
the players in advance determine destination to the next round. ‘Resigns’ is of course a
of prizes. Played at the Bedford club (‘a great valid answer, particularly in positions where a
success’). 1st prize clue: A Welsh author mate in one was overlooked.]
seems to indicate this. Answer: Night must fall
(so the first player to shed a knight won first Crossword Chess [Papp] (A. Papp, 1967).
prize). 3rd prize: Something frequently done The ‘player’ is given a game score from which
by medieval war-lords. Answer: Check king certain moves have been removed and placed
with castle. (Unprovenanced note presumably in random order at the end, and he has to
deriving from personal communication) reconstruct the game. (Le Courrier des
Echecs, January 1967)
Guess Chess (S. R. Hossell, 1950). An [I have never seen this, and I was surprised
entertainment for a club night. An unfamiliar that David did not include two ideas which
master game is chosen, and the names of the seem to be much more widely practised: the
players are revealed. Participants compete in Proof Game, where the position after White
pairs. One of the pair receives the score of the or Black’s move n is given and the game has
first ten moves and his opponent attempts to to be reconstructed, and the more general
guess them, receiving points for correct Retrograde Analysis, where a position is
guesses; they then change roles. (Letter to given and some question about the preceding
Chess, September 1950) [Given the play has to be answered (for example, where a
technology now available, the idea might be certain missing man was captured). Typically,
revived along the lines of the knock-out a square such as g1 is empty and the victim
solving competitions that have become a spends a lot of time trying to work out where
popular feature at meetings of problemists. that knight could have been taken, and of
Participants compete in pairs, with buzzers. A course it wasn’t like that at all; it was the other
position from a game is put up on a screen, knight that was captured, and the knight from
with the event and the players’ names, and the g1 is now standing innocently at b1. Such
competitors have to say what the next move challenges often appeal to players who take no
was. First to buzz gives his answer, one point interest in more conventional problems.]

12.11 Unorthodoxy in context or presentation

[The first edition counted as ‘variants’ blindfold chess, lightning chess, living chess, quickplay,
and simultaneous displays, but it seems to me that these are really rather too ‘orthodox’ for
inclusion here; certain forms of quickplay are indeed now regulated by the FIDE Laws of Chess.
The changes that follow are rather more radical.]

Handicap Chess has a long history. We saw stronger player should play the first 10, 15 or
the giving of material odds in chapter 9, but 20 moves blindfold which ‘would avoid
some odds are imposed in other ways: by a artiLcial positions, develop the powers of the
time handicap (the stronger player has less stronger player, and encourage the weaker
time on the clock), mating conditions (mate player to explore the more novel openings’
must be given by a specified man or on a (W. W. Tatum, Chess, October 1949) and
specified square), ‘odds of the draw’ (a draw permitting the weaker player to retract two
is a loss for the stronger player), and so on. sequences of three moves in the course of the
Bland, in his Persian Chess, refers to the game (J. A. Negus, Chess, March 1950). In
exacting system employed by the Arabs and recent years, a wide variety of systems have
Persians. Amongst more recent ideas that been employed, mostly for use in tournaments
failed to arouse enthusiasm were that the and often based on players’ gradings.
Miscellanea 105

Le Jeu des Camps, or La Petite Guerre Bughouse Chess [Hulf] (L. A. Hulf, 1943).
(L. B. Guyton-Morveau, 1793 - ‘the second Men are taken from the box at random and are
year of the French Republic, one and arrayed on the 1st/2nd/7th/8th ranks
indivisible’). An attempt, in the wake of the irrespective of colour. They then assume the
revolution, to republicanize chess. The king is roles of the squares they stand on (so if e1
renamed the Flag (check is ‘the Nag!’ and receives a black pawn, both players have to
checkmate ‘victoire!’), the queen the Adjutant, remember that this particular pawn in fact
rooks are Cannons, the bishops Dragoons, represents the white king). A test both of
whilst the knights are demoted to Horsemen. memory and of sobriety. (Letter to Chess,
The pawns are Fusiliers who, happily, do not July 1943)
change their sex on promotion. The name
‘chess’ was not acceptable because of its Vanishing Chess (Russell Chauvenet, 1944).
royalist connotations. (Photocopies of Les When a man is moved it is taken off the board.
Camps, ou La Petite Guerre and of Histoire de Thereafter both players try to remember the
la Convention Nationale, pp 282 and 435-8) identity of the ‘ghost’ which, for play
purposes, is still on the board. Ghosts move or
Phantom Chess [Montreal], also known as capture like ordinary men (the player lifts air
Ghost Chess (origins unknown). The board is from one square and moves it to another).
empty board, the array is imagined, the men (Letter to Chess, January 1944)
are placed on the board only when they are
first moved. Played in a consultation game in Beach Chess (Karl O. Hill and Rudy V. Saul,
Montreal in 1894 (Gossip and Fleming against 1952). A large chessboard is marked out on
Babson and Pollock), and a match to be the sand, and seaweed is used to colour the
played at the Norfolk and Norwich C.C. was dark squares. The men are flags in contrasting
advertised in 1903. (Mrs F. F. Rowland, colours mounted on poles, each carrying a
Pollock Memories, 1899, also Morning Post, 9 piece symbol. The game is orthochess, the
November 1903) inventors remarking that it gives the players
‘healthy exercise and fresh air’. They omit to
Bystander Chess (Frank Maus, 1927). Since mention the problems that could arise if the
it is well known that onlookers see more of the wind drops. (Personal communication
game than the players, Maus suggested a forwarded by Ken Whyld)
rearrangement of the initial position so that the
players should no longer be disadvantaged : Rainbow Chess (Pal Suvada, 1960s).
Orthochess but with the pieces distinguished
by colour (kings red, queens purple, and so
R)wdwdp4 on) on the theory that the eye detects colour
HPdwdw0n more quickly than shape and hence that more
B)wdwdpg time is made available for creative thinking.
IPdwdw0k Patented in the US ‘some thirty years ago’ and
Q)wdwdp1 used in five well supported events in Hungary
GPdwdw0b ‘during the past year’ (article in Variant Chess
23, 1997). [Text editorial]
N)wdwdph
$Pdwdw0r Semi-Circle Chess (Proprietary game, James-
Games Inc, 1973). Board distorted to form a
The pawns now advance along the ranks and semi-circle, rules otherwise normal. Philip
castling is on the Lles, but otherwise little is Cohen’s comment is ‘Highly unrecommended
changed. Because the players occupy the ... adds nothing to the game but confusion’.
superior points of observation midway (Nost-algia 164/7/8)
between the two armies, the bystanders are
forced to the inferior positions formerly The Game of Asha. Asha (the ‘universal law
occupied by the players. (Chess Amateur, of the Zoroastrians’) is chess in philosophical
September 1927) garb. The white forces are those of Ahura
106 Games using an ordinary board and men

Mazda (life and light) and the black those of ‘in play’ area and putting it in a ‘captured
Ahriman (death and darkness). The pieces and men’ area of his own. The referee copies
pawns represent natural forces, good and bad, everything on his own board and advises the
and each is denoted by a mystical symbol. players when they are doing something illegal
Thus the white pieces (a1-h1) are respectively (such as leaving his king in check, failing to
Power, Love, Wisdom, Preserver, Creator, realise that he has captured something, or
Eternal Life, Work, Peace; pawns (a2-h2) Sun, taking the wrong piece from his opponent’s ‘in
Water, Air, Food Man, Earth, Health, Joy. play’ area, but he is not allowed to elaborate
Black pieces (h8-a8) Violence, Idleness, or to comment further. The inspiration was
Death, Destroyer, Spoiler, Ignorance, Hatred, apparently ‘being too lazy to set up the board
Weakness; pawns (h7-a7) Sadness, Disease, for a practice match’. (Chess Variant Pages)
Barrenness, Inferior Man, Impure Food, [Text editorial]
Impure Air, Impure Water, Darkness.
In The Essene Book of Asha (1976), from Fuss-Schach (origins unknown). Board and
which the above is derived, the author, E. B. clock on the floor, players seated, play with
Szekely, gives the game Count Tolstoy v. Fritz feet. [Description annotated ‘Collected at
Kuhler (a win for the forces of Light) in Asha Nurnberg 1989 - game common in Germany
notation. but perhaps regional?’]

Casino Chess (V. D. Pandit, 1978). Players Mainframe (Proprietary game, M&D Design
toss a coin four times, the winner of each toss Studio; T. Drury, 1989). Superficially three-
choosing in turn: (1) orientation of board; (2) dimensional chessboard formed by blocks of
colour (W or B); (3) placement of K/Q on varying heights locked into a frame (flat
d1/e1 (loser places K/Q on same Lles); (4) option offered). Rules of play unchanged.
who starts. First expounded in the bulletin of (Manufacturer’s publicity material)
the Correspondence Chess Association of
India. Rhinoceros Beetle Chess (Thomas Harris,
1991). A variant only in the sense of time
Chess II [Ungame] (Proprietary game, The control is described by Thomas Harris in his
Ungame Co, 1978). Orthochess made a little modern classic, The Silence of the Lambs:
more difficult by distorting the board design. ‘Two men sat at a laboratory table playing
The ‘squares’ are termed Battle Stations and chess. If they noticed the enormous rhinoceros
the game is described as flowing rather than beetle slowly making its way across the board,
static. (Proprietor’s publicity material) weaving among the chessmen, they gave no
sign ... Then the beetle crossed the edge of the
Romulan Chess (Wilde Lake High School board. “Time, Roden,” the lean one said
Chess Club, early 1980s). A game for two instantly. The pudgy one moved his bishop
players and a referee, who needs his own and immediately turned the beetle around
board. At the start, the players’ board is and started it trudging back the other way.
empty, and each player’s men are ‘cloaked’ “If the beetle just cuts across the corner, is
and held in an ‘in play’ area to his left. They time up then?” Starling asked. “Of course
are however notionally present in their normal time’s up then,” the pudgy one said loudly
starting positions on the board. To move, without looking up. “Of course it’s up then.
White chooses a move (say e2-e4), takes a How do you play? Do you make him cross the
pawn from his ‘in play’ area, ‘de-cloaks’ it, whole board? Who do you play against, a
and puts it down on e4. Black does likewise, sloth?”’
and so on. However, instead of a normal
move, a player may decide to ‘cloak’ a man on Siege Chess [Hair] (Thomas Hair, 1999). The
the board and return it to his ‘in play’ area inventor has proposed new, coloured boards
(this doesn’t alter its position on the board, so (details available from the U.K. Patent Office)
a player cannot use this artifice to escape from on the argument that men and moves have
check). A cloaked man can be captured, the been modified over the centuries but the board
player claiming the man from his opponent’s has remained unchanged. (Variant Chess 35)
Miscellanea 107

Old Man’s Chess (origins unknown, 1970s, mention Loose-Headed Knight Chess, where
possibly Czech). The players are deemed to be a player is allowed to exploit a piece which
shaky geriatrics. Either the player picks up the used to be readily available in all properly
wrong man from an adjacent square or he puts conducted chess clubs. This piece allows its
the man down on a square adjacent to that owner to ignore a pin, because he can move
intended (but not both). Thus White might the head as normal and leave the base behind
open for example Ne3 or Bf3. Games are short to block the pin line. Later, if neither half has
and White has a large advantage (at least a been captured, he may jump the head back to
score of mating threats are possible with the base (or to the base of his other knight, if
White’s Lrst move), which has led to the that also has been left alone) and reunite them.
suggestion that the system comes into For a joke problem in which promotion to
operation only after the Lrst capture. (Personal such a piece is used to win an apparently lost
communication, Peter Rice to Philip Cohen) game, see Burt Hochberg’s book Chess
Braintwisters, subsequently reissued as
[If we are going to allow ourselves nonsenses Outrageous Chess Problems, or my own little
like these, perhaps I may be permitted to vanity-book More Flights of Chess Fancy.]
Part 2
Other games using square lattice boards

[We now start to consider unorthodox men and boards, but for the moment we
continue to use boards based on a square lattice: whatever the overall shape of the
board, its individual cells are squares, and every cell away from the edge has four
orthogonal neighbours with which it shares an edge and four diagonal neighbours
with which it shares only a corner. All these games can be played with ordinary chess
equipment, perhaps with a little improvisation to create the additional pieces and to
produce boards of the required size and shape.]
Chapter 13
Larger and smaller boards

[In these games, the normal men are used but the size and perhaps the shape of the board are
altered. The side-effects can sometimes be surprising. For example, the winning procedure with
queen against rook in ordinary chess is somewhat unsystematic, and computer analysis by Marc
Bourzutschky in 2004 showed that the defenders could hold out indefinitely on a 16x16 board;
the same is presumably true of all larger boards though only one or two cases were explicitly
verified. Conversely, the use of a very small board cramps the queen, and on 4x4 and 3x3 boards
there are positions where the queen can win only if the rook has the move. It would therefore
seem that this particular ‘won ending’ is in fact won only on boards from 5x5 to 15x15 inclusive
(Variant Chess 44, also British Endgame Study News, June and September 2004). With boards
of other than square shape, almost anything can happen, and one board that appears below was
inspired by Troitsky’s observation that king and two knights could force a win against a bare
king if additional squares at d9/e9 were available.
Most modified-board games involve the use of additional pieces, and where one or more of
these is unorthodox they normally appear in the chapters on new pieces. However, there are
cases where this aspect is secondary (for example, the altered knight move in Betza’s ‘Narrow
Chess’ and the extended pawn move in Legan’s ‘Game of Fortresses’), and the game seems
more naturally placed here. Only the baselines of the game arrays are normally given, and a full
second row of pawns on each side is always to be assumed unless something else is explicitly
stated.]

13.1 Larger square boards

For large-board variants of Indian Chess see 9x9; black square a1. Each player has an
chapter 29. additional queen and corresponding pawn. The
queens, called Ministers, stand on either side
Decimal Chess is a term sometimes used to of the king. All four bishops are on black
describe those chess variants played on a squares (‘White squares,’ explains the
10x10 board. Not to all tastes: for example, inventor, ‘are squares of peace and refuge’.)
E. M. Vicars (Chess Amateur, January 1929): The king moves three squares in either
direction when castling. When first marketed
We don’t want a chessboard of ten! (1986) the Montreal Gazette reported that ‘... a
Or mythical monsters for men: historical flaw of structure (in orthochess) -
If Masters can’t help being ‘drawn’ - which produced a weaker King, a weak
Then limit front rows to one pawn! Queen-side castle, an unbalance of powers, a
No need for a ‘Champion’s Two’, truncated battlefield and an absence of
Evolved in some mythical zoo - symmetry - is at last corrected’. Awarded a
Two mongrel and meddlesome things Seal of Excellence (1990) by the Quebec
Upsetting our Queens and our Kings. Consumers Association. (Inventor’s rules
Leave classical octaves alone, leaflet and envelope of cuttings)
We cling to the Kings we have known.
Don’t add to life’s worry and stress Century Chess (Proprietary game, Martin &
By talking of decimal chess! Co, 1915). Board 10x10; two extra knights
plus pawns per side. Baseline (a1-j1/a10-j10)
Ministers, also known as Grandchess RNNBKQNNR. The two central pawns are
[Corinthios] (proprietary game, Corinthian royal and have extra powers. Advertised in the
Games; Michael Corinthios, 1975). Board Chess Amateur. (Variant Chess 35)
112 Other games using square lattice boards

Howell’s Chess (C. S. Howell, 1951 or Charters’s Game (W. J. Charters, 1940).
earlier). Board 10x10, a1 white. Usual set-up Board 12x12; extra pieces are two knights and
on eight central Kles, a- and j-Kles vacant (Les two bishops with corresponding pawns;
Jeux d’Echecs Non-orthodoxes). Pawns slow baseline (a1-l1/a12-l12) RNNBBQKBBNNR.
to engage but early play for rooks. (British Chess Magazine, March 1940)

Buckzo’s Game (H. A. Buckzo, 1984) Board Hibernation (Bruce Trone, 1991). Board
10x10, a1 black. Usual array with two extra 12x12 with usual array on central 8x8. Pieces
knights (plus pawns) placed beside existing can move off and back to the central 8x8
knights. Pawns move initially 1,2 or 3 squares; board, but not to capture. Pieces on the outer
e.p. permissible. A pawn can promote on 8th board can capture each other. Boards 16x16
rank to a knight, on 9th rank to a bishop, or on and 20x20 have also been tried. (Personal
10th to any piece. (Inventor’s rules leaflet) communication)

13.2 Smaller square boards

Microchess-49 (Tony Paletta, 1980). Board Esquire, Fortress. The game is so-called as
7x7; baseline (a1-a7/g1-g7) RBNKBNR; the Diana is Goddess of the Chase, a pun that
pawn has only its single-step move and may clearly pleased the inventor who pointed out
promote to ‘any piece other than a K’; castling that the bitch-goddess Caissa surfaced a
permitted; a stalemated player loses. (Chess couple of millennia after the Greek pantheon
Spectrum Newsletter). had submerged.
[This particular Gentleman’s Journal was a
Bird Chess [Freeling] (Christiaan Freeling, weekly paper for boys, which ran from 1869
1984). Board 7x7; baseline (a1-a7/g1-g7) to 1872 and carried a monthly ‘recreation
RBBKNNR; pawns have only the single-step supplement’ devoted to pastimes and puzzles.
move and promote to array pieces only; Much of its material was excellent, and the
castling normal. (Manuscript note presumably patronizing tone of the present example was
deriving from personal communication) fortunately atypical. No prizes are offered for
guessing the delights that a magazine calling
Diana, also known as Ladies’ Chess itself The Gentleman’s Journal Recreation
(Hopwood, 1870). This game, published in the Supplement would be expected to offer today!]
recreation supplement to The Gentleman’s
Journal (August 1870), is ‘chess rendered Los Alamos Chess (J. Kister, P. Stein, S.
easier, especially adapted for our fair friends Ulam, W. Walden, M. Wells, 1956). An
and also for draughts (checkers) players who abbreviated form of the game developed at the
may not have time to cultivate the more Los Alamos ScientiKc Laboratory in
ancient game ... a game which could be played connection with computer research. The
in half an hour and which may, at the same computer (Maniac I) played three recorded
time, be superior to draughts as regards games: the Krst against itself, the second
difficulty and ingenuity’. Hopwood’s against a strong player who conceded the odds
contention was that the queen and the knights of queen, and the third against a beginner with
(‘in the management of which ... Morphy one week’s experience who had been taught
stands pre-eminent’) were too difKcult to the game expressly for the purpose. The third
handle for ladies and draughts players. Board was the Krst chess variant game (not chess, as
6x6; baseline (a1-a6/f1-f6) RBNKBR; pawns is sometimes claimed) to be won by a
move one square only, promote to any array computer against a human opponent; it was
piece; kings castle under usual restrictions by not to be the last. Board 6x6; baseline (a1-f1/
changing places with rooks. a6-f6) RNQKNR (no bishops); no pawn-two
In order to assist ladies and draughts players or castling. (Chess Review, January 1957)
to remember the names of the pieces,
Hopwood renamed them in alphabetical order L’Hermitte’s Game (Serge L’Hermitte,
(a1-f1) Admiral, Bishop, Captain, Don, 1969). As Diana except that the Black K and
Larger and smaller boards 113

N are reversed (kings on d1/c6); knights are been (Scientific American). In 1983, Paul
immobile for Krst three moves; king can move Jacobs and Marco Meirovitz proposed yet
to knight’s square (c1/d6) without losing another version, again with the kings on a long
castling rights. The inventor believed that diagonal: (a1-e1/e5-a5) KQRNB (Brain
chess games were too long for children and his Muscle Builders). They also advocate several
idea was to whet their appetites for the game games on a 5x5 board with pieces facing a line
by starting them with this abbreviated version. of pawns, the object of the piece player being
(L’Hermitte, in his book Jeux d’Echecs Non to capture or block all the pawns and of the
Orthodoxes) pawn player to get a pawn to the end rank.
These include (1) two knights (b1,d1); (2) two
Simpler Chess [Wardley] (A. Wardley, bishops (b1,c1); (3) Qc1.
1977). The inventor proposes a game on a 6x6
board in which a pair of pieces, together with Minichess [Silverman] (quoted by David
their pawns, are eliminated (Games and Silverman, 1981). Board 4x4; baseline (a1-
Puzzles 66). The pieces are arrayed in regular d1/a4-d4) RQKR, plus the usual pawn rows.
fashion; thus removing rooks prompts the line- The Krst player has an easy win but Silverman
up (a1-f1/a6-f6) NBQKBN. Removing the poses this problem: To compensate for not
bishops results in Los Alamos Chess. having the move, the second player may
stipulate which of the four pawns the first
Minichess [Gardner] was quoted by Martin player must move (but not the direction of
Gardner in The Unexpected Hanging (1969, capture in the case of the b- and c-pawns) -
but largely repeating material which had how does the second player win? Trivial; but
already appeared in Scientific American) as Silverman suggests inserting an empty row of
the smallest chess game in which all legal squares between the forces (4x5), permitting a
moves were still possible (including pawn- two-square pawn move if the file is clear, and
two, e.p., castling). Board 5x5 (a1 white); asks: what is White’s best strategy? (Your
baseline (a1-e1/a5-e5) KQBNR. The game Move)
was adopted by AISE in 1978 without pawn-
two and castling and with a1 black; it was Knight Court Chess (originator not
extensively played in Italy, and the openings recorded). Board 3x3; each side has 1 x N,B,R
analysed. A statistical analysis showed W win (no pawns). Baseline (a1-c1/a3-c3) NBR.
40%; B win 28%; Draw 32%. Gardner later Aim: checkmate opponent’s knight. Usual
put forward Baby Chess, in which the white piece moves but a captured piece is returned to
men are reversed (kings on e1/a5), and its original owner who may drop it on a vacant
suggested that it might be open to resolution square on any subsequent turn. (Variant Chess
by computer. As at October 1989, it hadn’t 43, quoting Chess, February 2003)

13.3 Rectangular boards

[A board with F files and R ranks will be described here and later as ‘Board FxR’. If F is odd
and R even, a symmetric array will leave one side’s bishops on white squares and the other’s on
black, hence the normal choice of an asymmetric array in these cases.]

Narrow Chess (R. Betza, 1996). Board (kings on d1/a5), pawns on d2/a4 only;
2x20(!); baseline (a1-b1/a20-b20) QK, RR on castling permitted. (Manuscript note
ranks 2/19, DD (see below) on ranks 3/18, PP presumably deriving from personal
on ranks 4/17 and 6/15, ranks 5/16 empty; communication)
Dragons D are combined N and P (1 or 2-
square move); Ks may move, but not capture, Demi-Chess [Groeneman] (John Groeneman,
like N if not in check. (Chess Variant Pages) 1960s). Board 4x8; array (a1-d1/a8-d8)
RQKR, (a2-d2/a7-d7) NBBN, no pawns. The
Microchess [Glimne] (Dan Glimne, 1997). inventor comments ‘If chess is wine then
Board 4x5; baseline (a1-d1/d5-a5) RBNK Demi-chess is brandy’. (Manuscript note
114 Other games using square lattice boards

presumably deriving from personal on b2/e2 and b7/e7, 6xP on ranks 3 and 6.
communication) (Chess Spectrum Newsletter)

Demi-Chess [Krystufek] (Peter Krystufek, Chi Chi’s Chess (Chi Chi Hackenberg, 1968).
1986). Board 4x8; baseline (a1-d1/a8-d8) The exposure this variant received in Eye
KBNR; pawns can promote to queen. Created (November 1968) had much to do with the
as a starter game for beginners. (100 mal charming inventor (photo by John Ford, dress
Kniffel Schach) by Eloise Curtis) and little to do with the
charmless game. Board 8x4; normal baseline,
Petty Chess (B. Walker Watson, 1930). Board pawns on a/c/d/e/h files only, pawns can move
5x6; baseline (a1-e1/a6-e6) QKBNR; no (straight) and capture (diagonally) backwards,
mention of any restrictions (pawn and White cannot move a pawn on the Krst
move/castling). The endings can be ‘quite turn. Even so, he has a forced win.
beautiful’ according to the inventor. (British
Chess Magazine, September 1930) Haigh’s Game (H. Haigh, 1980s). Board
8x12; array (a1-h1/a12-h12 and inwards)
QuickChess (Proprietary game, Amerigames RNBQKBNR, RNBQPBNR, 8xP. Pawns
International; Joe Miccio, 1991). Board 5x6; move 1, 2, or 3 squares on their first move.
baseline (a1-e1/a6-e6) RBQKN; no pawn-two (Chess, April 1992)
or castling; promotion only to captured piece.
Popular as learning game in U.S. schools; Ultra Chess (reported and perhaps originated
endorsed by Chess Life. (Publicity material) by D. Trouillon, early 1970s). Board 9x8 (a1
black); baseline (a1-i1/a8-i8) RNBQKQBNR.
Minichess [Sirotkin], also known as Elena The array places both white bishops on black
(Sergei Sirotkin, 1999). Board 5x6; baseline squares, both BBs on white squares.
(a1-e1/e6-a6) NQKBR (queens on b1/d6); no Trouillon’s favoured solution was was that a
pawn-2 or castling. (Chess Variant Pages) player, once in a game, could transpose
adjacent B and N (‘mini-castling’) provided
Eric (Eric Richardson, 1999). Board 5x8; neither had been moved; an alternative,
baseline (a1-e1/e8-a8) KRBBN (kings on preferred by John Gollon, was to change the
a1/e8). In addition, each player has Q,R,N in baseline to RBNQKQBNR. (Correspondence
hand. A piece in hand may be dropped on an between John Gollon and Philip Cohen)
empty square of the player’s first rank instead
of moving. (Chess Variant Pages) Active Chess (G. Kuzmichov, 1989). Board
9x8; baseline (a1-i1/a8-i8) RNBQKBNRQ.
Courtyard (Bryan Lambert, 1999). Board This is effectively the orthochess array with an
5x8; array (a1-e1/a8-e8) RNKNR, (a2-e2/a7- extra queen and pawn on the i-file; an
e7) PBQBP, (a3-e3/a6-e6) -PPP-. Wing pawns alternative places the extra Q at g1/g8. The
only have two-square move option. Move K idea for the game came to the inventor on
one square left or right to castle, bringing R to reading The Ninth File by A. Karpov and
central square. Both sides stronger on the A. Roshal. Kuzmichov was the editor of the
squares of opposite colour. (Chess Variant Riga magazine Sahs and an ofKcial youth
Pages) trainer. His pupils rigorously play-tested the
game to establish the optimum array.
Simpli6ed Chess [Fielder] (Lavington (Manuscript note presumably derived from
Fielder, 1931). Board 6x8; baseline (a1-f1/a8- personal communication)
f8) RBQKBR. Absence of knights ensured
neglect. (Nouveaux Jeux d’Echecs Non- Double Chess [Short] (David Short, 1996).
orthodoxes) Board 16x8; baseline (a1-p1/a8-p8)
RNBQRNBQKBNRQBNR; kings may castle
Microchess-48 (Tony Paletta, 1980). Board under usual rule with any of the four rooks.
6x8; baseline (a1-f1/a8-f8) RNQKNR, bishops (Chess Variant Pages)
Larger and smaller boards 115

13.4 Other square lattice boards

Hourglass Chess (Bryan Lambert, 1999). 40- place next move. Given the shape of the
square board obtained by removing d1 and d6 board, this is a necessary adjustment to
from a 7x6 rectangular board. Array (a1- prevent paralysis of the central Kles. Played
c1~e1-g1/a6-c6~e6-g6) RNQ~KBR, (a2- regularly in Paris over a number of years.
g2/a5-g5) 7xP; no pawn-2 or castling. (Chess (Chess Amateur, January 1922)
Variant Pages)
Romanchenko’s Chess (V. Romanchenko,
Ladder Chess (Sergey Sirotkin, 2000). 40- date unknown). 64-square board made by
square board obtained by taking a 5x8 board taking a normal 8x8 board and displacing the
and stepping each file up one square from the four files e-h forward two squares, thus a1-d8
left (thus a1-a8, b2-b9, and so on to e5-e12). and e3-h10 :
Array (a1-e5/e12-a8) KQBNR (kings on
a1/e12), (a2-e6/e11-a7) 5xP; no castling.
(Chess Variant Pages)
wwwwwdwd
wwwwdwdw
Chess Too (Proprietary game, c.1987). 52- wdwdwdwd
square board obtained by removing the six dwdwdwdw
corner squares from the SW and NE corners of wdwdwdwd
a normal 8x8 board; array in NW and SE dwdwdwdw
corners. Advertised in Chess Life, December
1987. (World Game Review 10) wdwdwdwd
dwdwdwdw
The Game Of Fortresses (L. Legan, 1913). wdwdwwww
64-square I-shaped board made by taking an dwdwwwww
8x10 board and removing two 2x4 pieces from
the sides, thus a1-h3, c4-f7, a8-h10; normal Used by the inventor, a Soviet youth trainer, to
pieces on ranks 2/9, 4xP centred on ranks 1/3 encourage his pupils to think rather than
and 8/10 : imitate. Because of (or perhaps in spite of)
this, his pupils have consistently triumphed in
dw0p0pdw inter-regional orthochess events.
rhb1kgn4 [The diagram in the first edition has the
displacement in the other direction, but that in
dw0p0pdw the source, a letter preserved in David’s files,
wdwd has the files and ranks explicitly lettered a-h
dwdw and 1-10.]
wdwd
dwdw Cross Chess [Miller] (Proprietary game,
wdP)P)wd Cross Chess International Pty; Leigh Miller,
1985). 64-square board in the shape of a cross,
$NGQIBHR 4x4 central area d4-g7 (d4 white) plus four
wdP)P)wd 4x3 extensions; array (j4-j7/a7-a4) KBNR
(kings on j4/a7), (i4-i7/b7-b4) 4xP, (g1-d1/
All play is normal with the exception of the d10-g10) QBNR (queens on g1/d10), (g2-d2/
pawn move. In addition to its usual powers, d9-g9) 4xP; usual men but pawns on K-side
the pawn may leap a man of either colour are bigger than those on Q-side to aid
blocking its movement to the square recognition. K-side pawns move to left and
immediately beyond, provided this is vacant. right, Q-side pawns up and down, with
For example, after a pawn on the third rank promotion on end rank facing; pawns that
moves in the initial position, the capture away from centre can reach a dead
corresponding first rank pawn may take its end. Castling allowed K-side. Note that all
116 Other games using square lattice boards

bishops are on black squares. Chess on two squares at a time to centre (6th) rank = 1
fronts, on average a much shorter game than square, thus a1-k1, b2-j2, c3-i3, d4-h4, e5-g5,
orthochess. Popular in schools in Australia but f6, e7-g7, and so on to a11-k11. Each side has
sold world-wide. (Publicity material) 11 men: 1 K; 2 x R; 4 x B,N (no pawns); array
(a1-k1/a11-k11) RNBNBKBNBNR. White
Hyperchess [CRH] (Proprietary game, CRH starts; orthochess but no castling. A curious
Enterprises, 1992). 64-square board on eight game with a single pivot square (f6) giving
levels, 1, 4, 11, 16, 16, 11, 4, 1. Men as in access to the opponent’s half of board, and all
orthochess. (Nost-algia 331) 8 bishops on the same colour. (Photocopy of
board and rules leaflet)
Troitsky Chess (Paul Byway, 1997). 68-
square board obtained by adding two squares Mouterde’s Games (Anatole Mouterde,
abutting each side of a normal 8x8 board and 1951). 72-square and 76-square boards
removing the four corner squares, thus a5-6, obtained by adding a half-file of four squares
b3-8, c2-d9, e1-f10, g2-h9, i3-8, j5-6. Array to each side of the normal 8x8 board (giving
(e1-f1/e10-f10) RR, (c2-h2/c9-h9) NBQKBN, a3-a6, b1-i8, j3-j6, ten files), and perhaps a
(b3-i3/b8-i8) 8xP : further two squares on each side again (giving
a4-a5, b3-b6, c1-j8, k3-k6, l4-l5, twelve files
in all). Usual array in the central 8x8 area.
r4 (Les Jeux d’Echecs Non-orthodoxes)
hb1kgn
0p0p0p0p Morley’s Chess (F. V. Morley, 1947). A 76-
wdwdwdwd square chessboard espoused in My One
wdwdwdwdwd Contribution to Chess. A corridor six squares
dwdwdwdwdw long is added to each side of the normal 8x8
board, giving a2-a7, b1-i8, j2-j7; usual array in
dwdwdwdw the central 8x8 area. A novelty whose fame
P)P)P)P) owes most to the author’s standing. Sniping at
NGQIBH the ants (i.e., the ‘workers’ who cling to the
$R books) he quotes Montaigne: ‘What
appearance there be soever in novelty, I do not
Pawns promote on end square of file they easily change, for feare I should lose by the
stand on. K castles by changing places with a bargaine...’ The wing pawns are, according to
R. (Variant Chess 25) Morley, unfairly treated in that they can only
capture in one direction. He has, he says,
Balbo’s Game (M. G. Balbo, 1974). 70- ‘a fine rage at this mistreatment’. Morley lines
square board, 3-square rank at either end, up with the demi-gods who have proposed
increasing two squares at a time to central changes in the game (‘By an opposite route
(5th/6th) ranks = 11 squares, thus e1-g1, I arrive at the same restlessness’). The book is
d2-h2, c3-i3, b4-j4, a5-k5, a6-k6, b7-j7, and so a civilised wander through the garden of chess
on to e10-g10. Array (e1-g1/e10-g10) KBQ, and other things. At the end, Morley comes up
(d2-h2/d9-h9) RNBNR, c3-i3/c8-i8 7xP; no with a proposal for an 88-square double-
castling. Usual pawn promotion on 10th rank corridor board, adding a further six squares
or last square of d/h files; promotion to minor above and below (thus a3-a8, b2-b9, c1-j10,
piece last square c/i files. Bishops are as k2-k9, l3-l8), commenting that ‘The weakness
powerful as rooks. Against stupid play either of presenting alternative proposals is that it
player has Nxf3/8 mate on the third move. looks as if the fellow who presents them
(Le Courrier des Echecs, September 1974) hasn’t made up his mind’. The new game
attracted the attention of Lasker’s friend
Scacchetto (Proprietary game, S. C., Paris, Harold M. Philips who wrote to Morley (then
c.1860). 71-square board in hourglass shape, embarking on the Queen Mary) ‘..You had
11-square rank at either end, reducing two better let me know every day where you are in
Europe so that I can telephone you long
Larger and smaller boards 117

distance if a new thought occurs to me – not on c2/l2 and c7/l7. Pawns that reach end of
about business or even politics or matters of shortened Kles can move laterally until on
international policy or even a possible main board; capture e.g. c7xd8 (promotes)
discovery of a manuscript in the handwriting admissible. The extra Kles make racetracks
of Shakespeare, but about the corridor’. combining the a/n files with the 2nd/7th ranks
(a2-a7-n7-n2-a2), similarly the b/m files and
Racetrack Chess (David Moeser, 1970). 100- the 3rd/6th ranks (b3-b6-m6-m3-b3) and the
square board in the form of an 8x8 central area c/l files and the 4th/5th ranks (c4-c5-l5-l4-c4).
with three 6-square files on each side, thus a2- The racetracks can only be used by rooks and
c7, d1-k8, l2-n7. Usual array plus extra pawns queens. (Neue Chess 8).

13.5 Unbounded boards

Arthur Bliss’s Chess (1937). Bliss’s ballet play proceeds subject to the rule that no group
Checkmate was arguably a chess variant as the of n men may have more than root-n squares
board was of indeKnite size and the cast between it and the nearest other man, the
lacked bishops and a black king. [David’s files square root being taken to the nearest whole
give no source, but Gizycki has photographs number. A move which would produce a
of a 1947 production.] position violating this rule is illegal. A pawn
promotes by reaching a cell from which
Open Plane Chess (George Jelliss, 1997). further forward movement is prohibited.
Normal initial array but no board edges, and (Variant Chess 25) [Text editorial]

13.6 Creating or modifying the board during play

Stranders’s Game (Proprietary game, H. last square, and an empty square cannot be
Stranders, 1891). Stranders’s patent 7840 of moved until he has done this. In cases (1) and
1891 had players starting with squares as well (4), a square must be placed contiguous along
as pieces, the board being formed as play one side to at least one other square of the
proceeded, a player having the option of opposite colour so as to form a chequered
placing a square next to a square already pattern. It is permissible to leave gaps and to
played together with a man, or putting a man increase ranks or Kles beyond eight in number.
on a square already played. The idea The king must be played not later than the
anticipated several proprietary games of more player’s 25th turn. A piece may be placed so
recent vintage. as to give check but not checkmate (i.e.,
checkmate can only arise from a move on the
Shrink Chess (J. Boyer, 1954). An edge Kle board). No double pawn move, no promotion,
or rank disappears if unoccupied. This has the no castling, only knights can leap gaps. The
effect of reducing the size of the board as a forerunner of several games with similar
game progresses. (Nouveaux Jeux d’Echecs themes. (Photocopy of rules leaflet)
Non-orthodoxes)
Chess Cards (Proprietary game, David Smith
Stochastic Chess (origins unknown). Played Associates; David Smith, 1978). Pack of 32
in university circles, California, 1970. Each square cards, each card depicting one of the
player has the usual pieces and 32 separate chessmen in a normal set. There is no board as
squares, 16 white and 16 black. White begins such. Each player takes 16 cards (white men
and places a square on the table. Thereafter a or black), shuffles them well and lays them
turn consists of (1) Putting down a square, or face down in front of him. White lays the top
(2) Putting down a piece on a square already card face up in the centre of the table. Black
placed, or (3) Moving a piece within the does likewise but must attach his card to
existing board, or (4) Moving an empty square White’s, either along one side or diagonally
to another position. However, a player must adjacent. All cards are placed so that symbols
not put out all 16 men before playing out his point towards the opponent. Hereon a player
118 Other games using square lattice boards

on turn may either disclose a new card and (4) A king may not be put in check.
place it adjacent to at least one card already (5) All men must be on the board when the
laid, or move one of his own men on the table. last square is placed.
There is one simple rule that is the crux of the (6) No man may be moved in this stage of
game: a man may not be moved if in so doing the game, nor may a man be placed on a
it isolates one or more pieces. At all times all vacant square already played.
pieces in play must form one continuous The board may be of any conKguration but
linkage. This rule introduces a new dimension will be at least eight Kles wide because of the
into the standard game since any threat, restriction on placing pawns. It may contain
including an attack on the king, can be met by holes (blank areas surrounded by squares) and
effectively ‘pinning’ the attacking piece - the perimeter is likely to be irregular. Play
playing so as to make the execution of the now begins. The usual rules of chess apply but
threat illegal. During play the board is there is no double pawn move, e.p. or castling.
‘imagined’. It can never exceed the normal Pieces may only move across squares, never
dimensions (8x8) so a move which creates, for over holes. A pawn reaching an end rank is
example, a 9th file is illegal. A pawn reaching promoted to any captured piece. A pawn on an
the 8th rank is promoted to any piece already end rank in the initial position is ‘dead’ until it
lost. If there are none, the pawn remains can be replaced by a captured piece. There is
convertible until such time as a piece becomes one important additional rule: instead of
available. Chess Cards has been widely moving, a player has the option of taking any
acclaimed. The game was later revamped as empty square from the board perimeter and
Chex [Smith] (same owners and originator, placing it elsewhere on the board perimeter
1994) with two rule changes: no limitations on provided it maintains the chequer pattern and
board dimensions, and no pawn promotion. does not result in any part of the board
(Information presumably taken from sets in becoming isolated.
David’s games collection; no source material Kings are normally entered late in the
in his Encyclopedia files) assembly stage when a secure area been
formed. (Information presumably taken from a
Schach Plus, formerly Divis (Proprietary set in David’s games collection; no source
game, Hexagames; Roland Siegers, 1984). material in his Encyclopedia files)
The idea came to Siegers when he was playing
chess in a Belgian club late one night after an Choiss (Proprietary game, Choiss Game
exhausting day. A pawn down in an ending Corporation; Peter A. Victor, 1985). Living at
which he was desperately trying to save, the the time in a well-secured house in Kenya
board ‘broke up’ before his eyes. where a steel door sealed off the bedrooms,
Standard set and 64 separate squares. Each Victor dreamt he was playing chess on a board
side takes a set of men and 32 squares, 16 of on which extra squares provided a safe haven
each colour. The game is in two stages: (a) for the kings. Awake, he translated this into a
assembly of chessboard and position, (b) play game in which the construction of the board
with usual object of mating opponent’s king. formed part of the game itself. The board
White starts and places a square on the consists of 64 individual squares which slot
table. He may place one of his men on it if he together. In basic Choiss, four squares are
wishes. Thereafter the players in turn put connected 2 x 2 (alternating colours) to form a
down a square such that it abuts at least one starting grid. Each player in turn adds a square
square already on the table, or touches one (one player links the light ones, the other the
diagonally at a corner, maintaining the usual dark) to the existing grid maintaining
chequering. There are certain restrictions: alternation of colours until all squares are
(1) No piece may be put down until all connected. The completed board is likely to be
pawns have been placed. of irregular shape with gaps. A barrier is
(2) No two pawns of the same colour may placed across the centre of the board and each
be placed on the same file. player enters their pawns, then their pieces,
(3) Bishops must be placed on opposite- one at a time and in turn, on their own half of
coloured squares. the board. Play is then normal (only knights
Larger and smaller boards 119

can cross gaps) except pawns move only one unoccupied square to an adjacent orthogonal
square and there is no castling; promotion void location. Variations: a player may slide
possible. Since the essence of the game is the an occupied square; a pawn may promote to
square linkage, Choiss lends itself well to bishop; a square may be slid outside the
variants of which a dozen are suggested original 7x7 area, though not in such a way as
including a four-handed version. Described by to divide the board into two or more isolated
a reviewer as ‘one of the best commercial sections (such division is permitted in the
chess variants I’ve seen in years’ (Games, original formulation). (Chess Variant Pages)
June/July 1989). (Copies of reviews and
publicity material) Voidrider Chess (Fergus Duniho, 2002).
Board of 43 movable squares within a 7x9
Section Chess (Proprietary game, Janos Tury, area, initially consisting of the inner 5x7
1995). Usual set-up except that board has a region b2-f8 and extensions at a2/b1 etc. 14
rank of blank squares across the middle (so men a side, 1 x K, 2 x R, B, N, Voidrider, 5xP;
8x9 board). No man except a N may cross a array (b1~f1) V~V, (a2-g2) RNBKBNR, (b3-
blank square. A man wishing to cross a blank f3) 5xP, Black similarly. K, R, B, N, P
square moves to the square immediately essentially as normal and each has the
behind it. Next time it moves it advances into additional power of moving its square and
the blank square with the square it stands on, itself to an orthogonally adjacent off-board
leaving a blank square behind, and it may now location, but the square must have at least one
move off as part of its move. (Variant Chess orthogonal neighbour in its new position (so
22) movement outside the original 7x9 area is
never possible) and pawns may not move
Amoeba (Jim Aikin, 1997). Board of 38 backwards. The V moves like a rook and can
movable squares within a 7x7 area. Initially cross voids, but it must either land on a square
squares a12, a67, g12, g67, and cde4 do not on the far side or take its own square with it.
exist. Ten men a side, array (b1-f1/b7-f7 and Castling allowed provided that the squares
inwards) RNKNR, 5xP. No pawn-2. After between the king and rook actually exist.
moving, a player may slide a single (Chess Variant Pages) [Text largely editorial]
Chapter 14
New pieces (1) : Combination pieces

[The most usual way of ‘developing’ chess is to introduce one or more new pieces, possibly with
an alteration in the board size. The result has been a vast amount of duplication and reinvention,
and even when a piece embodies some new point of detail the amount it adds to the game is all
too often negligible. It is therefore not claimed that every eccentricity or minor variation which
inventors have dreamed up will be found in this book. The present chapter covers pieces which
can move like either of two ordinary men, for example as a knight as well as a rook or bishop.
Other new pieces appear in the next two chapters. In particular, pieces making two knight moves
in succession appear in the next chapter, and pieces making an unlimited sequence of knight
moves, or a king move followed by a rook or bishop move, appear in Chapter 16.
As before, only the baselines of game arrays are normally given, and a full second row of
pawns on each side is always to be assumed unless something else is explicitly stated. Only
games apparently derived from modern orthochess are given in these three chapters; games from
other traditions appear in the chapters on historical and regional games.]

14.1 Pieces with added knight movement

[One or two games in this section also involve new men of other kinds, but these appear to play
only a minor role and the games appear best classified here.]

Amazon Chess (originator unknown, 16th by later variant inventors. Board 10x8;
century). According to The Oxford baseline (a1-j1/a8-j8) RCeNBQKBNChR.
Companion to Chess, the Amazon (Q+N) was Carrera’s game, according to a contemporary,
first described in ‘a 16th-century manuscript ‘appeared to have died with its inventor’, and
now in Perugia’, and it was sometimes used in Ercole del Rio observed unkindly that Carrera
the next three centuries as a substitute for the ‘was more versed in Sicilian antiquities than in
orthodox queen. Carrera mentions it (‘la chess’.
Donnacavallo’) at the start of the 17th century.
It was known in 18th century Turkey and was Indian Chess. Several Indian games using
widely adopted in Russia (as the Absolute Q composite pieces are described in chapter 29.
or Empress), it was still used in Georgia in
1874 (Murray), and it is found in several Das Kaiserspiel (Peguilhen, c.1815). Board
games on larger boards. Its use was to be 10x10, a1 black; two additional pieces:
suggested yet again in ‘Empress Chess’ General (Q+N) with a round hat, and Adjutant
(British Chess Magazine, February 1891). (B+N) with a pointed hat. Baseline (a1-j1/
Capablanca experimented with it when a10-j10) RNBQKGABNR. Pawns could move
formulating his new game, but rejected it as up to three squares initially and the kings
likely to lead to draws. An earlier moved three squares to the left or right when
commentator had observed ‘the harmony of castling. One authority thought that the board
the men is destroyed and the game is clumsy’. should be enlarged to 11x11 with an additional
Philidor also condemned it. [Text revised] piece, the Admiral (R+N), on the grounds that
the original game gave short-change to
Carrera’s Chess (Pietro Carrera, 1617). orthogonal-moving pieces. This appears to
Describing the result in his Il Gioco degli have happened. (Archiv der Spiele, 1821)
Scacchi (1617) as a ‘new game’, Carrera
created two pieces in the Champion (R+N) Silberschmidt’s Game (1827) includes a
and the Centaur (B+N), both much favoured Royal Guard (Q+N), but it relates more
New combination pieces 121

naturally to M.M.’s ‘Le Jeu de la Guerre’ and leading players’ could agree on the relative
appears in the next chapter. values of Q, G, and E.
Bird later proposed a 9x8 board with an
Gustav III Chess (credited to the Swedish extra piece, the Queen’s Guard, placed
monarch, c. 1838). 68-square board consisting between R and QN. He was Kexible here, too:
of a normal 8x8 region b1-i8 (b1 black) plus ‘... the combatants can place the new piece on
squares at a1/j1/a8/j8; each side has two the centre square, between King and Queen, or
adjutant-generals (Q+N) as well as the normal on any other square they please’ adding that
men; baseline (a1-j1/a8-j8) ARNBQKBNRA. he thought his choice the best. The QG moves
(Handbibliothek för Sällskapsnöjen) [David’s like a knight but 3-1 instead of 2-1 (QGb1 can
text said ‘doubtfully credited’ and I share his leap to a4, c4, e2). The inventor concluded: ‘In
distrust of attributions to prominent persons, short, my object is to place the game on such a
but the source is quite explicit.] footing that originality of conception, and
calculation, should exercise greater, and book-
The Emperor’s Game (L. Tressau, 1840) knowledge a lesser, inKuence than at present’.
appears to differ from the 10x10 version of A contemporary report, undoubtedly
Das Kaiserspiel (above) only in having referring to Bird’s Chess but perhaps
baseline (a1-j1/a10-j10) RNBGKQABNR. reKecting an earlier idea, noted that ‘a
The Sultan’s Game (Tressau, 1840) may be celebrated English player has patented a new
similarly related to the 11x11 version. Extra equipage (chessboard 10x8) and the great
pieces are General (Q+N), Adjutant (B+N), novelty in the men is to be a new piece,
and Marshal (R+N, the Kaiserspiel Admiral); uniting the powers of a rook and pawn, to be
baseline (a1-k1/a11-k11) RBNMGKQABNR; called the Chancellor. The Irst notion was to
king moves next to rook when castling; pawns endow this novel warrior with the qualities of
presumably can move three (four?) squares a queen and knight, but that idea is now
initially. (Verney) [References to ‘Das deInitely abandoned. Had this tremendous
Kaiserspiel’ added editorially] piece been called into existence, it would
probably have been called the Octopus. As to
Bird’s Chess (H. E. Bird, 1874). First the utility of any reform in the game we
published in the City of London Chess entertain strong doubts...’ (Illustrated London
Magazine and subsequently modiIed. News, 9 May 1874).
Initially, Bird suggested that the board be
expanded to 10x8 with two extra pawns a side Van der Linde’s Q+N Game (A. van der
which would, without affecting the principle Linde, 1876). White has sixteen pawns on
of the game, add greatly to the number of 2nd/3rd ranks against a Black Ke5 with
eligible openings. Bird left blank squares in powers of all men combined (Q+N) on e5
the array either side of K and Q, commenting (White should win). An earlier variation on
that ‘as to the name, form and powers of the the same theme, The Maharajah and the
two pieces to be placed thereon, some Sepoys, appears in the chapter on Indian
diversity of opinion may reasonably be chess. (Geschichte und Literatur des
expected’. He proposed that a Guard (R+N) be Schachspiels)
placed next the Q, an Equerry (B+N) next the
K, offering as an alternative a board 9x8 with Chancellor Chess [Foster] (Benjamin R.
one extra piece a side, combining, curiously, Foster, 1887). 9x9 board (a1 black); extra
rook and pawn, ‘In case it should be found in piece is the Chancellor (R+N); baseline (a1-i1/
practice that the two new pieces on each side a9-i9) RNBQKCNBR (notice that the
form too great an addition to the power of the positions of B and N are reversed on the
forces’. Writing later of the guard and equerry, king’s sides in order that bishop pairs are on
Bird remarked that, following tests, ‘...it opposite coloured squares). First publicised in
immediately became apparent that the force of the St Louis Globe-Democrat (12 February
each of them was so great as to affect the 1887), the game is described by its inventor as
game to an extent not to be desired...’ having ‘created a furore in the chess world
Interestingly, he noted that ‘scarcely two heretofore unknown’. A booklet on the game
122 Other games using square lattice boards

by Foster, Chancellor Chess, was published in Neo-Chess [Legler] (Hugo Legler, 1923).
1889 ‘dedicated to all liberal-minded chess Nb1/b8 replaced by Archbishop (B+N),
players throughout the world’. Ra1/a8 by Chancellor (R+N). Leander Turney
subsequently suggested putting the
Angel Chess (Louis P. D’Autremont, 1918). Archbishop on the King’s side to give a more
Board 9x8, a1 white; extra piece is an Angel even distribution of the heavy pieces across
(Q+N); baseline (a1-i1/i8-a8) RNBQKABNR the board. (American Chess Bulletin, April
(angels on f1/d8); notice that opposing bishops 1923)
cannot meet. Pawn promotion to A on e-file
only. In castling Q, K goes to N’s square; in Universal Chess (Bruno Violet, 1928). Board
castling K, to B’s square. There is an 10x10; new pieces are an Admiral (R+N, flag
important extra rule: an angel may not be symbol) and a Pilot (B+N, aircraft). There are
taken if the player’s angel will be captured on two arrays, one curiously asymmetrical, either
the following move (thus banning an exchange of which is admissible; as the inventor
of A’s). There is also a ‘supplementary observes, ‘this gives variety to the game’.
(optional?)’ rule: an A cannot check from a Baselines (a1-j1/a10-j10): RANBQKBPNR,
square threatened by any of the opponent’s RBNAQKPNBR (kings on own colour).
men except the K. (Photocopy of leaflet According to Gizycki, another very similar
‘Angel Chess’, also British Chess Magazine, game, this time with a Tank (R+N) and
May 1934) Aircraft (B+N) on either side of the Q and K,
was invented by an Austrian shortly before
Capablanca’s Chess (J. R. Capablanca, World War II, the only difference being
1920s). Following his World Championship that K/Q positions were reversed. (Photocopy
victory over Lasker (1921), Capablanca of booklet Das Grosskampfschach oder
expressed concern that chess could be played Universalschach)
out within a short time - the ‘draw death’
foreseen by Lasker a few years earlier. A Green Idol Chess (Lord Dunsany, 1948).
malaise in the international game had ‘Black has been playing with a Green Idol,
prompted a number of leading masters to now on a8. White discovered in the course of
voice a need for reform: Lasker (abolish a difficult game that it moved as R+N...’
castling), Réti (grade draws), Marshall (ballot (Fairy Chess Review, August 1948, notation
openings). In a series of talks, interviews, converted). White solves the problem by
articles and letters to the Press, Capablanca promoting to GI, of course, doing it on two
outlined his proposal: a new, enlarged game different squares in two different variations.
that did not change the existing rules. Board [Text editorial. David’s files also contain a
10x10; two extra pieces, the Marshall (R+N) reference to a Dunsany short story The Small
and the Chancellor (B+N); baseline (a1-j1/ Green Idol which I haven’t seen. The adjacent
a10-j10) RNBMQKCBNR; pawns could move diagram in FCR, also by Dunsany, is of a
up to three squares initially. Soon afterwards problem which appears hopelessly unsolvable
‘marshall’ was amended to ‘marshal’, and until you notice that it is illegal as a chess
later, confusingly, the pieces were renamed position; treat it as English draughts
Chancellor (R+N) and Archbishop (B+N) with (checkers), and all becomes clear. This
the board reduced to 10x8. The change to the inspired my 1992 April Fool problem in the
smaller board, which has the effect of British Chess Magazine.]
speeding up the game and earned
Capablanca’s approval, was the result of Power Chess (Proprietary game, D. Trouillon,
experimentation between Capablanca and 1953). The manufacturer claims that Power
Edward Lasker in which different boards and Chess has no one inventor but is ‘the
arrays were considered. At one stage, for culmination of the efforts and researches of
example, the new pieces were set between Bs famous chess grandmasters, experts, and
and Ns. (Edward Lasker, The Adventure of mathematical scientists’. Board 10x10; extra
Chess, also correspondence between John man is Commander (Q+N); baseline (a1-j1/
Gollon and Philip Cohen) a10-j10) RNBQKCQBNR (two queens each
New combination pieces 123

side). Pawns can advance up to three squares following Maura’s serious illness in that year.
on Irst move (e.p. possible on move of 2 or 3), The World Correspondence Championship of
king moves three squares either way when Modern Chess was held in the years 1976-
castling. Two international tournaments were 1983. Champions were: Emillio Garcia
held in Times Square, N.Y., in 1953 and 1954 (Spain) 1976-80; James Bowen (USA)
with several chess masters competing. February-November 1980; Fernando Martinez
(Photocopy of manufacturer’s publicity leaflet, 1980-1983. Martinez gave his name to the first
also correspondence between John Gollon and opening recognized by FENDAM (1 e4
Philip Cohen) followed by 2 Mg4).
Maura, in his booklet on the game,
Modern Chess [Maura] (Gabriel Maura, concludes modestly, ‘We invite you to give
1968). Board 9x9; extra piece is a Prime the new system your backing and push ... (but)
Minister (M) which moves as B+N; baseline if you have reached the conclusion that such a
(a1-i1/i9-a9) RNBMKQBNR (ministers on change (from orthochess to Modern Chess) is
d1/f9). Note that bishops operate on one not feasible, acceptable or necessary we beg
colour only. Later, the inventor, responding your help in driving us from our error’.
perhaps to criticism, suggested that if both (Booklet Mathematical Thesis of Modern
players agree, one bishop may, during play, Chess, also correspondence and miscellaneous
change places with one of the pieces adjacent papers)
to it provided neither have moved, such
exchange counting as a move. The suggestion Amazon Queen (originator unknown, perhaps
was not well received. In castling, the K 1960s-70s). Rooks and bishops are replaced
moves two squares towards the R. Promotion by knights in the array, and in addition the
to M permitted. Maura, in his booklets on the queens have knights’ powers. (Manuscript
game (first edition in English 1968, second note presumably deriving from personal
edition 1974; also editions in Spanish and communication)
French), stresses the mathematical basis,
which in his view is the justiIcation of Knights Chess (C. G. Lewin, 1970). Standard
Modern Chess. The optimum mobility of each game except that all pieces (not pawns) have
man, expressed in terms of squares (e.g., King additional move of knight. (Manuscript note
8) is added together. Each side sums to 162 presumably deriving from personal
(pawns being allocated the doubtful value of communication)
2), exactly twice the number of board squares.
The game initially attracted a fair following, Wyvern Chess (V. R. Parton, 1970). Board
especially in the inventor’s native Puerto Rico, 10x10; additional pieces are Wyverns (Q+N);
where a club for the game was opened, but baseline (a1-j1/a10-j10) RNWBQKBWNR.
also in Spain and in Central and South (Challenge and Delight of Chessical and
America. Sets were manufactured and Decimal)
numerous events were organized. In 1972 the
first international match (between Puerto Rico Sava’s Game (Stephen Sava, 1972). Board
and the U.S. Virgin Islands) was played, and a 10x10; extra pieces are Chancellor (R+N) and
controlling body, the Federación Mundial de Commander (Q+N), and the knight has a 3-1
Ajedrez Moderno (FENDAM), was formed leap as well as its ordinary 2-1 leap; baseline
with delegates representing 16 countries. Also (a1-j1/j10-a10) RNBChCKQBNR (kings on
in 1972 the first national championship of f1/e10). (Correspondence between John
Puerto Rico was held and was won by Gollon and Philip Cohen)
Fernando Martinez (he won his country’s
orthochess championship the same year). The Supercapablanca Chess (Savio Cagliostro,
first World Championship was held in Puerto 1973). Board 12x8; the extra pieces are two
Rico in 1974. In the years that followed, a Archbishops (B+N), a Chancellor (R+N) and a
number of tournaments took place in Spain, General (Q+N); baseline (a1-l1/a8-l8)
Puerto Rico and Mexico but organized events RNBACQKGABNR. The king can move like
ceased in 1983 and FENDAM was dissolved a knight once in game, even out of check, or
124 Other games using square lattice boards

he can castle, but not both. In castling the king weakness of the pawns in the face of the major
can move 2, 3 or 4 squares towards the rook. pieces. A tournament in Yerevan (1996)
(Nost-algia 178) attracted 21 chess masters, and Grand Chess is
also fertile ground for problemists and
Almost Chess (Ralph Betza, 1977). endgame composers. (Nost-algia 299 and
Orthochess except that the Q is a Chancellor later, also personal communications)
(R+N). (Nost-algia 205 and later)
Lilliputian Chess (George Dekle Sr, 1986).
Tutti-Frutti Chess (Ralph Betza and Philip Board 6x6; new pieces are Archbishops
Cohen, 1978). Orthochess except that Ra1/a8, (B+N); baseline (a1-f1/a6-f6) RAQKAR.
Qd1/d8 and Bg1/g8 all have the additional Castling either side; Ps move one square only;
powers of a knight. Has been played with promotion to A or any orthochess piece.
black king d8. (Manuscript note presumably (World Game Review 10)
deriving from personal communication)
Chancellor Chess [Horne] (Malcolm Horne,
Janus Chess (Proprietary game, Werner 1992). As Chancellor Chess [Foster], but on a
Schöndorf; Rudolf Lauterbach, 1978). Board 9x8 board with baseline (a1-i1/i8-a8)
10x8; extra pieces are Januses (B+N); baseline RNBQKBCNR (chancellors on g1/c8). A
(a1-j1/a8-j8) RJNBKQBNJR. In castling, K progressive version has been tried, as witness
moves to b/i file, rook c/h file. The game has the following brevity won by Ian Richardson:
proved popular with regular tournaments 1 d4 2 b5, c5 (setting a trap) 3 dxc5, c6, cxd7+
attracting many strong players including (falling into it) 4 Nxd7, Cc3, Ba5, Cd3 mate.
grandmasters. Korchnoi is quoted as saying ‘I (Variant Chess 11/19)
like playing Janus Chess because one can
show more creativity than in normal chess.’ Super Chess [Scorpion] (Mike Calkovics and
The game was originally marketed as Super- Jeff Knight, 1993). Board 16x8; extra piece is
Chess. (Booklet Janus Schach, also photocopy Superqueen (Q+N); baseline (a1-p1/a8-p8)
of original manufacturer’s publicity material) RNBRNBQSKQBNRBNR (2 x Q, 4 x R, B,
N). King moves two squares when castling
Mixture Chess (Philip Cohen, 1979). Board, and can castle with any of the four rooks
king and pawns normal; pieces include all subject to the usual restrictions. Promotion to
possible couplings. Baseline (a1-h1/a8-h8) superqueen allowed. (Manuscript notes
R+N, N, B, Q+N, K, Q, B+N, R. Short and presumably deriving from a set in David’s
long castling legal, promotion to any piece. game collection)
(Manuscript notes presumably deriving from
personal communication) Deca Chess (Michael Howe, 1994). Board
10x10; extra pieces are Archbishop (B+N),
Grand Chess [Freeling] (Christiaan Freeling, Chancellor (Q+N), Marshall(R+N); baseline
1984). Board 10x10; extra pieces are Marshall (a1-j1/a10-j10) MBAMCKQABR, NN on
(R+N) and Cardinal (B+N); rooks on a1/j1 d2/g2 and d9/g9, 10xP on ranks 3/8. In
and a10/j10, NBQKMCBN centred on ranks castling, K moves any number of squares
2/9 (kings on e2/e9), 10xP on ranks 3/8. towards rook, R hops over as usual. Ps have
Pawns promote optionally on moving to 8th or two-square initial option; e.p. possible.
9th ranks, compulsorily on moving to 10th, (Cutting ‘Deca Chess’)
but only to a piece already lost (if none lost,
the move is illegal). No castling, e.p. allowed. Gothic Chess (Ed Trice, 1998). Board 10x8;
The game was featured in Games magazine extra pieces are Archbishop (B+N) and
(January 1987). The array allows the rooks Chancellor (R+N); baseline (a1-j1/a8-j8)
free movement from the outset and the RNABQKBCNR. A Gothic Chess Association
promotion rule compensates in part for the is based in Philadelphia. (Nost-algia 379)
New combination pieces 125

14.2 Rook and bishop combinations

Spanish Chess (originator unknown, 1739). hope of support, that when playing orthochess
Board 10x8; extra pieces are two Archers, draws could be dramatically reduced if, in a
which move forwards like rooks and position agreed drawn by the players, it was
backwards like bishops; baseline (a1-j1/a8-j8) mandatory for each to introduce a F or H (as
RNBAQKABNR Said to be ‘currently previously agreed).
practised in Spain’ (Palamedes Redivivus) The game was later renamed Hunter Chess
though this is considered unlikely by Faidutti. with an additional rule: the queen as well as
It was recorded in Germany ‘at the coffee and the king can castle with a hunter. The rule is
chocolate house of Herr Lehmann’ in Leipzig. designed to facilitate development of the
hunters. (Les Jeux d’Echecs Non-orthodoxes,
Falcon-Hunter Chess, also known as Nouveaux Jeux d’Echecs Non-orthodoxes,
Schulz’s Chess, One-Way Chess [Schulz], Nouveaux Jeux d’Echecs Intéressants)
and Meso Chess (Karl Schulz, 1943). The
game has two extra pieces, the Hunter, which Decimal Falcon-Hunter Chess, also known
moves like a rook forwards and a bishop as Great One-Way Chess (Karl Schulz,
backwards, and the Falcon, which moves like 1950s) is an enlarged version. Board 10x10;
a bishop forwards and a rook backwards. baseline (a1-j1/a10-j10) RNBHQKFBNR. The
Neither piece has lateral movement. Falcon- knights initially have the option of a 4-2 leap
Hunter chess has three forms: as well as the normal 2-1 leap, thus Nb1 has
(1) Board 66-squares (8x8 board a2-h9 plus additional choice of d5 or f3 even if c3/d2 are
extra squares e1/e10). The kings occupy the occupied. The king moves three squares in
extra squares which can at no time be entered either direction when castling; pawns can
by other pieces. Hd2/d9, Fe2/e9; no queen but move 1,2 or 3 squares initially, no e.p.
pawns can promote to any piece including H, (Nouveaux Jeux d’Echecs Non-orthodoxes)
F, and Q.
(2) Standard array; H and F not on the Lateral Chess (Tony Paletta (1980). Kings
board. When a piece (Q,R,B,N) is lost, H or F and pawns have usual powers, other pieces
can be placed on any subsequent turn on an change theirs according to direction moved.
empty square on first rank, this counting as a Rook: right like a bishop, otherwise normally.
move (placement can give check). When a Bishop: right like a rook, otherwise normally.
second piece is lost, the remaining H or F can Queen: left or vertically like a queen but
be similarly introduced. limited to two squares, right like a knight.
(3) Orthochess but promotion only to H or Knight: right like a (limited) queen, otherwise
F. normally. Castling 0-0 permitted for White,
According to Boyer, many thousands of 0-0-0 for Black. (Chess Spectrum Newsletter)
games of Falcon-Hunter Chess had been
played up to the early 1950s. Quadrant Chess (Tony Paletta, 1980). The
The F and H rarely enter play in the 8x8 board is considered to be divided into
opening. It has been argued that in Falcon- quadrants of 4x4 squares. Pieces have usual
Hunter there are two games in progress at powers within quadrants, except queens,
once, one visible, the other invisible. The which cannot move more than two squares.
invisible game is the engineering of open lines When crossing to another quadrant, whether to
in preparation for the introduction of the F and move or capture, the powers of the pieces
H, hence the name Meso Chess. change: thus rooks move like bishops, bishops
The F and H can reach any square from any like rooks, (limited) queens like knights and
position on an empty board in three moves. knights like (limited) queens. Kings and
Both pieces can de-activate themselves; pawns are unaffected. Castling is normal.
example: WFa1, Ph7; play 1 Fh8 and both F Example: Rd4 moves to a4, b4, c4, d1, d2, d3,
and P are immobile. K+H v K is a forced win. a7, b6, c5, e3, f2, g1, e5, f6, g7, h8. (Chess
Schulz proposed without, one imagines, much Spectrum Newsletter)
126 Other games using square lattice boards

14.3 Other combinations

Duke of Rutland’s Chess (3rd Duke of (5th) rank is neutral. A pawn passing into
Rutland, 1747). Board 14x10; new pieces are a opposition territory can move one square
Concubine, sometimes euphemistically straight forward (as usual) but also one square
referred to as a Princess (R+N), and a diagonally forward or one square sideways.
Crowned Rook (R+K). Baseline (a1-n1/ Capturing normal. Once in a game one bishop
a10-n10) RCrNNBBQKCBBNCrR. Unmoved can move to an adjacent square of the opposite
pawns can advance up to three squares. colour. The two queens and the enhanced
A leading protagonist of the game was Sir pawn strength favour the attack. (Photocopy of
Abraham Janssen (‘who delighted much in official certificate 112692 acknowledging the
it’). He introduced it to Philidor on the latter’s inventor’s rights)
visit to England (1747). In less than a month
Philidor could give the odds of a knight to Microchess [Dekle] (George Dekle Sr, 1987).
Stamma and other leading players. After the Board 7x7; standard array with queens
death of Janssen (1763) the game fell into omitted. Bishops (on the same-coloured
disuse. As a correspondent (British Chess squares to start) may also move one square
Magazine, April 1940) observed, ‘it is not orthogonally. Pawns have no two-square move
surprising that even the recommendation of but may promote to queens. Short castling
the Duke of Rutland failed to popularise a permitted either side. (World Game Review
game which could give rise to so questionable 10)
a move as Bishop takes Concubine’. (Easy
Introduction to Chess, 1806) Superchess [Zaitsev] (Igor Zaitsev, 1991). R,
B, N can also move as K, but not to capture;
Burtsev’s Game, also known as Russian Ps move one square forwards, diagonally
Symmetrical Chess (F. I. Burtsev, 1957). forwards, or sideways, but again capturing
Board 9x9, a1 white; extra Q and P on each must be orthodox; no castling. A grandmaster
side, baseline RNBQKQBNR. The central tournament in 1991 was won by the inventor.

14.4 Move as one piece, capture as another

Enlarged and Improved Chess (originator Biskni and K-side pieces Bishroo, Knibis and
unknown, 1696). Board 10x10; extra pieces Roobis. Pieces move as the first part of their
are Guards, which move like rooks but capture name, capture and check as the second part.
and check like bishops, and Ensigns, which Maus recommends tying a ribbon round K-
move like bishops but capture and check like side pieces to differentiate them. K,Q,P are
rooks; array (a1-j1/j10-a10 and inwards, unaffected. Allthought Chess (Maus, 1927) is
centred) RNBGKQGBRN, PPPPEEPPPP, PP the same except that pawns are Berolina
(kings on e1/f10). The game is allegedly given pawns (move diagonally, capture straight).
in a Dutch edition of Greco (Palamedes (Author’s leaflet ‘Thinktank Chess’)
Redivivus) which Faidutti has been unable to
trace. It is interesting that so sophisticated a Semi-Queen Chess, also known as Half-
variant should be recorded at such an early Queen’s Chess (V.R.Parton, 1970). Board
date. 10x10. Two half-sisters of the queen are
introduced, the ugly-named Biok and Roshop.
New Zealand Chess (originator unknown, The Biok moves like a bishop but attacks as a
1903). Rooks capture as knights, knights as rook, the Roshop moves like a rook and
rooks. Rook and pawn endings described as attacks as a bishop. Baseline (a1-j1/a10-j10)
‘bewildering’. (British Chess Magazine, RNBRoQKBiBNR. An extension of the game
September 1903) (1974) gives two of each piece to a side, but
no extra pawns; array (a1-j1/a10-j10 and
Thinktank Chess (Frank Maus, 1927). Q-side inwards) RBiRoBQKBRoBiR, PPPPNNPPPP.
pieces are respectively (l to r) Rookni, Kniroo, (Chessery for Duffer and Master)
New combination pieces 127

Loonybird Chess, also known as Dragon are removed from play. The king can castle
Chess [Freeling] (Christiaan Freeling, 1983). only with his corner rook, moving two squares
Board 7x7; baseline (a1-g1/a7-g7) towards it and moving the rook either two or
RbNrBnKRnBrNb, where pieces move like three squares towards the centre (0-0 or
the first letter but capture like the second (thus 0-0-0). Draws are rare. (Nost-algia 354,
a1 moves like a rook but captures like a Eteroscacco 78)
bishop). Pieces are Kat and those other than
the king and pawns have the same pieces on Asymmetric Chess (Michael Howe, 1993).
the reverse side but with colour changed. Queens move as kings but capture as Qs or
Captured pieces are retained by the capturer, Ns, other three pieces move normally but
and can be turned over and re-entered on any capture like either of the other two. Kings,
empty square instead of moving. Pawns move pawns and other rules orthodox. (Eteroscacco
one square at a time only and when captured 66)
Chapter 15
New pieces (2) : Pieces with limited range

[This chapter covers pieces whose range of movement is limited, in the same way that the moves
of the king and knight are limited in orthochess.]

15.1 Pieces which can move only one square

[The only such piece in orthochess is the king, but the ‘wazir’ (one square orthogonally in any
direction), ‘fers’ or ‘firzan’ (one square diagonally in any direction), ‘gold general’ (as wazir and
also one square diagonally forward), and ‘silver general’ (as fers and also one square
orthogonally forward), have been widely used and will be found in many of the games in the
chapters devoted to historical and regional versions of chess. Some other flavours will be found
below. In general, games which involve both a one-square mover and ‘something more
powerful’ will be found in the section devoted to ‘something more powerful’, but the two later
developments of ‘Le Jeu de la Guerre’ are included in this first section for convenience.
One-square movers are slow and may seem to be weak, but even the lowly fers can be a
potent attacking weapon. ‘Knight for two pawns’ is rarely a good swap, but ‘fers for two pawns’
is a different matter, and a sound tactic, when unobservant defence permits it, is to use the piece
with a fers move to smash a hole in the enemy pawn structure so that other men can pour
through. In xiangqi (Chinese chess) this piece is confined to a defensive role by the rules of the
game, but to restrict it to such a role in other forms of chess may well be a losing strategy.]

Le Jeu de la Guerre [M.M.] (‘M.M.’, ranks 1/11, CaHDCuGCaGCuDHCa on ranks


perhaps J. Mehler, 1770). Described as a 2/10, 11xF on ranks 3/9. Other arrangements
‘refinement of the game of chess’ and first may have been practised (Easy Introduction to
published (in French and German) in Prague. Chess has pieces e1-g1 and e2-g2 transposed).
It is important as perhaps the 4rst game, with a (Photocopy of Le Jeu de la Guerre) [In my
slightly enlarged board and pieces expressed opinion, the first of the two games described
in military terms, to move away from chess as ‘Kriegsfeld Chess’ in the first edition is a
and towards what were to become the German version of this. The extract from the
kriegsspiels of the 19th century. Declared the secondary source preserved in David’s files
author: ‘the ridiculous denominations hitherto merely gives name, country of origin, board
used for the pieces, and many other size, and additional pieces with their moves,
imperfections in the game of chess, appear to and the board size and additional pieces tally
justify my risking their correction’. To-day the exactly.]
corrections themselves are open to ridicule.
He added, wistfully, that the game ‘will Prussian National Chess (General Baron C.
probably always be considered an idle and E. B. Freyherr von Hoverbeck, 1806). A
super9uous invention’. It appears however to junker up-date of M.M’s. ‘Le Jeu de la
have been fairly widely played in Europe, and Guerre’, dedicated to Friedrich Wilhelm of
particularly in Germany, for the better part of Prussia. Board 11x11 (a1 black), 25 men a
a century. Board 11x11, 25 men a side: 1 x side: 1 x King, 2 x Body Guard (moves as Q),
King, 2 x King’s Guard (moves as Q), 5 x 2 x Light Cannon (as R), 2 x Dragoon,
Cannon (as R), 2 x Dragoon, Hussar (both as Cuirassier (both as B), 3 x Hussar (as N), 2 x
B), 2 x Cuirassier (as N), 11 x Fusilier (move Battery (see below); 11 x Fusilier (as in Le Jeu
one move orthogonally in any direction, de la Guerre). Note that the cuirassiers and
capture one square diagonally in any hussars have changed roles. The battery moves
directions). No castling. CaKCa centred on as a rook up to three squares in any direction.
New pieces with limited range 129

It captures similarly but need not move to do the ritter like a bishop. Pawns move one
so; it cannot give check itself, but only with square diagonally forward, and promote to
another piece. No castling; if a check is ritter. Capture is by displacement. The object
unannounced, the attacker is huffed. BaKBa is to capture the opponent’s dame. Array (a1-
centred on ranks 1/11, CaHDCuGHGCuDHCa g1/h8-b8 and inwards, black squares only)
on ranks 2/10, 11xF on ranks 3/9. (Photocopy PRDP, 4xP. The rule book cost 3d in English,
of Das preussische National-Schach up to in German or Slovene (!) 4d. (Photocopy of
page 31, plus diagram showing the board) booklet Schachdame, also notes apparently
derived from a copy of the English edition in
Silberschmidt’s Game (H. Silberschmidt, the British Library)
1827). Described as ‘New, Improved
Kriegspiel’, this is another development of Nemesis Chess (Philip Cohen, 1973). Usual
M.M’s ‘Le Jeu de la Guerre’. Board 11x11, 27 set-up but pawns on a, b, g, h files replaced by
men a side: 1 x King, 2 x Royal Guard (moves nemeses. A nemesis moves and captures like a
as Q+N), 2 x Guard (as Q), 4 x Hussar (as B), king but only towards the opposing king.
2 Cuirassiers (as N), 5 x Cannon (as R), 11 x Marking time is not allowed. (Example: BKf4;
Soldier (move one square forward or WNeg2. Ne can move to f2, f3, g3, but not
sideways, capture one square diagonally h3.) A nemesis can only be captured by Q, R,
forward). RKR e1-g1/e11-g11, CaCa on a1/k1 B, or N (knight). (Manuscript notes
and a11/k11, CaHHCuGCaGCuHHCa on presumably deriving from personal
ranks 2/10, 11xS on ranks 3/9. The communication)
preponderance of heavy pieces unbalances the
play. (Photocopy of chapter 6 of Das New Chess [Bajon] (Michael Bajon, 1991).
Schachspiel unter Zweien) Board 9x9; extra piece is the King’s Pawn
(Pion du Roi) that moves like a king but never
Schachdame, also known as Chess-Draughts backwards. It has no royal powers except that
[Richter] (Heinrich Richter, 1883). A blend of the opposing K cannot occupy a square
chess and draughts, described as ‘a new family adjacent to it. Baseline (others have been
game’. Board 8x8; a1 black. Each side has a tried) (a1-i1/i9-a9) RNBQKKpBNR (queens
Dame, a Ritter (literally: knight) and 6 pawns. on d1/f9). (Manuscript notes in Elaine’s
Play is on the black squares only. The dame handwriting, apparently a translation from an
moves one square diagonally in any direction, unspecified source)

15.2 Pieces which can move up to two squares

[The only such piece in orthochess is the knight, but several other such pieces will be found in
the chapters devoted to historical and regional versions of chess. Particularly prominent have
been the ‘horse’ (moves as knight but one step orthogonally and then one vertically, and the
intermediate square must be empty), the ‘fil’ or ‘alfil’ (leaps two squares diagonally), and the
‘elephant’ (moves two squares diagonally and the intervening square must be empty). Some
more flavours follow.]

Arch Chess [Piacenza], also known as may have originated with Piacenza, but it will
Piacenza’s Chess (Francesco Piacenza, 1683). reappear many times.]
Arch was a term given, according to the author
of Chess (1784), ‘to improvements and Siege d’Anvers (J. A. Bordier-Marcet, 1833).
corruptions of chess’. Board 10x10 a1 black; Inspired by the capture of Antwerp by the
extra pieces are a Centurion (leaps as N or two French and intended to represent more
squares as R or B) and a Decurion (moves one accurately the military nature of the game.
square diagonally); baseline (a1-j1/a10-j10) Board 10x10; 20 pieces a side, 1 x King, 1 x
RNBCKQDBNR. Many authorities are Marshal (moves as queen), 2 x Lunette
unreliable. (I Campaggiamenti degli Scacchi) (bastion, as R), 2 x Ensign (as B), 2 x
[The D is of course the ancient fers; the C Brigadier (as N), 2 x Bomb (two squares
130 Other games using square lattice boards

orthogonally, can leap over any man but not Gérams World Chess (Proprietary game,
over the king, ‘out of respect’, except to parry Gérams Skaakbureau; G. Menssink, 1937).
a check), 2 x Sappers (one or two squares 84-square board made up of an inner 8x8
diagonally in any direction, but captures like board b2-i9 plus four groups of five squares in
P) 2 x Grenadier (as P, but always has option an L (c1-a1-a3, a8-a10-c10, etc); two extra
of moving one or two squares), 6 x Fusilier (as men a side known as Gerams. These additions,
P). Fusiliers and grenadiers promote to any supposes the inventor, should satisfy those
piece lost, sappers do not promote. Array (a1- grandmasters (he mentions Capablanca and
j1/j10-a10 and inwards) LBrBoEMKEBoBrL Lasker) who are striving to avoid draws. Usual
(kings on f1/e10), SGFFFFFFGS. (Faidutti) array on inner 8x8 board, with the Gerams in
the four outside corner squares. Once a G
Decimal Chess [Obert] (Carl Obert, 1880). moves, its initial square disappears. The G
Board 10x10; extra pieces are Guardians, moves two squares orthogonally, thus always
which move one square diagonally and staying on its original colour. However, when
capture one square orthogonally. In the entering the inner board a single diagonal
starting position, the guardian can leap two move is made. Thus Ga1-a3 and then either b2
squares forward (and may do so again if or b4; or Ga1-c1 and then b2 or d2; Ga1-b2 is
returning to the start square). On reaching the illegal. All pieces can enter the extra squares
end rank, a guardian promotes to an Orderly and pawns can promote there (example: b8xa9
which moves like a Q but captures like a R. promotes) but Gs are immune from capture
Pawns move 1 or 2 squares initially (if 1, can except on the inner board. (Photocopies of
then move 2 subsequently). In castling, K author’s rules booklets)
moves 3 squares to right or left. Basline
(a1-j1/a10-j10) RGNBQKBNGR. (Brentano’s Arrow Pawn Chess (R. Persson, 1938). Usual
Chess Magazine) array but all pawns are Arrow pawns. An
arrow pawn moves one or two squares
Moody’s Game (Francis Moody, 1895). orthogonally in any direction and captures one
Board 10x10; extra pieces are Squires (leap as square diagonally, also in any direction, but
N or two squares as R or B); baseline (a1- does not promote. En passant capture may
j1/a10-j10) RSNBQKBNSR. Pawns can move occur on any two-step move. An AP of either
up to three squares initially. (Photocopy of colour on b2, for example, has a choice of six
patent application) moves and can capture on any of the black
squares around it. (Fairy Chess Review,
Neunerschach (H. Ranneforth, 1901). Board February 1938)
9x9; extra piece is Marshall (moves as Q); the
queen is a ‘Hausfrau’, which moves as Q but Tank Chess [Drobnic] (Franjo Drobnic,
only two squares. Baseline (a1-i1/i9-a9) 1935). Board 10x10; extra pieces are Tanks,
RNNMKHBBR (marshalls on d1/f9). which leap to second square as R; baseline
(Deutsches Wochenschach) (a1-j1/a10-j10) RNBQTKTBNR. Played in
clubs and schools in Vienna at the time.
Spy Chess [O’Flyn] (Proprietary game, (Photocopy of letter from the inventor
George S. O’Flyn, 1907). Board 10x8; extra addressed to the City of London Chess Club)
pieces are Spies, which leap two squares as R
or B; baseline (a1-j1/a8-j8) RNBQSSKBNR. Greater Chess (W. Day, 1942). Board 10x10
‘To thus ruthlessly separate the royal pair may (a1 white); extra pieces are Dukes, which
be in questionable taste’ (American Chess move one or two squares in any direction;
Bulletin, 1907). baseline (a1-j1/a10-j10) RNBDQKDBNR.
Pawns can move up to three squares initially
Pinsard’s Chess (J. Pinsard, 1919). Board and can be taken e.p. on either the third or
10x10; extra pieces are Piacenza’s Centurions fourth ranks; K moves two squares in castling.
(leaping as N or two squares as R or B); William Winter, the British master, advocated
baseline not recorded. (Les Jeux d’Echecs the game pointing out that the weakness of
Non-orthodoxes) Capablanca’s Chess was that the heavy pieces
New pieces with limited range 131

dominated the board, the light pieces being not subject to check), Councillor (as N+K);
merely cannon-fodder, whereas the dukes’ baseline (a1-l1/l8-a8) RNBCrCnKQFCrBNR
powers are sufficiently restricted to enable (kings on f1/g8). In castling, the king moves to
them to combine effectively with the minor the c or j file, and neither king nor rook may
pieces. A duke ranks between a B and a R but castle away from or over an attacked square.
is stronger in the endgame. (Chess, November (Chess Variant Pages, based on a description
1942) in a Gollon manuscript; Variant Chess 37)
[Text editorial]
Paci6c Chess (Hawaiian game, 1960s). Board
10x10, 26 men a side; extra pieces are Castle Zgome (Proprietary game, Smurfet Group; J.
(leaps as N or two squares as R or B), Fortress B. McCarthy, 1975). Board 11x7, each player
(moves one square diagonally or leaps to has 8 pieces: 1 x ‘Z’ (moves as king), 2 x ‘+’
second square as R), Guard (moves as K but (as R), 2 x ‘X’ (as B), 2 x ‘0’ (one space
not subject to check), Nobleman (as vertically or diagonally forward), 1 x ‘†’ (as 0
orthochess Q), Q (as orthochess Q+N). Array but one or two spaces). The Z piece is placed
(a1-j1/a10-j10 and inwards) C-F-GG-F-C, in the centre of the 4rst rank; the other pieces,
RNNoBQKBNoNR, 10xP. (Correspondence whose identities are screened from the
between John Gollon and Philip Cohen) opponent, are placed at choice on designated
spaces on the 4rst two ranks. The aim is to
Modern Courier Chess (Paul Byway, 1971 capture the opponent’s Z piece. Capture is by
with later amendments). An attempt to reform displacement. Concealed pieces move as 0s,
the medieval Courier Chess by emulating the but instead of moving a player can elect to
development of modern chess. Board 12x8; expose a concealed piece which thereafter
extra pieces are Fers (moves one square moves according to its power. A concealed
diagonally) and Courier (leaps two squares piece reaching the end rank is immediately
orthogonally or diagonally); baseline (a1-l1/ exposed. (Manufacturer’s publicity leaflet)
a8-l8) RNCBFQKFBCNR. An unmoved fers
has the option of a double move but not to Bear Chess, also known as 10x10 Chess
capture (a later modification of the original [Sosnovsky] (Mikhail Sosnovsky, 1985).
rule, which allowed it a courier leap), and an Board 10x10; extra pieces are Bears, which
unmoved K can do the same provided that it is leap as N or two squares as R or B; baseline
not in check and does not pass through check. (a1-j1/a10-j10) RNBBeQKBeBNR. Pawns
There is no castling. The weak points in the can move up to three squares initially (e.p.
array are c2/7, j2/7; in consequence, the permitted). In castling, K moves to c/h files.
inventor believes the key central squares are There are at least three sub-variations of the
e4/5 and h4/5. Openings and endings are being game, in all of which only the pawn moves
researched and a databank of games has been and array are altered. Bear Chess received
started. (Variant Chess 46) much publicity in newspapers and magazines
[When playing this game, I find its most in the U.S.S.R., and considerable interest in
interesting features are the strategic the game amongst the young was reported at
implications of the wide board and the the time, particularly in Central Russia.
possibility of sacrificing fers for two pawns to (Personal communication)
smash a hole in the enemy position. The
inventor has since suggested that a game Balaklava Chess (Gianluca Vecchi, 1994).
closer to the spirit of the original would be Mammoths (leap two squares as R or B)
obtained by reverting to the ancient ‘man’ replace knights in the array, and all men
(moves as king but is not subject to check) except kings (but including pawns) may make
instead of the modern queen.] non-capturing moves like orthochess knights
in addition to their normal powers. (Nost-algia
Courier-Spiel (John Gollon, 1972 or earlier). 364)
Board 12 x 8; orthochess bishop renamed as
Courier; extra pieces are ‘Bishop’ (one or two Kings Court (S. LeVasseur, 1997). Board
squares diagonally, may jump), Fool (as K but 12x8; extra pieces are Chancellor (covers all
132 Other games using square lattice boards

the squares of a 5x5 grid of which it is at the Cannons and Crabs (David Short, 2001).
centre but cannot leap except to make a knight Board 7x6; extra pieces are Cannon (moves as
move) and Jester (moves one or two squares Q up to 2 squares, may leap but not to capture
diagonally and can change its direction K) and Crab (pawn with option of moving one
after the first); baseline (a1-l1/a8-l8) square diagonally forward); array (a1-g1/a6-
RCJNBQKBNJCR. K in check from C can g6 and inwards) RNCaKCaNR, PPCrCrCrPP.
move two squares. In castling, K moves up to Promotion (crabs and pawns) to Marshall
4 squares, R leaping it to adjacent square. (R+N) or Cardinal (B+N). (Chess Variant
(Variant Chess 37) Pages)

15.3 Pieces which can move up to three squares

[Here and elsewhere, a move described as an ‘x-y leap’ is like a knight’s move but x squares in
one direction and y squares in the other. The knight could therefore be described as a ‘2-1
leaper’.]

Paulovits’s Game (István Paulovits, c.1890). U.S. for several years in tournaments, matches
Board 10x10; extra pieces are a General etc. Fianchetto openings were commonly
(moves as king or with a 3-1 leap) and a Pasha practised in early games. Later, the Gruer
(as Queen but 1 or 2 squares only; may leap Attack (1 dd4, 2 Qe2), named after the
intervening square); baseline (a1-j1/a10-j10) Californian chess champion, and the Denton
RNBPaGQKBNR. Pawns move up to three opening (pawns to d3/e3, knights to d2/e2),
squares initially. In the ending, K+Pasha wins found favour. The principal endings were
against K+B or N, draws against K+Q; K+G analysed with the outcome the same as in
only draws against K+B or N. A number of orthochess, K+R v K being one of the hardest.
games were published. (Photocopy of pages
24-35 of a book Dames de Paulovits, noted by
David as ‘van der Linde #4809’)
wdwdwdwd
dwdwdwdw
Arch Chess [Moody] (Frank Moody, 1898). wdwdwdwd
Board 10x10, a1 white; extra pieces are dwdwdwdw
Squires (move one square orthogonally and wdw0wdwd
then a knight’s move, or ‘the second ring of its $wdw0kdw
own base colour in any direction’); baseline
(a1-j1/a10-j10) RSNBQKBNSR. Pawns have wdwdw)wd
option of 1,2,3 squares initially (with e.p. on 2 dwdwdKdw
or 3). In castling, K moves 3 squares (short) or
4 squares (long), rook on inside. (British An ending from actual play. White, in check
Chess Magazine, July 1898) and with his pawn pinned, was persuaded by a
spectator to resign, only for his opponent to
Cavalry Chess (Frank Maus, 1921). All men point out that he could have won: 1 Rxe3+
have the additional power of a normal knight dxe3+ 2 Kd3! after which it is Black’s pawn
but pawns, as knights, can only move forward. which is pinned while White’s is guarded. The
In addition, the king can move two squares in resulting K+P v K ending is book.
any direction but only if the intermediate A later development, Magic Chess (Maus,
square is unoccupied; thus if a piece is 9anked 1925) differs only in the pawn move. The
by the two kings, it is pinned. The knight is a pawn advances one rank at a time, either on its
powerful piece, moving as a knight or with a own 4le or as a knight; it captures diagonally
3-1 or 3-2 leap; thus from the centre of a 7x7 forward as usual, but also as a knight although
board it would command all squares not only to an adjacent file. This slight change
commanded by a queen occupying the same makes for an entirely different game according
square. Castling, e.p., promotion (to cavalry to the inventor, who comments, in an odd
piece) normal. The game was played in the blend of deprecation and conceit, that Magic
New pieces with limited range 133

Chess is ‘deadly dull, lacking all the vivacity Me6sto or Mephisto (Proprietary game,
of Cavalry Chess’. (Author’s pamphlet, also Stanislaw Hofmokl-Ostrowski, 1955). Board
Chess Amateur, February and April 1925) 10x10; extra pieces are Devils (3-1 leapers);
baseline (a1-j1/a10-j10) RNBDQKDBNR.
Jetan (variant made famous by Edgar Rice (Photograph of board and inventor’s
Burroughs in his novel The Chessmen of description, in Polish with an accompanying
Mars, 1922). Board 10x10, chequered black French translation, also Gizycki)
and orange. Forces represent the Black Race
of the south and the Yellow race of the north. Cuban Chaturang (Germán A. Mentz, 1960).
20 pieces a side comprising 1 x Chief, Developed over many years, the game re9ects
Princess, 2 x Thoat, Odwar, Dwar, Padwar, the ancient Indocuban civilization. Board
Warrior, 8 x Panthan; array (a1-j1/a10-j10 and 10x10; most pieces move as in chess: Cacique
inwards) WPaDOCPrODPaW, TPPPPPPPPT. Nerey (N, as king), Dama Cacica (C, as
The pieces move as follows. queen), Semi (S, as rook), Behique (B, as
Chief: three squares straight or diagonally. bishop), Dog (D, as knight). In addition, there
Princess: as chief, but may leap any number is a formidable piece, the Bat or Vampire (V),
of occupied squares - known as ‘the escape’ - which moves as king or knight or with a 3-2
once in a game. The princess does not capture. leap (e.g., Va1 can move to c4 or d3 as well as
Thoat: as knight but one step orthogonally to a2, b1, b2, b3, c2). The Taino (T, pawn) has
followed by one diagonally, and the the option of moving 1, 2 or 3 squares on its
intervening square must be empty. first move and can be captured e.p. when
Dwar: three squares orthogonally. moving more than one square. Promotion to
Odwar: three squares diagonally, may leap. any piece except nerey. Array (a1-j1/a10-j10
Warrior: two squares orthogonally. and inwards) SDBVNCVBDS, 10xT. Object
Padwar: two squares diagonally. is to checkmate opponent’s nerey. Piece
Panthan: one square straight or diagonally design is symbolic; for example, the semi is
forward or sideways. the protector idol and is represented as an
Pieces may change direction during a move, asexual nude with arms crossed on the chest.
but they must move the specified number of Some opening research has been done. Played
squares and may not cross or alight on a in Havana. (Personal communications, also
square more than once during the move. Nost-algia 376)
Capture by displacement. Win by capturing
the princess, or the chief by the chief; the Mexican Chess (Prince Joli Kansil, 1965).
game is drawn if the chief is captured by any Board 10x10, a1 white; extra pieces are
other man (a fairly common result). The game Conquistadors (3-1 leapers); baseline (a1-
is also drawn when each side is reduced to j1/a10-j10) RNCBQKBCNR. In keeping with
three pieces or less of the same value (?) and their historical image, the pieces are mounted
neither player can force a win within five and carry long swords. Pawns move up to
moves. There is no advice as to what happens three squares initially; e.p. possible. Reviewed
when a panthan reaches the 10th rank; it has in Chess Life. (Personal communication, also
been severally suggested that it be allowed to leaflet ‘Mexican Chess’)
move laterally or backwards. The game was
much played at one time by a national fantasy Chess II [Trone] (Bruce Trone, 1976). Board
club in the U.S. Gollon describes it as ‘very 12x12; extra pieces are Super queen, Super
playable and entertaining’. [Text revised] rook, Super bishop (Q+N, R+N, B+N), Super
knight (as N or a 3-2 leap), Super pawn (can
Dreadnought Chess (Max Rieck, 1929). capture up to two squares diagonally forward);
Board 10x10; extra pieces are Dreadnoughts baseline RSrSbBQSqKQBSbSrR (kings on
(3-1 leapers); initial position unclear. g1/g12), NNNNSnSnSnSnNNNN on ranks
Promotion only to previously captured piece. 2/11, PPPPSpSpSpSpPPPP on ranks 3/10. All
‘Some interest in Cape Town chess circles’ pawns move initially up to 3 squares; up to 2
according to the inventor. (British Chess squares on second move if only 1 on first. No
Magazine, December 1929) castling with Super rooks. Coherent strategy
134 Other games using square lattice boards

about as manageable as in the great shogis. word for falcon, is controversially described as
(Nost-algia 194) ‘the most beautiful word in the Russian
language’.
Kaissa (Proprietary game, Port Kar Industries; Falconry has quite a pedigree. In 1982 it
Jeffrey Shaffer, 1979). The game originated was demonstrated to the Tchigorin club in
from one described in a fantasy novel The Leningrad by the co-inventors. Russian design
Players of Gor by John Norman. Pieces (21 a patents 42591 (1995) and 54537 (2004) were
side) and board (10x10) are red and yellow. approved for the game. Tournaments have
Most pieces have moves corresponding to been running for the past 15 years and in 2002
orthochess pieces, one exception being the the Falconry Chess Club was founded in St.
Tarnsman (3-2 leaper). The Spearmen are Petersburg. In 2004 the authors were honoured
pawns which can move up to three squares with laureates by the Russian and European
initially but apparently do not promote. Academies of Natural Sciences and were
The array 4lls the first two ranks of each side. awarded the Pyotr L. Kapitsa and Albert
A curious feature is that one piece, the Home Schweitzer medals. In 1987-1990 thousands of
Stone, is only entered on the 8th, 9th or 10th sets of Falconry were manufactured and
turn. (World Game Review 3) reportedly exported to the U.K., Netherlands
and other countries, but these have apparently
Threespace Chess (quoted by Tony Paletta, disappeared without trace. (Personal
1980). The moves of the line pieces (Q, R, B) communications)
are limited to a maximum of three squares.
(Chess Spectrum Newsletter) Braithwaite’s Game (D. A. Braithwaite,
1976). Board 10x8; extra pieces are Dames
Falconry (Boris Troschichev, Vasily (3-1 leapers); baseline RNDBQKBDNR, kings
Varkentin, Yuri Ribakov, Oleg Skaletsky, on f1/f8. (Copy of U.K. patent application)
1982). Board 10x10, a1 white; extra pieces are
Dolphin (as rook but up to three squares only, Cardinal Super Chess (Proprietary game,
may leap intervening men, Falcon (as bishop Cardinal Super Chess and Super Checkers,
or 3-1 leaper), Prince (moves one square 1986). Board 10x10; extra pieces are
ahead either straight or diagonally, captures Cardinals (move one square diagonally and
like an orthodox pawn, may promote to any then two squares diagonally at right angles
piece, two-square option initially, e.p. or vice versa); baseline (a1-j1/a10-j10)
permitted); array (a1-j1/a10-j10 and inwards, RNBCQKCBNR. (Proprietor’s rules leaflet)
centred) DRNBQKBNRD, PPPFPrPrFPPP,
PPPP. The new pieces are distinctly coloured, Wildebeest Chess (R. Wayne Schmittberger,
blue on the White side, red on the Black. This 1987). Board 11x10; extra pieces are Camels
is to assist recognition, and, more obscurely, (3-1 leaper) and Wildebeest (N+C); baseline
because together with white they are the (a1-k1/k10-a10) RNBBQKWCCNR (queens
colours of the Three Muses and also the on e1/g10). Pawns on either 2nd or 3rd rank
national flag. No mention of castling. Notice may advance as far as 5th: e.p. possible if
that none of the new pieces challenges the move is of more than one square. Promotion to
power of the queen. The powers of the line Q or W. Castling under usual restrictions but
pieces (Q,R,B) are increased and those of the with greater latitude: K may move up to four
N and P are diminished. Fool’s mate is just squares in either direction, R is brought over
two moves: 1 Fe5 f7 2 Fg7. adjacent to it. Stalemate wins for the player
A little fantasy appears to have crept into giving it. Schmittberger, a former editor of
the decision-taking. The Dolphin is described Games magazine, wrote a paper describing his
as a symbol of virtue and intelligence and we approach to chess variant design using
are reminded that the dolphin was a favourite Wildebeest Chess as a model. His method can
of Athena, Goddess of Wisdom. The Princes, be summarized: begin with an idea, then seek
as children of the monarchs, rightly stand a chess context for it (the idea in Wildebeest
directly in front of them, whilst the Falcon is Chess was to balance number and types of
seen to have many virtues. Sokol, the Russian riders, such as R and B and Q, and leapers,
New pieces with limited range 135

such as N, Chess and W). Start if necessary l1/l12; extra pieces are Champion (moves one
with a complicated game, then simplify it. square orthogonally or leaps two squares like
Strive for symmetry and balance. (The extra R or B) and wizard (moves one square
ranks were to give more freedom to the diagonally or with a 3-1 leap); array
camels, avoiding the 11x9 board which would (a1~l1/a12~l12, b2-k2/b11-k11 and inwards)
place too much emphasis on the central W~W, CRNBQKBNRC, 10xP. Pawns can
square.) In the array, defend all pawns, avoid move up to three squares initially. (Cazaux)
set-ups that lead to early piece exchanges,
seek a set-up in which a variety of openings Dukes Chess (Proprietary game, Northern
are likely to be equally good. Some research Games; L. and N. Kucher, S. Geutsche, date
has been done on the openings, particularly unclear). Board 9x9; extra piece is a Duke
those starting 1 f5. (Nost-algia 303 and later) (moves up to 3 squares in any direction, can
leap 1st and 2nd and capture on 2nd or 3rd);
Omega Chess (Proprietary game, Somac Inc; baseline (a1-i1) RNBQKDNBR. (Photocopy
Daniel Macdonald, 1988). Board 10x10 with of part of manufacturer’s publicity leaflet with
four extra squares, one diagonally adjacent to manuscript notes in an unidentified
each corner square, thus a1/a12, b2-k11, handwriting; only White’s baseline given)

15.4 Pieces which can move four or more squares

The Game Of Mighty Men (Frank Maus, Chief of HQ (Q), Tank Division, Aeroplane, 2
1925). Usual board, array, rules, but the x Artillery (R), Sapper (B), Cavalry (N),
powers of pieces and pawns are exaggerated. Machine-gun, 18 x Infantry (P). A machine-
Thus Mighty Ka1 commands 15 squares gun moves one or two squares in any direction
(bounded by d1-d4-a4), MQa1 27 squares except along the rank. It can only capture on
(as Ka1 and the usual file/rank/diagonal diagonal movement. On reaching the end rank
extensions), MRa1 20 squares (rank/file and it is promoted to a piece previously lost or, if
b3, b4, c2, c4, d2, d3), MBa1 13 squares agreed beforehand, to a Chief of HQ (Q).
(diagonal and b3, b4, c2, c4, d2, d3), MNa1 12 The tank division moves as a K. If it reaches
squares (b3, b4, b5, c2, c4, c5, d2, d3, d5, e2, the end rank it does not promote but the player
e3, e4). Mighty pawns on their initial move may place two additional infantrymen on any
have the additional power of a MQ, thereafter vacant squares in own half of board. If a tank
of a MN. A mini-game with monstrous men. is surrounded on three sides by hostile
(Chess Amateur, May 1925) infantry, it can be huffed (removed from
board) although this counts as a move.
Victrix (A. N. Petrov, 1928). Militarised chess The aeroplane is a combined 3-1 and 4-2
planned as a series of games. Published in leaper, passing over men of either colour.
Irkutsk and subsequently (1929) in Leningrad. Infantrymen can move two squares if on
Three games were definitely published: 2nd or 3rd rank (even if previously moved
‘Draughts-Chess’ (a 10x10 game with 58 from 2nd to 3rd). Promotion and castling
pieces designed to familiarise beginners with (between Commander-in-Chief and Artillery,
infantry and machine-guns, other pieces being K and R) normal. Array (a1-j1/a10-j10 and
introduced gradually), ‘Victrix’ (the basic inwards) TRNBQKBNRAe, MPPPPPPPPM,
game as described below), and ‘Civil War’ (a 10xP.
four-handed version). Three further games, The four-handed game uses a 10x10 board
‘Multi-topographical’ (map board with terrain with four 10x3 extensions accommodating an
and other features), ‘Street Combat’ (to array identical to that of the basic game.
include armoured cars, miners, engineers), and General rules of play are unchanged. Partners
‘Strategy’ (‘main battle’) were announced as face each other and, unwontedly, move
‘in preparation’, but so far as can be consecutively. Aim is to mate both opponents.
ascertained they were never published. The pieces of a mated player are frozen;
The basic game. Board 10x10; 30 men a however they retain their power to check, and
side comprising 1 x Commander-in-Chief (K), therefore to constrain opponents’ kings. A
136 Other games using square lattice boards

player whose king is released from mate leader up to 2 squares but confined to 4rst
resumes play. (Personal communication) three ranks; panzer up to 3 but up to 4 on
highway; artillery up to 4; air forces up to 5.
Helios (Proprietary game, The Polygon Air forces can 9y over other pieces except
Corporation; Bert J. Bratt, 1938). 360-square enemy artillery and air forces. Lakes cannot be
board (20x22 with 8x10 centre removed). occupied and can be crossed only by air
A blend of chess, astronomy, and Greek forces. Any piece can occupy or cross a river
mythology. Aim is the ‘total eclipse’ square, but only the air forces can move along
(checkmate) of the sun-god Helios, who the river. Capture by displacement but
moves like a king or with a star move as orthogonally only and only if a piece is twice
described below. Other pieces are Mercury attacked. The game is over if a leader is
(leaps two squares in any direction), Venus captured, or any of the 4ve squares within a
(3 squares in any direction, no leaping), Earth player’s base area (4rst three ranks) are
(4 squares ditto), Mars (5 squares in a occupied by opposing land forces, or either
combination of 4+1, any directions), Jupiter player is reduced to 4ve land-based pieces, or
(6 squares as 2+2+2 zigzag, any directions, or either player loses all six infantry. (Photocopy
as Q), Saturn (as Q but limited to 7 squares), of booklet Wehr-Schach)
Uranus (as R but limited to 8 squares),
Neptune (9 squares as 3+3+3 zigzag, any Chessers [Phillips] (Proprietary game,
directions), Pluto (10 squares in any direction, Phillips Publishers Inc, 1960). Board 8x8; 10
or as K), the Moon (as R), and 2 Nodes (as K). men a side composed of 1 x King; 2 x Circle;
Only Mercury may leap. In addition, squares 3 x Triangle; 4 x Square; White array Ka1,
a1/e9/f6/i5 and the corresponding squares in Ca2/b1, Ta3/b2/c1, Sa4/b3/c2/d1, Black
other quadrants are starred; Helios may jump similarly in opposite corner. King moves as in
from one baseline star to the other, and orthochess, Circle one or two squares as Q,
Mercury between any two stars. In the starting Triangle up to 3 squares as B, Square up to
array, HeMeVEMaJSUNeP occupy alternate four squares as R. Capture by displacement,
baseline squares from a1 and t22, with the but a man may capture or check only at its
moon at j3/k20 and the nodes at a3/t20 and maximum range (thus a square at d3 can
s3/b20. Capture is by displacement, object capture only at h3 or d7); when capturing,
checkmate. (Photocopy of chief part of rule though not when moving ordinarily, a man
book) [Text partly editorial] may pass over any intervening men. Win
either by checkmate or by occupying array
Wehr-Schach (Rudolf Kuch, 1938). A war- square of opposing K with own K. (Photocopy
simulation game which coincided with the rise of publisher’s rules leaflet)
of German militarism under Hitler and
enjoyed considerable popularity in its early Rangers Chess (V. R. Parton, 1973). Board
years. Sets were widely available; Dawson 10x10; each side has 20 pieces of which one,
referred to ‘Nazi chessmen’, but failed to ‘ranger one’, is the king and moves exactly
identify the game (Fairy Chess Review, like a king. All the other pieces move like
December 1945). Booklets, including one on queens but over a fixed number of squares,
tactics by R. O. Schmeisser, ran to several neither more nor less (no leaping), and are
editions. Board 11x11 chequered; a1 black; accordingly called ranger two, three, four.
squares b5 and j7 rippled (lakes); diagonal a1- Array (a1-j1/a10/j10) 2233443322, (a2-j2/
k11 is a highway, diagonal k1-a11 a river. a9-j9) 2233413322 or 2233143322. (Enduring
Each side (Red & Blue) has 18 4gurine pieces Spirit of Dasapada)
composed of a leader (hauptfigur), air forces
(2 x 4ghter, 2 x bomber) and land forces (4 x Superknights (Adam Sobey, 1988). The
artillery, 3 x panzer, 6 x infantry); Lf1, knights are allowed to make two consecutive
Fa1/k1, Be1/g1, Ab2/d2 and h2/j2, Pc1/f3/i1, moves instead of one, with two restrictions:
Ia3/c3/.../k3, Black similarly. the 4rst move cannot be a check, and no
All pieces can move in all directions. double move is allowed if any knight is
Infantry 1 square but up to 4 on highway; unmoved. Superknights are powerful pieces.
New pieces with limited range 137

Created for a Christmas chess club meet where squares in any direction, leaping if desired;
the game was applauded. (Note apparently queen moves normally but can also leap
reporting personal communication, also adjacent square, as Prince; a knight, on its first
Variant Chess 16) [David’s files also record a move, can make two orthodox moves,
Double Knight Chess [Sobey], invented by changing direction if desired but first square of
Adam Sobey for a Christmas club tournament, leap must be vacant; rooks and bishops
which differs in minor detail, but the index normal. A pawn, called a sol, can move
sheets do not include the cross-references straight forward 1, 2 or 3 squares at any stage,
which David normally inserted in the case of e.p. permitted. In castling, the king can move
similar or related games and I suspect that the any number of squares towards the rook and
same game has crept in under two different the rook can move to any square beyond the
names. If the games are distinct, it would king, and castling out of or through check is
appear from Variant Chess 16 that the rules permitted. Prashant Mistry, Guinness Book of
given here represent the preferred form.] World Records chess endurance record holder,
enthuses ‘Big Battle is undoubtedly superior
Twiknight (Jens Nielsen, 1993). Once in a to chess in all respects’. (Variant Chess 24)
game, and not before move 3, a player may
make a double move with a knight The first Toe-to-Toe Chess (Peter Aronson, 2002).
part of the move may expose the player’s king Board 8x8 uncoloured; each side has 1 x king,
to check provided that the second part cancels general, 2 x chariot, elephant, horse, and 8 x
it. In a variation due to Ian Richardson, a pawn. King orthodox; general one or two
knight always attacks the enemy king with a squares as Q; chariot as R but maximum four
double move even if the player’s double move squares; elephant one square diagonally in any
has already been used. Several further direction or one square straight forward; horse
variations of detail have been suggested. as orthodox N; pawns one square at a time but
(Variant Chess 16) [Text editorial] if blocked by man of either colour may leap it
(no capture) to square immediately beyond if
Dodeca Chess (Michael Howe, 1994). Board vacant. Promotion on end rank to any piece
12x12; extra pieces are Archbishop (B+N), previously captured, but the act of promotion
Marshall (R+N), Cavalier (4-3 leaper), counts as a move; hence the pawn moves to
Viscount (N+C), General (B+C), Duke (R+C); the 8th rank at one turn, and promotes at a
array (a1-l1/a12-l12 and in, centred) VGDV, later turn. Initially White’s pawns are placed
RCNBAQKMBNCR, 12xP. (Author’s rules on squares a3-d3/e4-h4, Black’s on squares
document) a5-d5/e6-h6, and the players then take turns to
put their pieces on the board behind their
Big Battle (Proprietary game, Big Battle pawn lines: Black two pieces, White four,
Games; Keith Morrison with input from New Black four, White four, and finally Black two.
Zealand chess champion Sarapu, 1990s). Each player, White starting, may now
Board 10x10; extra pieces are Princes (move interchange any two of his men (including
as Q or N or can leap adjacent man to square pawns if desired), and this is repeated three
immediately beyond, capturing if applicable); times (a player may interchange two like
baseline (a1-j1/a10-j10) RNBPrQKPrBNR. men). Loosely based on Burmese Chess
King moves as N or can move up to two (Sittuyin). (Chess Variant Pages)
Chapter 16
New pieces (3) : Pieces with unlimited range

[This chapter introduces pieces which can keep moving until they hit the edge of the board or
some other obstacle, as can the rook, bishop, and queen in orthochess. We restrict ourselves here
to pieces which capture by ‘displacement’ (occupation of the square of the target man); pieces
which capture otherwise, for example by leaping over the target man, will be considered in a
later chapter.]

16.1 Pieces with orthogonal or diagonal movement, obstructions respected

[This section considers pieces which are variations and developments of the orthochess rook,
bishop, and queen.]

Ciccolini’s Game (Giuseppe Ciccolini, 1820). Chevalier (3-1 leaper), Courtier (4-3 leaper);
Board 10x10 (a1 black); extra pieces are array (a1-j1/a10-j10 and inwards) Cr-Ch-
General (moves as Q but when moving CasCas-Ch-Cr, RNBCavQKCavBNR, 10xP.
orthogonally can only stop on alternate Originated in Santa Cruz county, California,
squares, thus always staying on one colour) also played in Hawaii. (Correspondence
and Elephant (3-2 leaper, see last chapter); between John Gollon and Philip Cohen)
baseline (a1-j1/a10-j10) RNGEKQEGNR, the
bishops being discarded. Pawns move up to Edgehog Chess [Driver] (John Driver, 1966).
three squares initially and a pawn that moves Usual set-up but queens must always begin or
one square may subsequently move two. end a move on the edge of the board; hence if
Castling is ‘free’, allowing alternative squares on a perimeter square a queen can move
to the K and R, as practised in Italy at that normally. (British Chess Magazine, February
time. Ciccolini was a strong player and in 1966) [According to Anthony Dickins in
consequence his game attracted a measure of A Guide to Fairy Chess, the piece was
support. (Photocopy of Un Nuovo Giuoco di invented to fit the name.]
Scacchi)
Gutzwiller’s Chess (James Gutzwiller, 1969).
Emperor Chess [Lambert] (H. R. Lambert, Developed by Cincinatti Chess League when
1954). Board 12x12; extra pieces are Emperor Gutzwiller mated in a league match after
(as Ciccolini’s General above) and inadvertently transferring a bishop move to an
Commander (Q+N); baseline (a1-l1/a12-l12) adjacent diagonal. Bishops move only on
RNBEQCKQEBNR. Gollon suggests pawns diagonals through adjacent orthogonal
have option of moving up to three squares squares, and hence change square colour at
initially. The game is something of a every move. (Manuscript note presumably
misnomer since the emperor has less power deriving from personal communication)
than a queen or commander. (Correspondence
between John Gollon and Philip Cohen) Hobbler Chess (Tony Paletta, 1980). Queens,
rooks and bishops are ‘hobbled’ - they cannot
Mideast Chess (originator unknown, 1960s?). move one square, only two or more. Hobbled
Board 10x10, 16 pieces plus 10 pawns per pieces cannot vault nor capture adjacent men.
side; extra pieces are Cavalier (moves any (Chess Spectrum Newsletter)
number of squares orthogonally followed by
one diagonally or one diagonally followed by Archer Chess (Tony Paletta, 1980). Board
any number orthogonally, no leaping), Castle 7x7; rooks are hobbled (see above); bishops
(leaps as N or two squares as R or B), are replaced by Archers (move one square
New pieces with unlimited range 139

orthogonally or two squares diagonally, promotes to piece lost on 10th; F can promote
leaping intervening square); baseline (a1- to Gu on 10th rank. No castling. Variations:
g1/a7-g7) RNAKANR. An archer is about (a) 12x12 board (suggested by LeLand
equivalent to a knight; two archers can Lankford); (b) 12x12 board but pieces set up
checkmate. (Chess Spectrum Newsletter) on ranks 2/11 inwards; (c) 12x14 board, pieces
on ranks 2/13 inwards. Inspired by Timur’s
Warrior Chess [Paletta] (Tony Paletta, Great Chess (see chapter 29), the
1980). Board 7x7; no bishops, but each side incorporation of whose pawns is not included
has a Warrior which moves one square as official due to possible set construction
orthogonally (where it may not stop) and problems but is ‘strongly recommended’.
then diagonally as a bishop (no leaping), (Chess Variant Pages) [Text revised. Not only
thus always changing square colour. Baseline is the name deliberately misspelt, but the date
(a1-g1/a7-g7) RNQKWNR. (Chess Spectrum of invention is given as ‘April 1, 1980’;
Newsletter) I cannot help feeling suspicious...]

Renniassance Chess [Greenwood], also Modern American Chess (Proprietary game,


known as Rennchess (Eric Greenwood, 1980). Modern American Chess Inc, 1984). Board
Name deliberately misspelt. Board 12x10; 10x10; extra men are Archbishop (moves as
extra pieces are Guard (as K but not subject to bishop but may also move to an adjacent
check), Fox (one square orthogonally), Page empty square of the opposite colour and can
(K+N), Squire (one or two squares in any continue from that square, on the same move,
direction, may leap), Castle (as N or exactly as a bishop ‘in order to capture an opponent’s
two squares in any direction, may leap), piece’) and Power Pawn (as ordinary pawn but
General (3-1 leaper), Archbishop (B+N), promotes to ‘any two Chessmen that the
Nobleman (R+N), Prince (Q+N), Cavalier (R player desires, except the King’); array
then one square as B, or one square as B then (a1-j1/a10-j10 and inwards) ARNBQKBNRA,
as R), Duke (B then one square as R, or one PwPPPPPPPPPw. The 60 squares between the
square as R then as B); array (a1-l1/l10-a10 two forces are described as being ‘reminiscent
and inwards, centred) Ge-Pr-DSPaCav-Q-Ge, of a tournament battlefield of the ancient
RNCasBAGuKNBCasNR, 12xP, FF (kings on Knights’. (Photocopy of manufacturer’s rules
g2/f9). P can promote to F on 9th rank, leaflet)

16.2 Pieces with oblique movement, obstructions respected

The ‘nightrider’, traditionally represented by nightriders in the array, and pawns may
an inverted knight, moves in straight lines promote to nightriders but not to knights
through squares a knight’s move apart : (Nost-algia 150). In the version developed by
V. R. Parton in the 1950s, the knights are
omitted altogether (hence only 14 men a side),
+dwdwd+d the queens are replaced by nightriders,
dwdwdwdw promotion is only to nightrider, and the pawns
w#wdw#wd start on the third rank to prevent immediate
dwdwdwdw forays by the nightriders. Boyer described the
wd+d+dw# resulting game as ‘very attractive’ (Nouveaux
d+dwd+dw Jeux d’Echecs Intéressants).
[It was the nightrider which seems to have
wdwHwdwd prompted David’s first appearance in the chess
d+dwd+dw literature, as the composer of a simple but neat
problem which appeared in Fairy Chess
It was invented by T. R. Dawson for use in Review in April 1941. David would not have
problems (Die Schwalbe, February 1925), but thanked me for reproducing this problem here,
there have been two forms of Nightrider but it was typical of the early work of
Chess. In the simpler, knights are replaced by somebody who was going to become good.]
140 Other games using square lattice boards

We have called the knight a ‘2-1 leaper’, Wolf Chess (Arno von Wilpert, 1943). Board
and the nightrider might be called a ‘2-1 8x10; extra pieces are Wolf (R+N), Fox
rider’. From it, Dawson developed Five-Rider (B+N), Nightrider as above, Sergeant (see
Promotion (British Chess Federation problem below); KNrBBRFWQ on a1-h1/h10-a10
tourney 21, 1936) in which promotion is (kings on a1/h10), PSSPPSSP on ranks 2/9,
possible to any of the five basic riders which further pawns on b3/c3/f3/g3 and b8/c8/f8/g8.
can take a two-step or longer ride on the 8x8 A sergeant moves and captures one square
board (rook, bishop, nightrider, 3-1 rider, 3-2 diagonally or straight forward. An unmoved P
rider) but not to the orthochess queen or or S can advance two squares. Unlike a P, an S
knight. [In the first edition, David gave this cannot capture e.p. P and S promote to any
under the name ‘Five-Rider Chess’, but no array piece; a P can promote in addition to an
initial array was specified and I am not aware Elephant (Q+N). No castling. A number of
that anyone has ever tried to play it as a game. correspondence matches and tournaments
Some of the problems are remarkable: for have been played, and what were claimed to
example, after White’s first move, Black can be the Krst international over-the-board
promote a pawn, and whichever of the five matches in a chess variant were played in
riders he chooses White’s counter is to September 1960 between Paris and Augsburg.
promote a pawn of his own to exactly the The German side won both.
same rider. But to Dawson, this sort of thing Wolf Chess appears to suffer from two
was merely a technical exercise.] drawbacks. Firstly, the thicket of pawns
In addition, we can imagine a ‘2-0 rider’ hampers quick development; and secondly,
which skips along files and ranks in twos with the kings in opposite corners and the
ignoring anything on the intervening squares, major pieces facing them in the array, strategy
a ‘3-0 rider’ which skips along in threes, and a tends to be stereotyped with the players
‘2-2 rider’ and ‘3-3 rider’ which skip along the perforce attacking on opposite wings.
diagonals similarly. Putting all these together (Photocopy of booklet Wolf-Schach)
gives Ninerider Chess (originator unclear,
1979). Kings and pawns are unchanged, but Twenty-First Century Chess [Trone] (Bruce
other pieces are replaced by riders: knights by Trone, 1991) Q has added power of N, Bs
nightriders, rooks by composite 1-0/2-0 riders move like Qs, Ns are Nightriders (see above),
(pieces which can move either as 1-0 riders or pawns can move one square sideways or
as 2-0 riders), bishops by composite 1-1/2-2 backwards. (Unprovenanced note presumably
riders, and queens by composite 3-0/3-1/3-2/ deriving from personal communication)
3-3 riders (Philip Cohen recommended
moving the 3-0 rider and 3-3 rider powers to Cavalier Chess (Fergus Duniho, 1998). Board
the rook and bishop respectively). Thus in the 8x8; K moves as K+N; extra pieces are
normal starting position White could play Marshall (R+N), Paladin (B+N), Nightrider
h1xh7 (moving as a 2-0 rider and hence (as above), Cavalier (as N but one square
skipping over the pawn at h2) and threaten to orthogonally followed by one diagonally, and
play h7xh8 as a 1-0 rider, and if Black himself the intervening square must be empty); no
captured by h7xh8 White could mate by d1xh7 pawns, but cavaliers promote to file piece on
(moving as a 3-2 rider and giving mate as a reaching the 8th rank (any piece in the case of
3-1 rider). Wayne Schmittberger suggested the e-file); array (a1-h1/a8-h8 and inwards)
reversing the black K and Q (Nost-algia 234). MNrPQKPNrM, 8xC. (Chess Variant Pages)

16.3 Reflecting pieces

Billiards Chess, also known as Reflection equalling the angle of incidence. In its virgin
Chess [Billiards] and Snooker Chess (origins form, only bishops and queens reflected. In the
unknown). The edges of the board serve as early 1950s, Jacques Berthoumeau developed
‘cushions’ off which pieces rebound in the a widely played version in which all men can
manner of billiard balls, the rebound being reflect (Nouveaux Jeux d’Echecs Non-
part of the move and the angle of reflection orthodoxes). The king rebounds by single
New pieces with unlimited range 141

squares (Kg3-h2-g1-f2), a pawn can only do (J. B. Verdonk, 1949). A form of Billiards
so in capturing (bxa6-b7), a knight reLects Chess in which rebounds are limited to Q and
either at an acute or obtuse angle (Nc2-a3-c4, B. A piece played into a corner square
Nb2-a4-b6) but cannot rebound from a corner. (pocketed) is at once re-spotted (replaced on
A capture on an edge square does not its original square of the same colour). Any
terminate a move, a capture other than on an piece of either colour occupying the original
edge square does, and a move that ends on the square is removed from play. (Fairy Chess
square it started is always illegal unless a Review, November 1949, also Stone)
capture is made in the process. The maximum
number of captures possible in a single move Ricochet Chess (Philip Cohen, 1968,
is Kve (for Q or B), four on the edge and one subsequently modified). A form of Billiards
in the centre. Rooks are the lame pieces of the Chess in which men rebound off other men as
game but can sometimes reLect to advantage well as off the board edges. A number of sub-
in making an edge-capture. Subsequently variants were later developed to tame the wild
Berthoumeau amended his game (Nouveaux play generated by the original rules: stop on a
Jeux d’Echecs Intéressants). The principal capture, or rebound only from enemy men or
changes required that only one capture could board edges, or only from friendly men or
be made on a move (though if on an edge board edges, or only from pieces and not from
square it could be followed by rebounds), a board edges, or make not more than a given
man did not command squares beyond an edge number of rebounds in a move. (Author’s
piece which it could capture, the king could rules sheet)
not rebound through check, and the knight’s
power was enhanced to allow it to bounce out Bates’s Game (Jim Bates and Paul Schooling,
of a corner (Nc2-a1-b3) and also to have a 1961). Board 12x12; pieces are 1 x K,
double rebound (Nb4-a6-b8-c6) including a Empress (Q+N), 2 x Archbishop (reflecting
single capture on any of these squares. bishop), Deacon (B+N), Q, Squire (composite
Billiards Chess has been played in AISE in 3-2/3-0/2-1 leaper), Vizier (R+N), 4 x R, B, N,
conjunction with Progressive and Losing 12 x P; array (a1-l1/l12-a12 and inwards)
Chess (Eteroscacco 8, 9, and later). Philip VSADQKEQDASV, RNBRNBBNRBNR,
Cohen offered an 8x7 variant with pawns 12xP. P as in orthochess except that initially it
restricted to a single-step move (Nost-algia can move up to three squares forward or one
193). The feature of this board is that the back. K moves twice as orthochess K and can
bishops can command every square. Bouncy only cross check to take the checking piece. If
Chess (Patrick Donovan and Paul Novak, K is in check with only one escape square, it is
1980s) allows knights to reLect at any angle mate. Castling and e.p. possible. Persistently
(Variant Chess 3). Lambeth Conference played within a small group; there was some
(Adam Sobey, 1980s) is an attenuated version research, and the array underwent changes.
in which only bishops reflect (the Lambeth (Manuscript notes presumably deriving from
Conference is a decennial convocation of personal communication)
Anglican bishops). It was played at Haslemere
Chess Club Christmas gatherings, and Knightrider Bouncy (Stuart Conquest, 1983).
‘acclaimed’ (note in David’s files). Knightriders (spelt with an initial K but having
[David described this as ‘originally a the same move as the nightrider we have
problem theme, later played as a game’, but already met) replace knights in the starting
when publishing some original problems in position. The name of the piece was taken
The Problemist Fairy Supplement in 1932 from a Batman-like character in a comic, and
Dawson wrote that the ‘reflecting bishop’ had its movement conceived in ignorance of the
been suggested previously but that so far as he use of such a piece by problemists for over
knew it had not hitherto been used in half a century. In Knightrider Bouncy,
problems. So it would seem that the players knightriders can bounce off board edges,
were there first.] changing direction as desired as many times as
they like during a move provided squares
Pocket Chess, also known as Dutch Billiards visited are vacant. If Black tries to pin White
142 Other games using square lattice boards

Krd2 against White Ke1 by playing Qc3, starting squares, and queens have added knight
White can escape by Krxc3 (via b1) provided powers); Maad Camelot Chess (as Horsey
that b1 is empty. Queens and bishops are also Camelot Chess, and rooks also, though not
reLected. The game developed a small cult their pawns, have their normal starting
following and a ‘World Championship’. squares, and have added knight powers).
The question was raised at a Hastings Chess (Author’s rule sheet, undated but
Club meeting whether this ‘non-chess’ activity typographical style suggests late 1970s or
should be permitted. 1980s) [Text revised. The spelling ‘Maad’ in
A knightrider is probably stronger than a the source, possibly in error, possibly to
queen (K+Kr mate a bare king) but a imitate the neighing of a horse. David thought
weakness of the game is that the knightriders it should be corrected to ‘Mad’; I am not so
are inclined to be exchanged. Conquest sure.]
suggests this could be overcome by making
them immune to capture by each other. There Rollerball (J.-L. Cazaux, 1998). Board 7x7
is no forced win for White; for instance, less central nine squares; PBR on c1-e1, PKR
1 Krb1-a3-c4 is not mate on account of 1...d6. on c2-e2, Black mirrored about the centre. R
(Manuscript note presumably deriving from one square only backwards but as normal
personal communication) forwards or sideways, and in addition a rook
on the edge can bounce once off a corner
Camelot Chess (Walter Hagemann, date square and come off at right angles, thus a
unclear). Board 8x12 (a1 black) with invisible rook on b1 covers the whole a and b files (the
bumper bar surrounding the board off which board edges have little 45-degree insets across
Q, B, N rebound. Array as orthochess the corners to make this clear). B one square
advanced one rank, K and Q reversed (so first only backwards but as normal forwards, one
rank clear, Q on own colour). Pawns may bounce allowed off a side wall (external or
move up to three squares initially. The bumper internal). P moves and captures one square
bar is at a half-square’s distance from the straight or diagonally forward, promotes to R
board. Thus Bc1 moves via a3 to a5 etc. or B on an opposing pawn’s start square. Win
Similarly, Na1 via a2 to a4 or via b1 to d1. by checkmate or getting K clockwise (only) to
Variations: Horsey Camelot Chess (kings and opposing K square. (Chess Variant Pages)
queens, and their pawns, have their normal [Text revised]

16.4 Other pieces which change direction in mid-move

Haffner’s Chess (Don Haffner, 1969). Board are not affected except that pawns promote on
10x8; extra pieces are Archbishops, which end squares of any of the 16 Kles. A king is
move like bishops but must make a right-angle not in check from a zonal piece unless the two
turn to move or capture; baseline (a1-j1/a8-j8) are in a straight line (knights excepted).
RNBAQKABNR. (Nost-algia 112) (Photocopy of rules booklet)

Zonal Chess (Proprietary game, Check Mate Right-Angle Chess (David Moeser, 1971).
Games Corp, 1970). 104-square board made The ranks and files of the 8x8 board are
up from a normal 8x8 board (now e1-l8) and considered to be joined so as to form new lines
two 20-square triangular zones d1-a4-a5-d8 (Flanks) for orthogonal-moving line-pieces
and m1-p4-p5-m8; usual array on files e-l plus (Qs and Rs). There are 14 Lanks hinged on the
additional pawns on d2/7 and m2/7. The four a1-h8 diagonal, a8-a1-h1, b8-b2-h2, etc, and
squares d1/8 and m1/8 are neutral. Usual rules a8-h8-h1, a7-g7-g1, etc, but only two corners
except that Q, R or B can make any number of (a8 and h1). All-Angle Chess (David Moeser
moves within a zone (but not when moving and James Gutzwiller, 1971) is the same with
into it), a move terminating on (1) a capture; a further 14 flanks hinged on the a8-h1
(2) exit from the zone (even if the piece moves diagonal. (Neue Chess 6/7) [Right-Angle
directly across into the other zone); or (3) Chess was the mature form of the game which
occupation of a neutral square. The other men appeared in the first edition as Truncated
New pieces with unlimited range 143

Pseudosphere or TPS Chess. It was apparently squares), 20, 12 and 4 (centre squares).
found simpler to play on an ordinary board Orthochess, but in addition a Q or R can travel
and allow certain moves at right angles than to any distance round a circuit provided the move
draw a two-dimensional representation of a is over vacant squares. Castling is perilous.
truncated pseudosphere and then try to work (Rochade 157) [Schwind called the game
out where the lines went.] “Round Chess” in inverted commas because it
arose by taking an idea from a chess game on
Elbow Chess (G. Balbo, 1975). Pieces apart a round board, but I think this name will cause
from the king are obliged to make a right- confusion with the genuine round-board
angle turn midway through a move or capture. games to appear later and I have taken the
Thus a rook moves only to squares of its own liberty of suggesting an alternative.]
colour (e.g. Ra1-a5 via c3). A bishop must
move first along a rank, then a file, or vice Chess on Four Boards (Ralph Betza, 1996).
versa (e.g. Bc1-f4 via f1 or c4). A knight’s Board 16x16; extra pieces are Archbishop
move is a compromise: one square on the rank (B+N), Chancellor (R+N), Elephant (one or
then two on the file, or vice versa. The pawn two steps diagonally, may leap, or one step
moves two squares at a time (e.g. e2-e4 via d3 orthogonally), Superknight (as knight but also
or f3, e.p. allowed on the elbow square). Pawn 3-1 and 3-2), Unicorn (one step diagonally or
captures are normal. Note that a pawn which two orthogonally, may leap), and Rose as
makes an odd number of captures cannot described below; baseline (a1-p1/a16-p16)
promote. Squares traversed must be vacant, so RNUEBRoCQKMSBEUNR. The Rose makes
Ra1-a3 is possible only if b2 is vacant; a sequence of knight moves as long as the road
whether or not a2 is occupied is immaterial. is clear, veering consistently to left or right
Castling allowed as under normal game after each. On a sufficiently large and
conditions except that the rook on a1 moves otherwise empty board, a rose on g7 can move
one square further via the third rank. (Le to e8 and then on to c7, b5, c3, e2, g3, h5, and
Courrier des Echecs, April 1976) back to g7, or on to d10, e12, g13, i12, j10, i8,
and again back to g7, and similarly after each
Circuit Chess, also known as “Round of its other initial jumps; a drawing of the
Chess” [Schwind] (Rudolf Schwind, 1977). resulting pattern makes the name obvious.
Co-existent with the 8x8 board there are four It was invented by Robert Meignant in 1968
circuits, respectively of 28 (perimeter for use in problems. (Cazaux) [Text editorial]

16.5 Pieces which ignore obstacles

Aviation (L. Legan, 1913). Usual array except by Graham Taylor in the March 1990 British
that b- and g-pawns on both sides are replaced Chess Magazine as having been invented by
by Aviators. Aviators behave as bishops but himself in 1958, but George Jelliss pointed out
can also Ly over any number of men of either that T. R. Dawson had composed a problem to
colour on the diagonal either to move or this or a similar rule in 1913: White Ka7, Rc7,
capture. An aviator on its start square can only Bd7, Pb7/a2 (5), Black Ka5, Pa3 (2), mate in 2
be captured by a pawn (getting over the by 1 b8(N) Kb4 2 Nc6. There have been other
awkward fact that the aviators attack one reinventions subsequently. According to
another in the starting position). All four rooks Taylor, inexperienced players often start
are en prise initially, but a rook would be a 1 Qh5+ intending 1...g6 2 Qe5 ‘mate’, but
poor exchange for an aviator. Played in Paris there are two objections: Black can block the
during World War I. (Chess Amateur, check from e5 by playing 2...Be6, and in any
February 1922) case he can meet 1 Qh5+ by 1...Rxh5.]

X-Ray Chess (origins unclear, see below). Dabbabante Chess (V. R. Parton, 1971).
Line-moving pieces, including a pawn making Board 10x10; extra pieces are Dabbabantes,
its two-step move, may pass through one which move like a rook but to every second
intervening man. [X-Ray Chess was claimed square, so staying on squares of one colour,
144 Other games using square lattice boards

and can pass over occupied squares even of Screen Chess [Paletta] (Tony Paletta, 1980).
the colour on which they travel; array In addition to their usual powers, knights act
(a2-j2/j9-a9 and inwards, end ranks empty) as screens for friendly line pieces (Q, R, B).
RNDBQKBDNR, 10xP. (100 Squares for Suppose White Ba1/Ne5, Black Bh8: Ba1
Chess and Damante) attacks Bh8 but not vice versa. Conditions for
castling must take account of screened pieces.
Lighthouse Chess (Hans Muthopp, 1976). (Chess Spectrum Newsletter)
Queens may leap pawns but not pieces. This
time 1 Qh5 does work, being indeed mate, and Separate Realms Chess (Mike Nelson and
the array needs adjustment. (Neue Chess 10) Peter Aronson, 2002). Board 8x8; standard
array. Movement and capturing vary. K moves
Vault Chess (Tony Paletta, 1980). In addition one square diagonally, captures one square
to their usual powers, queens, rooks and orthogonally. R moves in two-square
bishops have the option when moving (not orthogonal leaps, B in two-square diagonal
capturing) of vaulting over a single man of leaps, Q as R+B; all three pieces capture as in
their own colour and landing any number of orthochess. N moves or captures like a N
vacant squares beyond. The powers of the forward or backwards (four squares) but can
other chessmen are not affected. (Chess only capture sideways (4 squares). Pawns are
Spectrum Newsletter) orthodox. (Chess Variant Pages)

16.6 Pieces which exploit obstacles

Grasshopper Chess. The Grasshopper moves Columbia Cannon Chess (CCC)


on queen lines, leaping the Krst man of either (cooperative creation, 1965). Usual board and
colour it encounters and landing on the square men; kings and pawns behave normally. Line
immediately beyond (a G on an empty board pieces (Q, R, B) move by leaping over a man
cannot move). It was invented by T. R. of either colour to any square beyond provided
Dawson in 1913 for use in problems, but two the way is clear, and if the first man beyond is
games using it have evolved. In the simpler, hostile it can be captured or checked.
the queens in the normal array are replaced by ‘Knights’ are knights only in name; they
grasshoppers. In the version developed by move, capture and check as rooks but one or
J. Boyer in the 1950s, the back ranks are two squares only, and when moving two
standard, there are 8xG on ranks 2/7, and 8xP squares they may leap the Krst. The game
on ranks 3/6 (no two-step move). (Nouveaux tends to violence in the opening stages, but as
Jeux d’Echecs Intéressants) the forces are diminished so also is the power
of the remaining line pieces, and the knights,
the most powerful pieces on the board, take
wdwdwdwd over. Promotion to knight is usual. Subsequent
dwdwdwdw opening analysis found that 1 Qb3, attacking
wdwdwdwd both knights, gave White too big an
dwdwdwdw advantage, and this was overcome (1975) by
wdwdwdwd reversing the black K and Q in the array.
dwdwdwdw In the ending, K+N can mate a K. (Nost-algia
168, 179, and later)
wdwdw1P0
dwdwdKdk Twenty-First Century Chess [Jelliss]
(George Jelliss, 1991, revised 1998). Board
A problem by V. Onitiu, Die Schwalbe 1929. 10x9; 30 men a side, the basic idea being ‘to
The inverted queen on f2 denotes a employ all the R, B, and N-line riders and
grasshopper. White mates in 6 by 1 g3 (giving hoppers’. We have already met the
Black a move, and forcing him to play it since Grasshopper, which acts along Q-lines, and an
he has no other) Gh4 2 g4 Gf4 3 g5 Gh6 4 g6 equivalent piece can be defined along any
Gf6 5 g7 Gh8 6 gxh8(G)! straight line (so if there is a Nightriderhopper
New pieces with unlimited range 145

on a1, nothing on b3, and a man of either Pawns can move two squares at any time (e.p.
colour on c5, the Nrh can ride up to c5, jump permitted) and promote on either of the last
over it, and land on d7, capturing any enemy two ranks; promotion to the piece which
man that may be there). Additionally, the occupied that square initially (promotion on
game uses an Equihopper, which uses a man at K-square to Q+Nr). Castling permitted,
any distance as a pivot and lands the same randomized start if preferred. In the original
distance away on the far side of it. formulation, the K had the added power of an
Baseline (a1-j1/a10-j10) R, Nr, B, R+Nr, Q, E and the man in front of it was a Lion (as G
K, B+Nr, B, Nr, R, all being riders apart from but can ride on to any square beyond the man
the K; corresponding hoppers on next rank in, hopped), but this was changed in the later
with an E in front of the K; third rank 10xP. version. (Variant Chess 6/28) [Text revised]

16.7 Pieces which move normally but must jump to capture

Xiangqi (Chinese Chess) will appear in Dawson composed a large number of game
chapter 27, but its Pao or Cannon has inspired tasks (both sides conspire to achieve the
the invention of similar pieces in games result). The family is popular with problem
otherwise derived from Western chess and it is composers. (Fairy Chess Review, November
conveniently described here. It moves as a 1939 and April 1947) [The R is the cannon
rook, but can capture only if there is exactly (Pao) of xiangqi, which we have just met.
one man between it and its target. The Q and B have no parallels in xiangqi,
but Mach introduced the B with the name
‘Vao’ and ‘Leo’ was subsequently coined for
wdwdkgn4 the Q.]
dwdw0wdp
wdw)w)wd Lion Chess (J. Boyer, 1950s). Usual array; K,
dwdwdwdw N, P orthodox, Q, R, B respectively as Leo,
wdwdwdwd Pao, Vao in Akenhead’s Chess above. Pawns
dwdwdwdw promote to orthochess pieces only. (Nouveaux
Jeux d’Echecs Intéressants)
wdwdwdwd
dwdwdwdR Cohen’s Error Chess (Philip Cohen, 1977).
In his Olla Podrida column in Nost-algia 210,
In the diagram, the upturned rook at h1 Philip Cohen published the rules of Columbia
represents a cannon. It can move to e1, and Cannon Chess (see previous section) but
this is check; the pawn on e7 can nullify the confused them with Lion Chess, thereby
check by capturing and moving off the file, giving birth to a not unattractive hybrid in
but it cannot do so by moving along it. The which the line pieces move as in Lion Chess
cannon cannot take the pawn on h7, but it can (and Akenhead’s Chess) and everything else is
take the rook on h8, and by doing so it will pin as in CCC.
both the knight and the bishop.
Decimal Oriental Chess (V. R. Parton, 1971).
Akenhead’s Chess (named for J. Akenhead, Board 10x10; extra pieces are Minister (moves
1947, but partly anticipated by Z. Mach in one square diagonally), Elephant (leaps two
1939). Usual array but only K behaves squares diagonally), Camel (3-1 leaper),
normally. Q, R, B move as normal except to Cannon (as Pao above); K is known as
capture, but to capture they must leap over a Commander, R as Chariot; array (a1-j1/j10-
man (not more) of either colour to any square a10 and inwards) ChCnCmEMCoECmCnCh,
beyond on the same line. N moves as normal PPNPPPPNPP. (100 Squares for Chess and
but without leaping, moving first one square Damante) [David described this game in the
orthogonally, then one diagonally. The pawns first edition as ‘Pseudo-Xiangqi’, but in truth
are Berolina pawns, moving diagonally and the differences seem more significant than the
capturing straight ahead. Akenhead and similarities.]
146 Other games using square lattice boards

Shako, also known as UniEed Chess (J.-L. advance one square diagonally without
Cazaux, 1990). Board 10x10; extra pieces are capturing. Pawn and Corporal promote on the
Elephant (moves one or two squares last row to Q, Lion, or Gryphon, and may take
diagonally, may leap intervening square) and each other en passant. Board coloured red and
Cannon (as above); CC on a1/j1 and a10/j10, black in honour of Toulouse rugby club.
ERNBQKBNRE on ranks 2/9, 10xP on ranks (Chess Variant Pages) [Text editorial]
3/8. The name means chess in Esperanto.
(Cazaux) [David’s files also include a description by
George Dekle Sr of a ‘Kriegsfield Chess’ on
Toulousain Chess (Jean-Louis Cazaux, an 11x11 board with 2 x alKl (leaps two
2003). Board 12x12 (a1 black); extra men are squares diagonally), 2 x cannon as above, no
Gryphon (moves one square as B, then pawn-two, promotion to B only, baseline
optionally any number of squares as R), Lion RNACBKBCANR, and he reported this in the
(as K, or as N, or two squares orthogonally, first edition as one of two games called
jumping permitted), Cannon (as above), ‘Kriegsfeld Chess’. However, I have to say
Elephant (one or two squares diagonally, that I find it completely unbelievable, and I
jumping permitted), Camel (3-1 leaper), have taken it upon myself to omit the game.
Corporal (see below); array (a1-l1/a12-l12 and The name is curiously bilingual, and the rules
inwards) CnCmCoCo...CoCoCmCn (8xCo), are so eccentric as to suggest mistranscription
ERNBGKQLBNRE, 12xP. Pawn as in or misunderstanding somewhere along the
orthochess but with two-step move allowed at line. If the game had genuinely existed, there
any time; Corporal as pawn but may also would be a reference to it somewhere else.]
Chapter 17
Unorthodoxy relating to capture

[We have already met some unorthodox forms of capture in Chapter 3, but in that chapter the
moves of the men were orthodox and the same altered capturing ability normally applied to all
of them. The present chapter is much more general. The moves of some of the men may be
unorthodox, the alteration in capturing power may be peculiar to the individual piece, and pieces
with different powers may coexist in the same game. The chapter also covers some other
unorthodox features relating to capture.]

17.1 Capture by leaping over the target piece

Leapfrog Chess (Bruce Zimov, 1976). A captures as an omnidirectional draughtsman


combination of chess and draughts (checkers) with the right to multiple captures (captured
in which men move by leaping any distance in pieces are not removed before the move is
any Q-direction and capture by leaping to completed but no man may be jumped twice).
the square immediately beyond the screen. Elephant moves one or two squares
The king is vulnerable to a leap capture as orthogonally, may leap. Zebra moves as
well as to an orthochess attack, even though knight. Crocodile moves and captures as K,
the latter cannot be executed since it doesn’t and also as R towards or within the river.
involve a leap. (World Game Review 10) Pawn moves one or two squares straight or
diagonally ahead and captures similarly, when
Airplane Chess (R. Wayne Schmittberger, across the river may move but not capture one
1981). Board 10x10; extra pieces are a or two squares straight back, promotes on the
Cardinal (B+N), a Minister (R+N), and two end rank to Superpawn, which has the
Airplanes which move like queens regardless additional power of moving and capturing
of the number or colour of men on the line of sideways and can also retreat two squares
movement. An airplane captures by moving to backwards either diagonally or vertically.
a vacant square immediately beyond its A piece other than a crocodile which ends its
victim. Array (a1-j1/a10-j10 and inwards, move in the river ‘drowns’ (is removed from
centred) RACBQKBMAR, PPPPNNPPPP, play) if it does not leave the river on the
PP. Pawns may advance directly to the :fth following turn. Object is to capture the lion.
rank and can be captured en passant on any (Personal communication)
square they pass over. The king moves three
squares towards either rook to castle. (Nost- Edgehog Chess [Stone] (Jed Stone, 1982).
algia 256) Normal array, but rooks are Edgehogs, knights
are Nightriders, bishops are Reflecting
Congo (Demian Freeling, 1982). Board 7x7, Bishops and queens are Locusts. Kings and
central rank is a river; men are 1 x Lion (royal pawns are normal. An Edgehog in this game
piece), Giraffe, Ape, Crocodile, Zebra, 2 x moves like a queen but if on a perimeter
Elephant, 7 x Pawn; baseline (a1-g1/a7-g7) square must move to a non-perimeter square
GAELECZ. Lion moves as K and is confined and vice versa (thus it cannot give a back-rank
to the middle three files on its own side of the check). Nightriders move as a succession of
river, but if it ‘sees’ the enemy lion either knight moves but not over occupied squares;
diagonally across the river or down a file with reflecting bishops can bounce off edge squares
no intervening piece of either colour it may (RBc1-a3-f8-h6-c1); locusts move on queen
capture it. Ape moves as K, captures by lines but only to capture, and do so by leaping
moving two squares orthogonally or a hostile man to a vacant square immediately
diagonally (may leap). Giraffe moves as K, beyond. (Stone)
148 Other games using square lattice boards

Byelorussian Cheskers (N. N. Grushevsky Jesskers (Jesse Del Quadro, 1988). A


and P. A. Shkludov, 1984). A combination of marriage of chess and draughts (checkers). Set
chess and Russian draughts. Board 8x8, array draughtsmen in starting arrangement on 8x8
board, then chessmen ditto. Half the chessmen
will be on top of draughtsmen. All men move
rjb1kjnj as in their respective games. A chessman and a
jpjpjpjp draughtsman may occupy the same square if
pjpjpjpj of the same colour, but both are captured if
dwdwdwdw leapt by opponent’s draughtsman or displaced
wdwdwdwd by chessman. Object is to mate opponent’s
fPfPfPfP (chess) king. (Chess Life, January 1989)
PfPfPfPf Shashmaty (lit. Draughts-chess), also known
fNfQIBfR as Moscovitchs’ Game (Alexander and
Dimitri Moscovitch, 1989). A game that
(eleven draughtsmen). Chess pieces behave combines chess and draughts with a minimum
normally; draughtsmen move and capture as of modification. Board 8x8; each side has 12
Russian draughtsmen (move one square chessmen (four pawns) and 12 draughtsmen :
diagonally forward, capture by jumping
forward or backward over a diagonally
adjacent man to an empty square immediately
e4eie1e4
beyond), promoting to Damka on end rank. hegegehe
A damka moves like a bishop and captures by e0e0e0e0
leaping its victim to any empty square beyond. dwdwdwdw
Capturing by a draughtsman or damka is wdwdwdwd
compulsory but a player can choose between )a)a)a)a
alternatives. A draughts capture takes
precedence over a check. If a draughtsman, aHaGaGaH
after making a capture, has another subsequent $a!aIa$a
capture available, it must continue capturing.
If a draughtsman promotes with a capture, Draughtsmen move, capture and promote as in
it must continue to capture as a damka if able draughts (move one square diagonally
to do so. Chess pieces can capture forward; capture by leaping one or more men
draughtsmen and vice versa. In certain forward only; promote to draughts king that
circumstances, kings can even mate kings. moves/captures as draughtsman but in any
The object remains checkmate. (Personal direction). Chessmen move and capture
communication) (including draughtsmen) normally, but only
capture chessmen on black squares; however a
Chivalry Chess (George Dekle Sr, 1986). king can be checked on either colour.
Combination of halma and chess. In addition Draughtsmen can capture both chess and
to their normal powers of movement, all draughtsmen and also give check. Capture
pieces may make a leap or series of leaps over between draughtsmen is compulsory, but a
friendly men. Similarly, all pieces may capture draughtsman is not obliged to capture a
by leaping over one or more enemy men. A chessman. Pawns move one square only.
compound leap (a leap or series of leaps A compulsory draughts capture that leaves
followed by a capture or series of captures) one’s own king in check loses. Strategy would
can only be made by a king or knight. Knights appear to be limited on account of the inherent
leap like a king or queen: orthogonally or black-square weaknesses of both sides.
diagonally. Other pieces leap as they move; (Inventor’s rules sheets)
pawns diagonally forward only. Kings may
not be leaped. Win by checkmate, occupying Jumping Chess (Peter Aronson, 2000). Board
opponent’s king square (e1/e8) or baring king. 10x10, but normal set of men and normal
(Inventor’s rule sheet) array on central 8x8 and perimeter squares
Unorthodoxy relating to capture 149

empty. Men capture by leaping as in exceptionally, may capture two men in one
draughts/checkers. Knights capture on either move, the first on the square over which it
of the two squares crossed (orthogonal or passes and the second on the square on which
diagonal, but not both) during a normal move. it alights. (Chess Variant Pages)
Bishops capture as a queen in international
checkers (i.e., anywhere on the diagonal Quangtrung Chess (Vu Q. Vo, 1993 and
beyond the victim subject to the squares being subsequently). This game was developed
empty). Rooks capture as a king in dama (like through 12 editions, each a major revision of
the bishop, but orthogonally) whilst the queen the previous one, and was finalized in 2003.
captures like either piece. The king and pawn Board 9x8 with inner 5x6 marked off; each
can only capture an adjacent man The side has 1 x General, 2 x Boat, Cannon,
perimeter squares may not be occupied except Elephant, 3 x Horse, 5 x Infantry. Sides Red
as the result of a capture. A piece on a (starts) and Blue, two moves per turn (Red’s
perimeter square must capture if able to do so, first turn one move only) but with different
even if his king is exposed to attack. Capture men (or both with the general) and only the
opposing king to win. (Chess Variant Pages) second may capture. General one step
diagonally on its first move (may not capture),
Takeover Chess (Tony Quintanilla, 2001). one step orthogonally on its second, may not
41-square board a3-a5, b1-f7, g3-g5; pieces leave the inner 5x6 region. Boat as R but
move as in orthochess except that knights captures by leaping over the target piece and
move one square orthogonally followed by landing on the square beyond, which must be
one square diagonally and there are also empty. Cannon ‘slides orthogonally in odd
Mirror-Knights which move one square number of paces while jumping over even
diagonally then one orthogonally; RBKQB on number of paces’. Elephant leaps two squares
b1-f1 and f7-b7, PMPNP on b2-f2 and b6-f6, diagonally or three orthogonally. Horse one
further pawns on c3/e3 and c5/e5 (so opposing step diagonally and then one orthogonally,
bishops and queens are at opposite ends of may not jump. Infantry one pace diagonally
lines through the centre while opposing forward provided that the position in front of it
knights and mirror-knights are on the same is not occupied, or one pace backward. Array
file). As well as displacement capture, capture (a1-i1/a8-i8 and inwards) C-E-H-E-C, B-H-G-
can be by leaping as in draughts/checkers H-B, I-I-I-I-I . To win, capture the enemy
(kings excepted) but only if the victim is general or give stalemate. (Copy of author’s
undefended. A knight or mirror-knight, rules sheet) [Text largely editorial]

17.2 Capture by attacking

Chess-Battle (A. S. Yurgelevitch, 1933). as K and captures by firing up to five squares


Board 12x12 with 2x2 corners removed (128 forwards, diagonally forwards, or sideways,
squares). Men are military-oriented with can fire over own men), and Warrior (Red
logical movement and capture restrictions: HQ Army helmet symbol, moves as K with the
(flagpole symbol, moves as orthochess K), additional option of two squares diagonally
Aircraft (bomber symbol, moves along Q-lines when on a white square, cannot capture when
and can leap one friendly man), Tank (tank retreating either directly or diagonally or when
symbol, moves one or two squares along Q- making its two-step move). M/C/W cannot
lines), Machine Gun (cartridge symbol, moves capture T, T/C cannot capture A. Array
as K but captures by firing up to three squares (c1-j1/c10-j10 and inwards) HCMAKMCH,
along Q-lines, cannot fire over own men), WWWWTWWW, 8xW (ranks 3/8 centred).
Cavalry (knight symbol, moves two steps as R There is no promotion; instead, a W reaching
or B then one as R or B in a different the rank (‘infantry breakthrough’) is removed
direction, or one step as R or B then two as R, from the board and its owner is allowed to
the second part always at an obtuse or right remove any enemy man except the K. Object
angle to the first, can leap own men but not is checkmate of HQ. Although the opening is
enemy), Heavy Gun (projectile symbol, moves slow and the infantry feeble, this is one of the
150 Other games using square lattice boards

better kriegsspiels combining war and chess. won by Peter Bond, was umpired by Harry
(Letter giving an extract from Voenno- Golombek. The game vanished shortly
shakhmatnaya Igra) afterwards. (Games and Puzzles 75, also
David’s book Brain Games)
Novo-Schaakspel (L. J. Weijden, 1937). A
kriegsspiel rather than a chess variant; board Warrior Chess [Stone], also known as
12x8; 24 men a side, pieces are military units Assassin Chess (Jed Stone, 1982). Pieces
ranging from the General down through tanks, move normally but capture as in Rifle Chess
aeroplanes, submarines, spies and even the (Chapter 3). Capturing is compulsory but
Red Cross. (Author’s booklet Handleiding player has choice between alternatives. Pawns
voor het “Novo-Schaakspel”) [This booklet move one square orthogonally in any direction
runs to 32 pages and the translation which was but do not capture. Only kings and knights can
being done for David was interrupted, but capture pawns. King has no royal powers.
there is a reference to men being ‘eliminated Object is to capture all the opponent’s pieces
at a distance’ and I have assumed that the (pawns disregarded). (Stone)
game belongs in this section.]
Lazer Chess [DeFluiter and Ryan]
Star Chess (Proprietary game, Videomaster; (Proprietary game, Think Tank Games; Steve
Peter Gebler, 1979). One of the :rst true DeFluiter and Roger Ryan, 1986). Ordinary
computer variants, if not the very first. Usual chess set but pieces are named after space
set-up but the men are renamed: Commander ships with initial strengths ranging from 7 for
(king), Destroyer (queen), Supercruiser (rook), the Deth Star (sic) to 1 for Star:ghters. Pieces
Starcruiser (bishop), Super:ghter (knight), attack as in RiMe Chess. An attacked piece has
Star:ghter (pawn). Commander stands on its strength reduced according to the strength
square of its own colour in the array. The of its attacker and the distance between them.
squares occupied by the Commander and Pieces reduced to zero are eliminated. The
Destroyer are known as the Star Base and may object is to capture the enemy command
not be occupied by the opponent. The object vessel, value 0, but it can be protected by
of the game is to eliminate the opponent’s transferring power from friendly pieces.
commander. Pieces move as in chess except A game of attrition. (World Game Review 7)
the star:ghter which moves one square
orthogonally. All men are armed with shields Laser Chess [Duppong] (Proprietary game,
and a corresponding number of missiles: Compute!’s Gazette; Mike Duppong, 1988).
commander and destroyer 7; star:ghter 2; Software program that won first prize of
other pieces 4. No promotion, castling or $5,000 in a Compute!’s programming contest.
check. Capture is by displacement but missiles Board 9x9; each side has 18 pieces made up of
provide an additional, random factor. Instead 1 x King, Laser, Hypercube, Beam Splitter;
of moving, a player may use a man to fire a 2 x Straight Mirror, Diagonal Mirror; 4 x
missile, the probable hit factor depending on Block; 6 x Triangular Mirror. Capture by
the distance between man and target. Results displacement, but also if hit by laser beam on
vary from a miss (launcher is damaged) to a non-reMective surface. Two moves per turn
hit with one or more shields damaged. When a (options are rotate piece, move piece one or
piece loses all its shields it is eliminated and two squares, fire laser). Moving the hypercube
disappears from the screen. Pieces may rearm to an occupied square causes the man there to
by staying a few turns in star base, but may reappear at a random location; moving a man
not acquire extra shields. Pieces may also to the central square does the same.
move into superspace when they disappear Elimination of king, which moves as in
from the screen and return at random with an orthochess and has no reMective surfaces, wins
audible signal a few moves later. A piece the game. (Article in Compute!’s Gazette
returning from superspace can arrive on any special 1988 issue)
square, and if occupied destroys its occupant,
whether friend or foe. A championship, staged Randomized Rifle Chess (George Jelliss,
in London in 1979 with much publicity and 1991). Untested variant inspired by scenes in
Unorthodoxy relating to capture 151

Western films where gangs shoot it out from i3-j8; men are Echidna (royal piece),
behind improvised barricades. Players, whose Kangaroo, Platypus, Spearsman, Ranger,
men are con:ned to their own half of the Bushman; PSKESP on c1-h1/h10-c10
board, move simultaneously behind a central (echidnas on f1/e10), RBBBBR on ranks 2/9,
screen. Rooks, bishops, and queens move by BBBB centred onranks 3/8. Echidna moves as
single steps only. Pawns, which represent the K, captures two steps away orthogonally and
barricades, do not move independently but are the intervening square must be empty.
pushed or pulled by pieces that move, for Kangaroo leaps as N or two squares
example Nb1-d2 pushes Pd2 to f3. diagonally. Platypus moves orthogonally, up
When the screen is raised, the shooting to three squares forward or two to the side.
starts. Any piece in the sights of a gunman is Spearsman moves one square orthogonally in
assumed to be shot, and is removed from the any direction; to capture, it moves one or two
board at the end of the turn. Rooks, bishops, steps forward, no leaping, and then attacks and
queens shoot along their normal lines, knights kills an adjacent diagonal man without further
along N-lines, kings along 3-1 and 3-2 lines. movement (so S at d4 can move to
Pawns normally block shots, but a ‘backed-up’ d5/c4/e4/d3, or move to d5 and kill a man at
piece (e.g. R in front of Q) can shoot through a c6 or e6, or move to d6 and kill at c7 or e7).
single barrier P. The king is immune to a Ranger moves one or two squares as a bishop,
single shot, but is ‘mated’ (killed) by a double; no leaping, or leaps as a restricted knight: one
pawns are invulnerable to single or double square forwards and two to the side, or two
shots, but are knocked out by a triple. Like- backwards and one to the side. Bushman
shooting men, for example bishops facing moves one square orthogonally forward or to
each other along the same diagonal, the side, captures one square diagonally
successfully shoot each other, and both are forward; initial two-step move permitted, no
removed at the end of the turn. If both kings e.p. P and B promote on last two ranks; P
are still alive, the players put back the screen becomes orthochess R, B gains all-round
and have another go. (Variant Chess 6) [Text movement but still moves one square
largely editorial] orthogonally and captures one square
diagonally. It is only the Spearsman which has
Outback Chess (Timothy R. Newton, 2002). the unorthodox method of capture; all other
84-square board consisting of a 6x6 square men capture by displacement. (Chess Variant
with four 6x2 extensions, thus a3-b8, c1-h10, Pages) [Text editorial]

17.3 Capture by moving as the target piece

Imitante Queen Chess, also known as queen but captures in the manner of the piece
Mimotaur Chess (V. R. Parton, 1971). it is taking. MxM is not possible, and a
Board 10x10; extra pieces are Imitante Queens mimotaur must stand next to a king to give
or Mimotaurs; baseline (a1-j1/a10-j10) check. (100 Squares for Chess and Damante,
RNMBQKBMNR. A mimotaur moves like a Enduring Spirit of Dasapada)

17.4 Destruction of men on nearby squares

Atomic Chess [Benjamin] (H. D. Benjamin, debilitating effects. (Fairy Chess Review,
1949). Benjamin adapted the atomic bomb for August 1949, Neue Chess 11)
problem purposes to the 8x8 board, giving it a
destruction range of root-8 from the square Bomb Chess (Duncan Suttles, 1973).
centre. Michael Solomon extended the idea in Standard set-up but QRs (a1/a8) inverted to
Radiation Chess (1970), in which radiation represent bombs. Bombs move like kings, one
lingers for a while on the square of the square in any direction. Instead of making a
explosion and less strongly in the surrounding move, a player may detonate the bomb, which
region, and any piece alighting or remaining causes all men on surrounding squares, as well
there is killed or subjected to various as the bomb, to be removed from play. The
152 Other games using square lattice boards

best strategy is to escort the bomb forward to opponent’s HQ Staff (K). There is a merit
achieve maximum damage with what Suttles scoring system which awards 1, 2 or 3 points
calls ‘the bomb’s rush’. (Chess to Enjoy) for a win (based on material advantage when
time is reached, mating the king on an edge
Stratomic (Proprietary game, Robert Montay- square, or mating the king in the centre).
Marsais, 1974, relaunched 1998). Board Conversion (V. A. Mironov and S. B.
10x10; extra pieces are Missiles which move Smirnov, 1989) was a pacific metamorphosis
and capture like kings but also have the power with the slogan ‘It is better to fight on a board
to launch to any square whether occupied or than on a battlefield’. The dark squares of the
not. Any man on the square, and any on the 12x12 board shade from dark blue (central
immediately surrounding squares, are 8x8) to light blue (perimeter squares). The
eliminated together with the missile, with the pieces are abstract in design but the game
exception of kings who are immune. This itself, including the names of the men
counts as a move. A missile cannot however engaged, moves, rules of play and the array,
be launched until a piece (not a pawn) of are for practical purposes those of Military
either colour has been captured. A missile Chess [Mironov] above, and the system of
under attack from a hostile man is ‘pinned’and awarding 1, 2 or 3 points for a win is also
cannot be launched. Array (a2-j2/a9-j9 and similar. Amongst minor changes, the
inwards, ranks 1/10 empty) MRNBQKBNRM, Horseman has become a Paratrooper and, in
10xP. (Proprietor’s booklet) harmony with the game’s concept, the
Infantrymen (pawns) promote to Farmers
Military Chess [Grachev] (V. P. Grachev, (who still move like Generals). The game had
1958) was a 12x12 game including ships and favourable coverage in the Soviet Press.
armoured cars. There are pictures of Soviet (Personal communications, photographs,
schoolchildren playing, and the game was cuttings, carbon copies, and photocopies)
possibly an update of Yurgelevitch’s Chess- [Text revised. No details appear to be to hand
Battle (see section 17.2). It appears to have for Grachev’s 1958 game beyond a
developed into Military Chess [Mironov] (V. photograph of a tournament in progress and a
A. Gracheva, V. Y. Grachev, V. A. Mironov, close-up photograph showing one set of men.
1988), described as for ‘older schoolchildren’, These appear to be Shell, Mast (?), Ship,
which was publicized in newspapers and Armoured Vehicle, Horseman, General,
magazines throughout the U.S.S.R. and was HQ, Aeroplane, Tank, and Infantryman,
displayed at the Soviet Exhibition of SlMSpAvHoGHqHoAvSpMSl fronted by
Economic Achievements (VDNKh). With a AeTIIIIIIIITAe. The source material for the
touch of irony, it was awarded a prize in its later games is voluminous and somewhat
section of the 1989 Games for Peace confusing, and I will take responsibility for the
competition. Board 12x12, central 8x8 area in moves of Shell, Armoured Vehicle, and
contrasting colour; 24 pieces a side of 10 Rocket, and for the array.]
types. Six men have exact chess counterparts:
HQ Staff (K), General (Q), Tank (R), Beirut Chess (Jim Winslow, 1992). Both
Aeroplane (B), Horseman (N), Infantryman players secretly attach a red dot to the bottom
(P) (promotes to general). Shell moves like B of any one of their pieces except the king. This
but may jump, captures similarly but only at a piece is a bomb carrier. On any turn, instead of
distance of two squares; Armoured Vehicle moving, a player may say ‘Boom!’ and turn
like R similarly, captures at a distance of three over his bomb carrier. All men of both colours
squares; Rocket as Armoured Vehicle and on squares adjacent to the carrier, and the
Shell combined. Mine moves like K and carrier itself, are removed from the board. A
destroys an enemy man on adjacent square. player wins when the opposing king is
Array (a1-l1/a12-l12 and inwards) checkmated or blown up. (Leaflet ‘Beirut
SAvTAeRGHqRAeTAvS, HoMIIIIIIMHo. Chess’ apparently emanating from the
Object of game is to capture (mate) inventor)
Unorthodoxy relating to capture 153

17.5 Subversion and treachery

Fools’ Chess (Proprietary game, Ida Games, traitor. At any time after the third move, he
1994). Usual board and more or less usual can claim this piece and take it over. Three of
men, but a player secretly nominates one of the pawns are also subject to special rules.
his opponent’s four minor pieces to be a (Proprietor’s rules pamphlet) [Text editorial]

17.6 Other forms of capture

Chessenat (originator unclear,1960s). An the last man possibly being pushed off the
amalgam of chess and the ancient Egyptian board. Pawns may be pushed back to their
game of senat (believed to be a race game, the starting rank (where they regain their two-
rules of which are unknown anyway). Usual move option) but not beyond. Promotion to
setup but each player has a line of kelbs on the tank possible. (Chess Spectrum Newsletter)
3rd/6th ranks. Kelbs move one square
orthogonally and adopt the custodian capture Custodian Chess (George Dekle Sr, 1986). In
(kelp either side of enemy piece). Slow addition to orthodox displacement, men can be
moving, but apparently popular at Columbia taken by custodian capture, orthogonal or
University at the time. (Nost-algia 164) diagonal. This ancient form of capture occurs
when a man is flanked on either side by men
Best Decimal Butter (V. R. Parton, 1970). of the opposite colour. It only applies after a
Board 10x10; baseline (a1-j1/a10-j10) move by the capturing side; on his own move,
RRNBQKBNRR. All men move as in a man may move safely between two opposing
orthochess but capture is by butting, not men. Apart from checkmate, the king can be
displacement. A man butts another man when mated by custodian capture but only if all four
it moves to a square adjacent to it, either orthogonally adjacent squares are occupied by
orthogonally or diagonally. The object is to opposing men, an unlikely death. (World
annihilate the opposition. Kings are Game Review 10)
commoners and are treated like any other
piece. (Challenge and Delight of Chessical Coordinator Chess (George Dekle Sr, 1986).
and Decimal) Board 10x10; extra pieces are Coordinators
which move as queens but capture in
Tank Chess [Suttles] (Duncan Suttles, 1973). cooperation with the king; baseline (a1-j1/
Standard set-up but QRs (a1/a8) inverted to j10-a10) RNCBQKBCNR (kings on f1/e10).
represent tanks. A Tank moves as a king but After a C move, any opposing man that stands
does not capture. Instead, it pushes an adjacent on the same rank as the K and :le as the C, or
man of either colour one square in the vice versa, is captured. (World Game Review
direction of movement. If further men are on 10)
the same uninterrupted line (no vacant
squares) then they too are pushed one square; Withdrawer Chess (George Dekle Sr, 1986).
thus if White chooses to meet the Caro-Kann Board 10x10; extra pieces are Withdrawers
Defence 1 e4 c6 with the Two Knights which move like queens but capture adjacent
variation 2 Nc3 d5 3 Nf3, 3...Ta8-b7 pushes men by moving away from them on the same
his Rh1 off the board. (Chess to Enjoy) line (Wb2 can capture a hostile man on a1 by
moving to any square from c3 to h8);
Tank Chess [Paletta] (Tony Paletta, 1980). baseline (a1-j1/a10-j10) RNWBQKBWNR.
Standard set-up but Tanks replace knights in A withdrawer on a corner square cannot
the array. A tank moves and captures as a capture. The piece derives immediately from
king, but pushes a friendly man, and any other Ultima (see later in the chapter), but its origins
men of either colour in the same uninterrupted are in the Madagascan game Fanorona. (World
line, one square in the direction of movement, Game Review 10)
154 Other games using square lattice boards

17.7 Immobilization

Valentine’s Chess (Ken Valentine, 1969). power to move, capture or check, but only so
Board 10x10; 20 pieces and 10 pawns a side; long as the gaze persists. Gorgonas can
Q renamed as Earl; new pieces are Cardinal therefore only be captured by knights. A
(moves one square as R then as B, or as B then petri:ed king cannot move to escape check.
one square as R), Duke (R+N), Grand Hostile Gs petrify each other but continue to
Chancellor (Q+N), Monk (to squares in a zig- exert their inMuence over other men. Baseline
zag, forward only, thus a1-b2-a3), Squire (a1-j1/a10-j10) RNGBQKBGNR. (Challenge
(non-retreating knight), Templar (B+N), and Delight of Chessical and Decimal)
Viscount (two squares orthogonally, may Demigorgon Chess (V. R. Parton, 1971) is
leap), Wizard (see below); array (a1-j1/j10- an 8x8 version. Pawns are on the 3rd rank, the
a10) and inwards RVDEGKGCTR, K and Q on the two central squares of the 2nd
WNBSMMSBNW, 10xP. Wizard moves to rank, and the gorgonas, renamed to
any square in 5x5 sector around it; does not demigorgons, in place of the K and Q on the
capture; immobilizes man on square it lands 1st rank. (Chesshyre-Cat-Playeth-Looking-
on, if enemy man, then both are immune from Glass Chessys)
capture; if W and piece of same colour on Gorgon Chess (V. R. Parton, 1973) is the
square and are captured, W is removed and same as Gorgona Chess except that the extra
piece transported to array square of the pieces are Gorgons. These have the power of
attacker. Promotions on back rank: P to D, N, gorgonas, but can also capture and check like
R, V only; S to E, G, T only; M to B, C, T queens. (Enduring Spirit of Dasapada)
only. A strangely-assorted company. (World
Game Review 10, personal communication) Immobilizer Chess (George R. Dekle Sr,
1986). Board 10x10; extra pieces are
Gorgona Chess (V. R. Parton, 1970). Board Immobilizers which move as queens but do
10x10; extra pieces are Gorgonas, which move not capture (hence do not check); instead, they
like queens but do not capture. Instead, any paralyse adjacent enemy men. Baseline
enemy man coming under the G’s gaze (i.e., (a1-j1/a10-j10) RNIBQKBINR. (World Game
along queen lines) is ‘petri:ed’ and has no Review 10)

17.8 Interchange of pieces

Decimal Champion Chess (Proprietary game, Permutation Chess [Berthoumeau-Loiseau]


T. A. Poppé, probably late 1920s). Board (J. Berthoumeau and R. Loiseau, 1950s). The
10x10, a1 black; extra pieces are Champions, king may change places with a friendly piece
which move as kings or as 3-1 leapers and up to four times in the course of a game
when leaping can capture a friendly man, following the strict sequence N-B-R-Q. The
except the K or Q, and can change places with interchange counts as a move and may be
a friendly pawn. Baseline (a1-j1/a10-j10) made when in check. If a type of piece is no
RCNBQKBNCR. Pawns can move up to three longer on the board, then that piece is skipped
squares initially, e.p. permitted. A pawn on the in the sequence and the number of possible
:rst rank (as a result of an exchange with a interchanges is reduced. (Nouveaux Jeux
champion) can only move one square, but then d’Echecs Intéressants)
regains the 1-2-3 move option. Pawns promote
on the 10th rank but a pawn moved there as a Chimaera Chess (V. R. Parton, 1969). Board
result of a champion exchange is frozen (and 10x10; extra pieces are Chimaeras which
subject to capture) until released by another move like queens but cannot capture or be
exchange. (Inventor’s rule leaflet) [This leaflet captured; instead, a C can change places with
is undated but includes a hope that the game an enemy man that it attacks. The tactics are
‘will hopefully serve to enliven and update the curious, since a C will frequently elect to
classic chess as advocated by the great move away from a target piece in order to lure
Capablanca’.] it afar, a traumatic experience if the piece
Unorthodoxy relating to capture 155

happens to be the king. Baseline (a1-j1/a10- moved to the first rank. (Chess Spectrum
j10) RNCBQKBCNR. Philip Cohen has Newsletter)
suggested an 8x8 arrangement, deploying the
men on three ranks: RCBQKBCR on rank 1, Compact Chess (M. Dean-Smith, 1988).
NN on c2/f2, 8xP on rank 3 (no two-step pawn Board 6x6; RNKQNR on a1-f1 and a6-f6,
move). The impact of the chimaeras tends to BPPPPB on ranks 2/5, PP on a3/b3/e3/f3 and
overshadow the actions of the other pieces, a4/b4/e4/f4. There are two main rule changes.
and as an alternative Parton proposed (1) A pawn may not capture if the square in
Chimaerine Chess, identical with Chimaera front of it is blocked but instead may change
Chess except that chimaerines can be places with the man attacked, called a
captured. (Challenge and Delight of Chessical ‘shuffle’. Suppose White Pd3, Black Nd4/Pe4;
and Decimal, also Nost-algia 182) White can shufMe (pawns change places), but
Black cannot. (2) A piece (not P, nor K to get
Exchanger Chess (Tony Paletta, 1980). out of check) may replace an adjacent
Exchangers replace knights in the starting (including diagonally adjacent) pawn of the
position. An exchanger moves and captures as same colour, called an ‘own shuffle’ - in
a knight but may additionally change places effect, an own-pawn capture. Curious tactics
with any friendly piece a knight’s move away. spell short games. Played in South Africa.
The only exception is that a pawn may not be (Inventor’s rules pamphlet)

17.9 Multiple forms of capture

Baroque (Robert Abbott, 1961). The name seventh and eighth ranks where a man has
originally given by the inventor to Ultima (see maximum mobility (up to seven squares).
below). In Baroque, the Longleaper can It is the method of capture which
capture only one man in a turn, otherwise rules differentiates the pieces, and this is the same
are those of Ultima. The dubious name change under both the old and the new rules.
is credited to the original publisher. The King has its normal displacement
(Manuscript note presumably derived from capture.
personal communication) The Pawn has the custodian capture
common in strategy games of the ancient
Ultima (Robert Abbott, 1961, later revised). world: if a friendly man of any rank has an
This complex and highly original game has enemy man next to it orthogonally, and the
long been appreciated by connoisseurs. Its square on the other side of the enemy man is
origins lie in an observation of Abbott’s that in vacant, then a pawn captures by moving to it
strategy games pieces tend to have different such that the enemy man is sandwiched
moves but capture in the same way. Ultima between them. It is possible for a pawn to
reverses this: the pieces have similar moves capture up to three men simultaneously. It is
but capture in different ways. The object axiomatic that a capture is made by the man
remains checkmate. The normal board and that moves, so it is safe to move between two
men can be used, but it is necessary to enemy men even if one is a pawn.
distinguish between the rooks. The Withdrawer captures by moving away
There are two versions of the game. In both from a piece to which it is adjacent (see
versions, the kings move as chess kings, Withdrawer Chess above).
pawns move like rooks (in any direction), and The Longleaper leaps over its quarry to a
all other pieces move like queens. In the vacant square beyond. If there are two or more
earlier version (‘old rules’), men can move as successive vacant squares, it can move to any
far as they like provided that the way is clear. one, and it can capture more than one man at a
In the later version (‘new rules’), the number time provided that they are on the same line
of squares moved by a man depends on the and there is at least one vacant square between
rank on which it stands. If on the first rank, it each. A longleaper cannot jump friendly men.
can move only one square; if on the second, The Immobilizer paralyses all hostile men it
one or two squares, and so on up to the stands next to. A player on turn may, instead
156 Other games using square lattice boards

of moving, elect suicide for a man (other than Ultima), which is known as the Double Knight
the king) that has been immobilized, the usual pawn, and which makes two knight moves in
object being to disclose an attack on the succession in any pattern as one move. Pawns
immobilizer. Immobilized men recover their retain their special moves when changing files,
full powers if the immobilizer moves away or so must be severally distinguished. Capturing
is captured. Adjacent immobilizers immobilize and other rules as Ultima. (Nost-algia 91)
each other as well as any enemy man with Unorthodox Ultima (John S. Thayer, 1967)
which they are in contact. A king can mate an introduces two new pieces: the Neutralizer and
immobilized king. the Repeller. The neutralizer is similar to the
The Coordinator captures in cooperation immobilizer but instead of paralysing a man it
with its king (see Coordinator Chess above). moves next to, it deprives it of its power to
After a C move, any opposing man that stands capture. A neutralized man can therefore move
on the same rank as the K and :le as the C, or away but not to capture. When no longer
vice versa, is captured. The coordinator under the inMuence of the neutralizer, the
inspired Coordinate Chess (see Chapter 12) piece regains its full powers. Following the
and its countless offspring. Ultima principle that it is the moving piece
The Chameleon captures in the manner of that captures, a neutralizer moving next to an
the man it is capturing. A chameleon moving immobilizer deprives it of its power to
adjacent to an immobilizer paralyses it and paralyse but not to move, whereas an
itself. The immobilizer continues to paralyze immobilizer paralyses a neutralizer it moves
any hostile pieces adjacent to it but the next to. A repeller, in occupying a square
chameleon has no such power. Chameleons orthogonally adjacent to an enemy piece,
cannot capture one another. repels it along the line of movement as far as it
In the starting position the immobilizer will travel. If the piece cannot move, either
(normally represented as an inverted rook) is because of the board edge or because the
on the left of the king under the old rules, on square immediately beyond it is occupied, it is
either side at the player’s choice under the captured and removed from play (note that this
new rules. The complete baseline (a1-h1/h8- capture is identical to the pawn capture in
a8) is ILChKWChLCo (old rules) or Ultima). All other Ultima rules apply. The
CoLChKWChLI if preferred (new rules). neutralizer replaces the longleaper g1/b8 and
Notice that the kings are on d1/e8. There is no the repeller the chameleon c1/f8 in the array.
promotion or castling, and a stalemate is a win (Nost-algia 86)
for the player giving it. Some work has been Renaissance [Monchalin], also known as
done on the endgame but Ultima remains Baroque Renaissance Chess (Matthew
largely virgin territory for researchers. Draw Monchalin, 1975) uses a 9x9 board with extra
by exhaustion is possible. pieces Bomb, Resurrector, Pusher, Puller, and
The inventor has contended that the game is some renaming of the standard Ultima pieces;
Mawed on two counts: defence is generally baseline (a1-i1/i9-a9) ILChWKBRPsCo, and
easier than offence (partly corrected by the players may have extra pieces by agreement in
new rules), and the game lacks clarity which a queue awaiting entry. Captured pieces
inhibits planning in depth (World Game change sides and can be dropped back into
Review 8). (Abbott’s New Card Games, plus play, and the four new pieces are transformed
numerous references in Eteroscacco, Nost- when captured; a Ps becomes a Pl, a R
algia, World Game Review, and elsewhere) becomes a B, and vice versa. The game’s
origins are in Baroque and the moves and
Ultima has generated several variants. In Ulti- methods of capture of the other pieces are as
Matem (Bruce Trone, 1967), the pieces retain in that game (in effect, as in Ultima to the old
their standard move, that of the queen, but rules except that the L can only capture one
there are :ve different types of pawn move (as man a turn). The four new pieces move, when
if Ultima wasn’t complicated enough). The not capturing, like a queen, and their actions
pawns move like the chess pieces they stand in when capturing are as follows.
front of; e.g., pawns a/h :les move as rooks. The Pusher can push an adjacent hostile
The exception is the king’s pawn (d2/e7 in man one square provided the square it is
Unorthodoxy relating to capture 157

pushed to is vacant. A pusher cannot capture. board, 8x9 rectangle a2-h10 plus goal squares
The Resurrector can change places with any d1/e1 and d11/e11; extra men are Mage and
adjacent man. When a resurrector moves to an Guard, and K and P moves are altered. K
adjacent empty square, the player may moves and captures like orthochess N but can
introduce any man in hand (i.e., previously also move as if board is cylindrical (e.g., b to h
captured) on the square vacated. file or vica versa). Mage moves one square
A Bomb can be exploded instead of diagonally and may continue moving
moving, destroying all men on adjacent orthogonally away from the starting square; it
squares as well as itself. Men destroyed by a captures by displacement, and cannot be
bomb cannot reenter play. immobilized. Guard moves and captures as
A Puller cannot capture, but can pull an orthochess K. The Pawn moves as orthochess
adjacent hostile man with it when moving. If it R, and takes by custodian capture. Array (a2-
pulls a hositle puller, this in turn pulls an h2/h10-a10 and inwards, centred) M-KW-M,
adjacent man if on the same line, and so on. ChLCoILCh, GPPPPPPG (only six pawns).
A player must move if able to do so, but can Win three ways: by checkmate, occupying
pass if unable to move - a not uncommon both opponent’s goal squares, or reducing
situation due to the effect of the immobilizers. opponent to bare king. (Chess Variant Pages)
Some remarkable situations can occur. At the Fugue (Mike Nelson, 2004). Extra pieces
start of a game White may interchange the are Archer (captures by shooting but must
corner pieces (C and I), when Black has the have a friendly ‘spotter’ if the target is more
same option, as in Ultima. (Manuscript notes than two squares away), Pushme-Pullyu
presumably derived from personal (combines the powers of the Advancer in
communication, also photocopy of rules Rococo and the Withdrawer), Shield (does not
booklet as codified in 1994) capture but secures immunity for all friendly
Bogart’s Chess (K. Bogart, 1985) is a pieces adjacent to it); pawns move and capture
variant in which a Longleaper and a as in Rococo; baseline (a1-h1/h8-a8)
Chameleon are replaced by an Absorber, IPAShKQLSw. The K and Q are as in
which acquires the added power of a captured orthochess. (Chess Variant Pages)
piece, and a Golem, which moves two squares
at a turn, captures by replacement, but must 2000 A.D. (V. R. Parton, 1972). Described by
itself be captured twice to remove it from the Parton as ‘the game for Future Players in the
game. Baseline (a1-h1/h8-a8) ILAKWChGCo, Next Millennium’ and by Wayne
but IAGKWChLCo is suggested as an Schmittberger, a former editor of Games
alternative. (Photocopy of personal magazine, as ‘very good’. Board 10x10; 20
communication) pieces a side (can be increased to 22). The
Rococo (Peter Aronson and David Howe, feature of the game, possibly inspired by
2002) is a modification originally designed to Ultima, is that all the major pieces move as a
favour attack over defence. Board 10x10, new queen but each has its own method of capture.
pieces are Advancer and Swapper, and the One piece behaves exactly like a Q: the
pawn move is altered; perimeter squares Empress. The object of the game is to capture
initially empty, array (b2-i2/b9-i9 and the opponent’s Empress (there is no checking).
inwards) IWLKChLAS, 8xP. The Advancer The Gorgon moves and captures as a Q but
captures by approach (hostile piece next to it also petri:es any enemy man, including an
on line of movement). A Swapper may change empress, it observes (attacks). The petri:ed
places with any man in its unobstructed path. man loses all power of movement so long as it
Pawns move as a K, or leap adjacent man of is observed (an intervening piece for example
either colour to square immediately beyond; if would release it). Gorgons can petrify each
this square is occupied by a hostile piece, it is other but even then do not lose their power to
captured. Perimeter squares may not be petrify. The Ximaera (Chimaera), Dragon,
occupied except as the result of a capture. Capricorn and Mimotaur all move as a Q. The
Take the opponent’s king to win. (Chess ximaera (a nonce-spelling, convenient for
Variant Pages) notation) can change position with any man it
Maxima (Roberto Lavieri, 2003). 76-square attacks. (If it switches with another ximaera,
158 Other games using square lattice boards

the opponent cannot reverse the move on the diagonally), capturing similarly; promotes to J
next turn.) The dragon captures by leaping to a on entering opponent’s half of board. C
vacant square beyond the victim and can captures by moving to a square adjacent to
continue to capture (but not a gorgon, which victim. D captures by leaping victim to vacant
freezes it) on the same line. The capricorn square beyond, may continue to capture on
takes by moving to a vacant square adjacent to same turn provided no change of direction. F
its victim(s). The mimotaur (presumably a has additional move of J, captures as C, D, G,
minotaur that mimics) captures in the manner H, J, can interchange as X. G immobilizes all
of its victim and similarly counter-petri:es a men it attacks; G can petrify G but both retain
gorgon. The minor actors are puny by their immobilizing powers. H captures by
comparison. The Attendant has the king’s displacement, but only by :rst leaping a man
move but without royal powers and serves as a of either colour. J moves and captures as an
screen for the empress. The Unicorn is a orthochess knight. M mimics the capturing
knight. The pawn moves a square at a time power of the victim. X does not capture, but
and can promote on crossing into the instead can change places with any man it
opponent’s half of the board to any piece attacks. Furies are royal pieces. Array (b1-
previously lost. The gorgon is the most i1/b10-i10 and inwards, files a/j empty)
formidable of the pieces since it can first GHCFFCHG, MXDJJDXM, AAAAAAAA.
petrify and then capture, and is itself only Object is to capture both furies; if each side
vulnerable to a capricorn or unicorn. Parton captures one, the game is drawn. It may be no
was relaxed about the array, proposing several surprise that Parton loosely based his ideas for
of which one was (a1-j1/j10-a10 and inwards) this game on the mad tea party in Alice in
DXGCEACGXD, MPPPUUPPPM. He also Wonderland. (Chessery for Duffer and
offered, as an optimum extra, two pawns on Master)
the centre :les of the 3rd/8th ranks. Not
content with this monstrous zoo, Parton Snowplow Chess, also known as Multi-
proposed an alternative piece, the Fury, ‘the Capture Chess (David L. Silverman, 1971)
supreme glory of my idea’. The fury combines The linear pieces (Q, R, B) may capture any
the powers of all the pieces and replaces a number of men on a line in a single move,
gorgon in the array. (My Game for 2000 AD occupying the square of the last piece taken. A
and After) multi-capture move is terminated by any
Royal Fury (V. R. Parton, 1974). friendly man, the opponent’s king, the board
Described by Parton as ‘a futuristic game for edge or at the player’s option (Your Move).
2000 A.D. and beyond’. Board 10x10; 24 Another version allows the N to capture like a
pieces a side, made up of 2 x Capricorn, nightrider (makes successive knight moves
Dragon, Fury, Gorgon, Harpy, Jumper, along a straight line as long as the road is
Mimotaur, Ximera; 8 x Advancer. All pieces clear) and gives the king no royal powers, the
except A and J move (but do not capture) as object being to eliminate the opposition
queen. A moves one square forward (including (Chess Spectrum Newsletter).

17.10 Immunity from capture

Kristensen’s Game (Ejnar Kristensen, 1948). and the opposing barrier pawn. Baseline (a1-
A conscious attempt to restructure chess in i1/a9-i9) RNBQKQBNR, c/e/f/g pawns
order to give the game symmetry and balance. advanced one rank; every pawn is protected by
Board 9x9; extra queen, rooks have additional a piece, and every piece can move. Only the
powers of knights; bishops can move, but not wing pawns (a/b/h/i) can move two squares.
capture, one square forwards or backwards; No castling or e.p. More radically, it is
pawns can move backwards. The e-pawn is forbidden to resign (how, one wonders, is this
known as the Barrier pawn as it serves as a enforced?) and to be stalemated or give
block. It moves like a king but can only perpetual check is a worse defeat than being
capture men of its own colour. It is itself mated (the victor collects an extra half-point).
immune from capture except by its own king (Les Jeux d’Echecs Non-orthodoxes)
Unorthodoxy relating to capture 159

Star Wars (Marco Fabbri, 1987). Queen is extends throughout the triangle b1-e4-h1. All
Jedi; moves as Q and is immune from capture pieces except K can move into hyperspace
if within three squares orthogonally, a knight’s (parallel universe) but only one piece of each
move, or one square diagonally, of its own type allowed in hyperspace at a time. Return
king. Suppose Ke1; jedi immunity zone only to unoccupied square. (Eteroscacco 40)

17.11 Captured men change sides and can be re-entered

[Games which have ‘shogi’ as part of their name have been placed in chapter 28.]

Dragonfly, also known as Shuttle Chess empty square in place of a normal move.
(Christiaan Freeling, 1982). Board 7x7; Pawns have no two-square move and promote
baseline (a1-g1/a7-g7) RNBKBNR, later to any piece the opponent has in hand.
altered to RBBKNNR. Captured pawns are Promotion is not permitted if the opponent has
removed from play, but a captured piece no piece in hand. Castling is allowed. (Variant
changes sides and can be entered on any Chess 14)

17.12 Captured men can be recovered by their owners

Priséchec (Proprietary game, Ateliers de la and are replaced on starting squares. Victory
Balme). Board chequered 10x8 but a1/2/7/8 by capture of enemy Company or bankrupting
and j1/2/7/8 in different colours. These are the opponent. (Photocopy of rules pamphlet)
prisons. Usual baselines b1-i1/b8-i8 with [The array above is as given in the rules
pawns in front, and both sides have two extra pamphlet, and differs from that pictured in the
pawns placed a3,j3/a6,j6. Orthochess except first edition.]
that a captured piece (not a pawn) is placed in
the captor’s prison (square of correct colour in Chromopolis SimpliBed (Alexandre Muniz,
case of bishop). If this is impossible (no room, 1999, editorial version produced for present
or square wrong colour) the piece is out of the purposes). Chromopolis is a variant in which
game. A player occupying two or more of the captured men are not removed from the game,
central squares (ef4/5) can move a prisoner but are bound to the square on which they are
back into play. A piece captured on a central captured and can be recovered later on (kings
square is removed from play. Prisons cannot expected). The idea is that a man does not
be entered by active pieces. (Manufacturer’s capture but ‘applies force’, and at the end of a
catalogue, undated) turn any enemy piece subject to force from
two or more of a player’s men is captured
Strategie 2000 (Proprietary game, Peri-Spiele; (bound) and is out of play until subsequently
Forster and Muller, 1984). Curious adaptation unbound. Bound men remain inert on the
of chess to the oil industry. Board 8x8 square of capture and other men can occupy
(unchequered); each side has 16 pieces: the same square (so flat discs will work better
1 Company (king), 1 Manager (queen), than figurines), but if at the end of some future
3 Platforms (rooks), 3 Drill Rigs (bishops), turn a bound man is subject to force from two
2 Pipelines (two squares in any direction), or more men from its own side, and is not
2 Supertankers (ditto), 4 Storage Tanks (as K) subject to force from any enemy man, it is
and, in addition, 600,000,000,000 dollars ‘unbound’ and comes back into play. If there
(noughts are a necessary ingredient of oil). are two or more bound men on the same
Array (a1-h1/h8-a8 and inwards) square, the owner chooses which to unbind.
DDDQKPlPlPl, StSuSuStStPiPiSt. Two The order of play within a turn is ‘move,
moves a turn but must be with different pieces. capture if possible, unbind if possible’, and
Each square moved costs a hundred million force from men just unbound does not count
dollars, so a three-square move costs 300 towards the unbinding of further men in the
million. Capture by displacement; captured same turn. The game was designed to be
men, other than Company, can be bought back played on a 7-file cylindrical board and it will
160 Other games using square lattice boards

be found in its original form in chapter 24, Prelate (moves one square diagonally, applies
but the basic idea seems just as applicable to force one square away orthogonally and to
conventional boards. squares a knight’s move away), baseline
For a flat-board version, therefore, try a 6x6 (a1-f1/a6-f6) PANKAP. No pawn-two, and
board with King, Knight, Pawn (all of which notice that since a pawn merely ‘applies force’
move normally and apply force with their and does not physically move to capture it
normal capturing move), Advocate (moves remains on its original file throughout the
and applies force one square away game. If this appeals, try the original
orthogonally or two diagonally, leaping the cylindrical version as described later. (Chess
intermediate square when moving), and Variant Pages) [Name and text editorial]
Chapter 18
Mutation games

[In a normal game of chess, men other than pawns retain their original nature and powers
throughout the play. This chapter describes games where their nature may change. Shogi is
considered later under regional and historical games, and games which seem best regarded as
shogi variants appear there also.]

18.1 Taking the power of a captured piece

Absorption Chess, also known as Cannibal promoting must take the powers of the
Chess (origins unknown). ‘Of great antiquity’ captured piece. An example of naïve opening
according to one source (Chess, September play: 1 e4 b6 2 Bc4 Bb7?? 3 Bxf7(P)+
1952), this game has been independently (becomes P, and checks as P) Kxf7(P) (forced,
invented several times. There is basically only but having taken a P the Black king now has
one rule: a capturing piece or pawn absorbs to move as a P) 4 Nf3 (threat 5 Ne5+ Kf6
the powers of the man captured. Two rules 6 Ng4 mate, and if 4...Bxe4(P) then 5 Ne5+
extend from this: a K cannot cross attacked Kf6 6 Ng4+ Kf5 7 Ne3+ Kf4 8 g3 is still
squares (but may give check over them), and a mate) d6 (stopping Ne5, but it isn’t enough)
pieces+pawn combination can only promote 5 Ng5+ Kf6 6 Qf3+ Kxg5(N) (the Black king
with a P move. It is quite possible to gain a now moves as a knight instead of a pawn, but
Q+R+B+N+P, which effectively reduces to any rejoicing is premature) 7 Qf5 and the
Q+N+P (the P gives the option of an e.p. king-knight is neatly mated.
capture). The game has an inherent weakness:
it is unwise to make a capture if the opponent Mutation Chess (John Bosley, 1987) differs
can recapture unless it is the start of a series of in two respects: king captures are orthodox,
captures in which the first player makes and a queen may not give check or checkmate.
the last capture. However, Progressive Bosley explains that this second rule is
Absorption Chess works well, particularly for necessary because it would otherwise be too
postal play, as it produces short, exciting easy to capture an unmoved pawn and
games - it is rare for a game to go past move 7. promote next move. The queen’s power to pin
White starts with a large initial plus, but does or control @ight squares is unaffected.
not always win. (Nouveaux Jeux d’Echecs Mutation Chess was created for the New
Non-orthodoxes) Zealand team in the 1st Heterochess
Olympiad, in which each side was required to
In Absorption Chess, capturing can never nominate a variant of its choice. It has been
weaken a man. The Protean King (Albert played by correspondence as Progressive
Kniest and John Niemann, 1948) was a Mutation Chess but is equally amenable to
problem theme in which the king took on the normal play, and certainly in its progressive
powers of any man it captured in place of its form is rarely dull. (Eteroscacco, special
own (Fairy Chess Review, August 1948), and Olympiad number and subsequently)
this has quite a different flavour. It was
developed into Frankfurt or Chameleon Escalation (George Jelliss, 1973, revised
Chess, in which any capturing man, including 1992). Usual board, but the men initially on
the king, assumes the powers of its victim the board are wazir (moves one square
(Feenschach, January 1959). A king may not orthogonally), fers (one square diagonally),
cross an attacked square, but king can check dabbaba (leaps two squares orthogonally), alfil
and even mate king if their current powers are (ditto diagonally), and knight. Composition of
different. A pawn that captures when forces is based on the requirement for each
162 Other games using square lattice boards

type of piece to be able to reach every square ‘one-step power’ only, but on reaching the 7th
on the board, thus 1 x N, W (since they can or 8th rank it assumes ‘riding power’ (the
reach every square), 2 x F, 4 x D, 8 x A; ability to take two or more consecutive steps
recommended array (a1-h1/a8-h8 and in a straight line as long as the way is clear) in
inwards) ADANWADA, AAFDDFAA. The all its permitted directions, and its overlays are
W is the royal piece and its capture ends the turned over to indicate this. Subsequent
game; stalemate is a draw. captures may result in ‘hybrid pieces’ which
The pieces as set up initially consist of an have riding powers in some directions and
opaque white or black base to indicate only one-step powers in others, and such
ownership with a detachable transparent pieces cannot be promoted further.
overlay to indicate power. On making a Additionally, and instead of a normal move, a
capture, the power of the capturing piece is player may place one or more duplicate
increased by the power of the piece captured, overlays captured as above on top of one or
and it takes over the victim’s overlays to more of his existing pieces, the giving of
indicate this (any duplicates being set aside for check being permitted. (Variant Chess 8)
use as described below). A piece initially has [Text largely editorial]

18.2 Promotion and demotion

Change-Over Chess (Russell Chauvenet, usually leads to a conclusion whereas


1943). A man other than a king changes after Replacement Chess between well-matched
moving in the sequence P-Q-R-B-N-P. players is often a non-event. (Nouveaux Jeux
Complicacious Chess [Single King] (V. R. d’Echecs Intéressants)
Parton, 1961) makes the changes the other
way round. Chauvenet comments that several Schooling Chess (Paul Schooling, 1960s).
sets of men may be needed, and Parton Usual array but Ks, Bs, Ps only. On capturing,
suggests imposing a restriction, if desired, that a man promotes one step on the scale N-B-R-
a player have not more than 4xN, 4xB, or 4xR Q. A Q making a capture creates a friendly P
on the board at any time. (Letter to Chess, on the square vacated; a K making a capture
January 1944; Chess - Curiouser and creates on the vacated square a friendly man
Curiouser) of the same rank as the man captured. Pawn
promotion to B only. (Manuscript notes
Joyful Chess (Karl Schulz, 1945). Two presumably deriving from personal
squares on the 4th or 5th ranks, chosen by lot, communication)
are designated Paradise and Hell and are
marked accordingly. Pieces that occupy these Ambition Chess (Ralph Betza, 1977). After
squares have their powers increased and each move a player may promote or demote a
diminished respectively; kings and pawns are man of either colour one step up or down the
unaffected. A piece occupying Paradise precedence order P<N<B<R<Q. A player may
augments one step in value on the scale not immediately reverse a change effected by
N<B<R<Q (the Q is unaffected); a piece the opponent nor convert an opponent’s piece
occupying Hell drops one step on the same to evade a check. A recommended option is to
scale (the N is unaffected). The line pieces limit the number of pieces on the board of the
may not traverse Hell. (Nouveaux Jeux same type. Fool’s mates abound: 1 e4 (g7N) f5
d’Echecs Non-orthodoxes) (g7B) 2 Qh5. (Nost-algia 214)

Degraded Chess (V. R. Parton, 1958). A type Cubic Chess [Pribylinec] (Proprietary games,
of Replacement Chess in which a captured Vladimir Pribylinec, 1977 and later). A
man is at once put back on any vacant square succession of games based on cubes which
but its rank is degraded in the sequence show chessmen on four sides, the remaining
Q>R>B>N>P (no P on 1st or 8th rank; B must two being blank. In the version originally
be on same colour). Pawns are not replaced. marketed, also known as Echos, the board was
The advantage of this form of game is that it 7x7 and each player had 10 cubes, 1 x KKKK
Mutation games 163

and 9 x PNBR; initial array White Kd1, Pb1/f1 like a bishop, on the 7th like a rook and on the
and a2-g2, Black similarly. K, R, B, N moved 8th like a queen. No promotion or e.p. (Chess
normally, but P could both move and capture Spectrum Newsletter)
straight or diagonally forward (no pawn-two);
additionally, a player could rotate a cube Einstein Chess (Adam and Barthommier,
instead of moving, subject to his men not 1981). A piece is demoted each time it moves
exceeding a total of 8 on the scale P=0, withont capturing (Q>R>B>N>P, P stays as
N=B=1, R=2, men continuing to count even P), promoted each time it captures (Q stays as
after being captured (Variant Chess 2). In a Q). Kings do not change. Castling demotes R
later version, Virtual Chess, the pawn to B. No conventional 8th-rank promotion;
reverted to its normal move and the scale of pawns act as blocks on 8th rank. They can
values was abandoned; instead, alternate faces move up to three squares if on 1st rank, e.p.
of the king cubes were marked to show ‘up’ permissible. Problem theme but probably
and ‘down’, and the array became Kd1, playable. (Feenschach, December 1981)
Rb1/f1, Nc2/d2/e2, Pa1/b2/f2/g1, the kings
initially showing ‘down’. If a player’s king Tactical Chess (David Coutts, 1981). A pot-
showed ‘down’ he could only rotate a cube in pourri of rule changes. B, N forward only, R
the ‘down’ direction (R>B>N>P), but he forward or sideways. However, if moving to
simultaneously rotated his king, which then or from a position next to its own K, the piece
showed ‘up’, and the effect was to produce behaves normally, reflecting ‘the king’s
‘down’ and ‘up’ rotations in turn (Variant qualities of leadership’. The same pieces may
Chess 24). The number of PNBR cubes per also move one square as K but not to capture.
side was later increased to 13, the board was Pawns on a, b, g, h files move diagonally and
increased to 7x8, the array became Kd1, capture straight. A pawn reaching the end rank
Rb1/g1, Ba1/e1, Nc1/f1, Pa3/g3 and b2-f2, does not promote but signals a charge: all that
Black reflecting across the centre, and an extra player’s pawns henceforth have the option of
rule was added whereby a player could win by moving two squares. If a pair of pieces (R, B,
getting his king to one of his opponent’s N) is lost, the player removes one of his pawns
corner squares without immediately being who has ‘suffered from demoralisation’. Apart
captured (Variant Chess 29). A further change from checkmate, if at any time the defending
altered the game much more radically. The pieces are outnumbered on the back row, the
board size became 8x8, the number of PNBR player has one move in which to rectify this or
cubes per side became 14, a standard queen lose the game. (Author’s rules pamphlet)
was added, and the rules governing rotation
effectively converted the game into a version Applied Chess (V. N. Afanasyev, 1986).
of Chessgi (Variant Chess 48). [Text largely Usual array. Aim is to capture opponent’s K.
editorial] Once a Q moves, both Rs and Bs of that side
move as Q’s but capture normally. A K can
Vicente Aguado’s Chess (Proprietary game, only make one move in a game and if forced
J. M. de Vicente Aguado, 1980). The to do so, the player’s Q, if still on the board, is
chessmen are replaced by cubes on the sides removed. A threat to capture the K can be
of which are the six chess symbols. With the countered with a similar threat. If as a result
cubes correctly orientated a normal game can both Ks are captured, both players have lost. If
be played, but rules for other games involving a player’s Q is unmoved, pawn captures are
chance are given. (Ludi-Math 4) [David’s mandatory. Published in Svetlana (Leningrad).
Encyclopedia files do not contain a detailed (Personal communication)
statement of the rules, so the classification of
this as a mutation game is conjectural, but the Retrogression Chess (Bruce Trone, 1991).
assumption seems reasonable.] Every time a piece, other than a K, makes a
capture its rank is reduced in the sequence
Progression Chess (Tony Paletta, 1980). The Q>R>B>N>P. (Unprovenanced note
power of a pawn augments as it advances. On presumably deriving from personal
the 5th rank it moves like a knight, on the 6th communication)
164 Other games using square lattice boards

Flip Chess (John W. Brown, 1997). All men Ambassador Chess (James Wittman, 2002).
except may be flipped instead of or after Board 3x2(!), each player has two pieces; an
moving. 45-square board, 7x7 less the corners; Archbishop (B+N), the royal piece, and a
men include Fers (moves one square Changeling. The C begins as a Thorny Rose
diagonally); array (b1-f1/b7-f7 and inwards, (move as K, capture as B), then after each
centred) BFKFB, PPPPP; B flips to R, F to N, move changes in sequence to R, B, Q, and
P to Berolina Pawn (moves diagonally, back to a TR. When captured, its original
captures straight). Pawns promote on last rank owner may, on any subsequent turn, drop it
to Princes (move as K, but are not subject to back on an empty square in the form it was
check); bare K loses. Flip Shogi has the captured; it thereafter resumes its move
additional rule that captured pieces may be sequence as above. Checkmate the A to win.
dropped either side up but only to attack an Array: Aa1/a3; Cb1/b3. (Variant Chess 44)
opposing man; pawn drops are limited to first
two ranks. (Chess Variant Pages) Pocket Mutation Chess (Michael Nelson,
2003). Orthochess array; at any stage a player
Patricia Chess (Rob Nierse, 1997). Board may remove a piece (not a K) from the board
5x5; BKB on b1-d1, PP on b2/d2, Black and keep it in hand to be dropped, except on
similarly. When a king moves it becomes a the 8th rank, on a subsequent turn instead of
queen, next move back to king, and so on; moving. No castling, e.p. normal; P on second
similarly bishop transposes into rook and back rank has two-square move option however it
again. Capture of King or Queen ends the got there (P dropped on first rank does not).
game. A pawn promotes to knight on either of Pieces are placed in classes: (1) P; (2) N, B;
the opponent’s first two ranks (knights do not (3) R, Nightrider (as in chapter 16),
transmute). Captured pieces change sides and SuperBishop (as B or one square
can be dropped in the form they were captured orthogonally); (4) Cardinal (B+N), SuperRook
on any subsequent turn (but instant pawn (as R or one square diagonally); (5) Q,
promotion disallowed). (Chess Variant Pages) Chancellor (R+N), CardinalRider (B+Nr),
SuperCardinal (as B or N, or one square
Cannon Chess (Peter Michaelsen, 1999). orthogonally); (6) ChancellorRider (R+Nr),
Board 9x9; men other than K can optionally SuperChancellor (as R or N, or one square
promote when making a move that begins or diagonally), SuperCardinalRider (as B or Nr,
ends in the last three ranks, or in capturing. or one square orthogonally); (7) Amazon
Captured men change sides, and may be (Q+N), SuperChancellorRider (as R or Nr, or
reintroduced on any empty square (in place of one square diagonally); (8) AmazonRider
a normal move) in either their normal or their (Q+Nr). If the piece was removed from 1st-7th
promoted forms. Men are Iron General, which rank, it may be changed into any other piece in
moves as orthochess K or two squares by its class before being put into the pocket; if
leaping an adjacent piece, captures a man two from the 8th rank and not already in the
squares away by leaping an adjacent piece, highest class, it is promoted to any piece in
promotes to Iron General which moves and next higher class, again before being put into
captures as orthochess K; Copper Cannon, the pocket. There is no normal promotion; a
which moves as B or can leap one man, pawn moved to the 8th rank stays there as a
captures only if there is one man between it pawn until pocketed. (Chess Variant Pages)
and its target, and promotes to B; Silver
Cannon and Gold Cannon, which do the same Abstract Chess (João Neto, 2003). Board
on R and Q lines and promote to R and Q; 8x8; pieces are stones in stacks of 1 to 6. 1
Copper General, which moves and captures as moves like P, 2 like N, 3 like B, 4 or 5 like R,
IC+IG and promotes to N; Silver General, 6 like Q. Aim is to capture royal stone (moves
which moves and captures as GC+IG and like K). On turn, player may move friendly
promotes to Gold General, which moves and stack, transfer a stone to an adjacent friendly
captures as IC+Q; and King, the royal piece, stack, or capture an enemy stack by
which moves and promotes as GC+Q. replacement. Array (a1-h1/a8-h8 and inwards)
(Eteroscacco 86-88) [Text editorial] 4236K324, 8x1. (Chess Variant Pages)
Mutation games 165

18.3 Combination and separation

Combination Chess, also known as Check piece may be separated back into its
(W. S. Campling, 1898). Described as ‘Being component parts. Maus eventually settled on
the Game of Chess slightly modified, to admit Empire Chess, where a player is normally
the introduction of a new principle calculated allowed only one combination piece on the
to enhance both its variety and interest’ board at any one time; additional combination
(British Chess Magazine, July 1898). Normal pieces can be obtained by pawn promotion
board and set-up, but the queen has only the (pawns can promote to empresses and
move of the king. Pieces, other than the king princesses), but a player can in no
and pawns, can combine in pairs and threes circumstances have two identical combination
(couplets and triplets), pooling their powers. pieces on the board together. Empire Chess
This is achieved by moving one piece onto the was dedicated to T. R. Dawson, who described
square occupied by a different friendly piece it as ‘the ultimate and perfect method of
or pieces. This allows six different couplets bringing the Empress and Princess into a great
and four triplets. Combinations move, capture game’ (Chess Amateur, June 1925). However,
and are captured as a unit. Combinations can the inventor admitted that the majority of
also split, but not to check or capture. Castling games turned out to be standard chess from
is not permitted if the rook is part of a start to finish, and in an exhibition game
combination. Pieces combining share the same arranged for the Chess Amateur between
square. A large chessboard (or a small set) is Maroczy (on a U.S.A. chess tour) and E. W.
recommended. [Campling is referred to as ‘E. Gruer (a former California State Champion)
S. Campling’ in an editorial note to Maus’s the first seven moves were agreed beforehand
article in the May 1925 Chess Amateur (see in order to guarantee a queen exchange. The
below), but on what authority I know not.] name came to Maus when standing on the
bluffs of San Francisco as the British
Coronation Chess (Frank Maus, 1924). battleship Hood came in through the Golden
Beneath this umbrella title Maus Gate. [A problem in the June article was
recommended a change to the game which he dedicated to Maus ‘on his birthday, 29/12/24’,
believed was ‘the long-sought answer to the hence the assumed date ‘1924’.]
question ‘What will be the next permanent
change in chess?’’ (Chess Amateur, May Chessers [Maus] (Frank Maus, 1925).
1925). He argued that there are two special Normal board and set-up except that pawns
moves in chess; castles (associated with the are draughtsmen whilst conserving their usual
opening) and promotion (associated with the chess moves. A piece (including a king) may
endgame) and proposed that a third move be at any time be played, according to its normal
introduced, essentially linked to the middle movement, to a square occupied by a friendly
game, that of coronation. Coronation consists pawn, forming a chesser, but not vice versa.
in moving one of the three pieces R, B, N, to a Thereafter the chesser may move as the piece
square occupied by one of the others of the or pawn, but only forward. The piece may at
same colour and fusing their powers. any time leave the pawn with a normal move
In Coronation Chess proper, only the union but the pawn cannot separate from the piece.
of rook and bishop is permitted and that only If the unit reaches the end rank, the pawn is
when the queen has been lost, but there are no lost and is removed from play. A pawn on its
restrictions on promotion. In Empress Chess own promotes normally. Chessers may take,
[Maus], a player who has lost his queen may but may not be taken, e.p. The game offers
crown either a new one or an Empress (R+N) interesting features. By forming chessers,
or Princess (B+N), but he may not have more bishops can change colour, line pieces can
than one crowned piece on the board at a time. transport pawns to the 7th rank before leaving
In Union Chess, this restriction is removed, them, and kings can escape back-rank mates.
and he may have as many crowned pieces as Because promotion prospects are greatly
the supply of rooks, bishops, and knights may enhanced, games tend to be shorter than in
allow, and in Confederate Chess a crowned orthochess. (Chess Amateur, May 1925)
166 Other games using square lattice boards

Augsburg Chess (Erich Bartel, 1965). Major adapted for the purpose, can stack one on top
pieces can divide or be formed by of another. First two moves of each side are
combination. Q=R+B. The idea has been normal. During the next four moves, players
extended to include the king (Kombischach) can stack no more than two pieces; thereafter
and unorthodox pieces. Problem theme but up to three pieces can be stacked. This remains
playable. (Variant Chess 16) the limit for the rest of the game. Stacking is
achieved by moving one piece to a square
Nuclear Chess (Garry Crum, 1967, modiSed occupied by a friendly piece. Subsequently,
by Bruce Trone). Two or more men of the the combined piece moves first as the lower or
same colour can occupy the same square. lowest piece, which can then be shed, next as
When this happens, either fusion or Sssion the upper (or middle piece), and so on, this
occurs, at the player’s choice, but fusion process counting as a single move. Captured
cannot take place on the player’s Srst two men can be removed at once or ‘pinned down’
ranks. Fusion combines the powers of the for removal later. (Photocopy of proprietor’s
pieces occupying the square (in theory, all 16 rule booklet)
men of a side could fuse into one piece);
Sssion causes the fused piece to split up, the Parton Chess (Philip Cohen, 1974). There are
separate pieces breaking away by their own basic pieces called Partons, into which regular
moves, the catalyst (the piece that moved to pieces can decay: Wazir (moves one square
unite with the fused piece) remaining on the orthogonally) Fers (one square diagonally),
square. A fused piece subject to Sssion may and others not required in the basic game.
explode in any way desired. A queen is Instead of moving, a piece (not K or P) may
considered as R+B. Men that ‘explode’ decay into its component partons: a bishop
(move) as a result of Sssion may capture or into four fers, each adjacent diagonally to it
check but no two men may explode in the and capturing any enemy man in the process, a
same direction. Men that explode may cause rook to four wazirs, a queen to four of each, a
chain-reaction by fusing or causing further knight to one of each. Decay cannot take place
Sssion. All the elements of a fused piece are if any of the adjacent squares is off the board
lost if it is captured. A pawn on the first rank or occupied by a friendly man. A variation
can move 1, 2 or 3 squares; on the second rank allows pieces to decay even if squares are not
pawn-2 is always possible; no e.p. A fused available to accommodate all partons; another
piece moving to the end rank results in all variant permits a parton to move to a square
pawn elements promoting; promotion is to occupied by a piece, thus ‘exciting’ it with
orthochess pieces only. A king may move into further complications. A theoretical game of
check if this results in Sssion that removes the doubtful playability, named in honour of V. R.
threat. The nuclear reactions can be Parton. (Nost-algia 171)
bewildering. (Nost-algia 173)
Ferry Chess (inventor not recorded, 1979).
Thurrow Chess (David Moeser, 1971). Each Game submitted in variant competition
player may have one Thurrow in a game. (Games 5). Pieces are ranked in descending
Instead of moving, the player creates a T order Q, R, B, N, P, K. A piece may move to a
which ‘detaches’ itself from one of the square occupied by a piece of the same colour
player’s pieces (not the king or a pawn) and provided the moving piece is ranked higher.
moves to any square the piece could move to. Up to six pieces may be so stacked (numbered
The T acquires the powers, including those of tokens can be used to avoid overcrowding).
capture but without the right to check, of the Subsequently the combined piece moves in the
parent piece. It may be captured like any other manner of the highest-ranking piece (called a
piece. The game is named after Thur Row, ferry move) when the next highest-ranking
publisher of Chess Ultimates. (Neue Chess 1) piece has the option of moving on; thus
(B+N+K) a1-g7 can be followed by (N+K)
Crescendo Chess (Proprietary game, Strato- g7-e8. Only one disembarkation is allowed a
Various Products; Walter Dykoski, 1973). turn. A capture is legal only if there is no split.
Standard board and set-up. Pieces, which are In the example, a capture on g7 would be legal
Mutation games 167

provided the knight did not then move. lives on, joining the captor and endowing it
Combined pieces are captured as a unit. Some with the power to move as a knight in addition
novel play. (Photocopy of letter submitting to its normal movement. (2) Spirits are flighty,
entry, author’s name not included) and will immediately leap to another unit if its
host moves to a square a knight’s move away
Dominator (Proprietary game, Capri, date not from that unit. (3) Where there are two or
recorded). Space battle in which pieces can more units a knight-leap away from where the
combine and separate. Capturing according to spirit ends its move, it doesn’t transfer but
precedence; combined pieces have greater remains with its current host. (4) A spirit will
combat power but lower mobility. also leap to any unit that ends its move a
(Proprietor’s rule sheet) knight’s move away. Spirits are totally
impartial, and under rules 2 and 4 they transfer
Troja-Schach (Proprietary game, M+A their allegiance to friendly and enemy unit
Spiele; Martin Arnold and Armin Müller, alike without fear or favour. Problem theme
1994). A piece or pawn, other than a king, but playable. (Variant Chess 23)
may move to a square occupied by a friendly
man and create a Trojan piece. A trojan piece Thunder Chess (Fergus Duniho, 2001). Usual
moves in the manner of the top man of the board and men plus plenty of spares, and the
stack. At any time a trojan piece may add men should be small enough to allow two of
further men and/or move and leave the bottom them to occupy the same square. Usual array,
piece(s) on the square vacated. Troja sets, but replace the queens by R+B. A simple piece
which enable pieces to stack, are available (K, N, B, R) may combine with a non-royal
from the proprietors. (Proprietor’s literature) simple piece of either side by moving on to its
square. The new piece belongs to the player
Superchess [Montagna] (John Montagna, who made the move. Like pieces may not
1995). A man other than a king may move to a combine. A non-royal piece may not move to
square occupied by a rook of either colour, combine with a K. Compound pieces may not
creating a superpiece which thereafter may combine further. When a simple non-royal
move as either element. The occupying man piece (N, B, R) is attacked, it may promote by
may also move away if desired, and an moving to an empty square. N promotes to
occupier can be captured thus changing an R+B, B to B+N, R to R+N. When a non-royal
occupation from ‘friendly’ to ‘hostile’ or vice compound piece captures a piece, it demotes
versa. A pawn must leave a superpiece to to the piece whose move it has just used.
promote. (Eteroscacco 76) [This is a summary When a royal compound piece captures a
of a three-page article in Eteroscacco, and piece, it demotes to a K. The player may split
even that is described as consisting of a compound piece into its components by
‘excerpts from’ a book Superchess Basics.] moving one away and leaving the other
behind. No castling, promotion only to N, B,
Spirits of the Knight, also known as S- or R. Object is to checkmate the opponent’s
Spirits (Peter Fayers, 1997). Four special royal piece, whatever its current moving
rules. (1) When a knight is captured, its spirit power. (Chess Variant Pages) [Text editorial]

18.4 Movement dependent on square occupied

Free Chess [Capellen], also known as rank changes its role; N/Ra1 moving to c1
Baroque Chess (G. Capellen, 1915). Normal becomes N/B. Demanding on the memory.
board and men, but the Sle on which each Capellen published the game in a booklet
piece stands is determined by lot (if White has (dedicated to Hindenburg) Zwei Neue Krieg-
both bishops on black squares, the black spiele (the other was a card game) declaring
bishops will be on white squares). Pieces not that Free Chess ‘should outlast chess’.
on their usual squares add the power of the
piece whose normal square they stand on; thus Transition Chess (A. N. Percival, 1947). The
Na1/a8 = N+R. A piece moving on the back board is divided into four rings, each ring
168 Other games using square lattice boards

designated by a piece. The innermost ring (d4- felicitous marriage. (Neue Chess 7, manuscript
d5-e5-e4-d4) is the Q’s ring; c3-c6-f6-f3-c3 note presumably deriving from personal
the R’s; b2-b7-g7-g2-b2 the B’s; a1-a8-h8-h1- communication)
a1 the N’s. Array (a1-h1/h8-a8) PKPPPPPP (8
men only, kings on b1/g8). On the Srst move a Frontier Chess (Tony Paletta, 1980). Board
man (P or K) may advance one or two squares; (8x8) is notionally divided between 4th and
thereafter a man moves according to the ring it 5th ranks. Kings and pawns have usual
is on. (Fairy Chess Review, August 1949) powers, other pieces can change. When
starting a move in opponent’s half of board, a
Smess, also known as The Ninny’s Game and rook moves as a bishop and a bishop as a rook.
Take The Brain (Proprietary game, Parker R, B, N move normally if starting move in
Bros; Perry Grant, 1970). Board 7x8, each own half of board. The queen has limited
square of which is marked with arrows which powers, moving up to 2 squares in any
control the direction of movement of pieces direction in its own half and as a knight in
stationed on it. 12 men a side comprising 1 x opponent’s half. The knight moves as a
Brain, 4 x Numskulls, 7 x Ninnys. Brains and (limited) queen if in opponent’s half. (Chess
ninnys move one square, numskulls as queens Spectrum Newsletter)
in any direction indicated. Ninnys promote to
numskulls on the array squares of the Cataclysmo (Bruce Trone, 1991). Mobility is
opponent’s numskulls. Capture by determined by the square a man occupies.
displacement. Aim is to take opponent’s brain. Men on even-numbered ranks move as pawns,
All The King’s Men (Proprietary game, on odd-numbered ranks a piece moves as the
Parker Bros; Reuben Klamer, 1979) is a array piece on the file on which it stands.
successor. The setting is medieval (the pieces (Personal communication)
are now Kings, Knights and Archers), the
board has been rationalized and altered in Arlequin (Proprietary game, Mango Games
detail, and the object is checkmate. No piece Storming; Gilles Monnet, 1985). Board 8x8;
may jump over any other piece. The most squares in three colours: yellow, blue, red.
radical change however is that ninnys no Each side has 16 square pieces, of which 15
longer promote, which transforms the end- are transparent (3 yellow, 12 blue) and 1 is
game. Considered a less pleasing production opaque. On each transparent piece there is a
than the original. (Photocopies of rules and symbol combining two primary colours and
boards) one secondary (yellow pieces), one primary
and two secondary (blue). The combination of
Migliore’s Game (Proprietary game, Fred piece and square gives a new colour; for
Migliore, 1971). U.S. patent 3,761,093 of example, a yellow piece on a red square yields
1971, Sled by Migliore, has indicia on the orange. The two remaining piece colours (here
squares, each indicium representing a green and yellow) reveal the contour of a rook.
conventional chessman. All pieces are of the The usual chess pieces are displayed and the
same design, their moves governed by the game is orthochess (opaque pieces are kings)
squares they stand on. except that each time a man moves it is most
likely to assume a new rank. (Jeux et
Lumberjack Chess (Bruce Zimov, 1973). All Stratégie, December 1985, also Die Pöppel-
pieces (including kings but not pawns) behave Revue, May 1988)
according to the files they stand on. They
move and capture in the manner of the piece Bauern-Schach (Proprietary game, Scholten
that occupied the file in the initial position; Partner; Willi Scholten, 1986). Board 8x8;
thus a piece on the e-file moves as a king but squares in four colours (16 of each) randomly
otherwise has no royal powers. Kings retain arranged. Colours correspond to movement
royal powers wherever they move. The factors 1-4. Each side has a king (e1/d8) and
combination of Lumberjack Chess and seven pawns on the first rank. A king or pawn
Giveaway (Losing) Chess produced Fishaway moves orthogonally the number of squares
Chess (Mike Rice as ‘Ekim Ecir’, 1975), a indicated by its station; but a right-angled turn
Mutation games 169

may be made if the move is of two squares or according to the Sles on which they stand. Q
more. Men may not move over occupied moves as Q on Sles d/e, as B on files c/f, as N
squares and capture is by displacement. Object on Sles b/g, as R on Sles a/h. R, B, N move
is to mate the opponent’s king. Check is normally on own Sles and Sles d/e, otherwise
countered normally. [Information presumably as Sle piece. Pawns move as usual but
taken from a specimen in David’s game promote to Q only on Sles d/e, otherwise to
collection; nothing in his ‘Encyclopedia’ files] Sle piece. Kings are unaffected. (Personal
communication)
Square Chess (Veli Toukomies, 1986).
Certain squares carry movement indicators: Chess Mutation (Proprietary game, Moebius
N/S, E/W, NE/SW, NW/SE, all four Evolution; J.-P. Mercier, 1993). Board 8x8,
orthogonal directions, all four diagonal coloured squares; each side has 1 x K, 15 x P.
directions, and all eight. Pieces or pawns Array: Ks e1/e8 ; Ps ranks 1/2, 7/8. Pawns
alighting on these squares subsequently move move according to the colour of the square
or capture any number of squares in a straight they stand on. White: as P; Yellow: as N;
line in one of the directions shown. A pawn Blue: as B; Red: as R; Black: as Q.
thus moving to the end rank is promoted. A (Photocopy of leaflet ‘Chessmutation’, also
man alighting on a movement square may in cuttings from Libération, 6 May and 13 July
the process deliver check. All men not on 1994)
movement squares behave normally.
The game can be played in several ways. Ren’e-Zans’ (Proprietary game, Bi-Triad;
(1) The indicators are placed on the board Linda Blömer, Howard Brittain, Stephen
initially as determined by lot or by agreement Schweim, 1993). Board 9x9; each side has 1 x
between the players. They are not K, Q, Vicar (moves as N or as 3-1 leaper), 2 x
subsequently moved. (2) The indicators are R, N, 3 x B, 8 x P; array (a1-i1/a9-i9 and
entered during play. A player on turn either inwards) RNBQKVBNR, PPPPBPPPP.
moves a man or enters an unallocated Occupation of the central square e5
indicator on a vacant square. (3) As game (1) temporarily empowers a man to move as any
or (2) except that instead of a normal move a piece (so with bare kings, Ke5 mates Ke7). A
player may transfer an indicator from one tactical point is that the power of the bishops
vacant square to another. (Unprovenanced is enhanced at the expense of the knights, with
note presumably deriving from personal the twist that the bishop on the e-file may be
communication) exchanged for a knight with advantage since it
cannot reach e5 whereas the knight can. The
Tula Chess (inventor unknown; from region name is derived from Webster’s phonetic
of Tula, Russia, 1990 or earlier). Pieces move spelling of Renaissance.

18.5 Relay games

Relay Chess (Mannis Charosh, 1957). Knight Relay Chess (Mannis Charosh, 1972).
Developed by its inventor as a problem theme, Developed from Relay Chess above, Knight
later as a game (‘Kafkaesque’ is Paul Relay is popular with serious variant players.
Yearout’s description), and now largely The basic rule is that any piece a knight’s
played in the modified form of Knight Relay move away from a friendly knight has the
Chess below. Rules: (1) Any piece other than additional temporary power of a knight. The
the king may, in addition to its own powers, game has been subject to much
move and capture in the manner of any experimentation. Philip Cohen’s codiSed rules
friendly piece guarding it, excepting the king; (Nost-algia 268/9), now generally accepted,
(2) A pawn may not move to the Srst rank nor are:
promote except by a normal pawn move; (3) (1) Knights are blocks. They can move but
A piece, advancing one square or capturing as cannot capture, be captured or check. This
a pawn, does not promote on the 8th rank. applies also to promoted knights.
(Fairy Chess Review, April 1957) (2) Any man except a king, if a knight’s
170 Other games using square lattice boards

move away from a friendly knight, is that bishops replace knights. Appropriately,
‘knighted’ and has the power of a knight in pieces are ordained rather than knighted.
addition to its own power (knights defending There is one restriction: in the initial position
each other are unaffected). the b- and g-pawns on both sides are not
(3) A knighted man cannot relay its powers ordained since otherwise each side gains a
and loses them when no longer ‘guarded’ by a second queen after two moves. However, b-
friendly knight. pawns and g-pawns that move and
(4) A knighted pawn cannot move as a subsequently return to their starting positions
knight to the 1st or 8th ranks. may be ordained. (Nost-algia 183)
(5) A knighted pawn that returns to the 2nd
rank regains the right to the initial two-step Strange Relay Chess (Ralph Betza, 1970s).
move. Men have no intrinsic power to move or
(6) There is no e.p. capture. capture but have relay powers. The movement
At least Sve variations of the game have been power of a man is derived from any friendly
tried, of which two are deserving of record: (a) man guarding it, the capturing power from any
knights can capture, check or be captured like enemy man attacking it. Another version only
other pieces (the original version); (b) knights allows a man to capture the piece that is
relay their powers to men of either colour. relaying its power. Suppose White Pb3, Black
The concepts behind Knight Relay, and the Ka5/Nd4; in the first version, the king is in
extent to which they change the ordinary check, in the second version it is not; in both
game, are easily grasped by a brief look at versions the knight is attacked by the pawn. In
familiar openings. (R) indicates a relay move. the initial position, the d- and e-pawns have
1 e4 e5 2 Nf3 (the knight is not attacking the maximum movement power (Q+N) and the
pawn since it may not capture) Nc6 (nor is this rooks none. (Nost-algia 263, Eteroscacco 50)
knight defending it; in fact, by removing
knighted powers from the d-pawn, Black has Rampage Chess (Bruce R. Trone, 1976). Men
abandoned its defence). Now the usual 3 Bb5 do not move or capture normally; instead, a
or Bc4 are both unplayable as the bishop man may move or capture directly to any
would be en prise respectively to the black a- square controlled by its own side. ‘Controlled’
pawn and e-pawn. Another example: 1 e4 Nf6 is deSned as being attacked by more of its own
and now 2 e5 is not playable on account of men than those of the opponent; if the
dxe5(R). After 1 e4 d5 2 exd5 Qxd5, 3 c3 numbers are equal, the special power cannot
attacks the queen but 3 Nc3 does not. Even the be used. Bishops can change square colour. A
legendary Fool’s mate is transformed: 1 f3 e5 king in check can only move as in orthochess.
2 g4 Qh4+?? 3 fxh4(R). Pawns gain most from (Nost-algia 194 and later)
being knighted whilst bishops convert easily
from one colour-complex to the other. Knights An-nan Chess (M. Hanazawa, 1978). A man
are useful blockaders, particularly in the moves and captures in the manner of a
endgame. Here is an attractive cameo from friendly man stationed on the square
play: White Rd7, Nb6/c5 (K unimportant), immediately behind it, otherwise play is
Black Kb8, Ba5, Nc7, Pb7, White plays orthochess. The name and the game are
1 Rd8+ Ka7 2 Na6!! and 3 Rc8(R) is derived from An-nan Shogi which has a
unstoppable. It is good strategy to occupy the similar rule. An-nan is a word without
centre with knighted pawns, often leaving the meaning. (Chessics 4)
knights at home in the early stages of a game.
The leaders in the Srst international Wizard Chess (Tony Paletta, 1980). Queens
correspondence championship of Knight may move a maximum of two squares in any
Relay were: John McCallion (10/10), Paul direction. Kings are wizards which affect the
Yearout (8.5/10), Phil Cohen (8/10), movement of pieces of either colour adjacent
Alessandro Castelli (7.5/10). National to them. A rook next to a wizard moves like a
championships have also been held. bishop, a bishop like a rook, a queen like a
The rules of Bishop Relay Chess (Mannis knight and a knight like a (limited) queen.
Charosh, 1975) are essentially identical except Pawns are not in@uenced. A piece adjacent to
Mutation games 171

both wizards behaves normally. (Chess 13 grey and black squares), two inner zones
Spectrum Newsletter) (cd and hi files, 10 grey and black squares
each), and two outer zones (ab and jk files,
Maya Chess (R. Ravi Sekhar and others, again 10 squares each). Each side has 11
1987). The name is from the Sanskrit: pieces, 1 x Necromancer (moves as K); 2 x
‘illusion’. Pieces (but not kings and pawns) Wizard (as B), Crusader (as R); 6 x Thrall (as
adopt the power of a supporting man N but forward only; promotes on last rank to
(including a king or a pawn) provided that the W on a grey square and to C on a white). In
supporter has made at least one move. If a addition, there are five neutral Demons, which
man has two or more supporting pieces he start on the black squares bdfhj4.
assumes the powers of all of them, in both A demon cannot be captured, but can
cases surrendering his own powers; thus a capture a hostile piece when invoked by a
rook defended by a bishop can only move as a magic piece (N or W). The invoking magic
bishop. An unsupported piece moves and piece must move into or within the zone of the
captures normally. Castling is only permitted demon, and the total number of magic pieces
under normal conditions and if the rook is within the zone must satisfy certain
undefended or defended only by the Q. For conditions: one only (the invoker itself) in an
example a fianchettoed B turns the R into a B, outer zone, two (not more) in an inner zone,
so castling with this R is illegal. A piece on and all three in the centre zone. The invoked
the 8th rank supported by a pawn on the 7th demon is moved within its zone to any vacant
(and hence with the power of a pawn) must square or to capture an enemy piece. A player
promote at once although it can of course may also elect to pass (i.e. not invoke the
promote to itself! K+B or K+N force a win demon). The object is to checkmate the
against bare king; K+2B, K+B+N, and K+2N Necromancer. (Variant Chess 21)
win against K+B and K+N, and also against
K+R. K+Q however cannot win against K+B Dynamic Chess (inventor unknown; perfected
or K+N. by Hugh Denoncourt, 1995). Usual board and
A Maya Chess Federation of India was set-up. The power of a man is derived from
founded by R. Ravi Sekhar, K. Muragan (both the nearest man of either colour on the same
members of the Indian orthochess team at the rank towards the a-file. The board is
Dubai Olympiad), and others. The Federation considered as a cylinder (a-file adjacent to h-
has included a number of masters as well file). Thus in the starting position the only
as internationally known problemists. piece to keep its original rank is the QR since
Championships are held and a regular bulletin it stands adjacent to the KR. If a man stands
is published. (Maya Chess Informant, January on an empty rank, it moves as normal. No P-2
1993, also personal communication) or castling. A main tactic is to force out
opposing K next to a P where it is an easy
Synchronism (Bruce Trone, 1991). A piece, target. Another is the move of Q or B to the
but not a pawn, can move or capture in the 2nd rank when Ps can be shot off like missiles.
same manner as any man protecting it in P promotion is commonly to N. (Personal
addition to its normal powers. communication)
(Unprovenanced note presumably deriving
from personal communication) Induction Chess [Kommerell] (Hartmut
Kommerell, 2000). A man can move, but not
Necromancer (Proprietary game, Kevin capture, in the manner of a friendly or hostile
Cullen, early 1990s). Board 11x7, a1 white, man on an adjacent square. (Manuscript notes
with squares in three colours: grey (ordinary apparently resulting from personal
black squares b1 etc, 38 squares), white communication)
(ordinary white squares ac...13.., 24 squares),
and black (the remaining 15 squares Interdependent Chess (Fergus Duniho,
bdfhj246). The grey and black squares 2001). Board 6x7; men are King, Universalist,
together form the ‘Demon Grid’ which is Knight, Spider, Conservative, Steward,
divided into five zones: centre zone (efg files, Guardian; array (a1-f1/a7-f7 and inwards)
172 Other games using square lattice boards

SpNUKNSp, CGStStGC. Men move normally Wowbagger (moves one step orthogonally),
(well, more or less) but capture by moving Ford Prefect (one step diagonally), Marvin (as
directly away from another piece ‘which is P but no 2-step option), Life, Universe, and
toroidally adjacent’ (i.e. is orthogonally or Everything (see below); array (a1-f1/a7-f7 and
diagonally adjacent, or would so be if the a inwards) WEUKLF, 6xM. Life on its own
and f files were contiguous and likewise ranks cannot move or capture, but it may transmit
1 and 7). K and N move normally. Sp leaps movement and capturing powers from any
two squares orthogonally or diagonally. C adjacent piece (diagonally or orthogonally) of
moves like a rook, but horizontally only. All either colour to itself or to any adjacent
these pieces have a ‘capturing power’ which is friendly piece. The Universe doesn’t capture,
the same as their ordinary move. St moves one but moves like a K or by changing places with
square orthogonally and its capturing power is a non-royal piece of either colour (swaps
one square diagonally, and G is the other way cannot repeat the last board position). If a
round. U moves away from a toroidally swap moves a Marvin to its last rank, the M
adjacent piece using the latter’s moving power promotes to a piece chosen by the player
(an isolated U cannot move). One U moves making the swap. Everything can move with
away from another as a bishop on a torus (all the ‘iterated power’ of any adjacent piece of
other moves are limited by the board edge). either colour (an iterated F is an orthochess B,
Pieces capture by withdrawal, using the iterated W is R, iterated K is Q, iterated U is
capturing power of the victim. Captured pieces non-capturing Q, iterated M can move forward
change sides and are held in hand, and can be like a non-capturing R, or capture an unbroken
dropped in any empty space on a later turn in chain of enemy men in a diagonally forward
place of a normal move. (Chess Variant direction). L and E have no effect on each
Pages) [Text editorial] other. M may promote to any non-royal piece.
White starts with one move, after which the
Life, the Universe and Everything (João players make two moves per turn but with
Neto, 2002). Board 6x7; kings (as orthochess) different men. To win, capture the opponent’s
are Arthur Dent (White) and Zaphod K or leave him with no legal move. (Chess
Beeblebrox (Black); other men are Variant Pages) [Text editorial]

18.6 Other mutations

Von Ranson’s Game (J. von Ranson, 1820). Genius Chess (T.V.R., 1827). 68-square
68-square board consisting of an 8x8 board board consisting of an 8x8 board a2-h9 plus
a2-h9 plus additional squares at d1, e1, d10, additional squares at d1, e1, d10, e10; kings on
e10; kings on e1/d10, pawns on ranks 2-9 (no e1/e10 (a difference from von Ranson’s
other men initially present). Each player has in game), pawns again on ranks 2-9. Each player
addition a reserve piece that can be entered on has in addition a Genius in reserve. Kings as
an empty square during the game and moved usual; pawns move like kings, and promote on
four times only as a Q or N, but can only ranks 2/9 to the orthochess Sle piece.
check or mate moving as a knight. Kings as Promotion on the two central Sles is to rook,
usual; pawns move like kings, and promote on but a player cannot have more than two rooks
ranks 2/9 to the orthochess Sle piece. on the board at the same time. If a king moves
Promotion on the king’s file is to rook. If a to the square initially occupied by the enemy
king moves to the square initially occupied by king, a queen materialises on the square beside
the enemy king, a queen materialises on the him. The genius, which can represent any
square beside him provided the square is orthochess piece, may be used only four times
empty. According to Faidutti, ‘without a doubt during a game. The player puts the genius on a
the only German game of this period that does vacant square not attacked by the enemy, at
not resort to military terminology’. the same time announcing its role. This counts
(Photocopy of title page and pages 51-62 of as a move. There is one restriction: the genius
Anweisung zum Schachspiel by ‘J. v. R.’, cannot be entered as a knight to give check if
pages 54-5 currently missing) the opponent’s king is guarded by one of its
Mutation games 173

own pieces. Thereafter the genius moves and The two chakras together form a
captures as the piece nominated. However, it Transmitter. Whenever a piece can move to a
can only make a total of four moves in a game. vacant chakra of its own colour, it may move
After moving the genius the player can opt to simultaneously to the other chakra of the same
remove it from the board. It can later be re- colour provided that this is unoccupied or
entered as the same or another piece always occupied by a hostile man, which it captures.
subject to the four-move restriction. If a Suppose White chakras (either side up) b4/f8,
genius is captured it is still permitted to re- swords b2/b3; White can play b3-b4 (transfer
enter play if it has not exhausted its quota of to f8 and promotes), and the sword at b2
moves. A player cannot have a queen and a defends the promoted piece.
genius on the board at the same time. A player Capture is by displacement but chakras do
who is stalemated loses. (Verney) not capture and only an emperor can capture a
[These clearly refer to the same game, chakra, which must be vacant. In doing so, the
particularly as the ‘J’ in Gothic script could second chakra is automatically captured (but
easily have been misread as ‘T’. However, von not the occupant, if any) i.e. the transmitter is
Ranson admits that his game is only an idea, lost. However, if an emperor occupies one of
and Verney’s differences of detail may his own chakras, the opposing emperor may
represent the fruit of experience or deeper not occupy the other. An emperor, like any
contemplation. The identification of ‘v. R.’ other piece, may capture on a chakra, but in so
with ‘von Ranson’ must rest on evidence doing he does not capture the transmitter
which I have not seen.] although when he vacates the chakra he will
threaten to do so.
Chakra (Christiaan Freeling, 1980). Board A friendly chakra, if vacant, is no
8x8; men are Emperor (K), Empress (Q), impediment to mobility, but a hostile chakra,
Samurai (R+K), Monk (B+K), Ape (N), whether vacant or occupied, acts as a block
Sword (P), Courtesan, Chakra. The object is to and may not be crossed. A chakra of either
checkmate the emperor. Swords have usual colour does not affect the eye-contact of
pawn powers but only promote to pieces emperor and courtesan, but a hostile chakra
previously captured. The courtesan moves as a interposed between them cannot be crossed by
king but whenever she faces her own emperor the courtesan.
along an open Sle, rank or diagonal, she A piece occupying one chakra (for example,
commands the length of that line in both after making a capture on it) cannot move or
directions: up to the emperor in one direction capture on the other unless its normal
and to the end of the line or up to and movement allows it to do so, for example if an
including the first occupied square in the ape occupied one of a pair of chakras
other. Suppose White emperor e1, courtesan separated by a knight’s move.
e3, sword e7; the courtesan defends the sword. The chakra is a difficult piece to focus but
(Co-operation between emperor and courtesan its powers make for some remarkable play. In
is not without historical precedent.) the ending, for example, two apes can often
Chakras are flat pieces with a circle on one mate an emperor if they can use a transmitter.
side and a square on the other. In the starting A feature article on the game (The Gamer
position they are placed circle-side up. Array 3) attracted widespread interest and sold many
(a1-h1/a8-h8 and inwards) ACoMQKSaCoA, sets. Dakini Chakra (see below) is a variant.
ChSSSSSSCh.
Chakras may be occupied by men of either Dominance (Proprietary game, Jansen, 1984).
colour and they may also move, but only if Board 9x9; 18 cubic men a side of which one
unoccupied and to a vacant square; a chakra is the king (e1/e9) and eight have framed card
cannot move on to another chakra. Circle-side suit symbols on their faces (first rank); nine
up, a chakra moves as a king, square-side up with unframed symbols (2nd rank). King
as a knight. A vacant chakra may be reversed moves as orthochess, moves and capturing
after moving in order to change its power, or it ability of other pieces determined by rotation
may be reversed without moving, but this of cubes and hence symbols displayed.
counts as a move. (Photocopy of rules leaflet)
174 Other games using square lattice boards

Dakini Chakra (Gianluca Vecchi, 1996) is a any number of squares along that line in either
Chakra variant with some renaming of pieces direction; in doing this, it may pass over the
(ignored here) and the following differences: chakra which is giving the power. If the other
A leaps as N or two squares in any direction; chakra is vacant, it may be transported to it
Courtesans replaced by Gauris as described and continue its progress, in the same sense
below; Black K and Q reversed in the array, (orthogonal or diagonal) but not necessarily in
and chakras start with square side up. the same direction. It also has the same
If a gauri is on the same rank, file, or options as other units in combination with the
diagonal as a friendly chakra, with no chakras. (Originator’s rule sheet) [Text
intervening unit of either colour, it may move editorial]
Chapter 19
Changed or multiple kings

[In normal chess, the king moves one square at a time except when castling, a player only has
one king at a time, and the same piece retains the kingship throughout the game. In this chapter,
all these will be changed.]

19.1 Kings with unorthodox powers of movement

La Victoire, also known as Le Jeu Français and Delight of Chessical and Decimal, 1970),
(J. B. Loysel, 1822). Board 10x10; pieces have 1st rank pieces, 2nd rank CR a2/j9, 3rd rank
military names but the disguise is (imsy. Each pawns (100 Squares for Chess and Damante,
player has 1 x king (K), general (Q); 2 x 1972), 1st rank pieces, 2nd rank pawns, 3rd
artillery colonel (R), infantry colonel (B), rank CR e3/f8 (Enduring Spirit of Dasapada,
cavalry colonel (N), engineer colonel (also N); 1973). We met the same idea in Part 1 under
10 x captain (P). No castling, but a king has the names Knightmate and Mate the Knight.
two formidable privileges: provided it has not
moved, it can capture, without moving, any Liberation Chess (Michael Juhasz and David
opposing man attacking it that is unguarded, Moeser, 1971). The king is an ordinary piece;
and it can also make one move in the manner it is the queen that must be checkmated.
of any piece (effectively Q+N). Once moved, Pawns promote to K, N, B, R, or Fischer,
the king reverts to its normal status. Captains which can leap to any square within a four-
(pawns) have the initial two-square option. square radius. Unless a pawn promotes to F, a
Promotion to General (Q) provided that piece draw is likely. Gardez (Peter Krystufek,
has been taken, otherwise to aide-de-camp 1986) is the same game without the F, and
with facility to move like B and capture like Role-Reversal Chess, also known as
R. Baseline (a1-j1/a10-j10) RNNBQKBNNR, Feminist Chess (Ralph Betza, 1992) is
with 10xP on 3rd/8th ranks. The game was similarly without the F but has the additional
modified for 8x8 and 6x6 boards. There were rule that bare Q loses. (Neue Chess 1, 100 mal
several subsequent editions. The inventor Kniffel Schach, personal communication)
apparently got carried away with his creation,
for in the edition of 1838 he proposed no less Rettah Chess (V. R. Parton, 1974). Parton’s
than 18 different versions of the game. first major variant (1952) introduced the
(Faidutti) Rettah, a piece with a name derived from
Carroll’s Mad Hatter. The idea was developed
King Chess [Letzen], also known as Letzen from a theory that the king should be the
Chess (originator unknown, 1940s). Problem strongest piece on the board, not the weakest.
theme, possibly playable. Kings move as The rettah moves and captures as all other
queens but may not pass over attacked squares pieces combined, effectively as Q+N, and the
except to capture the attacker or if the attacker aim of the game is to capture the opponent’s
is pinned. (Nost-algia 191) rettah (there is no checkmate). This would be
near-impossible if it were not for the rule that
Centaur Royal (V. R. Parton, 1970 and later). if a rettah is attacked (‘check’), the attacker
Board 10x10, 21 men a side. A Centaur Royal must be captured (always possible, if only by
is a king that moves like a knight. Object of the rettah). The defender may choose between
game is to capture (not mate) opponent’s CR. alternatives. The early versions of the game
Parton changed the starting array every year or had two rettahs a side, but Parton eventually
so: 1st rank CR f1/e10 only, 2nd rank produced a single-rettah version using a
RRBBQQBBRR, 3rd rank 10xP (Challenge normal board and men with a king for the
176 Other games using square lattice boards

rettah. The array is ugly: (a1-e1) KQBRN, the additional power of a grasshopper, but I
(a2-e2) PPBRN, (a3-f3) PPPPPP, BKh8 etc. think this was due to an error in the secondary
Pawns move one square only. Other flavours source that David used. I have not seen this
of the game are Absolute Rettah Chess (only definition anywhere else, and if a king has
a rettah can take a rettah) and Giveaway only the power of a grasshopper there is no
Rettah (rules as Losing Chess). (Nouveaux need to give it a special name; it is simply a
Jeux d’Echecs Non-orthodoxes, Chessery for royal grasshopper.]
Duffer and Master)
Rolling Kings (Peter Aronson, 2000). Normal
Emperor Chess [Schmittberger], also known array set forward one rank (White on ranks 2-
as Emperor King Chess (R. Wayne 3, Black on ranks 6-7) but Mock Kings (not
Schmittberger, 1983). Orthochess except that royal) on e2/e7; true kings on h1/h8. On each
kings are Emperors and have the right to move turn, after moving, the true king is rolled one
anywhere on the board including to an enemy- square along the rank. Kings advance snakes-
occupied square. The object is to capture the and-ladders fashion (thus white Kh1-a1-a2-h2-
opponent’s emperor. An emperor cannot h3 etc.) No double pawn move, promote as
capture a defended emperor. Not as wild as it usual or to Mock K. The MK moves as an
sounds since if an emperor moves to a square orthochess K or slides as true K over any
where it is not defended it is subject to number of vacant squares (thus MKd3 could
immediate capture by the opposing emperor. slide to c3,b3,a3,a4 etc.) Win by capturing
The piece is borrowed from Tai Shogi. (World opposing true K. The game is limited to 32
Game Review 10) turns when the game is drawn as the kings will
meet on h4/h5. (Chess Variant Pages)
Sting, also known as Scorpion Chess (origins
unclear, see below). Orthochess except that K British Chess (Fergus Duniho, 2003). Board
has the additional power of a Grasshopper 10x10; 22 pieces a side: 1 x Queen, Prince
(moves along Q-lines until it meets another Consort; 2 x R, B, Dragon, Lion, Unicorn; 10
man, when it hops over that man and alights x P. Q is royal and subject to check etc,
on the square immediately following). Play 1 otherwise orthodox. PC moves as R or B but
f4 Nc6 2 f5 Nf6 3 Kc3 Nd5+ 4 Kxh8 and the captures as K. B and R orthodox except that
White king has mated the Black (4...Kg8 B can also move one square orthogonally.
would be met by 5 Kxg8 moving as an D moves as Q but in 2-step leaps. L moves
ordinary king). (Chessics 1/9/30, Variant as R or B but must leap a man to capture.
Chess 31-33) [I have only traced the Scorpion U moves as B or Nightrider (straight lines of
back to a 1976 problem by George Jelliss (see knight moves as long as the way is clear:
Chessics 1, the name appearing in the index Ua1 to b3, c5, etc) Array (a1-j1/a10-j10)
which appeared as part of Chessics 16), but DRUBQPcBUND, (b2,i2/b9,i9) L, 10xP
the idea is simple enough and I suspect it is 3rd/8th ranks. Ps move as in orthochess but
older. The first edition gave the K as having promote to a captured piece or a Knight (not in
only the power of a grasshopper, not as having set-up). (Chess Variant Pages)

19.2 Substitute kings

Royal Chess (Fred Herschler, 1972). Board that the ‘subtle yet interesting changes’ could
10x10; extra pieces are Queen’s Champion (3- be covered by copyright. (Personal
2 leaper) and Prime Minister (moves as Q but communication)
limited to four squares), with one of the pawns
nominated as Jester (moves as a K but can Power-Schach 2000 (Proprietary game,
only capture pawns, can exchange places with Kreuz+Quer-verlag; Johannes Volkmann,
K if latter is checked); array (a1-j1/a10-j10) 1991). Board 9x9 (centre square marked);
and inwards RNBCQKPBNR, PPPPPJPPPP. each side has 1 x Boss (moves as K), Lady
Submitted unsuccessfully to 3M, the (Q), 2 x Agent (B+N), Manager (R), 3 x Robot
American games company, with the advice (moves as K but captures diagonally only).
Changed or multiple kings 177

Object is to checkmate boss or to occupy Heir Apparent Chess (Stephen Lewis, 1995).
centre square with boss. Boss in check (but not Board 9x8; extra piece is an Heir Apparent;
checkmate) can change position with either baseline (a1-i1/i8-a8) RNBQKHNBR. H
manager. The nine men occupy the centre moves as Q but up to three squares; if the K is
three Kles of the Krst three ranks on either side mated, H assumes the role of K and now
in the array, thus (back rank Krst) MBM, moves as a K. Checkmate or capture K and H
ALA, RRR. (Manufacturer’s publicity leaflet) to win. (Variant Chess 19)

19.3 Concealed kings

Incognito Chess (Ralph Betza, 1978). Each Before play, the players write down secretly
player secretly chooses a ‘royal’ piece in which of their pieces is the robber-baron. His
addition to the king, and also a royal pawn capture ends the game. (Chess Variant Pages)
(which may not promote). These have the
same attributes as the king. For example, if Crown [Kisliuk] (Lev Kisliuk, 1999).
any royal is in check, the player must at once Standard set-up. The queen moves like a king
move out of check without if possible and is also a royal piece. Both can castle under
revealing that he has been in check. Mate of the usual rules. Before play, each player writes
any royal ends the game. (Nost-algia 216) down secretly which of his two royal pieces is
crowned. Check is abolished, and the loss of
Robber-Baron (Seth McGinnis, 1998). 39- the crowned piece ends the game. A pawn
square board obtained by taking a 7x7 board may promote to a chess queen, known as a
and removing squares bdf2, aceg4, bdf6. Generalissimo, or to any other piece including
Pieces are robbers. Every time after moving, a an uncrowned royal piece. Several variants are
piece changes role (R to B, B to R); initial suggested by the inventor. (Document ‘New
array (a1-g1/a7-g7, no pawns) RBRBRBR. chess game Crown’)

19.4 Kings of other kinds

Puzzo (H. M. Read, 1946) Board 11x9; each promote to queens but do not capture. Kings
side has 1 king (moves as rook), 3 queens and occupy four squares, queens occupy two;
10 pages (2 squares diagonally in any object is to move king to squares occupied by
direction or combination of directions). Pages enemy king. (Provisional patent 914 of 1946)

19.5 Kings created in play

Cheskers (Solomon W. Golomb, 1948). The bishop is an orthochess bishop, the cook a
Probably the best-known of all games 3-1 leaper, and both capture by displacement
combining chess and draughts. Played on the as in chess. The pawn moves and captures like
black squares only, 12 pieces a side: Bishop, a draughtsman (moves one square diagonally
Cook (knight in the diagram), 2 x King, 8 x forward, takes by leaping diagonally forward
Pawn. over adjacent man to vacant square
immediately beyond), and promotes to B, C,
whwiwiwg or K. The king moves and captures as a
draughts king, i.e., as a pawn but also
0w0w0w0w backwards. Draughts captures, including
w0w0w0w0 multiple captures, are compulsory, chess
dwdwdwdw captures optional; if both exist, the player can
wdwdwdwd choose. Promoting with a capture completes
)w)w)w)w move even if further captures are available.
w)w)w)w) Black starts; object is to capture all opponent’s
kings; a player unable to move loses.
GwIwIwHw (Gardner, Mathematical Magic Show)
178 Other games using square lattice boards

Complicacious Chess [Multiple Kings], also whole. The permitted directions of movement
known as Gryphon Chess (V. R. Parton, of this piece are determined by the occupancy
1961) Usual set-up but kings omitted. After its of its eight outside cells; for example, it may
move, a piece changes rank in the sequence move directly forward if and only if its top cell
P-N-B-R-Q-K. Once a king, a piece does not is occupied, and it may move diagonally NE if
change, so a player may have several kings on and only if its top right cell is occupied.
the board at the same time. The object is to If its central cell is occupied, it may move as
mate one of the opponent’s kings. Strategy is far as it likes as long as the way is clear; if not,
to force an opponent to promote a queen the length of its move is limited to three cells.
whilst avoiding doing so oneself. To maintain In either case, it advances one cell at a time,
balance, no more than four each of R, B, N are and may continue only as long as the
allowed in play at any one time. A simpliKed successive 3x3 squares on which it lands are
form of the game is played with king and 8 fully empty; if any cell within the square on
pawns a side. Circean Chess [Parton] which it has just landed is occupied, all the
(Parton, 1971) is a 10x10 version. Each player stones already there (whatever their colour)
has 20 pawns initially, placed on 1st/3rd are removed, the piece is deposited in their
(8th/10th) ranks, and the number of pieces on place, and the move terminates. Stones on the
the board at the same time is restricted to 4xN, edge can be treated as forming part of a 3x3
3xB, 3xR, and 2xQ. Brecht Schach (Stefan square whose centre is off the board. There is
Eisert, 1980) makes the changes according to no natural analogue of the chess knight, but
the circuit K-Q-R-B-N-P-K-N-P etc, no pawns the board is initially set up with recognizable
on 1st/8th ranks. (Chess - Curiouser and representations of RBQKBR along the first
Curiouser, 100 Squares for Chess and three rows (the ‘rook’ has the centre and the
Damante, Die Schwalbe, December 1980) four orthogonal cells occupied, the ‘bishop’
the centre and the four diagonal cells, the
Simpler Chess [Kings] (A. Wardley, 1977). ‘queen’ all nine cells occupied, the ‘king’ all
One version of Wardley’s 6x6 game allows eight outside cells but not the centre) and
the K and Q to be removed, giving the PPPPPP (only the ‘forward’ cell occupied)
baseline RNBBNR. This results in a droll, if along the next three :
not absurd, game in which pawns can be
promoted to kings. ‘It is a matter of honour,’
declares Wardley, ‘to do all you can to achieve
this.’ (Games and Puzzles 66)

Way of the Knight, also known as WOTN


(Ralph Betza, 1992). Usual board and array,
but pieces gain in ‘experience level’
(effectively, power of movement) as they
advance across the board and also by judicious
capture. Additionally, they must choose from
three ‘alignments’ (effectively, promotion
paths), one ending in a chancellor (R+N), one
in a queen (R+B), and one in an additional
king. Kings other than the last may be
captured normally; mate the last king to win. However, the players can use these stones as
(Eteroscacco 69-70) [Text largely editorial] they like. An example game (which is
unfortunately disfigured by an illegal move,
Gess (Puzzles and Games Ring of the suggesting that even the game’s originators
Archimedeans, 1994). Chess with constantly found it difficult) starts with a single step
mutating pieces, played with go stones on the forward by the stone at e6 (actually the 3x3
squares of a go board (the name is pronounced group centred at e5) followed up by a
‘guess’). The stones occupying any 3x3 square three-step move bringing d3/c2/e2/d1 forward
can be regarded as a ‘piece’ and moved as a to d6/c5/e5/d4, creating a long-range diagonal
Changed or multiple kings 179

piece e7/d6/c5/e5 bearing across the centre configuration, it is the player who has just
(how to create your own fianchettoed bishop). moved who loses. (Eureka 53, also Scientific
The objective is to leave the opponent American, November 1994) [Text editorial.
with no configuration representing a K. If a ‘The Archimedeans’ is a student mathematical
move leaves neither player with such a society at Cambridge University, England.]

19.6 Multiple kings present from the outset

Double Chess [Howard] (J. T. Howard, Automobile Club, Pall Mall, 22nd-26th April
1885). 160-square board consisting of an 8x8 1929. Capablanca won two and two were
central area with four 8x3 extensions; four drawn (Evening Standard, London, 29 April
distinguishable sets of normal men (the use of 1929).
wood and ivory or bone is recommended as a The inventor’s son, J. G. Hayward, in
discriminant), two forming the ‘light’ side and correspondence with the author, conceded that
two the ‘dark’. Each army is set up on the last he was ‘never much of a chess player’ but
two ranks of one of the extensions, the light confessed to finding the ordinary game
armies side by side and similarly the dark, and ‘positively dull’ compared with the double
in each case the queen is placed to the right of variant, an opinion, he added, ‘shared by many
the king (arrays otherwise normal). The object besides myself’. These apparently included
is to mate both kings of the opponent. Pawns several well-known players but the game
promote on end rank. A curiosity is that a nevertheless seems to have died with the
queen’s knight is allowed to make two match.
consecutive moves on its Krst turn provided
the intervening square is vacant. First player Sic ’Em Europe (Frank Maus, 1927).
starts by making one move; the second player Standard board divided by grid lines between
then moves a man from each side of his two files a/b, c/d, e/f, g/h and ranks 4/5 into ten
armies in either order. Thereafter each player ‘countries’, of which six are combatant and
in turn makes two moves, one with each army. four (those comprising Kles a and h) neutral.
The forces of a mated king are paralysed but
still subject to capture. Both sides may now
only make one move each, the allies with
wdwdwdwd
either army, unless and until the mated king is dwdwdwdw
released from mate. If one king is stalemated wdwdwdwd
the game is drawn. (Photocopy of booklet dwdwdwdw
Guide to Double Chess) wdwdwdwd
Double Chess [Hayward] (Julian Hayward,
dwdwdwdw
1916). The rules were originally published in wdwdwdwd
pamphlet form under the pseudonym dwdwdwdw
Craigelachie and subsequently in the British
Chess Magazine (January 1929) and Two players, 12 men a side: one each of
elsewhere. Board 16x12; black square a1. Two Emperor, Empress, King, Queen, Prince,
sets of chessmen arranged side-by-side, Princess, plus six pawns. Empress moves like
repeating the array (i.e., WK e1/m1 BK R-N, emperor similarly but restricted to one-
e12/m12). Pawns can move up to four squares square rook move; princess like B-N, prince
initially with e.p. possible. Kings can only similarly but restricted to one-square bishop
castle within their own half-board; pawn move. Male royalty is randomly allocated
promotion on end rank. Object is to mate to ceg1/8, accompanying spouses occupying
either one of the opponent’s kings. Hayward bdf1/8. Pawns are placed b2-g2/b7-g7. No
drew Capablanca’s attention to the game. The castling; pawns promote to empress, queen or
Cuban found it ‘remarkably interesting’ and a princess.
match was between him and the Hungarian The boundary lines between the combatant
master Geza Maroczy took place at the Royal nations disappear at the start of play, being
180 Other games using square lattice boards

used only for setting up, but the distinction give symmetry to orthochess. Board 10x10;
between combatant and neutral territory each side has 20 men, the extra pieces being a
remains. During play any piece (not a pawn) second king and queen; baseline
can move into a neutral country but cannot RNBKQQKBNR. The object is to checkmate
capture in doing so. A piece in a neutral either king. Kings are referred to by Parton as
country has no powers of check/capture but Tweedledum and Tweedledee, hence the name
can move out again at will. Thus adjacent Tweedle Chess (Challenge and Delight of
kings are legal, either one in a neutral country Chessical and Decimal). Pawns move one or
and one in the combatant zone, or both in a two squares at any stage; short castling only.
neutral country or countries. All male royalty Boyer comments that the variant gives
is subject to check, and the game is over when ‘magnificent games’ because there are two
one is mated. If two or three monarchs are in directions of attack and two points to defend
check simultaneously and the checking piece (Nouveaux Jeux d’Echecs Non-orthodoxes).
cannot be captured, or if two or monarchs are Twin Chess [Parton] (Parton, 1961) puts the
threatened in line and no capture or same men on an 8x8 board, with baseline
interposition is possible, the attacker says NKBQQBKR, RR on a2/h2 and a7/h7, PP on
‘scoot’. The defender may then (if he can) d2/e2 and d7/e7, 8xP on ranks 3/6, and no
move all but one of the threatened monarchs two-step pawn move (Chess - Curiouser and
into neutral sanctuary and escape check with Curiouser). Twin Chess [Trouillon] (D.
the other one. (Scooting is a forced action that Trouillon and others, 1960s?) reverts to the
does not constitute a move.) A player loses if 10x10 board, with baseline RNBQKKQBNR.
he cannot escape check or if all of his This game was established in and around New
monarchs are forced into neutral territory. A York, where there was divided opinion as to
game full of ideas in the view of George whether the mating of one K ended the game
Jelliss. The bilious title comes from the verb or whether it was necessary to mate both
‘sic’, meaning attack, set upon. (Copy of letter opponent’s kings, the first K being removed
from the inventor to T. R. Dawson) [Text from the board when mated (correspondence
slightly revised] between John Gollon and Philip Cohen).

Le Bartasso (Proprietary game, Marcel Double Rettah Chess (V. R. Parton, 1952).
Bartassot, 1950). Board 10x9, a1 white. Each Similar to Rettah Chess above but with two
side has 15 pieces: 1 x Diplomat, Knight, 3 x rettahs (kings) and queens a side. Boyer gives
Crowned Pawn, 10 x Pawn. Play on black (a1-h1) RNKQQKNR, bishops c2 and f2,
squares only; pieces arranged on first three pawns on third rank; Parton himself later
ranks (principal squares marked); capture by suggested (a1-f1) KQPBNR, (a2-f2)
displacement. Knight moves as 3-1 leaper. KQPBNR, (a3-f3) PPPPPP, (a4-b4) PP, with
Pawns move and capture as men in continental Black Kh8/h7 etc. Pawns move one square
draughts; they do not promote but can capture only. Unlike in Rettah Chess, check and
backwards. Crown pawns differ from pawns in checkmate apply (no special capturing rule)
that they can promote to kings (continental and the object is to mate one of the opponent’s
draughts). Diplomat moves one square rettahs. Parton also suggested a version
forward, cannot capture or be captured, on without pawns (4 x R, B, N, 2 x K, Q) and an
reaching opponent’s diplomat square earns hexagonal game. (Nouveaux Jeux d’Echecs
choice of privileges. Object is to capture all Non-orthodoxes, Chessery for Duffer and
kings and crowned pawns or deprive them of Master)
moves. Also for 3 or 4 players. (Proprietor’s
rules booklet) [No, ‘Bartassot’ isn’t an error; Decimal Rettah Chess (V. R. Parton, 1952).
there is an explicit ‘sic’ beside the name on Double Rettah Chess on a larger board;
David’s index sheet for the game.] possibly the earlier version, and arguably the
better. Board 10x10; 20 men a side including
Twin Orthodox Chess, also known as two rettahs and two queens. The baseline
Tweedle Chess and Double-King Chess (a1-j1/a10-j10) depends on which source you
[Parton] (V. R. Parton, 1952). Designed to follow: RNBQKKQBNR (Fairy Chess
Changed or multiple kings 181

Review, December 1952), NBKQRRQKBN write down their moves and declare them
(Nouveaux Jeux d’Echecs Non-orthodoxes), simultaneously. If players move to same
RNKBQQBKNR and NBKQRRQKBN square, H captures F, otherwise both pieces
(Feenschach); the inventor ducks the are removed. If an F-capture is made and the
responsibility. Pawns move up to 3 squares opponent’s piece is simultaneously moved, the
initially, and also one square diagonally diagonal move stands. Illegal moves incur
(in order to open Kles) if previously agreed. penalty points, two such points losing the
No e.p. or castling. Pawn promotion to rettah game. White Ha1/e1, Fa2/e2 and b1-d1, Black
but only if one has been previously captured. similarly. (Games and Puzzles 53)
The aim is to take both the opponent’s rettahs.
A game of assault and sacrifice, highly praised Alliance Chess [Paletta] (quoted by Tony
by Boyer. Paletta, 1980). A form of two-move chess in
which the player moves one man on the
Double-King Chess [Moeser] (David queen’s side (files a-d) and one on the king’s
Moeser, 1970, later revised). Board 10x8; side (files e-h) in either order. The queens are
extra pieces are a second king and a Squirk; replaced in the initial position by second
baseline (a1-j1/a8-j8) RNBKQSKNR. The kings. All pieces except the kings may move
squirk moves like a R-N but also has the from one side to the other provided no capture
power to leap to a square two spaces away, or check is made in the process. (It is not
orthogonally or diagonally. There is no check stated whether a piece that crosses the centre
or checkmate until the Krst king of a side is line may move again on the same turn.) A
captured; thereafter normal rules apply, thus player unable to move on one side of the board
the aim is to capture a king and then mate the simply loses that move. Usual conditions for
remaining king. Pawns can promote to squirk checkmate, stalemate etc. The object is to
but not to king. Short castling is normal but in mate either of the opponent’s kings. Notice
long castling the king moves four squares that all four kings are effectively in corners in
towards the rook. (Chess Spectrum Newsletter, the starting position. (Chess Spectrum
Nost-algia 244) Newsletter)

Ambi-Chess, also known as L and R Chess Tandem Chess [Paletta] (Tony Paletta,
(V. R. Parton, 1970) Board 10x10; each side 1980). The board is considered to be divided
has an extra K and Q and two extra Ps. down the middle. Each player (designated K
Baseline RNKQBBQKNR (Challenge and and Q) controls half the white and half the
Delight of Chessical and Decimal), later black forces, the Krst player having two kings
modified to RNKBQQBKNR with the pawns and the second player two queens (for
on the 3rd and 8th ranks (100 Squares for convenience: they are in effect kings).
Chess and Damante). In each case, the men
must be distinguished as to whether they start
on the player’s left-hand side (L) or right-hand
RHB!qgrh
side (R), and two moves are made per turn, of )P)P0p0p
an L man followed by an R man. The object is wdwdwdwd
to mate either king. [David adds a rule ‘A king dwdwdwdw
is not obliged to get out of check until the wdwdwdwd
second move of a turn’, but while this is dwdwdwdw
clearly reasonable I cannot see it in either
source; perhaps it was added as a result of p0p0P)P)
practical experience.] 4ngkIBHR
Apocalypse (C. S. Elliott, 1976). Board 5x5; Bishops move as queens but not more than
each side has 2 x Horsemen (N) and 5 x two squares; other men normal. Play starts
Footmen (P). Footmen (no double move) with K making a white move, then Q moving
promote to horsemen on end rank. Aim is to both white and black in either order.
capture all opponent’s footmen. The players Thereafter a player’s turn consists of a move
182 Other games using square lattice boards

on each half-board. Captured men become the (no 2-step or e.p., promotion to any piece
property of the capturing player and may be except Duke). Array (a1-j1 and inwards,
re-entered at any time, after the opponent has centred) DLRCHHCRLD, PPPBNNBPPP,
played, on an empty square of the other half- PPPPPP, but experimentation encouraged.
board. The square must be in the player’s half Capture both opposing Grand Dukes to win
(Krst four ranks) and a pawn may not be (stalemating the second is good enough).
dropped on the first rank. A drop counts as a (Author’s rules leaflet) [Text largely editorial]
move. Pawns dropped on the 2nd rank have
the two-square option. Promotion to R, N, or Wildlife Great Chess (Gianluca Vecchi,
B (modiKed Q). The object is to mate either 1995). Board 12x12, 30 pieces a side. Pieces
opposing king. (Chess Spectrum Newsletter) (not pawns) normally move twice per turn,
their moves being built up from K and Q
Vincere Mori (Matthew Pritchard, 1987). moves (orthodox), Zebra move (3-2 leap), and
Board 8x8; men are 1 x Beast Master (moves Mammoth move (leap of two squares
as Q), Priestess (up to three squares in any orthogonally or diagonally). Royal pieces are
direction), 2 x Monarch (royal piece, moves as Lioness and Tigress, which move respectively
K), Duke (as N), Marquis (as Q but exactly as K then K and as Z then Z, capturing on the
two squares), Reaper (one square forwards or first move if desired (so being able to make a
sideways); White Beast Master c1, Priestess double capture) and omitting the second move
e1, Monarch a1/g1, Duke d2/f2, Marquis if desired (but making two cancelling moves
b2/h2, Reaper c3/e3, Black reflected about the without capture is forbidden). Non-royal
centre (all men on black squares). Reaper may pieces are Jackal (K then Z), Panther (Z then
only be taken by Beast Master; Beast Master K), Deer (Q then Z), Elk (Q then M), Stork (Z
only by Monarch, Beast Master, or Reaper; then Q), Heron (M then Q), Kangaroo (Z then
Monarch cannot help to checkmate an M), and Ostrich (M then Z). The second move
opposing Monarch. Object is to mate both may be omitted if desired, and only the second
monarchs. (Author’s rules pamphlet) may be a capture. The pawn is a frog, which
moves one square forward orthogonally or
Abdication (Proprietary game, Bryn; Brian diagonally and captures in the same direction
Hughes, 1990). An attempt to rationalize as it moves, but jumping over an adjacent
chess. Board 9x9; extra piece is Duke (moves enemy unit and landing on the square
as Q). Three (out of 9) pawns are designated immediately beyond (which must be vacant);
Royal Princes; they can promote to K if K is promotion to any array piece optional on rank
captured. King and queen reverse roles (Q can 10 or 11, compulsory on rank 12.
castle) and are classed as monarchs; other ESDHPTLPHDSE on a1-l1/a12-l12, KK on
pieces (Rs, Bs, Ns, a, e & i Pawns) are the b2/k2 and b11/k11, OO on d2/i2 and d11/i11,
court. Win by eliminating either monarchs or JJ on f2/g2 and f11/g11, 12xF on ranks 3/10.
the court (when remaining monarchs must Capture a royal piece to win. Repetition of
abdicate). Game can also be played as a series position forbidden; if a player cannot move
of battles with an accounting system. other than to repeat a previous position he
(Proprietor’s instruction booklet) loses. (Eteroscacco 74) [Text largely editorial]

Hero Chess (Michael Howe, 1994). Board Prince Chess (John W. Brown, 1997). Board
10x10; men are Grand Duke (D, moves as K), 9x9; each side has 1 x Q, 2 x Prince, R, B, N,
Rook (R, orthodox), Bishop (B, orthodox or 9xP; baseline RNBPrQPrBNR. Prince moves
one step orthogonally), Knight (N, leaps 3-2 or like K with an initial option of a three-square
4-3 but not 2-1), Cavalier (leaps 4-2 or 5-2), leap forward (including diagonally forward) if
Hero (moves as R or B or N or C, B and N as not under attack. One B can move one vacant
above), Lion (may make one or two square orthogonally initially provided both Bs
consecutive one-step moves in any direction on the board. Pawn-two allowed, promotion
or combination of directions, passing over only to a piece previously captured. If one
units of either colour if desired and capturing Prince is captured, the other reverts to a king
on either or both parts of the move), and pawn when the object is checkmate. (Meta-Chess)
Changed or multiple kings 183

19.7 Anti-kings

Contramatic Chess (V. R. Parton, 1961). stupid that no one ever seems to have tried it’,
Three rules: (1) It is forbidden to make any was the remark of a commentator who was
move or capture that would put the opponent’s thereby inspired to invent a game with a stupid
king in check; (2) When the opponent’s king title - see Weak! in chapter 9. (Nost-algia 162)
is in check, the player is obliged to make a
move or capture to release the check; (3) If a Anti-King Chess (Peter Aronson, 2002).
player elects to put his own king in check, he Board 8x8; usual men plus Anti-Kings (white
must not at the same time put his opponent’s and black, inverted in diagrams).
king in check. If a player is forced to place the
enemy king in check, this loses the game.
Kings cannot occupy adjacent squares. Parton
wdp4biqI
suggests using a 9x9 or 11x11 board, no dw0whngr
pawns, and a force made up of 1 x K, N, 2 x wdp0p0p0
Q, R, 4 x B. White places his king on any dwdwdwdw
square of his near rank and his pieces wdwdwdwd
anywhere within his own half of the board. )P)P)Pdw
Black then does likewise. White starts. Each
player attempts to get his own king in check. RGNHw)wd
To win it is necessary to get into a position iQIB$Pdw
where the king is attacked by two or more
enemy men at the same time. The peculiar Pawns are Berolina pawns (move diagonally,
features of the game are that the king tends to capture straight). An A is in check when it is
move more than any other piece and captures not under attack. Ks do not attack As; a K or
are rare (if you capture, you reduce the A can move as a N initially. You lose by
chances of getting your king mated). In checkmate or if your A is not attacked when it
Complete Contramatic Chess each side has is your opponent’s move.
two kings, one orthodox and the other Another version of the game has the
contramatic, and there are two ways to win: orthochess array with the white and black
either checkmate orthodox king or get own Anti-Kings on d6 and d3 respectively. In this
contramatic king checkmated. Start with an version the Ks and Ps are orthodox.
empty board (9x9 or 11x11 recommended)
and an agreed number of pieces (no pawns),
placing these in turn in their own halves of the
rhb1kgn4
board; the orthodox kings should be placed 0p0p0p0p
last. (Chess - Curiouser and Curiouser) wdwIwdwd
dwdwdwdw
Week (Steve Tarin, 1970). Each side has eight wdwdwdwd
pawns and a king in the usual starting array. In dwdkdwdw
place of the pieces are seven Days, which are
the opposite of knights, moving to any square P)P)P)P)
a knight can’t reach. No day may occupy a $NGQIBHR
square a knight’s move away from another day
of the same colour. Both kings start in check.
The winner is the player whose king is not in Anti-Kings may capture friendly men in
check when it is his turn to move. ‘Sounds so both versions. (Chess Variant Pages)
Chapter 20
Games presented as families

[We have seen several informal families of games in this book, often reflecting second and later
thoughts by the inventor. Some games have been more formally presented in the form of
families, originality usually lying in the assemblage rather than in the individual components.
There are two broad flavours: a set of games is presented and the players choose one either by
lot or by agreement, or each player makes his own choice and the two are then put together.]

20.1 The players choose jointly

De Saagh’s Games (Albert Saaghy de Saagh, not been replaced. The material that remains
1898). In Le Jeu des Echecs Agrandi et includes a picture of an aeroplane and a
Perfectionné, the author argues for a number reference to a 10x10 game ‘sa 2 raketna
of board sizes (9x9 up to 13x13) with added aviona, sa miniranim poljama e5, f5, e6, f6’,
pieces: Lions (placed between rooks and but it is not possible to be more precise.]
knights, move like knights but 3-1 instead of
2-1) and/or an extra queen for the larger Jet Chess (Proprietary game, Interplay Inc,
boards. His reason for introducing an extra 1972). Board 3x3 on one side, 4x4 on the
queen has the merit of novelty: he remarks ‘it other. Pieces are >at discs representing
has always appeared to me astonishing that the chessmen, any number of which may be
white king has his spouse on the left side’. A stacked on a square. 3x3 game starts with
morganatic marriage in other words: bigamy is WKb1, WP on top, and BK/BPb3. At each
clearly preferable. De Saagh also advocates turn a player has two choices: (1) move an
open lines and lines of retreat to avoid the uncovered man to an empty square, or on top
constricted openings of the 8x8 board. He of a friendly man, or to the square of an enemy
offers several alternatives for the 10x10 board: man thereby capturing it; (2) introduce a new
(1) The 32 men are placed in the usual piece to the board, putting it on an empty
order but on the 2nd/3rd and 8th/9th ranks square or on top of a friendly man (not an
with the outside files empty. enemy). Only the top piece of a stack can
(2) As (1), but with the rooks and knights capture or be captured (so if you capture with
and their respective pawns on the 1st/2nd and your K and thereby leave it immediately on
9th/10th ranks. top of the enemy K, you effectively forfeit all
(3) As (1), but with the c and h 4les empty. chance of mating). P on first rank has two-step
(4) A combination of (2) and (3). option; P on 3rd rank is temporarily a Q, but
reverts to P on departure. In the 4x4 version,
Superchess [Letmanji Stevan] (Letmanji start with kings b1/b4, queens c1/c4, friendly
Stevan, 1954). Prompted by the 12:12 draw in P on top of each. (Rules as reported by Philip
that year’s World Championship match, the Cohen, personal communication; original
author proposed various forms of ‘Superchess’ game apparently not seen)
on 6x6, 8x8, and 10x10 boards with
modifications including playing to take all the Chezz (D. Trouillon, 1975). Without defining
opponent’s men instead of just the king, board dimensions, composition of forces or
setting up the initial array by lot, and using array, the choice of which was left to the
additional pieces (Reforma u Sahu). [Text players, the inventor expanded the powers of
revised. Unfortunately the photocopy of the various chessmen. Any originality would
Reforma u Sahu in David’s files is now appear to have been confined to minor detail.
defective, and it would appear that the key (Correspondence between John Gollon and
pages were removed for translation and have Philip Cohen) [Final sentence editorial]
Games presented as families 185

Flexichess and Varichess (Roy Keene, 1980s Augmented Knights (Ralph Betza, 1995).
onwards). Board 9x8 or 9x9, six basic arrays Knights have additional powers selected by
on both boards. Extra pieces can include lot. A first number 0-9 specifies the power to
Archbishop (B+N), Chancellor (R+N), and be added (none, move of one square
Empress (Q+N). (Author’s rules pamphlets) orthogonally, ditto diagonally, leap of two
squares orthogonally, ditto diagonally, leap of
Babylon, The Game of Empire, Mad, three squares orthogonally, ditto diagonally,
Moslon (Thomas Varghese, 1986-7). Games 3-1 leap, 3-2 leap, ability to proceed in straight
forming a complicated family featuring lines of knight moves as long as the road is
enlarged boards, combined pieces, multiple clear), and a second number 0-2 says whether
square occupancy, piece transformation, the added power can be used both for
reintroduction of captured men, etc. It is not movement and for capture, or only for capture,
clear whether they have ever been published. or only for movement. Additionally, cases 1-5
(Author’s rules pamphlets) [Text editorial] are very close in value, which opens up the
possibility that the players may restrict
Quantum Chess (Proprietary game, Quantum themselves to these five and choose
Development Corp, 1993). Compendium of independently as in Equal Armies below.
five games: (1) ordinary chess; (2) board (Eteroscacco 74) [Text editorial]
10x10, 20 pieces a side; (3) as (2) but 30
pieces a side; (4) as (3) but board 12x12; Heraldic Chess Games (Módest Solans,
(5) as (4) but 36 pieces a side. Additional c.1996). Proprietary games system featuring
pieces familiar apart from the Bowman, which chessmen, playing cards, and dice, including
makes a knight move to an unoccupied square scope for the players to make their own rules.
and then, without further movement, captures (Variant Chess 22) [Text editorial]
or checks any enemy man a further knight’s
move away along the same line of movement. Meta-Chess [Brown] (John W. Brown,
Pawns retain the two-step move at all times 1997). Meta-Chess is really many games -
(e.p. permitted), promote to any previously many different boards, many different men,
captured piece and themselves return to any many different rules. It is inspired by Herman
vacant second-rank square, and in addition are Hesse’s ‘game of games’ in The Glass Bead
‘knighted’ (replaced by a knight) on Game and draws on the rich fabric of chess
promotion if a previously captured knight is before it was shaped in its present form
available. Men are identified by movement sometime in the 15th century. A studiously
symbols. (Manufacturer’s publicity leaflet, researched book by the inventor, Meta-Chess,
also Variant Chess 17) [Text editorial] runs to over 300 pages.

Superchess [van Haeringen] (H. van Chessquito (Proprietary game, SentoSphère,


Haeringen, 1993). Not a game but a system 1999). Board 4x4; each player has 1 x Q, R, B,
that offers a range of boards and some 50 new N (no pawns). Three games are offered; in all
pieces to choose from. These include the of them, the pieces are placed alternately on
Amazon (Q+N), the Empress (R+N), the empty squares. First player to place also
Princess (B+N) and the Veteran (K+N). The moves first. (1) Capture all opponent’s pieces
aim is to negate opening knowledge and in the to win; (2) Q moves forwards or backwards
long term to establish an ideal combination of one square, captures one square diagonally in
board and pieces since, as van Haeringen any direction; (3) Q is K, win by checkmating.
observes, chess is an imperfect game. Players If no capture in five successive moves, a game
agree a set-up before play. A 10x10 and 10x8 is decided by pieces remaining. Charming
version was called Monarch [van painted wooden men, ideal for the very young.
Haeringen]. A handsome book Schaak en The games are far more skilful than they
Superschaak describes the system in detail. might appear. (Photocopy of review in
There is also a briefer book in English, Fairplay 58, possibly supplemented by
Superchess. Chess, declares the inventor information from a set in David’s games
modestly, is just a variant of Superchess. collection)
186 Other games using square lattice boards

20.2 The players choose independently

Equal Armies (Ralph Betza, 1979). A game Simple Army 2. Royal piece e1 moves as K,
in which the players have different but captures as D or W. Consort d1 moves and
balanced forces. Betza’s concept was to form captures as B or D or N. Piece c1/f1 moves
armies equal in strength, though not in and captures as D or F. Piece b1/g1 moves as
composition, to the orthochess army. An army H, captures as A or D but only if there is a
could then play any other army, including the man on the intervening square. Piece a1/h1
orthochess army, on level terms, creating a moves and captures as D or N, castling
wide range of different, but well-matched allowed.
games. The task was approached by devising a Simple Army 3. Royal piece e1 moves as N,
computer-generated system for calculating the captures as A or D or W. Consort d1 moves
value of a great variety of pieces, giving each and captures as A or K or N. Piece c1/f1
piece a points value based on a common moves as A or D or F, captures as D or F Piece
datum. The system analysed a number of b1/g1 moves and captures as H, or as A but
factors including interaction, strength ratio at only if leaping a man, or as D ditto, or one
different stages of a game, and so on. Certain square straight forward (as P) . Piece a1/h1
conclusions were reached as a result of which moves as A or D or N, captures as D or N.
a total of ten armies, called Simple Armies, Simple Army 4. Royal piece e1 moves as W
were assembled and researched; two were or D, captures as K. Consort d1 moves and
subsequently abandoned, and two revised. The captures as A or D or K or N. Piece c1/f1
orthochess array can be used in all cases, the moves and captures as D or F. Piece b1/g1
regular pieces substituting for the new pieces. moves and captures as H, also as A or D if
Pawns are identical on both sides but need not leaping a man. Piece a1/h1 moves and
be those of orthochess; players can agree to captures as A or K.
use Berolina pawns, shogi pawns, etc. Simple Army 5. Royal piece e1 orthodox.
Many of the new pieces are based on the Consort d1 combines piece a1/h1 and piece
elementary Fers (moves one square c1/f1. Piece c1/f1 moves and captures either as
diagonally), Wazir (ditto orthogonally), King, A or as Horse whose 4rst move is diagonal.
Alfil (leaps two squares diagonally), Dabbaba Piece b1/g1 moves as N, captures by leaping
(ditto orthogonally), Knight, and Horse (as N one or two squares diagonally. Piece a1/h1
but one step orthogonally and then one moves as rook but takes as F, not W, on
diagonally, and the intermediate square must adjacent square.
be empty). A rider is the correspondng piece Simple Army 6. Royal piece e1 moves as W
that continues to move in the same direction as or A-rider, captures as K. Consort d1
long as the road is clear. Thus a rook is a combines piece a1/h1 and piece c1/f1 Piece
wazir-rider, a nightrider a1 moves to b3, c5, c1/f1 moves and captures as F or A-rider Piece
e7, c2, e3, or g4, and a dabbaba-rider a1 b1/g1 moves and captures as A-rider or D-
moves to a3, a5, a7, c1, e1, or g1. In the lists rider. Piece a1/h1 moves and captures as W or
that follow, the royal piece is given first, then D-rider.
his consort, and then the other three pieces. Simple Army 7. Royal piece e1 moves as K,
Simple Army 1. Royal piece e1 moves as D captures as W or A-rider. Consort d1 moves
or W, captures as K. Consort d1 moves as A and captures as K or Nightrider (Nr). Piece
or D or N or K, captures as B or N. Piece c1/f1 c1/f1 moves and captures as F or A-rider.
has a two-part move: as A, then optionally one Piece b1/g1 moves and captures as D-rider or
square straight back (the two parts making a one square straight forward. Piece a1/h1
knight’s move). The second step is forbidden moves and captures as Nr or one square
if the first is a capture. Piece b1/g1 moves and straight forward.
captures as N but can also capture forwards Simple Army 8. Royal piece e1 moves as K,
and move backwards as B. Piece a1/h1 moves captures as N or A. Consort d1 moves and
as R but can capture only if there is one man captures as K or Nr. Piece c1/f1 moves and
between it and its target (as Cannon in captures as Camel (3-1 leaper) or A. Piece
xiangqi). b1/g1 moves and captures as Gold General (as
Games presented as families 187

W or one step diagonally forward). Piece (nearest) rank. No castling.


a1/h1 moves and captures as N or A-rider. This is the basic version of the game. In the
More armies were added later (2003) with advanced version, a captured piece can be re-
the improvement that kings and pawns entered on the side of its captor at any time
remained orthodox. The association of the anywhere in that player’s deployment zone.
regular pieces with the various Simple Army The game was experimental. It was foreseen
pieces poses a problem for players. (Nost- that up to a couple of hundred different pieces
algia 247 and later, Chess Variant Pages) might be approved, their values constantly
updated by computer. Commentators observed
Free Choice Chess (Bruce Gilson, 1984). that the absence of pawns was a serious
Board 10x16, of which the 4rst three ranks at drawback. One solution suggested was to
either end are deployment zones with a 10x10 dispense with the deployment zones and insert
playing area between them. The concept, not a line of pawns initially along the 3rd/8th
altogether new, is to offer a variety of pieces, ranks. (World Game Review 6/7)
both orthodox and unorthodox, individually
valued in points according to their powers, Generalised Chess [Schmittberger] (R.
from which the players select their own forces. Wayne Schmittberger, 1980s). A theory on the
Each player is limited to 20 pieces totalling form that chess might assume in the future.
not more than 200 points, and must include at The idea is that each player has a number of
least one single-step mover, denominated the points with which to buy pieces from a
K piece, whose loss decides the game. common pool, the men then being set up with
Gilson gives a total of 17 different pieces the players alternately placing their pieces on
from which to choose, divided into three the starting ranks. Some consideration has
groups (moves and piece values in brackets). been given to the pieces, but not so far to the
Group 1 (single-step pieces): Fers (one step board sizes which would in>uence their
diagonally, 5), Wazir (one step orthogonally, powers. There would only be one of each
7), Silver General (as F or one step straight piece (which would represent a power that
forward, 8), Gold General (as W or one step could be transferred to a familiar chessman) so
diagonally forward, 10), King (as orthochess, that a piece once purchased would be denied
13). to the opponent. If Generalized Chess were
Group 2 (medium-range pieces): Alfil universally adopted, the value of each piece,
(leaps two squares diagonally, 4), Dabbaba initially assessed by detailed analysis on
(ditto orthogonally, 5), Giraffe (as orthochess which the inventor has done much work,
N but 4-1 instead of 2-1, 8), Camel (ditto but would be constantly under review, based on
3-1, 9), Zebra (ditto but 3-2, 9), Knight (as supply and demand in major events. A
orthochess, 11), Squirrel (as A+D+N, 23). ‘starter’ idea is that the 8x8 board with normal
Group 3 (long-range pieces): Bishop (as array is employed, kings and pawns
orthochess, 14), Rook (as orthochess, 22), unchanged, the players ‘buying’ new powers
Princess (as B+N, 28), Empress (as R+N, 33), for the pieces. In the 4nal form of the game,
Queen (as orthochess, 38). different kinds of kings and pawns might be
Each player sets up his army in his own available; for example, an immobile king
deployment zone. Pieces are placed in turn, which would earn negative points.
except that if one player uses up his 200 points Schmittberger imagines grandmasters of the
the other player can continue to place pieces future not exploring new opening variations (a
until his allocation is exhausted. A piece in the pointless exercise) but instead attempting to
playing area may not be moved if the player evaluate different piece combinations and
still has a piece in the deployment zone, thereby assessing those pieces that are under-
except to capture, avoid capture, or check. The or over-valued; an interesting concept. A
royal piece must not be the last piece to enter practical weakness in the idea would seem to
the playing area. No piece may leave the be the difficulty players would have in
playing area once entered. A long-range piece identifying and mentally controlling a range of
must enter the playing area on the 4rst unfamiliar pieces. (Personal communication)
Chapter 21
Miscellanea

[As in Part 1, there are games which do not fit easily into any other chapter but are too few in
number to merit chapters to themselves.]

21.1 One-dimensional boards

Linear Chess (V. R. Parton, 1961). Linear issue of Scientific American. Linear board of 8
board of 21 squares. Each side has seven squares, array (1-3/8-6) KRN. K and R move
pieces; 1 x King, Jumper, Runner; 2 x Hopper, as normal; N moves exactly two spaces and
Stepper. Steppers move a square at a time; may jump. Clearly the first player can draw at
hoppers move two squares leaping the once by RxR, but who wins? Another version
intervening square whether occupied or not; adds a square between the forces so that the
runners move over any number of vacant knights can threaten each other. One-
squares; jumpers move by leaping over a man Dimensional Chess [Sackson] (Sid Sackson,
of either colour into the square immediately 1990) is an expanded version: 12-square
beyond. Pieces can only advance; capture by board, array (1-5/12-8) RNKNR. To bring the
displacement. Array (1-7/21-15) KJRHHSS. back rook into the game. the K is allowed a
Parton also suggests a 25-square or 27-square modiEed castling move: the two pieces
board an with additional jumper and runner on exchange places. This can be done at any time
each side, which he suggests seems to be the (i.e., after either or both have moved) and is
‘natural form’ of Linear Chess, ‘but the game never forced (castling is not obligatory to
may, of course, be played on larger (longer) escape stalemate). Again there is a variation
boards and with more pieces than those which with an additional square between the forces
have been mentioned so far’. (Chess - so that the knights can threaten each other.
Curiouser and Curiouser) (Personal communication)

One-Dimensional Chess [Glimne] (Dan [All this seems to pale into insignificance
Glimne, 1977). Linear board of 18 squares, compared with what T. R. Dawson and others
square 1 black; array (1-7/18-12) KQRBBNP. did in the problem field between 1925 and
Pawns move one square forward only but may 1945 (see Fairy Chess Review, February 1939,
move two initially. Knights move either two December 1943, April, June, August, October,
or three squares, leaping any intervening men. December 1944, and February 1945). The key
Bishops move on own colours ignoring men to their fecundity was the use of what might
on opposite-coloured squares. Rooks move be called ‘n-skippers’, which skip along in
normally. Queens move as bishops or rooks. hops of n squares ignoring anything on the
Kings move one or two squares. Castling (K squares skipped over (so Glimne’s bishop is a
and R exchange places) under orthochess 2-skipper). Some of the boards used to exploit
restrictions. All men capture by displacement these skippers would have been too large for
as they move. The inventor has a suspicion practical play and there is a case for letting a
that White has a forced win. (Inventor’s rule skipper follow its skips with a one-step move
sheet) so that it can change the set of squares on
which it travels, but if one-dimensional boards
One-Dimensional Chess [Gardner] (Martin are tried again this would seem to be the way
Gardner, 1980). Described in the July 1980 to go.]
Miscellanea 189

21.2 Games with hidden information

Chess In Disguise (origins unknown). Kings exception of the two kings, are shuffled,
and pawns as normal array; other pieces are arrows uppermost. Each player counts out
draughtsmen or numbered pieces of cardboard eight pieces of the opponent’s colour and
with their ranks on the underside. Players passes them over. Both players now put their
arrange their own pieces as they wish pieces, symbols face-down and unseen, along
(but bishops on opposite-coloured squares) the second rank, and then place the kings,
without revealing their identities. Play is symbol uppermost, on any square of their first
normal except that check must be announced ranks. There are two distinct games, the Decoy
and a captured piece revealed. Castling game and the No game. In both games the aim
permitted if rook in corner and usual is to mate the opponent’s king.
conditions apply. Players deduce opposing In the Decoy game, each player arranges his
pieces by the way they move. Agreed men so that the arrows point towards him, then
unorthodox pieces may be used instead of tilts them a quarter-turn away from him so that
conventional ones. (Stone) the symbols face him and the arrows face the
[A natural choice is to replace one knight opponent; thus each player knows his own
and one rook by B+N and R+N, when the pieces but not his opponent’s (except the
identity of the pieces can be kept hidden for a king). Pieces move normally but are only
little longer. George Jelliss called this disclosed to the opponent when captured.
variation Knighted Chess in Variant Chess 1. Check must be announced. Bluff plays an
I had used it in Chessics 4 as a vehicle for a important part.
trick problem, but I am not sure if anyone has In the No game, the pieces are arranged so
ever tried to play it as a game.] that the arrows point towards the opponent and
are then tilted a quarter turn towards the player
Mimikri (Proprietary game, 3M; Alex so that the player sees his opponent’s men but
Randolph, 1970s). Board 8x8; each player has not his own. Each move is vetted by the
16 cubes representing the usual chessmen. The opponent. A call of ‘No’ means an illegal
piece symbol is on one side of the cube only, move, and the player loses his turn. Captured
the reverse side depicting an arrow (with the pieces are not disclosed and check is not
exception of the king, whose symbol is on announced. Each move, a player discovers
both faces), the remaining four sides of each something about his own strengths and
cube being blank. All the men, with the weaknesses. (Notes based on an actual set)

21.3 Directional pieces

Super Chess [Ginsberg] (Proprietary game, captured, including friendly men. At the end
Super Chess Inc; Ed Ginsberg, 1984). Among of its move the cyclops can rotate to face any
Games magazine’s top-ten strategy games of direction, orthogonal or diagonal; it can also
1987; NOST correspondence tournament 1990 rotate on its square without moving but this
(US $1,000 prize fund!). Board 10x10; extra counts as a turn. The archer has the knight’s
men are a Cyclops, an Archer and two move and can also shoot (capture) an enemy
Super Pawns. Baseline (a1-j1/a10-j10): man four squares away orthogonally; thus Aa1
RNBCKQABNR; White places his two SPs moves/captures on b3/c2 and can also capture
anywhere on his second rank; Black does (without moving) on a5/e1. Super pawns can
likewise, and the remaining pawns are filled in move two squares initially even if intervening
on the empty squares of these ranks. The square is occupied, and they can capture one
cyclops, having one eye, can move 1,2 or 3 or two squares diagonally ahead, leaping the
squares only in the direction he is facing or in intervening square if occupied. The e.p. rule is
the opposite direction. Moving forward, it runs adjusted logically for SPs. Promotion (Ps and
down enemy men in its path and can leap SPs) to any piece except king. In castling, king
friendly men to do so; running backwards to c1/h1, rook d1/g1. Several thousand match
(‘blind retreat’) all men in its path are games have been played. (Nost-algia 298/335)
190 Other games using square lattice boards

Ploy (Proprietary game, 3M; Frank Thibault, rotation. A piece may rotate without moving
1973). Board 9x9; pieces carry directional provided that at least one of its directions
indicators which govern the directions in changes. Pawns move as in orthochess but no
which they can move and which also pawn-two, promote to queen (four directions)
correspond to the number of spaces they optionally on 7th or 8th rank, compulsorily on
move, the exception being the Commander 9th. When a pawn promotes, the resulting
(K) who can move in any of four directions queen may be rotated as the player wishes.
but only one space at a time. Each side has 15 The object is checkmate. King can mate
men: 1 x Commander, 3 x Shield, 5 x Probe, king; stalemate is impossible since if the king
6 x Lance. Shields can move and then rotate to is not in check it can always rotate.
change direction; all other pieces rotate at the [Information presumably deriving either from
expense of a move. Capture by displacement; personal communication or from a set in
object is to win opponent’s commander. David’s game collection]
[Information presumably deriving from a set
in David’s game collection] Tines and Barbs (Tony Berard, 1990). Board
8x8; usual array but pieces are octagonal, have
Rotary (Christiaan Freeling, 1981). An new names and carry directional indicators.
attempt to improve on Ploy. Board 9x9; pieces Each turn has an allocation of 5 points. Points
are octagonal in shape and carry directional are required to capture (5), move (3), promote
indicators: King (four directions initially (2) and rotate (1), so for example a player
oriented diagonally), Rook (three directions, cannot capture and rotate in the same turn.
initially left, right, and straight forward), Axe Unused points do not carry forward. (Personal
(three, initially straight and diagonally communication)
forward), Trident (three, initially diagonally
forward and straight back), Scythe (two, Centenniel Chess (John W. Brown, 1999).
initially straight forward and straight back). Board 10x10; extra pieces are Camels,
Rooks initially on a/i1 and a9/i9, SATKTAS Rotating Spearmen, Stewards, and Murray
centred on ranks 2/8, 9xP on ranks 3/7: Lions. The Camel leaps as an extended N, 3-1
instead of 2-1. The Rotating Spearman points
straight forward (its initial orientation) or 45
degrees to either side, and moves forwards or
backwards on this line like a R or B; after on
instead of moving, it may rotate 45 degrees to
face in a new direction, but it cannot rotate
before moving. It can capture on the advance
but not on the retreat. The Steward is an all-
round P, moving in any of the four orthogonal
directions and capturing in any of the four
diagonal. P and St may advance two squares
forward on first move (St not sideways), but
no e.p. The Murray Lion moves by leaping
two squares orthogonally or diagonally, and
captures as a K. Until he has made his first
capture, a player moves two pieces each turn;
Pieces can only move in a direction in which a capture must be made on the first move of
they are pointing. King moves one square and the turn. Array (a1-j1/a10-j10 and inwards)
can then rotate if desired; scythe moves any RCBLKQLBCR, -SpN-StSt-NSp-, 10xP;
distance and can then rotate; other pieces castling by moving K to bishop’s square, R to
move one square with optional rotation lion’s. (Chess Variant Pages) [Text largely
afterwards, or more than one square without editorial.]
Miscellanea 191

21.4 Other unorthodox pieces

Megasaur Chess (V. R. Parton, 1973). counter is removed. Players agree powers
Outline game only. Board 10x10; pieces have beforehand. (World Game Review 10)
names of prehistoric animals, Dinosaur (Q),
Brontosaur (B), Hipposaur (N), Megasaur Mirrors [Nielsen] (Jens Nielsen, 1990). Both
(Q+N), and move only to capture, as does the players start with two ‘mirrors’ each two
king; pawns are normal. No initial array squares long, placed vertically between the c/d
specified. Capture opponent’s king to win. and e/f files and across the 2nd and 3rd ranks.
(Enduring Spirit of Dasapada) [According to Mirrors block kings and pawns, alter the paths
Anthony Dickins in A Guide to Fairy Chess, of the line pieces (diagonal pieces reflect at
all apart from the Megasaur date back to J. de right angles, impacting orthogonal pieces are
A. Almay (Fairy Chess Review, April 1940), deflected at right angles to either side), but do
and the identity of names suggests that either not affect knights. Mirrors meeting at a corner
GFC or FCR must have been Parton’s source.] prevent passage along the diagonal. A mirror
may slide one or two units lengthwise, or may
Exotic Chess (R. Wayne Schmittberger, rotate about its centre, or move bodily one
1986). Usual array, but a counter or unit, provided that the cells are vacant. Mirrors
draughtsman is placed under each man. are captured by placing two enemy pieces of
Counters represent special powers, varying the same kind next to them. A mirror may not
with the rank of the piece, which can be used capture another mirror, but may block its
once in a game. When a right is exercised, the moves. (Variant Chess 6) [Text revised]

21.5 Twinned pieces

Gemini [Groman] (William Groman, 1981). restrictions). Twins move as a unit like their
A unique game that introduced the concept of single-piece counterparts. No part of a twin
twinned pieces. Board 8x10; each side has 1 x may cross an occupied square. Capture by
K, Q, 2 x twinned R, B, N, P, 4 x single P : displacement. If a twinned pawn captures, the
other moves diagonally with it. If one part of a
rhb1kgn4 twin is captured, the other becomes a single.
Twinned R, B and N can also make orientation
4ngp0bhr moves but not to capture. One rook can pivot
p0pdw0p0 90 degrees round the other rook so that they
dwdwdwdw are horizontally linked. Bishops can be linked
wdwdwdwd horizontally and diagonally as well as
dwdwdwdw vertically. This is achieved in a single move
wdwdwdwd by pivoting one of the pair diagonally or
orthogonally. Knights can change orientation
)P) DP)P similarly, one of the pair remaining unmoved,
RHB)PGN$ the other moving like a knight; for example,
$NGQIBHR Nc3/c4 (vertical) can change to b2/c3, d2/c3,
b5/c4 or d5/c4 (all diagonal) and from
The six pairs of pieces on each side are diagonal to horizontal or vertical. Knights
twinned vertically (e.g. Ra1+Ra2), and the cannot change from vertical to horizontal (or
pawns on the b/c and f/g Eles are twinned vice versa) in one move. (Author’s rules
horizontally. Single pawns a/h and twins can pamphlet)
move 1 or 2 squares initially; pawns d/e 1, 2 or
3 squares. A single pawn promotes normally Invisible Chess (Bruce Trone, 1986). Each
on 10th rank, a twin pawn to twinned R, B or man (‘mother unit’) has an invisible
N. No castling, but K has the right to move counterpart (‘invisible man’). The IM
two or three squares, on the rank only, once in advances from the MU and must return before
a game (subject to the usual castling it can be deployed to another square. The
192 Other games using square lattice boards

advance and the recall each require one turn. Forest Chess (Michael Schmahl, 1995).
An IM can only be captured by another IM. Board 8x8; extra pieces are Grand Druid
All invisible men (including the IK) can check (royal piece, moves as K), Bear (as Q), Ranger
and mate even though they don’t have the (as nightrider, chapter 16), Druid (as B+K),
power to follow through. A mother unit with and Trees, which move together in parallel
IM deployed has no power of movement nor along Q-lines but need not move the same
can it give check, but it regains these powers distance and cannot both capture in the same
when the IM returns or is captured. Capturing turn. No pawn-two, castling replaced by ‘Pass-
the MU also captures the IM whether tree’: if the G is adjacent to either tree, he may
deployed or not. A visible man (carrying its move to any unoccupied square orthogonally
IM within) can pass through a square occupied or diagonally adjacent to the other tree.
by a deployed IM. (Inventor’s rule sheet) Baseline (a1-h1/a8-h8) DRaTBeGTRaD.
[Text revised] (Author’s rules leaflet) [Text largely editorial]

21.6 Men created during play

Creation Chess (Bruce Trone, 1991). If two their powers is created halfway between them.
pieces other than a K stand on the opponent’s Neither parent can then contribute to another
back rank with an odd number of empty offspring for three moves. (Personal
squares between them, a new piece combining communication)

21.7 Men belonging to both sides

Neutral Men (T. R. Dawson, 1912). On his with the king initially on h5 and the rest of the
turn, a player can regard a neutral man as his right-hand side empty. Both players can move
own and move it, or he can regard it as his the king, which is neutral. It may be moved
opponent’s and take it. Neutral pawns promote freely to capture or to escape check;
to neutral pieces. Invented for use in problems otherwise, it can only be moved along the rank
and of limited use in normal play, but or up the board by White, rank-wise or down
suggested as a way of dealing with a mated the board by Black. A player may move it to
player’s men in a three-player game (see capture a piece of either colour, but it is illegal
‘Hexanova’ in chapter 37). A problem by Kurt to move it to a square attacked by either side.
Smulders, Europe Echecs 1970, has White The K cannot be exposed to check from an
Kh2, Rh7, Bc8, Nc7/b6, Pc5/a3 (7), Black opponent’s piece, but a player may expose it
Ka7, Ra5, Nb5, Pa4 (4), Neutral Pb7 (1), to check by moving one of his own. In this
White to play and mate in 2. The solution is event, the opponent, on moving, must get out
1 Na6 waiting, after which 1...Rxa6 is met by of check. The object is to checkmate. The
capturing the neutral pawn and every other pawns move normally one square at a time,
Black move by promoting it to a uniquely and promote only to R, B, N. (Nouveaux Jeux
determined piece: 1...Kxa6 2 b8(N) (not R d’Echecs Non-orthodoxes) [Text revised. The
because Black could play 2...Rxc8/Rb7 and ‘neutral king’ as used by problemists behaves
nullify the check, and not B/Q because this quite differently; see for example Kurt
would put White’s own king in check), 1...Nc7 Smulders’s book Sprookjesschaak.]
2 b8(B) (not Q because Black could play
2...Qxc8), 1...Nd6 2 b8(Q) (not B because Neuter Queen Chess (origins unknown). An
2...Bc7 would remove both checks), and extra queen (the ‘blue queen’) is placed at the
1...Nd4/Nc3/Nxa3 2 b8(R) (not N because start of the game on one of the four central
2...Nd7 would stop the check). [Text editorial] squares (by agreement). The piece, which
moves like a Q but has no powers and may not
Neutral King Chess [Parton] (V. R. Parton, be captured and hence acts as a block, may be
1953). There are no queens, the king is shared, played by either player instead of a normal
and each side has only six pawns; array move. (Correspondence between John Gollon
(a1-d1/a8-d8 and inwards) RBNP, RBNP, 4xP and Philip Cohen)
Miscellanea 193

Knightmare Chess [Parton] (V. R. Parton, cannot be moved on the first two turns nor in
1961). Certain pieces of disparate powers (for successive moves. (Chess - Curiouser and
example, Q/N, R/B) have dual identities, one Curiouser)
white, one black. Thus a piece might be used
by White as a bishop and by Black as a knight, Carnivore Chess (quoted by C. Pickover,
a knightmare for both players. A concept 1992). Standard set-up; an additional piece,
never formalised into a game though Parton the Carnivore, which captures but cannot be
did suggest what he described as a diluted captured, is placed somewhere near the middle
Soup à la Knightmare: each player can move of the board. Before each move the player
the opponent’s king as a knight and may also whose turn it is moves it one square in any
capture with it or place it in check; however, it direction. (Mazes for the Mind)

21.8 Walls and obstacles

Centigrade Chess (Proprietary game, Zodiac Chad (Christiaan Freeling, 1979). Board
Games, late 19th century). Board 10x10, four 12x12, with brick walls at b3-b5, c6-e6, f5-f3,
central squares are forts. Usual set plus 2 e2-c2, and k10-k8 etc similarly. These walls
Centurions and 2 pawns a side. Centurions create two 3x3 ‘castles’. The players sit
command two squares in any direction. Piece cornerwise, each with a king and eight rooks
occupying fort cannot be captured. No piece which initially occupy his castle :
can cross over fort, even if unoccupied. Line
pieces (Q, R, B) must Erst move into fort, then
out again. Object: checkmate. (Note referring
to Zodiac Games by ‘Mercury in Virgo’,
published by Britten of Dudley)

Simmons’ Game (Proprietary game, Samuel


Simmons, 1899). Board 10x10; four central
squares designated a sanctuary with forts d4,
d7, g4, g7. Additional pieces are two generals
(rooks) at e1/f1 and e10/f10 plus pawns. Win
by checkmate or when sanctuary is occupied
by king and three pieces of same colour and
all forts are cleared of enemy. Pawns ignore
sanctuary and do not check king when in it.
(Note referring to ‘Patent 24210 of 1899’)

Merlin et Mat (Proprietary game, R.-P.


Ragosa and P. Fauvet, 1995). Board 12x12
with eight squares (b7, c6, c7, d6, h7, i6, i7, The aim of the inventor was to create a game
j6) coloured red. Each player has the usual of tactical and strategical depth that was both
chessmen plus a Merlin and eight extra pawns. simple and elegant to express the concept of
The M moves three squares in any direction or ‘mate’ - the ‘pure’ chess game.
as a N. Pieces are orthodox, but pawns move The king moves as a king or knight but may
one square straight forward or one square not leave the castle. The rooks move normally
diagonally back. They capture and promote and are unhindered by castles or walls. A rook
normally. Red squares may not be occupied or that completes its move on a square in the
crossed. To start, a barrier is placed across the opponent’s castle promotes to queen. Capture
centre of the board and the players assemble is by displacement but may only be made if
their men in their own half except that no man the capturing piece is on the opponent’s wall
may be entered on a rank that contains a red and its victim within his castle or vice versa,
square and the M must be placed adjacent to otherwise the pieces act as blocks. It follows
the K. (Photocopy of rule booklet) that a queen within the opponent’s castle can
194 Other games using square lattice boards

only be captured by the king. A king in the exploited by sacriEcial attacks aimed at
corner of a castle does not control the squares forcing the king out of the centre.
in the other three corners, and if at the side of Chad was played for many years at the
a castle, does not control the square directly Fanaat games club in the Netherlands. It was
opposite. It is these weaknesses that are best the subject of a feature article (The Gamer 6).

21.9 Square-swallowing

Sjakti (Christiaan Freeling, 1982). Board 7x7; knight on each side and 49 counters, one on
tiles (counters will do) are placed on all 49 each square. Caissa has also been played on
squares. Each player has a king and two men, other boards.
initially set at d2/6 (kings) and b2/6, f2/6 The first player arranges the initial position
(men) : (in which neither queen must be in check) and
the second player chooses sides or elects to
play Erst. The pieces move as in chess but
with a number of modiEcations. It is an
inviolate rule that no piece may make a move
if, on completion of its move, any counter or
group of counters is isolated from the
remainder. The object of the game is to
checkmate the queen, who moves and captures
undefended pieces normally but can only
move one square when in check (hence pieces
checking from a distance need not be
guarded). Queens cannot face each other
directly however many squares there are
between them. When a queen moves, the
The aim is checkmate. A man may move to counter on the square she was occupying is
the first tile he encounters in any direction removed from the board. Empty squares can
(i.e., like a queen) provided it is vacant. If the be passed over but never occupied, hence the
next tile beyond it is also vacant, the man may playing area is gradually diminished.
move there instead, removing the first tile. The The other pieces move normally but do not
king moves in the same manner with two capture one another. They have two additional
exceptions: it can only move to the first vacant powers: a piece can move with its counter to
tile encountered and, if in check, can only an empty square (thereby of course leaving
move to an adjacent empty tile. No moves empty the square it occupied) and a piece can
may be made to empty squares. A king can change places with a piece of either colour
capture a man provided that it is both adjacent provided it can legally move to the square
and undefended. The two kings cannot stand occupied by that piece (in this way bishops are
on the same line if there are no tiles between able to change their colour-complex provided
them. Notice that if a king and an opposing the move is initiated by a rook or knight).
man stand on the same line with a vacant tile Some beautiful combinations are possible and
between them the king is not in check since no draw has so far been recorded. (Manuscript
the tile he occupies does not fulEll the vacancy notes presumably deriving from personal
condition. Sacrifices are common both in a communication)
mating attack and to achieve stalemate (when
almost invariably both men are sacrificed). Magician Chess (Jonathon Whittle, 1999).
(Manuscript notes presumably deriving from Board 7x7 with holes initially at a3/4/5,
personal communication) g3/4/5, and d2/4/6; men are KRNP and
Magician; array (a1-g1/a7-g7 and inwards)
Caissa (Christiaan Freeling, 1982) has many RNMKMNR, PPP~PPP. Magician moves one
similarities with Sjakti. The game uses a 7x7 square orthogonally or leaps two squares
board, a queen (Caissa), rook, bishop and diagonally, and can cast a spell on a hole at a
Miscellanea 195

distance one square diagonally or two threatening to cast a spell on d4 and to cause
orthogonally; this spell causes a square the square d5 to slide from under the knight to
orthogonally adjacent to the hole to slide fill it, leaving Black a knight down.
across and cover it, leaving a new hole in its Rooks and pawns may not move across
place. The magician chooses which square is holes. Pawn-two allowed from first or second
to slide, and whether any occupant (of either rank even if the pawn has moved previously,
colour) is to slide with the square or to be left e.p. permitted. Pawns promote to composite
behind to fall into the new hole (a magician pieces, R+N or R+M or N+M. Castling
cannot capture normally). Suppose 1 Mbd3 permitted. (Chess Variant Pages) [Text
Ncd5 2 Mc3; White’s magician is now editorial]

21.10 Use of the intersection points

Simo Pieces (David Moeser, 1971) move on linked diagonally (a1, c1, ... b2, d2 ... etc).
the intersections rather than on the squares of Usual pieces plus Archbishop (B+N); baseline
the chessboard. They have their usual names (a1-i1/a1-i9) RNBQABNR. Rooks can also
preceded by ‘S’, thus Sking etc. Simochess is move one point diagonally and bishops one
played with nothing but simopieces (and point orthogonally. Pawns move and capture
hence is simply a 9x9 game with ordinary one point diagonally forward or straight
men); the interest comes from combining forward and have initial two-point option (e.p.
using the two on the same board. Pieces allowed). King moves three points when
moving on the ranks and Eles are unaffected castling. (World Game Review 10)
except that they can be pinned by simo as well
as by diagonal-moving pieces. Diagonal Echecs + (Proprietary game, TLM création;
movers (K, Q, B, P when capturing) can elect Yvon Picard, 1991). Board 12x10 with the 20
to move normally or to an intersection where intersection points between files b/c, d/e, f/g,
they are invulnerable from Rs and Ns, thereby h/i, j/k and ranks 2/3, 4/5, 6/7, 8/9 marked
becoming simopieces. The diagonals of Qs with small circles. Each side has two Jacks,
and Bs can be blocked by simopieces. Regular which leap two squares in any direction, plus
diagonal movers can capture simopieces and two extra bishops; baseline (a1-l1/a10-l10)
convert to simopieces and simopieces can RBJNBQKBNJBR. In addition, each side has
similarly capture orthochess diagonal movers two Bishop Blocks, which start the game on
and convert to regular pieces. In Schess the two intersections in front of the K and Q
(Moeser, 1973), the ordinary K, Q, B, and P and subsequently move only from circle to
when capturing are allowed simodiagonal circle. A BB blocks the path of an adverse
movement. Simoco (Moeser, 1973) is a bishop along the two diagonals through the
further development in which the midpoints of intersection on which it stands; it cannot
the square edges can be used as well. Pieces capture nor be captured, and it has no effect on
using these points have the prefix ‘Co’, thus men other than the Bs (not the Q). The game
Coking etc. (Neue Chess 6) won a bronze medal at the 1991 Salon
International de l’Invention de Paris. [There is
Chesquerque (George R. Dekle Sr, 1986). a photocopy of the award certificate in
Board 9x9 points. Movement along marked David’s ‘Encyclopedia’ files; the remaining
lines between points. All points are joined information presumably comes from a set in
orthogonally but alternate points only are his games collection]

21.11 Games on two or more boards

Duel Chess (Erez Schatz, 2003). Two boards, smaller (reserve) board initially empty. Pawns
5x7 missing central square and 3x3; extra do not promote; a lone king on the main board
piece is Dabbabah which leaps two squares loses. When a man is captured, it is placed on
orthogonally. All men start on the larger the reserve board by the player who made the
(main) board, baseline (a1-e1/a7-e7) DNKBR; capture. When both players have at least one
196 Other games using square lattice boards

man on the small board, a player can elect to being played as c3-d5 on L, are valid knight
move on it instead of the main board. A piece moves on S). Alternatively, it can move on S
captured there is removed from play and the to Sa4, Sc4, Sd3, or Sd1. Notice that in each
capturing piece is returned to the main board, of these three cases the knight has effectively
but may not be dropped to give check. moved to an adjacent square on L. And as a
If a capture is made on the main board when third option, it can move to another vacant
the small board is full, the captured piece subsquare without changing its L square, so
replaces one of the same colour on the reserve from Sb2 it can move to Sa1, Sa2, or Sb1 (if
board. The main board may be enlarged and these subsquares are free). These same rules
additional men used, but the reserve board hold for all pieces (including K) and pawns.
should always be 3x3. (Chess Variant Pages) Moves on L outside S, and moves from S to L,
are normal. A man moving on L to a
Sub-Chess (Alexander Chebotaryov, 1988). subdivided square captures all enemy men on
There are two branches of the game, Chess- its destination; thus our move Nb1-c3 (Sb2
112 and Chess-M-48, each based on the same chosen), if played later in the game, would
simple and original concept of an 8x8 board capture any enemy men standing on Sa1, Sa2,
within which the 16 central squares are each or Sb1. A diagonal move from L across a
subdivided into four small squares. This has square forming part of S is treated as going
the effect of creating two 8x8 boards, the large along a white diagonal in S if moving NW/SE
one (L) subsuming the small (S) : and a black diagonal if moving NE/SW.
Suppose 1 Nb1-c3 (Sb2) e7-e5 (Se5) 2 d2-d4
(Sd3) Bf8-b4. This is check, since the knight
at Sb2 is off the line of movement of the
bishop, and if White wants to play c2-c3 to
block the check he must choose Sa2 or Sb1;
Sa1 would not do. An orthogonal move from
L across a square forming part of S is treated
as a move along the central line dividing the
subsquares; it ignores single men on adjacent
subsquares, but is blocked by two men
standing side by side. Suppose 1 e2-e4 (Se4)
e7-e5 (Sf6) 2 Se4-e5 Qd8-e7; this is check, but
if Black’s first move had chosen Sf5 instead of
Sf6 it would not be.
Chess-M-48. The array on L (a1-h1/a8-h8
and inwards) is RNBQKBNR, PPNBBNPP,
We denote the squares on L by La1-Lh8 and with 8xP on the 1st and 8th ranks of S. The
subsquares on S by Sa1-Sh8; the subsquares rules differ from Chess-112 in that men do not
Sa1, Sa2, Sb1, and Sb2 all form part of Lc3. have the option of changing sub-squares
Chess-112. The normal array is set up on L, within an L square, and that pawns when
S being initially empty. When a move is made within S cannot elect to move as if in L. The
from L to S, the player must nominate the effect of this is that men of opposite colour
subsquare (which must be vacant) on which can occupy the same L square. Pawns can
the man is to be placed. Suppose White opens move one or two squares if starting their move
Nc3; he must nominate one of the subsquares in their own half of the board. (Personal
Sa1, Sa2, Sb1, and Sb2 to receive the knight. communication) [Text revised]
Let us suppose that he chooses Sb2.
The knight now stands simultaneously on L Orbichess (Proprietary game, D. E. de Vries,
and S. On its next move, it can move on L to 1975). Board 8x8, each square subdivided into
e2, d1, b1, a2, a4, or b5, and also to d5 or e4 four coloured ‘fundamental squares’. Light
though in these last two cases he must again squares are composed of light colours
choose a specific destination subsquare on S (including a white ‘basic square’), dark
(so moves such as Sb2-d6 or even Sa1-d6, squares of dark colours (basic square red).
Miscellanea 197

Each dark square has its corresponding light piece except kings and pawns. Pieces on
square, thus in effect four chessboards are orbital squares can neither take nor be taken.
interlocked. The normal game is played on the By entering an orbital square a piece has a
basic squares on which the men stand in the number of paths open to it. This enables it to
initial array. The other squares are called enter play via a basic square at a propitious
orbital squares and may be occupied by any moment. (Proprietor’s rules leaflet)

21.12 Other games

Philidor and Stamma’s 140-square Game. king but players could agree lesser victories
According to Anthony Dickins in A Short (e.g., capture all artillery). (Règles des Echecs-
History of Fairy Chess, Philidor and Stamma Gérard)
played matches “which Philidor always won,
even when they played on a 14x10 board with Neuschach [Ernst] (Proprietary game, C.
a number of ‘new’ pieces (probably Muslim in Abel-Klinger; Hugo Ernst, 1901). 144-square
origin)”. [Name editorial] board, 25 men a side including 1 kaiser, 2
kings, 2 queens, and some new men with new
Flammhorst’s Game (N. N. Flammhorst, moves. Ernst, of Buenos Aires, wanted the
1833). A war game elaborately argued but game to replace chess, an ambition not
much closer to chess than to kriegsspiel (the unknown amongst variant inventors.
author concludes that chess is a good (Deutsche Schachzeitung, October 1901) [The
representation of classic warfare). Board 9x9, source gives no further information, and David
22 men each side: ‘1 Roi, 2 Connétables, 1 appears not to have possessed a set.]
Sénéschal, 2 Maréchaux, 2 Grands-Maîtres, 2
Partisans, 2 Châtelains, 2 Chevaliers, 2 Super Chess [Fort] (Charles Fort, 1930).
Gonfaloniers, 2 Bannerets, 2 Trompetoniers et Game of seemingly daunting complexity by
2 Piconiciers’ (Le Palamède, September 1846, the famous collector of the mystical and
citing Flammhorst’s book of 1833). Involved strange in science and nature. A photograph of
rules permitting mobilisation, securing the the period shows the auther ‘relaxing’ at a
king in a fortress etc. (Faidutti) board of many thousand squares dotted with
scores of chessmen. (Mitchell and Richard,
Gérard Chess, also known as Jeu de Living Wonders, Mysteries and Curiosities of
Batailles (E. Gérard, 1860). An attempt to the Animal World, 1982)
create a simple game in harmony with then-
current military realism. The close relationship MAD’s Modern Chess (MAD magazine; c
with chess was emphasized. The game ran to 1963 by E.C. Publications Inc.) (Quote) ‘Note
several editions and one Ladislas Maczuski terrified, neurotic pawns on brink of cracking
offered lessons. Board irregular octagon, 256 up. Note one thing hasn’t changed: pawns are
squares; each side had 28 chessmen in 12 still in front rows and have to take most of the
tasteful designs. King as orthochess; Great beating. MAD’s pieces are not limited to
Cavalry (Q); Cavalry (N); Riflemen (B); special moves. In fact, each move is
Escorts (R); Reserves move as K, capture as completely unpredictable. Cunning, trickery,
N; Infantry move as K, capture one square accident, sneakiness, surprise, anxiety, fear ...
diagonally. In addition there were Artillery, any of these could play a vital part in the
Ordnance, Engineers, Defences and Victuals. game. Strategy is limited to each player
Array predetermined on Erst three ranks. The waiting for the other to make the first move.
players then positioned squares representing End of game is followed by deathly silence.
terrain features, which in turn affected Unlike old-fashioned chess, there is no
movement, in their respective halves of the winner’ (unquote). A diagram shows a board
board. Each player nominated an HQ square with baseline Fallout Shelter, Air Raid Siren,
on the 6th rank which, if occupied by an Anti-Missile Missile, A-Bomb, H-Bomb,
opposing man, allowed a captured piece to be ICBM Missile (sic), Radar, Fallout Shelter,
reborn. Main aim was to checkmate opposing plus 8xP as usual. (Chess, 22 August 1966)
198 Other games using square lattice boards

Warp Chess (quoted by Don Miller in 1974). occupied squares, but not to capture. A queen
The third and fourth ranks of the board exist (Juggernaut) makes a series of one-square
simultaneously with the corresponding ranks orthogonal moves in two perpendicular
as viewed by the opponent; thus a man on b3 directions (e.g. up and right), capturing as it
is simultaneously on g6 (and d4 on e5 etc) and goes. It need not stop until it meets a friendly
can be captured on either square. (Kittle man or the board edge. A bishop (Switcher)
Pitchering Hubble de Shuff 10) moves as a B or K, or by a series of B moves
over vacant squares. A player castles by
Fantasy Chess (Proprietary game, Little exchanging the positions of a monarch and a
Soldier Games, 1975). Board 8x8; usual array row-runner with which it has not previously
but men are redesignated (chessmen in castled provided both are on the same rank or
brackets): 1 x King (K), Wizard (Q); 2 x file with the squares between them vacant. A
Archer (R); 4 x Rider (B/N); 8 x Spearman player can uncastle on the following move by
(P). The two sides are Good (W) v. Evil. restoring the pieces to their original squares
[Information presumably taken from a set in and then moving one of them. A triangle
David’s game collection. His index sheet has a within range of a friendly monarch can change
note ‘Different movements’ and so I have put places with it (‘geometrize’). No move is legal
the game into this part of the book, but he was that leaves the position unchanged. The game
sometimes given permission to describe is won by an unstoppable threat to capture the
proprietary games only in very general terms opponent’s (remaining) monarch. A player
and no further details are to hand.] who is stalemated also wins. A book on
strategy is awaited. [Source material missing
Shogun (Proprietary game, Ravensburger, from David’s Encyclopedia files]
1979). Board 8x8 uncoloured; each side has a
Shogun (king) and seven identical pieces. Conversion [Mazas] (Proprietary game,
Shogun moves one or two squares, all other Mazas Editions, 1986). Large chequered board
pieces between one and four squares of irregular shape but regular design. Each
depending on the action of a magnetic dial side has 18 pieces, God, High Priest, Priests,
which indicates number of squares to be Prophets, Monks, Missionaries, and Devotees,
moved. The magnets only affect the man with various moves. Two men are moved each
played. Capture by displacement; ‘Shogun’ turn. Object is to ‘convert’ (capture)
(check) must be announced. Win by capturing opponent’s God. (Jeux et Stratégie 38)
shogun or reducing opponent to shogun and
one piece. (Pergioco 3) Stealth (Proprietary game, Falcon Games;
Michael Gilano, 1986). Board 9x8 with corner
Chaos [Kensek] (Ron Kensek, 1980s). A squares removed. Men are starship (king),
game devised chiefly to mystify spectators guardians and drones; first two move as
(especially effective with a 5-minute time queens, drones have various powers and can
limit). A king (Monarch) moves as a K but can be stacked. Win by capturing or immobilizing
also leap an adjacent man to capture. A pawn starship or capturing all drones. (Photocopy of
(Butterfly) moves as N but forward only. It rules pamphlet)
may move to a square occupied by a butterfly
of the same colour, which must then make a Pole Chess (Piers Anthony, 1988). An
knight’s move backwards. If this move lands account of a game, Pole Chess, in which board
on another butterfly of the same colour, this in and pieces are made of ice, is given by Piers
turn must move forward as N, and so on. A Anthony in his Robot Adept. The usual pieces
butterfly on reaching the 8th rank promotes to are transformed into Goblins (Ps), Dragons
a Monarch Butterfly, equivalent to a monarch. (Rs), Trolls (Bs), Griffins (Ns), Ogress (Q),
A rook (Row-runner) makes one or two R and Demon (K). ‘But this was Pole Chess, so
moves at player’s option; one or both may there was one additional set of pieces: the
capture. A knight (Triangle) makes three poles. When all the other pieces were set up,
consecutive K moves, not necessarily in the the white and black poles stood to either side,
same direction. The first two may be to just off the board, centred.’ A pole could move
Miscellanea 199

directly to any empty square; it could not be December 1994)


captured and served only as a block. ‘Some
players swore that Pole Chess was the best Ruddigore Chess Peter Aronson (2002)
variant ever; others condemned it as a Board 8x8; usual men and array except that Ks
decadent offshoot.’ Further on, Anthony replaced by Baronets (move as K, capture as K
describes Huffdraw. ‘A device that had come or N, can capture friendly as well as enemy
into play in the last few centuries because too men) and Ns by Gentlemen (can make one or
many tournaments were being stymied by more knight moves in a straight line, but if
frequent draws. There were several two steps from the edge of the board can only
applications, depending on the type of draw move one and if three steps from the edge can
that was threatened. But the basic element was only move two). Pawns may move two
the removal of “dead” pieces; those that hadn’t squares at any time, no e.p. Captured pieces
moved in some time.’ may subsequently be dropped back into play;
promoted pawns retain their rank. On each
Excalibor (Proprietary game, Franjeux, 1989). even turn (2, 4, 6 etc) each player must capture
The Knights of the Round Table replace the a man, either an opponent’s or a friendly man
usual chess pieces but retain their moves. The with the Baronet (the captured piece is kept in
sword Excalibur moves as Q. If captured, it is hand), or move and give up a man either on
plunged into a ‘lake’, from where it can only the board or in hand. Inspired by the Gilbert &
be rescued by King Arthur. Elaborate rules. Sullivan operetta. (Chess Variant Pages) [Text
(Jeux et Stratégie 7) revised]

Supers Echecs (Proprietary game, SEI, 1994). Tigerchess (Glenn Nicholls, 2003). Standard
Board 9x9; extra pieces are a Prince and a board and array but with additional squares,
Mage. Pawns include a traitor and a plague- extra pieces, and elaborate rules. Win by
carrier, and the game also features a treasury. checkmating opposing Q (not K) or occupying
(Photocopy of a notice in Science et Vie, opposing palace. (Chess Variant Pages)
Part 3
Boards of other kinds

[We now look at boards based on cells other than squares: boards based on hexagons
and other figures, circlar and figure-of-eight boards, boards wrapped round cylinders
and spheres, and boards with three and even more dimensions.]
Chapter 22
Boards based on hexagons

[In this chapter, every board cell away from the edge has a side in common with each of six
neighbours. There are hence six natural directions of rook movement, and the hexagons are most
often arranged so that these are straight forwards and backwards and 30 degrees either side of
left and right. The hexagons can also be placed so as to give rook movement directly to left and
right and 30 degrees either side of forwards and backwards, but games with the hexagons so
aligned have a different character and they are given a section to themselves.
Chess on a board composed of hexagons is a relatively recent phenomenon. The !rst
approaches to such games were possibly Croughton’s Hexagonal Chess of 1853 and Jaques’s
Hexagonia of 1860, but in neither of these was the object checkmate. It was not until a half-
century later that Ayres’s chess-like game Mars appeared, followed by Wellisch’s attempt to
transfer orthochess - albeit without bishops - to a hex board as a three-handed game. Since then a
number of hex games have been created, with Glinski’s the best known and probably the most
widely played. The hex board is now a popular medium for strategy games, particularly
wargames, since it offers six instead of four directions of movement, thereby increasing piece
mobility. Three cell colours are necessary in order to ensure that no two adjacent hexes be
coloured the same, and it follows that any colour-restricted piece which is provided as an
analogue to the orthochess bishop needs to be present in sets of three if the game is not to be
unbalanced. Not every inventor appears to have realised this.
As will be seen, while all the boards in this chapter have been built up from hexagonal cells,
there has been very little agreement between inventors concerning their overall shape and size.
The smallest boards in this chapter have 43 cells, the largest 169, and there are seventeen other
sizes in between. But the 91-cell board of Glinski’s game has been used more often than any
other, and Glinksi’s was the first game to command significant attention. The rules of Glinski’s
game are therefore given in full, those of other variants by reference to Glinski at least as regards
the moves of the men (Glinksi’s treatment of stalemate has not been followed elsewhere).]

22.1 Hexagonally symmetric boards with a forward rook move

[There have been almost as many notations for hex-based boards as there have been inventors,
and in this book we shall adopt a standard ‘count in twos’ system irrespective of any notation
that may be in use elsewhere. For boards with a forward rook move, we shall label the files
a, b, c etc in the usual way, but the cells in a file will be numbered in steps of 2 so that cells with
the same number are always at the same horizontal level.]

Glinski’s Hexagonal Chess (Wladyslaw pionship was held in 1976. Subsequently, a


Glinski, 1936). Probably the most widely European Championship was inaugurated
played of the hexagonal chess games, in part (the !rst title holder was Marek Mackowiak of
due to the inventor’s life-long enthusiasm and Poland) and World Championship candidates
promotional efforts. First launched in Britain tournaments were held in London, Moscow
(1949), the game enjoyed remarkable and Subotica (1987-8). At its height here was
popularity in Eastern Europe where there were an International Hexagonal Chess Federation
once reportedly over half-a-million players, as well as several national organisations. The
mostly in Glinski’s native Poland where game appeared to go into decline on the death
130,000 sets were once sold in the space of a of its inventor.
few months, but also in Czechoslovakia, The game is played on an hexagonal board
Hungary and Russia. The !rst British Cham- of 91 cells as shown overleaf :
204 Boards of other kinds

theoretically !ve steps from promotion and the


!rst move can result in a pawn clash on the e-
or g-files. There are a number of recognized
openings. Knights are on the whole stronger
than bishops. Fool’s mate: 1 Qc8 Qc14 2 b7
b15 3 Bb5 e12 4 Qxf17.
In match play, stalemate earns three-
quarters of a point for the player delivering it,
quarter of a point for the player stalemated.
In the unlikely ending K v K, a false step can
lead to a stalemate in a board corner.
The opposition in end-play is as important as
in orthochess. In most endings K+P v K the
stronger side wins; however the win is
impossible in some positions. Suppose White
Kf13, Pf15, Black Kf17; White to move can
only draw: 1 Ke12 Kg14 2 Kd15 Kf17 etc.
The usual men are employed, but there are an With a wing pawn, the same position wins.
extra B and P on each side. For clarity, Suppose White Ka6, Pa8, Black Ka10; now
occupied squares are shown uncoloured, but 1 Kb5 Kb13 2 Kb7 Kb11 3 a10+ Ka14 4 Kc8
on an actual board the cell colouring extends Ka12 5 Kc10 Kb15 6 Kb11 Ka16 7 Ka12
throughout. (Kc14 is stalemate!) Kc16 8 Ka14 etc. K + R
The rook moves on the files and at 30 wins easily but K + two minor pieces can only
degrees to the horizontal (if the board were force a win in certain positions. John Jackson
empty, Rc4 could move to c6/c8/.../c18 on the contends in A Player’s Guide to Table Games
file, b5/a6 and d3/e2/f1 along its second line, that the game would be improved if the central
d5/e6/.../k12 along its third). The bishop pawns (three or !ve) were set back one cell in
moves horizontally and at 30 degrees to the the starting position. Glinski’s booklet First
vertical (Bf5 to d5/b5 and h5/j5 horizontally, Theories of Hexagonal Chess provides a
e8/d11/.../b17 and g2 in its second direction, convenient introduction. [Text revised]
g8/h11/.../j17 and e2 in its third); each bishop
is restricted to cells of one colour, and the Honeycomb Chess, also known as
three between them cover the whole board. Hexabrain and Six-Way Brain Game
The queen moves as R+B, the king one step as (Proprietary game, Douglas Reid, 1972).
Q (thus a midboard K has 12 possible moves 91-cell hexagonal board as Glinski. Each side
and even a K in a corner has 5). The knight has 22 men: 1 x king; 2 x queen, castle; 6 x
leaps the equivalent of one B-step then one hopper; 11 x pawn. King moves to any
R-step at 30 degrees, so Nd3 has 6 possible adjacent hex; queen as Glinski’s R; castle
moves (to b7, c8, e8, f7, g4, or g2) and a vertically as Glinski’s R, laterally as Glinski’s
midboard N has 12. The pawn advances one B (so can only move to alternate files); hopper
cell straight forward, captures obliquely one step as Glinski’s B; pawn as Glinski.
forward (WPf9 moves to f11, captures to e10 Promotion normal, object checkmate. Baseline
or g10). Pawns promote on the opponent’s (a6-f1-k6/a16-f21-k16) CHHHQKQHHHC
back line. Opening pawn-two permitted, and if fronted by 11xP. As in many hex games, the
a pawn in its initial position makes a capture is pawns live in an unequal world; wing pawns
made towards the centre it retains the two-step can promote in three moves, the central pawn
option since in effect it has not advanced. takes eight. (Author’s rules leaflet, also
No castling. manuscript notes presumably deriving from
The array has some interesting features. All personal communication) [Text revised]
the pieces can move initially so that
development is rapid and tactical clashes early McCooey and Honeycutt’s Hexagonal
in the game are common. The Bf3 has two Chess (David McCooey and Richard
open lines, the Q one. Every pawn is Honeycutt, 1979). 91-cell hexagonal board as
Boards based on hexagons 205

Glinski; extra B but only 7 x P: cell as the friendly K are Bs, otherwise Rs
(so in the initial array, the men on e7/i7 and
e19/i19 show B, the remaining men show R).
Pieces are reversed as necessary as part of a
move; a K moving to escape check for
example can cause the attacker to be attacked
through piece reversal. The K is confined to
the castle but, as in Chad, may also move like
a N. The Ks may not face each other
uninterrupted on B or R lines. (Personal
communication)

Sjakti [Hex] (Christiaan Freeling, 1982) is the


hex version of Sjakti (see chapter 21). 61-cell
hexagonal board, a5/a7/.../a13 out to
e1/e3/.../e17 and back to i5/i7/.../i13; pieces
initially set at e5/e13 (kings) and c5/c13,
f5/f13 (men).

K, Q, R, B, N move as in Glinski. P moves Loonybird Chess [Hex] (Christiaan Freeling,


one step forward as R, captures one step 1983), played on a 61-cell hexagonal board, is
obliquely forward as B; pawns other than the a hex version of Loonybird or Dragon Chess
centre pawn have a two-step option (e.p. (chapter 14). Baseline as before on b4-e1-h4,
permitted). The aim was to create a hex game 9xP on a5-c7-e5-g7-i5. Caissa [Hex]
as close to orthochess as possible. (Chess (Freeling, 1982) is a hex version of Caissa
Variant Pages) [Text slightly revised] (chapter 21). [A note in the Addenda to the
first edition gives an illustration of ‘the’ array
Hexchad (Christiaan Freeling, 1980). The in the latter case, but this would seem to
hexagonal version of Chad (see chapter 21). conflict with the statement that the first player
127-cell hexagonal board, a7/a9/.../a19 out to arranges the initial position and the second
g1/g3/.../g25 and back to m7/m9/.../m19; kings player chooses sides. There are also references
on g7/g19, eight rooks on e7-g9-i7-g5-e7 and to hex versions of Bird Chess (chapter 13)
e19-g21 etc, walls on d8-g11-j8-j6-g3-d6-d8 and Dragonfly (chapter 17) as being played
and d20-g23 etc. Rules are identical to those on a regular 61-cell board with two extra
of Chad with one addition: kings may not face pawns a side, but there is no further detail in
each other on the same !le if the hexes David’s Encyclopedia files.]
between them are unoccupied. This has
considerable implications for the attacker who Rose Chess (Peter Krystufek, 1986). Played
can use his king to protect a queen in the on the points of a 61-cell hexagonal lattice.
opponent’s castle or cut off Kight hexes. The Usual men, array (a5-e1-i5/a13-e17-i13 and
fundamental difference between Hexchad and inwards, centred) PRBQNKBRP, PPPNPPP,
Chad is that in Hexchad the forces face each d4/f4/d14/f14 are Rose points. Pawns on rose
other directly down !les so that practically the points have two-step option (e.p. possible);
whole front is restricted to forward movement. other pawns one step only. Pawns promote to
Because of the tightness of the position, any previously captured pieces. Rooks and queens
mistake is likely to be grievous. There are a have identical moves (any of six directions)
number of opening traps. Stalemate is but rooks cannot alight on rose points and
unknown. (Manuscript notes presumably cannot check if on point immediately in front
deriving from personal communication) of or behind rose point. The K and Q ‘castle’
King’s Colour (Freeling, 1976) is a Chad at any time by exchanging places, even if K in
system but without promotion to queen. Rooks check, but not if K on rose point. Claimed to
and bishops are discs showing R on one side be an improvement on ‘the Arabic game’.
and B on the other. Pieces on the same colour (100 mal Kniffel Schach)
206 Boards of other kinds

Troy (members of the Fanaat games club, Asteryx Chess (David Jagger, 2003). 43-cell
Netherlands, 1988). A game developed for a board, regular 37-cell hexagon with a one-cell
special occasion: the marriage of Anneke extension at each corner, thus a5/a13,
Treep and Lukas Schoonhoven, prominent b6/.../b12, c5/.../c13, d4/.../d14, e1/.../e17,
members of Fanaat. A set, designed and made f4/.../f14, and so on to i5/i13. Usual men.
by the members, was presented to the Array for White, Ke1, Qe3, Bd4/f4, Nc5/g5,
newlyweds. The game is based on the Trojan Ra5/i5, 8xP on rest of ranks 5-7. K one step in
war and is played on a regular hexagon of 91 any direction; R, N as Glinski; P one or two
cells. One side are the Trojans, the other the steps directly or obliquely forward, may
Greeks. Each side has 19 pieces made up of change direction in mid-move; B ‘snakes’
Ares/Pallas Athene (moves as K), 2 Heroes along path of two colours, say d4-d6-e7-e9-
(move as Q), Hector/Achilles (moves as Q but f10-f12-g13 or d4-e5-e7-f8-f10-g11-g13; Q as
cannot be taken by a Greek/Trojan), 3 R+B. Pawns promote on opponent’s three
Amazons/Spartans (two cells in any direction, extension points (for White, a13/e17/i13).
leaping adjacent cell whether occupied or not), Custodian capture: occupy two cells of the
and 12 Trojans/Greeks (move one cell straight same colour bracketing the target man, unless
ahead or two cells diagonally ahead; capture no cell on the far side exists in which case
one cell diagonally ahead). Aim is to occupying one cell is sufficient. Multiple
checkmate Ares/Athene. Capture by captures allowed by agreement. Win by
displacement. Trojans/Greeks promote at end capturing or baring the K, or by stalemate.
of board to any piece already lost. Ares and (Chess Variant Pages) [Text largely editorial]
Athene on f3 and f19, Hector and Achilles on
f5 and f17, Heroes on e4/g4 and e18/g18, Walnut Chess (John Beasley, 2003). 43-cell
Amazons and Spartans on e6/f7/g6 and hexagonal board (a7, b4/.../b10, c1/.../c13,
e16/f15/g16, Trojans and Greeks on the 12 d2/.../d12, e1/.../e13, and back to i7). Each
surrounding cells. (Inventor’s leaflet) player has king, 1 x light cavalry, 2 x heavy
cavalry, 2 x gun, 12 x infantry. Setup at will;
New Chess [Radovic] (Goran Radovic, 2002). all men apart from K are initially covered.
Regular 91-cell hex board; 22 pieces a side: 1 K, covered men, and empty covers move one
x king, queen; 3 x knight, spy; 2 x rook, cell in any direction. When uncovered, light
bishop; 10 x pawn. Asymmetrical layout with cavalryman can move up to three cells in
pawns initially doubled on the c- and h-files. a straight line, heavy cavalryman one or
Spies move one hex in any of up to 12 two cells changing direction if wished,
directions (to adjacent hex or through hex infantryman and gun one cell only, but up to
corner to cell of same colour). There are only three infantrymen (covered or not) can occupy
two bishops on each side, and they stand on the same cell and be moved together. Up to six
like-hexes and so only cover a third of the moves per turn, and a player can then make up
board. Subject of an ill-informed article in to six ‘attacks’: he indicates a target cell and
The Scotsman (1 October 2002). [The array one or more uncovered attacking men on
shown in the article is as Glinski but with adjacent cells, demands that any defender
spies on f1/f9/e6 facing f21/f13/g16, extra occupying the cell uncover also, and the man
knights on g6 and e16, extra pawns on d5/h5 or men of the weaker side are removed
and d17/h17, bishops on e4/g4 and e18/g18, (K=L=I=1, H=2, G=0). If equality, both sides
and f3/5/7/15/17/19 empty, but it seems stay. He may also fire either or both his guns
odd to have the spies and knights mirrored at units not more than three cells away in any
across the centre while the K and Q are direction (straight or oblique), but a player
mirrored on the file and the possibility of using a gun to knock out a covered man is not
error cannot be excluded. The spies appear told what he has hit. A gun may not move and
to be represented by men holding daggers, fire in the same turn. There is a preliminary
which is picturesque but curious; the last ‘you cut, I’ll choose’ handicap stage: one
thing a spy normally wants to do is to draw player specifies a handicap to be suffered by
attention to himself by committing gratuitous the player moving first, the other decides
murders.] whether to take first move in the face of it.
Boards based on hexagons 207

(Variant Chess 47, also author’s leaflets name was that players could use matchsticks
‘Walnut Chess’ giving the rules and a or counters for the men, and cover them with
specimen game) walnut shells. A probable improvement would
[In Variant Chess 48, David briefly be to limit the guns to six shots each.]
compared this game with 19th century war
games, and pointed out various similarities. Hexofen (Valery Trubitsyn, 2004). Regular
Since he went on to say that he had explored 91-cell hex board, 21 men a side: White Kf1,
‘dozens’ of these games when researching the Qg2, Rd3/h3, Be2/f3/i4, Nc4/e4/g4, 11xP on
original Encyclopedia and had rejected them ranks 5/6, Black mirrors diametrically (Qe20).
all as too remote from chess, I was a little Pieces as Glinski; pawns promote on reaching
surprised to find an embryonic entry for the any rank beyond the opponent’s initial pawn
game in his text for the new edition. But it was line (nothing said about the difficulty this
there, and I have expanded it in the same way creates for the side pawns). A curiously
that I have expanded similarly embryonic designed game. (Inventor’s rules document)
entries for other games. The idea behind the [Text revised]

22.2 Other hexagonal boards with a forward rook move

Shafran’s Hexagonal Chess (I. G. Shafran, Chex [Knizia] (Reiner Knizia, 1994). 44-cell
1953). 70-cell hexagonal board with nine files, hex board on seven files, a4/.../a12 out to
their lengths running from 6 to 10 : d1/.../d15 and back to g4/.../g12; each side has
1 x K, 2 x R, B, N, 7 x P; baseline
BRNKNRB. K to an adjacent cell only; R as
Glinski; B as R but not vertically; N to any
cell not more than two away in any direction
direct or oblique, may leap (thus, if centrally
placed, attacking a total of 18 cells); P as
Glinski but no e.p. permitted. No castling.
(Author’s rules pamphlet)

Boar Chess (Ivan Derzhanski, 2000). 70-cell


board as for Shafran’s game; men are 1 x Boar
(royal piece), 2 x Bull, 3 x Horse, Ram, 4 x
Dog, 5 x Cock. Complicated rules governing
movement. The game is won when the
opposing boar is captured, stalemated, or
pushed out of its sty (a 7-cell hexagon), or
when a cock moves to the hex originally
Extra B and P on each side. To compensate for occupied by the opposing boar. (Chess Variant
the varying distance pawns must travel to Pages) [Text editorial]
promotion, initially the d, e, f pawns can move
up to three spaces (e.p. possible), the b, c, g, h Hexes (Proprietary game, Mike Layfield,
pawns up to two spaces, and the a and i pawns 2002). 54-cell board in the form of a hexagon
one space only. Pawns capture by one-step B with sides 8/4/3, thus a3/.../a17, b2/.../b18,
move, not as Glinski. Castling permitted: K c1/.../c19, then d2/.../d20 and back to
moves three hexes towards R, thus after 0-0, f4/.../f18; array (c1/d20, b2-d2/e19-c19 and
White position is Kh4/Rg3, and after 0-0-0, inwards) B, BK, RBQ, NNR, PPP, PPP.
Kb4/Rc3. Other moves as Glinski. A brief Pieces as Glinski. Pawns move one R-step
game: 1 Nc9 Nf12 2 Qe5 Nd12?? 3 Nd14 forward or one B-step obliquely forward,
mate. Notice that the queens do not face each capture one R-step obliquely forward; two-
other and that all the bishops can move in the step option straight forward for unmoved P,
initial position. (Nauka i Zhizn, March 1979) e.p. permitted. (Chess Variant Pages)
208 Boards of other kinds

22.3 Rectangular and diamond-shaped boards with a forward rook move

Mars (Proprietary game, F. H. Ayres Ltd; M. say ‘Take care’. (Notes based on Bodleian
van Leeuwen, 1910). Russian edition, Library 38491.f.15(12), also photocopy of
Moscow 1911. Inspired by scienti!c talk of pages 4-7 of Saltikov-Shchedrin Library
the possibility of intelligent life on Mars, the 18.294.5.123)
inventor decided to create a game of skill in
which Earth and Mars are seeking to make a Baskerville’s Hexagonal Chess (H. D.
‘full observation’ of each other. 77-cell Baskerville, 1929). This game was born in the
rectangular board with 9 files. White is Earth, period when Capablanca’s call for reform was
Black is Mars. Each side has 14 men made up being widely heeded. In his booklet
of 1 king piece (Earth or Mars, shown as ‘K’ Hexagonal Chess, the inventor remarks
and ‘k’ in the diagram below), 1 Sun, 1 Moon, controversially that ‘(orthochess) interests a
2 Astronomers, 2 Observatories, 1 Radium far smaller circle to-day than it did even one
Tower, and 6 Telescopes. generation ago’, adding ‘...so far it does not
seem to have occurred to anyone that a more
radical reformation can be effected by
constructing a new board composed of
geometrical figures other than squares’. 83-
cell rectangular board with 11 files, a1/.../a15,
b2/.../b14, c1/.../c15 across to k1/.../k15;
normal men; White RBQKBR on rank 1,
NP-PN on rank 2 (cell f2 empty), 6xP on rank
3, Black similarly except Ke15 and Qg15.
A tinge of patriotism is detected in the cell
colours: red, white and blue. All men move as
in Glinski’s game except that the K is limited
to adjacent cells (one space as a R) and there
is no e.p. The game is Kawed through
Baskerville’s determination to keep the game
Alternate cells on files a, c etc are light, as close to orthochess as possible: bishops on
remaining 54 cells are dark. Earth and Mars each side stand on contrasting colour
move to any adjacent cell, regardless of complexes so can never attack one another
colour; Moon any direction over any distance, whilst the third set of cells (coloured red and
regardless of colour (the move to be adopted including the centre) is immune from
later by Glinski’s R); Sun as Moon but on penetration by a B of either side.
light cells only; Astronomer ditto but on dark
cells only; Radium Tower as Astronomer, but Galachess (Proprietary game, Mathew B.
obliquely only; Observatory on light cells Harrer Co; Mathew Harrer, 1980). A maverick
only, one step only but in any direction and amongst hexagonal chess games occasioned
may leap; Telescope one cell (either colour) by the inventor’s geometrical perception of the
straight forward or obliquely forward only. (uncoloured) board, described as a ‘galaxy
Telescope promotes on last cell of !les a, c, g with space corridors’. 67-cell rectangular
and j to the piece on that !le in the starting board with 9 files, a2/.../a14, b1/.../b15, across
position providing one has previously been to i2/.../i14; NQQN on rank 1, RBKBR rank 2,
captured. If not, it must wait until one is 9xP ranks 3/4, Black similarly. R moves
available. vertically as Glinski R, laterally as Glinski B;
White starts. Capture is by displacement. B moves obliquely (but not vertically) along
Object is to place opponent’s king piece cell lines. This means that the rooks are
(Earth/Mars) under ‘complete observation’ con!ned to alternate files, whereas the bishops
(checkmate) and then capture it next move. A can reach any cell. Q moves as R+B, K to
king piece under attack is said to be ‘in adjacent hexes only. In castling, the K moves
observation’, and the player giving check must to a B hex and the nearer R to a hex on the
Boards based on hexagons 209

same side. This gives a castled R access to the Hornyak’s Hexagonal Chess (Anthony
other set of files from which it cannot then Hornyak, 1990s). 100-cell diamond-shaped
escape, so, for example, a player who castles board witj 10 files; 1 x K, 3 x R, B, N, 10 x P,
can never double rooks. The knight’s leap is no queens initially but promotion can include
no less remarkable: the N moves to any of the Q.
!ve cells in its orbit. Since however the cell
it occupies can be part of up to six orbits, the
N can normally move up to two hexes in
any direction, and being unimpeded is
probably more powerful than the queen. The P
alone is orthodox Glinski. (Information
presumably taken from a set in David’s game
collection)

Impact (Proprietary game, Anton Obermaier,


1993). 100-cell square board with 10 files.
Each side has 20 men (chess equivalents in
parentheses) 1 x Commander (K), General
(Q); 2 x Chief (augmented B), Colonel (N),
Major (B), Lieutenant (R); 10x Pioneer (P).
Promotion to captured piece; no P-2 or
castling. (Fairplay 26)

Schach 2000 (Proprietary game, Schachverlag


Hoppe; Bodo Hoppe, 1994). 64-cell square
board with 8 files. Orthochess array except
Black K and Q reversed; moves of men as
Glinski. The QBs are on hexes of the same R, B, N, Q as Glinski, K to adjacent hexes
colour, the KBs on the other two colours, only. Ps up to 3 cells initially, and if moving
hence an imbalance in the deployment. only one preserve a 2-step option at their next
(Information presumably taken from a set in turn; e.p. permitted. No castling. (Personal
David’s game collection) communication) [Text slightly revised]

22.4 Boards with a lateral rook move

[With these boards, it is the ranks along which we step in twos, a1, c1, e1 etc. The underlying
geometry is the same and the pieces can continue to be described with reference to Glinski, but
the pawns behave quite differently.]

De Vasa’s Hexagonal Chess (Helge E. de An attempt to retain as near as possible the


Vasa, 1953). 72-cell diamond-shaped board, orthochess array. All pieces move as in the
extra B and P each side: Glinski game. Pawns advance one cell at a
time as a R (two alternatives in the array,
except for WPw2 and BPb7) with initial two-
step option. Pawns capture ahead as a bishop
(normally three alternatives), greatly
enhancing their value vis-a-vis the pieces.
A revised form of the game, probably in
response to criticism of the dominant pawns,
has the board extended by an extra nine-cell
rank with the array pawns on the 3rd and 7th
ranks respectively. The pawn capture is
limited to the two hexes on either side a
210 Boards of other kinds

bishop’s step in advance. Castling permitted: procedure. The same is not true of Glinski’s
K moves three (0-0-0) or two (0-0) hexes board, nor of any hexagonal board where two
towards the R, the R moving adjacent to K on adjacent sides have the same length.]
inside. (Nouveaux Jeux d’Echecs Non-
orthodoxes, also a note in French annotated Hyperchess [Groman] (Proprietary game,
‘ex Martin Gardner’ but not otherwise Hypergames Co; William Groman, early
provenanced) 1970s). 72-cell board on 11 ranks, extra B but
only 7xP:
Brusky’s Hexagonal Chess (Yakov Brusky,
1966). 84-cell board in the form of a hexagon
with sides 9/5/4, extra B+2P:

Pieces move as Glinski. Pawns advance one Pieces as Glinski. Pawns are unusually strong:
cell at a time as a R with initial two-step they move straight forward one cell (i.e., to a
option (e.p. possible), but a pawn blocked by cell of the colour on which they stand), they
an opposing man on one of its two lines of also move or capture one cell diagonally
advance cannot move on the other either (so forwards, and in addition can capture (but not
an enemy man on e3 would prevent not just move) one cell sideways; thus in the array
d2-e3 but d2-c3 as well). Pawns capture pawns defend one another. Promotion is on
obliquely as bishops, one step only; unmoved the furthest row. No e.p. or castling. Jackson
pawns can capture straight ahead also (WPf2 describes a pawn line in Hyperchess as the
can capture to c3/i3/f5, WPg3 to d4/j4 only). Great Wall of China - a formidable barrier.
When castling, WK goes to s1 or i1. (Sackson, A Gamut of Games, also Jackson, A
The originator gives some notes on Player’s Guide to Table Games)
elementary endings, which of course are also A variant, Hyperchess ‘A’, was suggested
valid for other games in which the pieces have by Ernest Groman (the originator’s son) and
Glinski’s moves. K+R win easily against bare Daniel Jacobson in 1975. The only difference
K, as do two knights. K+B+N v K is more from the parent game is in the move of the
difficult and can only be achieved by driving pawn, modi!ed possibly in response to player
the K to a corner hex. The colour of the corner criticism, and in the inclusion of the e.p.
hex, or that of the two hexes on either side of move. The pawns remain a formidable force.
it, must be of the same colour as that on which A pawn moves one cell at a time forward
the B stands. Mate with two bishops can only along a file to the left or right with a two-cell
be achieved if the pieces are on the same two option on the first move. It can capture one
colours as those of the corner hex and the two hex straight ahead or diagonally forward to the
hexes adjacent to it on either side. (Personal left or right (i.e., to a cell of the same colour as
communication) [Text sightly revised. It that on which it stands). There are two e.p.
would appear that the conditions for mate with positions, one familiar (the pawn crosses a cell
K+B+N and K+2B can always be met on under attack from an opposing pawn) and the
Brusky’s board, since the six corners embrace other remarkable. This latter occurs when an
all possible colour combinations, but I have unmoved pawn faces an opponent’s pawn that
not verified that there is a guaranteed driving has advanced to the 7th rank, the two pawns
Boards based on hexagons 211

thus under mutual attack. If now the unmoved Pieces as Glinski. Pawns can move or capture
pawn advances one hex there is no capture, one R-step obliquely forward, move one B-
but if it exercises its option of moving two it step directly forward (WPb4 can move to
can be taken ‘e.p.’ even though it does not a5/c5/b6 and capture on a5/c5). Promotion on
cross an attacked hex. More remarkable still, it the opponent’s !rst rank, an unlikely
is captured on the cell that it vacated. achievement. No castling. (Author’s rules
(Personal communication) pamphlet) [Text slightly revised]

Ludus Chessunculus (John Cleaveland, Hexchess [Paletta] (Tony Paletta, 1980). 61-
1973). 61-cell hexagonal board; men are cell hexagonal board, normal men but 7xP
King, 2 x Axial (R), 1-Hopper (inverted B), 2- only:
Hopper (inverted N), 5 x Block (inverted P):

K to an adjacent hex only; N as Glinski; B as


King moves one cell in any direction. Axial as Glinski’s K; R as Glinski but not to an
Glinski R. 1-hopper moves one step as Glinski adjacent cell; Q as R+B; P one step obliquely
B. 2-hopper moves twice as 1-hopper; may forward (WPi3 to h4 or j4), capturing with its
change direction but not to return to starting normal move. Promotion normal. No P-2 or
point; intervening cell must be vacant. Blocks castling. (Chess Spectrum Newsletter) [Text
move one hex to right, left, or diagonally slightly revised]
ahead; can only capture ahead; no promotion.
Aim checkmate. (Ye Faerie Chesseman) Chessnik (Proprietary game, Drift Inc, 1985).
76-cell laterally symmetric board on 9 ranks of
Hexachess [Moeser] (David Moeser, 1970s). 8 and 9 hexes alternately; array (b1-p1/p9-b9
80-cell board on 13 ranks, usual pieces with and inwards) NB-QK-BN, R-PP-PP-R, PP-PP-
3xB and 13xP: PP. Little information on moves of pieces.
(Advertisement in Chess Life, January 1986)

Credo Chess, also known as Round Chess


[St Alban’s] (Proprietary game, Friends of St.
Alban’s Abbey). Developed (1976-86) as part
of the celebration of 500 years of printing in
the Abbeys of Westminster, St Albans and
Oxford which began with Caxton’s Game and
Playe of the Chesse (1474). The game is one
of many adapted to the Credo board, the board
itself having undergone change from 163 cells
(1976) through 109 to 91 (1986). King one
cell in any direction, other pieces as Glinski. P
moves one step as B, captures on the square
laterally adjacent to that to which it could have
moved; can move two steps at any time
212 Boards of other kinds

provided that it could not have been captured cell marked with a rosette. Ranks are
on the intervening square; promotes when staggered alternately to right and left. The
further forward movement is impossible. board design is said to symbolise, inter alia,
Array (f1-p1/f11-p11 and inwards, centred) roses and crowns of the martyrs and
BRQKRB, N-B-N, 6xP, P. Championships reconciliation. The array is unusual: White
have been held and booklets on the game Kl1, Qj1, Rh1/n1, Bf1/k2/p1, Ng2/o2, 8xP on
published. (Proprietor’s rules booklet) d3-r3, Black opposite as usual. Play as for
Cr-Isis (Michael Taylor, 1980). 163-cell Credo Chess. (Proprietor’s rules booklet)
Credo board (169-cell hexagon less the six [Text revised throughout]
corner cells). Each side has 18 men (chess
equivalents in brackets): 1 x King, Hexanova (George Jelliss, 1995). 127-cell
Commander (Q), Negotiator, Rocket, 2 x hexagonal board; usual pieces with 3xB and
Aircraft, Submarine (N), 3 x battleship (B), 7 15xP; array (g1-s1/g13-s13 and inwards)
x Marine (P). A negotiator can move to any NBQBKBN, RPPPPPPR, 9xP, but Black K
empty square. It cannot capture or be captured, and Q can be interchanged if desired. Pieces as
and can move only six times in a game. A Glinski. Pawn moves one step forward as B
rocket can be fired once to any square other (initial two-step permitted), captures one step
than that occupied by a king, removing the obliquely forward as R. Various options for
occupant (either colour) and itself from the promotion: on last rank only (in which case
board. Aircraft must have an empty adjacent the pawns which start on the second rank must
square to ‘take off’. They move and capture as make at least one capture in order to promote),
rooks, but once airborne can land on any or on any cell from which no move directly
square on the rank or file. Marines, in addition forward is possible, or to any piece on the last
to behaving as pawns, may commit hari-kiri, rank but only to R/B/N on any other cell from
together with the occupant, on the cell which no forward move is possible. Castling,
immediately ahead. Array (i1-s1 and inwards, if desired, by moving the K two cells towards
centred) apparently BACKAB, SRBNS, 7xM, the rook and placing the rook on the cell
M, but while the kings are shown on o1/m15, jumped over; alternatively, in place of
the rockets are on l2/l14. (Proprietor’s rules castling, the K may be allowed a three-cell
booklet) ‘escape’ move along the back rank but not out
Polka Chess (Proprietary game, Friends of of or through check. This may be done even if
St Alban’s Abbey, 1989). Board 9x11, circular the king has previously moved. (Variant Chess
cells in a regular three-colour pattern, central 18)

22.5 Other boards based on hexagons

Strozewski’s Hexagonal Chess (Casimir and given its ordinary square-board moves.]
Strozewski, 1976). 81-cell board in which the
hexes are elongated and tilted so that the
directions of rook movement are N-S, E-W,
and NE-SW. The result has some of the
properties of a 9x9 square board and some of
the properties of a hex board. Array as in de
Vasa’s game, with Ks and Qs facing each
other. K and N move as if the hexes were
squares and the game was orthochess, eight
directions of movement in each case; B, R, Q
as Glinski; moves of P not recorded. (Copy of
U. S. Patent 4,045,030 of 30 August 1977,
possibly incomplete) [Text slightly revised.
I don’t why P cannot be treated like K and N
Chapter 23
Other planar boards

[We have had squares, and we have had hexagons. In this chapter, we consider planar boards
based on cells of other kinds.]

23.1 Boards based on triangles

[A triangle-based board offers 12 natural directions of movement: across the middle of a side
(three cases), through a vertex (three more), and parallel to a side (the remaining six). Moves of
the first and second kinds, if prolonged, take a piece through edges and vertices alternately;
moves of the third kind take it along rows of triangles which alternately face ‘left’ and ‘right’ (or
‘up’ and ‘down’). Some games restrict themselves to moves of the first two kinds, others exploit
all three.]

Triangular Chess [Dekle] (George Dekle Sr, reaching the last row. A pawn which hits the
1986). Hexagonal board made up of 96 side of the board before promoting may
triangles arranged in rows of 9, 11, 13, 15, 15, advance by using its capture move even if
13, 11, 9, the triangles in each row being there is no man to be captured. Pawn-2 and
alternately vertex-up and vertex-down : e.p. allowed. K castles by moving three
triangles towards the rook. Baseline
RNBQUKBNR with 11xP in front, BK
opposite WK.
Tri-Chess [Dekle, two-player game] is the
same except that the powers of K, Q, R, B are
increased. K now moves one triangle as
(previous) B or two as (previous) R; B now
moves as previous Q; R moves along rows of
triangles (so has six directions of movement);
Q as new R+B. (Author’s rule sheets) [Text
revised. The author’s text for the U move
actually specifies two steps as R and then one
Men are 1 x K, Q, Unicorn, 2 x R, B, N, 11 x as B, but an explanatory diagram to which he
P. K can move across any edge to the triangle refers does not conform to this and David
immediately beyond (three possibilities), or followed the diagram. As specified, K-side
across any vertex to the triangle directly castling moves the K to the R’s triangle, but
beyond in the same line (three more). R can the source is quite explicit.]
cross any edge and continue in the same
straight line, crossing vertices and edges Enchantment (Tony Berard, 1988). Board of
alternately (three directions of movement). 76 chequered triangles; 12 pieces and 8 pawns
B the same but starting by crossing a vertex. per side. The pieces are an odd assortment:
Q as R+B. N two triangles as B and then one Emperor (K), Mother Nature (Q), Death (R),
as R, may leap. U two triangles as R and then Aphrodite (B), Mars (N), and two unique
one as R in a different direction (see note pieces, Time and Fate. A novelty is that pawns
below), may leap. P moves one triangle are either male (serf) or female (damsel) with
forward whether across a vertex or across an pleasing promotion logic (e.g. serf cannot
edge, captures to either adjoining triangle in become Mother Nature). Object is to
the same row (may capture even if the triangle checkmate the Emperor. (Author’s rules
directly ahead is occupied), promotes on pamphlet)
214 Boards of other kinds

Klin Zha (Leonard Loyd Jr, 1989). Practical a carrying piece, and play commences. It is
realisation of a game featured in the Star Trek generally reckoned to be a disadvantage to
novel The Final Reflection by John M. Ford. have to choose and place first. (Cazaux, also
Triangular 81-cell board; 1 x Fencer (moves Variant Chess 31) [Text editorial. After
up to three unobstructed cells in any direction drafting it, I came across a letter in David’s
or combination of directions), 1 x Lancer files saying that he had decided to exclude the
(moves up to three unobstructed cells in a game as being too remote from chess, but on
straight line in any direction), 1 x Swift balance I am inclined to retain it. The movable
(moves two, three, or four unobstructed cells ‘Goal’ provides an objective with a flavour of
in any direction or combination), 2 x Fliers its own, being essentially a mutating king but
(move from three to six squares straight in any with the restriction that it is left immobile after
direction, and may jump), 3 x Vanguards its previous carrier moves away and until its
(move one cell in any direction), 1 x next carrier arrives to take it up.]
Blockader (moves one or two unobstructed
cells in any direction, and controls the three Diamond Chess [Sirius] (Proprietary game,
cells adjacent to itself as described below); 1 x Sirius Products; Bart D. Follis and James G.
Goal, which cannot move by itself but can be Chapman, 1991). Diamond-shaped board
carried to another cell by a Fencer, Lancer, or composed of 98 alternating black-and-white
Vanguard. Win by capturing the Goal or by triangles; usual men. Q can move in up to 12
stalemate. A man may not enter or pass any directions, other pieces in up to six. Pawns
cell controlled by the opposing Blockader; a move and capture as in orthochess but when
Blockader may not be moved to a cell facing a cell apex the pawn moves sideways.
occupied by or adjacent to an enemy man; the An optional game excludes the four board
cells controlled by the Blockaders may not cells at each end. (Proprietor’s rules brochure)
overlap; the Goal may not be at any time on a
cell controlled by its Blockader. To start the Chass (Peter Kirk, 2003). Board 6x6, each
game, one player chooses a corner, and square divided into a black and white triangle
distributes his men (apart from the Goal) as he so arranged that no triangle abuts another of
wishes among the 24 cells which are nearer to the same colour, thus board 12x12 triangles.
this corner than to any other; his opponent Smaller board 8x12 triangles also offered.
chooses a second corner and does the same; Standard men in usual array on both boards.
the players in turn then place their Goals with (Inventor’s rules pamphlets)

23.2 Boards based on diamonds

Rhombic Chess (Tony Paletta, 1980). Board another through a common 60-degree corner.
of 72 diamonds with angles of 60 and 120 R moves only edgewise, two or more spaces;
degrees, 24 in each of three colours. White B point-wise but also one space edgewise;
diamonds are oriented E-W, black NE-SW (30 Q as R+B; K one space edgewise or
degrees round from N-S), grey NW-SE pointwise; N two spaces edgewise and then
similarly. Six white diamonds across the one space edgewise in a different direction,
centre; five black and five grey nestled below may jump. Pawns move edgewise (two-step
them; five white diamonds across the bottom option initially), capture as they move, and
of these; four more black and four more grey; promote on the array spaces of opponent’s
four white; three black and three grey. Normal pawns. No e.p. or castling. (Chess Spectrum
men; array RNQKNR (black and grey Newsletter) [Text revised]
diamonds), -BB- (white), 8xP (black and
grey), Black mirroring vertically as usual. Hexstar Chess (Tony Paletta, 1980). Six-
There are two directions of movement: pointed star board made up from six 60-120
edgewise and pointwise. Edgewise is a degree diamond-shaped sections meeting at a
straight-line move from one diamond to central point, each divided into nine smaller
another through a common side; pointwise is a diamonds which are the board cells (hence 54
straight-line move from one diamond to cells in all). Sections and cells are oriented
Other planar boards 215

E-W and 30 degrees either side of N-S. Each array RBQ/KBR, -N-/-N-, PPP/PPP (six
player has two home sections in which his pawns only), Black mirroring vertically as
men are placed initially, the two remaining usual.
sections (those oriented E-W) being called Paletta also proposed Octostar Chess using
‘side sections’ and being initially empty. a 72-cell board based on 45-135 degree
Moves are edgewise (between cells connected sections and diamonds, and Hexagram Chess
by a common side) and pointwise (between in which the 60-120 degree sections of
cells connected only at a corner); a pointwise Hexstar Chess are divided into 16 diamonds
move across the centre is possible only instead of 9 (array RNBQ/KBNR fronted by
between cells diametrically opposite. R and B 8xP, P-2 permitted). So far as is known, none
always leave a cell by the edge or corner of these games has been widely tested. (Chess
opposite to that by which they entered, so they Spectrum Newsletter)
move normally within a section but on
entering a new section they change direction. Omni-Chess [Holmes] (Proprietary game,
Q as R+B. N two steps as R then one step Rocket Games; Simon J. Holmes, 1987). Two-
across an edge adjacent to that of entry, may dimensional board giving an illusion of a 3-D
leap. K one step edgewise or pointwise. board made up of cubes. There are 184
P in its home section or in one of its diamond-shaped cells of which 56 are black
opponent’s sections moves one step forward (tops of cubes) and 128 white (64 half-left and
only, in a side section may move one step 64 half-right side faces). Each player has 24
edgewise in any direction but may not return men, the usual eight pieces and 16 pawns. The
to its home section; captures as it moves, rules, including those of movement, remain
promotes on its opponent’s back rank. No close to those of orthochess. (Inventor’s
castling. Players occupy two sections initially, presentation brochure)

23.3 Boards based on rectangles

Masonic Chess (George Dekle Sr, 1983). one rank at 20 degrees to left or right. Pawn
Tricolour 8x8 board consisting of staggered moves one step forward as R, captures one
rectangles (like a brick wall), even-numbered step forward as B (but not by the B’s one-step
ranks half a brick to the right of odd-numbered R move), usual pawn-two, e.p. allowed.
ranks. Usual array. Rook moves to left and Castling normal. (Author’s rule sheet) [Text
right, or up and down at 30 degrees to the revised. The knight’s move is curious, since
vertical (six directions in all). Bishop moves at the moves at 30 degrees to the vertical are
30 degrees to left and right (four directions), merely two steps along R-lines and there is no
and also one cell as R. Q as R+B (ten piece which can move to the cells two ranks
directions), K one cell as Q. N up or down two away and directly above and below, but the
ranks at 30 degrees to the vertical, or the same diagram in the source document is quite
at 50 degrees to the vertical, or up or down explicit.]

23.4 Boards containing cells of more than one shape

Circle Chess (Proprietary game, Alphonso Straight paths unite hexagons and rectangles,
Stanonis, 1968). 77-cell board based on a circle paths are composed of alternate
tesselation comprising hexagons, rectangles, rectangles and triangles. No direct movement
and triangles. Each hexagon is surrounded by is possible between hexagons and triangles.
six rectangles; each triangle is surrounded by Standard set except that each player has
three rectangles; each rectangle is surrounded only 4 pawns. Initially the men are set up in
by hexagons and triangles alternately. The the 12 spaces surrounding the black hexagons
board contains nine hexagons in a diamond at either end of the board. Array clockwise
formation, 1-2-3-2-1, each surrounded by a from outer triangle: PQNRBPPPBRNK. Two
circle of rectangles with interleaving triangles, ways of winning: checkmate or occupying the
giving 38 rectangles and 30 triangles in all. centre space with the king. Rooks move in
216 Boards of other kinds

straight paths, bishops in circle paths; queens squares; four hexagons in a 1-2-1 diamond,
in either. Kings move as bishops, or as rooks surrounded by 19 squares and 16 triangles.
within the circle(s) they occupy only. Knights Each side has King, Counselor, Crook,
have two kinds of move; one or two spaces Wyvern, Lotussa, Knight, and 5 x Pawn, and
(circle or straight path, no capturing) but if the smallness of the board is not matched by
occupying a hexagon a knight commands any simplicity of rule. Lotus Chess: the Book
(move or capture) all adjacent hexagons and explores the game in depth. (Chess Variant
their circle paths surrounding the knight. Thus Pages) [Text editorial]
on the central hex a knight commands 48
spaces. Pawns move one or two spaces on Conquest [Berard] (Tony Berard, 1988).
circle or straight paths. Pawns promote on any Board effectively 9x9 made up of 65 cells (25
of the opponent’s array spaces. Stanonis edited squares and 40 hexagons of which 20 are
the Circle Chess Journal. (Rules booklet aligned horizontally and 20 vertically) and 16
Circle Chess, produced as volume 6 number 2 vertices (points where four hexes meet).
of this journal) Pieces have fantasy names mostly disguising
Lotus Chess (David Moeser, 1998) uses a regular chess pieces with movements adapted
39-cell board based on the same tesselation to the board. Object is to checkmate the
except that the rectangles have become Emperor (K). (Originator’s rules pamphlet)

23.5 Circular boards

Round Chess is both a general term given to The seminal circular-board variant, Byzantine
chess on a circular board and a name applied Chess, is a historical game and will be
to specific variants, in particular Byzantine covered in chapter 26, but it is conveniently
Chess. G. W. G. Moraes analyses the transfer mentioned here in order to set the scene. The
of orthochess to a round board in his Xadrez a board had 64 cells arranged in four concentric
seu Alcance (1972). During a revival of rings of 16, and the original form of the game
interest in 19th-century Germany, two titles is shown in the diagram. The ‘firzan’ and ‘fil’
were published in quick succession: of shatranj had not yet been replaced by the
Praktische Anweisung zum Rund-Schach-Spiel modern queen and bishop, and there was no
(Schmalz, 1844) and Das Rund-Schach-Spiel pawn promotion.
(Crailshaimer, 1845). A round board is The game was revived in the late 18th
commonly met with in modern commercial century, and many people have been inspired
variants but the detailed design can vary to redesign it with modern accoutrements:
considerably. queens and bishops, pawn promotion, and
kings on the same side of the board instead of
crosswise. Modern proprietary versions
include Manolo Chess (Creative City; Manuel
Macia, 1990) and Strategem (Logicsource
Ltd; John Lion, 1990). The latter was
endorsed by the British Chess Federation,
which expressed an interest in organising
tournaments and a U.K. Championship.
Whatever may have happened elsewhere,
Circular Chess [Lincoln] (Dave Reynolds,
1983) has been the subject of an annual
‘World Championship’ since 1996. The
sponsorship normally runs to prizes but not
to travelling expenses and international
participation tends to be limited to foreign
nationals who happen to be in the U.K. on the
day, but the leading regular players are of
regional champion standard at orthochess and
Other planar boards 217

at least one international master has tried his [Text revised. All these modern
hand with success. The pieces have their interpretations have endgame differences from
natural modern moves, with pawn promotion orthochess which should not be overlooked.
on the enemy piece lines; no castling, no e.p. K+R v K is only a draw unless the stronger
(most modern versions permit these). The side’s king is already holding the defender’s
king’s side is to White’s left and Black’s right, against the edge. K+2B v K and K+B+N v K
and the attractive wooden boards used on club are only drawn, though the first of these can
nights and for tournaments feature the city become a win if the board dimensions are
emblem in the centre. different (see next chapter). K+Q v K+R is
Here is part of the playoff game (15 minutes only a draw. However, K+Q v K is still a win,
per player), fought out in front of the cameras and it follows that K+P v K is a win as soon as
of TransWorld Sport, which decided the 1999 the pawn can be defended, even with a side
championship. The game can be conveniently pawn, because there is no stalemate defence.]
represented by two 4x8 half-boards set side by
side, full algebraic notation being used for Jabberwocky Chess (V. R. Parton, 1961).
moves ‘round the end’ (thus ‘a1’ and ‘h1’ are The board is made up of Jve concentric circles
in fact adjacent cells). Note that a1 is white. crossed by six equally-spaced diameters (12
White was Paul Byway, Black Francis radii) making a total of 61 intersections,
Bowers. including the centre point, on which the game
is played. Parton deJned the pieces, mostly of
Carrollian origin, but not the starting position.
All play is along board lines. The Snatch
4wiwwwdwdw (king) moves only to adjacent points, the
w1pdwwb0wg Bandersnatch (queen) moves in any direction;
dphpwwdndw the Tove moves as a rook but only on its circle
pHwdwwpdrd of origin (Parton suggested that players should
)wdPww)w)p have a Tove on each circle); the Borogove is
NdPdwww)wd like a queen but must leap at least one man of
either colour to move or capture; the
dPdQwwdKGB Onewocky or Wonky moves like a king; the
Rdwdwwwdw$ Twowocky or Twocky exactly two points in
any direction; the Threwky three points in any
direction. The Jabberwocky’s move is unclear
Black opened things up by 19...Bxe4, thinking but would appear to be that of the
it a reasonable gamble in a 15-minute game, Bandersnatch or Borogove. (Chess -
and play continued 20 fxe4 Nxg4+ 21 Kf1 h3 Curiouser and Curiouser, Chesshyre Cat
(this P is guarded by Ra8) 22 Bf3 Nxh2+ Playeth Looking Glass Chessys)
23 Rxh2 Rg1+ (guarded by Qb7) 24 Kf1-c1
Qb7-g3 25 Qd2-e2 Rb8 (Black now dominates Concentric Chess, also known as
the b/g ring, White’s king is exposed, and few Capablanca Concentric Chess (Proprietary
onlookers expected White to hold out) 26 Rb1 game, Abercrombie and Fitch; Fernando A.
Bh4 27 Rh1 Rg1xb1+ 28 Nxb1 h2 29 Rxh2 Capablanca and Douglas E. Whitney, 1971).
Qg1+ 30 Kc2 Be1 31 Qxe1 Qg1xb1+ 32 Kb3 Round board with eight sectors and eight
Rb8-g1 33 Qe1-d2 Qb1-f1 34 Be2 Qe1 rings. The white pieces occupy the outermost
35 Qd2xe1 Rxe1 36 Bf3. Contrary to the ring with the pawns in front of them, the black
expectations of most of those present, White men the two innermost rings. Usual array
has weathered the storm and should have won, (rooks in adjacent spaces) but with kings
but Black proved the more ruthless blizter in opposite queens. No rules are given, but the
the final stages and it was White’s flag which game might be a realisation of Cylinder Chess
fell. Black could however claim that it was (see next chapter) with rings and sectors for
his enterprise in trying 19...Bxe4 which had ranks and files. (Photocopy of advertisement
made the game what it was. (Variant Chess in New York Times, 23 March 1972, also U.S.
31/32) patent 3,776,554 of 1973) [Text revised]
218 Boards of other kinds

Fourth Dimension, also known as 4D (so a player who has captured all his
(Proprietary game, J. A. Ball and Co; J. A. opponent’s warriors can never lose). At the
Ball, R. D. Carew, and K. A. Warburton, game’s peak there were about 30 clubs in the
1974). Played on a 60-cell round board U.K., mostly combined with chess, and a
divided into rings containing successively 4, 8, magazine. There is (or was) a British 4D
16, and 32 cells outwards from the centre, so a Association and regular championships at
typical cell outside the central quartet is a different levels have been held. In the U.S.,
curved segment with five neighbours: two in TSR have run regular tournaments. Two books
its own ring, one in the next ring inside, and on strategy have been published. (Proprietor’s
two in the next ring outside. Additionally, booklet 4D Strategy)
each player has three off-board ‘time warp’ [Text revised. I fear that ‘was’ is the
cells. appropriate word; an enquiry in 2005 as to
what was still available and at what price
came back ‘not known at this address’, an
enquiry to a later address found in David’s
files also failed, and a Google search for the
phrase ‘British 4D Association’ produced only
a library catalogue entry listing 4D Strategy.
A pity, because the game is a good one.
Perhaps the appearance of this book will cause
the proprietors to resume operations. If they
don’t, there is a copy of 4D Strategy in the
library of the British Chess Variants Society,
there was an article on the game in issue 50 of
Variant Chess, and each will give enough
information for the game to be resurrected
when the proprietary rights have expired.]

Each player has a Time Lord, 2 x Guardian, Chess In The Round (Proprietary game,
3 x Ranger, 6 x Warrior. Aim is to capture the Saxon Enterprises Ltd, 1974). Circular board,
opponent’s Time Lord. A turn normally in effect a distortion of the regular board:
consists of three actions: a move of a man to outer circle comprises squares a1-h1-h8-a8-a1
an adjacent cell, a ‘beam down’ (except on a (28), next circle squares b2-g2-g7-b7-b2 (20),
player’s first turn), and a ‘beam up’; the beam next circle squares c3-f3-f6-c6-c3 (12),
down must precede the beam up, but innermost d4-e4-e5-d5-d4 (4). Men, rules,
otherwise they may be in any order. Beaming akin to orthochess. Qs and Rs have increased
up takes a man off the board into the first of powers since they can rotate within a circle in
the player’s time warp cells, a marker being addition to their normal moves, subject to not
placed on the cell it came from; beaming being obstructed. This has the effect of
down brings it back into play in a cell not increasing their range the nearer they stand to
more than two spaces away from the marker. the board edge. On an empty board, Qd1 for
As an alternative to beaming up and beaming example can move to any of 38 squares
down, a player may advance a man within his (including d1 by rotation), but Q on a central
time warp cells, but there are only three of square has only orthochess powers. (Nost-
these and when he has reached the last one he algia 168) [For an apparently equivalent
must beam down whether he likes it or not; normal-board game, see Circuit Chess in
part of the skill of the game lies in arranging a chapter 16.]
suitable reception committee for a man whose
reappearance is imminent. Captures are made Imperial Chess [Fanning] (Proprietary game,
from adjacent spaces, not by displacement, Chris Fanning, 1977). Round board 14 sectors
and in general a man can only capture an x 8 rings, chequered; two players each with
inferior (T>G>R>W); exceptionally, however, usual pieces and 16 pawns. Pieces are set up in
W can capture T and not the other way round standard array in opposite sectors (queens on
Other planar boards 219

own colours) Lanked on each side by 8 pawns. cells, divided into 18 sectors by lines radiating
The game is thus orthochess but on two fronts from the centre point (72 cells). The men are
and with only one set of pieces. Pawns arrayed round the outer two rings as for the
promote in the sector occupied by the standard game. A sector on either side,
opponent’s pieces in the array. (Manuscript through which there is restricted movement,
notes derived from personal communication) divides the two forces. (Proprietor’s publicity
An apparently similar game was later leaflet, also manuscript notes presumably
marketed as Global Chess [Original Toy deriving from personal communication)
Corporation] (Proprietary game, Original
Toy Corporation; republished 1985 by Checkchess RoundBoard (Proprietary game,
International Chess Company). Circular board Checkchess Co; Raymond H. Loomis, 1991).
14 sectors x 8 rings with base map of the Circular board of 64 alternate red and black
world (apparently not used in the play); ‘uses cells formed by eight concentric circles
the same moves and strategies as standard divided into eight sectors by lines radiating
chess’. Usual pieces but with 16 pawns a side, from the centre. Usual men arrayed round the
eight facing each way. (Photocopy of two innermost circles (White) and two
advertisement in Chess Life, November 1985) outermost circles (Black) with like-pieces
[Text revised] occupying the same sector (e.g. white Q in red
cell faces black Q in black cell with pawn in
Centre Chess (Proprietary game, Amerigames front of each). Moves are those of orthochess.
International; Joe Miccio, 1991). Round (Manuscript notes presumably made from a
board; four concentric rings of chequered set in David’s game collection)

23.6 Spiral and 6gure-of-eight boards

Spiral Chess [Hitchcock] (Proprietary game, White’s home cell being a1 and Black’s h8.
David Hitchcock, 1973). Circular board of 24 Each side has 1 x King, Rook, Bishop,
sectors x 8 rings in which the two halves are Knight, Gold General, and Silver General, and
offset by one cell, producing two interleaved 4 x P. K to any adjacent cell edgewise or
96-cell spirals in which cells a distance 24 cornerwise. R across cells as long as the road
apart on the spiral are on the same radius. The is clear, bending around quadrants in the
men are set up normally facing one another natural way (so Rc1 on an empty board has
across the board, the spiral preventing mutual moves c1-a1-a3-a6-c6-h6, c1-f1-f3-f8, and c1-
attacks by the rooks. The spiral also allows c8-e8-h8-h3-f3-a3). B and N as in orthochess,
queens and rooks to circle the board more than N jumping as usual and being allowed to make
once in a single move. The centre can be its orthogonal and diagonal steps in either
crossed by pieces subject to certain rules. order (so Na1 can move to b4/c3/d2, Nc3 to
(Copy of cutting from the Toledo Blade, 22 a1/a4/d5/e4/d1). Gold General as K but not
July 1973, also U.S. patent 3851883 of 1973) diagonally to the side, Silver General as K but
not diagonally forwards or backwards
Crazy 38’s (Ben Good, 1997). Figure-of-eight (regrettably, these are not the moves of the
chequered board of 38 cells, most easily similarly named pieces in shogi). P one square
obtained by taking an ordinary 8x8 board, obliquely (i.e. orthogonally) forward, captures
blanking off the 2x2 squares a1-b2 and g7-h8 as it moves, promotes to queen (R+B) on
and the L-shaped regions a5-a8-d8-d7-b7-b5- opponent’s home cell. Captured men change
a5 and h4-h1 etc, and writing in new curved sides and can be dropped (a P not on the
cells a1 joining c1 and a3, a6 joining a4 and opponent’s home cell nor to give checkmate);
c6, c8 joining c6 and e8, and h8, h3, f1 a captured Q reverts to P before being
similarly. These new cells are quadrant dropped. Aim is to give checkmate or to move
segments with the same width as a normal K to the opponent’s home cell. White array
square, and the spaces within them are left Ka1, Gb3, Sc2, Nb4, Rc3, Bd2, Pa4/c4/d3/d1,
unfilled (so the board now has holes at b2, b5, Black mirrored about the board centre. (Chess
d7, g7, g4, and e2). The players sit cornerwise, Variant Pages) [Text editorial]
220 Boards of other kinds

In6nite Chess (Proprietary game, Mark 4x4 central area. Men arrayed at opposite ends
Colebank, 1997). 72-cell board in the form of of the board as in Circular Chess except that
a figure-of-eight ‘infinity’ symbol comprising the order of pieces is reversed (K, Q on
two three-quarter circles, each with seven outside rank). (Manuscript notes presumably
sectors and four concentric ranks, joined by a derived from a set in David’s game collection)

23.7 In6nite and in6nitely divisible boards

In6nite Plane Chess (Lav Rajcic and Nenad Boyer, and I will take responsibility for the
Petrovic, 1952). The board is extended in all present disentanglement. There is some added
directions, and four points are added detail regarding the moves of KNP which
analagous to the ‘points at infinity’ of I haven’t gone into since it doesn’t affect the
geometry. There are ‘E-W’ (at infinity on the salient feature of the game.]
ranks), ‘N-S’ (on the files), and ‘NE-SW’ and
‘NW-SE’ (on the diagonals). Line pieces can Dense Chess (Richard Grandy, 1965). Play is
move off the board to ‘inJnity’ and return at on the rational points within the square [0,0]-
will. For example, a rook moving off left to [1,1] of a Cartesian plane. Usual men plus
‘E-W’ can re-enter on any rank and from three extra pawns a side. The pieces start at
either side of the board. In Projected Chess the decimal points of the back row, points 0,
(described by Sergei Zubkov in 1990, 1/2, 1 being left vacant (so rooks at 1/10 and
apparently quoting an article by E. Gik in 9/10, knights at 2/10 and 8/10, etc), with
Quantum in 1974) only the four ‘points at pawns all across the board a distance 1/10 in
infinity’ are added, the board remaining front. King moves to any point not more than
otherwise normal. Essentially a problem 1/10 away in any direction; R orthogonally,
theme, the game has been little tried and B diagonally, Q both, N along any line with a
according to Gik is impractical; Boyer slope of 2 or 1/2 (may not jump); P with a
however gives two examples, and says it has natural analogue of its normal move. The full
‘interesting characteristics’. (Problem 7-9, rules of the game, helpfully annotated, are in
March 1952, Nouveaux Jeux d’Echecs Non- issue 7 of The Gamesman. The game has been
orthodoxes; personal communication) [There played, the inventor remarking that it is useful
were some inconsistencies in the original to have a blackboard on which the
treatment, since Zubkov’s board did not match approximate positions of the pieces are
those shown by Rajcic and Petrovic and by marked. [Text revised]

23.8 Boards with transport mechanisms

Orion Chess (Steve Wilson, 1983). Chess initially, e.p., and promotion on the last rank
played on the Orion principle. Orion is a whether or not achieved by a pawn move;
proprietary games system (Parker Bros, 1971) castling however is impossible. (World Game
which uses a 5x5 array of linked rotors that Review 3)
can be adapted to a number of games and
puzzles. Orion pieces are elliptical and fit in
the spaces between adjacent rotors. Each
quarter-turn of a rotor moves any piece within
the rotor through 90 degrees. A turn consists
of moving one or more rotors in sequence
according to the piece moved. Apart from the
rotary actions, Orion Chess is surprisingly
orthodox with the pawn moving two spaces
Chapter 24
Cylindrical, toroidal, and spherical boards

[The boards in this chapter occupy a half-way house between two-dimensional and three-
dimensional boards, being two-dimensional in nature but needing to be bent around in a third
dimension if they are to be accurately realised. That said, ‘cylinder chess’ is most often played
on a normal 8x8 board, the players imagining the join between the extreme left and right hand
files, and the other games in this chapter can be played on planar boards with a greater or lesser
degree of imagination.]

24.1 Cylindrical boards

Cylinder Chess. Origins unknown: the board whereas in Circular Chess they can only draw
was used by the Marquis Teodoro Ciccolini (Variant Chess 48). And of course if the
(whose main occupation appears to have been number of files is odd the distinction between
the invention of a perpetual motion machine) ‘black’ and ‘white’ bishops vanishes, and a
in the early 19th century (feenschach, January- single bishop can reach all squares.
March 1980, quoting an article by Adriano A curious endgame situation arises when
Chicco in L’Italia Scacchistica, August 1939, White has Ka4, Pa5/b7 (3) against Black Ka7
itself citing Ciccolini’s 1836 book Il Cavallo (1). The winning move in ordinary chess is
degli Scacchi). It was later introduced as a 1 a6 to defend the b-pawn, and if 1...Kxa6
problem theme by A. Piccinini in 1907, and then 2 b8(R) (promotion to Q would give
has been claimed for others since. The 8x8 stalemate). This doesn’t work in Cylinder
board is considered to be wrapped round a Chess because K+R v K is not a win, but now
vertical cylinder so that 4les a and h are 1 a6 Kxa6 2 b8(Q) wins because there is no
contiguous. This has the fortuitous effect of stalemate. Neither line works in Circular
guarding every man in the array. Continuous Chess because K+R v K is still not a win and
movement, and a move which permits the 2 b8(Q) once again gives stalemate, but there
position to remain unchanged, are disallowed. is no need to hold on to the b-pawn because
NOST allowed cylindrical castling: Ke1-g1, K+aP v K is a win once the pawn is defended;
Ra1-f1 and Ke1-c1, Rh1-d1. The game is the move 1 a6, needed to win in ordinary and
not dif4cult to absorb but a little care is cylindrical chess, is the only move not to win
needed initially: 1 b3 e5 2 Bxd8. Cylinder in circular!]
Chess has been successfully combined
with Progressive Chess. AISE, which called Moebius Chess (W. Pflughaupt, 1953). The
this variant Tamerlane’s Progressive Chess, board is a moebius ring on which a chessboard
ran correspondence tournaments. Cylinder has been superimposed. It can be visualised as
boards of other dimensions have also been a cylinder board which has been twisted
used. through 180 degrees so that a1 and h8 are
[It is instructive to compare the 8x8 board adjacent, as are a8 and h1. Problem theme, but
of Cylinder Chess with the 16x4 Circular attempts have been made to play it as a game.
Chess board which we met in the last chapter. The twist effectively destroys the distinction
In many respects they are similar, and in each between ‘forwards’ and ‘backwards’, and
case K+Q v K+R is only a draw and K+R Pflughaupt apparently regarded the pawns as
cannot force a win against a bare K unless the able to move in either direction at will; George
attacking king is already holding the Jelliss prefers them to retain their original
defending king against an edge. However, the orientation, only changing direction after
bishops are far stronger in Cylinder Chess, and going ‘round the twist’. (Chessics 10) [Text
K+2B have a fairly easy win against a bare K slightly revised]
222 Boards of other kinds

Incredulon (Bruce R. Trone, 1986). 8x8 power corresponds to the direction of


vertical cylinder (a-file next to h-file). movement. (7) Any block of four squares may
Orthochess with some confusing additions. (1) be rotated as desired by a player who occupies
A player can exchange the positions of two of more squares within the block than his
his men that are adjacent to each other. (2) A opponent (this counts as one move). And
man may move to any square controlled by his concluding on a sober note: a king must get
own side. (3) Any number of men of one out of check with a regular move. [Personal
colour can occupy a square and move as one communication assumed; source material
of them. (4) Any group can be dissolved by missing from David’s files.]
each piece moving to a different square
according to its powers, this counting as one Chromopolis (Alexandre Muniz, 1999) is the
move. (5) A man may be pushed any number game from which Chromopolis Simplified
of squares by an adjacent man in the manner was generated (see chapter 17). 40-square
of the latter; however, a pawn cannot be cylindrical board on seven files, a1-f6 and
pushed across the centre of the board. (6) Any g2-g5; rules and array as for the simplified
number of men adjacent to each other in a game. The number of files being odd, prelates
straight line may be pushed one square from a are no longer restricted to squares of one
piece at either end of the line provided its colour. (Chess Variant Pages) [Text editorial]

24.2 Toroidal boards

Toroidal Chess, also known as Anchor-Ring A king attacked on more than one line
Chess and Torus Chess. Origins uncertain. succumbs. Pawns move one square at a time
The board is bent into in the shape of a torus. (and in one direction only), promotion on 8th
The 1st and 8th ranks are adjacent to each rank. Chris Tylor (Chessics 7, as Toral Chess)
other, forming a horizontal cylinder, as are the suggested a diagonal arrangement with White
a- and h-4les, simultaneously forming a Kc3, Qb3, Ra1/d1, Bb2/c2, Na4/d4, Pb4/c4
vertical cylinder. The square a1 is diagonally (moving up), a2/a3 (moving left), d2/d3
adjacent to h8 and similarly h1/a8. Pieces have (moving right), b1/c1 (moving down),
complete freedom of movement wherever promotion in any of the four squares
placed on an empty board. b2/b3/c2/c3, Black the same mirrored in the
A problem theme which poses various diagonal h1-a8. Pawns would require
difficulties as a game. Giving mate requires at directional markings. Matthias (Eteroscacco
least three men since there are no corners or 19/20) set WKc2, Qd2, Rf2/f3, Bb2/e2,
edges to which to drive the king (K+Q cannot Na1/a2, Pb3-e3/b1-e1, Black mirrored in the
mate bare king). Philip Cohen proposed kings board centre, and offered a sample game.
restricted to orthogonal movement, bare king Larger boards have been tried. Berloquin
and stalemate as losses. As regards the initial suggested increasing the board to 10x10,
array, one solution (Berloquin) is to start with allowing each side to assemble within a 4x4
an empty board, each side placing a man in square without abutting one another. Bruce
turn until all are entered, pawns being allowed Trone (Nost-algia 194, as Megachess
to move orthogonally in any direction; no [Trone]) has a 14x14 board with 22 pawns a
promotion (100 Jeux de Table). Philip Cohen side, normal baseline arrays on d4-k4/d11-k11
came up with a similar idea (Nost-algia 248) completely surrounded by pawns. Pawns
but restricted White to one half of the board move directly away from their original
and Black the other, with two further positions, corner pawns having a choice of
strictures: pawns may only be placed on the direction; promotion on opponent’s baseline.
first three ranks and a check must be parried at [Text revised to lay greater stress on the
once or the game is lost (before it’s started!). mating difficulties]
Cylindrical, toroidal, and spherical boards 223

24.3 Spherical boards

Spherical Chess. The idea of wrapping a Grayber (or Berloquin). N as Grayber from g1,
chessboard round a globe is a recent concept. but from g2 has two additional squares: b1 and
The board is in effect a vertical cylinder with d1. The game has been used as a problem
a- and h-4les adjacent. The end ranks theme. (Ye Fairie Chesseman 2)
theoretically meet at a point (the poles) but in
practice the poles are often represented as Yaspan’s Spherical Chess, also known as
circular or octagonal zones which may or may Global Chess (Peter Yaspan, 1970).
not be designated board spaces. There are two Gyromatic mount enables globe to be freely
constructional problems; one is the suspension rotated; squares are replaced by magnets
of the board so as to give access to all squares, which, whilst forming the regular
the other is securing the chessmen in position chequerboard pattern, avoid the linear
(gravity can induce mirth when the pieces start distortions associated with spherical chess.
falling off). Added to these is the dif4culty Polar zones may not be occupied and a piece
players have in visualising the game position traversing the pole may not capture. An
since only half the board can be seen from any extension of this rule is that a piece cannot
viewpoint. All these problems can be give check over a pole. An in4nite move is
overcome by using the 8x8 board and prohibited but a stay-still move, for example
adjusting piece movement according to the by a rook circuiting the sphere, is legal. A
game rules. Another solution is to have two diagonally-moving piece (K, Q, B) makes an
circular plane boards, one centred on the N inter-polar move (e.g. a7-b1) but not a trans-
pole and the other on the S, with the perimeter polar one. There are four possible ways to
of both boards serving as the equator. castle subject to the usual conditions: K moves
Trans-polar movement poses no problem two squares in either direction and either R is
for a rook in any game: the piece re-enters the moved to square the K passed over. The array
board four files removed from the file of its has WKe1 and BKd8. The first Spherical
departure (a1-a8-e8-e1). It should be noted Chess Tournament, won by Jeffrey Shuster,
that when crossing a pole a R traverses was held in New York in 1972.
successively two squares of the same colour.
Pawns can never make a trans-polar move, Carelman’s Spherical Chess (Proprietary
whilst, since the board has no edge, kings game, Delta Concept; J. Carelman, 1971).
always have eight adjacent squares. Trans- Board 8x8 wrapped round a sphere; rules not
polar moves of bishops and knights are not recorded. (Photocopy of postcard dated 1987
clear-cut, and it is the rules on these which showing the set) [Text slightly revised. The
separate some games. South pole of the globe appears to be occupied
by the supporting base, and the North pole
Grayber’s Spherical Chess (H. D. Grayber, appears to be similarly out of the game; its
1950s). Possibly the first game on a sphere apparent occupant is out of scale with the men
(Nouveaux Jeux d’Echecs Intéressants); rules shown elsewhere, and may be merely the
not given, but the game may equate to that small protruding knob of an axis about which
described by Berloquin (100 Jeux de Table). the globe can be turned. I therefore suspect
The trans-polar move of a B forms a loop, its that what is portrayed may perhaps be no more
path re-crossing the 2nd/7th rank square than an attractive realisation of ordinary
(Bh3-a2-b1-h1-a2-b3). Whether on the 1st or Cylinder Chess, possibly produced as an objet
2nd rank, the knight covers only six squares d’art.]
(Ng2 to a1/a3/h4/f4/e3/e1, Ng1 to a2/b2/h3/f3/
e2/d2). Notice that in two cases the knight Nadvorney’s Spherical Chess (Leo
starts and ends its move on the same colour Nadvorney, 1975). A conscious modification
square. of Miller’s game. The B changes square-
colour on crossing the pole, making a loop one
Miller’s Spherical Chess (Don Miller, 1965). file wider: Bh3-a2-b1-g1-h2-a3. The N
Played on a two-dimensional board. B as commands eight squares wherever situated.
224 Boards of other kinds

Castling as in Yaspan. Nadvorney represented 1986). As reported in the April 1997 issue of
the globe as a mercator projection, thus Science et Avenir, the board had twice the
allowing the game to be played with ease on normal number of squares, and the
the usual 8x8 board. To facilitate both trans- accompanying photograph supported this; as
polar and lateral movement, he offered a marketed in 1998, the number of squares had
diagram which afforded instant guidance when increased to 160 (20 files). Three levels of
crossing the normal boundaries. An in4nite play, according to whether no, one, or both
move or one which does not change the poles are used - or, of course, you can use just
position is illegal. Nadvorney also proposed a portion of the board and play ordinary chess.
Sphericalice Chess, a next-to-unplayable (and (Proprietor’s publicity leaflet)
probably unplayed) mix of Spherical and
Alice Chess. (Nost-algia 185/188) Global Thinker (Proprietary game, Klaus
Schroer, 1990). Board 8x8 wrapped round a
Nelson’s Spherical Chess (Martin Nelson, sphere with two circular polar areas; typical
1976). An experimental game using magnetic transpolar bishop move is d2-c1-pole-g1-h2-
pieces. Polar zones are regular octagons, each a3. (Schach Magazin 64)
considered to be a one-square rank. These are
locations of great power, for a Q, R or B [All these games are affected by the ‘polar
commands from them every square on a anomaly’ whereby the poles have to be treated
vacant sphere. Similarly a knight at the pole specially. Perhaps this is a good thing, perhaps
controls the 4rst two ranks (16 squares). A it isn’t, but reflections on how it might be
trans-polar move by a B does not involve a avoided caused me to look briefly at the
colour-change: Bh3-a2-b1-f1-e2-d3. Ng1 possibilities of what might be called 4-6-10
crosses the pole to b1 or d1. (Personal Chess, exploiting the semi-regular solid
communication) whose faces comprise 30 squares, 20
hexagons, and 12 decagons (Variant Chess
Globe Chess [Boholy] (János Boholy, 1987). 49). Suppose we choose two opposite cells as
Board 8x8 wrapped round a sphere with an bases around which the two armies are
octagonal cell at each pole, giving a playing arrayed, and give K, R, P their natural moves
area of 66 cells. Usual chessmen. Three games (K to any adjacent cell, R straight across cells
are offered, one of which ignores the poles and as long as the road is clear, P one step directly
reduces to ordinary Cylinder Chess. In the forward, capturing on the next nearest cells to
second, pieces may pass over the poles but not directly forward and promoting on reaching
stop on them; in the third, polar cells are part the opponent’s base). K+R v K is now a win,
of the board as in Nelson’s game. In both so K+P v K will be enough to win if the pawn
these latter games, the Black men are offset can promote; in fact the defending king will
four files with respect to the White, thus draw if it can occupy a square (not a hexagon
(a8-h8) KBNRRNBQ. The board was featured or decagon) immediately in front of the pawn,
on the front cover of Ceskoslovensky Sach otherwise the result appears to depend on
(12/1990). There is a book on the game by the whether the stronger side has or can gain the
inventor: A Gömb Sakkjáték Alapjai, now in opposition (which here is held by whoever is
its third edition. (Personal communication) not to move when the kings are on cells of the
same kind). So at least the endgame behaviour
Chessball [Gramolt] (Proprietary game, The appears sensible, and I am sure that a playable
Original Chessball Co. Ltd; William Gramolt, game using this board could be devised.]
Chapter 25
Boards with three and more dimensions

[We now move on to true three-dimensional boards. The earliest definite reference to three-
dimensional chess appears to be to the oft-quoted Kieseritzky board, and the earliest game of
which details survive is Maack’s ‘Raumschach’ of 1907. The multiple-board games of Part 1,
such as Alice Chess, may also be classi,ed as 3-D games, though we shall normally restrict the
term to games where the boards are stacked one above the other rather than being placed side by
side. The most popular 3-D board amongst inventors, and at the same time the most mentally
indigestible for the players, consists of eight normal boards mounted in this way. Less
demanding on spatial vision, and hence more practical, are games confined to two or three 8x8
boards and games with boards smaller than 8x8. A few multi-dimensional games beckon the
intellectually courageous.
The rook generalizes immediately to three dimensions. The bishop does not, and three-
dimensional games employ two different pieces: a ‘bishop’ which moves in a plane with the
normal bishop move, and a new piece, often called a ‘unicorn’, which advances through all three
dimensions at once. (Imagine the piece in the middle of a cube. If it is a rook, it moves to the
middle of a face of the cube; if a bishop, to the middle of an edge; if a unicorn, to one of the
corners.) The queen is sometimes treated as R+B, more usually as R+B+U. When away from the
edge, a rook has 6 directions of movement, a bishop 12, a unicorn 8, and a queen 18 or 26. A
king away from the edge has 26 squares available to it.
In orthochess, a rook or queen presents a barrier which the opposing king cannot cross. In
three dimensions, it doesn’t, and mating even a bare king can present difficulties. There are two
ways of dealing with this. The first is simply to make the board small enough (if the queen is
given the power of R+B+U, K+Q can mate a bare king if they can trap it against the side, and on
a 5x5x5 board all the stronger side has to do is to put its king in the centre and let the queen do
the rest). The second is to give the rook a double move, so that it can command a whole plane
and not just a line. The danger is now that the rook becomes too powerful rather than too weak,
but it is an idea that can be made to work and a special section is given to the games which
embody it.]

25.1 Square boards on two levels

Peruvian Army Chess, also known as artillery, the squares above them denied to
Military Game [Weaver] (Walter R. Weaver, hostile aircraft. Aircraft, with the exception of
1930). The West Coast Leader (Lima) reported observation planes which serve simply as
that the Peruvian army had hit on the novel blocks, can only be captured by pursuit
idea of substituting the various classes of air aircraft (British Chess Magazine, January
attack and ground defence for the chessmen 1931, also Abstract Games 11)
‘to facilitate the teaching of air manoeuvres’.
Board 8x8x2; pieces on upper board represent Two-Level Chess [Miller] (Donald L. Miller,
various types of aviation: Bombardment (R), 1948). Two 8x8 boards, one above the other;
Attack (B), Pursuit (N), Local observation (K), standard array on top board (Level 1), bottom
Distant observation (Q). Orthochess on lower board (a1 white) empty. Play as orthochess on
board, but men can also be captured from either board. Instead of moving, a player may
above by bombardment or attack aircraft. King transfer a man from one board to the
can be checked and mated from above or by corresponding square on the other provided it
ground (lower board) forces, or a combination is vacant, with the exception that a king cannot
of the two. Pawns, if unmoved, serve as AA change levels if in check. Notice that a B
226 Boards of other kinds

would then change its square colour. A P for strategy is to drop pawns, perhaps with a piece
its first move may drop to Level 2 and move or two for protection, which come up as
one square forward but cannot move back to queens a few moves later. Kings are dropped
Level 1 unless promoted. A N makes the first only in desperation. If one player dominates
step of its two-square move on changing levels one board and his opponent the other, a draw
and completes the move on the second board is the likely outcome. (Ye Faerie Chesseman)
(first step is notionally either diagonal or
orthogonal, as agreed). The N is the only piece Flying Chess (Proprietary game, David Eltis,
that can change levels and capture in the same 1984). Two-tier board, usual array on lower.
move. A P must be promoted on reaching the R, B, N can attain the upper level and fly.
end rank of Level 2. It may be promoted on A move directly up or down is permitted, as
end rank of Level 1, but if not, must drop to are various other options: R can make a move
Level 2 to promote. (Ye Faerie Chesseman) on the lower board and ascend to the next
upper-board square beyond, B can make a
Trapdoor Chess [Hills and Bimler] (Greg move on the upper board and descend
Hills and Trevor Bimler, 1976). Two 8x8 similarly, N can make a move on the upper
boards, upper and lower. Four squares on the board and descend directly. All these moves
four central ranks of the upper board, decided can capture, and additionally any man (not just
by lot, are trapdoors, the corresponding a man that can fly) can capture by ‘head
squares on the lower board are mattresses. butting’: if there is a flying man immediately
Usual set-up on upper board. Any piece above it, it can capture this man without
crossing or landing on a trapdoor descends to moving (but the capture counts as a move).
a mattress. A piece falling through a trapdoor (Author’s rules leaflet, also Chess Variant
eliminates a piece of either colour on the Pages) [Text revised. Apparently the game is
mattress below. On each turn, a player moves normally played on a single large board
on either the upper or lower board. Only capable of holding two men per square, pieces
queens, promoted or otherwise, can ascend to on the upper level being indicated by markers,
the upper board but must ,rst move to but the two-level presentation seems more
mattress, then to trapdoor (two moves). One appropriate here.]

25.2 Square boards on three levels

Johnson’s Three-dimensional Chess game yet devised’, was issued as a technical


(Proprietary game, Rick Johnson, 1966). order in the Star Trek Manual (1970s) and was
Board 8x8x3; usual men with White set up on purportedly played on the U.S.S. Enterprise in
level A and Black at opposite end of level C. Star Trek. Usual men move in usual way
Movement of pieces is described as normal except that they have ‘tridimensional freedom
except that each has also a vertical capability. to the extent of available consecutive squares’.
The inventor claims to have played well over a The board, made up of 64 squares of which 16
thousand games. The game was marketed are movable in 2x2 groups, is on three levels:
from 1967 onwards and was featured in the (top) Black’s defending board; (middle)
media. (Nost-algia 115) neutral field board; (bottom) White’s
defending board. No games, so far as is
Space Chess [Paci,c Games] (Proprietary known, have yet been recorded by space
game, Pacific Games Co, 1969). Board 8x8x3. travellers. [Text revised]
A proprietary game with rules developed by
US chess champion Larry Evans. Chess in the Third Dimension (Proprietary
(Advertisement in Popular Science, March game, Skor-Mor, 1976). Board 8x8x3; usual
1969, also Ye Fairie Chesseman) array but Black chooses top or bottom level,
White is then on the other. Orthochess play,
Star Trek Chess, also known as but on its initial move every man must, after
Tridimensional Chess. This game, described moving, transfer to the corresponding square
as ‘the most complex form of the ancient on the middle board (if this square is occupied
Boards with three and more dimensions 227

the move is illegal). There are minor 3 Dimensional Chess [Carney] (Proprietary
exceptions: the king may elect to change game, Carney’s Compendium of Games; Paul
planes or not, and if castling the player may Cope, 1992). Board 6x6x3; 26 men a side.
elect to move both pieces or neither to the Array (A bottom, C top) Aa1-f1/Ca6-f6:
central plane. On each subsequent play a man RNQKNR; Aa2-f2/Ca5-f5: PPBBPP;
may be moved in the normal way or to the Acd3/Ccd4: PP; Ba1-f1/a6-f6: BRPrPsRB;
square directly above or below it, but only if it Ba2-f2/a5-f5: PPPPPP. The Princess (Ps)
is vacant. Captures, check, and checkmate can moves and captures as Q but additionally has
only take place on the same plane. ‘devotional’ power. If the K is mated, it may
(Proprietor’s rules pamphlet) move to the square occupied by the Ps which
is removed from the board. The Prince (Pr) is
Hagemann’s Three-Dimensional Chess simply a third knight. Pieces may move from
(Wally Hagemann, date unclear). Board one level to the next only to the square
8x8x3; usual men with orthochess array, immediately above or below and only if the
White on top board and Black on bottom. square is unoccupied. No pawn-two;
Pawns, which can move up or down, and have promotion to captured piece only on Ca6-f6
two-step option with e.p., promote in cells (White)/Aa1-f1 (Black). The game, which was
occupied by opponent’s pieces in the array. developed over five years, has approximately
Moves of K and R as usual but B combines the same men-to-squares ratio as orthochess.
moves of normal bishop and unicorn. N moves (Manuscript notes apparently deriving from
to cells of board above or below that personal communication)
correspond to those it can move to in the
plane. N on level A or C may also move to the 3 Dimensional Chess [Mind Games]
corresponding squares of those that (Proprietary game, Mind Games
immediately surround it on the other board. Manufacturing Ltd; Bernard Kennedy, 1992).
Example: NCa1 can move to Cb3, Cc2; Bb3, Board 8x8x3, a1 black all boards. Each side
Bc2; Aa2, Ab1, Ab2. Spatial capturing moves has 24 pieces and 24 pawns. The new pieces
of pawns not given. (Author’s rules pamphlet) are Prince (Pr), Princess (Ps), Abbey (A),
[The game was dated ‘1960s?’ by David, but Cannon (C) and Galleon (G). Array (top
the typographical style of the rules pamphlet board: a1-h1/a8-h8) GCAPsPrACG; P x 8
suggests that it was printed in the late 1980s or 2nd/7th rank; (middle board) orthochess array;
late 1970s) (bottom board) as top board. Orthochess men
can move between boards, knights and pawns
Parallel Worlds Chess (R. Wayne excepted. Pr,Ps,G,A correspond respectively
Schmittberger, 1980s). Board 8x8x3. A full to K,Q,R,B and move exactly as their
array is assembled on both boards A and C, orthochess equivalents except that they cannot
board B being empty. On turn, a player may change levels and princes can be taken like
move one, two or three men provided that no any other piece. The move of the cannon
two men end their moves on the same level. de,es simple description but always involves
Kings do not change level but all other men a change of level. Win by mating K or
may move straight up or down one level capturing both princes. (Manuscript notes
provided the square moved to is vacant. Level deriving from a set in David’s game
B is a twilight zone in which all men move as collection)
queens but cannot capture. Thus a pawn can
transfer to level B, later move to the ,rst rank Millenium 3D Chess (W. D’Agostino, 2001).
and subsequently move to board A or C on the Board 8x8x3. Blank board on central level,
,rst rank. It can then move only one square, White has standard array on one level, Black
but on the second rank it regains its two- on the other. P-two, promotion, castling and
square option. The object of the game is to e.p. semi-orthodox. [Information presumably
capture either of the opponent’s kings. Very taken from a set in David’s game collection;
wild. (New Rules for Classic Games) no source material in his Encyclopedia files]
228 Boards of other kinds

25.3 Square boards on four levels

Tedco Three-Dimensional Chess A) RNNR, BKQB, 4xP, 4xP (kings on Db2


(Proprietary game, Texas Educational Devices and Ac3). Moves (orthochess on same plane,
Co, 1966). Board 4x4x4 (a1 black all levels, except P): K cannot change level; R can move
but may also be unchequered). The Tedco straight up or down between levels, B can
board was developed for psychological studies move one cell diagonally up or down;
on human ability to think in three dimensions Q=R+B; N moves as orthochess from cell
and was used for a number of games in immediately above or below it (maximum 12
addition to chess. Usual chessmen. Moves: K moves); Ps can move only down (W) or up
one cell in any direction on the same level or (B), one cell at a time, and can capture
level immediately above or below, no castling; diagonally only on same level. Pawns promote
R changes level straight up and down only in any cell on opponent’s array level. One of
(maximum cells covered: 9); B when changing the fastest of the 3-D games. (Photocopies of
level moves diagonally up or down in a box cover, board, rules leaflet)
straight line so can change colour; Q = R+B;
N one cell at a time diagonally (maximum Aztec Chess (Roberto Salvadori, 1982). The
cells covered: 12); P moves one cell forward 8x8 board is in the form of an Aztec pyramid,
or vertically up or down, captures only as viz: 8x8 base, 6x6, 4x4, 2x2 (d4/5,e4/5). Usual
orthochess on same plane. Strategy focuses on men but array (e1-h1/d8-a8 and inwards)
the four central squares of levels B and C. In PBRK, PBQR, PPNN, PPPP and the board is
the endgame, K+R and K+B only draw against placed diagonally between the players so that
bare K, but K+Q is an easy win. Array White’s ‘forwards’ direction is along the
(all boards a1-d1/d4-a4): A, PNPR; B, PBKP; diagonal h1-a8. Rules of play are elaborate.
C, PQBP; D, RPNP (kings on Bc1 and Bc4). (Eteroscacco 21)
(Nost-algia 90)
Podionic Chess (Proprietary game, Prophecy
Isometric Chess (Proprietary game, Isometric Games Ltd; Jonathan Pennell, 1994). Four 4x4
Chess International; John Oden, 1977). The boards arranged one above the other in an
board is in the shape of a pyramid built up in overlapping spiral formation; usual men. Seen
four tiers of cubes from an 8x8 base to a 2x2 from above, adjacent boards have a row of
centre. Pawns are placed on their usual four overlapping squares, and all four inner
squares whilst pieces are entered one by one at corners overlap; these overlaps provide routes
choice on the respective baselines, the only between the boards. (Proprietor’s rules booklet
restriction being that the bishops must be on and publicity material; see also Variant Chess
opposite colours. Oden predicted, unwisely as 20) [Text revised]
it turned out, that people would be playing
Isometric Chess - ‘and only Isometric Chess’ - Schach3, also known as Raum-Schach
in 2001, adding that ‘people who know chess [Töttger] (Proprietary game, Peter-René
and understand its place in history realize right Töttger, 1994). Board 4x4x4; usual pieces plus
away what a giant step it is in the evolution of 4 pawns a side. Array boards (A bottom, D
the game’. Robert Erkes, president of the top) Aa1-d1/Dd4-a4: RQKR; (Aa2-D2/Dd3-
Maryland Chess Association (the inventor was a3) PPPP; (Ba1-d1/Cd4-a4) NBBN. Moves: K
from Maryland) commented that ‘All it is is a one square orthogonally or correcponding
chess board that looks funny’. (Proprietor’s square to that occupied on next level up or
publicity leaflet, also photocopy of cutting down; Q one square in any direction or
from a newspaper which appears to be the corresponding or orthogonally vacant square
Baltimore Sun) on next level; R as R on same level or
vertically to any level; B one square
3-D Chess [Enjoyable Hour] (Proprietary diagonally on same or next level; N see
game, Enjoyable Hour Products, 1979). Board diagram; P on level or next level with usual
4x4x4, a1 black at all levels; usual men, array capture; promotion on end rank of D (White)
(White on D, Black diametrically opposite on or A (Black). (Personal communication)
Boards with three and more dimensions 229

25.4 Square boards on ,ve levels

Raumschach [Maack], also known as Space Ba2, Bc2, Cb3. Another array halves the
Chess (Ferdinand Maack, 1907 and number of pawns and has all white men on
subsequently). The classic 3-D game. Its level A, all black men on level E: (Aa1-e1/
inventor contended that to make chess Ee5-a5 and inwards) RNKNR, BUQBU, 5xP.
properly analogous to modern warfare, attack The game has attracted many leading
must be possible from above and below problemists. Troitsky studied the endings and
(air/underwater) as well as on the surface. showed that K+Q always wins against K.
Maack promoted space chess with
demonstrations, articles, booklets and a Stereoschach (Gerhard Jensch, 1975).
magazine (Raumschach). The game was Derived from Maack’s Raumschach above,
originally set on an 8x8x8 board as described Stereoschach was introduced by Jensch as a
later, but Maack experimented with other problem theme (feenschach, May-July 1975),
boards and 5x5x5 became the normal form. In but its merits as a game were soon
1919 he founded the Hamburg Space-Chess appreciated. Board 8x8 + 4x4x4, usual men in
Club, which survived until World War II. normal array positions on the 8x8. The small
Dawson in particular was attracted to Maack’s boards, A (bottom) to D (top), are directly
5x5x5 invention - ‘the game which will above the squares c3-c6-f6-f3-c3 on the base
naturally be the commonplace of the future’ - board. Three-dimensional moves are possible
and he ran a series of articles on it (Chess on the 4x4 central squares. Movement on the
Amateur, July-December 1926). Each player same level as in orthochess. Pieces and pawns
has two extra pieces (unicorns as described move between levels as in Maack’s
above), and there are 10 pawns a side; White Raumschach (there is no corresponding piece
RNKNR fronted by 5xP on board A, BUQBU to the unicorn in Stereoschach). Pawns
fronted by 5xP on board B, Black promote in cells (White) (D)c6-f6; (Black)
diametrically opposite on boards E and D (D)c3-f3. Openings tend to start normally. An
(unicorns on Da5 and Dd5). White pawns international tournament held at Imperia
promote on rank E5, black on rank A1. N (January 1987) was won by Friedemann
makes one step as R and one as B (if you Arnold. Stereoschach was demonstrated by
prefer a mathematical definition, it is a ‘2-1-0 Hans-Peter Rehm at the F.I.D.E. problemists’
leaper’). P moves one step at a time and meeting in Bournemouth, August 1989. Spiral
captures diagonally forward, all movement Chess [Jensch] (Gerhard Jensch, 1984,
being towards the promotion rank. Thus WP at dedicated to Peter Kniest) is a refinement in
Ab2 can move to either Ab3 or Bb2, and it can which the a-,le is assumed to be above the h-
capture on any of the ,ve squares Aa3, Ac3, file (feenschach, February 1984).

25.5 Square boards on six levels

Cubic Chess [Parton] (V. R. Parton, 1970). Parton also proposed Timur’s Cubic
Board 6x6x6, levels A-F bottom to top; 6 Chess, which is Timur’s Great Chess (see the
pieces and 12 pawns a side. Array (Aa1-f1/ chapters on historical and regional games)
Af6-a6) KQBUNR; pawns Aa2-f2/ a5-f5 and translated onto a 6x6x6 board. He retained on
Ba1-f1/Ba6-f6. Unicorn U moves in straight each side a king and a fers, and two each of
lines through cell vertices. Pawns move one the rooks, knights, dabbabas, al,ls and giraffes
cell forward orthogonally, diagonally, or together with pawns. In the array the men are
through the cell vertex, and capture as they arranged on the two lowest levels. Level A
move; a pawn on Bd2 can move or capture to (a1-f1/f6-a6) RGQKGR, 6 x P 2nd/5th rank.
any of 9 cells. In Compulsion Cubic Chess Level B (a1-f1/f6-a6) DANNAD, again with 6
capture is compulsory; no checks, aim is to x P in front. Parton did not expatiate on spatial
capture enemy king. movement. (Chessical Cubism)
230 Boards of other kinds

25.6 Square boards on seven or eight levels

Cubic Chess [Kieseritzky], also known as be Raumschach, an article in Wiener


Kubikschack (Kieseritzky, 1851). Kieseritzky Schachzeitung in 1907, and Maack’s booklets
is alleged to have shown a cubic game to Das Schachraumspiel (1922 and 1930,
Anderssen in London in 1851. According to apparently two different editions). Dickins, in
Jean Dufresne, Kieseritzky displayed a large A Guide to Fairy Chess, also cites a 1907
glass case separated into small cube-shaped edition of Das Schachraumspiel and further
boxes in which chess pieces were hanging on booklets Spielregeln zum Raumschach (1913)
strings. He is said to have exclaimed ‘I shall and Raumschach: Einführung in die
mate the black king from above with the white Spielpraxis (1919). I presume that ‘4-1 leaper’
knight’ and proceeded to do so. The author here means ‘4-1-0 leaper’ in the same way that
(Maack?) of an article in Raumschach (No.1, the knight has become a 2-1-0 leaper.]
1908), commented that Kieseritzky’s model
should therefore be in London, adding that Kogbetliantz’s Game (Ervand Kogbetliantz,
‘Enquiries into this affair have remained 1918). Board 8x8x8; 64 men a side
unanswered. The rudeness accorded the comprising 1 x K, Q; 2 x N, Archbishop,
German side would surely not have been Favourite; 4 x R, B, Hippogriff, Fool; 40 x P.
suffered by an English investigator’. Maack, K, Q, R, B as in Maack’s game (26 directions
when demonstrating his game earlier for K and Q); Fool as Maack’s Unicorn;
(September 1907) said that the model was in Archbishop = B+Fo; Favourite = R+B. The
the British Museum, but there is no trace of it knight has three distinct possible move
there, nor in any of the major London combinations, as R/B (Aa1-Ab3), R/Fo (Aa1-
museums, nor in the collection of exhibits Bb3), or B/Fo (Aa1-Cb3); the Hippogriff is a
from the Great Exhibition of 1851. [Anthony leaper whose move is made up of one cell as a
Dickins, in A Guide to Fairy Chess, cites R, then one as a B, then one as a Fo. The P
Deutsche Schachzeitung 1878, page 117, as moves as in Maack’s game except that it has
the source for the Kieseritzky anecdote. I have an initial two-step option (e.p. possible). At
assumed that it referred to an eight-level the start, each player’s men occupy the first
board, or at least that it didn’t explicitly refer two ranks of the four central boards. Pawns
to anything else.] occupy the second ranks on all four boards.
The piece array is (a1-h1/h8-a8) (3rd board)
Raumschach [original formulation] PPFBBFPP; (4th) RHNFaKAHR; (5th)
(Ferdinand Maack, 1907). Maack’s original RHAQFaNHR; (6th) PPFoBBFoPP. First
version used an 8x8x8 board with 24 men on developed in Russia, where Kogbetliantz was
each side: the usual eight pieces, and 16 living at the time, the game was launched in
pawns. The array was as orthochess on board the U.S. in 1952 where it received a lot of
A with each player having 8 pawns a1-h1/a8- publicity (Newsweek, Time, New Yorker etc).
h8 on board B, the purpose of these pawns It attracted a large following according to
being to protect the corresponding pieces from Boyer (Nouveaux Jeux d’Echecs Non-
overhead attack. An alternative arrangement orthodoxes) but this appears to be contradicted
had the black pieces on Ha8-h8 and pawns on by Life magazine which reported that there are
Ha7-h7 and Ga8-h8. Queen moved as R+B about 1,500,000 possible positions after the
only, K one step as R or B. Pawns moved first two moves of both sides, ‘which explains
normally on the plane (no pawn-two), or could why the Western Hemisphere contains only
move vertically up (with two-step initial eight players; six are pupils of Dr
option). Kogbetliantz, one is his daughter, and the last
For a dozen years Maack experimented with and best is the doctor himself’. Don Miller,
other arrays and smaller boards, ending up who attended a presentation on the game,
with 5x5x5 as described above. One 7x7x7 commented that ‘the first ten moves of the
variant included two Giraffes (4-1 leapers). demonstration game took three hours, at which
[There are numerous references in David’s point the game was abandoned’. Miller
files, but the primary sources would appear to nevertheless found the game ‘fascinating’ and
Boards with three and more dimensions 231

constructed a model board by welding wire player had 141 pieces (of which 81 pawns),
coathangers from which the men were the details of which he spared his readers.
suspended. He described Kogbetliantz’s game
as ‘one of the best of all chess variants, and 3-D Space Chess [Dimensional Enterprises]
the best of the three-dimensional ones’ (Ye (Proprietary Game, Dimensional Enterprises
Fairie Chesseman). [The primary source is Inc, 1967). Kogbetliantz’s game, marketed
presumably what Miller describes as ‘a four- with streamlined pieces. [There is an index
page copyrighted booklet’ which was on sale pointer to source material in David’s
at the 1952 presentation, but I don’t think Encyclopedia files, but the material itself
David had a copy of this and the present appears to be missing.]
exposition appears to follow Boyer.]
Atkinson’s Three-dimensional Chess (Tom
Godson’s Three-dimensional Chess Atkinson, early 1970s). Same as
(William Godson, 1930). Board 8x8x8; Aa1 Kogbetliantz’s game, marketed by Atkinson
black, alternating vertically. Usual eight pieces who asserted, with what authority is not
plus 16 pawns a side. The arrangement differs known, that 3-D Chess was developed in
from Maack’s game in that the white array is Europe in the late 18th century - ‘a game still
normal on board A with 8 pawns above (Ba1- played in Russia and some other countries’.
h1) while Black’s array is on board H with 8 (Ye Faerie Chesseman) [David clearly felt
pawns on Ga8-h8. The men move as in obliged to report this assertion, but unless and
Maack’s game except that pawns have the until some definite evidence comes to light I
initial two-step option but no e.p.; white think it has to be discounted.]
pawns cannot move down, black pawns cannot
move up. Pawns promote in any cell occupied Cubical Chess [Berry] (Clive Berry, 1970s).
by the opponent’s pieces in the array. Castling Board 8x8x8; each side has 1xK, 3xQ, 20xR,
normal. (Author’s rules booklet) B, N, 64xP to achieve the same ratio of men to
squares as orthochess. (Author’s booklet
Marks’s Three-dimensional Chess (J. David describing a computer realisation)
Marks, c.1960). Essentially Maack’s 8x8x8
game with Fool = unicorn and Space knight = Gregory’s Three-dimensional Chess (M.
N. (Manuscript notes presumably deriving Dorian Gregory, 1970s). Board 8x8x8, Aa1
from personal communication) white alternating vertically. Pieces 48 a side
comprising 1 x K, Q, Regent, Bar-Q; 2 x R, B,
Gollon’s Three-dimensional Chess (1960s). Centaur, Chancellor, Bar-R, Bar-B, Bar-
Quoted by Gollon in his Chess Variations but Centaur, Bar-Chancellor; 4 x N; 24 x P.
unascribed. Board 8x8x8. Normal array and Centaur = B+N; Chancellor = R+N; Regent =
game on level A. When one king is mated, he R+B+N. Bar pieces are restricted to three
escapes to the square above him on level B. levels, their array level and those immediately
All the men now assume a 3-D role (see above or below it. R and N have the same
Maack). If this results in the king being moves as in Maack’s game, B=unicorn,
simultaneously mated on level B, the game is Q=R+B, P captures diagonally forward one
over; otherwise it continues until a king is square (as B) but does not move vertically.
again mated when it escapes to the next level, Array: White on E,F,H; Black on A,C,D. (H/A
and so on. There are apparently several a1-h1/h8-a8): RNBReKBNR, 8xP 2nd/7th
versions. In one, the initial move upwards of a ranks; (F/C a1-h1/h8-a8): ChNCQQ(B)CNCh,
K opens the whole 8x8x8 board to all pieces; 8xP 3rd/6th ranks; (E/D a1-h1/h8-a8):
in another, no man may move to a board RCBChChBCR (all bar pieces), 8xP 2nd/7th
above the highest-placed K; another version ranks. Gregory also proposed a variant with
allows the K to move upwards when checked, the same pieces but levels 2x2, 4x4, 6x6, 8x8,
and yet another version permits a K to move 8x8, 6x6, 4x4, 2x2, lower boards keyed to h1,
upwards at any time. Gollon, who considered upper boards to a8. The game was presented at
this a ‘fine game’, admitted to having invented a symposium at the University of Victoria,
a variant on a 9x9x9 board in which each B.C. (Ye Faerie Chesseman)
232 Boards of other kinds

Harper and Dietrich’s Game Board (James Rohr’s Three-dimensional Chess (Chris
W. Harper and Gary L. Dietrich, 1971). A Rohr, 1975). Board 8x8x8; 28 men a side
vertical arrangement of seven boards comprising 1 x K,Q; 4 x R,B,N; 14 x P. The
successively of 4, 16, 36, 64, 36, 16, 4 interest is in the unusual array (White): Rs
squares, for use in chess or checkers. No Aa1,h1 Ha1,h1; Ns Bb1,g1 Gb1,g1; Bs Cc1,f1
details of moves are given, merely that the Fc1,f1; K De1/Q Dd1 or K Ee1/Q Ed1 (Black
chess pieces include additional pawns and that K/Q on alternative level); pawns on second
the pieces may be moved in both horizontal rank in front of pieces at all levels. No
and vertical directions. (U.S. patent 3,767,201 castling. Don Miller suggested a revised array
of 1973, possibly incomplete) and movement rules. (Ye Faerie Chesseman)

25.7 Square boards on more than eight levels

Proko,ev’s Game. In a letter to Capablanca and in which one game ‘is often lasting
(November 1922), the composer spoke of a several nights’. In Izvestia (May 1936),
variant which he had invented, and of which Prokofiev enthused ‘Chess for me is a world
Capablanca was aware, that was played ‘on 9 apart, a world of combat, of plans and of
compound boards’ (‘compound’ is underlined) passion’. (Photocopy of part of original letter)

25.8 Other boards with three dimensions

Lewin’s Three-dimensional Chess [C. G. determined by viewing vertically down from


Lewin, 1970). Board 8x8; orthochess array. above the board. Subject to the rules of
All squares (cells) on a ,le are considered to movement of individual pieces, transfer can be
be on the same level, the ,le level being made to any cell at another level the whole or
determined by the number of men of both part of which is seen to overlap the cell on
colours on it at the time. (Photocopy of pages which the man stands. The object is
65-67 of an unidentified typescript) checkmate. (Inventor’s rules leaflet)

Pyramid Chess (Proprietary game, Ruffin Dragonchess [Gygax] (Gary Gygax, 1985).
Enterprises, 1977). Board is a squat pyramid The inventor of this fantasy-based version of
on a square base. There are 15 cells on each orthochess is probably the best-known and
face, progressively reducing bottom to top best creator of fantasy games. Board 12x8x3
5-4-3-2-1. The men are Oat, and the pyramid chequered (a1 dark all levels). The three levels
has parallel ledges on which they rest. 11 men and their respective (and appropriate) square
a side, one each of the normal pieces and six colourings are, top to bottom: air (blue/white),
pawns. The players occupy opposite sides and land (green/amber), subterranean (red/brown).
the men are set up so that each player sees The players are Gold and Scarlet and each has
RBKQN from left to right on the bottom rank, 42 pieces: 1 x Cleric, Dragon, Elemental,
with pawns on the next rank up and on the King, Mage, Paladin; 2 x Basilisk, Griffon,
nearest bottom-rank cell round each side. Hero, Oliphant, Thief, Unicorn; 6 x Dwarf,
Pawns may move one cell in any direction, K Sylph; 12 x Warrior. Pieces are adapted from
may move two cells initially. Object Dungeons & Dragons, also a creation of Gary
checkmate. (Proprietor’s rules pamphlet) Gygax. The detailed rules, with explanatory
diagrams, occupied six pages of the August
Xyrixa Chess (David Samuel, c.1980). An 1985 issue of Dragon Magazine, but the game,
exotic three-dimensional game played on although elaborate, is quite playable. Cazaux
seven levels: A - 1x7; B - 2x6; C - 3x5; D - provides an alternative source. [Text revised]
4x4; E - 5x3; F - 6x2; G - 7x1. Each player has
19 men: 1 x K, 2 x Q, R, B, 12 x P. These are Space Hexagonal Chess (John Stratford,
deployed initially, like facing like, on all 1985, revised 1992). Three hexagonal boards,
levels (for example, P and R face P and R on each of 91 hexes as in Glinski’s game, are set
levels A and G). Movement between levels is one above the other and designated
Boards with three and more dimensions 233

Underground (bottom), Ground (middle) and other than kings and pawns may move
Sky (top). The pieces are also identical (1xK, forwards or backwards in time as in any other
Q, 2xR, N, 3xB, 9xP) but are given military dimension (so a knight can move one step
names, respectively Government, Anti-aircraft forward on the board and two steps forward in
units, Bomber units, Tank units, Fighter units, time, or two and one, or whatever combination
Infantry units. The array is on the bottom two it likes). The ‘step’ interval in time is one
levels. A turn consists of three actions move by each player, so a man which has
(moves); if all three cannot be completed, or moved two steps forward in time reappears
the Government falls, the game is lost. All after two moves by each player. The idea was
pieces can capture without moving, but only simplified by Robert McGonigal as Time
tank units can move and then fire. Moves, Travel Chess, in which a man may move
including inter-level moves, are comparable to forward and backward in time instead of
those of orthochess. (Author’s rule booklet) making a normal move, and simplified further
as Future Chess in which only moves forward
Time Warp Chess (Jacob Richman, 1997). in time are allowed. (Nost-algia 362) [Text
Time is treated as a third dimension, and men edtorial]

25.9 Three-dimensional games with double moves

Total Chess (Charles Beatty, 1945). The only level, forward one cell (captures in either cell
variant to have been invented by a living saint, immediately above those on which it could
as the inventor was described by the thriller capture with a Oat move). Promotion on eighth
writer Dennis Wheatley, a description that sits rank of any level; e.p. possible. It will be seen
uncomfortably with Beatty’s reputation as a that the game has two guiding principles: (1) a
big-game hunter. Board 8x8x4 (a1 black all man may move to any vertical projection of its
boards); vertical sequence of four squares is orthochess move; (2) Each pawn is, in a sense,
called a tier. Usual men; three types of move: simultaneously present at all levels. The
(1) Flat (same plane), (2) Tier (vertically up or mobility of the pieces compared with
down), (3) Total (different level, different orthochess is increased by a factor of about
tier). A pawn is held to project a shadow to all four, which corresponds to the increase in
cells in its tier. No Oat or total move, except board size. In the array, the men occupy their
that of a knight, may pass over a shadowed orthochess positions but on different boards.
cell, and a piece may only move to a Level A (bottom) queens and pawns; B
shadowed cell in order to capture. If a pawn bishops; C knights; D (top) kings and rooks.
moves into a tier occupied by a piece, the Total Chess received considerable publicity on
pawn’s shadow is neutralized until the piece its launch but interest in the game soon
moves away or is captured by a pawn. A subsided. Dawson, who had earlier nailed his
piece, other than a knight, does not give check colours to the mast of Maack’s 5x5x5 variant,
if any cell in a tier between it and the opposing dismissed Total Chess as a geometrical
king is occupied. No man may pass through an curiosity, likely to be relegated to oblivion. It
occupied cell in a tier move. Moves: all men was however revived in the early 1990s to
behave as in orthochess on the same plane, exercise management trainees at British
subject to the restriction of shadowed cells. Aerospace. Quadrivalent Total Chess, a
Space moves: K tier move one cell up or four-handed version with nine men a side, was
down, total move to any cell on the next level described in Beatty’s booklet Total Chess
up or down adjacent to the tier in which the K (May 1945) but was omitted in subsequent
stands. Q, R, B, N total move up or down any editions. [Dawson was a problemist and
number of levels to a cell in the same tier as theorist rather than a player, and I think he did
one which may be occupied in a Oat move; in the game an injustice. Its rules may seem
addition, Q and R may make a tier move up or somewhat arbitrary, but like Schmittberger’s
down any number of levels. P tier move up game below it addresses the fundamental
one level, or two levels initially (P cannot problems of three-dimensional chess in a way
capture in a tier move); total move up one that many versions have failed to do.]
234 Boards of other kinds

Three-Dimensional Hook-Move Chess (R. K as normal K, or vertically to next level.


Wayne Schmittberger, 1980s). The inventor R as orthochess R, or two R moves
observes that proprietary 3D chess games are perpendicular to each other on the same level,
mostly marketed with bad rules that make or one in the vertical plane and one laterally.
mate difficult, if not impossible, ‘even when B similar to R move but diagonally (cannot
you are three queens ahead’. He argues that change square colour).
the rules fail to take account of the differences Q as R+B.
between plane and solid geometry. This game, N to any square two moves away, leaping if
which might have benefitted from a less necessary, or to any adjacent square.
cumbersome name, is designed to overcome P as orthochess P, but can also capture one
these problems. For example, it allows K+R to square ahead on next level up or down; cannot
mate a bare K as in orthochess. Board 8x8x3; otherwise change level. Pawns promote on end
eight extra pawns a side; array (Aa1-h1/Ca8- rank (any level).
h8) RNBQKBNR as usual, (Aa2-h2/Ca7-h7) Schmittberger points out that the hook
8xP, (Ba1-h1/Ba8-h8) 8xP. mover is an ancient piece found in some of the
Pieces always move within a single plane, large shogis of medieval Japan. (New Rules
either 8x8 or 8x3. for Classic Games)

25.10 Games in more than three dimensions

Maack’s Four-dimensional Chess as a knight, except that there is no pawn-two.


(Ferdinand Maack, 1926 or earlier). Maack The moves of the pieces are
added an extra dimension to his game to create straightforward. A king can move to its
a board 4x4x4x4 which, whilst appealing to corresponding square on an adjacent board;
problemists, failed to recruit players. (Chess thus Kh6 can move to defgi6 but not to abc6.
Amateur, December 1926) A rook a1 moves to any of bcdg1, a bishop a1
to ei1, a queen as a combination of the two. A
Continuum Chess (Yes Laboratories, centaura moves as a queen between boards. A
Suffolk, 1964). Board 9x9x15 and each piece pawn moves to the corresponding square of
occupies a point along a temporal axis 9 the board directly ahead (e.g., e11-b11).
quanta long, giving 10,935 points of play. The Capture is by displacement, thus pawn e11
rules are calculated to baffle, thus: ‘A red king captures on a11 or c11. Array: White Kh15,
on extra space positive or a white king on Qh14, Rg14/i15, Bh13/h16, Cg15/i14,
extra space negative lines shall be deemed the Pe13/14/15/16, g13/16, i13/16; Black Kb3,
winner unless adjacent to a minus chessman’. Qb2, Ra2/c3, Bb1/b4, Ca3/c2, Pa1/4, c1/4,
For the resolute there is an advanced version e1/2/3/4. White pawns promote on abc/1,2,3,4
of the game. There appears to be no evidence and black pawns on ghi/13,14,15,16. Perpetual
that either version has been played. (Booklet check is a win. Parton also proposed a reduced
Continuum Chess, British Library X441/255) version on four 2x2 boards and a variant,
[Text revised] Compulsion Sphinx Chess, in which capture
is obligatory and the king has no royal powers,
Sphinx Chess (V. R. Parton, 1970). Practical the object being to annihilate the opposition.
chess in the 4th dimension, played on nine 4x4 This is extended to Losing Sphinx Chess,
boards arranged in a 3x3 pattern. The boards using Compulsion rules. (Chessical Cubism)
are lettered a-i (arranged abc/def/ghi
horizontally, thus adg/beh/cfi vertically) and Ecila (V. R. Parton, 1970). A mind-crushing
the squares on each board are numbered 1 6-dimensional variant played (?) on a 2x2x2
from (top left) to 16 (bottom right). Squares array of 2x2x2 cubes. The mix of pieces is
with the same number are known as agreed before play. Basically, there are three
corresponding squares. Each side has the usual types of piece: that of the rook, the bishop
complement; 1 x K, Q; 2 x R,B; 8xP and two (which together embrace the moves of king
Centauras (modified knights). All men move and queen), and the unicorn, a cubic piece
as in chess within each 4x4 board, the centaura moving through vertices. However, modified
Boards with three and more dimensions 235

pieces combining these powers are introduced, opposite corners as home bases, and to set the
for example Narwhal (R+U), Hippogriff (a 4- board cornerwise between them. This gives
dimensional beast), Wyvern (5-dimensional),
these last two having no movement within a
single cell. Pieces are placed on the board
alternately, kings first, with the sole limitation
that kings may not be placed in check. Was
Parton perhaps aware of John Jenkins’s
masque Cakeless, an obscure work in which
Alice Liddell is given the see-through name of
Ecila? Probably not. (Chessical Cubism)

Lewin’s Six-dimensional Chess (C. G.


Lewin, 1978). Ordinary 8x8 board (!) divided
into four 4x4 areas. A one-dimensional step
takes a man to an orthogonally adjacent square
in the same area (the top and bottom ranks
within an area are considered as adjacent, as where the spots denote the home squares.
are the left and right files) or to the same That has dealt with the geometry; what
square in an orthogonally adjacent area; an n- about the chess? Assume K/R/B/Q as already
dimensional step takes a man to a square defined (Q = R+B, and we note that bishops
which can be reached in n one-dimensional are restricted to squares of a particular colour).
steps but not in fewer (the occupancy of the K+R v K is hopeless (it takes K+3R to
intervening squares is ignored). Each player checkmate a bare K). K+Q can checkmate a
has 1 x King (has a 1-dimensional move), 4 x bare K, but the mate cannot be forced.
Rook (ditto), 2 x Bishop (a 2-dimensional However, if we allow a K on its home square a
move), 1 x Unicorn (a 3-dimensional move) in double-step move, K+Q can force stalemate
a curiously unbalanced initial array. The game against a bare K, so if we count stalemate as a
is described as ‘still experimental’. (Ye Faerie win we have the germ of a playable game.
Chesseman) [Text revised] If K+Q v K is a win, we can look at K+P v
K. Give the pawn its natural properties
[While working on this book, I tried applying (advance by a forward R move, capture by a
Lewin’s approach to Ecila, and found it forward B move, promote on the opponent’s
surprisingly effective. Consider an 8x8 board home square). K+P v K now turns out usually
divided into 2x2 regions as for Grid Chess. to be won if the pawn can be defended, though
The six one-dimensional moves from any there are positions of reciprocal zugzwang
square can now be now represented by the with the pawn two steps from promotion, and
two orthogonal one-step moves within the 2x2 if the defending king can blockade the pawn
region, the two orthogonal two-step leaps one step from promotion it always draws
within the same quarter of the board, and the (because it has its two-step move and can
two orthogonal four-step leaps. The matter can force or keep the enemy king away from the
be made clearer by rechequering the board so pawn). But it would seem that a one-pawn
that a one-dimensional move always takes the advantage should normally be enough to win.
man to a square of different colour. In the six- And a final twist: not only can K+Q force
dimensional board, all 64 cells are equivalent stalemate against a lone K, but so can K+B if
(there is no distinction between ‘corner’, the bishop runs on white squares (which it
‘edge’, and ‘central’ cells), but each cell has will if it has arisen by promotion). So we can
an antipode which is six one-dimensional consider doing without queens, which may be
moves away, and in the case of a cell a good idea since experiment suggests that
represented by a corner square on the 8x8 they are inconveniently powerful.
board the antipodean cell is at the far corner. It An article on the subject is scheduled for
is therefore natural to give the players a pair of Variant Chess 54.]
Part 4
Regional and historical games

[We now proceed to games which developed independently of modern chess: the
shatranj tradition, the xiangqi tradition, the shogi tradition, and other games which had
or still have a significant regional currency. These are of course not ‘variants’ of
orthochess in the normal sense of the word; indeed, in the case of shatranj, it is
orthochess itself which is the variant and shatranj which is the parent game. But chess
players who are interested in variants of the normal game are naturally interested also
in the other forms that became established, and it is entirely appropriate that these
games be covered here.
Most of the book so far has been personal and immediate: David possessed the
game, or had played it, or had a copy of its rules, or had communicated with its
inventor at no more than one or two removes. The present chapters are much more
derivative, and there is little in them that cannot be found with more direct authority
elsewhere. However, David believed he had sources for Burmese Chess, and to some
extent for Indian Chess, which gave information not previously in print in the West.
It will be appreciated that what appears here is a very selective account of an
immensely complicated subject, and readers seeking further detail should refer to
more specialized works.]
Chapter 26
The Near East, Europe, Africa

[Although India may have been the birthplace of chess as we know it, the Near East saw its
growth and development, and it is convenient to look first at the main historical thread leading
from the earliest known forms of chess to our own and then at the most prominent regional
variants.]

26.1 The thread leading to modern chess

Chaturanga. The seminal Indian game,


considered in greater detail in chapter 29.
No contemporary account appears to have
survived, but as reported in Arabic sources it
seems to have been essentially the same as the
later Persian and Arabic game except in three
respects: (1) the elephants started in the
corners and jumped two squares orthogonally,
(2) a player won by baring his opponent’s king
even if his opponent could immediately return
the compliment (a rule retained by the people
of Hijaz and called by them the Medinese (1) The Firzan moves one square at a time,
Victory), and (3) stalemate was a win for the diagonally only; opposing 8rzans can never
player stalemated. Al-Adli, as quoted by meet unless one of them is a promoted pawn.
Murray: ‘And this form is the form of chess (2) The Fil moves two squares diagonally,
which the Persians took from the Indians, and leaping the intervening square. It has access to
which we took from the Persians. The Persians only eight board squares. The 8ls cannot
altered some of the rules...’ [Text editorial, attack one another.
relying on page 57 of Murray. According to a (3) Pawns move one square at a time and
later note in Murray (page 159), the Persians promote only to 8rzan.
used elephants on their chessboards even (4) No castling.
though it was not a native Persian animal, and (5) A player in stalemate may transpose his
it was the Persian word ‘pil’ which was king with any other of his pieces so long as
subsequently Arabicized as ‘fil’.] this does not put the king in check. The
transposition counts as a move.
Chatrang, also known as Shatranj (and also (6) Win by checkmate, delivering stalemate
as the Small Chess to distinguish it from the or depriving opponent of all his men (‘bare
various forms of Great Chess on larger boards, king’); however, if a player whose king is
though the use of this name in the present era bared can bare the opponent on the next move,
of minichess and microchess would surely the game is drawn.
cause confusion). Persian and Arabic names (7) The K and firzan could be transposed in
for the old form of chess, as played in the the initial position, but if so, the arrangement
Islamic world for more than a millennium. It would be mandatory for both sides.
was replaced in Europe by the medieval game. (8) Either player starts.
The 8rzan (fers) and 8l (alfil), pieces peculiar The game is slow and tends to be positional.
to the game, survive in several regional forms Much of the skill lies in attaining positions in
of chess. Board 8x8 uncoloured; set-up as for which the firzan and fils are active. Strong
orthochess with firzan and fil in place of Q squares are those that can be controlled both
and B, but see (7) below; only the rules differ. by 8rzan and 8l, weak squares those that can
240 Regional and historical games

be covered by neither (there are eight of each). skill attained at the time. The famous Muslim
A 8l is worth only about the same as a central player as-Suli (10th century) boasted that ‘no
pawn, the 8l on the same colour as the 8rzan one on earth has solved it unless he was taught
being slightly the stronger of the two. Because by me’, and this was to remain true until
these pieces are weak, lessening the danger, Averbakh demonstrated the winning method
the king can often be used as a 8ghting piece. in a pamphlet The Secret of As-Souli written
The ta’bia, or battle array, was the opening for the Dubai Olympiad of 1986. Subsequent
stage of a game in which the players analysis by computer slightly refined
endeavoured to establish a favourable position Averbakh’s solution, but he rediscovered
based on the pawn formation. Often there was everything that mattered.
no collision of forces until 14 or 15 moves had
been played. Ta’bias, of which Murray has a
splendid collection in A History of Chess, had
imaginative names like the Goat-peg and the
Slave’s Banner. The ta’bia illustrated below
was one of three ‘starting positions’ laid down
for a correspondence tournament organized by
Deutsches Wochenschach in 1914.

To win by ‘bare king’, White must capture the


black firzan without immediately losing his
own. If he moves 8rst, victory is swift: 1 Ka2
Kd3 2 Fb4 Kc4 3 Fa3 and the Black king
cannot approach. With Black to move the play
is more subtle, and the longest line runs to 20
moves by each side. Black’s best defence is
1...Kd5, putting his king the same distance and
The ta’bia could be played out formally. The direction from the White firzan as the White
players each made an agreed number of moves king is from the Black firzan. We call
independently of the opponent, the only rule positions with this property ‘balanced’, and if
being that neither player could cross the centre White is to move they are good for Black
line. Murray (British Chess Magazine 1903) because White cannot home in on the Black
gives a complete early game which, because firzan; Black will play exactly the same moves
of its swift conclusion, cannot have been to home in on the White firzan, creating a new
typical. A match between H. Jacobs and G. A. balanced position at each turn, and will
(later Sir George) Thomas took place at the eventually be able to answer KxF with KxF.
City of London Chess Club in 1914 (The To win from such a position, White must first
Times, London, 5 March 1914). move away from the Black firzan until one of
The endings differ widely from those in the far edges of the board prevents Black from
orthochess because a promoted pawn cannot setting up a new balanced position, after
mate without assistance. Murray records many which he may be able to come back and force
theoretical endings and their outcome. the win. Play therefore continues 2 Kb4! Kd6!
Checkmate was apparently rare between good 3 Kc4 Ke6 4 Kd4 Kf6 5 Kd5 Kf7 6 Ke5 Kg7
players, the lesser victory of bare king being a 7 Ke6, and Averbakh played 7...Kg8 thinking
more likely outcome, and hence it was usual that Black would do best to keep presenting
for play to be directed towards this end. Even White with a balanced position as long as
with disparate forces, draws were common possible. He then played 8 Kf6, which is
due to the relative impotence of 8l and 8rzan. certainly simplest although 8 Ke7 forces the
The end position below, which is over a win one move sooner, and after 8...Kh8 he
thousand years old, reflects the high degree of continued with the elegant line 9 Kg6 Kg8
The Near East, Europe, Africa 241

10 Fd2 Kf8 (10...Fb2 loses more quickly) Sets of rules called Assizes were drawn up
11 Fc1 Ke7 12-15 Kc2 Ka3 16 Kb1 and to regulate the game within a nation or region.
17 Kxa1. However, the computer has shown Murray identifies five: the Long Assize
that Black can hold out longer by playing (effectively the ordinary medieval game), the
7...Kf8, and the sequel is even more Short Assize (pawns and pieces advanced
instructive. before the game proper begins in order to
White must get back to the bottom corner speed up play), and the Spanish, Lombard, and
without allowing Black to set up another German Assizes (sundry provisions relating to
balanced position, and the simplest way to the opening privilege leap allowed to certain
start doing so is to move to a balanced position men, the two-step pawn move, and the
himself: 8 Kd6. Black, presented with a treatment of stalemate and bare king). The
balanced position, must move away from it, details, together with some other regional
and play continues 8...Ke8 9 Kc6 Kd8 10 Kb6 variations, occupy him for more than a dozen
Kc8. Now 11 Ka6? would allow 11...Kc7 pages.
12 Kb5 Kd7 once more attaining a balanced At the end of the period Lucena published
position, but 11 Kc5! leaves Black nothing rules which included e.p. and unrestricted
better than 11...Kd7, and after 12 Kb5 White promotion. The king on its first move, if never
is back on track. Play continues 12...Kc7 having been checked, could jump to the third
13 Kc4 Kd6 14 Kb4, and with 14...Ke5 Black square in any direction (from e1, to c1, c2, c3,
tries one last throw: White cannot play the d3, e3, f3, g3, g2, or g1), though not across a
balancing move 15 Kc3 because his firzan is square commanded by a hostile piece; an
occupying this square. However, he can play unmoved firzan could leap to the third square
15 Ka3 forcing 15...Kd5 (so as to meet 16 Ka2 orthogonally or diagonally, though not to
with 16...Kc4), and after 16 Kb3! we are back capture, and a newly promoted firzan could do
at the position after Black’s first move but the same. ‘Bare king’ and stalemate were
with Black to play. The rest is easy: 16...Kc5 considered victories, the former even if the
(nothing else is better) 17 Fd2 Kd4 18 Kc2 K~ loser could immediately bare his opponent’s
19 Fc1 K~ 20 Kb1 and 21 Kxa1. It is one of king, but they now ranked below checkmate.
the most remarkable chess endings of all time, However, none of these new rules was
and there is nothing remotely like it in modern universal.
chess. Sadly, no record of a game has survived
[Treatment of the as-Suli ending revised. It from this period. [Text revised.]
will be noted that the ta’bia illustrated assumes
kings and firzans interchanged as allowed by New Chess. Term used here to describe the
rule (7). The game quoted by Murray in the successor to Medieval Chess from its origins
BCM was repeated as column 47 on pages in the late 15th century until the codification
263-5 of A History of Chess.] of the modern rules. Throughout this period,
national and regional rule differences
Medieval Chess. A generic term for the game persisted. New Chess is characterized by the
of shatranj, as played and subsequently increased powers of Q and B:
modified in Europe for over seven hundred
years until the introduction of the modern The Bishop black, in black must march,
game. There were many national and regional And therein use his skill,
differences introduced by reformers who For in the white he may not come,
attempted to rectify flaws they perceived in No man to hurt or kill.
the old game, particularly as regards its slow
pace. One manuscript of the 13th century The other major change was the general
gives the rules of 44 variants. It was during acceptance of the two-step initial advance of
this period that chequered boards and the the pawn. Many of the features of Medieval
double-step of the pawn were introduced, and Chess, such as the leap of K or firzan (now Q),
the modern bishop first made its appearance were retained for a while. Castling as we know
(in Courier Chess, described later in the it had widely replaced the king’s leap towards
chapter). the end of the 17th century. In Italy and
242 Regional and historical games

certain other countries, though not in France in Salvio’s 1634 book Il Puttino as a position
or Britain, the manoeuvre afforded a choice of from play with promotion permitted only to
moves. For example, White when castling queen and conclusion 1 c6+ Ka8 2 b7+ Kxa7
K-side could choose between Kg1/Rf1, 3 bxc8(Q) stalemate. Promotion to knight or
Kg1/Re1, Kh1/Rf1 and Kh1/Re1 (or even bishop, had it been permitted, would have
Rd1). ‘There can be no doubt’, wrote J. H. won.
Sarratt in his Laws of Chess (1817), ‘of the
superiority of this method of castling over
ours’. Sometimes castling was performed in
wdrdwdwd
two moves. The rules of stalemate and pawn )kdwdwdw
promotion were also diverse. There is record w)wdwdwd
of stalemate being adjudged a draw in the 15th dK)wdwdw
century, but in the 17th we have Barbier (after wdwdwdwd
Saul) stating ‘Whosoever giveth a stale; which dwdwdwdw
is when the distressed king is uncheckt, can
remove nowhere but in Checke, and hath no wdwdwdwd
man to stirre, looseth the game and his side’. dwdwdwdw
In the matter of promotion, practice varied
widely. Salvio (1570-1640) thought that Orthochess. Term used here to describe the
pawns should only be promoted to queens, but game whose laws are regulated by the
a century later Lolli favoured promotion to Féderation Internationale des Échecs (FIDE)
any piece previously lost. Saul concurred: and embracing, more loosely, the same game
‘Whereas the bringing up of a Pawne of yours in all essentials as played universally for the
to your Adversaries first Ranke, in any of his past 150 years.
Noble Houses (squares), is the absolute [‘Orthochess’ is not of course a fixed game,
making of a Queene; yet ye shall make no and even since the publication of the first
Queene of that Pawne unlesse your Queene edition of this book there has been a change to
bee already lost; but you may there make it the laws as promulgated by FIDE: it was
what piece you please, that already you have decided to ignore the ever longer endgame
lost’. A common stricture was to limit a player wins being discovered by computer analysis,
to one queen on the board at a time on the and to allow a player to claim a ‘fifty-move
grounds that two might seem to endorse draw’ in over-the-board play irrespective of
bigamy! Amongst less popular innovations whether an eventual win could be forced with
was one that a pawn could promote to a the remaining material if play was allowed to
Hydra, a piece with two successive moves of a continue. Furthermore, it would appear from
knight; another that a pawn should promote to Chess Life (December 2006, page 31) that the
Cadet and move to the first rank, there to wait United States Chess Federation considers itself
as a replacement for the next piece lost by the entitled to deviate from the FIDE laws in
player. Well into the nineteenth century it was domestic events, at least in matters of
not uncommon for both players to make procedure, so the era of local variations is not
consecutive moves at the start of a game. yet over and probably never will be; in the
Although voices for radical change persisted words of the commentator, ‘If FIDE makes a
throughout the period, there were few who bad rule, must we copy them?’ Be it also
listened. noted that the laws now include provisions for
The position in the next column is given in regulating certain forms of rapid-play chess,
Alexandre’s Collection des plus beaux so that as far as the lawmakers are concerned
problèmes d’échecs (1846) as a win, but these have now become mainstream forms of
according to Oskar Korschelt it first appeared the game.]
The Near East, Europe, Africa 243

26.2 Other games played in the Near East

Byzantine Chess, also known as Circular [Quadrant diagram based on the description
Chess, Round Chess, and Zatrikion. The given by Murray. There may be more
seminal circular-board variant, with a history information in the British Library manuscript
going back at least to the 10th century. Said to ‘Cotton Lib., MS. Cleopatra, B. ix’, where
have been popular in Byzantium and to have a diagram (I think non-quadrant) is on page
been played at Timur’s court, it was revived in ‘f. 9’. Murray describes the accompanying text
the late 18th century. as ‘completely erased’ (page 343), but when
The board, probably unchequered I examined the manuscript a few years ago
originally, has 64 cells arranged in four I found that this was misleading (or perhaps
concentric rings of 16. The medieval game the meaning of the word has changed); it is not
had two forms, one of which was shown in erased, merely obliterated, and a fair amount
chapter 23. The pieces and pawns behaved as remains visible. Sadly, ‘visible’ did not
in shatranj, the 8rzans were on the same mean ‘intelligible’, at least not to me, but if
circuit and were therefore able to capture each the page were to be X-rayed to bring out
other, and usual shatranj rules (bare king, what lies below the obliterating lines, and the
stalemate) obtained. Pawns did not promote; result treated by modern image-enhancement
two pawns of the same colour confronting techniques, I think somebody familiar with the
each other were removed by the opponent. handwriting and languages of the period might
be able to recover something. Van der Linde
claimed to have read five words in Latin, but
Murray could not see them and neither could I,
and the rest of the manuscript is in what I take
to be 13th-century Anglo-French. If somebody
with the necessary linguistic knowledge were
to take up the matter, I think he would find the
Library authorities sympathetic.]

Talkhand’s Chess (Muslim legend relating to


the origin of chess). Board 10x10; the pieces
included, apparently, rooks, knights, al8ls and
fers in addition to the king and pawns. Texts
differ as to the names and moves. (Murray)

Camel Chess (Muslim, 8th century). Board


10x10; extra pieces are camels, placed in the
array in the board corners. Moves not
recorded. (Murray) [Name editorial]
In the second form, shown above, the centre
was divided into four quadrants, known as The Complete Chess, also known as The
citadels, and the pieces were arranged in Full Chess, also as Arabic Chess (Muslim,
reverse order with the kings and firzans on the 9th century according to Forbes). Board
outside. If the king was able to reach a 10x10; extra pieces are Dabbabas (move as K
quadrant he could not be captured and the but have no royal powers), placed on either
game was declared drawn. Berloquin allows a side of K and firzan. 10xP in normal position
king to gain sanctuary only in the opponent’s (Forbes), on 3rd and 8th ranks (Murray). Van
quadrant, which would seem a sensible rule der Linde attempted to popularize the game in
since a king has little dif8culty in reaching the the 19th century with modern Q and B moves.
near citadel. The same source allows a piece
other than a king to seek sanctuary in a citadel, Acedrex de las Diez Casas (Alfonso MS,
which appears less plausible. (Murray, also 1283, but probably of 8th century Muslim
Berloquin, Livre des Jeux) origin). Board 10x10; the additional pieces are
244 Regional and historical games

two Judges (and two pawns). The move of the the wing 8les vacant in the array. The extra
judge is not recorded and the only slight clue pieces are described as lions and are placed
is that, in the dice version of the game (the die outside the rooks. [Games of this kind were
used having seven faces), the judge comes also recorded elsewhere, and this entry might
between the knight and the fil. (Murray) alternatively have been put under ‘India’ or
‘Central Asia’. I have placed it here because
Grande Acedrex (Alfonso MS, 1283). Origin van der Linde explicitly captions his board
attributed to India but Faidutti points out in En ‘Persisches Citadellenschach’.]
Marge du Jeu d’Echecs that the gryphon (see
below) belongs to Arab, not Indian Persian Chess [Chatrang]. Chatrang as
mythology. Board 12x12; pieces Lion (leaps described above, the game as played in Persia
to third square orthogonally), Unicorn (moves for around a thousand years.
first as N but does not capture, then as modern
B), Aanca (=gryphon, ‘a bird so big it can lift Oblong Chess, also known as Persian Chess
elephants’, one step diagonally then any [Oblong board]. Origins 9th century or
number orthogonally), Giraffe (4-1 leaper), earlier. Played in Persia and a number of
Crocodile (modern B), K and R normal but K Muslim countries; mentioned by al-Masudi. A
may move (leap) two squares in any direction ‘perversion’ according to Forbes. Board 4x16,
on its first turn. Pawns one-step only, pieces as in shatranj. The set-up appears to
promoted to file piece (to Gryphon on f-8le). have varied considerably: Murray lists seven
Array (a1-l1/a12-l12) RLUGCKACGULR; examples from different sources. Pawns could
12xP 4th/9th ranks. move two squares initially but only one in
[The first edition included a second 12x12 those arrays in which they were placed well
game with unicorns attibuted to the Alfonso forward. Promotion, if it existed, was probably
MS, but I have not seen a reference to this to firzan, but any such rule seems academic.
in any description of the manuscript, nor can
I find a source reference in David’s files. Persian Chess [Camels]. Described in the
I therefore suspect that its inclusion was an Shahnamah (c. 1000 AD). Board 10x10; the
error, but I record it in case information should two extra pieces are Camels which move to
come to light elsewhere. Board 12x12; extra the second square orthogonally, leaping the
pieces are 2 x Unicorn (B+N), 1 x Counsellor intervening square. In the array they stand
(K+N), 1 x Fool (K); baseline (a1-l1/a12-l12) between the knights and elephants. (Murray)
RNUBFQKCBUNR. It is not clear whether Q [In my opinion, this is the game referred to
and B have their old or their modern moves.] as ‘Attama’ in the first edition, David having
being misled by an incorrect statement of the
Citadel Chess (14th Century?). Board 10x10 camel’s move in a secondary source. I have
with four extra projecting squares, called therefore removed the separate reference to
citadel squares, orthogonally or diagonally that game. See Murray, page 341.]
adjacent to the four corner squares (the precise
siting of the extra squares differs with Persian Chess [Vizier]. Described by L.
different authorities). The citadels were Tressau (1840). The Q is replaced by a Vizier.
sanctuaries for the kings. If a king reached an The game must be opened by e3 with the V
opponent’s citadel, the game was drawn. Each moving to the same square (i.e., a knight’s
player had two dabbabas, moving like the move), after which the V moves as the fers,
modern bishop, placed on either side of K and one square diagonally. Bishops are also those
firzan, with corresponding pawns. Kings on of the old game, moving two squares
e1/e10 but Murray quotes alternative diagonally, leaping the intervening square
arrangements for both kings and dabbabas. unless occupied by a K, when the move is
Another version (van der Linde) has two illegal. Pawns one square only, promoting to
citadels on a 10x9 board, adjoining a8/j2. In V provided the player has no other V on the
an article on the Seljuks in the Journal of the board. A curiosity is that the promoted P stays
Royal Asiatic Society (1902), the board is on the board, sharing the V’s square. No
12x12 with the citadels in the four corners and castling. (Verney)
The Near East, Europe, Africa 245

Persian Chess [K-leap]. A mid-19th century the array, and pawns moved one square at a
game (Chess Player’s Chronicle 1846) time. Falkener (1845) contended that the K
permits the king to leap once as a knight, could move once as a N (Murray quotes an
provided it has not been checked, and also to Egyptian source of 1892 confirming this) and
castle (0-0 only), the rook moving directly to there was also some freedom in castling.
d1/d8. No two-square pawn move; Queens Grimm (1851) said that castling was
stand on right of Kings in the array; a player performed in two or three moves. More
may only have one Q at a time; bare king remarkably, at the start of the game the players
loses. rapidly redeployed their forces without regard
to alternate turns, except that neither player
Syrian Chess (c.1850). At the start of a game, could move a man more than once. These last
each player makes a series of moves (but modifications were endorsed by a contributor
never with the same man twice) independent to the Chicago Times (1893), who added that
of the other. Pawns move one square only, a1 could be black or white (British Chess
promotion is to piece previously lost. Castling Magazine, January 1894).
was usually performed in two moves. In the
array, queens stood on left of kings. (Vincenz Turkish Great Chess (originator unknown,
Grimm, quoted by Murray) 1806). Board 13x13, corner squares white
(Chess Eccentricities); extra pieces are a Great
Turkish Chess. In the last three-quarter- Ferz (one step diagonally then three
century of Ottoman rule, and possibly for orthogonally, cannot leap), 2 x Rhino (B+N),
centuries before, orthochess was subject to 2 x Gazelle (3-1 leaper). Array (a1-m1/
local rules. Two rules seem to have been a13-m13) RNBRhGaGfKQGaRhBNR; 13xP
general: K was placed on the right of the Q in on 4th/10th ranks. (Murray) [Text revised]

26.3 Other games played in Europe

Courier Chess. Origins unknown. Probably Fg6. (Verney, quoting Tressau, does not allow
12th century; no record outside Germany the central pawn advance, nor does he allow a
although Selenus mentions it was played in pawn to capture until it has moved.)
neighbouring countries. The game survived An attempt was made to popularize the
until the start of the 19th century in the chess- game in Germany by Albers (1821) who
playing village of Ströbeck, near Halberstadt. proposed several changes: (1) F = modern Q;
The first recorded great chess of European (2) P = modern P (pawn-2, e.p.); (3) A = 1 or
origin; possibly the game depicted in van 2 squares (can leap 8rst square); (4) Spy
Leyden’s painting The Chessplayers (c.1510). moves as K but without royal powers; (5)
Board 12x8; a1 white according to Selenus Counsellor moves as K or N; (6) P reaching
(Schach oder Königspiel 1616, the primary 8th rank must stay there two turns before
source on the game) but it seems likely that moving as promoted piece; (7) Castling
orientation was random. Extra pieces were two permitted - K to square of A, R to square of C.
Curriers (couriers), one Man (counsellor) and Castling forbidden if any square between R
one Schleich (spy, sneak, fool) plus four and K attacked by enemy man. Courier-Spiel
pawns; hence 24 men a side. Array (a1-l1/ and Modern Courier Chess (see chapter 15)
a8-l8) RNACMKFSCANR (A = fil or alfil). are further attempts to update the game.
The Courier (believed then to be the strongest
piece) moved as modern B, the Counsellor as Gala, also known as The Farmers’ Game,
K but without royal powers, the Spy one Peasants’ Chess, The Peasants’ Game.
square orthogonally. No P-two or castling. Origins unknown, possibly medieval. A
Promotion unresolved - possibly to firzan but curious game, con8ned until recently to the
with move restrictions. There was a area of Dithmarschen in Schleswig-Holstein,
compulsory four-move start to the game: but now extinct. According to Bell, a few sets
White a4, g4, l4, Fg3 (all privilege moves, not still exist in remote farmhouses. Board 10x10
otherwise allowed in play), Black a5, g5, l5, with each 4x4 corner area surrounded by a line
246 Regional and historical games

called a ‘deSection line’. Each player has 20 Icelandic Chess. Murray declares that ‘the
men: 2 Galas (kings), 5 Kornas (rooks), 5 most extraordinary alterations in rule were
Horsas (bishops), 8 Kampas (pawns). Array : those which were made by the Icelandic
players’. He gives a long list of these, most of
k4b0wdp4bi which appear to have been local. The win by
bare king was widely accepted; also the king
4b0wdwdp4b was allowed to move once as a knight.
b0wdwdwdp4 Promotion only to a lost piece or, in some
0wdwdwdwdp parts, to the 8le piece. Remarkable were the
wdwdwdwdwd different categories of mate and the rule, now
dwdwdwdwdw long obsolete, that a player delivering mate
Pdwdwdwdw) could give further mates on successive moves
provided the position changed each time.
$Pdwdwdw)B A total of nine was claimed as the maximum
B$Pdwdw)B$ possible (E. Olafsson) but this would appear to
IB$Pdw)B$K be a considerable under-estimate unless what
was meant was the legal limit. Fiske’s Chess
Kings move normally except that occupation in Iceland sheds little light on the play.
of any of the four central squares permits a
king on a subsequent turn to move directly to a Russian Chess. Term sometimes used to
vacant square, though not to one of those describe the old Russian game in which the
occupied at the start of the game. Rooks and queen had the additional powers of the knight.
bishops move normally until they meet a In the 19th century it was common practice in
deSection line, when they reverse roles. They Russia to allow the players to make two
revert to normal when again crossing a (sometimes more) moves each at the start of a
deSection line. Capture is by displacement, game provided no move crossed the centre
but a bishop cannot capture a man adjacent to line. Some Russians were still playing the old
it if a deSection line divides them. Pawn chess (queen moves one square diagonally) as
moves only diagonally forward until across a late as the end of the 19th century. (Murray)
deSection line. If it returns to its starting line it
is obliged again to move diagonally forward. Welschen-Schach (loosely, ‘Foreign Chess’).
The object is to capture both the opponent’s The reformed medieval game with
kings. Check is announced by ‘Gala’. A mated peculiarities similar to those found in the old
king is removed from the board at the next Indian, Malay and Soyot games (Murray).
turn. (Bell, The Board Game Book and Welschen-Schach was confined to Germany
Discovering Old Board Games, Faidutti, and is associated with Ströbeck (see Courier
Koch, Spiele für Zwei, Alfeld, Brettspiele) Chess above). Pieces move as in orthochess
[Research continues and Peter Michaelsen but pawns one square only except in the initial
tells me that David’s sources have not had the ‘privilege moves’ which are mandatory for
last word, but I have not updated the text.] both sides: the a, d, and h-pawns are advanced
two squares and the Q is moved two squares
Korkser Chess. Derisory term for chess forward. Even stranger are the promotion
played to unorthodox rules, usually through rules. A pawn on reaching the end rank must
ignorance. Specifically, a variety of German then move backwards, two squares at a time
chess still practised in the 1870s: (1) pawn- (called ‘joy-leaps’), to the second rank, where
two a matter for agreement, (2) promotion it is promoted. Joy-leaps require the
only to piece already lost, (3) a king cannot intervening squares to be unoccupied and for
castle if it has been checked, (4) a player this reason getting a pawn safely to the 8th by
giving stalemate loses, (5) an attack on the no means guarantees promotion. No castling.
queen is ineffective unless ‘Gardez la reine’ The English master Lewis, visiting Ströbeck
has been said, (6) it is ‘almost a law’ that the early in the 19th century, played Welschen-
game must be begun with two simultaneous Schach with the locals whom he found,
moves. (Murray) [Text revised] contrary to earlier reports, weak players.
The Near East, Europe, Africa 247

26.4 Africa

Ethiopian Chess, also known as Senterej. de l'Academie Malagache, 1912) gives the
About 500 years old. A game of the nobility, pieces as Hova (king), Anankova
still widely played at the time of the Italian (prince=firzan), 2 x Vorona (bird=R), 2 x
invasion (mid-1930’s) but now extinct Basy (gun=alfil), 2 x Farasy (horse=N), 8 x
according to Richard Pankhurst. Ethiopian Zaza (child=P). The positions of the kings and
chess is essentially the medieval game but firzan are reversed in the array. The pieces
with the addition of a preliminary phase move as in the medieval game; pawns promote
known as ‘marshalling’. Board unchequered; to file piece. The article in the British Chess
usual men as in the medieval game: Negus Magazine (May 1915) is a translation of du
(king), Fers, Der (rooks), Saba (alfils), Picq. James Tattersfield (Chess, February
Feresenya (knights), Medeq (pawns). Moves 1938) has different piece names: Mpanjaka
as in the medieval game. King on right of fers. (chief=K) Foza (crab=R), Vahoaka
Pawn promotes to fers but only on prior loss (people=Ps) and, more importantly, different
of that piece (Dictionnaire de la Langue moves. Thus the knight moves two squares in
Amarinna, 1881) but Ras Imru (1950) states any direction and the ‘bishop’ moves as a rook
no restriction on promotion to fers, and also but leaps the first square of its move.
allows promotion to any piece previously However, his observations are suspect since he
captured. No castling. A player should ideally says that the powers of the king and queen are
leave his opponent with two major pieces. If reversed whilst quoting the normal array. R.
reduced to one, the opponent has only to move Decary (Mœurs et Coutumes des Malagaches,
that piece 7 times (10 times according to Ras 1951) gives du Picq’s description and adds
Imru) to claim a draw. Scale of merit for that the game ‘est exactement le jeu d‘échecs’
checkmate ranging from the least honourable but he adds that the pieces are ‘à très peu de
(by rook or knight) to the most laudable choses près identiqués à celle des échecs’.
(pawn). Henry Salt observed of the Tigrans
(1809) ‘When they have the occasion to take Algiers Chess. A leading article (La Stratégie,
any one of their adversary’s pieces, they strike October 1902) reported that a small group,
it with great force and eagerness from its including a sheik, met regularly in Algiers to
place’, a practice not unknown elsewhere. play a version of the old (medieval) game.
In the curious marshalling stage, players Members were said to be keen, with others
may move as often as they like and out of turn, waiting to play. Unchequered board, pawns
the game proper starting only when a piece is move one square and promote to lost piece
captured (Pankhurst), but according to only, king has right to knight’s move once in a
Plowden, a 19th century British consul quoted game if not checked, no castling, stalemate
by Murray, only when a pawn is captured. loss for player unable to move. Kings face
Castling is permitted in this stage about which queens in starting position. No mention of
Plowden says ‘... in this consists one of the moves of Q or B.
excellencies of a good player, as it frequently
decides the fate of the game’, adding that Sudanese Chess. R. J. Darvall notes in Fairy
‘confusion appears great to a stranger’. Chess Review (October 1945) that in the
(Journal of Ethiopian Studies, 1971, and Sudan two pawns may each be moved one
British Chess Magazine, July 1985) square on the opening turn only, and that the b
and g pawns are commonly so advanced by
Madagascan Chess, also known as both sides.
Samantsy. Known apparently only amongst
the Tanala of the Ikongo, a forest people. According to Murray, there is no evidence of
Probably introduced by the Arabs with whom indigenous versions of chess in Western,
the Ikongo had links. Ardant du Picq (Bulletin Equatorial, or Southern Africa.
Chapter 27
China, Korea, Vietnam

[This chapter covers the second of the three major chess traditions, that of Xiangqi and its
relatives. The most important difference between these games and our own chess lies in the
presence of the cannon.]

27.1 Xiangqi

Xiangqi, also known as Chinese Chess and translated. It is therefore open to Western
sometimes called the Elephant Game, has chess enthusiasts not just to try the game, but
been claimed as the world’s most popular to develop a reasonable level of proficiency.
board game, with 200 million players Board 9x10 (play is on the intersection
according to one estimate. Origins uncertain; points), divided by a river and with a 3x3
the first firm reference is in the 8th century, ‘palace’, marked by diagonal lines, at either
the array and rules of the modern game having end. The reason for the river is not known, but
evolved in the 12th century or shortly after. rivers are China’s arteries and have commonly
That xiangqi and orthochess have a common divided warring factions. Each player has 16
ancestor can hardly be doubted, similarities pieces, arrayed as shown below, which have
between the two games being many and historically enjoyed a variety of names: 1 x
remarkable. Although only one piece, the General or Governor (K), 2 x Chariot (R),
chariot, moves exactly like an orthochess Horse (H), Elephant or Minister (E), Guard,
piece, all men except the cannon have close Counsellor or Mandarin (G), Cannon, Catapult
parallels in orthochess or its ancestors. or Ballista (C), 5 x Soldier (S).
Xiangqi is played everywhere in China and in
Chinese communities around the world. Major
events in China attract thousands of spectators
and get generous media coverage. Despite its
long history, it is only in the last few decades
that the game has been organized nationally
within China, and only in recent years on an
international scale. There is now a World
Xiangqi Federation, which organizes a World
Championship, also an Asian Xiangqi
Federation as well as a number of national
organizations in the U.K., the U.S., and
elsewhere. A European Championship has
been held for a number of years. Sets can be
obtained at a range of prices from Chinese
emporiums: wood or plastic sets with paper
boards are remarkably cheap. Xiangqi
computers and software are also available. Interpretation: RHEGKGEHR on ranks 1/10,
The game has a large literature. The first cannons on ranks 3/8, soldiers on ranks 4/7.
records of play and the first books date from Xiangqi pieces are normally circular discs
the Ming dynasty, one of the best-known and with the ideogram for each piece embossed on
earliest works being Secrets inside the Orange one side in the appropriate colour (usually red
(1632). Modern introductory books in English or black, but other combinations of primary
are freely available, and more advanced works colours, such as red and blue or red and green,
by leading Chinese writers are gradually being are by no means uncommon). The ideograms
China, Korea, Vietnam 249

for the chariots, cannons and horses are Soldier moves or captures straight forward,
identical, or nearly so, for both sides, the one point at a time. When across the river it
remaining pieces being distinguished by still moves one point at a time but may now
ideogram as well as by colour. move horizontally in either direction as well as
The pieces move as follows. forward. It does not promote, and on reaching
General moves orthogonally, one point at a the last rank it can only move laterally.
time, and is conDned to the nine stations of the Capture is by displacement, as in
palace. Opposing generals cannot confront orthochess. Except for those men whose
each other: if the two occupy the same file, movement is restricted, any man can cross the
there must be at least one man of either colour river and enter either palace. Stalemate is a
between them. The rules governing check and win for the player giving it. Perpetual check is
checkmate are the same as those of not permitted: the first player must vary. There
orthochess. appears to be as yet no universal rule
Guard moves one point diagonally in any governing repetition of moves.
direction but may not leave the palace, so the Xiangqi has been sold in the West under a
two guards are confined to just Dve points. number of proprietary names such as
They can defend each other. Commander, Elephant Chess, Neo-Panzer, etc.
Chariot moves exactly like a rook. A game marketed in 1982 as Chinese Chess
Horse moves as the orthochess knight (Peter Pan Playthings) had nothing to do with
except that the move is conducted in two xiangqi.
steps, one step orthogonally and then one [Text slightly revised. David believed that
diagonally, and the intermediate point must be xiangqi deserved more attention from Western
vacant. chess enthusiasts than it had received, and in
Elephant moves two points diagonally in the first edition he devoted a further ten pages
any direction but only if the intervening point to what amounted to a basic introductory
is vacant. Elephants may not cross the river treatise on the game. However, the ground it
and so are conDned to a total of eight points. could cover was inevitably limited, and good
Like guards, elephants can defend each other. introductory material in English is now much
Cannon moves as a rook, but has a unique more readily available than it was even in
form of capture. Moving orthogonally over 1994. I have therefore decided not to repeat
any number of vacant points, it must leap one this, and instead to encourage readers to seek
man of either colour (the ‘screen’) to capture out full-length specialist books which can treat
the first man on the same line anywhere the subject in a way that not even the most
beyond it. The cannon checks in the same generous encyclopedia can afford the space to
manner as it captures. do.]

27.2 Indigenous and regional variants

Indigenous variants. The earliest known Leventhal’s quotation from Confucius


version of xiangqi was on a board of 11x11 (c.550-478 B.C.) that ‘Chess playing is still
points, the array for which was reconstructed better than doing nothing’ (Chess of China),
by Karl Himlay from archaeological Dndings. intimating that xiangqi in some form existed
The deployment is similar to the modern game a millennium and a half earlier, strains
except that the cannons are on the Drst rank credibility: ‘Game playing’ is probably a more
and there is only one guard (baseline RHEC- accurate translation.
G-CEHR), the general is in the centre of the Around the 11th century, reference is made
palace (point f2 for Red), and the soldiers are to a game on a 19x19 (weiqi?) board with 98
increased to six (a4/c4/.../k4 for Red). The pieces (Dickins, A Short History of Fairy
horse moved three squares diagonally, the Chess). Other versions of xiangqi on large
chariots could only advance, and soldiers boards are known. One, played on a board of
could move sideways as well as straight 11x10 points divided by a river, had the
forward. The game is believed to have been cannons between the chariots and horses and
played during the Tang and Sung dynasties. the soldiers increased to six (baseline
250 Regional and historical games

RCHEG-GEHCR but otherwise as in the and E on one or both sides of the board (some
11x11 version above), whilst another, played players only allow one interchange). However,
unusually on the squares of an 11x11 board a player may not have EE on one side and HH
and dating from the 18th century, had the on the other. In North Korea, the initial
cannons in the corners and apparently positions of the R and E are sometimes
without the customary palaces (baseline reversed. According to Culin, it is usually
CRHEGKGEHRC, soldiers on b4/d4/.../j4). advisable for the second player to copy the
An advocate of the big-is-beautiful school disposition chosen by the first player.
once recommended that ‘You may with little The pieces move as follows.
labour greatly augment the Chinese Chess ... General moves one point in any direction
By enlarging the board a little you make 18 along any marked line of the palace, to which
houses more upon the banks of the river ... he is confined.
there will be 108 houses. Nine men on your Guard moves like the general and is also
first line, 6 on your second, 6 on your third confined to the palace.
and 9 soldiers on the fourth ... it will be an Chariot moves as in xiangqi, but within
easy matter to invent peculiar names and either palace it may also move diagonally one
moves for the additional pieces’. or two points along a marked line.
A modern variant, strictly for gambling, and Horse as in xiangqi.
‘perhaps almost as popular as the actual game’ Elephant moves one point orthogonally then
according to Sloan in Chinese Chess for two points diagonally in the same general
Beginners, is for the players to turn over the direction, i.e., to the opposite corner of a 2x3
usual xiangqi pieces, shuffle them, and then grid, but the intervening points must be
place them at random on the array points. As vacant.
the game progresses the pieces are revealed Cannon generally like the xiangqi cannon,
one by one. Predictably there is too a ‘football but must leap another man (the screen) to
chess’ (6-a-side) played on the xiangqi board. move as well as to capture. Within either
palace a cannon can leap diagonally from one
Korean Chess, also known as Changgi. corner to the opposite corner provided the
Derived from xiangqi or sharing a common central point is occupied. However, a C can
source, Korean Chess has features which link never leap another C nor capture one so, for
it to an early version of the Chinese game. It is example, it is possible to escape a cannon
little known outside Korea and there is very check by capturing the opponent’s screen with
little literature, yet in 2005 it claimed 176 a cannon.
professional players. The first known changgi Soldier moves and captures one point
association was formed in Korea in 1956, straight ahead or sideways. If within the
since when players have been graded enemy palace, it can also move one point
according to the dan system of weiqi (go); 14 diagonally (but forward only) along the
players listed in 2005 were graded 9-dan. marked lines. No promotion.
The board as for xiangqi, but there is no A player may pass his turn, hence no
river and it is wider in relation to its length so stalemate or zugzwang. The rule concerning
that the intersections on which the game is facing generals is ill-defined. In theory, the
played form rectangles rather than squares. player who in piece terms is materially weaker
The pieces, usually green or blue and red, are may face generals, directly or as the result of a
the same as those of xiangqi but are octagonal capture, forcing the second player to avoid the
in shape and are in three sizes: (large) K; confrontation or accept a draw. Perpetual
(medium) R, C, H, E; (small) G, S. There are check and repeated moves are permitted in
signiDcant differences in both the movements Korean Chess but many players prefer to
of the pieces and the rules of play compared to follow the xiangqi rules.
those of xiangqi, but the game can perfectly Because of the ease with which they can
well be played with a xiangqi board and men. simultaneously block a Dle and acquire mutual
Array as for xiangqi except that the kings are protection, the soldiers have a bigger role than
on e2/e9 and that players are at liberty, before in xiangqi. By contrast, the cannon is weaker.
moving, to interchange the positions of their H Elephants can be easily blocked and are not as
China, Korea, Vietnam 251

formidable as they might appear. Since the sitting on stools holding aloft plaques
cannons cannot move in the initial position, indicating their rank, whilst the intersections
the game is normally opened with a horse or are created by bamboo poles laid on the
soldier move, one object being to get the ground. The caption-writer regrettably
cannons active quickly. Blue or Green starts. identiDed the game as checkers.
(Culin, Korean Games) [Text slightly revised] There appear to be at least three variants. In
one, the board is 10x10; 1 x General,
Vietnamese Chess, also known as Co-Tuong Councillor; 2 x Cannon, Chariot, Elephant,
(literally ‘Game of the Generals’). A Chinese Horse, 6 x Pawn; array (a1-j1/a10-j10)
import in most respects identical to xiangqi. ChHECaGCoCaEHCh, (c3-h3/c8-h8) 6xP.
Indigenous literature apart, there is a detailed The object is to mate the opponent’s General
discourse on the game and its background by or to move a pawn to the 8th rank where it
Léon Slobodchikoff in the Bulletin de la cannot be taken at once. Cannon moves as
Société des Etudes Indochinoises (Volume 28, orthochess. Chariot moves as orthochess R but
number 4, 1953). The game is very popular leaps to vacant square immediately beyond to
and living chess displays used to be common capture. Horse moves as in xiangqi. Elephant
during the seasonal festivals. One game, is a 3-1 leaper. Councillor moves and captures
watched by ‘an immense crowd’, had a herald 3 squares orthogonally or 2 squares
trumpeting the moves with two other heralds diagonally, leaping intervening men if
conducting the pieces to their positions. The necessary. P moves and captures one square
Royal Executioner of Cochin China, armed diagonally forward. An unmoved P can move
with a sabre, expelled captured men 2 squares straight forward. General moves one
(peacefully, one hopes) from the board square diagonally followed by another
(Illustrated London News, May 1865). At orthogonally. A General can check his rival.
another well-attended gathering (reported in General and pawns must stay within files c-h.
the National Geographic Magazine, October No castling, e.p. or pawn promotion.
1935) the pieces are represented by girls (Information from Lev Kisliuk)

27.3 Modern non-indigenous variants

Imperial Dragon Chess (Paul Fredrix, 1973). Endorsed by John McCallion, Games editor of
An attempt to boost xiangqi for western Games magazine. (Nost-algia 349)
players. Rules are as for the classic game
except as modiDed below. Minixiangqi (S. Kusumoto, 1974) Board 7x7;
(1) The horse moves as a western knight. moves as in xiangqi, but no guards or
(2) The elephant may take one or two steps elephants; array (a1-g1 and forwards)
diagonally, to move or to capture. It still may RCNKNCR, S-SSS-S. (Eteroscacco 86-88)
not cross the river.
(3) A soldier on reaching the last rank is Eurasian Chess (Fergus Duniho, 2003).
promoted to Dragon Elephant. The DE moves Board 10x10 crossed by a river. Each player
one point in any direction or two points has 1 x K, Q, 2 x R, B, N, 10 x P (all as in
diagonally, leaping an intervening man if orthochess), 2 x Cannon (as in xiangqi), 2 x
necessary. A DE may cross the river. Vao (as cannon but diagonally). Kings may
(4) A player without pawns may move one not cross river, nor face each other along an
or both elephants across the river, when they empty vertical or diagonal line; promotion
promote to DEs. only to captured pieces. (Chess Variant Pages)
Chapter 28
Japan

[The third major chess tradition is that of the Japanese game Shogi, whose salient feature is that
captured men become the property of their captors.]

28.1 Shogi

Shogi, also known as Japanese Chess. The is at least as interesting’. Shogi flourished
‘game of the generals’ probably arrived in during the Tokugawa shogunate, lapsed brie8y
Japan via Korea or Thailand sometime after the Meiji restoration (1868) but is now
between the 10th and 12th centuries or Japan’s most popular game with estimates of
possibly earlier. Although its early form is between 10 and 20 million who are familiar
obscure, one piece of the modern game (the with the rules, of whom perhaps a million are
lance) is identical to the primitive Chinese players. The Nihon Shogi Renmei (Japan
piece (see the previous chapter), though shogi Shogi Federation), formed in 1924, regulates
is remarkable not for its similarities to other the game. A grading system, similar to that of
chess games but for its differences. In weiqi (go), groups amateurs and professionals
particular, it is the only game in which separately. Amateurs start at 15-kyu and work
captured pieces change sides, a 16th century up to 1-kyu then to 1-dan (shodan) and
innovation inspired, it is suggested, by the upwards to 7-dan, the top grade; professionals
practice of captured mercenaries switching start at about 6 kyu (roughly equivalent to
loyalties (in preference to an unpleasant amateur 3-dan) up to 9-dan. Major events, of
alternative) during the internecine wars that which the Meijin title is the most prestigious,
beset Japan during that period. are lavishly funded and get wide press
The game has been little played in the West coverage. There is an extensive literature. The
although a number of shogi clubs and first international shogi tournament took place
associations have been formed in U.K., in June, 1999. It was won by Hayashi
Europe and America. A visit by Japanese Takahiro of Japan. Players from 27 countries
shogi players to the Philadelphia Chess Club competed.
was reported in 1860 (Illustrated London
News) and a few years later The Chess World, Shogi is a battle between two armies on an
reprinting an article from the Philadelphian uncoloured board of 9x9 ‘squares’ (actually
Daily Bulletin, recounted how, ‘on being rectangular cells). Four of the grid
introduced to the (Japanese) Embassy, we intersections are emphasised to denote the
learned that the game (shogi) was exclusively respective camps and promotion zones. The
confined to the middle and lower ranks, a marks are so sited as to divide the board into
striking illustration of the semi-barbarism of 3x3 regions. The board is placed lengthwise
these islanders...’ (The arrogance is partly between the players. The pieces, of which
explained, if not excused, by the fact that there are 20 a side, are wedge-shaped, thicker
Commodore Perry had sailed into Yedo Bay at the base than at the head, and vary in size
only 13 years previously, opening Japan to the according to their importance. On one face is
world after 250 years of isolation.) The article printed the black character representing the
went on to observe that ‘...two Japanese piece, and on the reverse face, where
soldiers played the first game of Japanese appropriate, the character (sometimes printed
chess ever played in a Christian land...’. In the in red) for the same piece when promoted. On
opinion of Alekhine, who passed through promotion a piece is turned over to show its
Tokyo in 1933, ‘Japanese Chess cedes nothing new rank. The men are uncoloured and are
in depth or beauty to the European game ... it identical for both sides, arbitrarily named
Japan 253

Black and White. The allegiance of a man is compulsory in the case of an L or P reaching
shown by the direction in which it is facing. the last rank, or of a N reaching either of the
Each army is made up of 1 x King, Rook, last two ranks, since without promotion the
Bishop, 2 x Gold General (commonly piece concerned would then be permanently
abbreviated to Gold), Silver General (Silver), immobile (a N can reach the penultimate rank
Knight, Lance, 9 x Pawn. as the result of an earlier drop, as described
below). Pieces promote as follows.
Rook to Dragon King, when it acquires the
additional power of moving one square as a B.
Bishop to Dragon Horse, when it acquires
the additional power of moving one square as
a R.
Silver, Knight, Lance, and Pawn all to Gold
General.
A captured piece (described as a piece ‘in
hand’) belongs to the player who captured it. It
assumes its unpromoted rank and is placed in
a ‘reserve base’ beside the player who can
then enter it on the board as part of his army at
any time instead of making a move. A piece
can be dropped in any vacant cell but with
certain restrictions.
(1) A piece dropped in the promotion zone
Interpretation: LNSGKGSNL on ranks 1/9, cannot immediately be promoted; it may
BR on ranks 2/8 (each player’s bishop on his however be promoted on its next move.
left), 9xS on ranks 3/7. (2) A pawn may not be dropped on a Ile on
The pieces move as follows. which the player already has an unpromoted
King as an orthochess K. pawn.
Rook as an orthochess R. (3) A pawn may not be dropped to give
Bishop as an orthochess B. checkmate, though it may be dropped to give
Gold General one square at a time as a K check.
but not diagonally backwards, i.e. in any of six (4) A knight, lance or pawn may not be
directions. dropped on a square where it is rendered
Silver General one square at a time as a K permanently immobile (last rank for L or P,
but not sideways or straight back, i.e. in any of last two ranks for N), though it may be
five directions. dropped on a square it could not otherwise
Knight as in orthochess but only forwards to reach.
an adjacent file, i.e. a choice of two moves at The object of the game is to capture the
most. opponent’s king and the rules governing check
Lance straight ahead as a R, but not and checkmate parallel those of orthochess
sideways or backwards. with one small difference: moving the king
Pawn one square straight ahead only. into check is not illegal though its capture
Capture is by displacement and all pieces, ends the game. There is no castling as such.
including the pawn, capture in the same Draws, although rare, can occur (about 1% of
manner as they move. all games). The rule governing repetition of
All pieces except King and Gold can moves and position is still in dispute. At
promote. The promotion zone is made up of present, a position which has been repeated
the three ranks occupied by the opponent at four times, with the same pieces in hand and
the start of the game as indicated by the board the same player to move, is a draw. Perpetual
markers. Promotion can take place on the check is forbidden: the checking player must
completion of any move or capture in which alter. If both players move their kings into the
the piece crosses into, moves within, or leaves opposing camp, or can be assured of doing so,
the promotion zone. Promotion is only and there is no prospect of a checkmate - a
254 Regional and historical games

most unlikely event - the game is adjudged an Chess, advises ‘Never violate etiquette even
‘impasse’. The pieces of each side, both in though while playing with an enemy’.
play and in hand, are counted: 5 points for a Shogi sets are readily available in the west.
major piece (R, B) and 1 point for all other Computers and software are also available.
men, the K not counting. If both players have [Text slightly revised. As with xiangqi,
24 points or more the game is a draw, David proceeded in the first edition to devote
otherwise the player with less than 24 points several more pages to what was effectively a
loses. An illegal move loses at once, even if basic introductory treatise on the game, and
discovered after play has continued. ‘Touch again I have decided to not to repeat this but
and move’ is not enforced. Shogi, like weiqi, instead to encourage readers to seek out one of
has an attractive etiquette. Cho-Yo, in his the full-length introductory books which are
egregious but entertaining work Japanese available.]

28.2 Historical shogi variants

It is only in recent years that serious research Heian Dai Shogi. An early form of large
has been undertaken into the precursors of shogi dating from about the 12th century. The
modern shogi. Fragmentary evidence has array, which is symmetrical about the centre
suggested that the seminal game or games may Ile, has been reconstructed with some
date back as far as the 8th century and that a conIdence, but the moves of the pieces are not
small and large (13x13) shogi, both without R Irmly established. Board 13x13; 34 men a
and B, existed at the same time. Several of the side, 1 x King, Go-Between, Side-Mover; 2 x
large variants (boards greater than 9x9) were Copper, Gold, Iron, Silver General, Lance,
never widely played and some may not even Knight, Free Chariot, Flying Dragon, Fierce
have been played at all. One game which was Tiger; 13 x Pawn (Shogi, September 1980).
and still is played is Chu Shogi, whilst Tori
Shogi has a small but enthusiastic following in Chu Shogi, also known as Middle Shogi.
the West. George Hodges of the Shogi Origins unknown but popular in the 14th and
Association was instrumental in unearthing 15th centuries and the only large shogi to have
and evaluating documents on these early survived to the present day; now with a small
games and making his and Japanese but ardent following in the West as well as in
researches available to western readers Japan. Reckoned by many to be the best of all
through the Association magazine Shogi and large chess games. Early sources on the game
in monographs. In all historical variants, the are not conclusive; ideograms, nomenclature
boards are uncoloured as are the pieces which and rules given here are those approved by the
are wedge-shaped, as in shogi, with promoted Shogi Association. The game is decribed in a
values, where applicable, on the reverse. The monograph, and is discussed in some depth by
two sides are notionally Black and White, R. Wayne Schmittberger in a series of articles
Black starting and playing down the board. in Shogi. Board 12x12 uncoloured, 46 men a
Many of the piece names are open to side: 1 x Drunk Elephant (DE), Free King
alternative transliterations. For example, (FK), King (K), Kylin (Ky), Lion (Ln),
Ferocious Leopard is sometimes rendered as Phoenix (Ph); 2 x Bishop (B), Blind Tiger
Horrible Panther. Where names are given, (BT), Copper General (C), Dragon Horse
Shogi Association nomenclature is used. A (DH), Dragon King (DK), Ferocious Leopard
modern variant has one player with a lone (FL), Go-Between (GB), Gold General (G),
king which has the power of the Lion in Chu Lance (L), Reverse Chariot (RC), Rook (R),
Shogi, whilst the opponent (who should win) Side Mover (SM), Silver General (S), Vertical
has a full complement of pieces plus an extra Mover (VM); 12 x Pawn (P). The moves of
R and B in hand. The Shogi Association has these pieces are as follows.
marketed sets for several of these variants. Bishop moves and promotes as in shogi.
[Where no other provenance is given, Blind Tiger moves as K but not straight
information in this section is based on Shogi ahead. Promotes to Flying Stag (moves as K,
Association monographs.] or as R on file only).
Japan 255

Copper General moves as Gold, but not FK but not sideways).


sideways. Promotes to SM. Array for White (Black men diametrically
Dragon Horse moves as B or one square opposite, king on g12):
orthogonally. Promotes to Horned Falcon
(moves as FK except straight ahead, when it - - - GB - - - - GB - - -
moves one or two squares as Ln). P P P P P P P P P P P P
Dragon King moves as R or one square SMVM R DH DK Ln FK DK DH R VMSM
diagonally. Promotes to Soaring Eagle (moves RC - B - BT Ky Ph BT - B - RC
as FK except diagonally forward, when it L FL C S G K DE G S C FL L
moves one or two squares as Ln).
Drunk Elephant moves as K but not straight The complexity presented by the array is to
back. Promotes to Crown Prince (moves as K). some extent illusory. There are basically only
Ferocious Leopard moves as K but not three types of piece: (1) Step-movers; (2)
sideways. Promotes to B. Line-movers; (3) Leapers. The step-movers, of
Free King moves as orthochess Q. Does not which there are nine, move one square as a K
promote. or restricted K and are mostly on the Irst rank;
Go-Between moves one square straight the line-movers, also nine in number, move
forward or back. Promotes to DE. freely down one or more unobstructed lines;
Gold General moves as in shogi. Promotes and there are three leapers: the lion, the kylin
to R (unlike shogi Gold). and the phoenix, the last two complementing
King moves as in shogi, does not promote. each other. Curiously, there is no knight.
Kylin moves one square diagonally or two Promotion is on any square of the
squares orthogonally, leaping intervening opponent’s four Irst ranks and is optional. No
square. Promotes to Ln. piece may promote twice. For example, a B
Lance moves as in shogi. Promotes to promotes to DH and an unpromoted DH
White Horse (moves as FK in the three promotes to HF but a B can never promote to
forward directions and straight back only). HF. There are no drops as in shogi; captured
Lion moves one or two squares, changing pieces are removed from play. The object of
direction or leaping the intervening square if the game is to capture the opponent’s K or all
desired. It may move one square and return to his pieces except the K. If the opponent has
its start square. It captures as it moves, and promoted his DE to CP, however, the CP as
may therefore take two pieces in a single well as the K must be captured. Perpetual
move or capture on an adjacent square without check is illegal. There are one or two minor
in effect moving. A lion may capture an rules in addition. Black starts and plays down
opposing lion that is two squares away but the board as in other shogi games. The average
only if it is unguarded. It may take an adjacent game runs to about 160 moves.
lion without restriction. It does not promote. The lion is the strongest piece on the board
Pawn moves and promotes as in shogi. and is the standard-bearer of the attack against
Phoenix moves one square orthogonally or the enemy king. As in shogi, it is normal to
two squares diagonally, leaping intervening keep two or three step-movers in proximity to
square. Promotes to FK. the K to protect it. Schmittberger submits,
Reverse Chariot moves as R but on Ile perhaps surprisingly in view of the large
only. Promotes to Whale (as FK but straight forces engaged, that the loss of a single tempo
ahead and in the three backward directions can be serious. He also argues that sacrificing
only). material to achieve a breakthrough, a common
Rook moves and promotes as in shogi. strategy in shogi itself, is rarely advisable.
Side Mover moves one square straight Relative values are hard to determine since
forward or back, or as R along rank only. much will depend on how near a piece stands
Promotes to Free Boar (as FK but not on Ile). to promotion. Consider the SM and the VM
Silver General moves as in shogi. Promotes whose moves complement each other. A VM
to VM. can reach a promotion square in a single move
Vertical Mover moves one square sideways, from the array position but a SM needs at least
or as R on Ile only. Promotes to Flying Ox (as six moves to do so.
256 Regional and historical games

Dai Shogi (Great Shogi); about 15th century. Free King (moves like orthochess Q), Dragon
Board 15x15; 65 men a side. The pieces and Horse, and Dragon King (which are promoted
their promotions are identical to those of Chu pieces in shogi anyway). The King, whose
Shogi but with eight additional pieces. capture is the aim of the game, promotes to
However, there may be no other connection Emperor and can then move to any square on
between the two games, and no early game the board. The promotion of a piece takes
scores of Dai Shogi have survived. The place immediately it makes a capture. There
additional piecess are Angry Boar (moves one are no drops, captured pieces being removed
square orthogonally), Cat-Sword (one square from play.
diagonally), Evil Wolf (as Gold General but
not backwards), Flying Dragon (one or two Ko Shogi (Wide Shogi), attributed to Ogi
squares diagonally), Iron General (one square Serai (1666-1728). A go board (19x19
straight or diagonally ahead), Knight (as in intersections) is used with 90 pieces a side.
shogi), Stone General (one square diagonally These are go stones, white pieces are depicted
ahead), and Violent Ox (one or two squares in black on white stones and vice versa. Most
orthogonally). Cat-Sword promotes to Free pieces promote but there is no re-entering of
Demon (up to Ive squares vertically, captured pieces. (Variant Chess 44/47, the
otherwise as orthochess Q), Flying Dragon to latter citing a book Sekai no Shogi)
Square Mover (as R or one square diagonally
ahead), Iron General to Free Iron (any distance Tai Shogi (Grand Shogi). About 16th century.
straight or diagonally ahead), Stone General to Claimed as the world’s largest chess game,
Free Stone (any distance diagonally ahead), ‘invented by some recreational megalomaniac’
others to Gold General. The array has many in Trevor Leggett’s words. (Larger shogi
similarities with that of Chu Shogi. variants have been hinted at but only Tai-
Kyoku Shogi below has been even partially
Dai-Dai Shogi (Great-Great Shogi); late 16th conIrmed.) Board 25x25; 177 men a side.
century, perhaps earlier. Board 17x17; 96 men There are over 100 different pieces if one
a side of which 64 different. These include the includes promoted pieces (93 in the array); a
interesting Hook Mover which moves as a R mixture of humans, animals, birds and
but changes direction at right angles unless it mythical creatures, mostly short-stepping. A
makes a capture on the first leg. The HM also game can run to 1,000-2,000 moves, yet
appears in Maka-Dai-Dai Shogi and Tai according to Wayne Schmittberger a single
Shogi. The Long-Nosed Goblin moves like the pawn lost can prove fatal, a judgment that no
HM but also as a B, and can also move one one will be in a hurry to dispute. In common
square orthogonally. The LNG also appears in with other big shogis, promotion is by capture
Tai Shogi; and in Maka-Dai-Dai Shogi as a and not by movement within the opponent’s
Capricorn, a LNG without the one-step base area, and there are no drops; captured
orthogonal option. As with other large shogis, pieces are removed from play. Otherwise the
promotion is by capture and is then rules closely follow those of shogi. The aim is
mandatory. There are no drops, captured to capture the Emperor (which can move
pieces being removed from play. The Shogi anywhere on the board) and the Crown Prince
Association monograph on the game gives the (which moves like a K).
score of a 256-move encounter.
Tai-Kyoku Shogi (Ultra Grand Shogi). A
Maka-Dai-Dai Shogi (Super-Great-Great game on a 36x36 board, with 402 men a side,
Shogi). Late 16th century, perhaps earlier. is mentioned in an old text, but only the array
Board 19x19; 96 men a side, the same as in is known with any certainty. [Text editorial,
Dai-Dai Shogi, but there are only 50 different from a monograph produced by the Shogi
pieces. Hodges suspects that the game was Association]
invented by Buddhist monks in order to play
shogi on a weiqi (go) board. Certainly one or Tenjiku Shogi (Exotic Shogi) dates back
two pieces, like the Drunk Elephant, have several centuries and is a development of Chu
Buddhist links. All pieces promote except the Shogi. No scores have survived and it is
Japan 257

possible that the game was never seriously Their moves are as follows.
played. Board 16x16; 76 men a side of which Phoenix as shogi K.
36 different (45 including promoted pieces). Crane as K, but not sideways.
The object, as with all shogis, is to capture the Falcon as K, but not straight back.
opponent’s K; but it is also necessary to Pheasant one square diagonally backwards
capture another piece, the Drunk Elephant, if it or two squares straight ahead, leaping
has been promoted. Promotion is earned by a intervening square.
move partly or wholly within the Ive ranks Quail any number of squares straight ahead
furthest from the player, and is optional unless or diagonally backwards to the left, or one
the piece would otherwise be rendered square diagonally backwards to the right (right
permanently immobile. In this respect the quail); backward movements reversed (left
game follows shogi but there are no drops, quail).
captured pieces being removed from play. Swallow one square straight ahead, as shogi
Tenjiku is not related to the other large shogis P.
although the games have a number of pieces in Capture is by displacement. Falcon and
common. A complex piece, the Lion, for swallow promote if they move wholly or
example, is found in all the large shogis as partly within the opponent’s Irst two ranks.
well as in Chu Shogi. Unique to Tenjiku Promotion is compulsory. A falcon promotes
amongst the shogis is the Fire Demon that to Eagle which can move (1) over any distance
destroys all hostile pieces adjacent to it. Each diagonally forward or straight back, or (2) one
side has a number of powerful pieces in square sideways or straight ahead, or (3) one
addition to the Fire Demons, and this ensures or two squares diagonally backwards (no
lively opening play, a feature rarely found in leap). A swallow promotes to Goose: two
large chess games. squares diagonally forward or two squares
straight back, leaping the intervening square.
Wa Shogi. Seventeenth century or earlier. Tori Shogi is played with drops according to
Board 11x11; 27 pieces a side, all named after normal shogi rules. A swallow cannot be
birds or animals. Normal shogi rules although dropped (1) to give checkmate, nor (2) on the
no good evidence whether or not drops end rank, nor (3) on a Ile on which a player
permitted. The Shogi Association recommends has two unpromoted swallows. Where the
no drops (captured piece removed from play), same position is repeated three times (same
Wayne Schmittberger favours drops. Object is pieces in hand, same turn to play) the player
to mate the Crane-King (moves as K). There starting the sequence must vary. The object of
are 11 Sparrow Pawns a side which exactly the game is to capture the opponent’s phoenix.
parallel the shogi pawn, promoting to Golden White baseline LPsCPxCPsR with F on d2 and
Bird (Gold General). Including promotions, 8xS on a3-g3 and e4, Black reflected in the
there are 25 different pieces, a few board centre (so each side has a swallow on
corresponding to shogi pieces (Oxcart = the fourth rank). The quails are distinguished
Lance, Violent Stage = Silver General, Violent only by characters ‘left’ and ‘right’ on their
Wolf = Gold General, Gliding Swallow = undersides.
Rook).
Cho-Sen Chess, also known as Choson
Tori Shogi (Bird Shogi); inventor uncertain, Chess. A game described in outline in a novel
perhaps Ohashi Soei (1799) or Toyota Genryu The Jacket by Jack London (1915, reprinted in
(1828). The game has a small following to-day 1963 as Star Rover), presumed to have been
in Japan and in the West. Board 7x7; the seen by the writer during his travels, and
pieces are all birds of which there are 16 a apparently either shogi or a variant thereof.
side: 1 x Phoenix, Falcon, Left Quail, Right For a discussion of the issues, see Variant
Quail; 2 x Crane, Pheasant; 8 x Swallow. Chess 40, page 126. [Text editorial]
258 Regional and historical games

28.3 Modern variants using the normal board

An-nan Shogi, also known as Korean Shogi moves to second orthogonal square; Pard leaps
(origins unclear). A piece moves in the two squares in any direction; Shogun moves
manner of the friendly piece immediately up to three squares as orthochess R; Tycoon
behind it. If none, it moves normally. Can also moves up to three squares as orthochess B;
be played with a piece moving in the Half Knight moves as orthochess N but only
manner of any friendly piece guarding it. in a forward direction. White array Ke1, Pe2,
The diversion is popular in Japan. (Shogi 68) GGc1/g1, Sc2/g2/d3/e3/f3, Black similarly, all
other pieces in hand at start of game. Hasty
Kilyow (Japanese: The Dominion Game). and Onager are ‘assassins’ and may only be
Origins unclear. Play and array as for shogi dropped to give check. Half Knights may not
with new piece names. Some additional rules: be dropped beyond the 6th rank, promote to
Lance can move along the rank on the first GG on end rank. On turn, move on board or
move only, Silver can advance two squares, drop a piece in hand. Captured pieces added to
Pawn is as in orthochess. Complex promotion hand as in shogi. A game is called a hand.
rules. [The only source material now in Players alternate colours. First player to win
David’s Encyclopedia files is a photocopy of a two hands in a row is the victor. (Meta-Chess)
single page from an unidentified Japanese
book, but I imagine he must have had more.] Cannon Shogi (Peter Michaelsen, 1998)
Usual board and men (five pawns only) plus
Small Shogi (John Gollon, 1960s). A Gold, Silver, Copper, and Iron Cannons. GC
curiously named variant. Set-up as for shogi moves as R but can capture only if there is a
with addition of Drunk Elephant in front of the piece between it and its target (so it moves and
K (e2/e8) and two Ferocious Leopards in front captures as the xiangqi cannon). SC the same
of the Silvers (c2,g2/c8,g8). DE and FL move except that it needs a screening piece to move
as in Chu Shogi. (Nost-algia 369) as well as to capture (so it has the basic move
of the Korean cannon). CC and IC the same
Quasi-Shogi (Nort Black, 1970). Usual shogi but diagonally. Cannons promote to Flying
set-up but rooks and bishops have powers of Cannons which can leap one piece while
their promoted equivalents (R+K and B+K moving; additionally, FGC and FSC can move
respectively) putting a premium on attack. one square diagonally and move or capture
(Manuscript note presumably deriving from two squares diagonally by leaping an adjacent
personal communication) piece, and FCC and FIC can do the same
orthogonally. Normal shogi array except that
Unashogi (Edward Jackman, 1994). As shogi there are no pawns on the b/d/f/h files;
except (1) Board starts empty; each player has cannons on c2-g2/g8-c8, SG-IC. (Nost-algia
usual 20 men in reserve; (2) On his turn, the 376, Eteroscacco 86-88) [Text editorial]
player can either drop a piece or move a piece.
No capture or promotion until a player’s K is Miburishogi (origins not recorded). First
on the board. (Inventor’s rule sheet) player to check three times wins. (Eteroscacco
86-88)
Hand Shogi (John W. Brown, 1997). Usual
board but each side has 19 men: 1 x King, Kamikaze Mortal Shogi (Fergus Duniho and
Hasty, Onager, Pard, Shogun, Tycoon, 2 x Roberto Lavieri, 2003). Normal setup. Pawns,
Gold General, Half Knight, Lance, Silver Lances, Knights and Silvers may promote to
General, 5 x Soldier. King, Lance and Gold or any rank below; captured pieces are
Generals move as in shogi, Soldier as in demoted one rank. A captured P returns to the
Korean Chess (not more than one soldier of board as a Kamikaze and is removed from
both sides on same file). Other moves: Hasty play if captured or capturing. (Chess Variant
moves to second diagonal square; Onager Pages)
Japan 259

28.4 Modern variants using smaller square or rectangular boards

Minishogi. Origins unknown; discovered by player Oyama Yasuharu, who, I assume, was
Shigeo Kusumoto c.1970. Board 5x5; players the inventor. After the meeting, my host
have one each of King, Rook, Bishop, Gold, presented me with the wooden set we had
Silver, Pawn. Promotion is on end rank. been using.’ Perhaps the company was
Baseline (a1-e1/e5-a5) KGSBR, pawns on exploiting an existing game, perhaps it had
a2/e4. First player is decided by tossing a invented the game or procured its invention,
pawn. (Schach Magazin, August 1990). but the fact that a leading player thought it
worth an article speaks for itself. And far be
Kyoto Shogi (originator unknown, 1976). it from me to discourage companies from
Board 5x5, five pieces per side; each piece handing out good games as sales promotions.]
apart from the king represents two different
men according to which side is face up: Gorogoro Shogi (Shogi to idle the time
Lance/Tokin (promoted P, moves as Gold), away). Origins unclear, reported in 1994.
Bishop/Silver, Gold/Knight, Rook/Pawn. Board 5x6; each side has 1 x K, 2 x Gold,
Array (a1-e1/e5-a5) PGKSR. Every time a Silver, 3 x P. Baseline SGKGS, 3xP on b3-
piece is moved it is reversed. Rules are as in d3/4-d4. Promotion on last two ranks, other
shogi except that there is no promotion, and a rules as for shogi. (Personal communication,
piece in hand can be dropped either way up. also photocopy of page 5 of an unidentified
Despite the deceptive simplicity of Kyoto Japanese shogi magazine)
Shogi, games can develop into violent and
unpredictable tussles. An hexagonal version Whale Shogi (R. Wayne Schmittberger,
was published by Jochen Drechsler in 2000. 1981). Board 6x6; 13 men a side (12 in the
(Abstract Games 1, with additional material array) representing species of whale. Each
deriving from sources not recorded) player has 1 x White whale (W, royal piece,
moves as orthochess king), Blue (B, one
Five-Minute Poppy Shogi, also known as square forward straight or diagonally, or one
Microshogi (attributed to Oyama Yasuharu, square straight back), Grey (G, forward like a
see below). Board 4x5; five pieces per side; as rook, backward like a bishop), Humpback (H,
with Kyoto Shogi, each piece apart from the one square diagonally or one square straight
king represents two different men according to back), Killer (K, as rook, or one square
which side is face up, though the pairings are diagonally), Narwhal (N, one square sideways,
different: Bishop/Tokin, Gold/Rook, or one straight back, or two squares straight
Silver/Lance, Pawn/Knight. Baseline (a1-d1/ ahead leaping if necessary), Porpoise (P, one
d5-a5) SGBK, pawns on d2/a4. Play as in square sideways), 6 x Dolphin (D, one square
shogi except that when a piece other than a K straight ahead, on reaching end rank it moves
makes a capture it is reversed (this is a once like a bishop then reverts to D); array
difference from Kyoto Shogi, where reversal (a1-f1/f6-a6 and inwards) HGWPNB (royal
occurs after every move). A captured piece pieces on c1/d6), 6xD (K not in the array).
may be re-entered either side up, and the Captured pieces other than P change sides and
normal restrictions on pawn drops (not on a can be dropped on any vacant square instead
file with an unpromoted pawn, not to give of a normal move; A captured P is removed
mate) do not apply. (Document ‘Microshogi’ permanently from play, and the capturing
by Kerry Handscomb) [In Variant Chess 21, player can drop a K in its place. A D may not
David describes this as a ‘commercial’ variant, be dropped on the last rank, nor to checkmate,
but I am not so sure. From the source nor on a Ile on which the player has two or
document: ‘During a meeting in Tokyo in more Ds. Object of the game is to capture
1989, my host [...] showed me a very small (checkmate) the white whale. (Nost-algia 355)
shogi variant that his company had been using
in a sales promotion. We played a couple of Yari Shogi (Christiaan Freeling, 1981). Board
games and he showed me an article about this 7x9; 14 men a side, 1 x K, 2 x R, N, B, 7 x P.
game that was written by the great shogi K as in orthochess. R as shogi (or orthochess)
260 Regional and historical games

R but not backwards; promotes to normal Cubic Shogi (Vladimir Pribylinec, 2000 and
shogi R. B as shogi lance, or one step later). Board 7x8; each side has 14 cubic
diagonally forwards; N as shogi N+L; both pieces with chess symbols on some or all of
promote to Gold, which moves as shogi gold their faces. KRBP move as in shogi, N as in
or as R backwards. Pawn as shogi, except that orthochess, Q as in orthochess but one or two
it may be dropped to give mate; promotes to squares only. NQKBN on b1-f1/f8-b8, B on
Silver, which one step straight or diagonally a2/g7, R on g2/a7, 7xP on ranks 3/6. A unit
forwards or as R backwards. Baseline (a1- that reaches the last two ranks promotes, P to
g1/g9-a9) RBBKNNR, 7xP on ranks 3/7; B/N to R. Captured pieces can be dropped
promotion zone covers last three ranks. Three- back in the game as in shogi but a pawn may
fold repetition of position is illegal, stalemate not be dropped on a file on which the player
is a draw. (Inventor’s rules pamphlet) already has a pawn (again as in shogi). Pieces
retain their rank on capture. An alternative
Judkins’s Shogi (Paul Judkins, 1996). Board version has board 8x8 with NBQKBN on b1-
6x6, 7 men per side; baseline (a1-f1/f6-a6) g1, RR on b2/g2, 8xP on rank 3, Black
KGSNBR, pawns on a2/f5. Promotion zone is mirroring on the file as in chess. (Inventor’s
last two ranks. (Eteroscacco 75) rules pamphlets) [Text revised]

28.5 Variants using non-rectangular boards

Trishogi (George Dekle Sr, 1987). Board Masonic Shogi (George Dekle Sr, 1987). 9x9
9x10 interlocked triangles (a1/c1/e1/g1/i1 board staggered as for Masonic Chess (see
apex towards player, b1/d1/f1/g1 base towards chapter 23), usual shogi array. R, B, K as in
player). Except for board conIguration, the Masonic Chess. Knight as Masonic Chess N
game is identical to shogi, including the array. but only forward to second rank (four
Rs and Bs have six directions of movement options). Lance straight forward on ‘file’ (in
whilst moves of Gold and Silver vary slightly other words, wiggling parallel to the staggered
according to the orientation of the triangle edge of the board, so the L move and the
occupied (apex towards player, G has 10 forward R moves are different). Pawn one step
possible moves; base towards player, 8 moves; forward on file. Gold one step as R, or one
S moves also vary but both orientations give 8 step forward as B (eight options). Silver one
possible moves). (Inventor’s rules pamphlet) step as B, or one step forward as R (six
options). Normal shogi promotions and drops
Hexshogi (George Dekle Sr, 1986). Shogi on (promoted R and B add K move). (Author’s
a board consisting of 85 hexagonal cells (nine rules pamphlet) [Text revised. There seems to
files, lengths 9 and 10 alternately). K, R, B as be a discrepancy between the explanation of
in Glinski’s hexagonal chess (see chapter 22), the knight move and the accompanying
N as Glinski but only in the two directions diagram, and we have followed the diagram.]
closest to straight forward, Gold one step as R
or one forward as B, Silver one step as B or Spherical Shogi (George Dekle Sr, 1988).
one directly forward as R, L and P as in The board is imagined to be superimposed on
normal shogi. Promotion on the last three cells a sphere, the Iles being meridians and the
of each file. Array basically as shogi, a piece pieces being able to cross the poles. Board
on the bottom cell of each file and a pawn on 10x9; baseline (a1-j1/a9-j9, orthodox shogi
the third cell up, but the bishops and rooks are pieces) SLNSGKGSNL, bishops on c2/i8,
brought in from the b/h files to the c/g files. rooks i2/c8, 10 pawns on 3rd/6th ranks. Rooks
If an impasse is reached, the game is ended cross to opposite meridian; bishops emerge
and a piece count takes place. Kings count one square removed from opposite meridian
zero, rooks and bishops whether on board or in but travelling in other direction; knights better
hand, 5 points; all other men 1 point. If both described with examples: Ne8 re-enters a9 or
players have at least 24 points the game is i9 while Nc9 re-enters g8 or i8. Any move that
drawn; if one player has less than 24 points he leaves the position unchanged is illegal. All
loses. (Inventor’s rules pamphlet) other rules as shogi. (World Game Review 10)
Japan 261

Space Shogi (George Dekle Sr, 1987). Board except silvers between knights and lances.
9x9x9. In the array, one side occupies bottom Rooks and bishops in usual positions on
three boards, the other the top three. First-rank boards 2/8, ranks 2/8; pawns on boards 3/6,
pieces on boards 1/9, ranks 1/9, usual layout ranks 3/6. (World Game Review 10)

28.6 Combination games

Blind Shogi (origins unclear). A potent blend captured man belongs to the player making the
of shogi and Kriegspiel. The position of the capture and may be entered at any time on an
king is always known. The umpire announces empty squares instead of moving. Bishops
a check without further elaboration and also optionally promote to rooks when alighting on
any king move. When a man is taken it is a marked square; revert to B when captured.
passed by the umpire to the player making the No pawn promotion. (Chess ’n Stuff, February
capture who puts it in his reserve base. 1983)
Opponent’s pieces are not manipulated as they
are in Kriegspiel. [Source material apparently WWII Chess (Edward Jackman, 1995). Board
missing from David’s Encyclopedia files] 9x9; White has shogi men in usual array;
Black has orthochess men ditto (a8/a9 vacant).
Kohl’s Game (Herbert Kohl, 1974). A chess- Each side plays according to its usual rules.
shogi hybrid. Board 5x7; three central squares Obviously biased, but in whose favour? ‘A
(b4/c4/d4) marked. Each side has 1xK, 2xR, really silly game’ according to its inventor.
B, 5xP; baseline (a1-e1/a7-e7) RBKBR. A (Inventor’s rule sheet)
Chapter 29
India and the rest of Asia

[This final chapter on regional and historical variants considers Asian games outside the xiangqi
and shogi traditions. Be it noted that while most of these four chapters merely summarize
material that is available elsewhere, with Burmese Chess and to some extent with Indian Chess
David believed he was tapping sources which had not hitherto contributed to Western chess
literature.]

29.1 Indian chess on the 8x8 board

Indian Chess. ‘There is no Indian game of game as near as the surrounding circle of
chess. Rather there are three, and the two most natives permitted, and I followed well the
played have varying rules. Some play moves with the help of a small opera-glass’.
European chess .... some the ancient four- Native writers have been the principal source
handed game and a few Great Chess.’ Thus of information. Often quoted are Lala Raja
W. S. Branch (Chess Amateur, July 1917). Babu and Trevangadacharya Shastree, ‘the
Murray, too, recognizes three main games Brahmin’, who was said never to have lost a
which he calls Hindustani, Parsi (S. India) and game at chess, except one, in which he
Rumi (N.W. India). Modern historians are less allowed himself to be beaten by a lady. (The
dogmatic. A. Goswami observes that ‘The Brahmin had not miscalculated - the lost game
indigenous chess is played in this country in a secured him a bullock contract.)
variety of ways and styles...’ (Bulletin of the Summarized are the features in common of
Correspondence Chess Association of India, the mainstream games. Board 8x8, usually
December 1988), and V. D. Pandit says ‘The uncoloured, sometimes with crossed lines as
rules (of the Indian game) were not uniform, on the ashtapada board. (According to Iyer’s
but varied from place to place and time to Indian Chess, these should be on a4, a5, d4,
time’ (correspondence, 1989). The weak Q d5, e4, e5, h4, h5, known as ‘the feet of a
and B, a hangover from the ancient game, swan’.) Usual men (various names), referred
survived in S. India into the 20th century to for convenience in orthochess terms.
(Rama Patler and G. H. B. Jackson, Chess (1) In the array, the king is placed on the
Amateur, May 1918), although Murray stated right of the queen.
that it had long died out. It is not surprising, in (2) The pawns move one square only,
this vast sub-continent of many races and except initially the a-d-e-h pawns can make
languages and lacking any central authority the double move but only if the respective file
for indigenous games, that rules have not been piece is on its original square.
codified. Whilst the in<uence of orthochess (3) The king can move once as a knight,
has long been apparent in Indian variants, but not to capture nor if it has been checked.
there has been little outside interest in these (4) Promotion is to the Ele piece provided
games. An English officer observed that there one has been captured. However, promotion
were three kinds of chess in India ‘two of on c- and f-Eles allowed only if bishop on
them more complex than the game played in same colour has been taken. Promotion on
Europe’, clearly a local observation embracing e1/e8 to Q. Promotion to knight allows
versions of Great Chess (Memoirs of the War another move immediately with the promoted
in Asia from 1780 to 1784). That Indian chess piece although not if the promotion square is
received small notice from outsiders is attacked.
evidenced by von der Lasa’s curiosity (Chess (5) No castling, e.p., stalemate or perpetual
Monthly, March 1883, referring to an incident check - the player must vary in the last two
in Jaipur the year before): ‘I approached the cases.
India and the rest of Asia 263

(6) White starts by making an agreed [Text slightly revised. In addition to some
number of moves; Black does likewise. The of the source material explicitly cited above,
number is usually 4 or 8, occasionally 3. It is David’s files contain correspondence from
not permitted to cross into the opponent’s half A. Goswami, V. D. Pandit, and R. Ravi
of the board nor to move the same man twice. Sekhar, and also copies of extracts from the
(7) There are three grades of victory. In Chess Player’s Chronicle 1846, Geistreiche
ascending order of merit: loser has bare king Schachpartien alter und neuer Zeit
(boorj); loser has at least one piece; mate with (Bachmann, 1894), the Chess Amateur, July-
a pawn. September 1909 and June 1917, The Times, 17
Variations are common on almost all the December 1928, Chess, September 1952, and
above rules. Boorj is often considered a draw, Europe Echecs, October 1988.]
when the rule is that there must be Eve or
more men on the board at the end of the game Chaturanga. India, 7th century at latest;
of which at least two (king and one other) precursor of orthochess. Claims for the
must be the loser’s. The losing player will be inventor are almost certainly myth. The name
looking for a sacriEce since if the men are refers to the four arms of the Indian army, the
reduced to four (‘chamori bhaaji’) the game is infantry, elephants, cavalry and chariots. The
drawn. Because of this rule, the attacker will name, as the board it was originally played on,
not take the opponent’s last piece known, pre-dates the game which it would appear was
reasonably, as ‘the immortal’. In some essentially the same as shatranj. The board,
variants only the d-pawn or the d and e pawns known as the ashtapada (‘eight-square’) was
have the initial two-square option, whilst Lala unchequered but with some squares regularly
Singha Hunday says that in Bengal the king marked. It was believed to have been adopted
stands on the left of the queen (Chess from a race game related to parcheesi, the
Amateur, July 1909). And so on. To list the forerunner of Ludo. The markings are retained
recorded variations on all the rules given to this day on some oriental boards. Each side
would be both tedious and unhelpful. had a Rajah, a Counsellor, 2 x Chariot, 2 x
Orthochess strategy can be inappropriate in Horse, 2 x Elephant, and 8 x P. The counsellor
the Indian game. For example, where boorj is moved one square diagonally in any direction,
a draw a number of endings that are wins in the elephant two squares diagonally, leaping
orthochess can only be drawn, for example the intervening square. Pawns advanced one
R+B v N and R+N v B. R+R v B is only square at a time; no castling. Stalemate was a
drawn when the defending king can reach win for the player giving it.
corner square of the same colour as the bishop. [Murray (pages 57-60), citing Arabic
R+B v B is drawn if bishops are on the same sources, gives two alternative moves for the
colour squares, won for the stronger side if elephant in early Indian chess: a jump of two
they are on opposite colour squares. The early squares orthogonally rather than diagonally,
move of the g-pawn in Indian chess is and the ‘trunk and four feet’ move (one square
primarily to make a haven for the king, not to straight forward or in any diagonal direction)
develop the bishop. Pawn play varies from that we shall meet in Burmese and Thai chess.
orthochess because of the promotion rules (for The first is attributed to al-Adli, who was
example, a pawn capture fxg might be active in the 9th century though the earliest
preferred to hxg so as to preserve the h-pawn’s extant manuscript claiming to quote him dates
potential of promotion to R.) from the 12th, the second to al-Beruni, who
The arrival of Europeans brought European lived in the 11th century and travelled as far as
chess to India, and some modern Indian the Punjab. Murray also says, on authority
variants appear to owe more to the European attributed to al-Adli, that stalemate was a win
chess tradition than to the Indian. Two-player for the player stalemated. These pages are not
variants which appear to be based on the in Murray’s index entry for ‘Chaturanga’ and
Indian tradition are listed below, those using a they are not among the sources David lists for
normal board in the present section and those the game, but I think I should record what they
using larger boards in the next. Four-player contain. I am not competent to judge what
variants will be considered in a later chapter. weight they should be given.]
264 Regional and historical games

Desi Chess. The ancient Indian game. Ks face Joara-Joari (also known as Zoraabhaji,
Qs (old moves), no pawn-two or castling. Madadmar and by other names). A game
King can move once as N provided it has not generously distributed (Murray gives only W.
been checked. Promotion to file piece, but not India) in which it is illegal to capture a
if this exceeds the array quota (one Q, two Rs, supported piece unless in so doing one gives a
etc); last piece apart from K cannot be discovered check. The king cannot be moved
captured. These rules have been known to unless checked. Opinions differ as to whether
vary over the sub-continent, and from time to the king retains its knight-move privilege;
time. (Bulletin of the All-India Corres- some say that it is forfeited altogether, others
pondence Chess Federation, February 1998) that it can be exercised only before the king
has received a check. (Pandit, Sekhar)
Gosai Chess. Origins unknown, Form of
Indian game widely played by wanderers of The Maharajah and the Sepoys, also known
the Hindu Gosavee sect in Southern India, as The Mad King’s Game (mid-19th
believed now to be near extinction. During century). One player has a single piece, the
their periodical halts, they would start a game Maharajah, which is a combination of all
with the equipment they always carried, and pieces (in effect, Q+N), the other a full
continue the game blindfold when they complement. The maharajah stands initially on
resumed their journey using a notation any unattacked square. The object of the
peculiar to the Gosai; thus ‘I removed your maharajah player is to deliver checkmate, and
horse on the 30th square with my devaratha of the other player to capture the maharajah.
(‘the small horse on the left hand’)’. At the Pawns don’t promote. A trivial game since the
end of a game the players would stop and array player should always win, but in practice
verify the Enal position. (Pandit) inexperienced players often come to grief.
Falkener gives a number of game scores.
Parsi Chess. Term used, particularly by William Rudge, quoted by Martin Gardner
Murray, to describe the game played in (New Mathematical Diversions), evolved a
southern India, at least until recent times, winning strategy irrespective of the moves of
probably a direct descendant of the original the M player: a4, a5, a6, a7, e3, Nh3, Nf4,
Indian game. Each player has the K on the Bd3, 0-0, Qh5, Nc3, Ncd5, Ra6, b4 (M forced
right hand. The a, d, e, h pawns can move one to the 7th or 8th rank), h3 (only played if M on
or two squares initially; the other pawns have g7), Bb2, Rfa1, Re6, Rae6, Re7 (M forced to
no right to a two-step move. Both players the 8th rank), Rae6 and mate next move.
make four moves each before the start of the Rudge extends the solution unnecessarily.
game proper. The grades of win are as Some moves may be transposed, and a shorter
described above. solution probably exists. (Iyer, Indian Chess)

29.2 Indian games on larger boards

Atranj. Corruption of Shatranj; N.W. India, Shataranja. Origins unknown, closely related
origins unknown but probably Muslim to atranj. The name appears to be a corruption
according to Goswami. Board 10x10; baseline of shatranj/chaturanga. As described in Indian
(a1-j1/j10-a10) RNBQKPrQBNR. The Prince Chess, the board is 10x10 and there are 22
moves as Q+N. Second rank PPPPUUPPPP men a side (orthochess equivalents in
where the central pawns are Urdabegs, a parentheses): 1 x King (K), Crown Prince
corruption of udtabegums (<ying queens) (Q+N), Minister (Q), Kotwala (B+N), 2 x
which move like pawns but have the extra Chariot (R), Elephant (B), Begum (moves as
power of moving and capturing backwards. K but not royal), 4 x Horse (N), 8 x Pawn,
Pawns move one square at a time and promote array (a1-j1/j10-a10 and inwards, centred)
to Ele piece. (Goswami, Pandit) [The first ChHEMCpKKoEHCh, PPPPBBPPPP, HH.
edition mentioned a second ‘Atranj’, but it is a Murray quotes Lala Raja Babu (1901) who
22-man game with alternative name ‘Qatranj’ gives a game called Atranj or Qatranj, which
and I have moved it to the following entry.] appears identical except that the begums have
India and the rest of Asia 265

become ‘armed female attendants’ with move intended to illustrate a possible target position
‘one square towards the opponent’s King’. after a number of moves have been played.
[Text revised.] Murray, reporting what appears to be the same
game on the authority of Lala Raja Babu,
Hyder Ali’s Great Chess. A game with thirty gives the king positions as ‘g1 (f12)’,
men on each side, demonstrated by Hyder Ali implying that Black mirrors the white array
to his prisoner Captain Lucas in 1780. [In the diametrically.]
first edition, David said this had been
conjectured to be a piece and a pawn added to Baroda Chess (Madhavrao Datey, 1890s).
Timur’s Great Chess, but this conjecture Developed on the order of Maharajah
seems to have been made only by Forbes and I Sayajirao Gaikwad of Baroda. Board 10x10;
have to say that I find it hard to understand. pieces are King, Prince (Q+N), Chief Minister
The games were separated by four hundred (Q), Chief of Army (as K or with 3-1 leap),
years and a massive mountain range, and the Governor (R+N), Commander (B+N),
existence of other contemporary large-board Bandmaster (as N or can leap two squares
games in India removes any need to invoke orthogonally), Elephant (R), Camel (B), Horse
foreign influence. It may even have been a (N), Police (two squares straight or diagonally
version of one of the games in the next entry. forward, leaping intermediate square), Citizen
I have provisionally altered the statement (K+N) array (a1-j1/a10-j10 and inwards)
‘60 men a side’ in the first edition to conform BaGCoMPrKACoGBa, RNBPoCiCiPoBNR,
to Forbes (‘thirty on each side’) and Murray 10xP. The king could move like a knight once
(‘60 men employed’), but I haven’t seen in a game. Only the aefj pawns could move
Memoirs of the War in Asia from 1780 to 1784 two squares initially. Promotion on end rank
which was their primary source.] to either piece on same Ele provided that piece
already captured. Datey wrote a book about
Indian Great Chess (reported in 1796-8). the variant, Yuvarajacha Budhhibalacha Khel
Two composite-piece games are reported in a (Chessgame for a Prince, 1897). (Pandit)
manuscript described by Murray. The first has
board 10x10 with Giraffe (Q+N), Wazir Maharaja [12x8 board] (inventor unknown,
(B+N), 2 x Dabbaba (R+N), array (a1-j1/j10- reported c.1935). Board 12x8 (a1 black); extra
a10 and inwards, centred) RNBWGKQBNR, pieces are Maharani (Q+N) and Elf (leaps two
PPPPDDPPPP, PP. P promotes to Q. Gollon squares diagonally); baseline (a1-l1/a12-l12)
describes this as the most entertaining of the RNEBQMKQBENR. Captured pieces can be
Great chesses. The second has a 12x12 board claimed as deserters and are entered on an
with the same pieces and also two lions ‘and array square of player’s corresponding piece.
other pieces’ (32 a side). Pawns move one square at a time and may, at
the option of the player, be promoted on
Mysore Chess (Krishnaraja Wodiyar III, reaching any rank from 3rd to 8th in order N-
Maharajah of Mysore, 19th century). Board E-B-R-Q-M; thus pawn reaching 6th rank can
12x12; extra pieces are two Chariots and two promote to R. Players have the right, instead
Flagcars which are in effect rooks and bishops of moving, to remove one of their men from
respectively, thus each side has four rooks and play, called, inappropriately one might think, a
four bishops, and the piece with the queen’s Forlorn Hope. There is also a double version
move is called a Minister. The white baseline played with two sets of men (distinguishable
is (a1-a12) RNFCBMKBCFNR. The array and each with a king) on a 24x8 board, a
shown for Black is quite different. In another mated king being out of the game unless and
version, the board is 14x14, with the addition until the mate is released; his turn is lost, but
of Queen (moves like K) on right of K and his men may still be captured and claimed as
Prince (moves like M, orthochess Q) on left of deserters. (Photocopy of anonymous
Minister. (Indian Chess, also Pandit) [In manuscript ‘Maharaja - Rules’ apparently
respect of the 12x12 board, I suspect that only from the van der Linde - Niemeijer Collection)
the white array is intended to show the [The manuscript is in English in a
opening position, and that the black is characteristic pre-war handwriting and David
266 Regional and historical games

conjectured ‘probably British’, but both the ‘Of the making of these games there need be
terminology and the move of the elf (a no end, and I have no doubt that many other
corruption of ‘elephant’?) cause me to suspect varieties have been proposed and perhaps
an Anglo-Indian description of an Indian played, of which we have been spared the
game.] knowledge’ (Murray).

29.3 Myanmar (Burma), Thailand, Cambodia

Burmese Chess, also known as Sittuyin. beyond question, certainly carries a great deal
Origins unknown, but probably of Indian more weight than past European writings on
ancestry. In the opinion of Hiram Cox, the game: Myan-ma sit bayin lan-nyunt sa-ok
Burmese chess is ‘a very advanced gyi (Burmese Chess Guide) by Shwei-gyin U
improvement on the Hindu game’, and the Bha, a retired Education officer, in
game is ‘undeniably a good one’. Falkener on consultation with chess masters Pantanaw U
the other hand describes it as ‘a heavy, Maung Galei, Nyaung-don U Hamet and
wearisome, uninteresting game’. Bassein U Hmat (other Burmese masters are
Burmese chess is a neglected variant which listed). Date unknown but circa 1924. In it, the
has suffered through having no codiEed rules. author states significantly ‘There may still be
Early writers - Cox, Bastian, Shway Yoe (Sir different rules in Upper and Lower Burma,
J. G. Scott), Falkener - and later the Ferrars, especially with regard to creating sitke
Murray and Branch, give contradictory (promotion)’ echoing Sir William Jones who
accounts of how the game should be played. wrote in 1883 that ‘...the Burmans admit of
Modern writers have added nothing to our great variations’. The first edition reported that
knowledge, for the most part faithfully the game had largely died out in Lower Burma
echoing the pathEnders, particularly Murray. and in urban areas, having been replaced by
A feature article on the game (1990) even orthochess, and that it was largely confined to
gives Bastian’s opening position ‘most tea-houses in the north-west. Old men played
favoured by Burmese players’ (in 1863!). it with passion and arguments were
With regard to the initial set-up, a distinctive commonplace. ‘It is usually played for
feature of Burmese chess, Murray remarks money,’ according to one writer, ‘except at
‘Previous observers have recorded the funeral gatherings, where games are played to
favourite arrangements of their native pass the time’. Chessmen were invariably of
informers’. He might have added ‘and rules’ wood, poorly carved, and stained red and
as well. The confusion has not been helped by ‘dark’ (black). It enjoyed a revival in the
reports of radical versions of the game. 1980s.
Falkener records a variant in which pawns are The rules which follow are taken from the
promoted to rooks (‘a game of his own above work.
invention’ was the unkind and probably unjust The board is 8x8, unchequered, with the
comment of Murray); a game using three dice two long diagonals often marked, and
in which the players made three moves at a sometimes the 4x4 squares in each corner (a1,
time (Sunnucks, The Encyclopedia of Chess); b1, a2, b2 etc). Each side has 16 men: 1 x K,
and a bastard version in which the pieces are General, 2 x Carriage (moves as orthochess
set up anywhere within the player’s half of the R), Elephant, Horse (moves as N), 8 x Soldier
board, the queen and bishop (elephant) (P). The king moves as in orthochess. The
moving as in orthochess but captures by Q, R general moves one square diagonally in any
and B are on adjacent squares only, no direction, the elephant similarly but in addition
stalemate, and pawns promote on reaching the it can move one square straight forward (the
diagonal d5-a8 or e5-h8 (Chess Amateur, resulting five moves of the piece representing
April 1920, reprinted from The Times). the four feet and trunk of the pachyderm).
Previous accounts of the game relied on Capture is as in orthochess but there is no
informants whose status as players has never pawn-two. A pawn promotes when standing
been established. Fortunately, there exists a on any square of either diagonal line in the
book on Burmese chess whose authority, if not opponent’s half of the board. A pawn can only
India and the rest of Asia 267

promote to general, and then only if the called ‘5 moves in 4 squares’ and the counting
player’s general has been captured. Promotion does not start until the defender’s 5th move.
does not take place immediately but on any Murray illustrates a board in which these
subsequent turn; it may be effected on the squares are marked, his Burmese informants
promotion square (i.e., without moving) or by suggesting the markings were ‘ornaments’.
moving away one square diagonally but not to There are also detailed guidelines dealing with
capture the opponent’s general nor to give transgressions (example: ‘a player who sweeps
check (previously published interpretations of away the pieces before a game is finished
this rule, which suggest that a pawn can must be declared the loser’).
promote on any adjacent square, are A total of 33 starting positions is recorded
incorrect). A pawn that passes its promotion of which eight are given emphasis. It is
square cannot promote. noteworthy that not one of the ‘favoured
positions’ given by European writers is
mentioned. A 1989 publication Myanmar
Traditional Chess adds eight new positions.
The king is usually placed at f2 or g2 (c7/b7)
with an elephant on the square in front and a
knight on an adjacent square. If the king is
placed on the first rank, it is always on the c or
f Ele. The general is almost invariably
stationed at e3/d6 looking straight through the
gap between the pawn lines, and is always
adjacent to an elephant except when replacing
a pawn. (There is a Burmese saying that
The pawns are placed first, Red on a3-d3/ elephant and general should never be
e4-h4 and Black on h6-e6/d5-a5. Red then separated.) Except when in the corners, the
puts his major pieces anywhere behind his rooks tend to be close to each other.
pawns, after which Black does likewise. (In all Of all the regional variants, Burmese chess
previous accounts, the pieces are entered one comes closest to a war game. Despite the
at a time by Red and Black alternately; shortage of long-range pieces, the proximity of
probably an earlier form of the game.) It is the hostile pawn lines ensures early battle
permissible to replace a pawn with a piece and whilst the time-consuming fortress-building of
to redeploy the pawn on a vacant square in shogi is here achieved at a stroke. On the
one’s territory. There are restrictions on Black minus side, Sittuyin is a game of limited
who would otherwise be at a considerable strategy.
advantage. For example, Black may not put a [Text slightly revised. David actually wrote
rook on the Ele on which the red king stands, ‘Sittuyin enjoyed a brief revival in the 1980s’
nor may he enter both rooks on the same Ele if and in a letter to a correspondent he reported
Red objects. not having seen the game in play when he last
Red starts. The object of the game is to visited the country in 1987, but it would
checkmate the opponent’s king. Check must appear that there has since been a recovery.
be announced. There is no stalemate (a player His files contain photocopies of several pages
must allow his opponent a move) but perpetual from an unidentified book in Japanese which
check and draw by repetition of position are include two photographs of a well-attended
possible. There are involved rules for the tournament apparently held in 1998, an
endgame, which parallel in several respects accompanying manuscript translation refers to
those for Thai chess, that are designed to limit an all-country tournament with 24 players of
random play. These include a requirement that sittuyin and 40 of European chess, and most of
K and R must mate a bare king in 16 moves or the players in the photographs appear to be
the game is drawn. However, if the lone king in the 18-30 age group. The book also includes
is in any of the marked corners or on one of a copy of the frontispiece of the book by
the central squares (d4,d5,e4,e5; known as ‘the Shwei-gyin U Bha, and the figures ‘1923’ are
four squares of the death of the king’) this is distinguishable within the accompanying text.]
268 Regional and historical games

Makruk, also known as Thai Chess. Origins, The opening is usually a sedate affair due to
including origin of name, unknown. the lack of any strong diagonal-moving piece
According to Murray, pre-dates Burmese or open files on which to operate. Both sides
Chess with which it has clear affinities. It is tend to avoid contact until development is
estimated that two million Thais know at least complete. The KN usually moves in front of
the rules as against five thousand who are the K whilst the other N moves alongside or at
familiar with orthochess. Masters are known f3 (c6). The met commonly goes to e3 (d6) via
as sian (god). Living chess displays are f2 (c7), facing the enemy king whilst the thons
popular: a move is executed to music in a move up next to the knights. Both players then
series of dancing movements and there is advance on their right against the opposing
traditional duelling when a capture is made. king with the idea of forcing an open file.
Books are readily available. There is no
uniformity as regards notation: both the
descriptive and the algebraic are in use. In the
algebraic, it is usual to use arabic numerals for
ranks, Thai numerals for files.
[Because the thon has the move of the
Burmese elephant, I have used the elephant
symbol in the diagram, although the actual
meaning of the word ‘thon’ is apparently quite
different. David’s first edition included some
speculations that shogi might have borrowed
from makruk, specifically as regards the
Board 8x8 uncoloured; 16 men a side placing of the pawns on the third rank and the
comprising 1 x Khun (lord, moves as reversal of the cowrie shell to show
orthochess K), Met (fruit-stone, one square promotion, but these are relatively superficial
diagonally); 2 x Rua (boat, as orthochesss R), points and the countries in between appear to
Thon (?nobleman, one square diagonally or have played games of the xiangqi family.
straight forward, in other words as Burmese After I had started work on the present edition,
elephant), Ma (horse, as N); 8 x bia (cowrie, I received a message from Peter Michaelsen
as orthochess P but promotes on rank 6 and suggesting that the rules may have been
only to met. Falkener allows the K on its first revised in recent years to reduce the number of
move the privilege leap of a N and the met a draws in master play, but I know no details. In
double step; Murray also gives this rule, but the absence of other pieces, three mets (not all
allows the met to move only e1-e3 (d8-d6) as on the same colour) are needed to mate a bare
in Medieval Chess. Subsequent writers like king; K+2M is only a draw, as is K+N+M;
Gollon repeat these rules, but privilege moves K+T is an easy win if the defending king can
are unknown in the modern game. Capture by be kept away from the attacking side’s
displacement; no castling. Tedious endings are corners, but only a draw if it can reach one of
avoided by a rule that when a player is without them. Against this, the nearness of the
major pieces (R,B,N), the other player must promotion rank means that a passed pawn can
mate in a prescribed number of moves, promote and add its weight to the attack much
according to the major pieces remaining to more quickly than in orthochess, and once a
him, or the game is a draw: 2 x R = 8 moves; breach has been made, the defender’s pawns,
1 x R = 16 moves; 2 x T = 22 moves; 1 x T = being already on the third rank at least, can
44 moves; 2 x N = 33 moves; 1 x N = 66 more easily be got at from behind.]
moves. These stipulations take no account of
mets. Stalemate is a draw. The pawns are According to information available on the web
sometimes cowrie shells and are commonly site of the Khmer Institute in 2004,
shown as such in indigenous diagrams; they Cambodian Chess, also known as Ok, is
are placed mouth-down in the array and are essentially makruk with two privilege moves:
turned over (mouth-up) on promotion to an unmoved K can make a sideways N leap
indicate their new rank. (from d1 to b2/f2, e8 to c7/g7) though not to
India and the rest of Asia 269

get out of check, and an unmoved met can about this ackward [sic - backward?
advance two spaces though not to capture. awkward?] little game, viewing it either as a
There are also differences of detail in the rules link between the Chaturanga and Chinese
regarding the number of moves allowed to Chess forms, or as a blend resulting from the
mate a bare king. In an alternative version meeting of the two traditions (Thai and
called Ka Ok, ‘popular in ancient times’, the Burmese Chess, say, still are more closely
first player to give check wins. linked to Chaturanga-like games, while
[Text revised. The first edition contained a Chinese Chess is the chess of Vietnam).
description, attributed to P. A. Hill, of a ‘In either event, I thought the game
different game, but this has been challenged extremely fascinating and valuable. I have not
and perhaps I should quote directly from the particularly changed my mind.
source David used. This was a photocopy of a ‘The correspondent later expressed some
typed letter from John Gollon to Philip Cohen, concern that he may have been mistaken in
25 February 1975, the relevant part of which some details. I have never been able to check
reads as follows (typography adjusted but text with an official Cambodian source. So there
verbatim): could be some errors - then again, perhaps
‘On the subject of Eastern chess variations, there are none.’
I received in 1969, from a U.S. serviceman The name ‘P. A. Hill’ has been added as a
serving as an interrogator in Saigon, a manuscript annotation to the words ‘U.S.
variation of chess which he obtained details serviceman’.
about from a Cambodian born guerrilla officer I do not know whether Gollon was
he was questioning. eventually able to check with an official
‘The transliteration and translation of the source, but no other confirmation seems to
piece names and their positions (for “white”) have come to light, and a recent paper
are: Kambodschach / Work in Progress zur
‘Chhwie king e1 Geschichte des Schachspiels in Kambodscha
‘Ta Hien official d1, f1 by Bernd Ellinghoven (Kambodschanische
‘Tam Mai elephant c1, g1 Kultur 8, Berlin 2003, pages 90-122) mentions
‘Sheh horse b1, h1 the makruk game at some length, with
‘tuk [sic] boat a1, i1 contemporary photographs, and the Hill game
‘Trei fish fourth rank filled not at all. The nearest approach to the latter is
‘The game is played on the points of a [sic] a photograph captioned ‘Kampot 2003, Hotel
eight by eight, uncheckered board. The horse Phnom Kamchay’ which shows some makruk
moves as the standard knight; the boat, as the men on an 8x8 board with palaces marked as
rook; the king, as the standard king; the for xiangqi, but this has some curious features
official, one square at a time diagonally, but and appears to record a display carelessly
captures only forward diagonally; the assembled for tourists rather than a position
elephant, one square at a time in any direction from a genuine game (there are no players
(like king) but may not capture straight within shot, and some of the men are on the
backward nor diagonally backward; the fish intersections, some in the squares, and some in
moves one square at a time forward until it nondescript positions).
crosses the center line (on its second move), at It would therefore appear that whatever else
which point the piece is flipped over and can was being played on the streets of Phnom
move as a king anywhere on the board. Penh in 2003, the Hill game was not, and
‘The pieces, my informant noted, are little the authority for its existence appears to
statues except for the fish, which are irregular reduce to a single informant whose statements
disks marked differently on either side so that are at variance with all other known
pieces which have crossed the center line and testimony. I have therefore taken it on myself
have been flipped can be distinguished. He did to remove the reference to it from the main
not know the bare king nor stalemate rules. entry, and to mention it only in the present
‘At the time, I boiled over with enthusiasm editorial note.]
270 Regional and historical games

29.4 Malaysia and Indonesia

Batak Chess. The game as played by the Malay Chess, also known as Main Chator
Batak people of Sumatra. Board 8x8 (‘Chaturanga game’). Established in the Malay
unchequered; usual men with same names as peninsula before the 15th century. Essentially
in Malay Chess. Kings stand on left of queens, the same game as Batak Chess, the Bataks
otherwise standard array. The KP, if it moves being of Malay origin. Board uncoloured; long
one square initially, retains the two-square diagonals marked. Standard array except that
option on its second move (e.p. possible). The Q stands on right of K. Rules varied from state
K may leap two squares in any direction to state but had a common feature in that a
(including N move) but only if unmoved; pawn promoted to Q only on the a- and h-files.
thereafter normal. Castling allowed but in two On any other file it then had to make one or
moves, not one. Promotion is complicated and more moves backwards before promoting, the
can differ from region to region. A pawn rules being both complex and varied. En
makes a single backward diagonal move as passant, too, suffered from a diversity of rules.
part of promotion, termed ‘gelong’. If White The king had the right to move two squares (as
has Pc7, he can play c8(Q) and then move to Q or N) initially if he had not been checked,
d7, capturing any Black man other than a K; and castling took two moves, the R being
however, if opponent’s K is on d7, it is not in moved first, but here again rules differed
check (play is now c8(Q)+). A pinned piece throughout the peninsula. Skeat, for example,
has no powers. Discovered mate (‘ares’) is a whose observations were largely in Selangor,
draw! A handicap, known as ‘tepong’, stated in Malay Magic (1900) that the K could
requires a player to mate on one of the four only castle if had not been checked, ‘but over
central squares. There is a small problem one square only’. According to H. O.
literature, problems being composed (often in Robinson (1904) a bare king could move as
twin form) as a challenge for stakes. (Armin any piece. Malay Chess was a casualty of the
van Oefele, Das Schachspiel der Bataker, 20th century, but may still be played in remote
1904, also Jaarboek 1931 van den areas. [Robinson wrote an article Malay Chess
Nederlandschen Bond van Probleemvrienden) in the Cheltenham Examiner, 27 July 1904.]

29.5 Central Asia and Tibet

Alisher Navoi’s Great Chess. According to shatranj pieces, each player had a Wazir
Gizycki, the 15th-century Uzbek poet Alisher (moved one square orthogonally), 2 x
Navoi described a ‘Great Chess’, played in Dabbaba (two squares orthogonally, leaping
Central Asia in the 13th and 14th centuries, in first square), 2 x Camel (3-1 leaper), 2 x
which each side had king, two viziers, Giraffe (one square diagonally then three or
elephant, giraffe, bear, camel, ruhbird, horses, more squares orthogonally, no leaping), 2 x
and pawns, starting in three ranks on a 100- Talia (as B but not to first square), 11 x P
square board. (move one square only). K, once in a game,
could change places with any allied piece on
Timur’s Great Chess. 14th century. the board. Each pawn was related to one of the
Sometimes referred to as the ‘perfect’ or 10 pieces and could promote only to that
‘complete’ chess. Said to have been the piece. The KP promoted to Prince (K without
favourite game of (and even invented by) royal powers). In addition there was an
Timur the Lame (Tamerlane) who scorned the Original Pawn. The OP had a curious
‘little chess’ (shatranj). Acclaimed by Gollon promotion cycle. (1) On Erst promotion, it
as ‘the most playable and most entertaining of remained immobile and immune from capture.
the early forms of Great Chess’. Board 11x10 Player could deploy (move) it as a pawn to
with an extruded square on the right of each any square other than one occupied by a K.
player’s second rank. These were citadels: if a Any man of either colour on the square was
king could attain the opponent’s citadel it was removed. Object was usually to achieve a fork
immune from capture. Apart from the usual but the removal of a strong piece seems more
India and the rest of Asia 271

pertinent. (2) If again reaching the 10th rank, succession of B (Tuk!) and P (Tsod!) checks
it achieved a dubious promotion to king’s ending in mate is a draw, but if during the
pawn with the same powers as in (1). sequence another piece checks, it’s a win.
(3) If once more reaching the end rank, it Bare king is a draw.
became a Prince (‘Adventitious K’). A king The game described by Assia Popova (Jeux
sheltering in a citadel could change places des Calculs Mongols, 1974), whilst agreeing
with a prince (either promoted KP or OP). in the appearance of the chessmen (above),
Forbes gives the array (a1-k1/k10-a10 and offers ‘supplementary rules’ in which the N is
inwards, empty citadel squares adjoining k2 affirmed as the most powerful piece since on
and a9) A-C-D-D-C-A, RNTGFKWGTNR, completion of its first move it becomes an
11xP (odcbfkwgtnr), each pawn being related Amazon (Q+N) whilst a R that penetrates to
to the piece with the corresponding upper-case the 8th rank assumes the additional power of a
letter (‘o’ being the Original Pawn). Others are N. According to Giadda Ricci (Mongolie -
recorded including ‘masculine’ and ‘feminine’ traditions de la steppe, Musée de l’Homme
arrangements, the latter omitting the alEls and 1983) chessplayers occupy a place of honour
with the KP on the second rank (Bland). A in the community and are not obliged to rise
feature of the array is that both a player’s when their betters enter the yurt.
camels are confined to the squares of one Hiashatar, also known as Mongolian
colour, the opponent’s to the other colour. Great Chess, is a larger version. Board 10x10
Hyde (1694) gives a somewhat similar (unchequered), 20 pieces a side. The extra
arrangement on an 11x12 board. The copyist pieces (+ pawns) are Bodyguards, standing on
of Timur’s biographer, b. ‘Arabshah, in either side of the king and queen. Bodyguards
illustrating the array (India Office MS 7322), move two squares in any direction but do not
filled the vacancies, for what reason is not give check. They influence the squares
known, with new pieces: lions, bulls and a adjacent to them. Any piece on a square
sentinel with their respective pawns, and adjacent to a bodyguard, whether hostile or
replaced the wazir with a crocodile. The friendly, may only move one square on its
moves of these additional pieces (if they had next turn. A hostile piece (Q, R, B) cannot
moves) are not recorded. capture a bodyguard directly but must first
move to a square adjacent to it. It is not known
Mongolian Chess, also known as Shatar. It if the game is still played. (Material taken
seems likely that the variants indigenous to from a web site maintained by Lev Kisliuk,
Mongolia and Central Asia described by also photocopies of pages 110-2 of an
Murray and van der Linde have been replaced unidentified book in Japanese)
in many areas by orthochess as the result of
Soviet cultural penetration. However, recent Tibetan Chess. Murray quotes a 200-year-old
sources suggest that they have yet to be source which describes the game then played
eradicated. Articles by S. Kondratev in in Tibet. Some of its rules at least are identical
Shakmatny Listok (1931) describe the with the description of the game apparently
Mongolian game as having an uncoloured still played in Mongolia in 1931 (see above).
board with the pieces distinguished by red and First pawn (usually QP) alone can move two
green bases. The R is represented by a chariot squares; castling allowed; bare king draws.
or wheel, the B by a camel and the P by a
child. The Q moves as R+K; no castling. Shatra. Origins unknown. A game of the Altai
Positions of K and Q may be reversed in the region, blending chess and draughts. Velyenin
array, but kings always on same file; in an Taushkanov codified the contemporary rules
alternative arrangement, the Ks face the Qs in in 1979 and the Presidium of the Central
the array. QP (d or e) alone can move two Shatra Section published ofEcial rules in 1985.
squares initially, and this is always the first The playing area comprises 62 squares made
move of both sides. (In some parts it is up of the field (7x6 central area divided in two
permitted to move the KP two squares by a ditch), two fortresses (3x3 squares at
instead.) A knight cannot mate (ignored in either end of board), and two gates (single
some parts); stranger is the fact that a squares linking the two). The central Ele
272 Regional and historical games

through the fortresses and gates is known as Shatras move as chess pawns up to the
the big road. Each side has a king (ring), a ditch, thereafter like kings, but never
queen (triangle), 2 rooks (squares), 2 bishops backwards. A shatra promotes on the back
(bars), and 11 shatras. Additionally, each side rank (3 squares) to any piece previously
has a temdek (cross) which is initially placed captured; if none, it can move horizontally
in the gate and serves as a marker. until one is available. Pieces in the fortresses
are reserves and are brought out one at a time
during play by placing in own half of Eeld on
any vacant square except on the big road. If a
reserve makes a capture within its own fortress
it must move into the Eeld on the next turn.
Shatras cannot capture within their own
fortresses. When the fortress is vacated, the
temdek is removed, which allows captures
from the Eeld back into the fortress. The king
can move independently of the temdek. Kings
and shatras capture by a short leap (over an
adjacent piece to an empty square immediately
beyond) in any direction. The other pieces
capture by a long leap (move over any number
of vacant squares and leap over an opposing
man to any vacant square beyond). Capturing
is compulsory except for the king, but the
player can choose between alternatives; he
cannot elect for the king and then opt not to
capture. If a second capture is available, this
must be made also, and so on. The same piece
cannot be jumped more than once in a
multiple capture. A pawn which promotes on
capturing must continue to capture as a
promoted piece if a capture is available. The
aim of the game is to capture or stalemate the
opposing king. (Personal communication)
Part 5
Games using dice and cards

[The use of dice to add a chance element to chess is ancient, that of cards very much
more recent. We shall take ‘dice’ to mean anything capable of delivering a random
choice from a small number of possibilities, and ‘cards’ any set of things whose
contents are unknown until they are turned over.]
Chapter 30
Dice games

[Dice have been used from very early days to add a chance element to chess. They can of course
merely be used to choose an initial array or an opening sequence of moves, but that is a very
peripheral use. In the present chapter, they will be called on much more often.]

30.1 Using dice to determine the man to be moved

Medieval Dice Chess. One of the earliest Gaudeamus (Manfred Mittelback, early 20th
forms of chess, in which dice were used to century?). Board chequered 8x8 with array
determine the man to be moved. The Alfonso squares a1-h1/a8-h8 numbered 17-11-15-13-
MS (1283) gives 6=king, 5=firzan, 4=rook, 18-14-12-16 and a2-h2/a7-h7 numbered 3-5-7-
3=knight, 2=fil, 1=pawn, with the requirement 9-10-8-6-4. These numbers correspond to all
that if a piece cannot be legally moved or none possible totals on the faces of three cubic dice.
of that type is on the board, the die is thrown The pieces are discs, each displaying a piece
again. The game is stated to have been as symbol and a number corresponding to that of
popular in the 11th century as chess. Several its array square. Usual men and array. On each
of the games described in section 26.2 could turn, three dice are cast and the player is
also be played with dice: Acedrex de las Diez obliged to move the man indicated. Castling
Casas with a seven-sided die, Grande Acedrex permitted on a throw of 16 (short), 17 (long),
with an eight-sided, Oblong Chess with a 18 (either). If a throw cannot be utilized, the
cubic. In the last case, the values were 6=king, dice are rolled again. There is no check and
5=firzan, 4=fil, 3=knight, 2=rook, 1=pawn, the game is won by capturing the king. The
and a player unable to escape check with the game is Fawed by the laws of probability.
number rolled apparently lost. [Text revised. Whereas the e-pawn can expect one move in
David’s files cite various sources in addition eight, swiftly exhausting its mobility, the a-
to those listed in chapter 26 (Addison, 100 pawn and king will rarely stir. [Author’s rules
Other Games to Play on a Chessboard, pamphlet, set out in such a way as to suggest
Gollon, Chess Variations, Brace, An that it may have been intended as a patent
Illustrated Dictionary of Chess). Those who application]
can read medieval Spanish will find a
transcription of the relevant part of the La Régence Dice Chess (originator unknown,
Alfonso MS on pages 488-9 of Murray.] 1934). The game practised by adepts at the
Régence in Paris used two dice with the player
Modern Single-Die Chess. With modern choosing between them (if neither playable,
men, the usual relationships are 6=K, 5=Q, the move was lost). The game had a curious
4=R, 3=B, 2=N, 1=P, but many permutations feature: the die values for B and N were
have been employed. AISE (1978) used 1=K, reversed (2=B, 3=N), whilst only double-6
2=Q, 3=B, 4=N, 5=R, 6=P (Eteroscacco 16 (a 1-in-36 chance) permitted castling.
and later). The first correspondence Inexplicably, a K was mated if the only escape
tournament was held in 1979. Also played in for it was to capture a non-checking man.
conjunction with Progressive Chess. In Team (L’Action Française, 16 July 1934)
Dice Chess an organiser throws dice for White
and Black alternately. Scale as above but 6 = Las Vegas Chess (Art Gamlin, early 1960s).
any move; castling is R move. If legal move A form of Dice Chess dignified by Kenneth
not possible, move king; if king not possible, Harkness in the U.S. Official Chess
move pawn; if still not possible, move a piece Handbook, the variant has reportedly provided
speciAed by the opponent. (Chess, May 1952) commercial sponsorship for a number of chess
278 Games using dice and cards

events in Nevada. Two cubic dice are used, player in check to make any single move or
the twelve faces showing 3 x P, 2 x R, 2 x B, 2 capture to escape the check without throwing
x N, 1 x Q, 1 x K, 1 x free choice. Both dice the dice. The queen is relatively weak whereas
are thrown and the player must move one of the pawns are active. It is often better to
the men indicated. When a check is given, it is deprive the opponent of one type of piece (so
parried by any legal move at the defender’s that the dice number cannot be used) rather
choice after which dice rolls are resumed. ‘A than to go for material advantage. Buczko also
silly game in which skill plays next to no part suggests a 10x10 game with two extra knights
at all’ in the opinion of Bobby Fischer (Boys’ and pawns on each side played to the same
Life, August 1969). Vegas Fun Chess rules. (Originator’s rules pamphlet)
(George Koltanowski) differs only in minor
detail. (Chess, September 1964, also Chess Sui-Chess (J. R. Weddle, 1973). Chess by
Variant Pages) yourself. At each turn, roll a die: 1 = Ales 1, 2
or 3 (from left of each player), 2 = files 2, 3 or
Buczko’s Dice Chess (Anthony Buczko, 4, and so on to 6 = files 6, 7 or 8. You must
1970s). Board 8x12; standard array with a move a man on one of the three Ales indicated.
marker placed at the side of the board between If there are none, roll again; if in check, do not
6th and 7th ranks. Three cubic dice are used; roll but get out of check in normal way.
two are normal and the third has an extra 1 Castling permitted if King’s Ale indicated.
instead of a 5 (faces 1, 1, 2, 3, 4, 6). A player (Letter in Chess, June 1973)
on turn casts all three dice and may elect
which type of piece to move. Pawns can move Novak’s Dice Chess (Paul Novak, 1977). Five
up to three squares initially. A double or triplet moves are played by each side under normal
requires that that man is moved two (three) rules. From then on, a die roll determines the
times. Thus a roll of 1, 3, 3 permits the player type of man to be moved (castling is a K
to move either a pawn or one bishop twice. If move). If the player has no man of that type,
a player rolls a double (triplet) but can only he rolls again, but the game hinges on a
move the designated piece once (twice) the unique rule: if he has one or more men of the
whole move is lost. If a player cannot move, stipulated type and cannot make a legal move
the marker is shifted one rank towards him. with any of them, he loses. A fun game with
There is no check: a player wins if he captures quite a lot of skill apart from calculating the
the king or if the marker crosses the odds. Freedom for the pieces is everything.
opponent’s base line. Another version permits [Index sheet for the game missing from
check (win by checkmate) and allows the David’s files.]

30.2 Other uses of thrown dice

Tibetan Dice Chess. An unsubstantiated thought. This variant, a creative leap from his
source mentions an ancient 11x11 game with Free Chess, invalidates both opening and
14 men a side in which a die inFuences but endgame knowledge. Brunner’s radical
does not dominate play. The name, originating solution requires that the powers of the pieces
it is said in Italy, is derived from the putative change in every game, and can even change
fact that from about the 13th century sets were after each move within a game. The pawns are
carved by Indian and Nepalese ivory workers. unaffected however, and behave exactly as in
(Games and Puzzles 27) orthochess.
Each player has eight small boxes, open at
Brunner’s Game, also known as Zeiger- the top, numbered 1-8. There are 16 cubes
Schach and Turntable Chess (Erich Brunner, (dice), that At snugly in the boxes, of which 8
1924). The Swiss problemist and games are white and 8 black, representing the pieces.
inventor, in common with many of his On one of the faces of each die the piece is
contemporaries, deplored the fact that shown with lines indicating its normal
advances in chess theory had placed a movement; on the other Ave faces, each
premium on memory at the expense of original different, its movement is modiAed. The
Dice games 279

pawns are set up normally and the boxes are their spots totalled. The players then obey the
arranged in sequence 1-8 from left to right on appropriate one of a list of actions previously
the rank nearest each player. Each player takes drawn up. If no legal move is possible, the
all the dice of his own colour. One player casts player has a free choice. (Notes apparently
his dice which determines the power of the deriving from personal communication) [A
pieces for the game; the second player rotates note on David’s index sheet for the game
his set of dice to correspond with those cast. reads ‘per Steve Boniface’, and the list of
White then places one of his dice (pieces) in actions in his Encyclopedia files gives 3/18
any box on his Arst rank (i.e., randomized change sides, 4 forward move, 5/9 pawn
array), orientating it as he pleases to face move, 6/8 move to the right, 7 rook move, 10
forwards, backwards, left or right in order to king move, 11 knight move, 12 bishop move,
make the best use of the piece’s directional 13 move to the left, 14 queen move, 15
powers. Black must then take his backwards move, 16/17 two moves. In an
corresponding piece and drop it in his box on accompanying note, he is critical of some of
the same Ale, but again selecting the these and says that they could be varied with
orientation. Next, Black places a piece in an advantage, but there is nothing to prevent
empty box and White copies, and so on until intending players from experimenting.]
the array is complete. Thus despite the chance
factor of the dice roll, both players have equal Chuck-A-Chess (Proprietary game, Chexi
forces in an identical array, orientation of the Games Ltd; Peter Costa, 1987). Each player
pieces apart. Play is as orthochess with two has four dice, each die depicting one of each
important rule changes: pieces can only move type of chessman on its faces. In addition,
as indicated on their exposed faces; and after there is a doubling die for gambling. Four
moving a piece the player may turn it to face different games are given. In all games, two or
in any direction. Brunner did not mention more dice are rolled, the player choosing
pawn promotion but a common-sense rule between them. Certain combinations earn
would allow promotion to any piece in the bonuses such as an extra move. (Variant
array (with appropriate movement factor). The Chess 12)
purpose of the boxes is so that players can
repeat a game with identical forces if they so Chess=Izer (Proprietary game, Fred
wish. If this facility is not required, the boxes Pennington Jr, 1989). Two identical
can be dispensed with. Boyer pointed out decahedral dice depicting chessmen (4xP, K,
(Nouveaux Jeux d’Echecs Non-orthodoxes) Q, R, B, N, Free choice). Rules for eight chess
that if the players chose not to oblige one games variously modified by dice rolls.
player to copy the other then not only would (Carbon copy of article by L. U. Dikus
the number of possible opening arrays, already annotated ‘Pöppel-Revue next issue’, 1990)
astronomical, be multiplied, but an extra skill
would be introduced into the game. Brunner Turncoat Chess (J. Leistiko and F. Truelove,
suggested that instead of dice, tiles could be 1990). Usual array. After each move two
used showing directions of movement, a eight-sided dice are thrown, one giving a file,
concept realised a half-century later in the the other a rank. If the indicated square is
commercial game Ploy. (Hans Klüver, Das occupied, the man on it changes sides
Brunner-Buch) provided there is a previously-captured man of
the right colour to replace it. If not, nothing
Toss For Next To Play Chess (origins happens. (Variant Chess 24)
unknown). A coin or die is used to determine
who moves next. This is essentially the same Dicey Dropsy (Ian Richardson, 1994). Normal
as A.C.’s card game (see next chapter), except board and men, and in addition each player
that the odds do not change as the cards are has five ordinary dice and one special die (the
used up. (Les Jeux d’Echecs Non-orthodoxes) originator uses a backgammon doubler). The
faces of the ordinary dice denote men, those of
Crazy Chess (said to be of Dutch origin, date the special die denote regions of the board
unknown). Three standard dice are used, and (first two ranks, first four ranks, anywhere,
280 Games using dice and cards

first two files on left, first four files on left, equate to the number of consecutive moves
anywhere). (player chooses which is which). Capture the
The game has two phases. In the ‘drop’ first king normally, mate the second to win.
phase, White throws one die plus the special Kings may not pass over threatened squares.
and places a man accordingly, Black does the (Variant Chess 21) [Text completed
same, White throws two dice plus the special editorially]
and places two men, Black does the same,
White throws three dice plus the special, and Conflict Chess (Derick Green, 1997). Usual
so on. Bishops must not be placed on the same array. Four marked squares (c5, d5, e4, f4) are
colour, pawns not on the first or last rank. designated terrain squares. Pawns may move
Multiple checks are allowed, and the king one square diagonally forward in addition to
must be placed at drop 4 if it has not already their notmal powers; K moves as Q and there
come up. If a player has already placed all is no castling. K and Q are Leaders and both
men of the kind specified, that part of the drop (plus any pawn promoted to Leader) must be
appears to be lost (this is not explicitly stated eliminated to win (so no checking). Other
in the source but is implied by the sample pieces are Officers. A pawn promotes to
game given). Officer on the end rank and an Officer to
In the ‘move’ phase, White starts with one Leader. Pieces may move onto but not over
move, and he must get out of check if he can. terrain squares. Each man has a combat
If he cannot, and Black can, he loses; if neither strength, used in attack or defence. Men may
can, the game is drawn. Black plays one move combine strengths. Both players roll a cubic
similarly, then White plays two moves, Black die and add their respective combat strengths
two, White three, Black three, and so on. to determine the victor. (Variant Chess 25)
During this phase, giving check before the end
of a player’s turn terminates the turn. Games Piece-Eater Chess (Peter Aronson, date not
tend to be short, and the originator claims that recorded) Standard set-up with Piece-eater on
there is a good balance of luck and skill. d4. Each player has 1xR, B, N and 3xP in
(Variant Chess 15) [Text editorial] reserve. P-E moves like K after each move (an
eight-sided die can be used to determine
Skock (Swedish, inventor not known). Board move). P-E treats board as a torus but cannot
8x8 with two sets of chessmen. Players set up move next to a K. Piece in reserve can be
their pieces (usual arrangement) on the first dropped on player’s first rank, pawn on
two ranks and their pawns on the next two so second, instead of moving. P can promote to
that the board starts full. Two cubic dice are R, B or N on 7th, Q on 8th rank. (Manuscript
used. On one die the spots 1-6 correspond to notes presumably deriving from personal
P-N-B-R-Q-K respectively, on the other they communication)

30.3 Using dice other than by throwing

Anticipation Chess (Raymond Pink, 1981) move. If a player is unable legally to move the
Each player has a chess die and cup. An type of man chosen, the move is forfeit and
ordinary die can be used substituting P, N, B, only steps (1) and (3) are enacted. If a player
R, Q, K for the spots 1-6 respectively. Usual is unable to counter a check, the king is left in
array. Both players decide which man they check. He remains in check for as many turns
will move on their Arst turn and set the die as are necessary to break the check or until he
appropriately (1 or 2, i.e. pawn or knight) is checkmated. A player whose opponent is in
under the cup. Each player’s turn consists of check may add an additional check or make
three parts: (1) Reveal the die; (2) Move a man any other move that his die selection allows.
of the type shown; (3) Decide on the man it is The skill of the game, chess apart, lies in
planned to move on the next turn and adjust knowing when to bluff and how often.
the die secretly under the cup. Castling is a K (Author’s explanatory document)
Chapter 31
Card games

[While the use of dice in conjunction with chess is ancient, the earliest use of cards appears to
date back little more than a hundred years. However, many such games have appeared in recent
years, including a 25-game compendium ‘Karten Schach’ which is given a section to itself.]

31.1 Games using cards to represent chessmen

Card Chess [Ramsden] (Proprietary game, to capture (checkmate) the K. To start the
Sherratt and Hughes; Herbert Ramsden, 1899). game, White plays his K card to any square in
Board 6x3. Each player has 12 cards the arena, Black likewise to any square in the
representing the usual chess pieces plus four domain, and each player puts a card (not his
pawns. Array side-to-side rather than top-to- cardinal) in his safety box. Thereafter a move
bottom: White Kb2, Na1/a3, Black Ke2, consists of one of three actions: playing a card
Nf1/f3, rest of cards in hand. Kings do not from hand into the safety box (if unoccupied),
move, pawns move one square orthogonally in or moving from the box to the arena, or
any direction and capture one square moving a card already in play. The full rules
diagonally in any direction, moves of other of this unusual game are fairly elaborate.
pieces are orthodox. The aim is checkmate. A (Photocopy of manufacturer’s rule sheet)
move consists of playing a card from hand or
moving a man (card) on the board. A card may Express Chess (Proprietary game, Black Box
be played or moved on top of an existing card Inc; William Jemas, 1996). Games using 50-
of either colour. If played from hand, the card card packs for chessmen. Players draw hands,
must be of at least equal value to the piece deal out chess positions on a notional board,
covered. The scale of values is Q, R, N, B, P. and play them out with modifications of the
A covered card has no powers. The king normal chess rules. Cards carry pictures of
commands adjacent squares: if an undefended wildlife, presumably for visual appeal.
hostile man is placed next to the king it can be (Variant Chess 35) [Text editorial]
captured (king does not move). Fool’s mate is
given as 1 Nb3 N(either)d2 2 Nc1. Any card Cardmate (A. Derzhanski, 1999). Board
played to cover the attacking knight will be 10x10; standard pack of 52 playing cards plus
automatically subject to capture by the four 1s, each rank representing a piece with
attacker’s king. (Notes annotated ‘BL: different powers of movement and capture
7915.aaa.67’, presumably a British Library (suits ignored); elaborate rules. (Chess Variant
shelfmark) Pages, also Variant Chess 36) [Text editorial]

Card Ches (Proprietary game, Card Ches Inc, Xiangqi Cards. In Korean Games, Stewart
1974). Described as a game of planned Culin records a number of different packs of
strategy. Each player has 11 cards, depicting xiangqi playing cards all from S. or S.E.
King, Queen, Cardinal (B), 2 x Fort (R), 2 x China. The cards were usually in four colours
Cavalier (N), 2 x Guard (moves one square (allowing for up to four players), each
orthogonally, captures one square diagonally), depicting a piece. The pieces were duplicated
Scout (moves and captures one square and one or more jokers were sometimes
diagonally), Jester (moves and captures one included. It is not evident what games were
square orthogonally). The playing area is 5x4, played with these packs but it seems likely
made up of a 4x4 Arena and a 1x4 Domain, that they were used at times to introduce a
each accessible to both players, plus a one- chance element into xiangqi, probably for
square Safety Box for each side. The object is gambling purposes.
282 Games using dice and cards

31.2 Games using cards to influence play

Schachett (Proprietary game, Germany, similar but the cards have different meanings:
1890). Handsome playing cards of two suits, A-8 = pawns a-h respectively, 9 = R, 10 = N, J
black and white. Court cards are pieces, others = B. A player unable to move forfeits his turn.
pawns. Rules blend cards and chess. (Gizycki) If in check, draw card normally; if unable to
move, proceed in following order: (1) move
Card Chess [A.C.] (‘A.C.’, 1902). The player the king; if not possible, (2) interpose; if not
whose turn it is to move is dictated by the turn possible, (3) capture checking piece. The
of a card. ShufFe standard pack of playing ending tends to be drawn out because of the
cards and place face down. Cards are turned nominated pawn moves. Scottish Card Chess
over one by one. A red card requires a White (Peter Smith, 1970s) is the same except that a
move, a black card a Black move. A player captured piece must immediately be reentered
giving check may continue to check. A on any empty square chosen by the capturer.
checked player unable to escape on his Grst This can give rise to some interesting tactics.
available move is checkmated. When the pack [Dunne’s game by personal communication;
is exhausted it is reshufFed and used again. information about the others two presumably
Tom Braunlich and Rollie Tosh have proposed also derived from personal communication,
two improvements: (1) A player whose king is but no source material in David’s
in check may immediately move out of check Encyclopedia files]
(capture and interposing not allowed) before
the next card is turned; (2) A black and red Leveler Chess (Proprietary game, Christopher
suit are removed from the pack. This Cagan and Mark Schynert, 1975). Eighteen
heightens the calculation of odds. (British tiles (in effect, cards) marked 1-8 and N (two
Chess Magazine, September 1903, also of each), and nine new pieces which belong to
Eteroscacco 53 and Nost-algia 322/348) neither side and are moved as dictated by the
tiles: 6 x Duck, 2 x Matter Transfer Unit, 1 x
Chessmatch (Proprietary game, Wayne Leveler. Ducks are blocks which move in
Eberhart, 1965, marketed 1986). Pack of 65 formation; they cannot be moved onto or
cards depicting individual chessmen: 6 x K, Q, through and they block a check. Only the
R, B, N, 32 x P, 3 wild cards. Each player is leveler can capture a duck. Transfer units,
dealt five cards initially and draws another which cannot be captured but can mutually
before each move, choosing one of the six to destroy each other, can occupy a square with
play and moving the corresponding man on another man. They transfer any man
the board. There is no check or checkmate; (including duck and leveler) from one unit to
capture the king to win. Castling with either K the other. The leveler occupies four squares
or R card. The choice of cards to play and hold and destroys anything except a transfer unit on
calls for additional skill. (Notes apparently all squares it covers. The sequence of play
derived from a set in David’s game collection) within a turn is (1) make a normal move, (2)
draw a tile for each extra piece in turn (one tile
Card Chess [Dunne] (Alex Dunne, 1974). for all the ducks), in order leveler, transfer
Standard pack of playing cards. Cards are units, ducks, and move the piece one square in
shufFed and each player draws one before the direction indicated (1 = S round to 8 = SE
moving, the type of man to be moved being as seen by White, N = no move). In the array,
determined by the card drawn: Ace = free the leveller covers d4/d5/e4/e5, the transfer
choice, 2-8 = P, 9 = B, 10 = R, J = N, Q = Q, units are on a5 and h4, and the ducks on
K = K. A player unable to move loses his turn. a4/b4/b5 and g4/g5/h5. There are a number of
A player in check still draws a card; if he detailed rules to cover anomalous situations.
cannot get out of check by moving the man (Proprietor’s rules pamphlet)
indicated, he makes any legal move. K or R
permit castling. Stalemate only if player draws Chance Chess (Proprietary game, Chance
K and is in stalemate. Card Chess Chess Co; Tino Giminez, 1983). A blend of
[Nominated Pawns] (origins unknown) is chance and chess. The game consists of a large
Card games 283

pack of cards (101) composed of 10 x K, Q, R, with a card on it moves and captures as the
B, N, 25 x P, Move any piece, 1 x ReshufFe. chessman depicted (no pawn-two); it may
The cards are shufFed and placed face down. cross squares with cards on but not squares
Before each move the player turns over the top with cones. A player moving a cone as a
card. If he cannot move the man indicated, he chessman puts the next card on any vacant
loses his turn. If he can, he may either move square. There is but one restriction: there may
the man or elect not to move. The turn then not be more than three queens in either half of
passes to the opponent. If a king is checked, the board. Object is to capture all the enemy
the checked player Grst plays a regular move cones, or to have the greater number of cones
(capture, interpose, move K) then draws a card left when all the cards have been placed.
and moves again accordingly. Castling (Proprietor’s rule sheet)
permitted if a K card is drawn. Boldness pays,
and Lady Luck can be an indulgent partner. Chess Mess (Proprietary game, Chess Mess
Tournaments held include one in San Diego Games, 1993). Novel board in form of eight-
($2,000 prize money) won by a grandmaster. spoke wheel, each spoke eight squares long;
(Nost-algia 292/3) usual chessmen. Alternative arrays; game
played with or without spinner and cards.
Tempête Sur L’Echiquier (Proprietary game, (Manufacturer’s publicity material)
Ludodelire; Pierre Clequin and Bruno Faidutti,
1986). Chance-card chess. Handsome 72-card Chessmen-At-Arms (Proprietary game,
pack, humorously illustrated, dictates events. MGM Information Services, 1996). Board 8x8
Five cards are dealt face down to each player but the 81 intersections are used for
and the pack placed beside the board. Players movement. Usual chessmen but K, Q, Ns are
then examine their cards. During the game, a cavalry, the rest (Rs, Bs, Ps) are infantry.
card may be played from hand at any time Initial array on the 16 intersections (3x3
subject to the instruction on it (e.g. squares) in opposite corners of the board. Each
immediately after opponent’s move) and the side has a castle (g2/b7). Elaborate rules using
command executed (e.g. move any of your playing cards, described as a simulation of
pieces like a knight). Once played, a card is medieval warfare. Capture the K to win.
replaced from the pack so that each player (Proprietor’s rules pamphlet)
always retains Gve cards. There is no
obligation to play a card, and a normal chess Zany Chess (Joli Kansil, 1997). Required are
move may be made instead. One fundamental a chess set and a pack of playing cards (2
rule: a card played that attacks the opponent’s jokers). The cards correspond to the chessmen
king (check, checkmate or capture) or hinders as follows: K=king; Q/J=queen; 10/9=rook;
its escape from check is annulled. The game 8/7=bishop; 6/5=knight; 4/3/2=pawn. Aces
was subsequently marketed in Germany as and jokers have special meanings. Usual set-
Tshcach and in the U.S. as Knightmare up. On your turn you draw top two cards of
Chess. (Notes presumably deriving from a set pack. If cards are of different suits and
in David’s game collection) indicate different pieces, player chooses which
piece to move. If the cards are of the same
Manchester (Proprietary game, Rostherne suit, player has option of moving both pieces
Games; David Watts, 1991). Board 6x6; each in either order or the same piece twice (if so
player has 10 cones (pieces) which are set up indicated). If cards of same rank, player may
on the first two ranks, the end squares on the choose a legal chess move or may move each
second rank being left empty. There are 36 piece once or one piece twice. An ace is
cards, each depicting a chessman (six of each). jeopardy: move any threatened man (but you
The pack is shuffled and placed face down, cannot capture); If double jeopardy (pair of
and the top card is turned over. A cone not on aces), move two threatened men or make one
a card moves forward or back one square; it orthodox chess move. A joker is switch: you
cannot capture. The player then takes the top can change positions of a pawn and any piece
card, puts it in the square just vacated, and (including the king). Double switch allows
turns over the next card. A cone on a square you to switch two pawns with two pieces or
284 Games using dice and cards

play a single orthodox move. If nullo, (cannot Chaos Chess (Proprietary game, Hammerdog;
play either piece indicated) move a pawn; if Danny O’Neill, 2001). Pack of 80 chance
not possible, move the king. On a check, cards for use with orthochess. Examples: (1)
attacked player does not draw cards but makes Remove two of your opponent’s and one of
any legal move. Game named after inventor’s your own pawns; (2) Convert one of your
son, Zane. (Inventor’s rules pamphlet) pawns to a knight. (Variant Chess 20)

31.3 Combination games

Pinochle Chess (David Moeser, 1970). Gambler Chess [Lawless] (Kevin Lawless,
Unlikely wedlock of chess and pinochle. Deal 1994). Five-check chess (the first to give five
as for two-handed game with cards checks wins), with the added twist that a
representing chessmen: Ace = R, 10 = N, King player draws a card for each check and so
= K, Queen = Q, Jack = B, 9 = P. When a card gradually builds up a poker hand. Games are
is played, player may move corresponding played in pairs, each player having each
chessman on board. First player to put down a colour once, and if each player wins one game
jack or 9 has White. Both games must be the better poker hand wins; if the same player
played to legal rules. Castling permitted on wins both chess games, he may choose the
play of either ace or king. Exchanging 9 for better of his two poker hands. The holder of
trump indicator does not qualify for a pawn the winning hand is paid according to an
move. Winner is Grst to checkmate or score agreed scale. (Variant Chess 16) [Text
1000 points. (Nost-algia 282, Neue Chess 8) editorial]

31.4 Karten Schach

Karten Schach (Proprietary games, Berliner Proletarian Chess. Omit the pawns and
Spielkarten GmbH; Reiner Knizia, 2000). A joker cards from the pack. Turn player takes
book of 25 original chess variants packaged top card and places it face up on the discard
with a chess set, black and white counters, 28 pile. Now the player must (1) Move a piece
cards and a 78-page rule book. Cards depict 4 corresponding to the exposed card, or (2)
x K, Q, R, B, N (two of each colour), 8 x P Move a pawn, or (3) Pass.
(four of each colour) plus four jokers (two of Prophet Chess. White and Black each hold
each colour). In all games you capture 12 cards (two of each type) and in addition
(not mate) opponent’s K to win. K may not White has a joker. White starts and places a
attack K. White starts. When cards are card face up in front of him. Black does
exhausted they are reshuffled and a new stack likewise. This procedure continues until each
formed. player has a line of seven cards. White’s last
Aristocratic Chess. Six cards, one of each two cards may not be of the same type. White
piece type, are laid face up between the adds the joker as his eighth card. White now
players. Six counters are placed nearby. On makes the first move, the players always
turn, a player may move one or more (up to moving a man corresponding to the next card
six) pieces indicated by the cards. A counter is in their line. Finally, White plays the joker and
placed on each man moved to avoid moves any man. The cards are now taken back
duplication. At the end of a turn, the counters in hand and a new line of seven is laid out, this
are removed and are used again. time Black having the joker as his eighth card
Feudal Chess [Karten Schach]. Each and starting. The process is repeated as many
player has a set of seven cards (one of each times as is necessary.
piece, two pawns) and seven counters. These Psycho Chess. 24 cards (2 white, 2 black of
are laid openly. The player with the move has each piece type) but colour irrelevant. Five
two possibilities: (1) Play one of the men cards are dealt to each player, the remainder
indicated on a free card (no counter) and place forming a stockpile. At each turn, the players
a counter on it; or (2) Sacrifice a turn and simultaneously disclose a card. Highest-
remove all counters from his cards. ranking card wins (normal order KQRNBP,
Card games 285

but P beats K). Winner either moves a piece of Liar Chess [Knizia]. Turn player takes top
the rank he played, or a pawn, or he can pass. card of pack, looks at it, places it face down
If ranks are the same, neither player moves. on the discard pile, and moves. Opponent may
The cards used are discarded and the players challege or pass. In the event of a challenge,
draw replacements to maintain a hand of five the card is revealed. If the challenge is correct,
cards. the move is retracted and the man moved is
removed from play. If the challenge fails, the
In the next group of games all 28 cards are challenger loses his turn and the opponent
used (no jokers). Colours are irrelevant. Cards plays again.
are shuffled and placed in a stack face down. Pea-Counting Chess. Each player has six
Cassandra Chess [Karten Schach]. The counters of own colour. Turn player draws a
white and black cards are shuffled separately card, exposes it, and may play the appropriate
and then laid out alternately round the board, man.or pass. Alternatively, the player pays a
seven cards a side. A counter is placed outside counter to the opponent, draws another card,
the board at the bottom right corner as a plays the man indicated or passes. The player
marker. White starts with any move and Black may continue to buy cards until satisfied as
likewise. White may now move the man long as he has counters to pay for them.
indicated by the white card next to the marker Passing is always an option.
or pass. The marker is then moved onto this Pirate Chess. Turn player takes top card,
card when Black acts accordingly. looks at it, places it face down on the discard
Cockayne Chess. Three cards are turned up pile and either moves any man or passes. The
in front of each player. The player with the opponent now decides whether or not to
move has two choices. (1) Move a man challenge the move. If he does the card is
indicated by one of his cards. Then remove the exposed. If the challenge succeeds, the move
card and place it face up on a discard pile. is retracted and the challenger has a free move
Finally, draw a replacement card from stock. (no card drawn), if it fails, the move stands,
(2) Without moving, discard one or more the challenger loses his turn and the turn
cards and replace them from stock. If both player has a free move.
players use up all their counters they are Purist Chess. Draw a card and move the
replaced. indicated piece (colour irrelevant) or opt to
Ducat Chess. The players have eight pass. If you cannot move the piece indicated,
counters each exposed in front of them. Turn move any man or pass. Used cards form a
player exposes the top card. He has three discard pile.
choices: (1) Play a man of the rank shown, (2) Skateboard Chess. The top card of the
Pass, or (3) Surrender a counter and make any stack is exposed. The turn player now has two
legal move. Exposed cards are discarded options: (1) Move a man of the type indicated
Eunuch Chess. Four cards are laid face up or (2) Turn over a new card and either move
in front of each player. Black starts by the piece indicated or pass. Players may use
selecting one of his four cards placing it on a the same card consecutively more than once.
face-up pile in the middle and replacing it Speculator Chess. The turn player draws a
from stock. White now either moves or passes. card and exposes it. He can elect to move a
He may not play a piece of the type chosen by piece of the type indicated or draw a second
Black. Then White selects a card and Black card with the same option. This can be
moves, and so on. repeated a third time but he must then move or
Gambler Chess [Knizia]. The player takes pass. Exposed cards form a discard pile.
the top card from the stack and moves the
indicated piece. He can continue to draw cards In the following three games each player
and move accordingly but can stop at any begins with 12 counters. The winner of an
time. If he draws a second card of the same auction pays the amount of the bid to the
rank he loses his turn. If he stops before that opponent.
he may use any or all of the reaveld cards to Capitalist Chess. The turn player takes the
move the corresponding pieces. Exposed cards top card and exposes it. He now has two
are removed from play. options: he can pass, when the opponent
286 Games using dice and cards

receives the card gratis, or he can make a bid face down in front of them. White exposes his
(zero bid permissible). If the opponent now card and either plays a man of corresponding
passes, the turn player takes the card. If the rank or he passes then retrieves his card and
opponent bids there is an auction. Bidding places any new cardfrom his handface down in
continues until one player passes. The winner front of him, for his next turn. Black then does
now pays the loser the number of counters likewise.
corresponding to the final bid and moves the Döppelgänger Chess. On turn, a player
relevant piece or passes. The player who may either make a normal move or select a
passed in the auction exposes the next card. card and make an additional move with the
Machiavelli Chess. Four cards are dealt piece depicted. The card is then turned over.
face up in front of each player. The player Example: 1 e4 e5 2 Bc4 when White threatens
with the move chooses one of his four cards to select his B card and play Bxf7,xe8
and places it near the stack, replacing it from winning. However, Black can now choose his
stock. There is an auction for the chosen card P card and play d5,dxc4. Capture the K to win.
(bids from nought upwards). The player with Generation Chess. Nine cards are dealt
the higher bid takes the card and pays the face up between the players. The turn player
appropriate number of counters (if any) to the chooses any card (colour irrelevant), moves a
opponent. The winner now plays a piece corresponding man or passes, and turns the
appropriatre to the card or he can elect to pass. card face down. When the nine cards are
The player who passed in the auction chooses exhausted, a further nine are dealt and play
the next card. proceeds as before.
Socialist Chess. The turn player tales the High-Flyer Chess. On turn, a player makes
top two cards and exposes them. The auction a normal move or declares a card and moves
is as in Capitalist Chess. Whoever wins the the piece indicated to any unoccupied square
auction pays the opponent the number of (no pawn to the end rank). The card is then
counters bid and picks one of the two cards. reversed. A card is also reversed if the player
The player now moves the appropriate piece has no men remaining of the rank indicated.
or passes. The loser may use the remaining When the cards of both players are exhausted,
card or pass. The loser turns up the next two they are replaced.
cards. Impostor Chess. On turn, a player makes a
normal move or selects one of his cards and
In the following games the players start with a moves any man in the manner of the piece
set of six different cards (KQRBNP) of the chosen.
appropriate colour face up in front of them Proxy Chess. On turn, a player makes a
unless stated otherwise. A card played is normal move or exchanges the positions of
reversed. When all six cards have been two of his own men. The card reversed is the
reversed by both players, they are again higher-ranking of the two men moved (order
exposed and available. KQRBNP). A pawn card allows the player to
Clairvoyant Chess. Players take their cards swap a pawn with any man other than the
in hand. Both players select a card and place it king.
Part 6
Games with non-chess objectives

[These final chapters on two-part games cover games where the win is achieved not
than by capturing the enemy king but by occupying his base, by reaching some other
goal before he does, by annihilating his force, by scoring more points according to
some scale, or whatever.]
Chapter 32
Playing to reach a xed goal

[In this chapter, we look at games where the aim is to occupy a specific location rather than to
capture a particular man. There are two distinct classes: where each side is aiming for a separate
goal which is usually deep in enemy territory, and where both sides are aiming for the same
goal. A special case of the former is provided by football games, which are sufficiently
distinctive to have been given a section to themselves.]

32.1 Fixed goals in enemy territory

Helwig’s Military Chess, also known as capture the opponent’s Eag, which is
Estralography (J. C. L. Helwig, 1780). One immobile, and return with it to base. Board
of the +rst war-games in which the board dimensions unknown. Each player has 11
displayed terrain features. Pieces represented pieces in addition to the Eag: 1 x Colonel,
infantry, cavalry, artillery, transport, fortified Major; 2 x Officers, Grenadiers; 5 x soldiers.
camps, stores; object was to storm enemy fort. Colonels and Majors move like a queen;
Later modi+ed by M. C. F. Cranmer (1803). of+cers one square forward, straight or
Helwig was Master of Pages to the Duke of diagonal, or one square straight back;
Brunswick, who instructed him to evolve a grenadiers one square orthogonally and
game for the training of young men in the art soldiers forward only one square, straight or
of war. (Gizycki, also Le Palamède, diagonal. Capture by displacement. Array
September 1846) [This is the game given in (centred): +rst rank OMFCO, second rank
the first edition as ‘Military Chess (I)’. That GSSSSSG. (Inventor’s book Jeu des
edition also included a Helwig Chess on a Drapeaux)
1414-square board, which I am taking to have
been the same.] Croughton’s Hexagonal Chess (Thomas
Croughton, 1853). The first recorded variant
Jeu de la Guerre [Giacommeti] (François on an hexagonal board. 61-cell hexagonal
Giacommeti, 1793). Described in 1801 as the board; each player has 1 x General, 2 x
new game of chess. Giacometti expresses Colonel, Captain, 6 x Infantry. The General
surprise, not a little naively, that ‘Whatever moves as a Q, the Colonel likewise but up to
the origin of chess, it is astonishing that, ever two squares only, the Captain (a junior officer
since it has been played, nobody has thought with enhanced powers!) like a rook along files
of making any changes’. Dedicated to or like a knight. Pawns (Infantry) move
Napoleon Bonaparte. Board 9x17, central rank forward one cell in either direction with the
= river; 52 pieces a side (assorted military option of two cells initially. A pawn promotes
personnel, artillery and defences), object is to to ‘a more valuable piece’ which is placed on
take the enemy citadel. Interestingly there its start cell. No capture can be made
were no fixed dispositions, the inventor backwards. Aim is to get the General to the
observing that it was natural that a General opposing General’s square. (Inventor’s book
should be free to deploy as he saw +t - an Hexagonal Chess)
early if inEated example of randomized chess.
(Nouveau Jeu d’Echecs, ou Le Jeu de la Jeu de la Guerre d’Orient (J. François Gilot,
Guerre, 1801, also Le Palamède, 1837, pp 1855). Based on the fall of Sebastopol
389-93) (Crimean War) in which the allies (England,
France, Turkey, Sardinia), who had carried out
Jeu des Drapeaux (F. Darbo, 1823). The two a ‘double check’ (double attack) on the town,
sides represent regiments whose aim is to inspired the unique ‘double check’ stipulation
292 Games with non-chess objectives

for victory. Board 9x13 (a1 white); a total of document with reference ‘(BL) CUP 700g.1’,
61 pieces plus two immovable ‘capitals’ - which I presume to be a British Library
Paris and St. Petersburg (each valued at 1143 shelfmark. The first edition included a second
points, half the value of the respective armies) game from the same stable, Copernican
- whose capture ‘with a double check’ is the Chess, which would appear to have used the
object of the game. The principal pieces are same or a similar board but to have been
Heads of State and the senior commanders; the different in detail: ‘Obscure winning
allies include Napoleon III (who moves up to conditions’.]
four squares in any direction: value 72 points),
Queen Victoria (who moves appropriately as a Land and Water (Proprietary game, c.1890).
queen: 180 points), the Sultan of Turkey (up to 8x8 board; 24 pieces a side representing
three squares in any direction: 54 points), the various land and sea forces which move and
Russians include the Emperor Alexander II capture as draughtsmen but can only take a
(72 points) and the Empress (180 points). The weaker or equal adversary; object is to occupy
points represent estimated strengths and have opponent’s back rank or to block him so that
no inEuence on the game; the award of 1143 he cannot move. (Manufacturer’s rule sheet
points to each of the immovable capitals is apparently found in the Bodleian Library)
therefore something of a curiosity. Each side [Text revised]
has 9 knights, the allies 9 pawns and the
Russians 18, an apparent injustice recti+ed by The Jungle Game. Origins obscure; in the
the greater power of the allied knights (an opinion of Bell, possibly a development of
alternative game allows balanced forces). xiangqi. Sometimes called Children’s Chess
Capture by displacement; pawn promotion to or Oriental Chess. Board 7x9 of which
+le piece. Chess terms adopted; for example, b4-b6/c4-c6 and e4-e6/f4-f6 are ‘water’. Eight
‘j’adoube’, and an attack on the opponent’s pieces a side, each a different animal.
capital must be heralded by name (‘Paris’ = Displacement capture according to
check). Frank Marshall was invited to take precedence. Object is to enter opponent’s den
part in an exhibition game at the Marshall (d1/d9). (Bell, Board and Table Games from
Chess Club, an event which may or may not Many Civilizations) [I have also met the name
have taken place. (Author’s booklet Jeu de la Animal Chess. ‘Capture according to
Guerre d’Orient, 1856) precedence’ seems to be rarely employed in
chess games, though Fourth Dimension
Military Chess [Conder] (Proprietary game, (chapter 23) provides an exception. When
Mead and Co; Charles Conder, 1871). Inspired writing about the Jungle Game in Variant
by the Franco-German war of 1870. Board Chess 40, I looked briefly at what might be
12x12 of which two ranks formed a river called Scissors, Paper, Stone Chess, inspired
crossed by a four-square bridge. Men 22 a side by the childhood playground game (scissors
(various soldiers and artillery pieces). Capture cut paper, paper wraps stone, stone blunts
of the enemy’s standard or planting one’s own scissors). A first essay (board 5x5, all men
in the enemy stronghold won the game. move as kings, each player has a king and
(Advertisement in the Westminster Papers, three of each of the other pieces, a king can
1871) capture and be captured by anything, other
men capture each other only in the cases
Zodiac Chess (Proprietary game, Zodiac given) suggested that the game was playable,
Games; ‘Mercury in Virgo’, late 19th and not without interest; a deeper investigation
Century). Round board 12x5 sectors; pieces might come to an exactly opposite
are named after heavenly bodies: K=Sun, conclusion.]
Q=Moon, Rs=Jupiter and Saturn; Ns and Bs
the other planets (omitting Mercury and Tugelia, also known as The Relief of
Neptune); Ps are satellites. The twelve sectors Ladysmith (Proprietary game, T. and W.
are named after the signs of the Zodiac. White White, 1900). Marketed six months after the
wins if he gets a piece in Pisces, Black if in lifting of the siege. The Tugela (sic) is a river
Aries. [The source is a book or other of Southern Africa on whose banks a number
Playing to reach a fixed goal 293

of major engagements of the Boer War were bases adjoining these squares. Note that the Ks
fought. Board 16x16; each player has 15 men: occupy the citadel squares. The game was
5 cavalry (move as knights), 8 infantry (one sometimes played at the Marshall Chess Club
square diagonally), 3 artillery (one square and is pictured in Marshall’s Best Games of
orthogonally). Aim is to occupy opponent’s Chess. (Ye Faerie Chesseman)
citadel. ‘Prisoners’ taken by displacement.
[There is no source material in David’s Counter Chess (Karl O. Hill, 1960s). All men
Encyclopedia files, merely the name of a move and capture like kings except that a man
correspondent. The proprietors were not may not capture a man taller than itself. Thus
necessarily being careless when naming the kings, which have no royal powers, can
game, since it is quite possible that the capture any man, but pawns can capture only
name under which the river appeared in pawns; the powers of the other pieces depend
contemporary news reports differed from that on the set being used. Either the array is
by which it is known today.] randomized, the men being set up in opposite
corners of the board, or a starting position is
Naval Chess (A. Teplov, 1908). Marine agreed. The object is to get any piece to the
kriegsspiel on a lattice board. Pieces opposite corner square. (Originator’s rule
representing naval units move on sheet)
intersections. Remote from chess.
[Information presumably deriving from Hexapawn was put forward by Martin
personal communication. There is no source Gardner in The Unexpected Hanging (1969
material in David’s ‘Encyclopedia’ files, but largely repeating material which had
merely a manuscript note ‘Press-mark of the appeared earlier in Scientific American) as a
Leningrad library 38.45.5.985’. The placing of vehicle for the construction of an elementary
the game in this section is merely an inference artificial-intelligence machine (the game itself
from the word ‘kriegsspiel’.] being described by Gardner as ‘trivial’). Board
3x3; three white pawns face three black
The Game of War [Maxim] (Proprietary pawns, the object being (1) to advance a pawn
game, Drueke; Hudson Maxim, 1910). Board to the third rank, or (2) to capture all three
10x10 (a1 black) plus four aircraft bases enemy pawns, or (3) to deliver stalemate.
adjacent to and of the same colour as squares Jacobs and Meirovitz (Brain Muscle Builders)
d1/d10 and g1/g10. The squares f1/f10 are extended the game to 4x4 and 5x5 boards with
Citadel squares and are appropriately marked. extra pawns. [Reference to Gardner material
Each side has 20 men. These are (chess added editorially]
equivalents) 1 x King (K), General (Q), 2 x
Mortar (R), Cannon (B), Cavalry (N), Aircraft Cu-Bono (A. E. Ball, 1969). Board 10x10.
(appropriately for the era, called ‘Eying Described as ‘a scientific mimicry of warfare’
machines’) 10 x Trooper. Aircraft move only by its inventor. Each side has 20 pieces: 2
once in a game to any vacant square where each of missiles, guns, tanks, airplanes and
they act as blocks to both sides (at that time, generals on the nearest rank, 10 Eags on the
strategists saw the aircraft’s primary role as next. Flags move like pawns with three-square
that of reconnaissance). Troopers move and initial option. Other pieces move either
capture as pawns or draughtsmen. Captures orthogonally or diagonally over different
are compulsory for troopers who, if they distances. Object is to occupy one of
capture by leaping, must continue to capture in opponent’s capital squares. Inventor’s
the same turn if further captures are possible. Diploma, Geneva 1971. Ex-President Nixon
A trooper reaching the end rank becomes both and Prince Charles were lucky recipients of
inert and immune from capture, acting as a sets. (Games and Puzzles 23)
block precisely like an aircraft. Kings have no
royal powers and the object of the game is to Bombalot (Bruce Harper and Duncan Suttles,
occupy the opponent’s citadel square for one 1972). Board 8x8 with two additional squares
turn. The array parallels that of orthochess but at either end of the board centrally sited (d0/d9
with d1/d10, g1/g10 empty and aircraft on and e0/e9). The object is to get any two pieces
294 Games with non-chess objectives

into the opponent’s extra squares. A player over Nile’s ancient riches’, but components
cannot occupy his own extra squares. The (abstract pieces, chequered board) belie the
usual men can be used (one rook must be box-lid blurb. Board 44 squares in form of Z;
inverted) but they have new roles with odd 9 men a side. Pieces move as Q, R, N; object
names and odder moves. Twekes (P) move as is to capture opponent’s immovable towns.
K but may leap in any direction as (Die Pöppel-Revue, March 1989)
draughtsmen over own men and enemy Bomb,
or over enemy men, which are captured. A Alapo (Johannes Tranelis, 1982). Board 6x6;
tweke cannot jump friendly and enemy men in men are squares, triangles, and circles, large
the same turn. Bishops (B) move exactly as and small.
twekes but can combine jumps. The
Immobilizer (K) moves and leaps as bishop
but does not capture. Any enemy piece next to
it is immobilized. A tweke or bishop can
capture an immobilizer provided it starts its
move out of range. The Bomb (Q) moves like
K, cannot capture or be captured, and may be
detonated by the player at any time after
moving it or instead of a move. The detonation
destroys the piece and all men of either colour
within two squares of it (it thus covers 24
squares in the middle of the board). The
Detonator (N) moves as the immobilizer and Small square pieces move one square
has two functions. If it lands on the enemy orthogonally in any direction, triangles one
bomb it immediately detonates it. Taking the square diagonally, circles one square either
detonators as co-pairs (see Co-Chess in orthogonally or diagonally (like a K). The
chapter 12), any men on co-squares are large pieces move in the same manner but
destroyed and bombs detonated. The Tank (R) over any number of vacant squares (like R, B,
moves like a K, does not jump or capture, but Q respectively). Capture by displacement. The
pushes adjacent men in direction of +rst side to move any piece to a square on the
movement. A piece pushed off the board is opponent’s baseline where it is not
lost; a bomb explodes before it is pushed off. immediately captured is the winner. (Koch,
The Imitator (inverted R) copies the actions of Spiele für Zwei)
the last enemy piece moved. A man that
cannot move can commit suicide. Array (a1- Duell (Proprietary game, Parker Bros, 1984,
h1/a8-h8 and inwards, centred) ID-BoI-DTa, first published in U.K. in 1975 as Conquest).
BiTTTTBi, TTTT. The game has been played Board 9x8; each side has eight dice arranged
from Vancouver to Nova Scotia and also in on rear ranks in addition to a king. Dice are
Germany, but probably not often. (Chess rotated from square to square (and may change
Federation of Canada Bulletin 19, November direction once during a move) according to
1976) number displayed. Win by capturing
opponent’s K or occupying its array square.
Advice (Proprietary game, Inquot Ltd; Alick (Spielbox, January 1985)
Elithorn, 1976). Board 9x9; 13 men a side
made up of 1 x Citizen, 4 x Lawyer, Arti cial Intelligence (Proprietary game,
Psychiatrist, Priest. Object is to occupy Richard Hazlewood, 1986). Board 8x8, 16
opponent’s corner. Less like chess than it men a side: 1 x A.I., 2 x Executive, 3 x
seems. [Information presumably deriving from Designer, 4 x Analyst, 6 x Programmer.
a set in David’s game collection] Object is to get A.I. to opponent’s A.I. cell
without its being captured. Elementary and
Pharaoh’s Quest (Proprietary game, Protel advanced games have boards 7x7 (11 men a
Games, 1985). Design award winner; side) and 9x9 (18 men). (Proprietor’s rules
described as ‘Pharaoh and invading king battle leaflet)
Playing to reach a fixed goal 295

Chess 2000 (Proprietary game, Catalfa House; Ayanu (Proprietary game, Keller; Harald
T. Lezemore, 1986). Board 13x12, 26 men a Germer, 1988). Board 9x9 plus small space at
side (1 x king, 2 x queen, rook, 4 x bishop, either end of e-file whose occupation is the
knight, 13 x P). Chessmen are black and white aim of the game. Stronghold, akin to palace in
but have coloured bases. Board squares are in xiangqi, covers six squares in either camp (d1-
same pastel shades (six colours) arranged in a f2/d8-f9). Tolkien-like theme. Each side has 9
symmetrical pattern. A man of the same base men (equivalents in parentheses): 3 x Essa
colour as the square it stands on can only be (Q), 2 x Itta (B), 2 x Onnu (R), Ayanu (Q+N),
captured by a piece of the same base colour. Urum (a sort of dummy). Each man is in
Game is unique in that king can be captured two parts, a base and a cap; the cap,
any number of times. Each time it is returned which indicates length of move permitted,
to its base square, the occupation of which by changes during play. There is a form
the opposing king wins the game. The king of displacement capture. [Information
moves up to three squares in any direction and presumably deriving from a set in David’s
because it never leaves the board is a useful game collection]
attacking poiece. All other men move as in
chess but no e.p. or castling. (Proprietor’s Galaxy Chess (Proprietary game, Reality
press release) Games; Constantino Parselli, 1988). Space
board game with little relationship to chess.
Rugby Chess [Sekatsky] (Igor Sekatsky, (Proprietor’s publicity material)
1986). The inventor, who is paralysed,
invented the game during a night of insomnia. Occupation (Julian Grafa, 1988). Board 8x8;
Board 10x10; 20 men a side, baseline (a1- each player has 1 x General, Colonel, Major,
j1/a10-j10) NKQRBBRQKN. The object is to Captain, Lieutenant, 8 x Private; array
pass (conduct) the pair of knights to adjacent (h1-e1/a8-d8 and inwards) GCPP, MC-P,
squares on the opponent’s first rank. Knights --LP, PPPP. General as Q; Colonel as R+N;
cannot capture or be captured; kings move Major as R or one square diagonally;
only on squares of starting colour. Knights and Captain as B or one square orthogonally;
bishops move only to adjacent diagonal Lieutenant as N; P moves one square
squares, the difference between them being diagonally, captures one square orthogonally,
that bishops can capture. The queen moves as both in any direction. On capturing an officer,
a bishop and the rook as a rook but only on the a private is promoted to the rank of the
squares of the same colour. The pawns move piece captured or any below. Captured
as chess pawns and so are the only men that men may be exchanged; an exchanged
can change the colour of their square. prisoner is restored to its original square
Promotion is to bishop. Black draws if he can provided that this is vacant (a private is put
immediately match White’s touch-down. back on any of the eight P squares). Object is
(Manuscript notes presumably deriving from to occupy, with any piece and for one move,
personal communication) any square of the opponent’s Fortress
(g2/h2/g1/h1, b7/a7/b8/a8). (Inventor’s rules
Military Affairs Chess (Proprietary game, pamphlet)
David Games; Hoa Vinh Hua, 1987). The aim
is to capture the opponent’s castle, which, Trinome (Proprietary game, Jocus S.A.; J. F.
although concealed, cannot move. Little to do Augey, 1988). Described as ‘between draughts
with chess. [Information presumably deriving and chess’. Board 11x11; 15 men a side; 3
from a set in David’s game collection] Circles (move two squares in any direction, no
leaping), 6 Squares (one square orthogonally),
Admirals-Schach (Proprietary game, Reality 6 Triangles (one square diagonally). Capture
Games GmbH, 1988). Naval strategy game by displacement. Object is to get one of
with little resemblance to chess. [David’s each type of piece in enemy’s camp
Encyclopedia files contain only a proprietor’s (efg1/efg11). The game has won three silver
publicity sheet, and the verdict presumably medals at exhibitions. (Manufacturer’s rule
comes from a set he possessed or had seen.] sheet)
296 Games with non-chess objectives

Chafts (Proprietary game, Rostherne Games; ‘starting squares’ at d2 etc, blocks at a2 etc.
David Watts, 1990). The most exotic of all the Each side has nine identical men. Six men on
chess-draughts hybrids. Board 7x10, a1 black. each side are placed on the starting squares,
Each side has 7 draughtsmen, 6 cones, and a the remaining three being kept as reserves.
set of six chess cards representing the different
chessmen. White places his draughtsmen on
black squares of first two ranks with a cone on
each except the man d2. Black does likewise
but on the white squares (no cone e9). Each
player arrays his six cards in front of him.
Draughtsmen move diagonally forward only
and the object is to get one onto the
opponent’s back row and retain it there
unchallenged for one turn. Notice that since
the two sides start on opposite-coloured
squares, the draughtsmen can never threaten or
block one another. Cones move like chessmen
as described below. A turn consists of three A turn consists of moving a man or
parts, taken in strict rotation: (1) Select a card introducing a reserve on one of the player’s
from those available (initially six); (2) Move a unoccupied starting squares. The object is to
cone like the chessman the card depicts; mate the opposing king (in effect, to reach his
(3) Move a draughtsman (if possible). The citadel). How a piece can move depends on its
card is then put aside and when all six are relationship to another piece of the same
exhausted they are taken up and again arrayed colour. If a piece is orthogonally adjacent to
in front of the player; thus every six turns a another, either may move like a rook; if
player has a choice of moving like any diagonally adjacent, like a bishop; and if a
chessman. Cones can move freely on and off knight’s move apart, like a knight. If it has
draughtsmen of either colour. A cone can none of these powers, it cannot be moved.
‘capture’ another cone by changing places Kings are ignored for the purpose of
with it but a cone not on a draughtsman cannot determining the powers of adjacent men.
capture one that is. Draughtsmen cannot be Capture is by displacement. A player unable to
captured. [Information presumably deriving move loses the game. Blocked squares may
from a set in David’s game collection] not be landed on, nor crossed except by a
knight’s move. When moving, it is etiquette to
Riga Chess (Eduard Riekstins, 1990). announce the role of the piece moved.
Standard set-up but K is Gentleman, Q is (Originator’s rules leaflet)
Lady. Neither can capture or be captured and
they have identical moves: like a king but not Isis (Proprietary game, Adam Godfroy, 1993).
to the square directly ahead. The object, Board 12x12; eight squares in each half are
inspired by Sekatsky’s Rugby Chess above, is designated energy zones, two in each of four
to conduct the G and L to adjacent squares on colours; each player has eight pieces, again
the end rank. Pieces of the same colour can two in each of four colours; object is to
unite and disperse at will. Combined pieces occupy opponent’s energy zones with pieces
have identities: R+N = Count; B+N = of the appropriate colour. (Variant Chess 22)
Horseman; Q+N = Amazon. White starts with [Text editorial]
one move; thereafter players make two moves
a turn but the win must be achieved by a Hexabeast, also known as Liu Chu (Ivan
single move. [Information presumably Derzhanski, 2000). 70-cell hex board as in
deriving from personal communication; no Shafran’s game. Each side has 3 x Boar, Bull,
source material in David’s Encyclopedia files] Cock, Dog, Horse, Ram. Complicated rules
governing movement; objective is to occupy
Chessence (Jim Winslow, 1990). Board 6x9; opponent’s home hex or to stalemate him.
immobile kings (in effect, citadels) at f1/a9, (Chess Variant Pages) [Text editorial]
Playing to reach a fixed goal 297

Invasion (J.-L. Cazaux, 2001). Board 10x10 chess connections. Object is to checkmate or
with centre 4x4 squares prohibited; play from stalemate opposing HQ or occupy his home
corner to corner; military pieces with slight corner. (Chess Variant Pages) [Text editorial]

32.2 Fixed goals in neutral territory

Jesön Mor. Mongol game (literally ‘Nine cannot be occupied. The aim of the game is
Horses’). Board 9x9; each player has nine curious: to maintain a guard (‘cover’) of the
knights arranged on respective +rst ranks. point. A player, none of whose pieces could in
Object is to be the +rst to occupy the central theory occupy the point, and who cannot, on
square (e5); usual displacement capture. his next turn, move a piece to cover it, loses
Presumably a player would have to occupy the the game. Each side has 12 pieces which, with
square for one turn in order to win. (Assia their moves, are 5 x Flag (one hex diagonally
Popova, Jeux de Calculs Mongols, 1974) forward), 4 x Mace (to any adjacent hex), 3 x
Lance (to any of the six nearby hexes of the
Hexagonia (Proprietary game, John Jaques same colour, assuming a normal three-colour
and Son). Published in 1860 according to van chequering). In addition, when a flag reaches
der Linde, and allegedly awarded two prize the end rank it promotes to a Bar which the
medals in 1862, the game was in fact player puts on any vacant hex; thereafter
published on 23 September 1864 and neither player may cross or occupy that hex.
registered at Stationers’ Hall the following (U.S. Patent 521,737 of 1894) [Text revised.
January. 127-cell hexagonal board, central cell The game had apparently been previously
distinguished. Each player has 1 x King, 2 x patented in England, patent 13,662 of 1892.]
Cannon (artillery), 4 x Knight (cavalry), 8 x
Pawn (infantry). The moves of the pieces are Krona (originator not noted, 1894). Board
not recorded. The object was to get one’s K 9x9, each side having 8 Esquires, 8 Knights
safely to the central cell. (Photocopy of what and a Prince arranged in two ranks. Object is
appears to be a game box cover, also to get the Prince (moves as king, immune from
manuscript notes possibly from a library visit) capture) to the central square. Esquires move
and capture as pawns but with no two-square
The Game of Coronation (George Mumby, jump or promotion, knights move and capture
1870). In an article (Westminster Papers, one square diagonally. (U.K. patent 3,022 of
1 December 1870), the unnamed writer 1894)
(Mumby himself?) refers to earlier chess
variants noting that ‘as the only novelty Primrose Dames (Lewis Waterman, 1899).
introduced was the additional intricacy, they Board 16x16, each side having 16 Dames
soon fell into merited oblivion’. The Game of (bishops), 6 Knights and 4 Members (kings).
Coronation, he goes on, ‘although to some The object is to get all of one’s members into
extent based upon Chess, is ... far superior to the ‘house’ (the eight central squares g-j/8-9).
the imitations referred to’. The board is Members do not capture, and if captured are
composed of eight concentric circles, the returned to their start squares. (U.K. patent
centre one containing the Crown. The circles 20,874 of 1899)
are divided by radial lines to form spaces
which are chequered. Each side has a 1 x Chessword (Proprietary game, Waddingtons;
Prince, General, 2 x Colonel, Major, Captain, Walter Blady, 1960s, published 1972). Board
8 x Soldier. The Prince (=king) must reach the 8x14; a letter of the alphabet is printed on 40
crown to win. of the squares. Each side has the usual chess
pieces (no pawns) which move and capture as
Kastellet (Proprietary game, Henry Smith, in orthochess except that the king has no
1892). 61-cell hexagonal board arranged so special powers. Array (White): Ke2, Qc2,
that adjacent hexes abut left, right, and 30 Rb1/h1, Bd1/f1, Na2/g2. Black has the same
degrees either side of forwards and backwards. array (ranks 13/14) on the same-coloured
The central hex is known as the point and squares as White but with king on left of
298 Games with non-chess objectives

queen. Players agree beforehand on a word white squares only; P as queen and may leap
and the +rst player to spell out the word by other pieces of either colour (only piece able
landing on the appropriate squares in correct to do so); T as bishopand hence changes level
order wins the game. A letter is only gained if with every step, operates on black squares
the player’s piece stays on the square for one only; I moves one or two squares at a time
move - i.e., if it is not at once captured, when either straight or diagonally, but cannot move
the same one-move requirement applies to the down levels; moves only one square to
capturing piece. If the next letter required is capture. Array (b1-j1/b11-j11) ATCPGPCTA,
occupied by a friendly piece, the letter cannot (c2-i2/c10-i10) 7 x infantry. Paratroopers
be claimed until the piece moves away and it attack each other in initial position but +rst
or another piece moves back on, or another player cannot eliminate both as opponent can
square with the same latter is occupied. recapture with second and take it out of range.
‘The most imaginative and refreshing - if no, (Inventor’s rule sheets, also manuscript notes
the only - new way to play chess since the presumably deriving from a set in David’s
game’s invention’ claimed the publishers! game collection)
(Manufacturer’s rule sheet, photocopy of
board) Logitac (Proprietary game, Indice S.A.;
Ghislaine and Daniel Siguier, 1988). Board 3-
Stakato (Proprietary game, Lukesch Spiele; D; four levels, 12x12, 8x8, 5x5, 1x1. A total
Robert Lukesch, 1987). Board 8x8 tiered with of nine black squares are replaced by ori+ces:
a1 lowest, rising a step at a time along ranks (level 1) d4, d9, i4, i9, (level 2) c3, c6, f3, f6,
and files to h8 highest (14 steps above a1). (level 3) c3. Players begin with one each of
Pieces are two kings and 8 cubic chess dice. Pyramid (K), Cube (R), Cylinder (B) (chess
Object is to mount the throne (h8) with one’s equivalents in parentheses) and 12 pawns. In
own king or trap the opponent’s king. Each addition, each player holds in reserve 33
side has four dice depicting, initially and pawns and one double pawn (N). Object is to
respectively, Q, R, B, N uppermost, but they get one’s pyramid to the top. Pieces ascend to
can change (by rotating) during play. Each die next level after a certain number of captures,
has two blank faces. There is no capturing, but descend (via the chimneys) optionally. A
a die can be temporarily deactivated in certain pawn’s power is increased as it ascends. The
circumstances by exposing one of these faces. double-pawn and extra pawns are brought into
The pieces exert influence according to their play one at a time on any vacant square on
powers of movement effectively erecting back rank of +rst level instead of a move.
barriers which the opposing king cannot Array (d1-h1/d12-h12) PCyPyCuP, (b2-k2/
cross. There is some complex strategy. b11-k11) 10xP. (Proprietor’s rules pamphlet)
(Manufacturer’s publicity leaflets)
Monarch [de Poël] (Proprietary game,
Brinkmanship (Barry Foster, 1988). Board Historien Spieleverlag; Jean de Poël, 1990).
chequered, base 11x11 (a1 black) forming a Hex board of 37 cells in regular array. Each
regular pyramid; summit square (f6) has side has 12 men; 1 x Duke (moves like K), 2 x
distinctive markings. Military pieces 16 a side: Horseman (1 or 2 cells, captures on 2nd cell
1 x General (with flag), 2 x Artillery, only), 2 x Paladin (moves like K, captures like
Commando, Paratrooper, Tank, 7 x Infantry. N), 1 x Marshal (1, 2 or 3 cells, captures on
Object of game is to occupy f6 with the 3rd cell only), 4 x Pawn (moves as K). Object
general (flag) or to take hostile general (there is to get duke (which has no royal powers) to
is no checking). Capture is by displacement; central cell and to stay there for one move.
no piece may cross the summit square and The starting position (a number are suggested)
only a general may occupy it. Movement: G as is agreed between the players. Win (2 points)
king; A as rook but on same level, can change if duke attains centre or if opponent resigns;
levels by moving up or down either win (1 point) if duke captured; draw 1 point
orthogonally or diagonally to an adjacent each. Points only applicable if a series of
square; C four squares orthogonally changing games is played. (Notes deriving from a set in
direction if desired, commando operates on David’s game collection)
Playing to reach a fixed goal 299

32.3 Football games

Chess and football (soccer) are familiar when the ball is kicked to an unoccupied
bedfellows: ‘Football Chess is popular square. The two players move alternately
amongst Oxford University undergraduates’ regardless of who last kicked the ball. There is
(Chess, June 1973). Because moves in a no capturing, the king has no royal powers and
football boardgame are likely to replicate there is no castling; a pawn may promote to
those of K, Q, R, and B at least, and such king. The object is to kick the ball into the
games are very common (Boyer, writing in the opponent’s goal (goals are d1/e1 and d8/e8).
1950s, refers to a dozen or so in France), it is A piece occupying the goal does not save.
dif+cult to rule on which are and which are not A goal may not be scored from kick-off. Tylor
chess variants. Those mentioned here have suggests the game is best played with pieces
been acclaimed by chess players and have only and ball at d4. As with the +eld game,
enjoyed a measure of support. possession is everything. (Inventor’s rule
sheet)
Football Chess [Boissier] (Henri Boissier,
1940). Board 17x23; goals are five squares Football Chess [Boyer] (J. Boyer, 1951).
wide (g1-k1/g23-k23). Apart from the Board 9x9; the eight pieces in usual sequence
goalkeepers, who can move within their goals, a1-d1, f1-i1 and a9-d9, f9-i9; no pawns.
the play is con+ned to a +eld b2-b22-p22-p2- Notice all bishops on black squares. Goals are
b2. Each player has a team of 11, a e1/e9; ball on e5. No captures, no checks;
goalkeeper, 2 backs, 3 half-backs and 5 king is ordinary piece. Pieces move as in
forwards (strikers and sweepers had not been orthochess but cannot occupy goals. A piece
born) and predictably there is a ball. The line- can kick the ball if adjacent to it. The kick is
up (White) is i1; g4, k4; f7, i7, l7; b11, h11, executed in the same manner as the piece
ill, j11, p11. Black mirrors this and the ball is moves and must be directly away from the
on i12. The line-up is assumed at the start of a kicking piece. In the case of a knight
game, on resumption (second half), and when (a powerful piece in this game), the ball can
a goal is scored. The ball can move (subject to be kicked to any square a knight’s move
it being kicked) like a queen and play is quite away but not to a square next to it. If the ball
sophisticated. Full rules are given by Boyer is kicked to a square adjacent to another
(Nouveaux Jeux d’Echecs Non-orthodoxes). friendly piece, this is a ‘pass’ and the ball
Described as ‘very popular in Switzerland can be kicked again, and so on. The ball may
where the inventor supplies regular problems not be kicked into or across the goal from the
to the papers’ (Chess, October 1950); the 1st or 9th ranks. (Jeux d’Echecs Non-
game was also popular in Germany. orthodoxes)

Football Chess [Tylor] (Chris Tylor, c.1950) Chessball [Kamzalov] (U. N. Kamzolov,
Board 8x8; standard set-up. For problem 1957). Board 5x8 (a1 black); each side has
composers or for a skittles game, the starting three Attackers (bcd3/6), three Defenders
position could consist of any required set of (bcd2/7), one Goalkeeper (c1/8). The ball
pieces and pawns on their initial squares with starts on c4. White kicks off; a goal is scored
the ball on any convenient square. A man when a ball reaches an end rank (1/8). Only
plays the ball by moving to the square goalkeepers allowed on end ranks. The ball is
occupied by it and kicking it to an occupied or kicked when player in adjacent square:
unoccupied square to which the kicking piece attacker occupies square and moves ball any
could itself move. For pawns, a kick to an number of vacant squares orthogonally;
occupied square is made as a pawn capture in defender likewise but only ahead (diagonally
orthochess, to an unoccupied square as a pawn or along +le). Goalkeepers move any number
move. In the course of a single turn the ball of squares along rank only; they block but
can be passed to any number of men of either cannot kick. Other men move as queens when
colour, the kick being at the choice of the not kicking. (Author’s certificate of invention
player with whom the ball rests. A move ends 112730)
300 Games with non-chess objectives

Football Chess [Stone] (Jed Stone, 1982). Chess Football [Arbogast] (Porter Arbogast,
Usual set-up, moves and captures but the king 1982). American football. Board 8x8 and
is an ordinary piece. Ball starts on one of the usual men with addition of die, score pad and
four central squares at White’s choice. The imaginary ball. The piece in contact with the
ball is kicked by a man landing on its square. imaginary football is the ball carrier. A series
King kicks the ball one square in any of moves constitutes a down. A capture
direction, pawn, which may move diagonally constitutes a block, the blocked piece is
to kick, one square likewise. Rook kicks along removed from play but may be brought back
ranks or +les or one square diagonally, bishop later onto an unoccupied square on the
along diagonals or one square orthogonally, player’s baseline though not onto a square
queen in any direction, knight chips the ball a occupied by the imaginary football. Pawns
knight’s move away. The ball may be move only one square at a time. All pieces are
‘intercepted’ on any square it passes through eligible ball carriers but pawns are not except
on its way to the goal. The ball travels until it for fumbles, interceptions and at kick-offs.
reaches an unoccupied square or the board Only a king may kick the ball. One pawn (the
edge except that a kick along a diagonal d-pawn unless the player speci+es otherwise)
rebounds off the board edge in the manner of is designated the center. The center puts the
Billiards Chess. Pieces can move over the ball. ball in play via the hike to any square directly
Each player is allowed up to three consecutive behind it nominated by the offense. A tackle
moves. The +rst may be an orthochess move, takes place when an opposing man occupies
but the second and third must move the ball. If the ball carrier’s square; the square on which
the ball reaches the back rank (opponent’s this occurs determines the yardage which is
+rst) on the +rst or second move, the player’s recorded in a table. The ball stays with the ball
turn ends. A ball anywhere on the end ranks is carrier until the offense declares a pass, lateral
a goal unless it is cleared by the defence or a kick. A pass is a forward movement in
immediately. (Inventor’s rule sheet) any direction (one pass a down is allowed), a
lateral is movement of the ball to the side or
Waje’s Football Chess (Proprietary game, rear. The ball carrier must pass or lateral in the
Schwanenburg Verlag, date not known). direction it moves. Play is complex with
Board 17x24, 11 men a side. Player kicking scrimmage line, huddles, runback,
off puts man with ball on centre spot, players interception, loose balls, punts, blocked kick,
then place men alternately. At each turn, each touchdown etc. A special game clock is
player writes down three intended moves introduced to maintain the pace associated
which must be disclosed on demand. Men with the field game. Chess Football is a
move like queens, up to 3 squares with the ball realistic simulation playable at four levels
and up to 5 without it. (Proprietor’s rules from beginners to advance. (Inventor’s rules
pamphlet) [Text revised] booklet)
Chapter 33
Other objectives of play

[This final chapter on two-player games considers objectives other than the capture of a king and
the reaching of a fixed goal. A section at the end lists games whose nature is unknown or
unclear.]

33.1 Blocking and annihilation : games with jump captures

Jeu Militaire (Proprietary game, a commoner and the object is to exterminate


d’Hautancourt, 1818). Map board; armies the opponent’s men or otherwise leave him
comprise 1 x General, 4 x Officer, Portable without a move. Non-capturing moves as in
bridge, 12 x Soldier. General moves one or orthochess. Q, R, B capture by leaping over a
two squares as queen, officers as king, soldiers single man (not necessarily on an adjacent
one square orthogonally, capture by draughts- square) and landing on any empty square
leap. Aim is to render opponent immobile or beyond, K by leaping over an adjacent man
decimate his army (general + one soldier and landing on an empty square immediately
loses). Bridges are used to cross indicated beyond. Pawns take as K but diagonally
water channels. (Photocopy of booklet Jeu forward only. The knight is considered to
Militaire Sur Un Plan Topographique) move as R+B or B+R as preferred, so Ne4-f6
can involve a capture on e5 or f5 but not both.
QuatrArmes (Proprietary game, c.1910). A succession of captures by the same man is
Claimed as ‘more amusing than draughts, permitted, but the men jumped over are not
simpler than chess’. Board of 55 points removed until the end of the turn. Capturing is
equivalent to the black squares of a 10x11 compulsory, and the greatest possible number
chequered board (a1 black); each side has 2 of pieces must be taken on a turn. [David
aircraft, 3 cannons, 5 cavalry, 10 infantry; aim gives a reference to ‘Dix-sept Jeux de Dames
is annihilation. Infantry are draughtsmen in Fantaisistes’, which I haven’t seen, and he
manner of move/capture, promote to aircraft; gives two additional rules concerning
cavalry as Turkish draughtsmen (move one promotion: a sequence of captures by a pawn
space straight ahead or sideways, capture by ends on promotion, and promotion may be to
leaping), promote to cannon; cannon and king. The same title is used for chapter 50 of
aircraft akin to rook and bishop respectively. Les Jeux de Dames Non Orthodoxes by Boyer
Capturing is compulsory. Array (ranks 1-4): and Parton and this game appears as section
CACAC, infantry (5), cavalry (5), infantry (5). XVII of this chapter, but these particular rules
(Photocopy of proprietor’s rule sheet) are not to be found there. They are of course
entirely reasonable, and even if they do not
Chesica (Frederick Copley, pre-1930). Pieces appear in print they may well have been
are placed on black squares of 8x8 board: dictated by practical experience. Boyer and
ranks 1/8 4xQ, ranks 2/7 4xR, ranks 3/6 4xB. Parton also mention Losing Checkers Chess,
Pieces have normal chess move, but one which they describe as very attractive. The
square only, in addition to that of game Chess-Checkers, referred to in Nost-
draughtsmen. Capture as draughtsman or algia 189, would appear to differ only in
chess piece. Forward moves only. On reaching minor detail if at all.]
back rank piece assumes full chess powers but
also retains right of jump capture. (Chessmen) Damate (V. R. Parton, 1961). Board 10x10,
20 men a side (2 x K, Q, R, B, 12 x P, no
Checkers Chess [Parton] (V. R. Parton, knights), array (a1-j1/a10-j10 and inwards)
1950s). Usual board and set-up, but the king is PBRQKKQRBP, 10xP. K, Q, R, B as in
302 Games with non-chess objectives

Checkers Chess above. P as K but to what). Capturing is compulsory, including


orthogonally or diagonally forward only multiple captures if available, and the aim is to
(whether capturing or not), and a P moving take all the opponent’s men; the K has no
across the central line into the enemy side or special role. (Challenge and Delight of
half is promoted (no apparent specification as Chessical and Decimal)

33.2 Blocking and annihilation : other games

Le Jeu de Stratégie, also known as Military Dawson’s Chess (T. R. Dawson as amended
Chess (Count A. C. de Firmas-Périés, 1808). by C. A. B. Smith and R. K. Guy, c. 1949).
The inventor’s intention was to make chess, a Board 3 x n. Rows of pawns face each other
war game, more realistic. The board is with empty rank between. Capturing is
assembled from cubes with faces of different compulsory so promotion is impossible. Last
colours representing terrain features; player to move wins. [Date added editorially.
maximum 40x66 (2640 squares), minimum The game has acquired a major role in the
33x49 (1617). Pieces consist of infantry, branch of mathematics known as
cavalry and artillery. All pieces move as ‘combinational games theory’. As originally
queens but over different distances (dragoons conceived by Dawson, it was a problem in
12 squares, infantry 8 squares, mortars 6 Losing Chess (The Problemist Fairy Chess
squares etc). Hussars have the additional move Supplement, December 1934) with the usual
of the knight. The game concludes either by Losing Chess objective of leaving yourself
annihilation of one side’s pieces or by a without a move. Dawson thought he had found
‘peace treaty’. (Author’s book Le Jeu de a systematic solution specifying the winner for
Stratégie ou les Echecs Militaires, second all values of n and showing how to force the
edition 1815, also Le Palamède, September win, but by the time he came to write Caissa’s
1846) Wild Roses in 1935 he realised he had made an
error, and to the best of my knowledge no
Atomic Chess [Taher] (Nassah Bey Taher, such solution has yet been discovered. Smith
1947). It was reported (Chess, December and Guy proposed a simpler version in which
1947) that King Abdullah of Transjordan had the last player to move won, and solved it for
an atomic set, and the bey, when in London all n. The game therefore became, and may
that year, conIded to the author that the still remain, the simplest example of a game
inventor of the game was in fact the king. which has been completely solved under
(Taher may or may not have been following ‘normal’ rules (last player to move wins) but
the ancient tradition of crediting the master remains unsolved under ‘misère’ rules (last
with all things sublime.) An attempt to player to move loses). For further discussion,
modernise chess. Board 12x12; each side has see Winning Ways for your Mathematical
additionally 2 x Tanks and Aeroplanes. Tanks Plays (Berlekamp, Conway, and Guy, second
are knights which can take a second step in the edition 2001-4). Dawson’s game with n pawns
same straight line (so if c3 is empty, Tb1 can on each side can be shown to be equivalent to
move to c3 or carry on to d5); aeroplanes a simpler game in which the players start with
move like queens and can pass over any a single row of (n+1) objects and the move is
number of pieces but can only capture if there to remove two adjacent objects, and it is
is a vacant square beyond the target piece. usually presented and discussed in this form.]
Pawns promote to atomic bombs which move
like aeroplanes and can be detonated at the An-Qi (origins unclear). Xiangqi variant. The
choice of the player when they destroy all pieces are reversed and mixed, then one each
men, friendly as well as hostile, within a is placed face down on the 32 squares of a
radius of six squares. If the king is destroyed, half-board. A player on turn either exposes a
the next highest value piece surviving replaces piece or moves an exposed piece. All pieces
him. Aim is destruction rather than mate. The move one square orthogonally. Pieces only
Irst to promote a pawn is almost certain of capture men of the same rank or below, the
victory. sequence being king-chariot-horse-cannon-
Other objectives of play 303

elephant-guard-pawn-king (only a pawn can cannot capture, promote on back rank to


take a king). Annihilate the opposition to win. previously captured attackers). Array (a1-
(Xiangqi Review, volume 2 number 5) h1/a8-h8 and inwards) SSTWWTSS, 8xD.
Multiple captures permitted as in draughts,
Explosion Chess (origins unclear). Usual objective is to capture all the opponent’s
array and moves, but no displacement capture. attackers. An advanced version replaces two
When a move is completed, all men then of the defenders by blockers with additional
under attack from the man moved are powers. (Proprietor’s instruction booklet)
captured. If there is a simultaneous mutual [Text revised. The cover of the instruction
attack, the attacker is also removed. The kings booklet announces the game as ‘The ultimate
are without royal powers and the object is to lateral thinking board game’ and on the very
annihilate the opposition. (Addison, 100 Other next line says ‘8 years - adult’!]
Games to Play on a Chessboard)
The Game of Nemoroth (Ralph Betza, 2002).
Pentaplane Chess (Proprietary game, Geo A complicated game in which the ordinary
Games; George Marino, 1986). Five 5x5 men are replaced by Basilisks (petrify friend
boards arranged vertically. Two players, each and foe alike), Ghasts (cannot be approached,
having 2 x R, 2 x B, 1 x N, 5 x P. No kings: and cause men within their ambit to flee), Leaf
object is to annihilate opposition. Pawns Piles (engulf anything they land on, and leave
promote to Presidents (=Q). White men set up mummies of hideous and terrifying aspect),
on bottom board, Black on top; vertical Go Aways (can make adjacent pieces move
movement between boards. According to away), Wounded Fiends (move like rooks, but
Jochen Corts, plays well with interesting ooze copious amounts of fetid ichor which
strategy. (Die Pöppel-Revue, March 1989) drench every square they land on or cross),
and Humans (who seem to have a fairly
Latrel (Proprietary game, Millenium 2 limited outlook on life but may eventually
Games; Richard Morgan, 1993). Board 8x8; 8 promote to Zombies, which feel no fear, can
attackers per side, 2 x Trident (move as B, destroy all other men, but are dissolved by
capture by occupying vacant square ichor). The game is won by leaving the
immediately beyond victim), 2 x Warrior opponent without a legal move. Published on
(ditto as Q), 4 x Sabre (ditto as R), and 8 the Chess Variant Pages, and received with
defenders (move one square orthogonally, apparent enthusiasm. [Text editorial]

33.3 Point scoring

The Game of Ramparts (1893). Board Numericron (Bruce Trone, 1986). After
11x11; 11 squares on each side are marked making his move, a player totals the number
and represent ramparts. Both sides start with of his opponent’s men under attack. These are
11 men on their own baselines. All men his attack points for the turn. A check earns a
move and capture as pawns, including the bonus of 5 points and checkmate (which does
initial double-step. Pawns have increased not end the game, the king being simply
powers when on own ramparts, diminished removed from play) a bonus of 10. Turn points
powers on opponent’s ramparts. Pawns are accumulater and the winner is the player
reaching 11th rank do not move again. When who has maintained an agreed lead (say 20
all moves are exhausted, the winner is decided points) for five consecutive turns or has the
by a points system. There is said to be an highest total after 30 moves have been played.
infallible draw for one player (presumably the (Inventor’s rule sheet)
second, by imitating White’s moves).
‘Players’, say the rules, ‘should have a mutual Benighted (Maureen Hiron, 1987). Board
understanding not to play like this.’ (Sheets or 5x5. Each player has 11 markers of his own
booklets identified only as ‘Bodleian Library colour and two knights which start initially on
38491 f.6(13)’ and ‘British Library CUP 900 a3/e3 (White) and c1/c5 (Black). The object of
g.1’) the game is to capture more squares than your
304 Games with non-chess objectives

opponent. A player moves one of his knights Monochrome Chess (Proprietary game,
either to a vacant square, in which case he puts Looney Industries; Andrew Looney, 1996).
his marker on it, or to a square he already Usual men and array but pieces are all of the
owns, which includes his two start squares. A same colour. A man is controlled by the player
player may never move to a square owned by in whose half of the board it stands. Thus after
an opponent, nor to a square attacked by an e4-e5, the pawn changes sides and reverses
opponent’s knight whether owned or not. The direction. When you capture (by definition, in
first player to control 13 squares is the winner. the opponent’s half) there can be no recapture
(Information deriving from personal as the piece has changed sides. You may not
correspondence) immediately reverse an opponent’s move. The
A related game is sggested in Brain Muscle king has no royal powers but can castle. The
Builders by Marco Meirovitz and Paul Jacobs. men are allocated points and the object is to
A white and black knight are placed at have the most points (in pieces captured) when
opposite corners of a 5x5 grid and markers are the game ends, which is usually when the
placed on the remaining 23 squares. Aplayer players agree or when one half of the board is
landing on a square with a marker on it takes empty. Values: King=10, Queen=8, Rook=5,
it. A knight may not move to a square attacked Bishop=4, Knight=3, Pawn=1. A related game
by the opponent’s knight. First player to Martian Chess is described in chapter 38.
collect 12 markers wins. (Proprietor’s rule sheet, Variant Chess 39)

Re (Reiner Knizia, 1993). Board 5x5, empty Proteus (Proprietary game, Steve Jackson
at start of play. The players have the usual Games; Francis K. Lumière, 2001). Board
eight pieces plus two pawns. The K can be 8x8. Sixteen cubic dice, eight each of black
captured like any other piece and pawns do and white. Symbols are identical on all dice: 1
not promote (so P on 5th rank is immobile). x Q, R, B, N, P, triangle (notice there is no
White starts and puts one of his men on any king). Pieces and their values are Q 6 points, R
empty square when Black does likewise. From 5, N 4, B 3, P 2, triangle 0. To start, the dice
now on, a player on turn may either (1) enter a placed on the black squares of the first two
man on any empty square; or (2) make an ranks, pawns uppermost. The turn player
orthochess capture on the board; or (3) pass moves a man and rotates a second man up or
his turn, but only if he has entered all his men. down one step according to point value. The
Bishops may be placed on the same colour. triangle is a block; it cannot move or be
Notice that no man may move except to captured. Capture by displacement. Two
capture. unique rules: pawn has two-move option on
The game ends when one player loses his any starting square even if it has previously
last man or both players pass consecutively. In moved, and the queen can be captured
the latter case, the winner is the player whose (stabbed in the back) by any hostile piece
remaining men have the higher point count occupying the square immediately behind it.
(K=Q=3, R=B=N=2, P=1). A variant, Re-2, Game ends when one player is reduced to a
requires all men to be entered before any single man. Player with the most points is the
capture is made. Both games are fast and winner. Amongst variants suggested is Trade-
dramatic. Black appears to have a slight off, in which a player can forgo move by
advantage. (Inventor’s rules pamphlet, also rotating any die two steps up or down.
Spielbox, April 1994) (Variant Chess 43)

33.4 Achieving a pattern or alignment

Bingo Chess [Connect-Four]. The game world’s top-selling strategy games, Twixt has
Connect-Four, which has no connection with but one link to chess: the aim is to deploy
chess, has been marketed under this name. pegs that will eventually be linked across
the board in a succession of knights’ moves.
Twixt (Proprietary game, Avalon Hill; Alex [Information presumably deriving from a set
Randolph, 1972). For 20 years one of the in David’s game collection]
Other objectives of play 305

Chessboard Morris (Peter Fayers, 1976). An vacant squares or squares containing their own
attempt to enliven alignment games by adding markers. First player to get four markers in a
a chess element. Board 8x8, N and 4xP a side : row wins. (Games and Puzzles 81)

Big Horse Chess (Veli Toukomies, 1986).


pdwdwdw0 Board 8x8; each player has eight knights
dPdwdw)w which move and capture as in orthochess. The
wdwdwdwd object is to move one’s own knights so as to
dwdwhwdw form squares of any size (e.g. a1/a8/h8/h1 or
wdwHwdwd d4/d5/e5/e4). A piece can be part of more than
dwdwdwdw one square. The game ends when one player
has no more moves or further play is
w0wdwdpd purposeless. The winner is the player with
)wdwdwdP more squares, and if squares are equal then the
player with more pieces. If again equal, the
Pawns move as kings; no capturing. Object is game is drawn. An earlier version also scored
to manoeuvre four of one’s own pieces three points on a line. (Manuscript notes
adjacent to one another in a straight line, presumably deriving from personal
orthogonal or diagonal. A well-balanced communication)
game. Can be played with other pieces instead
of knights. Bishops will draw easily unless Chess Addresses (Veli Toukomies, 1988).
permitted to leap; queens make for a very Each player sets up his opponent’s men at
complex game. (Games and Puzzles 51) random (i.e. White sets up Black’s men on
ranks 7 and 8). Each payer in turn moves one
Knights And Crosses (Trevor Truran, 1981). of his own men in a straight line without
The players agree a board of any dimensions touching any other man or the sides of the
(an irregular board makes for more interesting board. Moves take no account of the powers
play). Each player has a knight and a pile of of the various pieces. If a block (another man
markers of his own colour. First player puts or board edge) is reached, the piece being
his knight on any square, second player does moved stops on the nearest square. The object
likewise on any vacant square. Moves is to be the first player to assemble his own
alternate, players putting their markers on men in the orthochess array. (Author’s rule
vacated squares. Knights may be moved to sheets)

33.5 Other objectives

Rhythmomachia or Rithmomachy, also Capture is by equation (equality, adding,


known as The Philosophers’ Game (12th subtracting etc.) and the object is to take the
century). The ‘battle of numbers’ is a pyramid which can be captured as a unit or
medieval strategy game probably inspired by piece by piece. When this is achieved, the
chess though not strictly a variant. player proceeds to the triumphs in which men
Rhythmomachia vied with chess as the pursuit are required to be arranged in certain
of the wise and for several centuries appears to numerical progressions. The pyramids move
have occupied the intellectual high ground in up to three squares in any direction, the
the way weiqi was considered superior to individual pieces having more restricted
xiangqi in China. Played on a double (8x16) moves. The link to chess is established by
chess board, White has 29 men, of which six privileges that permit movement as a 2-1
form a pyramid, and Black 28 men (pyramid leaper (knight) or 3-1 leaper. There are two
of five). The men are numbered tiles in three main forms, an early version and a later one to
shapes which determine movement. The which Selenus devotes a whole chapter. Many
pyramids are made up of men of all three minor rule variations have been recorded.
shapes. The W pyramid comprises 1, 4, 9, 16, The game died out in the 18th century.
25, 36 (91) and the B 16, 25, 36, 49, 64 (190). Rhythmomachia has an extensive literature
306 Games with non-chess objectives

and has been researched in recent years by to move in. The aim is to be the first to win
Boutin (Jeux et Stratégie 26), Lewin (Games either. There is some cross-fertilization but it
and Puzzles 16) and others. It is outlined in a seems that few players have been tempted to
modern collaborative work, Rhythmomachia pass Go. (Neue Chess 12)
(Illmer, Gädeke, Henge, Pfeiffer, Spicker-
Beck, 1987), and in a recent research paper, Pool Chess (James A. Gutzwiller, Michael
Rithmomachia (Stigter, 1990). There is a Juhasz, David Moeser, 1970). Coupling of
proprietary version, Rhythmo (Quantum chess with 8-ball pool. The chessboard is set
Games), with simpliIed numbers, that is up in the middle of a pocket billiards table.
essentially the same game. Five chess moves each, then White breaks;
when White misses, Black plays; when he also
Bottle Chess. Name used by Thomas Hyde to misses, five more chess moves. Various rules
describe the Chinese game of backgammon. control the interactions. First to win either
game wins. (Neue Chess 7)
Wuterich’s Game (Proprietary game, Emil
Wuterich, 1899). Board 9x9 with a further Chessplexity (Dave Thomas, 1989).
rank of Ive positioned centrally at either end. Codebreaking game. One player places K, Q,
Each side has 26 pieces comprising the letters R, N, B on a 6x6 board; the other player
of the alphabet. The vowels are arranged nominates squares and the first player then
IAEUO on the extra rank, respectively a provides certain information. Object of second
knight, queen, bishop, king, and rook. The player is to deduce placings in minimum time.
consonants are arrayed in order B-L and M-W Roles are then reversed. Detective Chess
on the next two ranks, with XYZ spaced (Gerry Quinn, reviewed on the Internet in
evenly in front. Consonants move one square 1999) is a computer version using an 8x8
forwards or sideways and can only capture board. (Games Monthly, January/February
straight ahead. The game is won by checkmate 1989, also Nost-algia 347 and later)
or the king (U) gaining the back rank of the
enemy’s camp and there, with pieces of either Chebache (Proprietary game, Pardee Games;
colour, spelling out a pre-arranged Ive-letter Scott D. Pardee, 1997). Claimed to be a
word which, of course, has to contain a U. A marriage of chess, backgammon and draughts
player forming a word of four or more letters (checkers), hence the name, but basically a
orthogonally or diagonally, the men being of backgammon variant. The main thrust of the
either colour, can claim back a captured man. game is to bear off all pieces as in normal
(U.K. patent 1239 of 1899) backgammon, but one of the pieces is a king,
and if the opponent manages an inverted V-
Monopoly Chess (Michael Solomon, 1970). formation facing it the king is checkmated and
Chess and Monopoly played simultaneously, the game is over. The chess element is
the turn player deciding which game he wishes however minimal. (Variant Chess 42)

33.6 Games with different objectives for each side

Siege Chess [von Pillsach] (Senfft von board with infantry, cavalry and artillery. One
Pillsach, 1820). 160-square board (8x8 with side is defending a city and the other a supply
four 8x3 extensions) with citadel covering an train, the capture of either ending the game.
area of 6x6 squares. The game is a precursor (Chess Player’s Magazine).
of the Siege of Paris (board 16x12, also 6x6
citadel), with one side besieging, the other Burglar and Policemen (T. Sturgeon, 1890).
defending. (Faidutti, also Le Palamède, Board 5x5; all pieces are knights. One side
September 1846) has the Burglar (initially on c3) and the other
the Policemen (on a1, c1, e1, a5, c5, e5). The
War Chess [Richardson], also known as burglar moves first; no capturing; the burglar
Game of Battle (Proprietary game, Col. loses if he cannot move (there appears to be no
Charles Richardson, 1866). Played on a map rule saying how he wins). A forerunner of
Other objectives of play 307

several such games. (U.K. patent 514 of 1890) capture another man), block White, or repeat a
[The game is mentioned under ‘Patents’ in the previous position. There are no draws. White
appendix. The reason for the absence of a rule on turn can move the man with the ball one
saying how the burglar wins appears to be that square diagonally in any direction, or pass the
he cannot; if the policemen play properly, they ball backwards to the second man. The man
can always trap him. They can do this even if without the ball cannot move. The Black man
there are only five of them, whatever the also moves one square diagonally and is
starting position and whoever has first move.] immune from capture. The natural game is
two-against-one, all on the back ranks.
Prairie (Proprietary game, Pelikan; Alex Possibilities are limited and have been
Randolph, 1975). Board 7x11. Game in which analysed by the inventor. (Chessics 18)
11 buffaloes (pawns) face four dogs (queens)
and an Indian (king). The dogs can only block, Peasants’ Revolt [Koch] (Karl Koch, 1987).
not capture. The king captures by Dice game. White has a single knight at g1;
displacement. The aim of the buffalo player is black pawns on b7, c7, d7, e7, f7, g7, equating
to get one piece to the end rank, that of the to 1-6 on the dice. Black throws two dice and
Indian player to paralyse the buffaloes. Two moves corresponding pawns (pawn-2
rivers on the board may not be crossed by the permitted; if double thrown, pawn is moved
Indian player. Game slightly favours the twice). Knight may not move to an attacked
buffaloes. (Inventor’s rule sheet) square; pawn blocked by knight forfeits its
move. Aim for White is to crush the revolt by
Rugby Chess [Beasley] (John Beasley, 1979). capturing all the pawns, for Black to get a
Board 8x8; each side has one or more men, pawn to end rank when, if it cannot be
and there is a ball. White has the ball and his captured on next move, the revolt succeeds.
object is to carry it to the 8th rank. Black wins Koch offers some alternative rules. (Spiele für
if he can capture the ball-carrier (he may not einem Allein)

33.7 Games of unclear or unknown nature

Limb Chess (10th Century). Board 7x8; 6 I find it implausible. However, all that matters
pieces a side named after the senses (‘limbs’) here is whether the game was a form of
and the heart. Rules unknown. (Murray) chess, and everyone seems to be agreed that it
wasn’t.]
Celtic Chess, also known as Fidchell and
Gwyddbwyll. An ancient game, believed to Merlaro (16th century). Game on 8x6
have died out about 1000 A.D. Wrongly chequered board (a1 white) mentioned,
referred to by some writers as a form of chess. without rules, in L’Institutioni Oratorie
Boards of many sizes are known: 7x8, 9x10, (Venice, 1558). [In forwarding a photocopy of
10x13, with the 8x8 board being the most the relevant page, David’s correspondent
common. Fidchell is also the name of a 1990 wondered whether the game might have been
proprietary game played on a circular board, a chess variant, but there seems to be no
imaginatively created from early Celtic evidence of this.]
sources by Nigel Suckling. [In the first edition,
David referred to ‘fragments of literature Chemical Chess (Toyohiko Kagawa, 1940).
quoted by Murray, Forbes and others’ from Played with 92 men. The patent states that the
which it appeared that the game was ‘either game is ‘Designed to inculcate an
the Roman latrunculi or a modiIcation of it’, understanding of the order of the universe and
but while Forbes does indeed conjecture such hence the spiritual and systematic nature of the
a link Murray does not, and I have to say that divine order’. (Chess, December 1941)
Part 7
Partnership and team games

[Multi-player chess games divide into two classes: games in which the players form
partnerships or teams, and those in which everybody plays for himself. Games in the
first class are very much more satisfactory. Many of them can be played as two-player
games, one person playing all the men of his side, but usually it is intended that they
should not be.]
Chapter 34
Games using a single square or rectangular board

[Although what became the standard single-board four-handed game used a board with
extensions, the earliest known four-handed game used a standard 8x8 board, and it is convenient
to consider this and other such games first.]

34.1 Classical Indian four-player games

Chaturaji, also known as The Game Of The promote and is rendered immobile. However,
Four Kings. Four-handed Indian game, once if a player is reduced to a P, or a P and a B,
thought to be the germinal chess game and then the P can promote to any piece (including
associated with Chaturanga. The first firm a K) on any end square. Kings are subject to
reference to it is now believed to be about 11th capture like other pieces. The object of the
century. The game could be partnership or all- game is to earn points by capturing opposing
against-all; it could be played with or without kings and/or occupying the throne square of a
dice, or with dice determining the opening rival. A player occupying the throne of an ally
moves only. Turn of play was clockwise. Each takes over his partner’s forces. An exchange
side has four pieces, Rajah (K), Elephant (R), of captured kings could be agreed between
Horse (N) and Boat (B) and in addition four opponents, the kings then being restored to
Soldiers (P). As usually given, the pawns were their original squares. A player with a bare
placed on a2-d2, g1-g4, h7-e7, and b8-b5, with king could then retire honourably (draw).
the pieces in order BNRK behind them, but it None of the four boats can ever attack another
is very likely that the arrangement of the but if a player moves his boat adjacent to the
pieces and the rules of play were subject to other three so that the four form a 2x2 square,
change from time to time and from place to the two opponents’ boats are captured and the
place. player takes over his ally’s boat. Since there
are only five positions where this get-together
could happen, the coup seems at best
improbable. A long (four-sided) or cubic die
was used in the dice game which was probably
associated with gambling. The die was cast at
the start of each turn to determine the type of
piece to be moved. A player unable to move a
man of the type indicated lost his turn. The
game has been an inspiration to other
inventors.
[This topic has been hashed and rehashed in
numerous books on chess and David’s index
The K, R and N move as in orthochess; the B sheet for the game gives over a dozen
moves two squares diagonally, leaping the references, but the primary sources on which
intervening square. The P moves one step at a they explicitly or implicitly rely appear to
time and promotes on reaching an end rank reduce to two: the 11th-century manuscript of
(six moves) but only on the start square of a N al-Beruni referred to under Chaturanga in
or R, promoting to the appropriate piece, and chapter 29, and a Bengali account, now
then only if the player has already lost at least regarded as dating from around 1500. The
one P, otherwise the pawn waits until the 15th-century Caturanga-Dipika on which the
condition is ful6lled. A pawn reaching any following entry is based apparently came to
end square other than that of N or R does not light only in 1924.]
312 Partnership and team games

Four-Handed Dice Chess according to the correspond with those of earlier writers. The
Caturanga-Dipika. The origins and workings elephant moves one square orthogonally, the
of this ancient Indian game are obscure. The boat one square diagonally, the king, knight
following version, symbolising a war between and pawn as in orthochess (no pawn-two). The
two kings and their respective allies, is as dice are both numbered 1-6. Nos. 1 and 6
good (or as bad) as any other and is perhaps carry no value (zero). King or pawn move on a
the most authoritative as it is the most recent throw of 5, elephant on 4, horse on 3, boat on
and exhaustive. 2. The players throw in turn. The two dice are
cast on each turn. If the numbers are different,
both men move (if a 5 is thrown, either the K
or a P is moved). If either but not both can
move, the higher number moves. When a
double is thrown, the piece moves twice. A
number that can’t be utilized is forfeited. A
pawn is promoted on the end rank to the 6le
piece, but not to king or boat. Kings are taken
like other men (i.e., no checking) and allies
can be back-stabbed. A stake was paid for
each man captured. There were seven
classi6ed levels of victory and defeat, which
Array as shown, two cubic dice. The four affected the stake. (Caturanga-Dipika, edited
sides are Red (East), Green (S), Yellow (W) and translated by Manomohan Ghosh,
and Black (N). The moves of the pieces do not Calcutta Sanskrit Series 21, Calcutta 1936)

34.2 Modern games using a single 8x8 board

Alternation Chess, also known as in Diamond Chess, that is diagonally, one


Partnership Chess [Alternation] and square at a time’, and capture vertically or
Tandem Chess [Alternation] (origins horizontally, but never move or take
unknown). Partnership game in which partners backwards; nothing said about promotion, but
move alternately without consultation. the statement that pawns ‘move as in Diamond
(Illustrated London News, 7 August 1875, also Chess’ perhaps implies that they promote in
British Chess Magazine, September 1903) the same way. Mate both enemy kings to win.
Pieces of a mated player are frozen. Partners
Diamond Chess-Whist (A. K. Porterfield cannot consult. Some ‘exceedingly pretty
Rynd, 1887). Partnership game, each partner finishes’ achieved. (Irish Chess Chronicle,
having half a set. A normal set can be used, August 1887) [Text revised]
queens serving as kings with one army of each
partnership capped or otherwise distinguished. Slater’s Game (E. T. O. Slater, 1954).
Designed as a fast four-player partnership
game, which Slater attempted to keep as close
C kgwdwdbi D as possible to orthochess. The rooks were
hr0wdp4n dispensed with on the grounds that they take
p0pdw0p0 time to develop and slow down the game, a
dwdwdwdw necessary sacrifice to accommodate the extra
wdwdwdwd K and Q. Partners sit side-by-side, baseline
)P)wdP)P KQBN/NBQK fronted by 8xP as usual.
Ideally, two different sets of men are used so
N$Pdw)RH that the forces of each player are distinctive.
B IBdwdwGK A Players move in sequence, colours alternating.
The aim is to mate both the opponents’ kings.
Partners sit side by side, A and B against C When a king is mated, it is removed from the
and D. Order of play ACBD. Pawns ‘move as board, its owner ceases to play and his
Games using a single square or rectangular board 313

remaining men are inert though subject to Chatty Chess (Ian Richardson, 1989)
capture. A faster game calls for only one king Partnership game using the standard set.
to be mated. (Nouveaux Jeux d’Echecs Non- In each partnership there is an Attacker who
orthodoxes) has the Q and a Defender who has the K.
Partners occupy opposite corners, attackers on
Double Skak (Soren and Christian Kirk, Q side, defenders on K side.
1970s). Four-player partnership game using
standard set, but equally playable by two.
qb w0wdwdwd RK
rn dpdw)P)P NB
K$Pdw0b1 w0wdwdwd
HB)wdp4n dpdwdwdw
P)wdwdp0 wdwdwdpd
dwdwdwdw dwdwdw0w
wdwdwdwd BN P)P)wdpd nr
0pdwdw)P QR dwdwdw0w bk
ngpdw)RH
ir0wdPGQ The pawns are set up as for chaturaji. The
pieces may be arranged in any order on the
Partners occupy opposite corners, one having squares behind them. WA (a1-d1) sets his
the K and the other the Q. No pawn-2 or pieces 6rst, then the other players in clockwise
castling, promotion only to captured piece. order. Pieces behave as in orthochess but
White (bottom right) has first move, play in pawns are con6ned within their initial four
rotation anti-clockwise. The eight inside 6les or ranks, no pawn-two or castling. WA
pawns have noses to indicate their direction of begins, then BA, WD, BD. For the 6rst four
movement; their first move can be in either moves of each side a player may only move
direction, but they are then rotated and are his own men except to escape check.
restricted to the same direction subsequently. Thereafter, play stays in rotation but a player
Aim is checkmate. (Variant Chess 21/22) may move any man of his own colour.
Communication between partners is allowed
Gemini [Fisher] (P. Fisher, 1981). Four- but should be formalized to avoid anarchy.
handed partnership game in which players (Variant Chess 1/52)
occupy adjacent sides:
Chitty-Chatty Chess (Richardson, 1989) is a
simplified version intended to introduce chess
wdkgn4wd to beginners. Two pawns per player only
dw0p0pdw (a2/b2 etc) and three pieces typified by QBN
k0wdwdP$ on a1-c1 and KNB on h8-f8 (no rooks, and no
gpdwdw)N flexibility as in Chatty Chess). Players can
n0wdwdPG only move their own men except if a king is in
4pdwdw)K check, when the next player can move one of
his partner’s men to escape. Partners may
wdP)P)wd communicate, either informally or formally on
dw$NGKdw some pre-arranged system which would allow
a player to retract a move on his partner’s
Pawns move towards end rank opposite them, advice. The game develops quickly but is
promotion to Q possible; no castling. The likely to be stereotyped. (Personal
object is to mate either of the opponents’ communication)
kings. The allied forces can unite for this
purpose. If a player is obliged to move into Crompton’s Chess (George Crompton,
check this is a loss. A player in check moves 1960). Four-player partnership game, partners
in turn. (Personal communication) sitting opposite. Each player has KQBB, 5xP.
314 Partnership and team games

White A sets BQKB on c1-f1 with 4xP in using the word. This leaves the possibility that
front and the extra pawn, known as the corner it was merely a joke, but in that case its author
pawn, on b2. The other players do the same in went to uncommon trouble and expense.]
rotation round the board (all queens on own
colour). Move in rotation clockwise. Initial Forchess (Proprietary game, Smalbook
pawn capture prohibited and unmoved bishops Associates; T. K. Rogers, 1992). Partners sit
may not be captured by corner pawns. No opposite each other, and each has an (almost)
pawn-two. Promotion on 8th rank to R or N full set of men. Array for White 1 (h1-e1 and
only. Object is to mate both opponents’ kings. upwards) KRNP, RQBP, BN-P, PPPP, other
A mated player’s men are removed from play. players by rotation (so knights on c2/a3, b6/c8
(Photocopy of inventor’s rules brochure) etc, and only four empty squares). Pieces
[David added ‘Curious and suspect’ in the first behave as in orthochess. Pawns move
edition, but I cannot wholly agree. Curious, diagonally towards opposite corner and
certainly, but suspect? The source is neatly capture straight ahead, promoting on reaching
printed and claims the authority of the board edge (four moves). Object is to capture
inventor himself, and the shadows of staple both enemy kings. A player whose king is
marks in the centre of what is only a four-page captured quits the game but his remaining men
document can be explained by assuming that stay on the board. A mated player whose king
it originally had a cover which has not been awaits capture is allowed a ‘token move’ with
copied. I tend to use ‘suspect’ only when any other piece, the object being to inflict the
I believe that a game has been incorrectly maximum damage before extinction.
reported somewhere along the line and did not Described as ‘the ultimate social game’,
really exist, and in no sense can this be said to Forchess is mayhem from move one. An
apply here. Nor is there any reason to suspect international tournament was planned for
plagiarism, which would be another reason for 1994. (Proprietor’s rules booklet)

34.3 Two or more 8x8 boards joined as one

Mecklenburg Chess [Four-Handed] bottom half, B and Y on the top; thus if W


(inventor unknown, 1824 or earlier). Two 8x8 plays a rook to the top half it is controlled by
boards side by side, forming a single board Y unless and until moved back again. All
16x8; partners sit alongside each other, moves pawns promote only on ranks 1 and 16 and
alternate crosswise over the table. Usual always to W and B. Mate of a secondary king
partnership rules. The game was seen at the results in its forces (including any primary
Café de la Régence in Paris in 1824 and pieces in that half of the board) being frozen.
analysed by Bilguer in 1836, and was played Thereafter the primary player moves on his
in Mecklenburg for at least 20 years. (Letter in own turn and on partner’s turn. Partner’s
Schachzeitung, September 1848) forces can be unfrozen only by the primary
player moving his king to that side of the
Alliance [Liptak and Babcock] (Mark Liptak board. Each team takes an equal number (up to
and Rick Babcock, 1990). Two 8x8 boards four, as agreed) of caucus chips at the start of
one beyond the other, forming a single board a game. If a team wants to converse at any
8x16; each team has a primary player and a stage it surrenders a chip, but there is no
secondary player. White (primary) and Yellow penalty on consultation if one member of a
play Black (primary) and Gold, the sequence team is mated. (Authors’ rules booklet)
of play being WBYG. The object of the game
is to mate the primary opponent’s king. Six-Handed Chess [Lange] (Max Lange,
Normal arrays on ranks 1/2 (White, playing 1881). Three 8x8 boards side by side, treated
up), 7/8 (Gold, playing down), 9/10 (Yellow, as a single board 24x8. Whites face Blacks.
up), 15/16 (Black, down). The secondary Usual array on each board, sets
forces are con6ned to their respective halves distinguishable. Rules of Four-Handed Chess
of the board; the primary forces can move apply. Assuming that the boards are numbered
over both halves. Only W and G move on the 1-3 from the left, the order of play is W1, B2,
Games using a single square or rectangular board 315

W3, B1, W2, B3. As Boyer pointed out in Les end-to-end and so are treated as a single board
Jeux d’Echecs Non-orthodoxes, the boards can 8 x 24. White 1 on ranks 1/2 playing up, Black
be extended indefinitely to accommodate any 1 on ranks 7/8 playing down, Black 2 on 9/10
number of players, though he conceded that playing up, W2 on 15/16 playing down, W3
such a game would be ‘too long and 17/18, B3 23/24. Pawns promote in the usual
complicated to be agreeable’. (Verney) way on their respective boards. The sequence
of play is W1, B2, W3, B3, W2, B1. Awkward
Six-Handed Chess [Godneff] (M. Godneff, seating if nothing else. (Les Jeux d’Echecs
1940s?). As Lange but the boards are placed Non-orthodoxes)

34.4 Other square or rectangular boards

Social Chess [Head] (W. Head, 1834). Board Black pieces on a1-a5, Red on a10-e10, Green
12x12; 2-4 players; 4 sets of men arrayed on j10-j6). Pawns move and promote
centrally on each side, thus corners (2x2) normally; thus the pawns of each player move
vacant at start. Kings of allies may occupy in a different direction from those of the other
adjacent squares. Partners (White and Black three. Players agree whether victory is
against Yellow and Red) sit opposite each achieved by mating one king or two. In the
other, light-coloured queens on light-coloured latter case, a mated king is removed but the
squares (so light and dark queens face each mated player continues to move
other). ‘If,’ declared the inventor, ‘a game (2) White array KRB, RQN, NR (no
could be formed in which two, three or four pawns), other players similarly by rotation.
persons could join, so that where two had met Conditions of play as in (1).
to play, a casual third or fourth need neither (3) White array KBRP, QBN, RN, P, other
prevent the intended game, nor stand out - players by rotation. Pawns are Guards which
this, I say, may appear an advantageous move as a K but without royal powers.
improvement’, adding. ‘...all who have as yet Otherwise play as in (1).
honoured it with their attention are unanimous (4) White array KBP, RQP, PPN, other
in their opinion of its superiority in interest players by rotation. In this game, a pawn may
over the common game, in the same ratio as move parallel to either of the sides forming the
four minds may be expected to be more player’s corner. There is no check, and the aim
comprehensive than two’. (The New Game of of each side is to capture the opponents’ kings.
Social Chess) Both cannot be captured by the same player.
(Nouveaux Jeux d’Echecs Non-orthodoxes,
Neo Chess [Nayler and Ower] (J. L. Nayler Enduring Spirit of Dasapada)
and E. Ower, c.1925). Board 10x8, partners
side by side. Each player has one of each piece Quatre Quest-Chess (Proprietary game,
and 6ve pawns, baseline RNBKQ/QKBNR on Conquest Games; Donald Benge, 1977). The
each side. Usual four-handed rules: object is to four-handed version of Quest-Chess. Board
mate both opponents, pieces of a mated player 11x11, squares f1, a6, f6, k6, f11 blocked out
are frozen. Castling only with own rook, not of use; array for player A (k1-h1 and inwards)
partner’s; allied kings can occupy adjacent KQRP, BBNP, RNPP, PPPP, other players by
squares; e.p. by either opponent. White player rotation. Player A starts with 2 moves, B
with Kg1 starts, then Black player opposite makes 4 moves, C 6 moves and D 8 moves;
him, and so on. (British Chess Magazine, thereafter each player makes up to 10 moves
October 1928) per turn. Pawns move laterally forward, either
right or left, and capture diagonally right, left
Decimal Four-Handed Chess (V. R. Parton, or straight forward (i.e. on opposite-coloured
1950s). Board 10x10. Parton experimented squares). No pawn-two or en passant capture.
with four arrays, all with partners diagonally A pawn promotes to any piece on reaching the
opposite and the turn proceeding clockwise. far side of the board (nine squares). All Quest-
(1) White array (j1-f1 and up) KQRBN, Chess rules apply. If a player checks two or
5xP, other players similarly by rotation (thus more kings with a single move, or captures
316 Partnership and team games

one player’s man and checks another player’s Quatrochess (George Dekle Sr, 1986). Four
king at the same time, the players concerned players (partnership or all-play-all); board
respond in clockwise rotation. 14x14 with centre squares (g/h 7/8)
The game can be played as all-against-all impassable blocks; 25 men a side. Additional
(6rst player to mate a king wins) or, better, as pieces, all drawn from earlier games, are
a partnership game. A seven-pawn version, Chancellor (R+N), Archbishop (B+N), Mann
omitting the apex pawns h4 etc, is considered (as K but without royal powers), Wazir (one
superior. (Proprietor’s article in Conquest square orthogonally), Fers (one square
Review, also personal communication) diagonally), Camel (3-1 leaper), Giraffe (4-1
leaper). A mated king is removed from the
Morton’s Game (Proprietary game, P. R. board and the partner, or mating player in an
Morton, 1983). Partnership game in which all-play-all, takes over the mated player’s
White and Green play Black and Red. Board forces. The aim is to be the last surviving
12x12 (corner squares can be occupied); player or partnership. Stalemate is a loss for
White array on ranks 1/2, Green on files a/b, the player unable to move. Men are set up
Black on ranks 11/12, Red on files k/l (kings initially in the four corners; thus White (a-e/1-
on g1, a6, g12, l6, so WQ/GQ to left of K, 5) KWQRP, FCaGNP, ChGCaBP, RNABP,
BQ/RQ to right). Pawns can advance directly PPPPM and similarly for other players. (World
to the 5th rank (1, 2 or 3 squares, or 2 squares Game Review 10)
from 3rd rank; no e.p.) but thereafter move
one square at a time promoting normally on Quadruple (Proprietary game, Bork
the 10th rank (sic). White and Black can only Brettspiele; Heinz Weisfeld, 1988). Board
take each other’s men and check each other’s 14x14; White and Black (queens on own
kings, the pieces of the other two players colour) play ‘Small’ White and Black
serving as blocks; similarly Green and Red, (contrasting set, kings on own colour). Usual
hence a RK can stand next to a WK etc. The men set up on perimeter ranks/6les so as to
object is to mate one of the opponents’ kings. leave 3x3 unoccupied squares in each corner.
The sequence of play is WBRG. (Manuscript Object is to mate one of the opponents’ kings.
note citing patent applications) (Proprietor’s rules booklet)
Chapter 35
Games using non-rectangular boards

[Although partnership and team games can be played on square or rectangular boards, the board
corners tend to be under-used, and many such games use boards specially designed to
accommodate more than two players.]

35.1 Games using a normal 8x8 board with extensions

Four-Handed Chess is loosely any variant for those, who have either taste or discernment,
four players. More specifically, it is generally enabling them to appreciate the beauties of the
understood to be a partnership game played ancient and patriarchal game, and to detect the
with two sets on a standard board with four absurdities of this modern innovation and
extensions, one on each side, usually of 8x3 perversion’. A poetaster (Chess Monthly,
squares (arguably the best arrangement) but 1891) drew attention to a congenial aspect of
sometimes 8x2 or 8x4, on which the pieces are the game:
set up in the normal array positions.
The four-handed game dates from the 18th The boards, too, lend their aid
century and enjoyed considerable popularity, In forging friendship’s links
particularly in Germany but also in England - By having corners blank
The Philidorian reported (1838) ‘The game of On which to place the drinks.
chess for four is advancing daily in fashion
and favour with the British Public’. The year The game enjoyed a considerable following
before it had been described as coming from until the end of the 19th century (the White
Germany, ‘the only country where it is collection has a score of books on it) after
practised’. During the half-century 1825-1875, which support slowly declined. The Ulyanov
numerous booklets appeared, mostly in the family, including Vladimir Ilyich (Lenin) is
U.K. but also in Europe and America, giving alleged to have played it ‘passionately into the
basic rules for four-player chess. Almost all of night’ (Machatscheck, Zug um Zug). There
these, some little more than pamphlets, carried was a four-handed club in London until World
only the name of the publisher. The game was War II and tournaments in America up until at
dismissed as ‘a kind of whist’ (Le Palamède). least 1961, the year B. H. Wood reported
Another theory has the game originating in enthusiasm for the game in the Faroes, but
Russia. Later (1881) Verney declared today it is very little played except in
ecstatically: ‘The electric light and Four- commercial versions.
handed chess now throw their luminous rays The present section describes a procession
on a hitherto dark and dreary world’. Not of games that have been promoted, often with
everyone waxed lyrical however. In an article extravagant claims, at frequent intervals over
in Chess Player’s Magazine (1847) the author the past 200 years. Partners sit opposite one
remarked that ‘Irascible or ill-tempered people another and play alternates between the
are advised to let this game alone’ (adding that partnerships, passing either clockwise or
those who could control their tempers would counter-clockwise round the board. The object
find it extremely interesting) to which the of the game is to mate both of the opponents’
editor added ‘We heartily concur in the advice kings; if one is mated and the other stalemated
thus offered by our contributor; and although the game is drawn. If a player is mated, his
the class of person legitimately included in his pieces are immobile and he passes his turn. He
recommendation ... is without doubt resumes play if he is released from the mate.
exceedingly large, yet we could still wish that The pieces move as in orthochess. No move
he had extended it so far as to include all may be made that puts the partner’s king in
318 Partnership and team games

check and a player must respond to a check, (2) Opposite players are partners
he cannot leave it for his ally to counter. (typically, White and Yellow against Black
Almost all the games can also be played by and Red).
two or three players (‘a marvellous double- (3) Object is to checkmate both opponents.
dummy game’ according to C. H. O’D. Unless both of a partnership’s kings are
Alexander). Differences between games occur mated, the game is drawn.
principally in extension size, placement of the (4) Pawns move one square at a time and
kings and queens, and behaviour of the pawns. promote (to Q only) on opponents’ back ranks.
Four-handed Chess is not chess played by (Falkener and Gollon both favour the pawn-
four people, but a very different game. All two move for all but the rooks’ pawns; they
stages of the game are quite unlike their also favour promotion on partner’s as well as
equivalents in orthochess and the values of the opponents’ back rank.)
pieces differ considerably; the queens (5) When a pawn is blocked by a friendly
dominate the board, bishops are about equal to pawn it can leap over it to a vacant square
rooks, while the usefulness of the knights, and immediately beyond even if both pawns are
particularly the pawns, is diminished. The moving in the same direction.
pawns pose a special problem. It was early (6) A pawn reaching the rear rank of
appreciated that blocks would occur when partner reverses direction (and is marked to
allied pawns met. Most games of German indicate this), and again if reaching the Erst
origin overcame this situation by allowing rank of the player, and so on, a situation that
either pawn to move diagonally forward one appears highly unlikely.
square, then back to its original Ele when it (7) The men of a player whose king is
moved again. The English games, from mated are inert. They do not exercise any
Sherwin onwards, permitted this in a single power and are immune from capture.
movement - in effect, a vertical leap to the (8) A player may release an opponent
vacant square immediately beyond. Most from mate but in doing so may not capture one
games only allow pawn promotion on the rear of the mated player’s men.
rank of an opponent. Since this involves (9) No castling.
between three and six captures on the ordinary (10) The partnership that does not have the
board, it may be considered academic. In all move may change seats before or after
games, allied kings can stand adjacent to one White’s first move.
another and usually also to an opponent’s (11) The turn of play rotates clockwise.
mated king. Kings normally face queens in the The Erst move confers a large advantage
initial array, giving two fundamentally (hence rule 10). Games quickly assume a
different arrangements. For play, two contra- unique character - Verney claims he never saw
distinguished sets (usually by colour) are two games alike after four moves by each
necessary. The rules of the Verney and player. Double threats are the danger: if
Hughes versions, the most widely played, are partners advance knights so that one attacks an
given in full, the rest by reference to them. adversary’s K, the other the Q, the Q is won.
As a general guide, attack the last player or
Verney’s Four-Handed Chess (George Hope check the following player. Combined attack
Verney, 1881). Probably the best-known on one of the opponents is the most effective
exponent of the four-handed game, Capt. (later strategy.
Major/Lt.Col.) Verney published his Four- In the ending, as in orthochess, a single
handed Chess following the response he had rook is sufficient to ensure the win. The
to a letter in The Times (22 September 1881). method is (1) force a king onto a back rank,
It was followed in 1885 by his Chess (2) post a king to keep it there, (3) mate the
Eccentricities which included many of the second king, (4) mate the Erst king while
games given here. The rules of the Verney retaining the mate on the second king. The
game are: same system is used to force the win with two
(1) 160-square board (8x8 plus four 8x3 bishops. Pawns are of small value in the
extensions), normal array in each extension endings since promotion is practically
(so all queens on white squares). impossible. Bizarre end-games can occur
Games using non-rectangular boards 319

when a king is hunted among his partner’s in the Verney game. Within a short while of
inert men. their introduction, the Hughes rules prevailed.
According to J. A. Fuller-Maitland (letter to
The Times, 17 August 1933) Verney got his
knowledge of Four-handed Chess from
RHBIQGN$
Horatia Nelson, a niece of the admiral. By the )P)P)P)P
end of 1881 the Verney game was already wdwdwdwd
established in America; The Cincinnati r0wdwdwdwdwdp4
Commercial (31 December), quoting The hpdwdwdwdwdw0n
Philadelphia Sunday Times, noted that ‘the b0wdwdwdwdwdpg
game ... is rapidly growing into favour and
becoming a marked feature of club play’. In 1pdwdwdwdwdw0k
1883/4 Verney founded the Four-handed k0wdwdwdwdwdp1
Chess Club of London; it was inaugurated on gpdwdwdwdwdw0b
13 October 1885 with 80 members and n0wdwdwdwdwdph
survived until World War II. In his opening 4pdwdwdwdwdw0r
address Verney remarked that the Czar of
Russia was a devotee of the game and he
dwdwdwdw
hoped the masters of the ‘diminutive game’ P)P)P)P)
present (they included Blackburne, Gunsberg, $NGQIBHR
Hoffer and the Rev. MacDonnell) would be
initiated into the mysteries of Four-handed The game featured in a match between
Chess and that ‘they might eventually aspire to London and Cambridge University at
the dignity of mastering the more extended Cambridge on 18 March 1892. A century to
game’. Verney carried his enthusiasm into his the day later a ‘return’ match was played with
home where his Koor was inlaid with 28 Insurance C.C. representing London, the
different chess boards in parquet work whilst university winning again. Games were played
his dinner table was graced with a miniature to Insurance C.C. rules, a cross between those
four-handed board, complete with chessmen. of Hughes and Verney.

Hughes-Hughes’s Four-Handed Chess (M. The games that follow will be described in
E. Hughes-Hughes, 1888). An attempt to make terms of those above.
the four-handed game as close to orthochess as Dessau Four-Handed Chess (K.E.G.,
possible and thereby attract wider support. The Dessau, 1784). Extensions 8x3; Qs on white
rules are as Verney with three main squares; pawns move one square only, no
differences: (1) Qs are on left of Ks (and so on castling; movement anti-clockwise. Allied
squares of own colour); (2) Pawns can pawns pass each other by diagonal movement
advance two squares initially (e.p. possible); and promote on back rank of opponents or
(3) Castling is allowed (if rarely practised). partner. If a player is released from mate, none
One other minor difference is that a pawn of his men can be taken until he has moved.
cannot vault a pawn of the same colour, only (Méthode de Jeu d’Echecs à Quatre)
that of partner (it is possible this was also Altenburg Four-Handed Chess (1792). As
enforced in the Verney game: the rule is played in the town. Variant attributed by van
ambiguous). It is odd that Verney, arguing in der Linde to Duke Ernest II of Gotha-
favour of having all queens on white squares, Altenburg. An anonymous pamphlet Gesetze
stated a few years previously (in Chess des Schachs zu Vieren (Gotha, 1779), the first
Eccentricities) that ‘it is very important that reference to the game, is similarly credited.
the queen of one party should not be in a Extensions 8x2; Qs on white squares; pawn-2
position to at once give check to his adversary and castling allowed; rooks’ pawns cannot
on the advance of the king’s pawn’; adding capture one another in the starting position;
‘(this is) the position adopted almost movement anti-clockwise.
universally by players in recent times’. The Koch’s Four-Handed Chess (J. F. W.
advantage of the first move is much less than Koch, 1801). Extensions 8x3; Qs on white
320 Partnership and team games

squares; pawns one square with diagonal Albers, 1821) Extensions 8x3; Qs on black
passing; promotion on back rank of opponents squares; pawn-2 (probable); castling allowed.
or partner; no castling. (Die Schachspielkunst) Promotion on opponents’ back ranks, but if no
Wilkinson’s Four-Handed Chess (C. H. piece of the same colour has been taken, the
Wilkinson, 1804). Extensions 8x2; partners pawn must wait. Albers, who came from
side-by-side. ‘The interest it (the game) Lüneburg, called this the English board as
excites is beyond description’ according to the distinct from the 8x2 which he called the
inventor, who professed no knowledge of any Lüneburg board. (Verney)
earlier game. (An Easy Introduction to the Rust’s Four-Handed Chess (L. F. Rust,
Game of Chess, 1813 edition) 1834). Extensions 8x3; Qs on own colour;
Braunschweig Four-Handed Chess play clockwise. (Verney; van der Linde gives
(1814). As played in Brunswick for many the first initial as ‘J’.)
decades. Extensions 8x2; Qs on white squares; Waidder’s Four-Handed Chess (S.
pawn-2 (unmoved wing pawns cannot capture Waidder, 1837). Extensions 8x3; Qs on same
one another); e.p. allowed; short castling only; colour; pawn-one with diagonal move to pass
play clockwise. ‘We prefer this to the English ally; promotion on any of the three end ranks;
four-handed’ (Schachzeitung, 1848). play anti-clockwise. Waidder proposed that
Martensen’s Four-Handed Chess pawns be allowed to move one step
(Theodorich Martensen, 1814/15). Played in orthogonally and take one step diagonally. The
Lüneburg until at least 1848. Extensions 8x2; usual ‘no conferring’ rule was in force but
partners side-by-side; Qs on black squares; players were permitted to make any of the
wing pawns cannot be taken until they have following statements: ‘Partner, you are in
moved; pawn-2 and castling allowed. danger’, ‘Partner, come and help me’, ‘Come
Promotion is on rear ranks of either opponent. and release me from mate’ and (it must have
(Schachzeitung, 1848) [‘May have been taken been a common one), ‘You do not see my
from Wilkinson’, wrote David in the first plan’. (Verney) [Verney apparently gives the
edition presumably on account of the side-by- name as ‘Waider’, but van der Linde gives
side partners, but I suspect that chance ‘Waidder’, as does Wellisch (see Waidder’s
coincidence is more likely. The arrangement is three-handed game in chapter 37), and I have
in many respects a more natural one than that followed them.]
with partners opposite, since pawns advance Sherwin’s Four-Handed Chess (T.
into enemy rather than allied territory.] Sherwin, 1837). Extensions 8x3; Qs on white
Enderlein’s Four-Handed Chess (K. squares; pawn-one; promotion on opponents’
Enderlein, 1815). Extensions 8x3; Qs on left back ranks, pawn reaching partner’s back rank
of Ks, i.e. on own colour; no piece can be reverses direction, pawn meeting allied pawn
taken until all players have moved twice; may leap it; castling by agreement; clockwise
pawn-2 with promotion on any end-rank, play. This game, published in London, was
opponents’ or partner’s (the pawn is apparently appropriated by Verney. The
exchanged for any piece that has been taken, inventor gave stern warning on what must
but a player cannot have two bishops on the have been a common practice: ‘The partners
same colour on the board, a curious are rigorously interdicted from intimating
restriction). Castling allowed. Enderlein aught to each other by word, look or gesture’.
founded a four-handed chess club in Berlin, (Complete Rules for Playing the New Game of
and his Anweisung zum Vierschachspiel was Chess for Four Persons)
later acknowledged in Germany as the Tressau’s Four-Handed Chess (L.
deEnitive work on the game. His intention was Tressau, 1840). Extensions 8x3; partners
to keep the four-handed game as close as (adjacent) can play one after the other or
possible to orthochess. alternately with opponents. All-play-all
Alberti’s Four-Handed Chess (J. J. offered as alternative. (Verney)
Alberti, 1821). Extensions 8x3; Qs on left of Sause’s Four-Handed Chess (W. Sause,
Ks; pawn-one with promotion on partner’s 1841). Extensions 8x3; Qs on squares of own
back rank. Castling allowed. (Verney) colour. Ps on reaching the fourth rank or
Albers’s Four-Handed Chess (H. G. thereafter could move at right angles towards
Games using non-rectangular boards 321

an opponent but could not change direction rules state that all the queens are to be on the
thereafter. Play anti-clockwise, orthodox same colour’. Two innovations to which
except no e.p. (Verney) Verney objected allowed a player to call
Fraustadt Four-Handed Chess (1846). attention to a partner’s queen under attack and,
Rules published in this Prussian town. more obscurely, ‘a pawn-piece (sic) can only
Extensions 8x3; Qs on left of Ks. Pawn-one, be taken by a piece of its own rank or by a
passes allied pawns on same Ele by diagonal king or a queen’.
movement; promotion on opponents’ or Partnership Chess [Chauvenet] (Russell
partner’s back rank. (Verney) Chauvenet, 1943). Extensions 8x2; positions
The Double Game of Chess [H.H.] (H.H., of Qs not specified. Pawns move 1, 2 or 3
1847). The four-handed game ‘lately squares initially; wing pawns can capture in
introduced into America’ according to the the initial array. (Letter to Chess, January
author of an article in the Chess Player’s 1944)
Magazine (1847). Extensions 8x2; the men of Fouray (Proprietary game, Gallant Knight
a checkmated player may be captured by Inc; Don and Paul Quinn, 1962). Extensions
either of the opponents, a rule which does not 8x4; Qs on left of Ks. A later version (Jack
match that of any European game. Quinn, marketed in 1988 by Fouray Plus) has
Trabue’s Four-Handed Chess (I. H. 8x3 extensions. (Nost-algia 309, World Game
Trabue, 1855). Extensions 8x3; Qs on left of Review 10, advertisement in Chess Life,
Ks; e.p. and castling. Characterized by the rule January 1988)
that when a pawn first reaches one of the two Multi-Chess (Gerald Sorek, 1960s).
major diagonals of the main board (a1-h8/a8- Extensions 8x4; Qs on own colour. Several
h1), it changes direction (‘wheels’) towards variations suggested. (Author’s rules
the nearer opponent. (Personal communication pamphlet)
apparently citing a work entitled ‘Rules and Duplicate Chess (Proprietary game, Crea
Directions to Play / Four-Handed Trabue, Tek Inc; Gerry Sorek, 1967). Extensions 8x3;
American Chess / Isaac H. Trabue / Apr 16 / Qs on left of Ks. Each team, according to the
1904’) publishers, ‘attempts to checkmate both
Neumann’s Four-Handed Chess (G. R. opponents simultaneously’, something of a
Neumann, 1867). Extensions 8x3; Qs on left feat. (Proprietor’s publicity material)
of Ks; pawn-2, e.p. and castling permitted. Quadrachess (Proprietary game, California
Play is clockwise. (Das Schachspiel und seine Games Co; Honey Sauberman, 1977).
Abarten) Extensions 8x4; Qs on white squares. Pawns
Gaebeler’s Four-Handed Chess (A. promote on 16th rank; if deKected into an
Gaebeler, 1873). Extensions 8x3; Qs on left of extension they can move sideways (no
Ks; pawn-2; promotion on any back rank; e.p. captures) until back on own rook’s file. Player
and castling. No piece can be taken before all who delivers checkmate takes over the mated
players have moved twice. Play clockwise. player’s army but does not get an extra turn.
Essentially Enderlein’s game. (Verney) (Proprietor’s publicity material)
Lange’s Four-Handed Chess (Max Lange, Quart’Echecs (Proprietary game, Detente,
1881). Extensions 8x3; Qs on left of Ks; 1980s). Extensions 8x3; White and Black play
clockwise play. (Verney) Red and Green. (Proprietor’s publicity
Double Chess [Crawley and Mooney] material) [In the array pictured, three of the
(Capt. Crawley and H. Mooney, 1882). queens appear to be on black squares and one
Extensions 8x3. Expounded in a series of on white.]
articles in the Boy’s Own Paper (‘Exception Four-Way Chess (Proprietary game,
must be taken to the name Four-handed Chess Taurus Games; Stephen Stockman, 1987).
... why not Four-brained Chess?’). The authors Extensions 8x3; Qs on white squares. Pawns
predictably needled Verney who was quick to promote on either partner’s or opponents’
point out the Kaws in the rules: ‘In giving a back ranks, also on opponents’ edge extension
plan of the board, they place two of their squares, a total of 24 promotion squares
queens on black squares and the other two (maximum of 19 attainable by any one pawn).
queens on white squares, and then in their (Proprietor’s rules booklet, also advertisement
322 Partnership and team games

in Chess Life, August 1988) Games; Robert King, 1991). Extensions 8x3;
Ajedrez-4 (Proprietary game, Anro, 1980s). Ks on left of Qs. Yellow and Brown play Red
Extensions 8x3; Qs on left of Ks. and Blue. Object is to checkmate both
(Advertisement in Revista Internationale de opponents (also all-play-all, two- and three-
Ajedrez, November 1989) player games). The men of a mated player are
Carre-Schaak (H. P. Kluitmans, 1988). removed from play. Pawns may move up to
Extensions 8x2; one player in each partnership three squares initially, promote on 11th rank.
has an extra Q instead of a K. (Schakend Analyzed and endorsed by Judit Polgar and
Nederland, February 1988) reseached by several grandmasters.
Maxichec (Proprietary game, Edimax; (Proprietor’s rules pamphlets and publicity
Jacques Venturini, 1988). Extensions 8x2; two material) [For Basic Intense Chess and Super
players in each partnership control the Intense Chess, see the next section.]
Principal armies, their partners the Allied Board of the Tao King (Proprietary game,
armies; two fortresses, each of four white Ty Scian, 1992). Extensions 8x2. The game
squares, in the right corner of the principal has a mantle of eastern philosophy with the
players, and two neutral zones, also of four four sets of men coloured green (earth), blue
squares, in the left corner, thus effectively a (water), red (Ere) and yellow (air).
12x12 board. In a principal army, the king and Chessapeak Challenge (Proprietary game,
queen are replaced by a General and J. Bruce Jones, 1994). Extensions 8x3; Qs on
Lieutenant respectively. Their powers are white squares. Pawns promote on the back
unchanged except that the General is not rank of the nearest opponent. They change
subject to check and, if captured, is placed in direction on the square, known as the pivotal
the fortress of the opposing principal player square, of the first corresponding piece file of
together with the Lieutenant, from which they the nearest opponent; for example, the c-pawn
can be liberated. Pawns can also move changes direction on c6, the e-pawn on e7.
sideways. A pawn on promotion is exchanged Pawns may move directly to the square
for a piece already lost which is at once placed immediately behind the pivotal square, thus
in the appropriate neutral zone. Various the a and h pawns move only one square, the
restrictions on movement and capture in d-pawn five squares. The pivotal squares are
fortresses and neutral zones, otherwise marked. One Canadian school structured its
orthochess with the aim of mating the (allied) whole mathematical curriculum round the
king. Also playable by 2 or 3. Diplomas at the game! (Proprietor’s publicity material) [The
Salons de l’Invention, Paris and Le Havre. change-of-direction idea would seem to have
(Proprietor’s rules pamphlet) been anticipated by Trabue, see above, but
Intense Chess (Proprietary game, Intense I haven’t checked out the details.]

35.2 Games using other square boards with extensions

Four-Handed Xiangqi. Chinese Chess for Basic Intense Chess (see above) has a 6x6
four; rules similar to those of four-handed central area and four 6x3 extensions, the
orthochess. Board has 9x4 extensions to knights being omitted from the array, and
accommodate the usual pieces for each player. Super Intense Chess has a 10x10 central area
There is no river, hence elephants have and four 10x3 extensions. In addition to the
freedom of movement. The board may or may usual men, each player has two Unicorns (3-1
not have the Palaces marked. [David’s index leapers) and two extra pawns. In the array, the
sheet for the game refers to two Chinese unicorns are in the extension corners with the
paperback games books, but there are rooks next to them. (Proprietor’s rules
presumably in Chinese and there is nothing pamphlets and publicity material)
from them in his Encyclopedia files. It is
therefore impossible to say whether the game The four-handed version of Victrix (board
is partnership or all-play-all, but I have 10x10 with extensions 10x3) is described with
provisionally assumed the former.] Victrix in chapter 15.
Games using non-rectangular boards 323

Partnership Four-Hand Chess (Michael 5xP in each extension, but the inventor
Stricker, first version 1949). Board 10x10 with suggests that one of the knights might be
10x3 extensions; two Lancers and two extra replaced by a squirrel (leaps as N or two
pawns a side. Lancer moves as a queen but up squares orthogonally or diagonally). Play is
to three squares only; may leap one man of clockwise; object to mate kings of both
either colour but not to capture. Pawns can opponents. If a player is mated, his men are
move up to three squares initially, one or two frozen and he does not move unless released
squares on their next three moves (pads allow from mate; if stalemated, his men may be
a tally to be kept). King can move up to three captured. No pawn-two; if two friendly pawns
squares on its Erst move only, but not if meet on a file with a vacant square beyond one
checked. No e.p., castling. Object is of them, the other can leapfrog. Promotion in
checkmate of both opposing kings. If a player partner’s territory (extension) to Superpawn
is checkmated, his king is removed from the (moves backwards and forwards, captures
board and his partner takes over his pieces. diagonally in any direction). If a pawn enters
Baseline RLNBQKBNLR but K and Q can be an opponent’s territory it changes direction at
interchanged if desired. No discussion is right-angles and promotes to any piece on
permitted during play but an odd feature of the reaching the triangle. This can be entered from
game is that a player may, in moving a man, any of the three squares in front of it. Only one
point it towards a square or area as an piece can occupy it. This piece blocks an
indication to partner. It is up to the partner to incoming pawn on the central square, but can
deduce the signiEcance of this. (Inventor’s be captured by a pawn on either adjacent
rules pamphlet dated 1988) square. A rook in the triangle can exit only
down the central file. The name derives from
Alliance Chess [Bathgate] (Harold Bathgate, Cincinnati’s chili parlours where a ‘4-way’
1970s). Four-player game (partnerships or all- consists of chili, spaghetti, cheese, and onions.
play-all). Board 12x12 with four 12x3 Played in Mt Carmel. (Inventor’s rules
extensions (two are ignored if two play). Extra pamphlet)
pieces are 2 x Financier (as Q but up to 3
squares) and 2 x Saboteur (3-1 leaper). Pawns Eight-Handed Chess (G. H. Verney, 1884).
can move up to three squares initially. (Chess Teams-of-four game. Board 16x16 with 16x3
Spectrum Newsletter) extensions on each of the four sides (448
squares); four complete sets of men. On the
Schwentzer’s Four-Handed Chess (Manfred first two ranks of each extension two full
Schwentzer, 1982). Four players; board 15x15 arrays of the same partnership side by side, all
with a 15x2 extension on each side occupied queens on white squares, partners facing
initially by the players’ forces. Thus 120 men across the board. Pawns move one square at a
on 345 squares; a game for those who believe time, no castling. The aim is to mate all four
big is beautiful. (Komsomol Pravda, 15 April opponents. Rules as for Four-Handed Chess;
1983) order of play clockwise. This is Verney’s four-
handed game extended to accommodate eight
Cincinnati 4-Way Chess (David Moeser, players, an unlikely assembly. (Chess
1991). Four-handed partnership game in Eccentricities) [An unlikely assembly indeed,
which the men-to-squares ratio is high. Board but Multiple Bughouse (see next chapter) has
5x5 with four 5x3 extensions, a further 3x1 been played with eight players per team and
extension centred on the last row of each 5x3, what is perhaps truly unlikely is to find eight
and a triangular area abutting on all three players each willing to wait for all the others
squares of the 3x1; array K, RQR, NNBBN, to move before his turn comes round again.]

35.3 Games using a round board

Four-Handed Round Chess (George Verney, PPPP, QBNR, KBNR, PPPP at regular
1884). 128-cell circular board consisting of 4 intervals round the board (kings and queens on
rings (files) and 32 sectors (ranks); four arrays the inside ring, all queens on white squares).
324 Partnership and team games

Partners sit opposite. General rules as for circular board consisting of 8 rings (files) and
Verney’s Four-Handed Chess. Half the pawns 28 sectors (ranks). Each player has the usual
move clockwise, half anticlockwise; they have eight pieces arranged RNBKQBNR from the
only a one-square move and do not promote. centre (so alternate queens are on white and
(Chess Eccentricities, also Les Jeux d’Echecs black squares), flanked by two rows each of
Non-orthodoxes) eight pawns which move clockwise or
anticlockwise as appropriate. Pawns have six
Orbital Chess [Schmidt and Dyson] steps to promotion. Partners may combine
(Proprietary game, SDM Inc; B. W. Schmidt forces to checkmate. The pieces of a
and E. P. Dyson, 1969). Circular board, 32 checkmated player are frozen. Variations have
sectors x 6 cells (4 players in partnership, also been suggested. (Inventor’s rules pamphlet)
for 2), modiEed board of 180 cells (3 players).
Pieces are placed in usual arrangement round Escher (Proprietary game, Oreste Gallino,
the perimeter with pawns in front, partners 1986). Round chess for four. Each quadrant is
opposite each other. Barriers between the composed of 8x4 chequered squares (cells)
arrays prevent movement to the left or right on distorted symmetrically to form a 128-cell
the first two ranks so that rooks are not en circular board. White and Green play Red and
prise to one another. Pawns must cross the Black. (Eteroscacco 38)
centre space and continue to opponent’s back
rank to promote. Checkmate both kings to Duchess (Proprietary game, Alain Blair,
win. The men of a checkmated player are 1984). Two-six player partnership game.
frozen but come to life if the king is later Modified circular board of 157 cells. Each
released. (Information presumably deriving player has 1 x K, Q, N, Duchess (B+N),
from a set in David’s game collection) Fortress (R+N), Wizard (as K), 2 x R, B, 5 x
P. A piece adjacent to a W may be teleported
Quad Chess (Steve Preston, 1981). Four- next to any other W. Mate all opposing Ks to
handed (partnership?) game on 224-cell win. (Proprietor’s rules pamphlet)

35.4 Games using other boards

Fortress Chess, also known as Russian Four- partner, faced by the combined forces of the
Handed Chess. Origins unknown, but Murray opponents who move twice to his once, rarely
believed it was the game referred to by Coxe survives long. The fortress minimises the risk
on his Russian tour in 1772. There was a of early loss as it offers a comparatively safe
London club devoted to the game in 1855, and sanctuary. Players normally castle short early
both Tchigorin and Capablanca are recorded in the game to hurry the king into the fortress.
as players. The playing area is 192 squares, Access to the fortresses is not restricted but
the normal board with four 8x2 extensions and the barriers cannot be crossed by any piece.
four fortresses, each of 4x4 squares, in the The knight is assumed to move first
corners. There are 24 small holes outside the orthogonally and then diagonally, so even if
playing area, six in front of each player. These placed at the entrance to a fortress it will
are for pegs to keep tally of games won. A command just two squares in the main playing
partition, raised on some boards, is set area. It is usual to place the rook in the fortress
between the two left-hand squares of each on the same rank as the array rooks, the bishop
player’s array and the adjacent fortress. poised to operate on the diagonal opened when
Normal array (Qs on left of Ks), and in the RP is moved, and the knight close to the
addition each player has an extra R, B and N entrance to defend the king in its Kight to
which are placed initially in the fortress to his safety. Wing pawns cannot capture each other
right on squares of his choice. Partners face in the initial position and there is no
each other, the turn of play is clockwise, and accommodation, as is found in Four-Handed
the object of the game is to mate both Chess, to relieve a block caused by two allied
opponents. When a player is mated his forces pawns meeting on the same Ele. Sometimes
are removed from play, after which the Fortress Chess was played with the Ks on the
Games using non-rectangular boards 325

left of the Qs, a harder game since it increased without giving an illustration. A possibility
the difEculty of removing the king from giving the normal four-fold symmetry would
danger. (Schachzeitung, May 1850, be an 8x8 board with four 8x4 extensions plus
Shakhmatny Listok, August 1862, Verney, a three-square L at each inside corner, but this
Faidutti, Machatschek, Zug um Zug) has to be a guess and it is a guess which David
was unwilling to make.]
Baltic Four-Handed Chess (L. Kieseritzky,
1835?). Partnership game played on a board in Chess-O-Rama (Proprietary game, Lawrence
the form of an eight-pointed star. Eight H. Nolte, 1972). Eight players on four boards
diamonds with alternate angles of 45 and 135 which interlock to represent four oceans and
degrees meet at a point, and each is divided Eve continents. Two teams, but in the early
4x4 into 16 diamond-shaped cells to give a stages the four games are played in relative
128-cell board. Each side has the full isolation. Awarded gold medal at International
complement of chessmen in normal array. Licensing Exhibition of 1973. (Brace,
Pawn-two, castling permitted; object to mate Illustrated Dictionary of Chess)
both opponents.
The game was described in the Erst chess Doubles Chess (Proprietary game, Doubles
book to be published in Lett (1855) and later Chess; Rick Gillipsie, 1983). Four-handed
in German, Das Baltische Vierschach, by partnership game marketed 1994. 128-cell
Leonard Stunde under the pen-name of Leo board obtained by surrounding a central point
Livonus. The author declared, with with 8 quadrilateral kites having successive
considerable optimism in view of the visual angles of 45, 90, 135, and 90 degrees, and then
discomfort players must have experienced dividing each kite 4x4 into 16 quadrilaterals.
with the distorted squares, that the game rang This gives an octagonal board with eight
the death-knell for the English four-handed quadrilateral cells along each side, and every
game. The game was little played outside point apart from the centre is the meeting
North Germany and the Baltic States. point of four cells. Usual arrays on pairs of
(Schachzeitung 1865, Rochade, 1978.) opposite sides, partners White/Red having Ks
on dark squares, Black/Gray on light. Moves
Tetra-Schach (Victor Manakin, 1948). Four- as in orthochess allowing for board distortion.
handed partnership game played on a 204- Checkmate or capture both opponents’ Ks to
square board. Usual forces in four colours but win. A checkmated K is removed from play
pieces are renamed (e.g., bishops are but the player continues to move on turn.
Officers). The main difference is that the Described by Larry Evans as ‘The best four-
pawns standing in front of the rooks in the handed version I ever saw - a kissing cousin to
array are known as Tetra-pawns and have their chess’, Doubles Chess received wide media
own behaviour pattern. A TP moves 1, 2 or 3 coverage in the U.S. (Proprietor’s rules
squares straight ahead, and can capture 1 or 2 pamphlet and publicity material)
squares diagonally (but cannot leap) regardless
of whether or not it has previously moved. A Octopus Chess (Henk Breugem, 1989). Eight-
TP promotes to a Tetra Queen (Q+N). If a player game (teams of four, teams of two, or
partnership has lost all its major pieces, the all-play-all) around a 257-cell octagonal
opponents must mate within 10 moves, or if board. Central circular cell; surrounding it, a
only one king is free in Eve moves, otherwise ring of eight kite-shaped pentagons together
the game is drawn. (Photocopy of inventor’s forming an octagon; from each side, rows of
rules booklet) [Unfortunately the rule booklet two, four, six rectangles with kite-shaped
as held by David appears to have been quadrilaterals joining them; 8x2 extensions on
produced for use with a set, because it just the outside. (Schakend Nederland, June 1989)
mentions a 204-square Tetra-Schach board [Text revised.]
Chapter 36
Games using more than one board

[In the games so far, all the play has taken place on a single board. In the present chapter, each
pair of players plays what is superficially an ordinary game of chess on its own board, but these
games interact in various ways.]

36.1 Four players, two boards

Bughouse, also known as New England it on his board on any vacant square at any
Double Bughouse, Pass-On Chess, and subsequent turn of play. A drop counts as a
Tandem Put-Back. Origins unknown move. A dropped man may give check or
(probably early 1960s). Teams of two. mate. Pawns may not be dropped on 1st or 8th
Partners sit adjacent to each other on two ranks, and a promoted piece, if captured,
boards, one player White, the other Black. reverts to a P. The game is played with clocks,
When a capture is made, the captured man is always to a fast time limit, and first mate or
passed to the player’s partner, who may enter flag-fall decides.

A rhb1kgw4 RDBIQDN$ A
0p0wdN0p )P)WDP)P
wdwdwdwd Ndwdwdwd
dwdpdwdP dwdw)wdw
wdwdndwd wGw)pdwd
dwdwdwdw 0wdpdndw
P)P)P)Pd p w0phw0p0
B $NGQIBDR p 4wgqibdr B
The reason for a fast time limit is shown by a need for the weakening pawn move). White A
situation that occurs quite often (the present will sit and wait whether White B has two
example is due to Chris Ferrante). Suppose minutes left on his clock or two hours, so
that the upper team A is to play on both nothing is gained by playing at slow time
boards, and that Black A sees that his partner limits and in practice five minutes is
White A has more time in hand than his customary.
opponent White B (clocks must be visible to Bughouse is a popular diversion at U.S.
all players, and the game features much chess events, where it has been played by
squinting to see who is ahead). He therefore many masters including Joel Benjamin, Yasser
plays ...Qf6 threatening mate, yells ‘Sit!’ and Seirawan and Andy Soltis. Tournaments are
sets his opponent’s clock going. White A now spreading: one U.S. club claimed to have held
sits without playing (his side cannot lose on 75(!). There are sites on the web, and in recent
time because White B’s flag will fall first), years an annual weekend in Geneva has
and sooner or later White B must play his attracted the best European players. There is a
pawn to f3 or f4 to stop the mate. White A Bughouse Newsletter (founded 1992) in the
now comes to life and plays Bxh6, passing the U.S. published by Jeremy Graham, who has
captured pawn for his partner to drop on f2 (he proposed standardized rules. In these, players
couldn’t do this earlier because Black B would may discuss the game and advise each other.
have recaptured on h6 and passed the bishop The rules in force in Geneva state that all
for his partner to drop on f3, removing the forms of communication between partners are
Games using more than one board 327

permitted, the noisier the better. (Nost-algia fell first, and with such control a three-minute
174, Variant Chess 32/33/36/39) time limit now appears to be the norm.]
[Text revised. Had David been to any of the
Geneva weekends himself, he would certainly Minichess [Bughouse] (Hamburger
have included Outdoor Bughouse, which is Schachjugendbund, date not recorded).
played with the giant men in the park and Bughouse using a 3x7 board. Each player has
involves much dashing to and fro to hit the 1 x K, R, B, and 3 x P. Ps move one square; no
clock (the normal five-minute time allowance promotion. (Manuscript notes presumably
is usually extended to seven). As originally deriving from personal communication)
practised, captured men were thrown across to
the other board, juggling ability being thus Stupid House (1999). Bughouse variant in
added to the skills required, but this was which partners have the same colours. On a
discontinued after a thunderstorm filled some capture, the captured man is passed to the
of the men with water and one of the pawns partner who must place it on a vacant square
was seen to be coming apart under the strain. of his board on his next turn instead of
The game is indeed thriving, and a book moving. (Variant Chess 33)
Bughouse Chess, edited by Georg von
Zimmermann, appeared late in 2006. This Kriegspiel Bughouse (1976) combines
covers all aspects of the game, with particular Bughouse with Kriegspiel. Players sit as for
reference to play on the Internet. Bughouse is Bughouse but moves are in sequence board A
well suited to control by computer, since there W/B, board B W/B. An umpire is needed to
is no longer any argument about whose flag approve moves. (Neue Chess 10)

36.2 Four players, four boards

Phase Chess (John McCallion, 1995). game’) [Text editorial. Given the experimental
Experimental four-player partnership game nature of the game, it is by no means certain
using four boards. Each player plays two that David would have retained it in his final
opponents, having the same colour in both, selection, but the idea seems worth recording
and must make the same move in each game; even though it would be better suited to games
if a move would be illegal in one game, it where every man captures with its ordinary
cannot be played in the other. The weakness of move.]
the pawns is a drawback (a pawn cannot attack
on one board unless it can attack on both, Enochian Chess [Barr and Eschner] is
which is easily avoided). (Inventor’s described with other Enochian Chess games in
document ‘Phase Chess, an experimental chapter 38.

36.3 More than four players

Multiple Bughouse can be played between Team game involving any even number of
teams of any even number (at least eight a side players. The inventor expressed his conviction
has been tried and found practicable). Half the that ‘chess would be a more popular game
players in a team take White, half take Black; than it is if ... a large number of persons might
captured men are made available to any player engage in one contest’, adding ‘a sufficient
within the team. Victory goes to the first team number (of sets and boards) might be collected
to win half the games. Even more frenetic than for a large party, by friends lending to each
ordinary bughouse. (Variant Chess 36) [Text other for the occasion’. Team leaders are
editorial. For some real-life communication appointed. When a game is finished, the leader
difficulties, see the book Bughouse Chess of the winner is entitled to distribute the
mentioned above.] winner’s remaining men amongst his team as
he thinks fit. Men are placed on starting
Sociable Chess, also known as Social Chess squares provided these are vacant. The only
[Cambridge] (‘A Cambridge man’, 1865). limitation is that no board may have its force
328 Partnership and team games

increased beyond its original strength. The sets and boards as there are players. The
team winning most games is the victor. (Chess boards are set up in a circle, alternating black
Player’s Magazine, January 1866, also Chess and white. Every player starts with the white
World, October 1866) pieces so there is only one player at each
board. The timekeeper calls ‘White’, when
Multiple Chess (J. W. Jeffery, 1943). Teams evenyone plays and then moves clockwise to
of any size; one player on each side appointed the next board when, after an agreed lapse
C-in-C. Sets arranged in a row, one side (say, 15 seconds) the timekeeper calls ‘Black’
having Black, the other White. Players move and everyone moves with the black pieces.
in rotation. The C-in-C may offer advice to a There are no resignations. A player who
player, having announced his intention one delivers mate or stalemate calls ‘Stop’, when
move before. The C-in-C may direct transfer the umpire checks and records the result and
of material from one board to another; the resets the men, and the game is restarted. The
player thus forced to surrender material team which registers most mates in a given
forfeits the move on his own board, and the time is the winner. As a variation, one team
piece is placed on the nearest file (a or h) of moves clockwise and the other anti-clockwise.
the new board. When a game ends, the (Chess, May 1952)
winner’s men, K excepted, may be transferred
one at a time to the next board, but only after Chain-Letter Chess (NOST, 1974).
three moves have elapsed. The C-in-C may Correspondence chess with two teams of
take over the last board. (Chess, September indeterminate size. No player moves more
1943) than once in a game. (Nost-algia 173)
[I haven’t seen the source, but I take this to
Caterpillar Chess (E. H. Ratcliffe, 1952). mean ‘players move in rotation, nobody
Team game requiring two sides of any even moving twice until everyone has moved once,
number, a timekeeper, an umpire, and as many and no consultation’.]
Part 8
Every man for himself

[These last two chapters cover multi-player games in which everyone plays
for himself. Of all chess games, these are the least likely to be satisfactory.
The possibility of secret alliances is always present, and even when everyone is
playing honestly the best strategy is often to do nothing and to wait for someone else
to make the first move (see David’s remarks under ‘Designing a Variant’ in the
Appendix).
Many of the games in these two chapters are proprietary, and it will be seen that in
some cases we know as little about them as about the long-dead games now glimpsed
through fragmentary references in ancient manuscripts. Typically, David saw or was
sent an advertisement or newspaper cutting containing a small amount of information,
he wrote for more to the address given, and the lack of response suggested that the
proprietors had already ceased operations. It has been a story too often repeated:
inventors think they have spotted a gap in the market, only to discover that there is no
market in the gap.]
Chapter 37
Games for three

[Three-player chess has a long history. Marinelli’s game of 1722 was seminal, and other early
examples cited in the first edition were a triangular game (Regensburg 1765), Lallemont’s game
of 1802, and Wildt’s Burgspiel of 1803. Thereafter three-player games appear fairly frequently,
those below being amongst the best known or having enjoyed some favour. Nevertheless, they
are arguably the most unsatisfactory of all multi-player chess games, because the disparity when
two gang up against one is greatest. If three would-be players are present and it is not practicable
for each in turn to look after the refreshments or to act as an umpire for Kriegspiel, the best fun
may be had by trying one of the variants in this chapter and the next where the players have
different roles.]

37.1 Rotationally symmetric boards based on triangles

Noris Schach (Proprietary game, Treugut - as for Noris Schach but formed from a
Bottcher; H. Koller and D. Stegmann, 1974). hexagon with alternate sides of lengths 7 and 4
Three-player chess on a 106-triangle board by removing the middle nine triangles from
formed by taking a hexagon with alternate each long side. The sides of length 4 again act
sides of lengths 5 and 4, drawing a triangular as bases. Each side has 18 men (no queen but
mesh on it, and removing the middle five Chancellor (R+N) and Cardinal (B+N)
triangles (three up meshed with two down) respectively on left and right of king, 9
from each of the long sides. The sides of pawns). If a pawn reaches the edge before
length 4 now act as bases for the players, each attaining a back rank, it may move diagonally.
player having 18 triangles for his array (four A king in checkmate or stalemate is removed
up meshed with five down forming the first from the board and the remaining pieces are
rank, five up meshed with four down forming added to the army of the player delivering the
the second). Each player has 18 men; 9 pawns, coup-de-grâce (pawns do not change direction
the usual 8 pieces and a Cardinal. The cardinal in consequence). (Inventor’s rules sheets)
(between KB and N in the array) moves as a
queen but cannot capture. It can only be Triangular Chess [Seaby and Lee]
captured if attacked by pieces of both (Proprietary game, D. A. Seaby and J. P. Lee,
opponents simultaneously when the capturing 1993). Three-player game on triangular
piece (not a king) is also removed from the chequerboard divided into 64 regular triangles
board. The rook and bishop each have six lines plus three abutting ‘home’ areas of 8x2
of travel, the queen 12. The king moves to any triangles, one on each side of the main board.
adjacent triangle which, away from the board Usual chessmen in contrasting colours set up
edge, number 12. Castling, pawn promotion as in home areas in orthochess array. Movement
orthochess. First checkmate wins game. If a regular when moving into, out of or within
player is stalemated, the game is drawn; home areas but some differences when
similarly by agreement of all three players. moving wholly within the main board. A
Noris Schach was widely played, particularly captured K can be ransomed and there is a rule
in Germany, for several years. (Proprietor’s intended to discourage two players combining
rules booklet and publicity material) against the third. Surviving player wins, or a
time limit can be set when a scoring system
Tri-Chess [Dekle, three-player game] based on men captured is used to determine
(George Dekle Sr, 1986). 150-triangle board, the winner. (Proprietor’s rule sheet)
334 Every man for himself

37.2 Rotationally symmetric boards based on hexagons

Three-Handed Hexagonal Chess [Wellisch] against-all. The pieces physically resemble


(Sigmund Wellisch, 1912). Wellisch believed, those of shogi and many move in ways similar
with reason, that his three-handed game to those of the parent game. Promotion and
offered a considerable improvement over drops also closely parallel those of shogi. A
those of his predecessors, in particular in that solo player able to move his king safely into
the board and array ensure that no side is the pleasure garden wins. (Shogi 35)
disadvantaged. Apart however from the
weaknesses inherent in all three-player games, Three-Handed Hexagonal Chess [Baxter]
Wellisch dodges the problem of the extra (Joe H. Baxter, 1964). Hexagonal board of
bishop, necessary for complete coverage of the 217 regular hexagons (nine along each side) in
board, by doing without bishops altogether on three colours. Each player has a total of 19
the grounds that there are no diagonals. Pieces men, the usual 16 plus an extra B and two
and board cells are coloured yellow, red and extra Ps. The three sides are regularly spaced
black. Each player has an extra knight. 91-cell round the board, the array being identical in
hexagonal board as for Glinski’s game, but the each case: 1st rank RNBKBQBNR, 2nd rank
men are placed along the sides instead of 10xP. When one player is mated he
being grouped around opposite corners; array withdraws, his pieces remaining unmoved for
(centred on three ranks) NRQKRN, PPPNPPP, the rest of the game but subject to capture by
PP (Qs always to left of Ks). R moves as in either of the remaining players. The K moves
Glinski’s game. K moves to any adjacent hex, to any adjacent hex (maximum 6) but captures
changes place with R when castling. N moves as in Glinski; castling possible. The P moves
in any direction to nearest cell of the same one cell at a time, with option of two on first
colour. Q = R+N; P moves one cell forward move, in either of the two forward directions.
(two directions), captures in same manner (no The P captures forward one cell as a B (three
pawn-two or e.p.), and promotes on end row to options, with exception of perimeter pawns).
piece previously lost. A checkmated player Other pieces move as Glinski. (Photocopy of
may be released from checkmate or his king inventor’s rules pamphlet, possibly produced
captured. The player capturing the king, who as a patent application)
may or may not be the player who delivered
checkmate, takes over the remaining pieces of Hyperchess [Groman] (William Groman,
the mated player. Pawns taken over keep their early 1970s), three-player version. 97-cell
direction of movement. The object of the board, obtained by taking a hexagonal board
game is to defeat both opponents. (Wiener with alternate sides 8 and 5 and removing the
Schachzeitung 1912) middle two hexes from each of the long sides
and the middle hex from the next row in. The
Modern Chess [Perry] (Proprietary game, 5-cell sides now form the bases for the
Elizabeth Perry, 1918). Board of 64 hexagons players, with array BQBKB, R-NN-R, 7xP. In
in three colours arranged in a triangle. Set-up this game, the men of a mated or stalemated
not known. (Collection of game rules under player are frozen but can be captured. Unique
‘CUP 700.g.1’, presumed to be a British to a multi-player game (at least at the time) is
Library shelfmark) the ‘recovery move’: the player delivering the
coup-de-grace has the privilege of making
Kokusai Sannin Shogi (Tanigasaki Jisuke, c. another move immediately, effectively having
1930, revived by Maruo Manabu). Three- two successive moves.
handed shogi. The board is hexagonal in shape
and is made up of 127 cells (seven a side). The Hexachess [Moeser] (David Moeser, 1971),
central hexagon, marked, is the Pleasure three-player version. 153-cell board obtained
Garden. Each player has 18 pieces by taking a triangle of side 18 and removing a
symbolizing political elements. Two players 6-cell triangle from each vertex, giving a four-
may form an alliance, for which there are cell baseline; each player’s initial position as
elaborate rules, or the game may be all- for the two-player game. The forces of a
Games for three 335

player who is mated or stalemated are frozen, pieces in the same line in the one move. The
but can be captured by the other players. [Text winner is the State (player) whose capital (K)
revised. The array for the two-player has K remains uncaptured. Promotion for a worker,
facing K; I presume that the positions for the employee or intelligence is on any one of the
three-player game repeat by rotation, but the three central hexes when he or she becomes
rules do not explicitly say so.] Culture (K). Disarmament and revolution can
both occur during play but without doing
Hexchess [Hexchess Inc] (Proprietary game, much for the game. (Manuscript notes
Hexchess Inc, 1975). Two or three players. presumably deriving from a set in David’s
127-cell hexagonal board, normal men, game collection)
corner-based array K, NQB, RBPNR,
PPPPPPP rotating round. Moves as in Glinski En Garde (Proprietary game, Mynd Games;
except that the K’s move is confined to Herb Maretz, 1988). 165-cell tricorn board in
adjacent hexes. Pawns promote on reaching an three colours; each player has an extra bishop.
end hex; no e.p. or castling. In the three-player Array RNBKBQBNR with 8 pawns in front.
version, three objectives are offered: (1) (Proprietor’s publicity material)
winner is player who Irst checkmates an
opponent, third player earns draw; (2) pieces Astral Battle (Proprietary game, Michel
of Irst player to be mated are frozen but can Boutin, 1989). Two or three players. Regular
be captured by other players; (3) pieces of Irst 61-cell board, 11 men a side if two players,
player to be mated are frozen and cannot be nine men if three. One piece, known as ‘the
captured. The absence of a third bishop and Vulnerable’, moves one space at a time. It can
the pawn’s long march to queen detract from neither attack nor defend and its capture is the
the game. (Proprietor’s rules booklet) object of the game. All other pieces, which
can be rotated, carry directional markings
Tri-Chess [Patton] (Proprietary game, determining both movement and vulnerability.
Anthony Patton, 1975). A survivor amongst Capture by displacement. (Vers L’Education
three-player variants, where life is usually Nouvelle, January 1990)
short and sour. Hexagonal board made up of
217 hexes in three colours. Each side has an Chesser (Proprietary game, Per Halmo, 1989).
additional bishop and two extra pawns, 78-cell triangular board; usual pieces but only
baseline RNBKBQBNR. K moves to any five pawns. Array from corner (centred) K,
adjacent hex; other pieces as Glinski but a Q RR, BQB, PNNP, PPP. [David’s Encyclopedia
or B cannot pass between two occupied hexes; files contain only a photocopy of a board set
P moves one step as B (opening two-step up for play; the information regarding
permitted) and captures with a two-step R ownership presumably derives from a set he
move. When a player is checkmated his forces owned or had seen.]
are immobilized; the first player to capture the
king then takes over the immobilized forces. Triscia (Proprietary game, Coruna; Edgardo
The capture can be made by either of the Saronne, 1992). 111-cell hexagonal board;
remaining players. (Proprietor’s rule sheet and usual chessmen apart from knights. (Advance
publicity material) [Text revised] notice in unidentified Italian magazine)

Szenario (Proprietary game, Edelbert Hexanova (George Jelliss, 1995), three-player


Wiedmann, 1977). Three players; hexagonal version. Arrays as in two-player version, but
board (81 cells). Described, unoriginally, as Qs always to the left of Ks. The men of a
the greatest game since chess, Szenario mated side become neutrals (see chapter 21)
embraces the social spectrum. Each side has but pawns thus neutralized continue to move
nine pieces (chess equivalent powers in in the direction appropriate to their original
parentheses): Capital (dollar sign, K), Military colour. The mated king is also retained; it may
(R), Church (B), Intelligence (N), Politics not be left in check, and the mating move must
(B+K), 2 x Worker (male and female) (P), be retracted before play continues. An optional
Employee (P). The military can capture two rule prohibits the immediate reversal of a
336 Every man for himself

move just made by a neutral. (Variant Chess 22). 91-cell hexagonal board as before, but
18) [Text editorial] only 20 men a side: White Kf1, Qg2,
Rd3/h3/h5/i4, Be2/f3/g4, Ne4/f5/g6, 9xP on
The Jester’s Game (Brain Sports Industries, c4-g8-j5. (Author’s rules pamphlet)
2000). 100-cell hex board; each side has 1 x
K, Q, Jester, 2 x R, B, N, 9 x P. J moves as Chesh (D. R. Hofstadter, 2005). 169-cell
Q+N but does not capture; is captured only if hexagonal board; baselines RBNQKNBR with
attacked by both opponents, capturing piece PPPPBPPPP in front. [This was a very late
also removed. First player to checkmate wins, addition to David’s text, and I can find neither
both opponents lose. (Variant Chess 49) an index sheet for the game nor any source
material. I will take responsibility for having
Diplomat (Valery Trubitsyn, 2004). The altered an apparent typo in the inventor’s
three-player version of Hexofen (see chapter name.]

37.3 Rotationally symmetric boards based on quadrilaterals

Coqueret’s Three-Handed Chess (1837). 91- released. A player wins by mating the other
cell board obtained by taking three 7x6 boards two. (Verney, also Wiener Schachzeitung,
and cutting upwards at 30 degrees from 1912) [In using the spelling ‘Waidder’, I am
halfway along each side, discarding the top following Wellisch in WSz. He cites a work
pieces, putting the rest together, and adjusting Das Schachspiel in seinem ganzen Umfange,
the cell boundaries where the cut hasn’t quite Wien, 1837, and adds ‘pseud. für Vincenz
gone through the corner. So, from each side, Lunzer’.]
rows 1-3 are normal, b4-f4 and d5 are
distorted squares, a4/c5/e5/g4 combine with Demonchy’s Three-Handed Chess (Antoine
the corresponding cells on neighbouring Demonchy, 1882). Three 8x8 boards arranged
boards to form kite-shaped quadrilaterals, and in a triangle, corners touching. Arguably not
d6 becomes part of a central triangle, This three-handed chess but an arrangement for
gives a board with 88 cells, and the number is three players to play orthochess against two
made up to 91 by adding another kite-shaped opponents. (Verney)
quadrilateral at each inside corner. Usual men
(White, Black, Red); players sit at the inside Self’s Three-Handed Chess (Henry J. Self,
corners. K starts on the added quadrilateral, Q 1895). 144-cell board obtained by taking three
on the kite-shaped quadrilateral immediately 8x4 half-boards and joining their sides by
in front of it, BNR to each side, 8xP in front. corridors of 4x4 quadrilaterals, the central
Bishops start on same-coloured squares but triangular area not being used. In his New and
the nature of the board allows them to change Improved Game of Chess for Three Players,
colour in certain circumstances. Play as Self claims that ‘In my game the pieces of any
orthochess, including castling, e.p. etc. Rules one of the players have not the slightest
adopted by l’Echiquier de Paris. (Règle des advantage so far as position goes over either
Echecs à Trois Joueurs, Paris, 1837) of the remaining players’. To encourage
aggressive play and ‘to compensate the player
Waidder’s Three-Handed Chess (S. delivering mate who may have had to sacrifice
Waidder, 1837). 126-cell board obtained by material to achieve this end would then find
applying the same treatment to three 8x8 himself at a disadvantage with the remaining
boards (there is now no central triangle but a player’ Self allows the player delivering the
point where 6 irregular quadrilaterals meet). Irst mate to claim back any piece lost, which
Board chequered in the usual way; the six is replaced on its original square, or if
kite-shaped quadrilaterals may be considered occupied, on the nearest square, one on the
as either white or black or ignored. Players sit board edge taking preference. Rules otherwise
along the sides, usual array. Pieces on crossing as in other three-handed games. Queens and
a boundary line may change direction. The rooks have enhanced power, knights best used
forces of a mated player are frozen until for defence.
Games for three 337

Three-Player Chess (Proprietary game, that a triangular island in the middle splits the
Carter Hall; Robert Zubrin, 1971). Board and central Iles. A rook on a player’s a3 can go
placements identical to that of, and apparently right across to h3, but a rook on a4 can go no
pre-dating, Dreier-Schach below. (Copy of further than d4; a rook on d1 can go up to d4
U.S. patent 3,652,091, also proprietor’s and then carry on into the next player’s part of
publicity material) the board. (Schaakbulletin, June 1979)

Dreier-Schach (Proprietary game, Schmidt Third-World Chess (Proprietary game, D. F.


Spiele, 1970s). 96-cell board obtained by Thompson and Co, 1981). Three-handed
surrounding a central point with 6 orthochess using three 8x4 boards. (World
quadrilateral kites having successive angles of Game Review 10)
60, 90, 120, and 90 degrees, and then dividing
each kite 4x4 into 16 quadrilaterals. The Three-Man Chess (George Dekle Sr, 1984).
resulting board is hexagonal in shape with Board and set-up identical to Three-Player
eight quadrilateral cells along each side, and Chess and Dreier-Schach. On reaching the 5th
every point apart from the centre is the rank, a pawn becomes an Arrow pawn and
meeting point of four cells. Normal arrays may move one square orthogonally and
along three of the sides (Qs on left of Ks). capture one square diagonally, both in any
Play as orthochess with promotion on back direction, but may not re-enter its home
rank of either of adversaries. (Manuscript territory (one-third of board). Queens and
notes presumably deriving from a set in bishops change square colours when crossing
David’s game collection) the centre. First to checkmate wins. If one
player stalemated, forces may not move (but
Interface (Proprietary game, Ken Mobert, can be captured) until and if released from
1972). Board as for Waider’s game above. The stalemate. (Author’s rules sheets)
six kite-shaped cells are coloured red and are
called ‘transit points’. A player who delivers Allegiance Chess (Proprietary game, Metaco
mate takes over his victim’s forces. What Inc; John Doering and Ralph Placencia III,
gives the game its spice is forming shifting 1984). Triangular board, 43 rectangles a side
alliances and ‘a taste for treachery’ (Time, 8 (three ranks of 9, then one each successively
January 1973) of 7, 5 ,3, 1 centred), 12 kite-shaped cells
linking the boards, and a central triangular
Yalta [Spindler] (Pierre-Eric Spindler, 1975). cell. Regular array for each side, the i-file
Board design logically identical to that of being left vacant. Orthochess, but castling not
Three-Player Chess and Dreier-Schach, but mentioned. Pieces change direction when
lines not passing through the centre are traversing linking cells (bishops do not change
replaced by graceful arcs. A line piece colour). A mated player’s men are removed
crossing the centre point may change from the board. (Publisher’s rules booklet)
direction; thus a B moving from a corner
square has a choice of three directions when Neutral Zone Chess (Proprietary game, G &
reaching the centre. Pawns promote on M Mind Games, 1985). Board is three 8x5
baseline of either adversary. Player delivering areas touching at corners with a triangular
mate assumes control of the mated player’s central area known as the neutral zone which
pieces after removing king from the game. If a it is necessary to transit to enter an opponent’s
player is stalemated, his forces are withdrawn field. Movement is regular except in the
from the game. Last player wins. (Author’s neutral zone where it is modified. Pieces move
booklet Prototype : Dossier, Impensé Radical, freely in and out of the zone (two moves);
Paris) those of a mated or stalemated player are
removed from play. (Proprietor’s rules
Trio-Chess (Proprietary game, Van der pamphlet)
Laken; G. J. Buijtendorp, 1979). Gracefully
curved board logically identical to that of Trischa (Proprietary game, Dieter Kopp,
Three-Player Chess and Dreier-Schach except 1988). Three-handed chess. The board design
338 Every man for himself

is essentially the same as that for Three-Player III-Color (Peter-René Töttger, 1992). Layout
Chess and Dreier-Schach except that in as for Demonchy’s game above, but a player
Trischa the hexagonal shape has been changed moving a man into his opponent’s territory
to that of a star. White and Black have may choose on which of his opponent’s half-
orthodox set-ups; the third side, Piebald, can boards to put it. The game ends when one K is
place the K on either side of the Q. Pawns mated: the mating player scores 2 points, the
promote on the first rank of either adversary mated player 0 and the third player 1.
but only to a piece already lost. The first (Inventor’s rules booklet)
player to mate one of his opponents wins the
game. A French game that appears to have an Three-Handed Xiangqi, also known as The
identical board and set-up was illustrated in Game of the Three Kingdoms and San-Guo-
the Dutch magazine Elsevier in 1976. Euwe Qi. Xiangqi for three players; the game
was one of the players. (Author’s rules represents the War of the Three Kingdoms
pamphlet) (AD 221-264). A number of board designs
have been reported; all feature three normal
Ches3 (Proprietary game, Connection The half-boards set up in triangular formation, but
Problem Solvers; Khia Rasmussin, 1990s). the paths between them differ. Each side may
Board and set-up identical to Three-Player have two extra pieces known as Banners or
Chess and Dreier-Schach. First player to bannermen, which move two steps
checkmate wins. The game attracted a lot of orthogonally then one diagonally. When one
interest from the media, but little from players. player is mated his general is removed and the
(Proprietor’s publicity material) mating player takes over his forces.

37.4 Circular boards

Three-Handed Round Chess (George promotes on entering any square occupied in


Verney, 1884). 96-cell circular board the initial position by an opponent’s man. Two
consisting of 4 rings (files) and 24 sectors players cannot combine to checkmate the
(ranks); three arrays PPPP, QBNR, KBNR, third. The pieces of a mated player are frozen
PPPP at regular intervals round the board or alternatively may be removed at once from
(kings and queens on the inside ring, all the board. Another version has each player
queens on white squares). Pawns move only with two full complements of pieces facing in
one square; no promotion; castling permitted two directions and playing two games
(0-0 only). Two players cannot combine to simultaneously, one against each of the other
mate the third. The pieces of a mated player players. This is Demonchy’s game above
are frozen; they are released into play if the transferred to a round board. (Inventor’s rules
mate is lifted. A player must mate both pamphlet)
opponents to win. (Chess Eccentricities, also
Les Jeux d’Echecs Non-orthodoxes) Geo Chess (Proprietary game, Lordin Games;
Rick French, 1992). Circular board of 30
Tri-Chez (Proprietary game, Donald Gebhart, sectors (files) and 8 concentric rings (ranks),
1970) is the three-player version of Chez (see giving basically 240 cells, but three pairs of
chapter 38), played on a 96-cell circular board adjacent cells in the inner ring are combined
(24 sectors). as double ‘power cells’ and so are the pairs in
the outer ring that are midway between them.
Tri-Chess [Preston] (Steve Preston, 1981). Additionally, there is a double-size ‘king’s
Three-handed game on circular board divided square’ adjacent to each inner-ring power cell.
into eight concentric ranks and 24 files Each player has two sets of chessmen less one
radiating from the centre. Each player has the king; one set is set up on the inner ring, queen
usual eight pieces arranged RNBKQBNR on the power cell, king on the king’s square,
from the centre, flanked by two rows each of the other (less king) is set up around the far
eight pawns which move clockwise or outer-ring power cell. Rules as for orthochess;
anticlockwise as appropriate. A pawn object is to eliminate other two players.
Games for three 339

37.5 Boards in three dimensions

Strix (Proprietary game, David Priestley ravens by ‘mobbing’ (sandwiching) a victim; a


assisted by Jonathan Moody, 1986). The raven plays either an active or passive role in
inventor’s intention was to develop a true mobbing. The main restriction on movement is
three-dimensional chess game (not a 3-D that a piece cannot move to a square where its
version of a 2-D game) that was original and shaft is touching that of another piece.
also aesthetically pleasing. Three 7x7 Strategy and tactics are difficult to visualize
chequered boards are joined at right angles to without a set. (Information from proprietor’s
one another and mounted on an inverted rules booklet)
tripod. The centre of each square is drilled to
accommodate rods which are in three colours Triplex (Proprietary game, Peter-René
representing owls (hence the name), kites and Töttger, 1996). Three-player game on three
ravens. The three black squares that form the transparent 8x4 half-boards set up on edge
junction of the boards are known collectively with little shelves for the men, files horizontal,
as the nest and the object of the game is to get ranks vertical. They are joined along the 4th
one’s owl into the nest. Strix is a three-player rank, each board separated by 120 degrees
game (there are two-player versions), each (thus a Y shape seen from above). Usual array
player having three pieces (rods), one of each on each half-board; a player moving beyond
bird. The pieces are colour-tipped to denote his own half-board may choose which enemy
ownership. The owl moves like a king with an half-board he moves to, but he may not move
alternative, long-range move known as directly from the half-board of one opponent
‘wheeling’, while the kites and ravens move to that of the other. First player to deliver a
like queens over one or more board faces. mate wins. (Inventor’s rule sheets) [Text
Owls and kites capture by displacement, revised]

37.6 Boards without rotational symmetry

Triple Chess [Marinelli] (Filippo Marinelli, Tressau’s Three-Handed Chess (L. Tressau,
1722). Standard 8x8 board with three 8x3 1840). Board and set-up identical to Marinelli.
extensions; usual array in each extension (Qs The game is similar with only minor rule
to left of Ks). Pawns promote on back ranks, changes. (Verney)
hence black pawns have a shorter distance to
travel but are penalized by having to march Tesche’s Three-Handed Chess (Walter
between two armies. White and red pawns do Tesche, 1843). Curious board and array,
not promote in black territory, where they may designed to give the players equal chances:
be immobilized. Checkmate and stalemate can from the top, 8x2, 10x4, 12x2, 8x2, ranks
only be given by pieces of one colour. The centred, c1 black. Normal Black array at the
forces of an eliminated player are static but bottom (c-j files), Kf1, Qg1 (Q on own
may be captured, though not the king. A colour). White and Red arrays at the sides, Qs
player must neutralise both opponents to win. on rank 7, Ks on rank 6; pieces at the extreme
The game is unbalanced but it was ends of the ranks, pawns next to them except
enthusiastically endorsed by Prince Eugen of on rank 4 (KN) where the pawn is set forward
Savoy. (Triple Chess, 1826) [I presume this one square. The board is described by the
to have been a translation of Marinelli’s inventor, with no great geometrical accuracy,
Il Giuoco degli Scacchi fra tre of 1722).] as an equilateral triangle with the apex
removed. The vacant squares in the White and
Alberti’s Chess for Three (J. J. Alberti, Red arrays arise from the need to avoid
1829). Essentially as Marinelli. Castling not Black’s exposure to immediate attack from his
forbidden but ‘not in use’. Beaten player can opponents’ KBs. Pawns promote only to a
advise either of remaining combatants (advice piece already lost. If there is none when a
which, under the circumstances, might go pawn reaches the end rank, it remains
unheeded). (Alberti, Leichtfasslicher, 1829) immobile and immune from capture until a
340 Every man for himself

piece becomes available when it is promoted. Mad Threeparty Chess (V. R. Parton, 1971).
The pieces of a player whose king is mated or Three-player game on a 10x10 board. Each
stalemated are frozen and cannot be captured, player has a standard set of pieces and an extra
nor can a king stand next to a frozen king. A king but no pawns. The sets are distinctly
player released from mate/stalemate resumes coloured and one king of each set is marked,
play. Survival determines the winner. for example by a star. The board starts empty.
(Neumann, Das Schachspiel und seine Players take it in turns to place a man on any
Abarten, 1867) vacant square. Kings are placed last and must
not be placed in check. Play in rotation with
Kager’s Three-Handed Chess (Hermann each player attacking the star king of the
Kager, 1846). Same board as Marinelli’s player on the right and the unmarked king of
game; the array differs only in that the the player on the left. A player is forbidden to
positions of the kings and queens are reversed. check a king that he is not attacking, First
Pawns move one square at a time and promote player to mate a king wins. (Chesshyre Cat
either on row farthest from them or on back Playeth Looking Glass Chessys)
row of either adversary. A player who mates
both opponents wins, but curiously if he mates Triscacia (V. R. Parton, 1974). Three-handed
one opponent and is mated by the other, then chess on 8x8 board. Each player has three
the latter and the Irst-mated player (!) win the pawns plus usual pieces. Blue Kd1, rest of
game, an invitation, when faced by a strong blue pieces at player’s discretion in area a1-
player, to be mated by the weaker one. a3-h3-h1 (24 squares); Green Kb7 and pieces
(Verney) within area a4-a8-d8-d4 (20 squares); Red
Kg7 and pieces within e4-e8-h8-h4 (20
International (V. Z. Kesselman, 1925). squares). Each player places a man in turn.
Socio-political game based on chess. Board Pawns do not move but can be captured; if
8x8; 32 men of which 16 large, 16 small. queen is lost, a pawn is simultaneously
Three players: one plays the large black crowned Q. Rotation of play is B, G, R. The
pieces, another the small, and the third the red first player to administer checkmate is the
pieces (large and small). The black forces winner. An interesting feature of the game is
(pieces) are imperialist powers, represented by that only Blue may attack the Green king, only
lethal weapons, who pursue a war for booty Green the Red king and only Red the Blue
(capture); the red forces (pawns) are the king. The game is also recommended for the
enslaved classes, casting off their chains. The 10x10 board. (Chessery for Duffer and
eight types of men are: (Black): Chemical Master)
weapons (C), Small arms (S), Mechanical
weapons (M). (Red): The People (P), First Chess For Three (Burt Hochberg, 1975). 8x8
Proletarian Leader (F), Leader of Proletariat board, normal array. Player A moves White’s
(L), Political Activist (A), Kulaks (K - not at first, player B Black’s first, C White’s second,
that time a class enemy). Some pieces have A Black’s second, and so on. ‘Useful if one
familiar moves: Proletarian leader = K; player is weaker than the other two.’ (Chess
Mechanical weapons = Q; Small Arms = 3-2 Life, December 1975)
leaper; etc. Initial array: large pieces/black
(a1-h1) MMSCCSMM; large pieces/red (a2- Megachess [McWilliams] (Proprietary game,
h2) FAAPKAAL; small pieces similar a8-h8 Mega Games Inc; Danny McWilliams, 1986).
and a7-h7. At the start of the game the people Three-player game with curious board and
are enslaved under their ruling classes. As unbalanced array. Board 6x2, 8x2, 10x2, 12x2,
soon as activists and leaders come into contact 14x2, 10x3 (ranks centred), c1 white; White
with peoples, the revolution is begun. At the array on files d-k at the bottom, Qg1 (own
end of the game the International is declared, colour), Kh1, other players at the sides of
and auxiliary pieces (red and black) are ranks 5-12, kings on rank 9 (no pawn
counted to determine the winner(s). advanced as in Tesche’s game). Pieces move
(Kesselman, Igra ‘Internatsional’, Leningrad as in orthochess; pawns move orthogonally
1925) one square at a time in any direction and
Games for three 341

capture diagonally, again in any direction. which must be agreed beforehand, determine
Pawns have initial two-square option, castling the fate of the remaining men of the Irst
normal but no e.p. Promotion is on any square player to be eliminated. Any stalemate draws
occupied by a piece of either opponent in the the game for all three players. Endorsed by
array. When two players have been mated, the Yasser Seirawan, Walter Browne and other
survivor is the winner. Three options, one of masters.

37.7 Games in which the players have different roles

Umpire Chess (origins unknown). Two [The games in the corresponding section of the
players and an umpire. The umpire composes next chapter are also playable by three. Games
a variant and secretly writes down the rules. If of the ‘Kriegspiel’ family, where the umpire
a player makes an illegal move he loses his has a purely administrative role, are
turn. (British Chess Magazine, February 1990) considered as two-player games.]
Chapter 38
Games for four or more

[This final chapter covers all-play-all games for four or more. Many of the four-player games
could also be played as partnership games, and their appearance here rather than in chapter 36 is
likely to reflect the slant of their publicity material rather than their intrinsic nature. Please note
that a game described as for (say) ‘2-4 players’ does not normally have a separate mention in the
appropriate two-player chapter.]

38.1 Games based on capturing the king, square or rectangular board

Game Of The Four Seasons. Attributed to man, he can only be checked (and mated) by
‘wise men of the past’, the game is described the preceding player, checks by other players
in the Alfonso manuscript of 1283. Each having no effect. The survivor wins. The game
player represents a season, an element, a can also be played with a die to determine the
humour and a colour: Spring, Air, Blood, man to be moved. [Text revised. I have taken
Green; Summer, Fire, Choler, Red; Autumn, the colours from the illustration in the
Earth, Melancholy, Black; Winter, Water, delightful book Libro de Ajedrez, Dados y
Phlegm, White. Tables de Alfonso X El Sabio (Madrid, 1977),
where it is Plate 17. The plate actually has
Black and White at the bottom of the page, but
it appears from a comparison with other plates
in the book that we are looking at the board as
from the side. It is curious that the four arrays
do not follow each other by rotation, but the
illustration is quite clear. David wrote in the
first edition that van der Linde gave the earlier
date of 1031, but I have not seen this
anywhere else and find it difficult to credit.
The Madrid book (page 8) refers to ‘la era de
1321 (año 1283)’, which I take to reflect a
Board 8x8 with an X across the central group reckoning according to a different calendar,
of 16 squares (does not affect play), a1 reddish but whether ‘1031’ started as 1321 and got
brown, h1 yellow; each player has K, R, Alfil garbled somewhere along the line, or whether
(leaps two squares diagonally), N, 4 x P; there was some other explanation, I do not
Green Kh1, Rg1, Nh2, Ag2, Pf1/f2/g3/h3, know.]
others similarly by reflection (White Ka1/Rb1,
Black Ka8/Rb8, Red Kh8/Rg8). Play is Seven-Handed Xiangqi (13th century). An
clockwise, starting with Green. Pawns move old form of xiangqi based on the Warring
parallel to nearest side, and promote to fers States period (403-221 BC). Each of the seven
(moves one square diagonally). Each player kingdoms has an army of 17 men, arrayed 7-5-
attacks succeeding player and defends against 3-1-1 from the edge of a 19x19 board, and in
preceding player. Murray states that a player addition there is a single central piece
delivering mate appropriates the forces of the symbolizing the powerless king (chou) of the
mated player and Faidutti that the king of a period, who is immobile and immune from
mated player is also annexed as a non-royal capture. Each side includes a General that
piece, whereas Verney says that a mated moves like an orthochess Q, a Diplomat or
player’s forces are frozen. Faidutti further Liaison Officer which has similar movement
states that whereas a player can capture any but cannot capture or be captured, and an
Games for four or more 343

Adjutant-General (moves as B). A state move, be taken or be crossed. Kings must be


(player) is eliminated when its general is captured to win. (Inventor’s rules pamphlet)
captured or it loses more than half its
complement. When less than seven play, Sceptre 1027 A.D. (Proprietary game,
alliances are made. Before the game starts the Horizon Games Inc; Sam Soranno & Dave
leader of an alliance must take an oath: ‘If Cross, 1987). Chess in the Dark Ages. Players
either of the states under my command is lost, 2-4; chequered board 24x24 built up from nine
it will be through my own carelessness’. The 8x8 boards overlaid with terrain features.
imbalance in the array must reflect on the play Usual chessmen which move normally over
(assuming that the game was ever played), and open ground except that knight’s move is
can perhaps be attributed to the fact that a extended to three squares in any direction.
weiqi board rather than a bespoke board was Restrictions and prohibitions when
used. The existence of pieces moving as Q and encountering other features (e.g., king
B at least two centuries before their prohibited from crossing river or entering
introduction into orthochess is a phenomenon castle ruin; bishop moves one square at a time
few will credit. (Leventhal, Chess of China) through forest). (Proprietor’s publicity
material, also reviews in Games, World Game
Diplomatic Chess (Mark Larzelere, 1974). An Review, and Die Pöppel-Revue)
attempt to marry Diplomacy and orthochess.
Four players, board 8x8, orthodox K-side IQ96 (Proprietary game, Lyckplay AB, 1990).
array rotated round the board (KBNR on e1- Players 2-6; teams if desired. Board 24x18;
h1, a4-a1, etc, with 4xP in front). Each side’s each player picks a base (4x4 squares coloured
pawns move ahead, one square at a time, and overlay) and set of pieces (16) of same colour.
promote on the 8th rank. Play follows A base may be placed anywhere on the board,
Diplomacy procedure. For each move ‘season’ coincident with the board chequering,
there is a negotiation period when provided it is at least Hve squares from any
simultaneous orders are written, and these are base already laid. A player’s pieces are
then resolved according to a predetermined disposed freely on the 16 base squares. The
procedure (for example, all P moves are pieces are Soldiers, Lieutenants, Captains, a
adjudicated Hrst). Object is to capture General and a President. The first three move
opponents’ Ks. The units of a player whose K as B, R and Q respectively but to a maximum
is captured are removed from play. When the of Hve squares; the General moves as a queen
game is reduced to two players orthochess and the president up to three squares in any
rules apply and the aim is checkmate. direction but must stay in the base. Capture by
(Inventor’s rule sheet) displacement. If a player’s president is
captured it is removed from play and the
Galactic Chess (Matthew Duggan, 1982). capturing player takes over the player’s turn
Four players, board 12x12 arranged but must move a captured piece on that turn,
cornerwise. Each player has 16 men: 1 x King, not one of his own. Object is to eliminate
Queen, 2 x Rook, Archbishop (B+N), Knight everyone else. If six play, there are 96 men on
(which may also by agreement move one the board initially, hence the name (also
square orthogonally), 8 x Pawn. Pawn moves because game is advertised as suitable for ages
one square orthogonally, captures one square 6–96 perhaps?) A well-known games player
diagonally, but may not move behind its start pointed out that it is ‘an IQ less than average’.
square nor reenter the array quadrant; two- (Proprietor’s rules brochure)
square Hrst-move option, no e.p. A pawn
reaching a square behind an opponent’s pawn Superchess [Bajon] (Michael Bajon, 1991). A
chevron promotes to any piece. Array: K, NN, four-player version of Bajon’s New Chess (see
RQR, PAAP, PPP, PP, P. A reusable missile chapter 15). Board 11x11; same men x 4; no
(disc) is placed under each piece (not K) and castling; pawn-two allowed at any time.
the centre pawn of the fifth row. A missile is
Hred in the manner of the host piece, which Feudal Chess [Calkovits and Knight]
does not move. An abandoned missile cannot (Proprietary game, Scorpion Games; Mike
344 Every man for himself

Calkovits and Jeff Knight, 1993). Four play-all or partnership. Players move in turn
players, all-play-all. Board 9x9 (a1 black); clockwise. Moves and play, including
each player has usual 16 men arranged in 4x4 capturing, re-entering, promotion etc., as in
corner Ka1; Qb2; Ra2,b1; Bb3,c1; Na3,c2; shogi. A check must be answered
Pa4,b4,c3,c4,d1,d2,d3,d4. Arrays of other immediately, any intervening players thereby
players similar. Pawns move ahead one losing their turn. A mated king is turned over
square, capture on diagonal (Pd4 moves to d5 and henceforth acts as a block. The
or e4, captures on c5, e3 or e5); promote on checkmating player takes over the defeated
baseline of opponent diagonally opposite. player’s pieces, including any in hand. In all-
Object is to capture opponents’ Ks and to be play-all, the game continues until two players
sole survivor. The men of a player whose K is remain when the game is decided on point
captured are removed from the board. Pawns count. In a partnership game, the first mate
worth twice orthochess value according to decides. (Rules leaflet ‘Four-Handed Shogi’
inventors. [Information presumably deriving by George Hodges)
from a set in David’s game collection]
Card Chess [10x10] (Proprietary game,
Bastardo (R. Finelli and others, 1996). Four Cardchess International, 2002). Board 10x10;
players; board 8x8; each player has 1 x K, R, each player has 16 cards representing usual 16
B, N, 4 x P arranged in a corner: Ka1, Rb1, pieces. Players (2, 3 or 4) shuffle their cards
Na2, Ba3, Ps d1, c2, b3, a4; others similar. A and place them unseen and face-down on the
number of variants are offered. (Eteroscacco eight central squares of the two ranks in front
78) of them. A move consists of turning over an
own card and then moving a face-up piece
Diplomacy Chess (João Neto, 1996). Four- according to usual chess rules. Face-down
player game on 8x8 board, standard array. cards play no part and can be landed on or
Simultaneous movement: if two pieces are crossed. A face-down card that is covered
ordered to the same square, the stronger cannot be exposed. A version called the
captures the weaker; if of equal strength, memory game has all cards shuffled initially
neither moves. The inventor suggests playing and then laid out in a predetermined pattern. A
it as a progressive game. (Eteroscacco 75) turn is as in the above game except that if the
card turned over belongs to an opponent it is
Yonin Shogi, also known as Four-Handed put back face-down. An interesting feature is
Shogi (Proprietary game, Kitami Hovendo; that you can turn over a card that might favour
Ota Mitsuyasu, 1993). Standard 9x9 shogi you (e.g., one that is a knight’s move away
board; each side has nine men, 1 x K, R, 2 x from the opponent’s queen). The player whose
G, S, 3 x P; SGKGS centred on back line, PRP king is turned over first is usually at a
centred in front of them, P in front of R. All- disadvantage. (Variant Chess 44)

38.2 Games based on capturing the king, hexagonal board

Hex Chess [Kirkpatrick] (Ronald a triangle of the opposite colour. In the board
Kirkpatrick, 1970). Players 2-6. Hexagonal centre the piece has a total of 15 possible
board composed of 150 equilateral triangles moves, omitting the three opposite-coloured
alternately coloured light and dark. Each triangles with which it shares a side. Pawns
player has 16 men: 1 x K, 2 x Q, R, B, N, 7 x move one pexal at a time (or two initially) and
P. Orthogonal movement (called basal) is capture diagonally (i.e., one basal then one
parallel to the bases of triangles (six pexal) or immediately ahead (a further pexal).
directions); diagonal movement (called pexal) Promotion is at any board boundary to the
is through apexes of triangles (also six highest-ranking piece previously lost. Castling
directions). In both cases, the colours of the under orthochess conditions involves K and R
triangles alternate, so a bishop, for example, changing places. The last player who can
changes its cell colour when moving an odd legally move his king wins. The array utilises
number of triangles. A knight always moves to the two rows of triangles nearest each player,
Games for four or more 345

omitting the corners; baseline NRBQKQBRN, Shaolin Sovereign Chess (R. Planesi, 1996).
with the pawns in front. A feature of the game 2, 3, or 6 players, normal men, hex-based
is that a checkmated player may continue to board with lateral rook move. For two players,
participate but cannot threaten the pieces of 69-cell laterally symmetric board of 11 ranks
the player who checkmated him, overcoming with lengths 8, 7, 6, 5, 6, 5, 6, 5, 6, 7, 8;
the objection of elimination of players in RNBQKNBR on rank 1, wing pawns only on
multi-player variants. [Text revised.] rank 2, 6xP on rank 3 (two bishops only at
outset). Pieces as Glinski; pawn moves one
Cross Chess [Dekle] (George Dekle Sr, step as R (two-step initial option, e.p.
1982). Untested multi-player game. Six hexes permitted), captures one step as B.
a side of quasi-hexagonal board. (World Game Additionally, a pawn within a defined central
Review 10) 31-cell area (not more than an N-move from
the centre) can move and capture one single
Chexx (Proprietary game, Gene-Sys Co; space in any direction (though not to leave the
William S. Glazier and Talbot Uehlinger, area backwards), and if it can occupy the
1983). Regular 169-cell hexagonal board, central hex the player can enter a third bishop
central cell coloured. Players 2-6 with on the cell which his K occupied at the start (it
orthochess sets. Regular moves adapted to hex must be empty). The three-player version uses
board. Pawns have toothpicks stuck through a 94-cell board with rotational symmetry (take
them to indicate direction of movement and a 127-cell hexagon and remove 4 cells from
promote in centre cell. ‘People are going to one end of each of three diameters, the
think chess mundane after this,’ comments one adjoining 3 cells from the two adjacent rows,
of the inventors, ‘it’s going to open up chess and the three remaining outside corners), the
to everyone’. (Cutting from the Hartford six-player version a 271-cell hexagon.
Courant or an associated paper, 24 July 1983) (Originator’s rules brochure) [Text editorial]

38.3 Games based on capturing the king, circular board

Chez (Proprietary game, Donald Gebhart, then resumed, continuing with player on left
1970). 128-cell circular board consisting of 4 of checking player. Castling permitted under
rings (files) and 32 sectors (ranks); four arrays usual rules. (Proprietor’s rules leaflet)
PPPP, QBNR, KBNR, PPPP at regular
intervals round the board (kings on the inside Astro Chess (Proprietary game, Seira
ring) but men are renamed Bank (K), Enterprises; Joe L. Wilkins, 1974). A fusion of
Commander (Q), Air Force (Rs), Navy (Bs), chess and astrology. Players 2-4; multi-
Marines (Ns), Army (Ps). Object: to capture coloured circular board (6 concentric ranks =
opposing players’ banks. Capture by orbits; 216 spaces); each player has 18 pieces
displacement, including banks; no check, (equivalent chess piece in parentheses): Moon
checkmate, double pawn move, e.p. or (K), Sun (Q), 2 x Venus (R), 2 x Mercury (B).
castling. Pawns promote on either left-hand or Six planets are in pairs: Mars & Pluto, Jupiter
right-hand opponent’s baseline. Play is & Neptune, Saturn & Uranus. All move like a
clockwise. A player whose bank is captured K but only capture diagonally; the last two
retires from the game and his forces are pairs have limited jump moves in addition.
removed from the board. The last surviving There are six nodes (P). A node moves 1, 2 or
player is the winner. Imperial Chess 3 spaces initially in the same orbit but in either
[Gebhart] (Gebhart, 1970) is the same but the direction, thereafter one space; captures one
aim is checkmate. A player whose king is in space diagonally. Object of the game is to
check must respond at once, but cannot eclipse opponents’ moons (a moon under
capture other than with his king if he is attack is ‘in aspect’, when checkmated it is ‘in
playing out of turn. Normal turn sequence is eclipse’). (Proprietor’s rules booklet)
346 Every man for himself

38.4 Games based on capturing the king, board with extensions

Grosses Konigs-Spiel (Christoph the board. (Nost-algia 282/3)


Weickhmann, 1664). The Hrst modern multi-
player chess game. In his Neu-erfundenes Chessnuts (Proprietary game, Halcyon; James
Grosses Konigs-Spiel, Weickhmann illustrated McCord, 1986). A collection of seven four-
boards for two, four, six and eight players, handed variants played on a 128-square board
respectively of 195, 217, 415 and 697 spaces (central 8x8, four 8x2 extensions); pieces as
(small circles linked by orthogonal and orthochess. All the games are named after
diagonal lines). The two-player board is a various kinds of nut. Five games are for
simple 13x15 rectangle; the four-player a 7x7 individual play, two for partnerships.
square with 7x6 extensions; the six-player a Objectives vary but are mostly royal survival.
hexagon of complicated internal structure with In two games the aim is to score the most
7x7 extensions; the eight-player a 19x19 points by capturing enemy pieces (K=12, Q=9,
square with two 7x6 extensions at each corner. etc). A novel feature of some games is that
The 14 different playing pieces represented loss of the king does not eliminate the player.
various civil and military ranks. In the four- (World Game Review 7)
player and eight-player games, each player
had 30 pieces composed of 1 x King, Marshal, Plex (Proprietary game, Wickett Works; John
Colonel, Major, 2 x Adjutant, Chancellor, Wickett, 1987). Multi-player (2-6) chess on a
Chaplain, Counsellor, Courier, Herald, Knight, 229-cell hex board in the shape of a six-
3 x Pikeman, Light Infantry, 6 x Soldier; in the pointed star (169-cell regular hexagon with
two-player game, a full double set less only two extra 5-cell chevrons at each vertex). Cut-
the second king and one pikeman (58 men a throat possible, but two-player or two-team
side). A respected book with Hne engravings recommended. (Games, June/July 1989)
but forgettable games. [Text revised]
Vendetta Chess (Proprietary game, Deak,
Demonchy’s Four-Handed Chess (A. 1987). Four-player chess on 8x8 board with
Demonchy, 1856). Extensions 8x2; Qs on left 8x4 extensions. Usual array but with kings
of Ks; all-play-all. King of mated player is facing queens. In partnership play, aim is to
removed from board. Alternatively, all the capture both opponents’ kings; in all-play-all,
mated player’s men are removed. Surviving last surviving player wins. (Proprietor’s
player wins (partnerships also suggested). publicity material)
(Verney)
Dikel Checkmates (Proprietary game, Arthur
Tri-King Chess (Yun Gee, 1946). Four- Rogers, early 1990s). Four-player game (usual
handed game on 8x8 board with 8x4 men) on 10x10 board with four 8x2
extensions; each player occupying an extensions. A checkmated player’s men are
extension with usual array. The central (8x8) removed from play. Survivor wins. (Variant
board, called a ‘diamond bridge’, is crossed in Chess 24)
one move to enter any of the three other fields.
(Personal communication citing a patent D- Bishops (EJW Consulting, 1991). Four-player
173-066-152) game. Board 8x8 with four 8x2 extensions;
usual set-up. Players must mate player on their
Panzyk’s Four-Handed Chess (L. Panzyk, left (can be supported by the other players).
1984). All-play-all game sponsored by Chess Off-beat rules. (Nost-algia 373)
in Friendship, Lübbenau. Extensions 8x3; Qs
on left of Ks; no check or checkmate: pieces Chessy-Quattro (Proprietary game, Design
of player whose king is captured are inert but Studio M. Hofer; Martin Hofer, 1991). A
can be taken. Another off-beat German game, compendium of games for 2-4 players:
credited to ‘a Berlin doctor’ (G. Lutze?), has Chessy-Classico (four versions), Centro,
8x3 with royalty facing like-royalty in the Castello, Vario. Four boards all 8x8 with 8x2
initial position and mated kings removed from extensions on each side (128 squares) but with
Games for four or more 347

different markings and coloured squares. shuffles the remaining 12 cards and takes the
Chessmen are standard (four sets) and there top four into hand. When a square is vacated
are four dice with piece symbols (two types). in the camp, a card from hand must
Men move as in orthochess; games from immediately be played, face up, onto it and a
standard four-handed to strategy/chance replacement card drawn from those remaining.
variants. (Manuscript notes presumably Usual chess moves except that there is no
deriving from a set in David’s game pawn promotion and the king can be captured
collection) like any other piece. The men of a player
whose king is captured are removed from play
Imperial Chess [Scorpion] (Proprietary and the victor takes his queen as a reward.
game, Scorpion Games; Mike Calkovits and Aim is to be the last king left on Bosworth
Jeff Knight, 1993). Four-handed all-play-all. Field. The game is accelerated mayhem,
Board 8x8 with four 8x4 extensions. Usual entertaining rather than demanding. (Variant
array in each extension, kings facing kings. Chess 30)
Pawn behaviour normal except that a P which
captures into an extension then moves towards Chess Empire (Proprietary game, Empire
the back rank of that extension. Promotion on Chess LLC, 2003). Board 14x14 plus four
any back rank; castling, e.p. normal. No 14x3 extensions. Four players (two or three
checking; a player whose K is captured is out possible) each having 28 men: 1 x K, Q, 4 x R,
of the game, and his men are removed. Last N, 2 x B, Spy (leaps two squares orthogonally
survivor wins. Players can make pacts during or diagonally), 14 x P. Play is orthodox but Ps
play but are not bound by them. (Manuscript can always move 2 squares. Arrays in
notes presumably deriving from a set in extensions, baseline SRRNNBQKBNNRRS.
David’s game collection) (Proprietor’s publicity leaflet)

Bosworth (Proprietary game, Out-of-the-Box Schach4, originally known as


Games, Mark Osterhaus, 1998). Board 6x6 SchachRevolution (Proprietary game,
with corner squares removed. Each player (2 Michael Stetter, 2005). Board 8x8 with 8x3
or 4) has a set of 16 cards distinctively extensions; 2-4 players sitting in the corners;
coloured representing the usual chessmen. The array (a4-d4-d1 and so on round) BRQNKBR
four squares facing each player are his field fronted by PPPPNPPPP. All-play-all or team
camp (thus a 4x4 central area). To start, each play in various combinations. (Proprietor’s
player puts four pawns face up in his camp, publicity leaflet)

38.5 Games based on capturing the king, planar board of other or unknown shape

Doppel-Schach (Proprietary game, Leonore on turn may move on any half-board where he
Sienkiewicz, 1938). For ‘3, 4 to 8 or still has a man. A player capturing a K takes over
more’ players. The army of a mated king is the loser’s army and also his turn. Last
either removed from the board or added to survivor wins. Described by the inventor as
partner’s forces. Play without a partner is also ‘working very well’. (Inventor’s rule sheet)
possible. (Proprietor’s publicity leaflet) [It
seems odd to start by talking about 3 players Four-Zone Chess (Proprietary game, Four
and then to give precedence to playing with a Zone Games; M. P. Elliott, 1981). Four-player
partner, but this is what the leaflet says.] game. Board is made up of four zones each of
29 chequered squares plus 12 yellow squares
Multiplayer Chess (Ralph Betza, date that separate the zones. Each player has 1 x K,
unknown). Any number can play. Each player 2 x R, B, N, 6 x P, also a Q which cannot be
has a half-board and the usual array (men must brought into play until a pawn is advanced to
be distinctive). Orthochess but kings are the centre square, which also serves as a
captured, not mated. The turn player sets his barrier. Men behave as in chess, but pawns
half-board against any other, and makes a outside their zones move and take in any
legal orthochess move. Subsequently, a player direction. Object is to checkmate all
348 Every man for himself

opponents. The forces of a mated player are Königsritter, which moves and captures as a Q
removed from the game. In a partnership but as a K when in check (and can be
game, the Hrst mate decides. Where three or checkmated); the rest of the array is RNBBNR
more are engaged, a player unable to move on with 6xP in front. Pawns move initially one or
turn loses. When reduced to two the normal two squares forward, thereafter one square
rules relating to stalemate, perpetual check forwards or sideways. Attackers’ Ps promote
etc., apply. (Proprietor’s publicity material) on Black’s back rank, Defender’s Ps on any
attacker’s back rank. Promotion is to a piece
Shahmot (Proprietary game, Britton already captured. The object of an attacker is
Enterprises; Tony Britton, 1982). Two- or to mate the black king. Black’s lame aim is to
four-player game on tesselated board of 116 repulse the attackers. In the a three-player
squares. The game for two has an extra queen version, the Black and White men are played
and two extra pawns a side; the game for four by the same player; in a two-player version, so
has six pawns and two queens but no rooks. are Red and Yellow. (Proprietor’s rules sheets)
(Manuscript notes presumably deriving from a [Text revised. The game seems to make little
set in David’s game collection) sense, since the attackers acting in concert can
quickly overwhelm the defence, but I suspect
Superchess [Jacobson] (Proprietary game, that it is really an all-play-all among the
Green Island Games Inc; Rolf W. Jacobson, attackers with a victory for the defender if
1989). Four-handed game (also for 2 or 3 they fight themselves to a standstill.]
players). Novel board of 148 squares: 14x14,
less eight squares (typically a1-a3, b1-b3, c1- Multischach (Udo Sprute, 1997). A series of
c2) at each corner, less the central 4x4. Usual chess games for any number of players from
chessmen (four sets distinguished by colour) two (orthochess) upwards, based on boards
but the players sit cornerwise and there is an which are generalizations of those used for
extra pawn a side. A number of alternative Three-Player Chess and Dreier-Schach
arrays are offered, one of which has (c3) K, (chapter 37) and Doubles Chess (chapter 35).
(a4-d4-d1) RBNQNBR, (a5-e5-e1) 9xP, other Suppose n players; then the board is a polygon
sides by reflection. An unusual and attractive with 2n sides made up from 2n kite-shaped
feature for a four-player game is that rival quadrilaterals each divided 4x4 into 16
pawns meet head-on as in orthochess. A quadrilaterals. Boards are illustrated up to
number of scenarios are given; for example, Siebenerschach (14 sides, 224 cells).
first checkmate decides game, a mated (Inventor’s definition booklet) [Text editorial]
player’s men are frozen, the men change sides,
etc. An enlarged game, Superchess II, uses a Tile Chess (Proprietary game, Steve Jackson
modified board of 176 squares with an extra Games; Jason Wittman and Hilary Moon
knight and three extra pawns a side. Murphy, 1999). Up to six players. Each player
(Proprietor’s publicity material) has a set of chess men in the form of 16
cardboard tiles. Players take it in turns to place
Königsritter (Proprietary game, Albert a tile on the table, in any order except that the
Buttner 1993). Four-player game with curious kings must be placed last. Each tile after the
features. Unorthodox board and array. Red, first must be placed orthogonally or diagonally
White, and Yellow are attackers, Black, whose adjacent to an existing tile. When all tiles are
prospects appear dim, is a defender. Black has placed, players move as usual. A turn may
a normal half-board with his normal array. consist of the repositioning of a tile or a
There is then a four-square waist, followed by capture, but at all times the tiles must remain
a 6x10 area with two 6x2 extensions at the connected. Pawns move one step at a time but
near end, and each extension, and the far end may capture either forwards or backwards.
of the board, has an extra square abutting the Pieces move normally and can also jump over
two middle squares. These areas are occupied friendly pieces. Object is to capture the
in order by Red (to Black’s left), White (at the opponent’s king or to be the last survivor.
far end), and Yellow. The extra square hosts a (Variant Chess 36) [Text editorial]
Games for four or more 349

38.6 Games based on capturing the king, three-dimensional board

Chess3 (Proprietary game, Innovative with differing limitations on vertical


Dimensions Corp; Robert Baldwin, 1975). 2-6 movement); White Goddess, Shogun, Warlord
players; three normal boards joined three- (moves like a bishop, with similar vertical
dimensionally along the edges leading from movement restrictions) and the Fighting Piece
one of their white corners (playing area on the (moves like a king). The game was
outside), bent back along their long black energetically marketed with the help of some
diagonals, and rejoined at the far white doubtful mythology: ‘Played according to
corners; 3 x normal array arranged cyclically ancient Druidic rules, Taliesin introduces the
around each cluster of white corners. player to a fast-moving attacking game which
(Manufacturer’s publicity material) [Text influenced the martial arts centuries ago’. The
revised] claim that ‘Taliesin is unlike anything else in
the world or any other’ is probably true.
Taliesin, also known as The Wizard’s Game (Proprietor’s publicity material)
(Proprietary game, Wildone Ltd/Taliesin PLC;
Ron Astle, 1982). Described as the world’s Es (Proprietary game, Hartmut Hoppe, 1986).
most expensive game (about $800,000 a set in A complicated game for 2 to 20 players
gold and platinum but somewhat less for featuring six chessboards formed together as a
popular versions). Design Centre (London) cube with magnetic men. Play proper is on the
award. Game for 2-8 players. Board is circular top board; the other boards are deployment
and on three levels with a ‘black hole’ in the areas where there is movement but no
middle to allow passage between the boards. capturing. Each player has 3 x king, queen, 6 x
Rules vary slightly according to numbers rook, bishop, 15 x pawn, the bulk of which are
playing: Aesir rules (2 players), Traveller’s initially accommodated on the deployment
rules (3-4 players) and Wizard’s Circle rules boards. Pawns move and capture as kings but
(5-8 players). There is also a single board not backwards. A player loses when his last
version, played to Druid’s rules. There is an king is mated or when he has lost all his
odd mix of pieces: a Life Force (which moves pawns and queens. (Proprietor’s rules
like a king and whose loss decides the game), pamphlet) [The participation of 20 players
Taliesin (moves like a queen), King Arthur, scarcely seems practicable, but the words ‘für
Centurion, Henge (all move like a rook but 2 bis 2o Spieler’ (sic) are in the source.]

38.7 Annihilation games

Jeu du Tournoi (Edward Loysel, 1855). 2-4; 8x8 board with squares in four colours
Presented at the Universal Exhibition, Paris and with moveable borders. Pieces are cubes
1855. Two or four players; board 6x6 for two, in four different woods; each player has four
9x9 for four. Pieces have romantic names but pieces of the same wood. Each piece depicts
mundane moves. The weakest, Page (one step four symbols, each symbol in a different
orthogonally) and Dwarf (ditto diagonally) colour corresponding to the four board
promote, the latter to Chief Constable (king colours. A set of four pieces therefore has
move or two steps orthogonally). All men every combination of symbol and colour. The
have numerical values and capture by symbols are Beetle, ButterWy, Caterpillar and
displacement. Object is to annihilate the Chameleon which correspond to B, N, R, Q
opposition when the margin of victory is respectively. Array (4 players) is a1/b1/c1/d1,
calculated by totalling the point value of the h1/h2/h3/h4, h8/g8/f8/e8, a8/a7/a6/a5. All
winner’s remaining men. A spinner pieces start as butterWies (knights). On
determined the piece moved, so skill was at a completion of a move, the piece is rotated to
discount. (Loysel, Nouveau Jeu du Tournoi) show the square colour uppermost. The piece
then equates to the symbol on that colour.
Chameleon (Proprietary game, VSK; Players are eliminated on losing all their
Wolfgang Grosskopf, date unclear). Players pieces; last player left wins. When an edge Hle
350 Every man for himself

or rank becomes vacant the border is moved player has 16 moons, 16 planets and four solar
in, thus as play proceeds the board contracts. systems (moons and planets are halved in
[Information presumably deriving from a set number for the four-player game). Moons are
in David’s game collection] pawns but without the two-step move, the
planets are bishops, whilst the solar systems,
Cirondo (Proprietary game, Cirondo Games which are placed intitially in the central area
Co; Angus Wright, 2002). Two or four known as the Void, are queens which only
players; circular board of 8 concentric rings come into play when pawns are promoted. The
(ranks) divided into 32 sectors (files), central aim is to reduce the opposition to a single
area also used. In the two-player game, each piece. (Variant Chess 44)

38.8 Games to reach a goal in the opponent’s territory

Remy (Proprietary game, Butehorn Spiele, direction; Q, R, B orthodox but not more than
1979). Players 2-4; board 4x4; men in four four squares. Pawns move sideways or
colours. All men are identical in appearance. forward, including diagonally forward, up to
They move as P, N, B or R according to the three squares on their first move, thereafter up
squares on which they stand which are to two squares. Capture by leaping as in
inWuenced by dice rolls. Object is to get own draughts (checkers) with further captures if
men across board to Remy square. Capture is available. The king is non-royal; aim is to be
by displacement and compulsory but men on the first to get it into the diametrically
start or Remy squares are safe from capture. opposite corner. Pawn promotion not
Captured men are returned to start squares. mentioned. (Variant Chess 20)
(Photocopy of manufacturer’s rules pamphlet)
Mutabor (Proprietary game, Dr. F. Hein
Escort (Proprietary game, Stephen Agassiz, Spiele, F. Hein, 1995). Game for 2-4 players;
1994). Board 18x18 (four-player game) with 52 individual tiles assembled at random giving
central area 12x12 (two-player game); each millions of possible boards. Each player has
player has 1x K, 2 x Q, R, B, 8 x P based on four tokens which move as Q/R/B/N/K
one of the corners, array K, QQ, RPR, BPPB, according to the square they stand on. Win by
PPPPP. K can move up to three squares in any occupying opponent’s base. (Fairplay 32)

38.9 Games to reach a goal in neutral territory

Moncrieff’s Game (J. A. Moncrieff, 1899). A number additional’. (U.K. patent 10,857 of
four-player extravaganza requiring four 1899)
chessboards representing Europe, Asia, Africa
and America, with positions for artillery Mock Chess [Hudd-Smith] (A. E. Hudd-
between the boards and four central squares Smith, 1947). Curious board of 129 linked
representing a city, the purpose of the game cells (squares and circles). Each side has one
being to capture or ‘checkmate’ the city. Each K, Q, B, Lord Mayor (moves one cell
player had 26 men in a wood (walnut, orthogonally), Judge (as B) and 5 x policeman
mahogany, ebony and boxwood) representing (as N: some spaces barred to policemen).
each of the four continents. The forces were Object is to occupy centre cell for one turn
made up of a king (which moved like a with principal piece. Order of seniority:
queen), 12 infantry pieces composed of 2 K-Q-LM-B-J; thus if K and Q lost,
generals (rooks), 2 colonels (bishops), 2 LM is principal piece etc. (Hudd-Smith,
captains (knights) and 6 men (pawns), together Transportation Games, British Library
with 8 cavalrymen and 5 artillerymen. ‘It will shelfmark 7919 b.18)
be seen,’ declares the applicant, ‘that this
game, while resembling chess, possesses an Yalta [Hegedus] (Alexandra Hegedus, early
advantage over chess, seeing that it embraces 1950s). Four players (no partnerships); board
all the moves in chess and a considerable 16x16 with an 8x2 entension in the middle of
Games for four or more 351

each side, but the middle 8x8 is absent apart Viscount. There is a crown which a prince
from the central 2x2. Normal array in each seizes to become king; reach a perimeter cell
extension (K/Q placings at the option of the to win. All pieces move as a K in chess but in
player), and each player also disposes of 15 addition a prince moves any distance on a
loose squares (8 white, 7 black or vice versa). rank, likewise a baron (but clockwise only),
Pieces move normally but there is no castling. and a viscount (counter-clockwise only). The
Pawns move one square orthogonally king alone can capture (though not a prince,
(forwards, sideways, backwards) and capture which cannot be forced to move) and as a
diagonally forward. Promotion rules are result the game can get blocked. (Bell,
unrecorded but probably superWuous. The Discovering Chess, also Games and Puzzles
object is to advance the king to one of the four 30)
central squares. To do this it is necessary to
lay a path of squares from the existing board Steeple Chess (Proprietary game,
across the void to the centre. Every time he Ravensburger; Alex Randolph, 1976). A race
checks a king a player lays Hve squares in the game for 2-4 players. Each player has three
void area, always respecting the alternate tokens which circuit the four-track board by
colour sequence linking the board to the means of chess moves, the roll of a die
centre. After three checks his tiles are determining which chessman dictates the
exhausted. On every subsequent check he manner of movement. A choice of moves is
either takes a square from any of the other available to a player rolling the king. There are
players or plays a square so taken into the two permanent obstacles and one movable
void. which a knight alone can jump, thereby
The Hrst player is determined by lot after justifying the punning title. The Hrst player to
which the turn passes anti-clockwise. On a get all three of his tokens across the line is the
turn, a player makes eight moves, one with winner. Little skill but a lot of fun. (Copy of
each of eight men (or all men if he has eight or proprietor’s rules leaflet)
less remaining). If he checks an opposing king
and in consequence lays one or Hve squares or Nimmar (Proprietary game, Nimmar; Eldon
takes a square from an opponent, he forfeits MacCuspic, 1984). Game for 2-4 players;
one move. A player may also, at the cost of a 11x11 board on six levels arranged like a
move, slide the two ranks on which his men regular low-elevation step-pyramid (apex at
were arrayed at the start of the game four f6). Each side has 16 men; 1 President (moves
squares to the left or right (i.e., to the board like K); 2 Senators (Q); 2 Temples (move like
end). A check must be answered immediately B, or like R on same level only); 2 Dukes (2
but does not count against the eight-move squares in any direction, including knight’s
entitlement when the checked player’s proper move); 9 Admirals (1 or 2 squares on rank or
turn comes round. A mated king is simply file, 1 vertically or 1 diagonally; captures only
returned to its start square whilst the player 1 square diagonally onto next higher plane; no
delivering mate is awarded two ‘checks’. A backward movement). The pieces represent
piece moving from the main board to the the different divisions of power within society
central area must Hrst move to a perimeter as deHned by Bertrand Russell, respectively
square within it. Subsequently it can move corporate, governmental, religious,
freely within the area though only over monarchical and military. Win either by
squares that have already been placed. getting President to f6 or eliminating
Movement to or over an unHlled square is Presidents of other players. In the multi-player
never allowed. An elaborate game of game, the pieces of an eliminated player stay
unplumbed merit. (Les Jeux d’Echecs Non- on the board. They serve as blocks but may be
orthodoxes) captured by any player. Array: a5-a1-e1
ADTSPrSTDA, b5-b2-e2 7xA, other corners
Crown Chess [Adams] (Proprietary game, similarly. (Proprietor’s publicity material)
John Adams Toys, 1974). 2-4 players; circular
board of 32 cells (8 radiating sectors of 4); Centrepoint (Proprietary game, Checkray
each side has 1 x Prince, 2 x Baron, 2 x Ltd, 1987). Circular playing area of 229 cells,
352 Every man for himself

handsome playing pieces. Each player (2-4) with red squares (about 10% of the total)
has 19 men: 1 x Standard, General, 4 x acting as barriers. A player on turn may
Archer, Lance, Runners, 5 x Scout. The object decline to move, or elect to move his two
is to get the standard, which moves like a king, tokens once each, or one token once, or one
from the perimeter to the centre point. token twice. A chess die is rolled, the piece
Runners (pawns) promote to any captured shown determining the manner of movement.
piece, including a standard. Loss of the If an opponent’s token is captured, it is
standard and all runners loses the game. returned to the start. (Proprietor’s rules
(Proprietor’s publicity material) pamphlet)

Centrum (David Douglas, 1987). Four Cosmic Chess (Proprietary game, MMH
players (all-play-all); board 16x16 with a Imports, 1990). Players 2-4; board 17x17 with
small red circle (Centrum) in the middle of the Earth as central square and 44 regularly-
board divided into quadrants by the central disposed squares designated ‘astroids’ which
squares. Each player has a fleet of 15 pieces act as barriers to movement. Six pieces a side
(chess equivalents in parentheses): 1 x (chess equivalents in brackets): 1 x Command
Commandship (K), 1 x Starship (Q), 2 x Ship (K), Juggernaut (Q), 2 x Megatank (R),
Battlecruiser (R), 2 x Fighter (B), 2 x Death StarHghter (B). Object is to ‘neutralise’ (mate)
Star, 7 x Scout. Death Stars make two moves opponent’s command ship(s) or occupy earth
like a king (may reoccupy start square); scouts with own CS. Pieces start at board edges. A
move as king but may only take diagonally. handicap system (Warp) allows a weaker
Object is to be Hrst to occupy centrum with player to move his CS two or three spaces
commandship (K). If checkmated, player’s once in a game, though not if in Red Alert
Weet is removed from game. A Scout can (check). (Proprietor’s rules leaflet)
occupy Centrum but for one move only.
Pieces set up diagonally in the corners of the Winchester (Proprietary game, Rostherne
board (left to right): C, BF, FStB, SDDS, Games; David Watts, 1990). A race game for
SSSSS. (Notes presumably deriving from a set 2-5 players. Each player has up to Hve tokens
in David’s game collection) which are raced round a four-track circuit by
chess moves. There are 24 obstacles whose
BattleEeld (Proprietary game, Stracheck; positions on the circuit are predetermined by
Serge Brochet, 1989). Four players (alliances dice rolls, and hence change for each game.
allowed). Board 16x16; array squares are Only knights can jump obstacles. A chess die
respectively e1/e2-l1/l2, o5/p5-o12/p12, is rolled on each round, all players moving one
e15/16-l15/16, a5/b5-a12/b12. The dark array token in turn in the manner of the piece rolled.
squares of each side are colour-distinguished If a ‘capture’ is made, the tokens concerned
and the four central squares bear the same four change places - a novel touch. There is a
colours. The object is to get the king to the scoring system based on the order in which
central square of the player’s start colour. tokens cross the Hnishing line. The player with
Usual men but in addition there are 24 neutral the most points is the winner. Chessington
pawns which start life in the board corners, was a related race game from the same stable.
can only be repositioned when a queen lands [Information presumably taken from sets in
on a central square, and can never be captured, David’s games collection]
hence serve as blocks even to knights. If a
king is mated it is removed from the board and Chummy (Proprietary game, DLJ
the remaining men of the player immobilized. Manufacturing, 1991). Players 2 or 4; board
(Proprietor’s rules booklet, jointly with circular, centre cell highlighted; usual 16 men
Cavalcade below) per player. Win is by taking opponent’s
king(s) or using own king to capture and
Cavalcade (Proprietary game, Stracheck; control central cell. The game name is an
Serge Brochet, 1989). Race game, 2-4 players. awesome acronym: Challenging Highly
Each player has two tokens. The four-track Unusual Minds Mainly Yours. (Advertisement
board circuit is chequered black and white, in Chess Life, November 1991)
Games for four or more 353

Quattro-Schach (Proprietary game, Meteor, appropriate colour on the capturer’s 3x3


date of origin unknown). Four players. Playing board. If all nine squares are occupied, they
area 8x8 with four 8x3 extensions, set-up as are removed and the player receives a card
for Verney’s Four-Handed Chess. In a corner marked 2. This allows the king to move two
by each player is a further 3x3 square, three squares at a time, passing through check if
squares in each of the opponents’ colours. desired. If the same player now captures two
Also, the central four squares of the board each of his opponents’ men he gets a card with
are in the players’ colours. The winner is a 3 which entitles the king to move three
the sole survivor or the player who gets his squares at a time. (Information presumably
K to the centre square of his own colour. deriving from a set in David’s game
A captured man is placed on the square of collection)

38.10 Point-scoring games

Astro (Proprietary game, Weltraum points at the end. A player giving checkmate
Brettspiele; Rudolf Lauterbach, 1976). Four takes the remaining men of that side. The
players. Board 76 squares, each illustrated knight can make multiple captures, like a
with a constellation. Pieces (7 a side) are draughtsman. (Proprietor’s rules leaflet)
meteors, planets and stars (14 different);
unique moves and captures. (Proprietor’s rules Quatréchec (Proprietary game, Action
booklet) Sociale Missionnaire, 1993). Board 14x14. An
orthochess array in the middle of each side
Quadular (Proprietary game, HPH (kings opposite kings) belies an unusual
Development; Nelson Hart, 1985). Players objective: to get as many men as possible to
2-4; board 7x7 with a 13-square extension on the end rank opposite. A man reaching the end
each side (rows of 5, 5, 3 squares) and a large rank is at once removed from play and
triangular ‘throne’ giving access to each retained by the player, scoring points
square in the last row. The three rows appropriately: K=30, P=6, N=5, B=4, R=3,
constitute a player’s Domain. Each side has Q=2. The normal rules concerning check
the usual eight pieces plus a Prince and Hve apply but kings can be captured. A player
pawns: king on the throne, then QBPr, whose K is checkmated or captured continues
RNBNR, 5xP. The arrays rotate round the to play but a player unable to move is
board. eliminated together with any men remaining to
The prince moves like a queen but only 1 or him. The game ends when there is but one
2 squares. On entering an opponent’s domain, player left, when his remaining men are
a prince is crowned (plastic top-knot) and is assumed to have attained the end rank. The
promoted to queen; however, if her consort is player with the most points wins. (Proprietor’s
checkmated, the queen at once undergoes a rules pamphlet)
second sex-change, this time to king. Pawns
normal but promote in an opponent’s domain Martian Chess (Proprietary game, Looney
only to R, B, N. A scoring system designed to Industries; Andrew Looney, 1999). Players 2
eliminate draws gives K=15, CPr=13, Q=7, or 4, partnerships possible. Board 8x8; each
Pr=5, R=5, B=3, N=3, P=1. (Proprietor’s player has 9 men in the form of cones, three
publicity leaflet, also Die Pöppel-Revue 1989). each representing queens, drones and pawns;
queens on a1/a2/b1, drones a3/b2/c1, pawns
Four-Man Chess (Proprietary game, Quest b3/c3/c2, and similarly in the other corners.
Board Games, 1987). Four players; board As in Monochrome Chess (chapter 33), all
16x16; each side has 1 x K, Q, 2 x R, 4 x B, N, men are the same colour; you only control
9 x P (21) assembled initially in the board pieces in your quadrant. Play and objectives as
corners. Each piece is given a points value and in Monochrome Chess, with point values Q=3,
the object is to be the player with the most D=2, P=1. (Variant Chess 39)
354 Every man for himself

38.11 Games in which the players have different roles

Eureka, also known as Induction Chess ‘spectators’. The spectators allocate rules to
[Richardson] (Ian Richardson, 1989). Three the pieces which they keep secret. When a
or more players. One player (the Ruler) writes move is made, the appropriate spectator allows
down a not-too-difficult secret rule (e.g., play the move, modifies it or disallows it. The aim
a pawn every third move). He then plays out a remains checkmate. (Variant Chess 28)
game as both White and Black. When another
player believes he has discovered the rule, According to Pritchard (Jaime Poniachik,
he calls out ‘Eureka!’ and takes over one side. 1998). A game for a convivial evening. Any
After five more moves, another player is number can play. One player selects the name
entitled to cry ‘Eureka!’ and so on. A player of a variant from the Encyclopedia, and the
who takes over and subsequently plays an others, if none of them recognises it, have to
illegal move drops out and scores 0; think up rules to fit the name. They then
otherwise, there are points for guessing the compare the result with the rules as given, and
rule correctly and for winning the game, and perhaps they find that they have invented
a separate schedule by which points are something new. (Letter to David from the
awarded to the Ruler. Inspired by Robert inventor: ‘Last night we played with a group
Abbott’s induction card game Eleusis. of friends a cheerful new Chess Variant...’)
(Variant Chess 3) [Text editorial. David seemed uncertain
whether this should go in, but it was shaped as
Penultima (M. Greene and A. Chalcraft, a compliment and I am happy to take the
1994). Game for up to 8; 2 players, the rest responsibility.]

38.12 Divinatory games

Enochian Chess. Name derived from the Old Chess, is for 2-4 players and uses a single 8x8
Testament prophet Enoch ‘who walked with board with 36 men, nine on each side (K, Q,
God and was not’ . The system from which the R, B, N, 4xP). The pieces, which represent the
game emerged dates back to the Angelic operation of the spirit, are Egyptian gods and
language formulated by Dr John Dee in the are linked to the elements: K = Osiris, Q = Isis
16th century (Dee, who at one time was (Water), R = Nephthys (Earth), B = Aroueris
engaged in espionage, was allegedly the (Air), N = Horus (Fire). The pawns are the
original ‘007’, being so referred to by Queen four sons of Horus which assume the elements
Elizabeth on account of the shape of his of the pieces they stand in front of and have
spectacles). Enochian Chess, primarily a their base coloured accordingly (e.g. NP = fire
divinatory game, was practised by initiates of = red). The Q leaps two squares in any
the Golden Dawn, including W. B. Yeats (who direction. Pawns move straight ahead, one
was a keen player) and Aleister Crowley (who square at a time and capture normally.
was not: he preferred chess) (Games Monthly, (Strictly, men are not moved but ‘rayed’.) The
November 1988). The instructions for four sides (players) correspond to the four
Enochian Chess, outlined in volume 4 of elements. In the array, the K (Osiris) shares
Regardie’s definitive work on the Order, were the corner square with the piece whose
never codified, hence subsequent attempts to element is that of the player. The game has a
evolve a game system. small cult following in Europe and America.
Enochian Chess [Nichols] (Proprietary The publisher cautions that ‘the full
game, Aztral Games; Steve Nichols, 1982). understanding of Enochian Chess requires a
The divinatory game, played with a die, uses working knowledge of Hermetic Magic to the
four 8x8 boards, every square divided into level of Adeptus Minor’, regrettably beyond
four regular triangles, coloured red (fire), blue the scope of this book. The retail price of £50
(water), yellow (air), black (earth), each colour (1988) was ‘...designed to discourage under-
dominating one of the boards (112 triangles 16s from buying the game’. (Proprietor’s
out of 264). The basic game, known as Astral publicity material)
Games for four or more 355

Enochian Chess [Barr and Eschner] unbroken (Yang) or broken (Yin) lines set one
(Anreas Barr and M. D. Eschner, 1983). above the other. (Trigrams can be determined
Another interpretation of the game, described by tossing a coin three times, substituting
in considerable detail in the book Das heads for Yang and tails for Yin.) The
Henochische Schachspiel. In its basic form, trigrams, which are associated with elements
this is a four-handed partnership game similar expressed in pairs, are equated to the player’s
to the game above. However, the array is eight pieces: K heaven, Q earth, KR mountain,
regular: K and B share the corner square, QR lake, KB fire, QB water, KN thunder, QN
followed by Q, N and R in that order, with the wind. The 64 hexagrams of the I-Ching
pawns in front. A die can be used to determine (corresponding in number to the squares of the
the man moved, the actual move being ‘the chessboard) represent all possible
personal choice of the player and his spirit’: combinations of two trigrams. Eight
1 = K or P 2 = N 3 = B 4 = Q 5 = R 6 = P. hexagrams are composed of two identical
Moves of Q and P as above; pawns promote to trigrams and therefore only represent one
‘pieces they serve’ (i.e., file they stand on). piece, but the remaining 48 hexagrams
Play follows general rules of Four-handed combine two pieces; thus No. 56, known as Lu
Chess: the army of a mated player is frozen, (the Wanderer) is composed of Mountain and
and both partners’ kings must be mated to win. Fire and hence relates to both KR and KB.
Each hexagram of the I-Ching carries a
I-Ching Chess (Mario Sanchez, 1978). In his philosophical dissertation which the enquirer
book I-Ching Xadrez (1983), the author links must interpret. The system enables a game of
the ancient Chinese divination system based chess to be used for divination purposes or the
on the concept of yin and yang with chess. I-Ching can be interrogated, normally by
BrieWy, the I-Ching identifies eight trigrams, drawing three cards (hexagrams) and
which are all possible combinations of three interpreting each in turn, to determine play.

38.13 Games of unclear nature

Astronomical Chess. A game mentioned in speeds around a circular board, and points are
two Arabic manuscripts, and thought by won from another player by landing at certain
Murray to be possibly identical with the game positions relative to him). It would appear to
Los Escaques mentioned in the Alfonso have nothing to do with what we now
manuscript (seven men move at different understand as chess. [Text revised]
Appendix
Notes on principal sources
Index
Appendix

[There were several entries in of the first edition which contained general information rather
than of descriptions of particular games. There has been no place for these in the main body of
the book, and so they are grouped here. I have divided them into Practicalities, People,
Organizations, Publications, and Miscellanea.]

Practicalities

Designing a variant. In the geometric the pieces quickly changes, and must be
universe that chess inhabits, there are many reconstituted in some way to prevent the game
fascinating possibilities for new pieces and from being too straightforward. So any good
innovative board designs that go beyond the variant should have a similar myriad of
basics of the royal game to create a new strategical balances of this kind to keep the
‘#avour’ for the play. However, most designs game intriguing.
are not marketable because designers tend to Obviously, the design must have no
underestimate the subtlety of what makes a technical #aws such as forced wins or draws.
good chess variant Many designs submitted to manufacturers
Two of the secrets of variant design are permit a player to set up an impenetrable
elegance and balance. An elegant game defence after which he cannot lose - these
combines a minimum of rules with a games are ‘busted’. A similar problem is the
maximum of strategy. Chess itself is a simple unwinnable endgame. A personal favourite is
game to learn, but its resulting strategy is the proprietary game Choiss which plays well
profound. Any good chess variant should have except that all endgames tend to be draws due
similar elegance. Many inventors assume that to the ‘holes’ in the board. In fact, in quite a
making a game more complicated will make it lot of situations it isn’t possible to win even
better, but usually the opposite is true. The with K+Q v K.
eternal challenges of regular chess do not arise For three-player and four-player variants
from its complexity but from the subtle there is an additional design consideration.
balances of different elements in the game. A Because each player has more than one
good player has to do more than calculate opponent, there is a strong tendency toward
variations; he must know how to judge the slow, defensive play that the designer must
relative value of many competing strategic counter. Consider a standard three-player
factors - for master players, the decision is game. Player A attacks Player B and wins a Q
often based on intuition. But in a variant with for a R - but against player C, player A is a
many extra pieces subtle distinctions of rook down. Attacks tend to bene6t the
balance tend to become much less important - uninvolved player. Within the games industry,
what does it matter if one gambits a pawn this problem is considered to be a main reason
when each player has three queens? The why multi-player chess games have never
endgame in which the pawn advantage been commercially successful despite dozens
becomes important will rarely be reached. of clever attempts. In fact, due to their
Another form of balance in chess worth reputation as poor sellers, retailers will often
analyzing is the battle between knights and decline to stock a multi-player game however
bishops. Which is the better? The answer good it may be. The 6rst inventor to solve this
depends totally on the position. When a problem in an elegant way, and without an
designer changes the parameters of board size, excess of new rules, will be the 6rst to succeed
piece powers etc., the relative balance between with this natural idea (Tom Braunlich).
360 Appendix

Taxonomy. A number of attempts going back ‘with a twist’), Not-Quite Chess (borderline
to at least 1908 (Maack), none wholly success- games like Cheskers, Racing Kings, Ultima).
ful, have been made to classify chess variants. Marco Fabbri lists seven main categories,
George Dekle distinguishes ten general each broken down into sub-categories: Board,
groupings: Ancestral Chess (chaturanga, Initial position, Basic Movement rules, New
shatranj, medieval), Oriental Chess (Xiangqi, Pieces, Capture rules, Check and checkmate,
Sittuyin etc), Shogi and variants, Decimal Number of players.
Chess (10x10, 10x8 etc) with added pieces, The most ambitious attempt at a taxonomy
Enlarged Chess (boards larger than 8x8 but of is that of Michael Keller (World Game Review
dimensions other than decimal), Micro Chess 10) in which categories and sub-categories are
(boards smaller than 8x8), Group Chess examined, with examples, in considerable
(multi-player games), Fairy Chess (orthochess detail:

(1) Fixed initial position: (a) Equal armies; (14) More than one move per turn:
(b) Unequal armies. (a) Fixed-length series; (b) Variable-
(2) Variable initial position: (a) Free/random length series; (c) Progressive.
selection; (b) Delayed deployment; (15) Movement limitations: (a) Limited
(c) Secret deployment; (d) Creation and choice of moves; (b) Other movement
removal of units during play; (e) Variable restrictions; (c) Dice chess.
units; (f) Choice of forces. (16) Multiple units per square: (a) Units
(3) Historical and regional games: functioning independently; (b) Combining
(a) Shatranj family; (b) Regional great units.
chesses; (c) Shogi family; (d) Other Asian (17) New types of movement: (a) Relay;
chesses; (e) Literary chesses. (b) Teleportation; (c) Crossings;
(4) Modified pawns and promotion: (d) Castling; (e) Miscellaneous.
(a) Modified pawns; (b) Modified (18) Movement of enemy and neutral units:
promotion. (a) Enemy units; (b) Neutral units.
(5) Modified kings. (19) Miscellaneous movement
(6) Combined pieces: (a) Pieces with added modifications: (a) Modifications of earlier
knight power; (b) Pieces with differing moves; (b) Hidden movement;
capturing moves. (c) Simultaneous movement;
(7) Other new pieces: (a) Leapers; (d) Periodical rule changes.
(b) Riders; (c) Hoppers; (20) Right to capture: (a) Limitations of
(d) Chess/draughts combinations; right; (b) Extensions of right.
(e) Miscellaneous pieces. (21) New methods of capture:
(8) Plane boards: (a) Great Chess; (a) Coordination; (b) Rifle; (c) Custodian;
(b) Minichess; (c) Irregular boards; (d) Capricorn; (e) Dynamo;
(d) Infinite boards. (f) Miscellaneous; (g) Mixed.
(9) Multi-dimensional boards: (a) Three- (22) Disposition of captives: (a) Conversion;
dimensional; (b) Multiple boards; (c) Four (b) Repositioning; (c) Immobilization;
or more dimensions. (d) Demotion.
(10) Non-planar boards: (a) Cylindrical; (23) Side effects of capture: (a) Effects on
(b) Round; (c) Rebound. capturing unit; (b) Other side effects.
(11) Mosaic: (a) Hexagonal; (b) Triangular; (24) Modifications of objective: (a) Capture
(c) Other tilings. of all opposing units; (b) Loss of all own
(12) Boards modifying movement: units; (c) Multiple targets; (d) Multirex;
(a) Restricted movement; (e) Modified check; (f) Other objectives.
(b) Increased/altered movement. (25) Modification of number of players:
(13) Miscellaneous board modifications: (a) Three-handed; (b) Four-handed;
(a) Boards with moving parts; (b) Boards (c) More than four; (d) Team.
altered during play; (c) Special effects on
selected squares.
Appendix 361

[Readers will please not put forward the academic classification of games, but merely
classification adopted in this book as an to divide a given set of material into
alternative taxonomy, whether with approval reasonably homogeneous and digestible
or otherwise. The aim was not to attempt an chunks. The requirement is very different.]

People

Boyer, Joseph (1895-1961). Describing Betza, Ralph. Inventor and researcher of


himself as a chess militant and a Marxist, chess variants.
Boyer was a ceaseless campaigner for variant Castelli, Alessandro. President of AISE and
chess. He was the author of two minor editor of Eteroscacco.
classics, Les Jeux d’Echecs Non Orthodoxes Cohen, Philip M. Contributor to Nost-algia
(1951) and Nouveaux Jeux d’Echecs Non whose column Olla Podrida was for long time
Orthodoxes (1954). His other works included a source of chess variants.
Les Jeux de Dames Non Orthodoxes (jointly Dawson, Thomas R. Problemist;
with V. R. Parton). He also wrote verse. Boyer acknowledged as the father of Fairy Chess.
organized over a score of international Jelliss, George. Problemist and founder of
correspondence tournaments of variant chess Variant Chess.
and was the prime mover in the Centre Keller, Michael. Founder, editor and
d’Etude des Jeux de Combinaison in Paris. publisher of World Game Review.
Klüver, Hans. Problemist and variant
Parton, Vernon Rylands (1897-1974). An enthusiast.
active campaigner for variant chess, Parton Murray, H. J. R. Chess historian and author.
published nine monographs on his ideas, the Schmittberger, R. Wayne. Variant
contents of which however tended to overlap. enthusiast and inventor; formerly editor of
Parton followed his father’s footsteps into a Games magazine.
teaching career which ill-health soon forced Wood, Baruch H. Journalist; founder,
him to leave. His interests were wide and he editor, and publisher of Chess.
was a great believer in Esperanto. He will be
remembered in particular for Alice Chess, The singling out of Parton for a detailed entry
unquestionably his most imaginative game. was curious - he now seems merely a prolific
and largely indisciplined inventor no more
[In the first edition, David also mentioned the worthy of note than a dozen others - but this
following: was the text as I received it.]

Organizations

NOST (Knights of the Square Table). U.S. Scacchistica Italiana Giacotori per
social postal chess organization formed in Corrispondenza (ASIGC) was founded,
1960 by Bob Lauzon and Jim France. Chess Armando Silli taking a leading role, and this
variants formed a prominent part of its actively involved itself with the variant ideas
activities. NOST held an annual convention of Roberto Salvadori and Roberto Magari. In
and at its peak enjoyed an active membership 1975 AISE was formed as an af6liated
of several hundred. The club succumbed to organization of ASIGC. The following year
Internet competition. the first national tournament of Progressive
Chess took place at La Spezia. The of6cial
AISE. The Associazione Italiana Scacchi organ of AISE, Eteroscacco, 6rst appeared
Eterodossi (AISE) had its roots in the in the Spring of 1978, and the next year
burgeoning interest shown in variant chess by AISE seceded from ASIGC to become an
the Florence Chess Circle, with the active independent body. The lead taken by AISE
participation of orthochess masters Castaldi, in organizing national and international
Porreca and Scafarelli, in the years following events and in encouraging research into
World War II. In 1971, the Associazione popular variants 6rmly established Italy as
362 Appendix

a leading nation in the 6eld of variant chess. British Chess Variants Society. Founded in
AISE, like NOST, was a casualty of the 1996. The society publishes the magazine
Internet. Variant Chess, and maintains a web site.

Publications

Nost-algia. The magazine of NOST. Chess whether it will outlive the present production
variants featured prominently, notably in team remains to be seen. Increasingly,
Philip Cohen’s Olla Podrida pages. magazine editors are coming to prefer the
simpler and less expensive procedure of
Eteroscacco. The official organ of AISE. It publishing on the Internet. But there is a
began life in October 1976 as E.Sc.I downside: Internet material is basically
(Eterodossia Scacchistica Italiana), a fanzine transitory, and there are no libraries of legal
edited by Armando Silli, which ceased deposit such as there are for conventional
publication in December 1977. Eteroscacco material. To cite just one example among
itself appeared regularly from 1978 until it many, the web site maintained by the late Stan
closed with the December 1999 issue, shortly Goldovski vanished without notice after his
before the effective demise of AISE in 2000. It untimely death and took all his Losing Chess
was a prestigious journal devoted to chess material with it, though his friends were able
variants. [It was resurrected in 2006 as an to reinstate most of it using copies they had
Internet publication.] downloaded. Nor do computer-readable
archives have more than a temporary life, and
Yoga-Schach. Publication launched by Klaus even if they are kept they have to be
Burchkhardt in 1982 linking yoga and chess. transferred to new media at regular intervals.
The backup discs I made when writing a book
Variant Chess. U.K. magazine founded by in 1989 could not be read on any computer
George Jelliss in 1990, and subsequently commercially available today, because the
edited by Peter Wood. Since 1996 it has been format in which they were written is long out
published by the British Chess Variants of date and drives capable of reading them are
Society. The current editor (2007) is John no longer manufactured. Yet I have been to
Beasley. the British Library and studied a book printed
[Variant Chess, unlike Eteroscacco and more than five hundred years ago, and a
Nost-algia, is still going strong, though manuscript written more than seven hundred.]

Miscellanea

Chess Variant Pages. Internet site devoted to current home. In consequence, a new location
chess variants. Begun as a website created by was found and a domain name for the site
Hans Bodlaender in January, 1995. Initially obtained. Later, some editors left and four new
consisted largely of selected variants including editors joined the team: Fergus Duniho, Jean-
several historic chess games. Interest in the Louis Cazaux, Ben Good and Peter Aronson.
site increased and viewers contributed new Rules for variants were developed and
variants; these prompted Bodlaender to published and competitions introduced, the
introduce graphics. In the following years the first two for Progressive Fischerandom Chess.
website grew rapidly in popularity and in the Competitions to design variants followed,
Spring of 1997 David Howe joined as joint many stipulating the number of board squares.
editor. Subsequently, four additional editors Besides these, the site gained an encyclopedia
were established to meet the increased of pieces (the Piececlopedia), sample games,
demand: John William Brown, Tom Cook, several Java applets, numerous files for
Pavel Tikhomirov and Vu Vo. The site playing variants with the proprietary Zillions
remained at Hans Bodlaender’s personal of Games program, and a versatile game
webspace at Utrecht University but it was playing system known as Game Courier.
clear that the interest would soon outgrow its Created by Fergus Duniho, the system can be
Appendix 363

used to play almost any variant. (two teams), North America, Poland, and
New editors with specific responsibilities Ukraine. Italy (I) were the winners, with
joined the team: Tony Quintanilla (new web England second and Ukraine third. A third
page publishing), Ed Friedlander (Java applets Olympiad was completed in October 2000.
for playing on a web browser) and Antoine
Fourrière (new games for the Game Courier). Kriegsspiel, Kriegspiel. Literally ‘war game’;
The Chess Variant Pages remains a non- generic term given to table-top games,
commercial website run by hobbyists for originally of Prussian origin, played on a map
hobbyists. Its editorial staff of volunteers or other representation of terrain. Drawing,
implement the aims of the site which are to consciously or unconsciously, on the chess
educate people about chess variants, model, these games had as their aim the
encourage game play, and to provide a place training of of6cers in military strategy, and in
for free discussion. Facilities for publishing this respect differed from those variants which
documents are also provided with a wide adopted military names for the pieces but
selection of fonts and layouts. The popularity whose object was to ‘improve’, or at least
of Chess Variant Pages is evident, with almost rationalise, the game of chess. Kriegsspiels
a quarter of a million page views and nearly required large playing areas and a profusion of
100,000 visitors a month. At the time of pieces, whereas military chess games did not
writing, the number of web pages has grown differ significantly from orthochess in board
to well over 4,000 with an active discussion size or the number of pieces employed.
board and gaming system. Some consider Weickhmann’s Grosses
[Some of this will be out of date even Königs-Spiel (1664) to be the forerunner of
before it appears in print, but I have retained it kriegsspiels. Certainly the inventors of the
because users of the pages may like to read the early kriegsspiels acknowledged their
story of its creation and early development.] indebtedness to chess. Thus Helwig, Master of
Pages to the Duke of Brunswick who
Fairy Chess. Term sometimes given to variant instructed him to evolve a game for the
games but more usually to problems and tasks training of young men in the art of war,
in which the board, men or rules are changed described how, in developing his Military
in order to express an idea or theme Chess (1780), the first game to introduce
impossible in orthochess. The name, which terrain features on a board, ‘I should achieve
has resisted attempts to change it, was coined my objective in the quickest way if I took for
by Henry Tate of Melbourne in 1914. its basis the game of chess ... my idea was to
adopt the game to my own game’, adding that
Heterochess Olympiads. The first ‘chess players were the first to welcome my
Heterochess Olympiad by correspondence was invention’ (Brace). Giacometti, whose
organized by AISE in 1988. Variants played, enlarged board included a river, described his
nominated by the participating teams, were Jeu de la Guerre as a new game of chess,
Chessgi, Circe Progressive, Marseillais, whilst Firmas-Périés, closely following the
Mutation, Italian Progressive, Progressive ideas of Helwig, declared his Jeu de Stratégie
Take-all, Avalanche, and Losing Chess. Eight an attempt to make chess, in its context as a
teams from six countries took part, the 6rst wargame, more realistic (and bigger: by some
three places being occupied, as expected, by 2,500-odd squares). Von Pillsach kept the link
Italy. Results (game points in brackets): Italy alive with Siege Chess (1820) which, whilst
(I) 7 (78), Italy (III) 6 (72.5), Italy (II) 5 (80), using terrain features, retained the distinctive
England 4 (49.5), Canada 3 (59.5), U.S.A. 2 four-handed board (8x8 with four 8x3
(47), Czechoslovakia 1 (34.5), New Zealand 0 extensions) introduced by K.E.G. in Dessau in
(18). An album containing all the games of the 1784. Interestingly, an early ‘blind’ kriegsspiel
event was published by AISE in 1992. The had the two players deploying their forces on
second Olympiad was started in 1993. Eight maps, an umpire keeping them informed about
teams took part: Bohemia-Moravia-Slovakia the proximity of enemy forces; a procedure
(combined team equivalent to the former introduced as a chess novelty a half-century
Czechoslavakia), England, Esperanto(!), Italy later (Faidutti). As time passed, these war
364 Appendix

games became more and more sophisticated pieces were knights. One side was the Burglar
and were officially incorporated into military (initially on c3) and the other the Policemen
training in several countries. In the latter half (on a1,c1,e1,a5,c5,e5). The burglar moved
of the 19th century simplified kriegsspiels, first; no capturing; the burglar lost if he could
restored to their role as games, began to not move. (How did he win?) A forerunner of
appear on the market. A present-day survivor, several such games.
Stratego (formerly L’Attaque), has a history Wuterich’s Game (Emil Wuterich, patent
approaching 100 years. 1239 of 1899), if marketed, is unlikely to have
Following World War II the adult wargame, found much favour. Board 9x9 with a further
which may take account of a host of peripheral rank of 6ve squares positioned centrally at
factors such as leadership, morale and either end. Each side had 26 pieces
weather, began to make its appearance through corresponding to the letters of the alphabet.
specialist games companies like Avalon Hill The vowels were arranged on the extra rank (l.
and S.P.I. It can safely be said that there is no to r.) IAEUO, respectively a N, Q, B, K and R.
link between chess and modern wargames. The consonants were arrayed in the order B-L
and M-W (l. to r.) on the next two ranks, with
Patents. Patent applications, whether or not XYZ spaced evenly in front. Consonants
approved, are a rich source of variants which moved one square forwards or sideways and
may or may not have been subsequently could only capture straight ahead. The game
marketed. The surge of chess-type games was won by checkmate or the king (U) gaining
began over a century ago and continues the back rank of the enemy’s camp and there,
unabated. with pieces of either colour, spelling out a pre-
Primrose Dames (U.K. patent 20,874 of arranged 6ve-letter word which, of course, had
1899) was the creation of Lewis Waterman, a to contain a U, an improbable achievement
noted games’ inventor. Board 16x16, each against modest opposition. A player forming a
side having 16 dames (bishops), 6 knights and word of four or more letters orthogonally or
4 members (kings). The object was to get all diagonally, the men being of either colour,
of one’s members into the ‘house’ (eight could claim back a captured man.
central squares, g-j/8-9). Members did not H. Stranders’s patent 7840 of 1891 had
capture, and if captured were returned to their players starting with squares as well as pieces,
start squares. The same year saw Moncrieff’s the board being formed as play proceeded, a
Game (U.K. patent 10,857) a four-player player having the option of placing a square
extravaganza requiring four chessboards next to a square already played together with a
representing Europe, Asia, Africa and man, or putting a man on a square already
America) with positions for artillery between played. The idea anticipated several
the boards and four central squares proprietary games of recent vintage. Krona
representing a city, the purpose of the game (U.K. patent 3022/1894) had a 9x9 board with
being to capture or ‘checkmate’ the city. Each 8 Esquires, 8 Knights and a Prince a side
player had 26 men in a wood (walnut, arranged in two ranks. Object was to get the
mahogany, ebony and boxwood) representing Prince (who was immune from capture) to the
each of the four continents The forces were central square. Esquires moved and captured
made up of a king (which moved like a as pawns but no two-square jump or
queen), 12 infantry pieces composed of 2 promotion, knights as fers (one square
generals (rooks), 2 colonels (bishops), 2 diagonally) and prince as king. Just after the
captains (knights) and 6 men (pawns), together turn of the century Adolph Muller’s hexagonal
with 8 cavalrymen and 5 artillerymen. ‘It will board appeared (patent 3214 of 1902). It was
be seen,’ declares the applicant, ‘that this intended for general games use without chess
game, while resembling chess, possesses an being speci6cally mentioned. Chess games
advantage over chess, seeing that it embraces making use of playing cards or the alphabet
all the moves in chess and a considerable were not uncommon whilst variants using
number additional’. In sharp contrast was U.K. military and naval nomenclature proliferated.
patent 514 of 1890, Burglar and Policemen, a Thus T. F. Gaynor (patent 20002 of 1914) has
simple game played on a 5x5 board. All the units of the Services moving as chessmen on
Appendix 365

the 8x8 board which is divided into the sea several examples), or on hexagonal boards,
(files a-d) and land (files e-h). (Lasker had these latter in a number of different designs of
patented a wargame on an 11x11 board in which a West German patent of 1974 (with
1901.) Airships and captive balloons made subsequent applications in France and the
their appearance in U.K. patent 9366 of 1913 U.S.), in the names of A. Treugut and J.
(G. Paulus). Bottcher, is but one example. The inventors
It is impossible to cover, even in outline, all introduced an extra piece, the Cardinal,
chess variants that have been patented, but a moving like a queen. The cardinal represented
summary of those 6led in a few countries in a the ‘social-political’ element; it could neither
recent decade (the 1970s) will give some feel take nor be taken, serving merely as a block. A
for the sort of ideas inventors consider worthy mated player, whose pieces were otherwise
of the considerable expense involved. David immobilized, could continue to move his
Akers (U.S. patent 3909000 of 1974) came up cardinal with the advantage that no player was
with a game played on a vertical cylinder of obliged to drop out. Alternative hexagonal-
unspeci6ed dimensions with the usual pieces shaped boards were put forward for this game:
in normal array sandwiched between two lines the cells were either triangles (106), distorted
of pawns. squares (121) or hexes (151). Interestingly, the
Casimir Strozewski (U.S. 4045030 of 1976) 6rst chess variant 6led in Germany (1881) was
entered a three-coloured hexagonal 9x9 board for a three-player game. Chiu-Hua Chang of
with the hexes along axes of 90 degrees or 45 Taiwan has a four-player game (U.S. patent
degrees to each other and an extra bishop and 4067578 of 1976) on a 192-square board
pawn a side. divided into areas representing countries, a
New set designs (cubic, stacking, royalty diminution of Moncrieff’s game. By contrast,
etc) are in evidence and one sees football (for Karl Whitney Jr. (U.S. 3843130 of 1973)
example, French patent 2443854 of 1978), crowds four sets of chessmen plus eight
dice and other familiar deviations. Useful (if additional pieces onto a board of 136 squares.
available, which is unlikely) for variant Space games have perennial fascination for
enthusiasts are the pieces described in French inventors. Two such (both U.S.) are 3937471
patent 2435269 of 1979 (W. O. Schoendorf) of 1974 (Gerald Brenman) which has two 8x8
which covers a 10x8 board game and boards one above the other, the lower board
illustrates a knight with a mitre on its head. A with the standard array whilst the upper board
West German application for the same game has ‘at least one additional piece and pawn’;
shows a bishop with a knight’s head. The use and 3767201 of 1971 (James Harper),
of dual pieces in variants has since become basically a vertical arrangement of seven
quite common. Board designs are another boards successively of 4, 16, 36, 64, 36, 16, 4
popular 6eld of endeavour. One such (U.S. squares.
patent 3761093 of 1971 6led by Fred [Several of these seemed worthy of entries
Migliore) has indicia on the squares, each in the body of the book and I have put them
indicium representing a conventional there, but to have removed them from the
chessman. All pieces are of the same design, present text would have spoilt its structure and
their moves governed by the squares they I have let them remain here as well.]
stand on. A round board of 64 spaces,
unusually arranged to have eight concentric Variants In Fiction. Writers, and particularly
circles of cells, was filed (U.S. patent 3775554 writers of fantasy and science 6ction, are
of 1971) by someone called Capablanca. given to inventing strategy games, many
Another board, in the shape of a nautilus, has arguably chess variants. The seminal game is
no less than 192 spaces (David Hitchcock, surely Jetan, described at length by Edgar Rice
U.S. patent 3851883 of 1973). Burroughs in his novel The Chessmen of Mars
Variants for three and four players are much (1922) and perfectly playable. Most of the
in evidence, particularly the former. Three- best-known SF writers have indulged at one
player games tend to be played either on time or another - Alan Burt Akers, Isaac
tricorn boards having 96 spaces (Netherlands Asimov, Lord Dunsany (Green Idol Chess),
patent 2401677, G. van der Laken, is one of Gerard Klein, John Norman, Lewis Padgett
366 Appendix

(The Fairy Chessmen), A. E. Van Vogt. H. G. element was the removal of “dead” pieces;
Wells sets about describing a game between those that hadn’t moved in some time’.
God and Satan in The Undying Fire: ‘But the Another candidate is Klin Zha from the series
chess they play is not the ingenious little game Star Trek, a strategy game of multi-movement
invented in India; it is on an altogether though without any obvious chess link
different scale ...’ An account of a game, Pole (Leonard Loyd, 1989). A variant only in the
Chess, in which board and pieces are made of sense of time control is described by Thomas
ice, is given by Piers Anthony in his Robot Harris in his modern classic, The Silence of the
Adept. The usual pieces are transformed into Lambs : ‘Two men sat at a laboratory table
Goblins (Ps), Dragons (Rs), Trolls (Bs), playing chess. If they noticed the enormous
Griffins (Ns), Ogress (Q), and Demon (K) rhinoceros beetle slowly making its way
‘But this was Pole Chess, so there was one across the board,weaving among the
additional set of pieces: the poles. When all chessmen, they gave no sign ...Then the beetle
the other pieces were set up, the white and crossed the edge of the board. “Time, Roden,”
black poles stood to either side, just off the the lean one said instantly. The pudgy one
board, centred’. A pole could move directly to moved his bishop and immediately turned the
any empty square; it could not be captured and beetle around and started it trudging back the
served only as a block. ‘Some players swore other way. “If the beetle juts cuts across the
that Pole Chess was the best variant ever; corner, is time up then?” Starling asked. “Of
others condemned it as a decadent offshoot’. course time’s up then,” the pudgy one said
Further on, Anthony describes ‘Huffdraw’, ‘A loudly without looking up.” Of course it’s up
device that had come into play in the last few then. How do you play? Do you make him
centuries because too many tournaments were cross the whole board? Who do you play
being stymied by frequent draws. There were against, a sloth?”’
several applications, depending on the type of [Again, several of these appear in the body
draw that was threatened. But the basic of the book, but I have left them here as well.]
Notes on principal sources

[The first edition included a bibliography listing every book or other source of which David had
made significant use, but in these days of on-line library catalogues and Internet search engines
I see little point in repeating this; many a source contributed only to one or two items, and the
title given in the text should allow a future researcher to locate it in the catalogue of any library
which holds it. I have therefore restricted myself to brief notes on the most important sources.
The text that follows is my own.]

Books and pamphlets

Books which are largely or wholly restricted to their authors’ own inventions are not
included.

Boyer, Les Jeux d’Echecs Non-orthodoxes credibility today, but on at least one occasion
(Paris, 1951), Nouveaux Jeux d’Echecs Non- it appears to have been van der Linde who was
orthodoxes (Paris, 1954), and Nouveaux Jeux wrong (see Murray, footnote to page 242).
d’Echecs Interessants (1957). The first two This said, some of the dating on which he
were 100-page books, formally published; the relied was later discredited, and some of his
last was a typewritten pamphlet of probably conjectures now seem far-fetched. There was a
limited circulation and there may or may not reprint by Moravian Chess (Olomouc, Czech
have been legal deposit copies, but there are Republic) in 2005.
copies in the libraries of the British Chess
Variants Society and the British Chess Gizykci, A History of Chess (Abbey, London,
Problem Society. The BCPS copy is annotated 1972). An English edition of Z szachami przes
‘recd Feb 15 '57’ in the handwriting of C. E. wieki i kraje (Sport i turystyka, Warszawa,
Kemp (a problemist and friend of T. R. 1960), misleadingly titled; the original Polish
Dawson). title translates more naturally as ‘With chess
through the ages and around the world’, and
Cazaux, Guide des Echecs Exotiques et this gives a much clearer picture of the book’s
Insolites (Chiron, Paris, 2000). contents. It does contain a historical chapter,
largely derivative but containing one or two
Faidutti, En Marge du Jeu d’Echecs (Lille, items not conveniently available elsewhere,
1990). Published by Lille University. A but its main concern is with appearances of
‘histoire de l’histoire du jeu d’échecs en chess in art, literature, theatre, and film.
Europe’ according to David in Variant Chess
50. ‘The text, which is illustrated, covers the Gollon, Chess Variations, Ancient, Regional,
period from the Alfonso ms to about 1900, and Modern (Charles E. Tuttle, Rutland,
although Capablanca chess earns a diagram. A Vermont, 1968).
few non-chess games get a mention, like
hnefatafl, tablut and rythmomachia. The text is Hooper and Whyld, The Oxford Companion to
supported by an impressive 17-page Chess (Oxford University Press, 1984, second
bibliography.’ edition 1992).

Falkener, Games Ancient and Oriental and Murray, A History of Chess (Clarendon Press,
how to play them (Longmans, London, 1892) Oxford, 1913). There have been several
reprints. Still the standard reference, at least
Forbes, A History of Chess (Allen, London, for games in the Indian-Persian-Arabic
1860). Forbes’s work was to be attacked by tradition, though a massive international effort
van der Linde and his theories carry little to update it is reported to be in progress.
368 Notes on principal sources

Books and pamphlets (continued)

Stone, Chess Variants (1982 with a later Schachspiels (Berlin, 1874). There was a
edition). A typewritten pamphlet apparently reprint by Olms, Zürich, in 1981.
produced for a postal chess club.
Verney, Chess Eccentricities (Longmans,
van der Linde, Geschichte und Literatur des London, 1885).

Periodicals devoted to or specializing in chess variants

There has been intermittent variant material in mainstream chess magazines such as The British
Chess Magazine and Chess, but I presume these to be sufficiently well known not to need
comment. The following periodicals have been more specialized.

Chessics. A problem magazine published by Games and Puzzles. A magazine edited by


George Jelliss from 1976 to 1989, and the David himself, which ran from 1972 to 1981.
predecessor of Variant Chess.
Neue Chess. A series of articles produced in
Chess Spectrum Newsletter. An apparently association with J’Adoube (the bulletin of the
short-lived publication of which David held Cincinnatti Chess Federation).
the first two issues (16 pages). It appears that
there were no more. Nost-algia. See Appendix.

Eteroscacco. See Appendix. Variant Chess. See Appendix.

The Fairy Chess Review. A problem magazine World Game Review. A general games
which was edited by T. R. Dawson from 1930 magazine edited by Michael Keller.
until his death in 1952 (for the first six years
as The Problemist Fairy Chess Supplement) Ye Faerie Chesseman. Two pamphlets edited
and then continued until 1958 in other by Don Miller and issued with issues 8 and 9
hands. of The Gamesman.

Other sources

Chess Variants Pages. See Appendix. or her representative objects I will refrain from
copying the relevant item (or, if the copy has
Personal communication. Many entries in this already been made and despatched, I will ask
book are based on letters from correspondents, the Director to withhold it from use until the
and it is my intention, before returning copyright has elapsed). However, I don’t think
David’s Encyclopedia files to his family, to these letters contain anything sensitive (I have
make copies of these and to deposit them with only the letters and extracts that David put into
the Musée Suisse du Jeu, rue du Chateau, La his Encyclopedia files, I don’t have his private
Tour-de-Peilz, Switzerland (between Vevey correspondence files), and I assume that in
and Montreux) so that they can be held in the making the information available to David for
Ken Whyld Library and made available to the Encyclopedia his correspondents will have
future researchers. This is of course a breach wished it also to be made available to future
of copyright, and if any copyright holder or his writers on the subject.
Index

007 Chess 7.3 Alice (Alician) Chess 11.1 Aristocratic Chess 31.4
10x10 Chess All The King’s Men 18.4 Arithmetical Chess 3.5
(Sosnovsky) 15.2 All-Angle Chess 16.4 Arlequin 18.4
2000 A.D. 17.9 All-In Castling 8.6 Armageddon Chess 5.2
3 Dimensional Chess All-In Chess 7.1 Arrow Pawn Chess 15.2
(Carney) 25.2, All-In En Passant 3.5 Arthur Bliss’s Chess 13.5
(Mind Games) 25.2 All-Mate Chess 3.1 Artificial Intelligence 32.1
3-D Chess Allegiance Chess 37.3 Asha, The Game of 12.11
(Enjoyable Hour) 25.3 Allergy Chess 4.2 Assassin Chess 17.2
3-D Space Chess Alliance Assassin Kriegsspiel 2.1
(Dimensional Enterprises) (Liptak and Babcock) 34.3 Assizes 26.1
25.6 Alliance Chess Asteryx Chess 22.1
4-6-10 Chess 24.3 (Bathgate) 35.2, Astral Battle 37.2
4D 23.5 (Paletta) 19.6 Astral Chess 38.12
Allthought Chess 14.4 Astro (Lauterbach) 38.10
Abdication 19.6 Almost Chess 14.1 Astro Chess (Wilkins) 38.3
Abolition of castling 8.6 Altenburg Four-Handed Astronomical Chess 38.13
Absolute Checkless Chess 4.1 Chess 35.1 Asymmetric Chess 14.4
Absolute Rettah Chess 19.1 Alternating Chess Athletic Chess 12.9
Absorption Chess 18.1 (Marseillais) 1.1, Atkinson’s Three-
Abstract Chess 18.2 (Poniachik) 4.3, dimensional Chess 25.6
According to Pritchard 38.11 (rotation) 12.3 Atomic Chess
Acedrex de las Diez Casas Alternation Chess 34.2 (Benjamin) 17.4,
26.2 Amazon Chess 14.1 (originator unknown) 3.3,
Active Chess 13.3 Amazon Queen 14.1 (Taher) 33.2
Actuated Revolving Centre Ambassador Chess 18.2 Atranj 29.2
8.4 Amber, The Royal Game of Attama, The Game of see
Actuated Revolving 12.5 Persian Chess
Quarterboard 8.4 Ambi-Chess 19.6 Auction TC 9.3
Admirals-Schach 32.1 Ambiguous Chess 7.2 Augmented Knights 20.1
Advance Chess 9.1 Ambition Chess 18.2 Augsburg Chess 18.3
Advice 32.1 Amoeba 13.6 Automatic Chess 10.11
Airplane Chess 17.1 An-nan Chess 18.5 Autorifle Chess 3.1
Ajedrez-4 35.1 An-nan Shogi 28.3 Autosuction Chess 12.7
Akenhead’s Chess 16.7 An-Qi 33.2 Avalanche Chess 7.3
Akers’s Game see Appendix Anchor-Ring Chess 24.2 Aviation 16.5
(Patents) Angel Chess 14.1 Ayanu 32.1
Alapo 32.1 Animal Chess 32.1 Aztec Chess 25.3
Albers’s Four-Handed Chess Anti-King Chess 19.7
35.1 Anticipation Chess 30.3 Baby Chess 13.2
Alberti’s Chess for Three Apocalypse 19.6 Babylon 20.1
37.6 Applied Chess 18.2 Balaklava Chess 15.2
Alberti’s Four-Handed Chess Arabic Chess 26.2 Balanced 007 7.3
35.1 ARC 8.4 Balanced Avalanche Chess
Alcoholic Chess 12.9 Arch Chess (Moody) 15.3, 7.3
Algiers Chess 26.4 (Piacenza) 15.2 Balanced Doppelzug-Dynamo
Alisher Navoi’s Great Chess Archer Chess 16.1 Chess 8.2
29.5 Archimedes Chess 3.1 ....
370 Index

Balanced Equidistant Big Horse Chess 33.4 Bughouse Chess (Hulf) 12.11,
Marseillais Chess 1.1 Bilateral Marseillais Chess (replacement) 5.4
Balanced Marseillais Chess 1.1 Burglar and Policemen 33.6
1.1 Billiards Chess 16.3 Burmese Chess 29.3
Balbo’s Game 13.4 Bingo Chess Burtsev’s Game 14.3
Ballot Chess 9.3 (Connect-Four) 33.4, Butters 3.3
Baltic Four-Handed Chess (Gutzwiller) 3.5 Buzzard Chess 12.4
35.4 Biological Warfare Chess 3.3 Byelorussian Cheskers 17.1
Banana-Skin Chess 4.6 Bird Chess Bystander Chess 12.11
Bank of Scotland 1.5 (Freeling) 13.2, 22.1 Byzantine Chess 26.2
Bankhouse Chess 5.3 Bird’s Chess 14.1
Barasi Chess 6.5 Bishop Chess 10.7 Caissa 21.9, 22.1
Baring the King 10.1 Bishop Relay Chess 18.5 Calculation, The Game of 9.4
Baroda Chess 29.2 Bishops 38.4 Cambodian Chess 29.3
Baroque 17.9 Black and White Marseillais Camel Chess 26.2; see also
Baroque Chess 18.4 Chess 1.1 Persian Chess
Baroque Renaissance Chess Black Hole Chess 4.4 Camelot Chess 16.3
17.9 Blackout Chess 9.4 Camps, Le Jeu des 12.11
Barrier Chess Blind Shogi 28.6 Canadian Chess 5.4
(generic term) 9.4, Blitz Chess Cannibal Chess 18.1
(Stone) 4.2 (Progressive Chess) 1.5 Cannon Chess 18.2
Bartasso, Le 19.6 Blitz-Chess (Snider) 9.4 Cannon Shogi 28.3
Basic Intense Chess 35.2 Blizzard Chess 12.4 Cannons and Crabs 15.2
Baskerville’s Hexagonal Blockade Chess 4.2 Capablanca Concentric Chess
Chess 22.3 Blood-Brother Chess 3.5 23.5
Bastardo 38.1 Blot-Straight Chess 10.4 Capablanca’s Chess 14.1
Batailles, Jeu de 21.12 Boar Chess 22.2 Capapranka 4.4
Batak Chess 29.4 Bogart’s Chess 17.9 Capitalist Chess 31.4
Bates’s Game 16.3 Bolshevistic Chess 9.1 Capricorn Chess 3.3
Battle Chess (Ratushny) 1.6 Bomb Chess 17.4 Capturing Progressive Chess
Battle, Game of 33.6 Bombalot 32.1 1.5
Battlefield 38.9 Bosley Chess 9.4 Capturing the king 10.1
Battu-Battant, Les Echecs Bosworth 38.4 Card Ches 31.1
10.9 Bottle Chess 33.5 Card Chess (10x10) 38.1,
Bauern-Schach 18.4 Bouncy Chess 16.3 (A.C.) 31.2, (Dunne) 31.2,
Beach Chess 12.11 Bowling Chess 12.9 (Nominated Pawns) 31.2,
Bear Chess 15.2 Braithwaite’s Game 15.3 (Ramsden) 31.1
Beirut Chess 17.4 Braunschweig Four-Handed Cardinal Super Chess 15.3
Belt Chess 8.4 Chess 35.1 Cardmate 31.1
Benighted 33.3 Brecht Schach 19.5 Carelman’s Spherical Chess
Bennie Chess 5.1 Brenman’s Game see 24.3
Berlin Chess 6.3 Appendix (Patents) Carnivore Chess 21.7
Berolina Chess 6.3 Brick Chess 1.2 Carre-Schaak 35.1
Berolina Grid Chess 4.5 Brickchucking 4.6 Carrera’s Chess 14.1
Best Decimal Butter 17.6 Brinkmanship 32.2 Carrier Chess 8.1
Betza’s Chess see Equal British Chess 19.1 Casino Chess 12.11
Armies Brownian Motion Chess 8.7 Cassandra Chess (Betza) 3.5,
Bhagavathi Chess 5.4 Brunner’s Game 30.2 (Karten Schach) 31.4
Bi-Place Chess 12.1 Brusky’s Hexagonal Chess Cataclysmo 18.4
Bicapture Chess 3.8 22.4 Caterpillar Chess 36.3
Bicolour Chess 3.8 Buczko’s Dice Chess 30.1 Caturanga-Dipika 34.1
Biflux Chess 12.7 Buckzo’s Game 13.1 Cavalcade 38.9
Big Battle 15.4 Bughouse (partnership) 36.1 Cavalier Chess 16.2
Index 371

Cavalry Chess 15.3 Chess Cards 13.6 Chicken Chess 10.3


CCC 16.6 Chess Empire 38.4 Children’s Chess 32.1
Celtic Chess 33.7 Chess Football Chimaera Chess 17.8
Centaur Royal 19.1 (Arbogast) 32.3 Chimaerine Chess 17.8
Centenniel Chess 21.3 Chess For Three Chinese Chess 27.1
Centigrade Chess 21.8 (Hochberg) 37.6 Chitty-Chatty Chess 34.2
Central Marseillais Chess 1.1 Chess II (Trone) 15.3, Chiu-Hua Chang’s Four-
Centre Chess 23.5 (Ungame) 12.11 Player Game see Appendix
Centreless Chess 4.4 Chess in Disguise 21.2 (Patents)
Centrepoint 38.9 Chess in the Round 23.5 Chivalry Chess 17.1
Centrum 38.9 Chess in the Third Dimension Cho-Sen Chess 28.2
Century Chess 13.1 25.2 Choice Chess 7.2
Chad 21.8 Chess Mess 31.2 Choiss 13.6
Chafts 32.1 Chess Mutation 18.4 Choson Chess 28.2
Chain-Letter Chess 36.3 Chess on Four Boards 16.4 Chromopolis 24.1
Chakra 18.6 Chess Patience 10.11 Chromopolis Simplified
Chameleon 38.7 Chess Too 13.4 17.12
Chameleon Chess 18.1 Chess With Reserves 9.4 Chu Shogi 28.2
Chance Chess 31.2 Chess-112 21.11 Chuck-A-Chess 30.2
Chancellor Chess Chess-Battle 17.2 Chummy 38.9
(Foster) 14.1, (Horne) 14.1 Chess-Checkers 33.1 Ciccolini’s Game 16.1
Change-Over Chess 18.2 Chess-Draughts Cincinnati 4-Way Chess 35.2
Changgi 27.2 (Charosh) 10.4, Circe Chess (Monréal) 5.4
Chaos (Kensek) 21.12, (Richter) 15.1 Circe Progressive Chess 5.4
(Koch) 9.4 Chess-M-48 21.11 Circe Vulcanici 5.4
Chaos Chess 31.2 Chess-O-Rama 35.4 Circean Chess (Parton) 19.5
Charters’s Game 13.1 Chess=Izer 30.2 Circle Chess 23.4
Chass 23.1 Chess3 38.6 Circuit Chess 16.4
Chatrang 26.1 Chessapeak Challenge 35.1 Circuits, The Game of 10.8
Chatty Chess 34.2 Chessball (Gramolt) 24.3, Circular Chess
Chaturaji 34.1 (Kamzalov) 32.3 (Byzantine) 26.2,
Chaturanga 26.1, 29.1 Chessboard Morris 33.4 (Lincoln) 23.5
Chazz 6.5 Chessenat 17.6 Cirondo 38.7
Chebache 33.5 Chessence 32.1 Citadel Chess 26.2
Check 18.3 Chesser 37.2 Citizen Chess 1.1
Check Chess 10.3 Chessers (Maus) 18.3, Clairvoyant Chess 31.4
Check Force 4.1 (Phillips) 15.4 Clockwork Orange Chess 5.6
Checkchess RoundBoard 23.5 Chessgi 5.2 Co-Capture Chess 12.7
Checkers Chess Chessington 38.9 Co-Chess 12.7
(Multhopp) 4.6, Chessmatch 31.2 Co-Regal Chess 10.2
(Parton) 33.1 Chessmen-At-Arms 31.2 Co-Relay Chess 12.7
Checkless Chess 4.1 Chessnik 22.4 Co-Tuong 27.2
Chego 10.12 Chessnuts 38.4 Cockayne Chess 31.4
Chemical Chess 33.7 Chessplexity 33.5 Codrus, Game of 10.9
Ches3 37.3 Chessquito 20.1 Cohen’s Error Chess 16.7
Chesh 37.2 Chessword 32.2 Coin Chess 4.6
Cheshire Cat Chess 4.4 Chessy-Quattro 38.4 Columbia Cannon Chess
Chesica 33.1 Chex (Knizia) 22.2, (CCC) 16.6
Cheskers 19.5 (Smith) 13.6 Combination Chess 18.3
Chesquerque 21.10 Chexx 38.2 Commando Chess 2.1
Chess 2000 32.1 Chez 38.3 Compact Chess 17.8
Chess 960 9.1 Chezz 20.1 Complete Chess, The 26.2
Chess Addresses 33.4 Chi Chi’s Chess 13.3 ....
372 Index

Complete Contramatic Chess Cripple Chess 4.2 Demi-Chess


19.7 Crompton’s Chess 34.2 (Groeneman) 13.3,
Complicacious Chess Cross Chess (Miller) 13.4, (Krystufek) 13.3
(single king) 18.2, (Dekle) 38.2 Demigorgon Chess 17.7
(multiple kings) 19.5 Crossings Chess 8.2 Demonchy’s Four-Handed
Compromise Chess 7.2 Crossword Chess Chess 38.4
Compulsion Chess 4.2 (Lepper) 12.10, Demonchy’s Three-Handed
Compulsion Cubic Chess (Papp) 12.10 Chess 37.3
25.5 Croughton’s Hexagonal Dense Chess 23.7
Compulsion Sphinx Chess Chess 32.1 Deployment Chess 9.4
25.10 Crowded Chess 9.1 Desi Chess 29.1
Concentric Chess 23.5 Crown (Kisliuk) 19.3 Dessau Four-Handed Chess
Confederate Chess 18.3 Crown Chess (Adams) 38.9, 35.1
Conflict Chess 30.2 (Ritzen) 9.4 Detective Chess 33.5
Congo 17.1 Crushed Chess 3.5 Detente 7.3
Conquest Cu-Bono 32.1 DG Chess 4.5
(Benge) see Quest-Chess, Cuban Chaturang 15.3 Diagonal Chess 6.3
(Berard) 23.4, Cubic Chess Diamond Chess (Rynd) 6.3,
(Parker Brothers) 32.1 (Kieseritzky) 25.6, (Sirius) 23.1
Contact 10.8 (Parton) 25.5, Diamond Chess-Whist 34.2
Continuum Chess 25.10 (Pribylinec) 18.2 Diana 13.2
Contramatic Chess 19.7 Cubic Shogi 28.4 Dicey Dropsy 30.2
Conversion (Mazas) 21.12, Cubical Chess (Berry) 25.6 Different Men Marseillais
(Mironov) 17.4 Custodian Chess 17.6 Chess 1.1
Conversion Chess 12.7 Cylinder Chess 24.1 Dikel Checkmates 38.4
Coordinate Chess (Co-Chess) Dilemma Chess 10.3
12.7 Dabbabante Chess 16.5 Diplochess 12.6
Coordinator Chess 17.6 Dai Shogi 28.2 Diplomacy Chess 38.1
Copernican Chess 32.1 Dai-Dai Shogi 28.2 Diplomat 37.2
Coqueret’s Three-Handed Dakini Chakra 18.6 Diplomatic Chess 38.1
Chess 37.3 Damate 33.1 Displaced Grid Chess 4.5
Corner Chess (Burdin) see Dark Chess 2.1 Divide and Conquer 3.5
note at end of 6.3, Darkness Chess 2.1 Divis 13.6
(Paletta) 6.3 Dartboard Chess 12.9 Dodeca Chess 15.4
Coronation Chess 18.3 Dawson’s Chess 33.2 Dodo Chess 10.7
Coronation, The Game of De Saagh’s Games 20.1 Dominance 18.6
32.2 De Vasa’s Hexagonal Chess Dominator 18.3
Corridor Chess 9.1 22.4 Doppel-Schach 38.5
Cosmic Chess 38.9 Deca Chess 14.1 Döppelgänger Chess 31.4
Counter Chess 32.1 Decimal Champion Chess Double Bughouse Chess see
Courier Chess 26.3 17.8 Bughouse (partnership)
Courier-Spiel 15.2 Decimal Chess (generic) 13.1, Double Chess (Crawley and
Courtyard 13.3 (Obers) 15.2 Mooney) 35.1,
Cr-Isis 22.4 Decimal Falcon-Hunter Chess (Hayward) 19.6,
Crazy 38’s 23.6 14.2 (Hill) 12.1, (Howard) 19.6,
Crazy Chess 30.2 Decimal Four-Handed Chess (Short) 13.3
Crazy House 5.2 34.4 Double Chess Game, The
Crazy Lightning Chess 12.8 Decimal Oriental Chess 16.7 (Archiv der Spiele,
Crazy Screen Chess 9.4 Decimal Rettah Chess 19.6 formerly Tressau) 5.2
Creation Chess 21.6 Declaration Chess 2.3 Double Conversion Chess
Creative Chess 9.4 Defensive Chess 10.10 12.7
Credo Chess 22.4 Degraded Chess 18.2 Double Game of Chess, The
Crescendo Chess 18.3 .... (H.H.) 35.1
Index 373

Double Knight Chess Elbow Chess 16.4 Feldschach 4.6


(Paletta) 9.1, (Sobey) 15.4 Elena 13.3 Feminist Chess 19.1
Double Lazy Susan Chess 8.4 Elephant Game 27.1 Ferry Chess 18.3
Double Outpost Chess 10.7 Emperor’s Game, The 14.1 Feudal Chess
Double Rettah Chess 19.6 Emperor Chess (Karten Schach) 31.4,
Double Skak 34.2 (Lambert) 16.1, (Kalkovits and Knight)
Double Trouble Chess 1.3 (Schmittberger) 19.1 38.1
Double-King Chess Emperor King Chess 19.1 Fibonacci Chess 1.5
(Moeser) 19.6, Empire Chess 18.3 Fidchell 33.7
(Parton) 19.6 Empire, The Game of 20.1 Fill-Up Chess 10.8
Double-Move Chess Empress Chess Fischerandom Chess 9.1
(Black then White) 7.3, (Long) see Amazon Chess, Fish Chess 6.5
(Galvin) 1.2, (Maus) 18.3 Fish’s Delight 12.6
(King and Pawns) 1.3 En Garde 37.2 Fishaway Chess 18.4
Doubles Chess 35.4 En Passant Chess 3.5 Five-Minute Poppy Shogi
Doublet Chess 1.1 Enchantment 23.1 28.4
Dragon Chess (Freeling) 14.4, Enderlein’s Four-Handed Five-Rider Promotion 16.2
22.1 Chess 35.1 Flammhorst’s Game 21.12
Dragonchess (Gygax) 25.8 Endgame Chess 9.1 Flexichess 20.1
Dragonfly 17.11, 22.1 English Progressive Chess 1.5 Flick Chess 10.4
Drapeaux, Jeu des 32.1 Enlarged and Improved Chess Flip Chess 18.2
Dreadnought Chess 15.3 14.4 Flip Shogi 18.2
Dreier-Schach 37.3 Enochian Chess 38.12 Flying Chess 25.1
Drive Chess 10.12 Equal Armies 20.2 Follow-The-Mover Chess 8.1
Drop Chess 5.2 Equidistant Marseillais Chess Follower Chess 8.1
Ducat Chess 31.4 1.1 Fools’ Chess 17.5
Duchess 35.3 Equivalent Marseillais Chess Football Chess
Duel Chess 21.11 1.1 (Boissier) 32.3,
Duell 32.1 Eradication Chess 12.7 (Boyer) 32.3, (Stone) 32.3,
Duke of Rutland’s Chess 14.3 Eric 13.3 (Tylor) 32.3
Dukes Chess 15.3 Es 38.6 Forced Game, The 4.2
Dummy Pawn 6.1 Escalation 18.1 Forchess 34.2
Dunce’s Chess 10.3 Escher 35.3 Forest Chess 21.5
Dunsany’s Game 10.10 Escort 38.8 Fortress Chess 35.4
Duo Chess 11.1 Estralography 32.1 Fortresses, The Game of 13.4
Duperchess 12.1 Eternity’s Children 11.3 Fossil Chess 3.6
Duplicate Chess 35.1 Ethiopian Chess 26.4 Four Kings, Game of the 34.1
Dutch Billiards 16.3 Eunuch Chess 31.4 Four Seasons, Game of the
Dutchess 9.3 Eurasian Chess 27.3 38.1
Dying Zombie Chess 5.5 Eureka 38.11 Four-Handed Chess 35.1
Dynamic Chess 18.5 Excalibor 21.12 Four-Handed Dice Chess
Dynamo Chess 8.2 Exchanger Chess 17.8 (Caturanga-Dipika) 34.1
DZD 8.2 Exotic Chess 21.4 Four-Handed Round Chess
Explosion Chess 33.2 35.3
Earthquake Chess (Betza) 8.5, Express Chess 31.1 Four-Handed Shogi 38.1
(Gutzwiller) 12.9 Extinction Chess 10.5 Four-Handed Xiangqi 35.2
Echecs + 21.10 Four-Knights Chess 9.1
Echos 18.2 Falcon-Hunter Chess 14.2 Four-Man Chess 38.10
Ecila 25.10 Falconry 15.3 Four-Way Chess 35.1
Edgehog Chess (Driver) 16.1, Fantasy Chess 21.12 Four-Zone Chess 38.5
(Stone) 17.1 Farmers’ Game, The 26.3 Fouray 35.1
Eight-Handed Chess 35.2 Fast Philidor 10.7 Fourth Dimension 23.5
Einstein Chess 18.2 Fast-Track Chess 6.2 Français, Le Jeu 19.1
374 Index

Frankfurt Chess 18.1 Ghost Chess (Dawson) 5.5, Gutzwiller’s Chess 16.1
Fraustadt Four-Handed Chess (Montreal, also Norfolk and Gwyddbwyll 33.7
35.1 Norwich) 12.11
Freak Chess 9.4 Ghostrider Chess 2.3 Haffner’s Chess 16.4
Free Chess (Brunner) 9.4, Giveaway Chess 10.9 Hagemann’s Three-
(Capellen) 18.4, Giveaway Rettah 19.1 Dimensional Chess 25.2
(Felisch) 9.4, (Slater) 9.4 Glasgow Chess 6.2 Haigh’s Game 13.3
Free Choice Chess 20.2 Glinski’s Hexagonal Chess Half-Queen’s Chess 14.4
Free Megarotation Chess 8.4 22.1 Hand Shogi 28.3
Free Programme Chess 9.4 Global Chess (Original Toy Handicap Chess 12.11
Free Realm Chess 1.7 Corporation) 23.5, Hara-Kiri Chess 3.5
Free Rotation Chess 8.4 (Yaspan) 24.3 Harper’s Game see Appendix
Free-Capture Chess 3.7 Global Thinker 24.3 (Patents)
Free-For-All Chess 7.1 Globe Chess (Boholy) 24.3 Harper and Dietrich’s Game
Fress-Schach see Losing Godson’s Three-dimensional Board 25.6
Chess Chess 25.6 Hecatomb 9.1
Frontier Chess 18.4 Goliath Chess 3.5 Heian Dai Shogi 28.2
Fruit Bowl Chess 8.3 Gollon’s Three-dimensional Heir Apparent Chess 19.2
FTM Chess 8.1 Chess 25.6 Helios 15.4
Fugue 17.9 Gorgon Chess 17.7 Helwig’s Military Chess 32.1
Full Belt Chess 8.4 Gorgona Chess 17.7 Heraldic Chess Games 20.1
Full Chess, The 26.2 Gorogoro Shogi 28.4 Hero Chess 19.6
Fully Randomized Chess 9.3 Gosai Chess 29.1 Heterocoalescence Chess 12.7
Fuss-Schach 12.11 Gothic Chess 14.1 Hex Chess (Kirkpatrick) 38.2
Future Chess 25.8 Grand Chess (Freeling) 14.1 Hexabeast 32.1
Grandchess (Corinthios) 13.1 Hexabrain 22.1
Gaebeler’s Four-Handed Grande Acedrex 26.2 Hexachess (Moeser) 22.4,
Chess 35.1 Grasshopper Chess 16.6 37.2
Gala 26.3 Gravitational Chess 8.3 Hexagonia 32.2
Galachess 22.3 Grayber’s Spherical Chess Hexagram Chess 23.2
Galactic Chess 38.1 24.3 Hexanova 22.4, 37.2
Galaxy Chess 32.1 Great One-Way Chess 14.2 Hexapawn 32.1
Gambler Chess (Knizia) 31.4, Greater Chess 15.2 Hexchad 22.1
(Lawless) 31.3 Green Idol Chess 14.1 Hexchess
Gardez 19.1 Gregarious Chess 12.1 (Hexchess Inc) 37.2,
Gaudeamus 30.1 Gregory’s Three-dimensional (Paletta) 22.4
Gay Chess 10.12 Chess 25.6 Hexes 22.2
Gaynor’s Game see Appendix Grid Chess 4.5 Hexofen 22.1; see also
(Patents) Gridolina 4.5 Diplomat
Gemini (Fisher) 34.2, Grosses Konigs-Spiel 38.4 Hexshogi 28.5
(Groman) 21.5 Gryphon Chess 19.5 Hexstar Chess 23.2
Generalised Chess Guard Chess 4.2 Hiashatar 29.5
(Schmittberger) 20.2 Guardian Chess 9.1 Hibernation 13.1
Generalized Chess (Tylor) 3.1 Guerre d’Orient, Jeu de la Hierarchical Chess 4.3
Generation Chess 31.4 32.1 High-Flyer Chess 31.4
Genius Chess 18.6 Guerre, Jeu de la High-Low Chess 10.10
Geo Chess 37.4 (Giacommeti) 32.1 Highcastle Chess 8.1
Gérams World Chess 15.2 Guerre, La Petite 12.11 Hobbler Chess 16.1
Gérard Chess 21.12 Guerre, Le Jeu de la (M.M.) Honeycomb Chess 22.1
German Chess Kriegspiel 9.4 15.1 Hopscotch Chess 9.1
Gess 19.5 Guess Chess 12.10 Horatio Chess 4.4
.... Gumption Chess 8.4 Horde Chess 10.10
.... Gustav III Chess 14.1 ....
Index 375

Hornyak’s Hexagonal Chess Inverter Chess 12.7 Kleptomaniac Chess 5.1


22.3 Invisible Chess 21.5 Klin Zha 23.1
Horsey Camelot Chess 16.3 IQ96 38.1 Knight Chase 10.12
Hostage Chess 5.3 Isardam 3.6 Knight Court Chess 13.2
Hourglass Chess 13.4 Isis 32.1 Knight Factor Chase 10.12
Howell’s Chess 13.1 Isometric Chess 25.3 Knight Relay Chess 18.5
Huffdraw 21.12 Italian Progressive Chess 1.5 Knight Supreme 9.1
Hughes-Hughes’s Four- Knighted Chess 21.2
Handed Chess 35.1 Jabberwocky Chess 23.5 Knightmare Chess
Hunter Chess 14.2 Jagged Chess 8.5 (Parton) 21.7,
Hurricane Chess 1.6 Janus Chess 14.1 (Tempête sur l’Echiquier)
Hyder Ali’s Great Chess 29.2 Japanese Chess 28.1 31.2
Hyperchess (CRH) 13.4, Jelliss’s Game see Twenty- Knightmate 10.2
(Groman) 22.4, 37.2 First Century Chess Knightrider Bouncy 16.3
Hyperchess ‘A’ 22.4 Jesön Mor 32.2 Knights and Bishops 9.1
Jesskers 17.1 Knights And Crosses 33.4
I-Ching Chess 38.12 Jester’s Game, The 37.2 Knights Chess 14.1
Iceberg Chess 8.7 Jet Chess 20.1 Ko Shogi 28.2
Icelandic Chess 26.3 Jetan 15.3 Koch’s Four-Handed Chess
Identific 9.4 Joara-Joari 29.1 35.1
Idle Kings Chess 4.1 Johnson’s Three-dimensional Kogbetliantz’s Three-
III-Color 37.3 Chess 25.2 Dimensional Chess 25.6
Illegal Chess 12.12 Joyful Chess 18.2 Kohl’s Game 28.6
Imitante Queen Chess 17.3 Jubilee Chess 9.4 Kokusai Sannin Shogi 37.2
Imitator Chess 4.6 Judkins’s Shogi 28.4 Kombischach 18.3
Immobilizer Chess 17.7 Jumping Chess 17.1 Königsritter 38.5
Immunity (Betza) 3.3 Jungle Game, The 32.1 Koopa Chess 3.6
Immunity Chess (like pieces) Korean Chess 27.2
4.2 Ka Ok 29.3 Korean Shogi 28.3
Impact 22.3 Kager’s Three-Handed Chess Korkser Chess 26.3
Imperatore 1.3 37.6 Kriegsfeld Chess see Guerre,
Imperial Chess Kaiserspiel, Das 14.1 Le Jeu de la (M.M.), also
(Fanning) 23.5, Kaissa 15.3 note at end of 16.7
(Gebhart) 38.3, Kamikaze Chess (Laws) 3.5, Kriegsfield Chess see note at
(Scorpion) 38.4 (Tapson) 10.10 end of 16.7
Imperial Dragon Chess 27.3 Kamikaze Mortal Shogi 28.3 Kriegspiel 2.1; see also
Imperial Fiddlesticks 10.2 Karten Schach 31.4 Appendix
Impostor Chess 31.4 Kastellet 32.2 Kriegspiel Bughouse 36.1
Incognito Chess 19.3 Kazan Chess 1.7 Kriegspiel Madrasi 3.6
Incredulon 24.1 Kidnapping Chess 3.5 Kriegsspiel see Appendix
Indian Chess 29.1 Kieseritsky’s Cubic Chess Kristensen’s Game 17.10
Indian Great Chess 29.2 25.6 Krona 32.2
Induction Chess Killer Chess 10.9 Kubikschack 25.6
(Kommerell) 18.5, Kilyow 28.3 Kyoto Shogi 28.4
(Richardson) 38.11 King’s Colour 22.1
Infinite Chess 23.6 King’s Men, Queen’s Men L and R Chess 19.6
Infinite Plane Chess 23.7 Marseillais Chess 1.1 L’Hermitte’s Game 13.2
Instant Chess 9.4 King and Pawns Game, The La Régence Dice Chess 30.1
Intense Chess 35.1 1.3 Ladder Chess 13.4
Interdependent Chess 18.5 King Chess (Letzen) 19.1, Ladies’ Chess 13.2
Interface 37.3 (Miller) 5.4 Ladies’ Game, The 4.2
International 37.6 Kinglet Chess 10.2 Lambeth Conference 16.3
Invasion 32.1 Kings Court 15.2 Land and Water 32.1
376 Index

Lange’s Four-Handed Chess Lumberjack Chess 18.4 Maya Chess 18.5


35.1 Maze Chess 4.4
Las Vegas Chess 30.1 Maack’s Four-dimensional McCooey and Honeycutt’s
Laser Chess (Duppong ) 17.2 Chess 25.10 Hexagonal Chess 22.1
Lasker’s Wargame see Maack’s Space Chess 25.4, Mecklenbeck Chess
Appendix (Patents) 25.6 (Eickenscheidt and
Lateral Chess 14.2 Maad Camelot Chess 16.3 Schwarzkopf) 6.2,
Latrel 33.2 Machiavelli Chess 31.4 (four-handed) 34.3
Lazer Chess Machine-Gun Chess 3.1 Meddlers’ Chess 7.3
(DeFluiter and Ryan) 17.2 MAD’s Modern Chess 21.12 Medieval Chess 26.1
Lazy Susan Chess 8.4 Mad 20.1 Medieval Dice Chess 30.1
Leapfrog Chess 17.1 Mad King’s Game, The 29.1 Mefisto 15.3
Legal’s Game 9.3 Mad Mate 5.2 Megachess (Lange) 11.3,
Legan’s Game 6.3 Mad Threeparty Chess 37.6 (McWilliams) 37.6,
Legler’s Chess see Neo-Chess Madadmar 29.1 (Trone) 24.2
(Legler) Madagascan Chess 26.4 Megasaur Chess 21.4
Letzen Chess 19.1 Madcap Chess 4.2 Melf’s Game 9.1
Levantine Chess 4.2 Madchess 8.6 Mephisto 15.3
Leveler Chess 31.2 Madhouse Chess 5.4 Merger Chess 12.2
Lewin’s Six-dimensional Madrasi Chess 3.6 Merlaro 33.7
Chess 25.10 Mafeking Kriegsspiel 2.1 Merlin et Mat 21.8
Lewin’s Three-dimensional Magic Chess 15.3 Meso Chess 14.2
Chess 25.8 Magician Chess 21.9 Meta-Chess (Brown) 20.1,
Liar Chess Magnetic Chess 8.3 (Schema) 9.4
(Cleaton-Solomon) 2.3, Maharaja (12x8 board) 29.2 Metamorphosis 12.8
(Knizia) 31.4 Maharajah and the Sepoys, Mexican Chess 15.3
Liars’ Chess (Betza) 12.5 The 29.1 Miburishogi 28.3
Liberation Chess 19.1 Maharishi 10.10 Michelson’s Game 7.3
Life, the Universe and Maiden’s Game, The 4.2 Microchess (Dekle) 14.3,
Everything 18.5 Main Chator 29.4 (Glimne) 13.3
Lighthouse Chess 16.5 Mainframe 12.11 Microchess-48 13.3
Lilliputian Chess 14.1 Maka-Dai-Dai Shogi 28.2 Microchess-49 13.2
Limb Chess 33.7 Makruk 29.3 Microshogi 28.4
Lincolnshire Pawn Chess Malay Chess 29.4 Middle Shogi 28.2
10.7 Manchester 31.2 Mideast Chess 16.1
Linear Chess 21.1 Manolo Chess 23.5 Mighty Men, The Game of
Lion Chess 16.7 March Hare Chess 7.3 15.4
List Chess 12.8 Marinelli’s Triple Chess 37.6 Migliore’s Game 18.4
Little Chess 9.2 Marks’s Three-dimensional Militaire, Jeu 33.1
Liu Chu 32.1 Chess 25.6 Military Affairs Chess 32.1
Logical Progressive Chess 1.5 Mars 22.3 Military Chess (Conder) 32.1,
Logitac 32.2 Marseillais Chess 1.1 (de Firmas-Périés) 33.2,
Looking-Glass Chess 11.1 Martensen’s Four-Handed (Grachev) 17.4,
Loonybird Chess 14.4, 22.1 Chess 35.1 (Mironov) 17.4
Loose-Headed Knight Chess Martian Chess 38.10 Military Game (Weaver) 25.1
12.11 Masonic Chess 23.3 Millenium 3D Chess 25.2
Los Alamos Chess 13.2 Masonic Shogi 28.5 Miller’s Spherical Chess 24.3
Losing Checkers Chess 33.1 Mate The Knight 10.2 Mimic Chess 4.6
Losing Chess 10.9 Maxichec 35.1 Mimikri 21.2
Losing Game 10.9 Maxima 17.9 Mimotaur Chess 17.3
Losing Sphinx Chess 25.10 Maximummer Chess 4.3 Minefield Chess 3.2
Lotus Chess 23.4 Maximummer Marseillais ....
Ludus Chessunculus 22.4 Chess 1.1 ....
Index 377

Minichess (Bughouse) 36.1, Must-Capture Chess 4.2 Numericron 33.3


(Gardner) 13.2, Mutabor 38.8
(Silverman) 13.2, Mutant Pawns Chess 6.5 O’Donohue Chess 11.1
(Sirotkin) 13.3 Mutation Chess 18.1 O.K. Chess 6.4
Minishogi 28.4 Mysore Chess 29.2 Oblong Chess 26.2
Ministers 13.1 Obstacle Chess 4.4
Minixiangqi 27.3 Nadvorney’s Spherical Chess Occupation 32.1
Mirror Chess (Howe) 8.4 24.3 Octopus Chess 35.4
Mirrors (Nielsen) 21.4 Narrow Chess 13.3 Octostar Chess 23.2
Missile Chess 3.1 Naval Chess 32.1 Odds, Games at 9.3
Mixture Chess 14.1 Nearest-Man Mover 4.3 Odious Chess 3.4
Mock Chess Necromancer 18.5 Ok 29.3
(Hudd-Smith) 38.9, Nelson’s Spherical Chess Old Man’s Chess 12.11
(Parton) 10.4 24.3 Omega Chess 15.3
Modern American Chess 16.1 Nemesis Chess 15.1 Omni-Chess
Modern Chess (Maura) 14.1, Nemoroth, The Game of 33.2 (Fireman and Gorga) 1.6,
(Perry) 37.2 Neo Chess (Nayler and Ower) (Holmes) 23.2
Modern Courier Chess 15.2 34.4 One-Dimensional Chess
Modern Kriegspiel 2.1 Neo-Chess (Legler) 14.1, (Gardner) 21.1,
Modern Single-Die Chess (Randolph) 5.2 (Glimne) 21.1,
30.1 Neo-Schaak 9.4 (Sackson) 21.1
Moebius Chess 24.1 Neumann’s Four-Handed One-Eye 2.2
Monarch (de Poël) 32.2, Chess 35.1 One-Shot Chess 4.3
(van Haeringen) 20.1 Neunerschach 15.2 One-Two 1.3
Moncrieff’s Game 38.9 Neuschach (Ernst) 21.12, One-Way Chess (Jensch) 4.6,
Mongolian Chess 29.5 (Lengfellner) 9.1 (Schutz) 14.2
Mongolian Great Chess 29.5 Neuter Queen Chess 21.7 Open Plane Chess 13.5
Mongredien’s Game 9.1 Neutral King Chess Orbichess 21.11
Monkey Chess 4.3 (Parton) 21.7 Orbital Chess (Betza) 8.4,
Mono-Chess 4.6 Neutral Men 21.7 (Schmidt and Dyson) 35.3
Monochromatic Chess 4.6 Neutral Zone Chess 37.3 Oriental Chess 32.1
Monochrome Chess 33.3 New Chess (Bajon) 15.1, Orion Chess 23.8
Monopoly Chess 33.5 (modern chess) 26.1, Orthochess 26.1
Monster Chess 1.3 (Radovic) 22.1 Outback Chess 17.2
Moody’s Game 15.2 New England Double Outdoor Bughouse 36.1
Morley’s Chess 13.4 Bughouse 36.1 Outlaw Chess 7.2
Morton’s Game 34.4 New Zealand Chess 14.4 Outpost Chess 10.7
Moscovitchs’ Game 17.1 Nightrider Chess 16.2 Overloader/Restorer (O/R)
Moslon 20.1 Nimmar 38.9 Chess 12.7
Moss Chess 3.4 Ninerider Chess 16.2
Mouterde’s Games 13.4 Ninny’s Game, The 18.4 Pacific Chess 15.2
Ms Alice Chess 11.1 No-Capture Chess 10.12 Pacifist Chess 10.12
Muller’s hexagonal board see No-Castling Chess 8.6 Panzyk’s Four-Handed Chess
Appendix (Patents) No-Entry Chess 4.4 38.4
Multi-Capture Chess 17.9 No-Retreat Chess 4.6 Parachute Chess 9.4
Multi-Chess 35.1 No-Threats Chess 10.8 Parallel Timestream Chess
Multi-Mate Chess 10.3 Nommenspiel 2.1 12.5
Multiplayer Chess 38.5 Noris Schach 37.1 Parallel Worlds Chess 25.2
Multiple Bughouse 36.3 Novak’s Dice Chess 30.1 Paratroop Chess 9.4
Multiple Chess 36.3 Novo-Schaakspel 17.2 Parsi Chess 29.1
Multischach 38.5 Nuclear Chess 18.3 Partnership Chess
Mummy Chess 4.1 Nuisance Chess 12.7 (alternation) 34.2,
Musical Chess 4.3 Null Chess 4.4 (Chauvenet) 35.1
378 Index

Partnership Four-Hand Chess Pirate Chess 31.4 Promotion only to Queen 6.1
35.2 Pivot Chess 8.4 Promotion-Demotion Chess
Partnership Kriegspiel 2.1 Placement Chess (Jelliss) 9.4, 6.2
Parton’s Game 9.1 (Koskela) 9.4, (Lewin) 9.4, Proof Game 12.10
Parton Chess 18.3 (van Dien) 9.4 Prophet Chess 31.4
Pass-On Chess 36.1 Plague Chess 3.3 Protean King 18.1
Patricia Chess 18.2 Plaid Chess 4.5 Proteus 33.3
Patt-Schach 9.1 Plex 38.4 Proximity Chess 4.3
Patzer Chess 4.1 Ploy 21.3 Proxy Chess 31.4
Paul-Felisch-Schach 9.4 Pocket Chess 16.3 Prussian National Chess 15.1
Paulovits’s Game 15.3 Pocket Knight Chess 5.1 Psycho Chess 31.4
Paulus’s Game see Appendix Pocket Mutation Chess 18.2 Purist Chess 31.4
(Patents) Podionic Chess 25.3 Push Chess 8.2
Pawn Placing, Game of 9.4 Pole Chess 21.12 Put-Back Chess 5.4
Pawn-Snatcher’s Delight 9.1 Polka Chess 22.4 Put-Back Transchess 12.7
Pawn-Two Captures 6.4 Poloschach 3.3 Puzzo 19.4
Pawns Game, The Polyactive Transportation Pyramid Chess 25.8
(endgame) 9.1, (Legal) 9.3 Chess 12.7
Pea-Counting Chess 31.4 Pool Chess 33.5 Quad Chess 35.3
Peasants’ Chess 26.3 Power Chess 14.1 Quadrachess 35.1
Peasants’ Game, The 26.3 Power Pawn Chess 1.1 Quadrant Chess 14.2
Peasants’ Revolt (Frey) 9.3, Power Realm Chess 1.7 Quadrivalent Total Chess
(Koch) 33.6 Power-Schach 2000 19.2 25.9
Pentaplane Chess 33.2 Prairie 33.6 Quadruple 34.4
Penultima 38.11 Pre-Chess 9.4 Quadular 38.10
People’s Chess 10.12 Pregnant Chess 12.4 Quangtrung Chess 17.1
Permutation Chess Prepared Chess 9.4 Quantity Chess 10.6
(Berthoumeau-Loiseau) Presto Chess 10.3 Quantum Chess 20.1
17.8, (Brunner) 9.4 Primrose Dames 32.2 Quantum Kriegsspiel 2.1
Persian Chess 26.2 (five Prince Chess 19.6 Quart’Echecs 35.1
games) Priséchec 17.12 Quasi-Shogi 28.3
Peruvian Army Chess 25.1 Progression Chess 18.2 QuatrArmes 33.1
Petty Chess 13.3 Progressive 007 7.3 Quatre Quest-Chess 34.4
Pferdeäppel 10.12 Progressive Absorption Chess Quatréchec 38.10
Phantom Chess (Boyer) 5.5, 18.1 Quatrochess 34.4
(Montreal) 12.11 Progressive Chess 1.5 Quattro-Schach 38.9
Pharaoh’s Quest 32.1 Progressive Cyclical Chess Quest-Chess 1.4
Phase Chess 36.2 1.5 QuickChess 13.3
Philidor 10.7 Progressive Forwards Chess
Philidor and Stamma’s 140- 1.5 Racetrack Chess 13.4
square Game 21.12 Progressive Kriegspiel 2.1 Racing Kings 10.7
Philosophers’ Game, The Progressive Losing Chess Radiation Chess 17.4
33.5 10.9 Rainbow Chess 12.11
Piacenza’s Chess 15.2 Progressive Mutation Chess Rampage Chess 18.5
Pickle Pot 2.2 18.1 Ramparts, The Game of 33.3
Piece and Pawn Marseillais Progressive Orthodox Chess Randomized Rifle Chess 17.2
Chess 1.1 7.3 Rangers Chess 15.4
Piece-Eater Chess 30.2 Progressive Take-All 10.4 Ranson’s Game see Genius
Pin Chess 4.1 Prohibition Chess 4.1 Chess
Pinochle Chess 31.3 Projected Chess 23.7 Ratushky’s Game see Battle
Pinsard’s Chess 15.2 Prokofiev’s Game 25.7 Chess
Pinwheel Chess 8.4 Proletarian Chess 31.4 Rapid-Fire Chess 3.1
Pion Coiffé 10.3 Promethean Chess 12.4 Raum-Schach (Töttger) 25.3
Index 379

Raumschach (Maack) Robertschach 5.1 Schachdame 15.1


(5x5x5 board) 25.4, Rococo 17.9 Schachett 31.2
(original formulation) 25.6 Rohr’s Three-dimensional SchachRevolution 38.4
Re 33.3 Chess 25.6 Schess 21.10
Re-2 33.3 Role-Reversal Chess 19.1 Schoendorf’s Game see
Real Chess 9.4 Rollerball 16.3 Appendix (Patents)
Realm Chess 1.7 Rolling Kings 19.1 Schooling Chess 18.2
Recaptureless Chess 4.2 Romanchenko’s Chess 13.4 Schulz’s Chess 14.2
Reciprocal Chess 7.3 Romulan Chess 12.11 Schwentzer’s Four-Handed
Recycle Chess 5.1 Rooks and Bishops 9.1 Chess 35.2
Reflection Chess Rose Chess 22.1 Scissors, Paper, Stone Chess
(Billiards) 16.3, Rotary 21.3 32.1
(fixed mirror) 8.4 Rotation Chess (Cohen) 8.4, Scorpion Chess 19.1
Reflex Chess 10.9 (turnabout) 12.3 Scotch Chess 1.5
Reform Chess (Békey) 9.4, Rotofile Chess 8.5 Scotch Kriegspiel 2.1
(Tabi) 3.7, (Voss) 6.5 Round Chess Scottish Card Chess 31.2
Refusal Chess 7.2 (Byzantine) 26.2, Scottish Chess 1.5
Reincarnation Chess 5.5 (generic term) 23.5, Scottish Modern Chess 1.5
Reinforcement Chess 5.2 (Schwind) 16.4, Screen Chess
Rejection Chess 7.2 (St Alban’s) 22.4 (generic term) 9.4,
Relativistic Chess 4.4 Royal Chess 19.2 (Kriegspiel) 2.1,
Relay Chess 18.5 Royal Fury 17.9 (Paletta) 16.5
Relief of Ladysmith, The 32.1 Royal Scaci Partonici 3.5 Sea-Warfare Chess 3.2
Removal Blitz Chess 3.5 Ruddigore Chess 21.12 Section Chess 13.6
Remy 38.8 Rugby Chess (Beasley) 33.6, Self’s Three-Handed Chess
Ren’e-Zans’ 18.4 (Sekatsky) 32.1 37.3
Renaissance Russian Chess 26.3; see also Self-Mate Chess 10.9
(Monchalin) 17.9 Military Chess (Grachev) Semi-Circle Chess 12.11
Rennchess 16.1 Russian Four-Handed Chess Semi-Kriegspiel 2.2
Renniassance Chess 35.4 Semi-Queen Chess 14.4
(Greenwood) 16.1 Russian Symmetrical Chess Senterej 26.4
Repeating Chess 5.4 14.3 Separate Realms Chess 16.5
Replacement Chess 5.4 Rust’s Four-Handed Chess Series Must-Capture Chess
Restricted Chess 9.3 35.1 4.2
Restricted Rotation Chess 8.4 Seven-Handed Xiangqi 38.1
Retrograde Analysis 12.10 S-Spirits 18.3 Shafran’s Hexagonal Chess
Retrogression Chess 18.2 Sabbatical Chess 5.1 22.2
Rettah Chess 19.1 Salvadori’s Game 6.3 Shaft Chess 4.2
Reversed Progressive Losing Samantsy 26.4 Shahmot 38.5
Chess 10.9 San-Guo-Qi 37.3 Shako 16.7
Reversion Conversion Chess Sause’s Four-Handed Chess Shaolin Sovereign Chess 38.2
12.7 35.1 Shashmaty 17.1
Rhinoceros Beetle Chess Sava’s Game 14.1 Shatar 29.5
12.11 Scacchetto 13.4 Shataranja 29.2
Rhombic Chess 23.2 Scacchomacy 12.6 Shatra 29.5
Rhythmo 33.5 Scaci Partonici 3.5 Shatranj 26.1
Rhythmomachia 33.5 Scacia 10.4 Shazzan! 5.3
Ricochet Chess 16.3 Sceptre 1027 A.D. 38.1 Shedding of a rook’s pawn
Rifle Chess 3.1 Schach 2000 22.3 9.3
Riga Chess 32.1 Schach Plus 13.6 Sherwin’s Four-Handed
Right-Angle Chess 16.4 Schach-Kriegspiel 9.4 Chess 35.1
Rithmomachy 33.5 Schach3 25.3 Shock Chess 3.6
Robber-Baron 19.3 Schach4 38.4 Shogi 28.1
380 Index

Shogun 21.12 Sphericalice Chess 24.3 Super-Chess


Shoot (Shooting) Chess 3.1 Sphinx Chess 25.10 (Lauterbach) 14.1; see also
Short-Distance Chess 4.3 Spiral Chess Super Chess, Superchess
Shrink Chess 13.6 (Hitchcock) 23.6, Supercapablanca Chess 14.1
Shuffle Chess 9.1 (Jensch) 25.4 Superchess (Bajon) 38.1,
Shuttle Chess 17.11 Spirited Chess 12.9 (Jacobson) 38.5,
Sic ’Em Europe 19.6 Spirits of the Knight 18.3 (Letmanji Stevan) 20.1,
Siege Chess (Hair) 12.11, Spite Chess 3.4 (Montagna) 18.3,
(von Pillsach) 33.6 Sputnik Chess 1.7 (van Haeringen) 20.1,
Siege d’Anvers 15.2 Spy Chess (Kriegspiel) 2.1, (Zaitsev) 14.3; see also
Silberschmidt’s Game 15.1 (O’Flyn) 15.2 Super Chess, Super-Chess
Simmons’ Game 21.8 Square Chess 18.4 Superknights 15.4
Simo Pieces 21.10 Stacking Chess 12.1 Superpawns Chess 6.5
Simochess 21.10 Stakato 32.2 Supers Echecs 21.12
Simoco 21.10 Star Chess 17.2 Surge Chess 8.2
Simpler Chess Star Trek Chess 25.2 Surprise Chess 9.4
(Wardley) 13.2, 19.5 Star Wars 17.10 Survival of the Species 10.5
Simpleton Chess 4.6 Start-Again Chess 8.1 Swarm Chess 1.6
Simpletonry 4.6 Static Chess 10.8 Switch Chess 12.7
Simplified Chess Stealth 21.12 Switchback Chess 1.5
(Fielder) 13.3 Steeple Chess 38.9 Symmetric Fully Randomized
Single Box of Men 6.1 Stereoschach 25.4 Chess 9.3
Sittuyin 29.3 Stevens’ Principle 4.1 Synchronism 18.5
Six-Handed Chess Sting 19.1 Synchronistic Chess 12.6
(Godneff) 34.3, Stochastic Chess 13.6 Synchronous Chess 12.6
(Lange) 34.3 Stranders’s Game 13.6 Syrian Chess 26.2
Six-Way Brain Game 22.1 Strange Relay Chess 18.5 Szenario 37.2
Sjakti 21.9, 22.1 Strategem 23.5
Skateboard Chess 31.4 Strategie 2000 17.12 Tactical Chess 18.2
Skock 30.2 Stratégie, Le Jeu de 33.2 Tag Chess 3.4 (two games)
Slater’s Game 34.2 Stratomic 17.4 Tai Shogi 28.2
Slippery Centre Chess 8.7 Strix 37.5 Tai-Kyoku Shogi 28.2
Slow Progressive Chess 1.5 Strozewski’s Hexagonal Take Me 10.9
Small Shogi 28.3 Chess 22.5 Take The Brain 18.4
Smess 18.4 Stupid House 36.1 Take-All 10.4
Snooker Chess 16.3 Sub-Chess 21.11 Take-Back Kriegspiel 2.1
Snowplow Chess 17.9 Substitution Chess 7.2 Takeover Chess 17.1
Sociable Chess 36.3 Suction Chess 12.7 Taliesin 38.6
Social Chess Sudanese Chess 26.4 Talkhand’s Chess 26.2
(Cambridge) 36.3, Sui-Chess 30.1 Tamerlaine’s Progressive
(Head) 34.4 Suicide Chess Chess 24.1
Socialist Chess 31.4 (Losing Game) 10.9, Tandem Chess
Soldier Chess 6.4 (piece removal) 3.7 (alternation) 34.2,
Space Chess Sultan’s Game, The 14.1 (Paletta) 19.6
(Maack) 25.4, 25.6, Super Chess (Fort) 21.12, Tandem Put-Back 36.1
(Pacific Games) 25.2 (Ginsberg) 21.3, Tank Chess (Drobnic) 15.2,
Space Hexagonal Chess 25.8 (Scorpion) 14.1; see also (Paletta) 17.6,
Space Shogi 28.5 Super-Chess, Superchess (Suttles) 17.6
Spanish Chess 14.2 Super Intense Chess 35.2 Tao King, Board of the 35.1
Special Move Chess 2.3 Super Queen Chess 8.1 Taxi Chess 6.5
Speculator Chess 31.4 Super-Charged Chess 1.1 TC 9.3
Spherical Chess 24.3 .... Team Dice Chess 30.1
Spherical Shogi 28.5 .... ....
Index 381

Tedco Three-Dimensional Toss For Next To Play Chess Tugelia 32.1


Chess 25.3 30.2 Tula Chess 18.4
Telegraph Chess 4.6 Total Chess 25.9 Turbo Chess 12.6
Teleport Chess (Green) 8.1, Toulousain Chess 16.7 Turkish Chess 26.2
(Paletta) 8.1, Tournoi, Jeu du 38.7 Turkish Great Chess 26.2
(Schmittberger) 8.1 Trabue’s Four-Handed Chess Turnabout Chess 12.3
Tempête sur L’Echiquier 31.2 35.1 Turnaround Chess 12.3
Tenjiku Shogi 28.2 Trade-off 33.3 Turncoat Chess 30.2
Tesche’s Three-Handed Traitor Chess 12.3 Turntable Chess 30.2
Chess 37.6 Transcendental Chess 9.3 Tutti-Frutti Chess 14.1
Tetra-Schach 35.4 Transfer Chess 5.4 Tweedle Chess 19.6
Thai Chess 29.3 Transition Chess 18.4 Twenty-First Century Chess
Thinktank Chess 14.4 Transportation Chess (Jelliss) 16.6, (Trone) 16.2
Third-World Chess 37.3 (Transchess) 12.7 Twiknight 15.4
Threat Chess 4.6 Transporter Chess 8.1 Twin Chess (Parton) 19.6,
Three Kingdoms, Game of Trapdoor Chess (Betza) 12.4, (Trouillon) 19.6
the 37.3 (Hills and Bimler) 25.1 Twin Orthodox Chess 19.6
Three Kings Chess 10.2 Treib Chess 10.12 Twinkle Chess 12.4
Three-Check Chess 10.3 Tressau’s Four-Handed Chess Twist Chess 8.4
Three-Dimensional Hook- 35.1 Twixt 33.4
Move Chess 25.9 Tressau’s Three-Handed Two-Level Chess
Three-Handed Hexagonal Chess 37.6 (Curo) 11.1, (Miller) 25.1
Chess (Baxter) 37.2, Treugut and Bottcher’s
(Wellisch) 37.2 Hexagonal Chess see U-Chess 4.6
Three-Handed Round Chess Appendix (Patents) Ulti-Matem 17.9
37.4 Tri-Chess (Dekle) 23.1, 37.1, Ultima 17.9
Three-Handed Xiangqi 37.3 (Patton) 37.2, Ultra Chess 13.3
Three-Man Chess 37.3 (Preston) 37.4 Umpire Chess 37.7
Three-Player Chess 37.3 Tri-Chez 37.4 Unachess 9.4 (three games)
Threespace Chess 15.3 Tri-King Chess 38.4 Unambiguous Chess 4.6
Threesum Chess 1.4 Triangular Chess Unambiguous Three-Symbol
Thunder Chess 18.3 (Dekle) 23.1, Chess 4.6
Thurrow Chess 18.3 (Seaby and Lee) 37.1 Unashogi 28.3
Tibetan Chess 29.5 Tridimensional Chess 25.2 Unified Chess 16.7
Tibetan Dice Chess 30.2 Trinome 32.1 Union Chess 18.3
Tigerchess 21.12 Trio-Chess 37.3 Unirexal Chess 10.10
Tile Chess 38.5 Triple Chess 37.6 Universal Chess 14.1
Time Travel Chess 25.8 Triplets 1.4 Unorthodox Ultima 17.9
Time Warp Chess 25.8 Triplex 37.5 Ur Chess 6.2
Timur’s Cubic Chess 25.5 Tripod Chess 2.1
Timur’s Great Chess 29.5 Triscacia 37.6 Valentine’s Chess 17.7
Tines and Barbs 21.3 Trischa 37.3 Van der Laken’s Tricorn
Toe-to-Toe Chess 15.4 Triscia 37.2 Board see Appendix
Toilet Roll Chess see Liar Trishogi 28.5 (Patents)
Chess (Cleaton-Solomon) Tritabula Chess 11.2 Van der Linde’s Games 9.1
Token Chess 5.2 Troitsky Chess 13.4 (two entries), 9.3
Tombola Chess 5.1 Troja-Schach 18.3 Van der Linde’s Q+N Game
Too Many Bishops 12.4 Troy 22.1 14.1
Toral Chess 24.2 Truce Chess 10.3 Vanishing Chess 12.11
Tori Shogi 28.2 Truncated Pseudosphere Varichess 20.1
Toroidal Chess 24.2 (TPS) Chess see Right- Vault Chess 16.5
Torus Chess 24.2 Angle Chess Vegas Fun Chess 30.1
.... Tshcach 31.2 Vendetta Chess 38.4
382 Index

Verney’s Four-Handed Chess Way of the Knight 19.5 X-Ray Chess 16.5
35.1 Weak! 9.3 Xiangqi 27.1
Very Scottish Chess 1.5 Weaver’s Military Game 25.1 Xiangqi Cards 31.1
Very Slippery Centre Chess Week 19.7 Xiangqi, indigenous variants
8.7 Wehr-Schach 15.4 27.2
Vicente Aguado’s Chess 18.2 Welbeck Chess 9.4 Xyrixa Chess 25.8
Victoire, La 19.1 Welbeck Kriegsspiel 2.1
Victrix 15.4 Wellisch’s Three-Handed Yalta (Hegedus) 38.9,
Viennese Kriegspiel 9.4 Hexagonal Chess 37.2 (Spindler) 37.3
Vietnamese Chess 27.2 Welschen-Schach 26.3 Yari Shogi 28.4
Vincere Mori 19.6 Whale Shogi 28.4 Yaspan’s Spherical Chess
Virtual Chess 18.2 White King and Queen 24.3
Voidrider Chess 13.6 Interchanged 9.2 Yonin Shogi 38.1
Von Ranson’s Game 18.6 Whitney’s Four-Player Game
see Appendix (Patents) Zany Chess 31.2
Wa Shogi 28.2 Wildebeest Chess 15.3 Zatrikion 26.2
Waidder’s Four-Handed Wildlife Great Chess 19.6 Zeiger-Schach 30.2
Chess 35.1 Wilkinson’s Four-Handed Zen Chess 3.4
Waidder’s Three-Handed Chess 35.1 Zgome 15.2
Chess 37.3 Winchester 38.9 Zip Chess 6.4
Waje’s Football Chess 32.3 Withdrawer Chess 17.6 Zodiac Chess 32.1
Walnut Chess 22.1 Wizard Chess 18.5 Zombie Chess 5.5
War Chess (Richardson) 33.6 Wizard’s Game, The 38.6 Zonal Chess 16.4
War, The Game of Wolf Chess 16.2 Zoraabhaji 29.1
(Maxim) 32.1 WOTN 19.5 Zugzwang-Free Chess 12.5
War-Chess (Kriegspiel) 2.1 Wren’s Game 6.5
Warp Chess 21.12 Wuterich’s Game 33.5
Warrior Chess (Paletta) 16.1, WWII Chess 28.6
(Stone) 17.2 Wyvern Chess 14.1
Towards ECV 3

John Beasley, July 2014, appendix added December 2015

In the final issue of Variant Chess (issue 64, August 2010), I collated the various corrections to ECV 2 which
had appeared in VC, and also listed the variants that had appeared in VC and were not in it. I also listed the
variants (mostly problem variants) that were in the original ECV but were omitted from the second edition,
together with a few variants which were in David Pritchard’s files and were perhaps inadvertently omitted from
both editions. The present paper repeats this collation with the addition of a few notes which have come to hand
since, and the variants in divisions B, C, and E have been divided into sections as they would have been had
they appeared in ECV 2.
I shall not myself be producing an ECV 3 and anyone doing so may make use of what follows without further
reference to me, but anyone wanting to attach David’s name to a new ECV must obtain permission from his
family. It is of course open to anyone to produce a new encyclopedia independently, but I hope that anyone
making significant use of David’s work (I do not see how a proper encyclopedia could now be written without
making such use) will include a suitable acknowledgement.

A. Corrections and amplifications to ECV 2

The corrections and amplifications to ECV 2 that have appeared in VC are repeated or summarized below, and a
few more are added.

Double-Move Chess [Galvin] (pages 24-25). On page 151 of VC 27, Peter Wood criticizes the rules on e.p.
capture as given in the original Encyclopedia, and, as far as I can see, carried over into ECV 2.

English Progressive Chess (page 31). The rules as given in ECV 2 (and in the original Encyclopedia) do not
make clear that once every man that can move has done so and a new series has started, everything starts again;
a man previously blocked, and hence unable to contribute to the series just finished, can be freed without being
required to make catch-up moves. A game illustrating this point appeared in VC 63.

Kriegspiel (pages 33-36). At the end of page 143 of VC 17, there is a note by David Pritchard that R. C.
Griffith, whom he knew and regarded as “very responsible”, had played the game in 1890. The text I received
for ECV 2 did not mention this, and perhaps any future revision should. I put the invention of Replacement
Chess back to at least the 1930s on the strength of a similar remark by David Hooper.
An eight-page typed pamphlet “Kriegspiel” by Fred Galvin, bearing no date but appearing on internal
evidence to be from 1958-62, has the umpire automatically announcing the possibility of a pawn capture in the
way I have always encountered when playing myself, but which David had apparently not met. Typically, the
umpire says “No” or “Yes” to the player trying the move, and after “Yes” he says “White has moved” or “White
has captured on ...” followed as appropriate by “Black is in check on the longer diagonal” (on the shorter
diagonal, on the file, etc) and “Black has a pawn capture”. A capture en passant is explicitly announced, but
otherwise the identity of the man captured is not disclosed.
This rule, whether imported or independently reinvented, is now in my experience standard in France, and I
think it excellent; it speeds up the game without significantly changing its nature. It is of course possible to
construct positions where the original “Any?” rule leads to one result and the Galvin rule to another, but I don’t
think these happen often enough to be of importance.
For a fuller discussion, see VC 55 page 2.

Tripod Chess (page 37). An article in VC 39 (pages 114-6) gives some revised rules, with an example game.

Scaci Partonici (pages 42-3). Parton’s booklets as cited on page 43 and perhaps elsewhere should be Chesshire
Cat Playeth Looking Glass Cheessys and 100 Squares for Chess and Damante (not Diamante). The insertion of
hyphens between the words of the former appears to depend on the view taken on the typography of the
booklet’s front cover.

En Passant Chess (page 43). The Ekstrom reference may have been to letters from Hugh Myers (VC 12 page
63 and VC 13 page 79). Some possible difficulties are explored in VC 55 (pages 16-17).

Koopa Chess (page 45) is due to Ralph Betza (thus Philip Cohen, citing the Chess Variant Pages).

No-Retreat Chess (page 50). A promoted piece can give a backwards check from its promotion square, and

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can capture or move backwards once. See VC 63 page 159.

Reinforcement Chess (page 53). The first edition included a statement that the basic concept “was suggested
by L. Tressau of Leipzig as long ago as 1840”, but the details that followed appeared to be those of the “Double
Chess Game” which now has a separate entry and I took the reference to have been to this game. There should
have been a note to this effect.

Replacement Chess (page 55). There was a discussion in VC 56 (page 25) about whether passing checks
should be permitted (the conclusion was that they should).

In respect of the Single Box of Men rule (page 58), Ronald Turnbull asks if a player who has lost a dark-square
bishop can then promote to a second bishop on light squares. The natural answer would seem to be No, but
Murray appears to be silent on the point. The term Old Pawns is used in VC 39 (page 118).

Ambiguous or Substitution Chess (page 62). Fabrice Liardet points out that on the Internet, where most
games are now played, the original name and mode of play have been retained.

Avalanche Chess (pages 62-3). There are notes in VC 17 (page 155) that en passant was explicitly barred in the
original rules, and that Alessandro Castelli’s suggested reversal of the Black K and Q will prove the most
equitable form of the game.

007 Chess (page 63). According to a note in VC 63 (page 155), the inventor’s rule sheet has the spelling
Detante.

Reciprocal Chess (page 64). VC 36 (page 61) has a suggestion that the Black king and queen be interchanged.

Push Chess (page 66). Fred Galvin tells me that the rules given in Nost-algia 232/242, and relied on in the
Encyclopedia, are not quite his own rules. It is the owner of a pawn pushed to promotion who decides the piece
to which it is promoted, and e.p. pushing is permitted (if a pawn makes a double step in a position where, had it
made a single step, it could have been legally pushed by an enemy pawn, the opponent has the option of setting
it, and any man that it may have pushed, back one square, and then pushing it with his pawn). He sends me an
article “Schiebe-Schach” by Hans Klüver, from Deutsche Schachzeitung, August 1968 (pages 282-4), which
gives his definitive rules.
Fred also points out that the “Fool’s Mate” 1 Bc4 (Pe2-d5) d6 2 Qb3 (Pc2-a4) f6 3 Qe6 (Bc4-f7) isn’t,
because Black has 3...Kd7. Replacing 1...d6 by 1...Nc6 would fix it. That in the first edition, 1 Ra5 (Pa2-a6)
Ke7 (Pe7-e6) 2 Ke2 (Pe2-e3) Qg5 (Ke7-h4) 3 Qf6, is valid. David’s files contained a letter from Fred, received
just before his death, pointing this out, but I overlooked its significance.

Actuated Revolving Centre (pages 68-9) appears in VC 10 under the name Quarter-Turn Chess.

All-In Castling (page 70). VC 61 gives some examples under the name Rokagogo.

Van der Linde’s Games [1] and [2] (page 72). Given by Verney, but not mentioned in the Encyclopedia, is a
further game with the pieces reduced to QR, K, KN only (8xP as usual). Verney cites “his book on Chess in
Dutch, published in Utrecht in 1876”, and Jurgen Stigter confirms: “LN 973 Linde (A. van der). Leerboek van
het schaakspel. Utrecht 1876. [973 A 29] On p. 265-266, he refers to van Zuylen and gives some diagrams, one
of which has indeed QR, K, KN only (8xP as usual). Also, several other variants (pp. 138 and following)
originate from Van Zuylen.” The latter is “LN560 (Zuylen van Nyevelt, P. J. van). Het schaakspel. Campen
1792. [972 D 38].” References “LN” are to the catalogue of the Royal Dutch Library in The Hague.
It would therefore appear that these should in truth be called Van Zuylen’s Games.
As regards the asymmetry of the h-pawns in game [2] (c), this was taken from Verney, and David was right to
suspect that it was a mistake. Jurgen tells me that the h3 pawn should be on h2.

Fischerandom Chess (same page) is now accommodated within the FIDE Laws of Chess under the name
Chess960 (no space), and David Sedgwick tells me that this has been so since 1 July 2009.

In the Heading to section 9.2 (page 73), “diametrally” should read “diametrically” (and in the list of contents).

Free Programme Chess (page 79). “Guraspasvili” should have been “Guraspashvili”.

- 2 of 29 including appendix -
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Losing Chess (pages 86-89). I omitted to mention the Muff book (VC 15 page 115, VC 56 page 33).

Alice Chess (pages 93-95) is described in VC 59 (page 81) as being offered on a web site in two forms, the
second differing in that the Black pieces start on Board B. This simple idea is not mentioned in ECV 2, at least
not in isolation, though it is one of several elements to be found in Duo Chess.

Co-Chess (pages 100-101). A faulty edit took out a clarifying note that when a pawn promotes and so creates
more than two men of a kind, subsequent moves by any of them cause co-squares to be formed with each of the
others simultaneously.

Transportation Chess (page 102). The game very strongly favours White, and Nost-algia 343 reported the
opinion of Alessandro Castelli, “not yet proven but plausible”, that 1 e4 gave him a forced win. NOST then
adopted a rule that K + Q were no longer a pair for the purposes of defining a transportation rectangle.

Polyactive Transportation Chess (page 102). It appears from Nost-algia 233 that this was indeed dreamt up
by Philip Cohen, though the context suggests that it was intended as little more than a joke.

Buckzo’s Game (page 112) should be Buczko’s Game (and in the index).

Balbo’s Game (page 116). A note from Ken Whyld preserved in David’s files suggests that the inventor was in
fact “G.” Balbo, the source’s “M.” standing merely for “Monsieur”.

Shrink Chess (page 117). If a side’s promotion rank disappears, that side can no longer promote. The players
may agree to start from move 15 or 20 of a master game, each taking each colour once. See VC 63 page 160.

The Emperor’s Game (page 121). The references “L. Tressau, 1840”, here and elsewhere, appear on the
evidence of Verney to be to his book Das Schachspiel, seine Gattungen und Abarten, published that year in
Leipzig. I haven’t seen this, but it would appear to have been largely a description of existing games, and here
at least it would seem that Tressau should not have been cited as the game’s originator. The game appears to
have been no more than “Das Kaiserspiel” of c.1815, possibly with a modified baseline. Not having seen the
source material, I cannot say whether the slightly different baselines reflect a genuine change or merely an error
in one source or the other.

Introduction to section 15.1 (page 128). Other one-step movers besides the king, wazir, fers, gold, and silver
appear in the chapters on historical and regional games (for example, the crane of Tori Shogi), and in line 4 the
words “have been widely used and will be found” should have read “have been widely used, and they and some
others will be found”.

Courier-Spiel (page 131). This entry should not have been included. Verney cites two descriptions of “The
Courier-Spiel”, one by H. G. Albers (1821) of a game “played by the peasants at Ströphe (province of
Halberstadt) from olden time” and the other by Tressau, and these are duly included in the “Courier Game”
entry on page 245. The Gollon material behind the entry on page 131 appears to have been no more than a
slightly incomplete description of the Albers game.

Ninerider Chess (page 140). From Philip Cohen, edited: “I’m almost certain this is my invention, but if I
couldn’t find the original rulesheet in 1979 I’m not likely to find it easily now. I see Michael Howe attributes it
to me and Wayne Schmittberger in the Chess Variant Pages, the RWS part being, I believe, just the K/Q
interchange.”

Bouncy Chess (page 141). The rules are incomplete. Queens, kings, and bishops can bounce off vacant edge
squares at 90°, knights at any angle, pawns and rooks not at all, and you cannot return to your starting position
(VC 3 page 25).

X-Ray Chess (page 143). According to page 126 of VC 26, X-ray pieces as conceived by Dawson could act
through any number of obstructing men (the version described in ECV 2 allows them only to penetrate one
man).

Star Chess (page 150). There is a curious note in VC 18 regarding a randomised rapidplay event held in
Budapest in 1995 at the home of fashion designer Laszlo Star, whose alleged winners as photographed were two
young ladies whom David had met at the Star Chess championship in London in 1979, identically dressed and

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looking not a day older!

Cannon Chess (page 164). VC 34 (pages 22-3) gives at least one further detail, that the players are at liberty,
before moving, to interchange the positions of their Copper Generals and Copper Cannons on their left or right.

An-nan Chess (page 170) appears in VC 56 as Southern Chess.

Centenniel Chess (page 190). On the evidence of the inventor’s book Meta-Chess, this should be Centennial
Chess (and in the index).

Super Chess [Fort] (page 197). Page 150 of VC 17 has a note that this was actually a checkers variant.

Dragonfly [Hex] (page 205). After ECV 2 had gone to press, some sheets of trial masters for the diagrams in
the first edition turned up, and one of these, not used in the final book, shows the array for the hex version of
Dragonfly. This has the same relationship to the square board array as that between the hex and square versions
of Loonybird Chess: baseline RBBKNNR on b4-e1-h4, fronted by 9xP on a5-c7-e5-g7-i5.
I was most surprised to see this, because a hex game normally uses three bishops so that cells of all three
colours can be covered, but the sheet had apparently been prepared by the game’s inventor and it included an
explicit claim to copyright in his name. It is true that the ability to reintroduce captured men means that a
bishop covering the missing cells can be introduced later, but I would not expect this to be full compensation for
the initial imbalance. A similar imbalance is to be found in the hex version of Loonybird Chess.

Infinite Plane Chess (page 220). VC 64 (page 234) reports a trial in which this was rapidly found to be
impractical, and examination of Boyer’s example games then showed them to hinge on blunders.

Grayber’s Spherical Chess (page 223) should be Greyber’s Spherical Chess (and in the index). See VC 63
page 159.

Ecila (pages 234-5) actually dates from 1957 or earlier, and was played at least once (article and picture in
The Birmingham Post, 9 September 1957, quoted in Abstract Games 8).

Regional and historical games (page 237 and onwards). It should perhaps have been stressed that in the
absence of an “official” body with authority over a game there can be no “official” rules, and where a game is
widely played there may be considerable variation: certainly in minor detail (for example, in equivalents of the
“50-move” and “three repetitions” rules), and perhaps even in the moves of the pieces. However careful foreign
observers such as ourselves may be, we are inevitably limited by the knowledge of our informants, and the
completeness and accuracy of this is not always easily judged. Western chess does have “official” rules, but
how many players, encountered in a café or even in a chess club, could give a foreign observer a complete and
reliable account of them?

New Chess (pages 241-2). VC 5 (page 61) carried a survey of some items in the BCM (December 1940 pages
390-391, February 1941 pages 39-40) on whether stalemate should be a win or even a loss, in one case
suggesting a system giving different points for checkmate, stalemate, baring the king, and draw.

Orthochess (page 242). The most recent change to the “50-move” rule dates from 1992, and does not postdate
the first edition. However, Guy Haworth tells me that a further change, making the game automatically drawn
after 75 successive non-pawn and non-capture moves even if neither player has claimed, is due to come into
effect on 1 July 2014.

Grande Acedrex (page 244). The “second 12x12 game with unicorns attributed to the Alfonso MS”, which
was in the first edition as “Great Chess (III)” and which I relegated to an editorial note, can be found on pages
175-6 of Verney with source “Dr. Van der Linde, Berlin, 1881”. But Verney’s source can be identified as
“LN 226 Linde (A. van der). Quellenstudien zur Geschichte des Schachspiels. Berlin 1881. [972 A 12]”, and
Jurgen Stigter tells me that the “Grande Ajedrez” on pages 265-266 of this is the “Grande Acedrex” of the
second edition of the Encyclopedia. This is emphatically not the game as given by Verney.
So it would seem that the “Great Chess (III)” of the first edition was indeed a myth. It may have been
faithfully copied from Verney, but Verney’s copying from his stated source seems to have gone sadly adrift.
The details given in the second edition were taken from Murray, and this should have been acknowledged.

Gala (pages 245-6) appears not to have been a traditional game at all but to have been an 1930s invention.

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Peter Michaelsen tells me that neither Arnold Meyer nor he has been able to find any trace of it in the region
where it is alleged to have been played, and the earliest claim for its existence appears to have been in a book
Brettspiele by Arbeiter and Ruhnke, published in Potsdam in 1937. Peter asked the curator of the Dithmarscher
Landesmuseum in Meldorf about the game, but the latter had never been able to find any information about it
and knew it only from references in books which games researchers had sent him. In essence, therefore, the sole
authority for a game which is quite sophisticated and complicated, but is nevertheless alleged to have been
played in ancient times by country peasants, is a book from the 1930s, and there is no corroborative evidence
whatever. David’s sources all postdate this book, the “Brettspiele” he cites being a later book by a different
author, and they all appear to have relied on it either directly or indirectly.

Korean Chess or Changgi (pages 250-1). Peter Blommers and Peter Michaelsen have dictionaries giving the
spelling Janggi. Peter Michaelsen draws my attention to a rule given in the book Chinesisches Schach -
Koreanisches Schach by David Wurman, Frankfurt am Main 1991, whereby in some regions and provinces of
Korea the players usually agree before the start of the game that there is no double or triple check. This means
that, if a King is threatened by several of the opponent’s pieces, the attacking player must announce by which
man he intends to give the check, and his opponent need only defend against this man. Wurman recommends
that European players should ignore this rule, and allow multiple checks as usual.

Vietnamese Chess or Co-Tuong (page 251). Peter Michaelsen draws my attention to the chapter “Chinesisches
Schach in Vietnam” contributed by Pham Cong Thanh to the Wurman book mentioned above. According to
this source, Co-Tuong is identical with Xiangqi except for a special rule which is followed only in some
provinces of Vietnam. Under this rule, a Chariot is not allowed to move so as to attack a General from behind
(active attack), though if a General moves into the line of fire of a Chariot standing behind him the attack is
valid (passive attack). Suppose Red Gf3, Black Chariot (R) i1; Ri1-f1 (active attack) is not permitted. Now
suppose that the Black chariot is already on e1, and that Black also has soldiers on g2 and g4; now the chariot
passively attacks e3, which is valid, and he can mate by Sg4-g3 or Sg4-f4. This rule, which has been passed
down only orally and is not recommended, appears in no Vietnamese rule book.
Peter also tells me, quoting further information from Lev Kisliuk, that the variants mentioned in the second
paragraph were not historical games but modern creations. Apparently the inventor bewailed the absence of a
chess game specific to Vietnam and produced three variants to fill the gap, later replacing them by the 10 x 10
variant described.

Shogi (page 252 and onwards). On page 253, below the diagram, “9xS” should be “9xP”. The later statement
that Black starts and plays down the board (on page 255, in the entry for Chu Shogi) is not correct. A 1995
book First Step to Shogi, published under the authority of the Oyama Memorial Museum, has the player who
starts playing up the board, and Peter Blommers tells me that this is the normal convention.

Tenjiku Shogi (pages 256-7). Peter Blommers questions the statement that Tenjiku is “not related” to the other
large shogis. “Tenjiku is ‘not related’ only in the sense that it is later than the foursome Dai, Dai-Dai, Maka-
Dai-Dai, and Tai, which, in everybody’s view, belong together. The larger shogis are all elaborations of Chu.”
Peter also tells me that Tenjiku literally means Heavenly Bamboo, and was an old Japanese name for India.
The name Exotic Shogi apparently derives from Hodges.

Wa Shogi (page 257). “Violent Stage” should be Violent Stag.

Small Shogi (page 258). Peter Blommers tells me that this is not modern, but is simply Sho Shogi (9x9 shogi)
as opposed to Dai and Chu Shogi. There were two forms, a 42-piece form with just the Drunk Elephants and a
46-piece form with the Ferocious Leopards as well.

Cannon Shogi (page 258). Peter Michaelsen draws my attention to a minor inaccuracy: pawns move and
capture as in Korean Chess. “The game is no doubt also playable with Chinese/Japanese pawns, but I chose to
make them ‘Korean’ in order to get a better balance between the pawns and the new cannon pieces.” The pawns
promote to Gold Generals, exactly as in Shogi.

Blind Shogi (page 261). Peter Blommers tells me that this is Tsuitate Shogi (Screen Shogi) in Japanese. He
thinks that the source is an early Hodges magazine, perhaps Shogi 2.

Makruk or Thai Chess (page 268). I should have recorded that David’s principal source for the rules, and in
particular for the various material-dependent equivalents of the “50-move” rule, appears to have been a letter of
4 June 1992 from the Vice President of the Thailand Chess Federation. So here, at least, we have something

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more than the mere “travellers’ tales” on which writers about foreign games so often have to rely. The numbers
of moves allowed to mate given in VC 50 (page 84) are slightly different from those in ECV 2, and I think those
in ECV 2 may be more authoritative.
Further to my note about draws in contemporary master play, Peter Michaelsen quotes a Thai player named
Poompat writing in the Chess Variant Pages: “Thai Chess gained much popularity in the 1990s, with 5-7
televised national events/year, but after lots of published analysis, the knowledge of Thai Chess techniques +
strategies seem to have reached the peak. Sadly, almost all serious games between similar-level pros are draws.
Now, they have to invent tie-break games called ‘Makpong’ (Defensive Chess) wherein the player who checks
the opponent’s King such that he has to MOVE the King wins. BAD IDEA!”

Cambodian Chess (pages 268-9). In VC 55, repeated in VC 64, I reported what appeared to be independent
evidence, including a photograph, for the existence of the game described by P. A. Hill, contrary to my
scepticism in ECV 2. I have since been told by Yasuji Shimizu, initially through Peter Michaelsen and then
directly, that this appeared to have been founded on misunderstanding. The set photographed was not a survival
but a reconstruction based on the description in the first edition of the Encyclopedia, and all the information
about the game also came directly or indirectly from the Encyclopedia. For further detail, see the note on
Cambodian Chess on the “Chess Variants” page of www.jsbeasley.co.uk.
It then occurred to me to see if the game described by Hill was playable, and I quickly found that it wasn’t;
Black had a very simple defensive strategy which gave White the alternative of throwing away material or
accepting a draw by repetition.
It therefore appears that David was indeed led astray by his source, and that the “Cambodian Chess”
described in the first edition of the Encyclopedia has never existed.

Shatra (pages 271-2). In the diagram, the White array should mirror the Black (bishops on the third rank).

The Jungle Game (page 292). Peter Blommers tells me that this is Shou Dou Qi in Chinese, literally Animal
Fighting Chess.

Hexapawn (page 293). Noam Elkies, confirming information in Wikipedia, tells me that Martin Gardner first
described the game in his column in the March 1962 issue of Scientific American (page 138 onwards).

Chessball [Kamzalov] (page 299) should be Chessball [Kamzolov] (and in the index).

Chaturaji (page 311). This name may be due to George Jelliss.

Chessapeak Challenge (page 322). On page 50 of VC 23, a 1996 change to the knight’s move is recorded.

For Fortress Chess (pages 324-5) see the Appendix.

Game of the Four Seasons (page 342). The date 1031 which I query in my editorial note appears to have come
from Verney (page 84), and to be due to a misunderstanding of a note in van der Linde’s 1881 book. Jurgen
Stigter, citing pages 260-1 of this: “The Game of the Four Seasons [...] is from the Alfonso MS, 1283, a free
interpretation of Al-Biruni’s Indian four chess (1031).” The latter is “Chaturaji” above.
On rereading the first edition’s note “Van der Linde gives the earlier date of 1031” in the light of this, I see
that it was intended to refer to the game and not to the Alfonso manuscript. Even so, I cannot see more than the
most superficial resemblance between the games, and to call the Game of the Four Seasons even “a free
interpretation” of Al-Biruni’s game strikes me as mere speculation. On the evidence reported by Jurgen Stigter,
I can see no reason to ascribe any date other than 1283 to the Four Seasons.

Panzyk’s Four-Handed Chess (page 346). Although this is correctly classified as an all-play-all game, the
game credited to “a German doctor” was a partnership game and should have appeared in chapter 35.

Boyer’s Nouveaux Jeux d’Echecs Intéressants. The note on page 367 of ECV 2 refers to Boyer’s earlier
pamphlet Quinze Nouveaux Jeux d’Echecs Intéressants and not to the version actually cited (see VC 62 page
135). The version cited is transcribed on pages 156-61 of VC 63.

In the index, Ratushky’s Game should be Ratushny’s Game.

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B. Variants which were omitted from ECV 2 through my error or misjudgement

Section 8.1

I inherited no text for Anywhere Chess (first edition, pages 8-9), but according to a note in Nost-algia 325
(page 30) it used to be played at the Riverside chess club in California under the name Super Chess, and they
also played it in Progressive form. This note is referred to briefly in the first edition, and in the light of it I think
I should have reinstated the game. Any man may move directly to any vacant square (but a pawn not to the first
or last rank, and perhaps a bishop only to a square of the same colour - this last appears to have been David’s
conjecture, Nost-algia being silent on the matter). Captures normal.

Chapter 10

Given the many changes that have been made to the “50-move” rule over the years, there should perhaps have
been a section devoted to ways of claiming or forcing a draw. In particular, I think any future Encyclopedia
should include Chess Without The 50-Move Rule, which is the form normally adopted in exploratory endgame
analysis by computer (for example, when finding the length of the worst-case win with particular material).
Indeed, given that the “50-move” rule, although necessary in practice, is both artificial and arbitrary, this form
of the game might reasonably be called Pure Chess.
Additionally, Emil Vlasák informs me of a development in respect of play by correspondence: from the start
of 2014, once the number of men on the board has been reduced to six or fewer, either player may claim a win
or draw as given by a definitive computer-generated table of results, the 50-move rule being ignored (so, in
effect, the 50-move now applies in correspondence play only to positions with seven or more men). For details,
which may evolve further as definitive tables of results with seven or more men become available, see the
International Correspondence Chess Federation web site https://www.iccf.com.

Section 12.11

The first edition included entries for Blindfold Chess, Lightning Chess, Living Chess, Quickplay, and
Simultaneous Displays, but it seemed to me that these were really rather too “orthodox” for inclusion. I now
believe this to have been a mistake, and suggest that any future Encyclopedia should include every variant,
whether of substance or merely of presentation, which has achieved a measure of popularity. Furthermore, now
that one of the rules for correspondence play has diverged from that applying to ordinary over-the-board play
(see immediately above), Correspondence Chess should surely be acknowledged as a variant in its own right.

Section 18.2

Chameleon Chess (II) (first edition, page 46) was omitted from the second edition as a result of a faulty edit by
myself, David having retained it in the text I inherited. It is a problem theme: a captured piece mutates
N-B-R-Q-N, and is reborn on its new home square. VC 1 (pages 6-7) has it as Chameleon Circe, a better name.

Section 21.12

Quantum Chess [Engel] (first edition, page 244) was omitted from the text I inherited for the second editon,
and because a new ‘Quantum Chess’ had appeared in its stead I did not notice the omission. World Game
Review 10 gives its source as an article by Douglas A. Engel in issue 27 (Spring 1968) of The Pentagon, pages
99-103. Board and men at the players’ choice; moves of the men determined by mathematical equations, also at
the players’ choice. Each side has a unit piece which moves like a chess king and whose capture is the object of
the game. The game is highly artificial and its omission from David’s text for the second edition was entirely
understandable, but it appears just playable and I would have reinstated it had I noticed the omission.

Section 29.1

A faulty edit took out intended references to Bhagavathi (Replacement) Chess and to Radha-Madhava, not
mentioned elsewhere in the text, “in which the power of a captured piece is added to that of its captor” (as in
Absorption Chess).

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C. Variants in David’s files which were perhaps inadvertently omitted from both editions

David kept an index sheet for each chess variant known to him, and as part of the preparation for passing his
Encyclopedia files to the Musée Suisse du Jeu I went through these and noted the section in ECV 2 where the
game was described. This disclosed over 150 variants which had not been included in either edition. The
reason was normally obvious, but a few omissions were not readily explicable and may have been inadvertent.

Section 10.2

In Royal Bishop Chess and related games, the royal pieces are either agreed beforehand or nominated
simultaneously by both players. In Mysterious Royal Chess each player writes down the name of his royal
piece before the start of play, but does not reveal it until he is mated. A royal piece may not move into check,
and must get out of check if threatened. Origins unknown. (Communication from Mike Fox, January 1993)

Section 11.1

Neu-Schach [Merckenschlager] was invented by Walter of that ilk in 1946. Two boards side by side, normal
array on board 1, board 2 empty. Play as if the two boards formed a single 16x8 board, except that a king can be
attacked or mated only if the opposing king is on the same board. Stalemate is possible if the kings are on
separate boards. When a player is reduced to a single king, it cannot leave the board it is on. (Author’s
pamphlet Neu-Schach, van der Linde #4820)

Section 12.9

Taxi Chess [Betza] (Ralph Betza, 1996) takes place during a subway strike, forcing the pieces to take taxi cabs
whenever they wish to move. This is expensive, and the players’ budgets are limited. Specifically, each player
starts with 16 guilders (or dollars, or euros, or whatever), and he receives 2 guilders before the start of each turn.
Each move costs 1 guilder per square whether orthogonal or diagonal, knight moves cost 2, short castling costs
4, long castling 5; furthermore, when you capture a man you must pay to have it taken away (1 guilder from an
edge square, 2 from a square next to the edge, and so on up to 4 from one of the four central squares).
Promotion costs an extra 2 guilders, one to take the pawn away and one to bring in the new piece. You can of
course lose by bankruptcy as well as by checkmate.
As regards strategy, the game ‘... is designed so that you won’t have enough money. There will be a period
when you are making short moves to build up your treasury; this will look boring to outsiders, but you will find
it very tense.’ (Eteroscacco 75)
This game might reasonably be placed in a separate section, “Games influenced by money or its equivalent”,
as discussed in division E below (see “Section 12.9” therein)

Section 14.4

In Sniper Chess [Paletta] (Tony Paletta, 1980) rooks move normally but capture like bishops, bishops move
normally but capture like rooks, queens move normally but are limited to two squares and capture like knights,
knights move normally but capture like limited queens. David thought that the game had been included under
another name, but while the pairing of rook and bishop features in Parton’s Semi-Queen Chess, I cannot find
any game with this pairing of restricted queen and knight. (Chess Spectrum Newsletter)

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D. Variants in the first edition which were deliberately omitted from ECV 2

Where I inherited text for the second edition but decided to omit the variant, I normally inserted a note
explaining why. The notes below list variants for which I received no text, plus one further variant which
I decided not to include even though I inherited text. A few variants from the original edition are in the second
under different names, and in the case of generic terms such as “Randomized Chess” or “Three-Handed Chess”
some of the information in the original entry now appears within chapter or section headings. Page numbers
refer to the first edition.

Alphabetic Chess (page 7), Antipodean Chess (page 8), Barrier Chess (II) (page 18), Berkelian Chess (page
21), Brunner Chess (page 29), Cannibal Chess (I) (page 38), Clockwork Chess (page 66), Cologne Chess
(page 67), Contact Chess (page 70), Duellist Chess (page 96), Drohzwang Schach (page 97), Haaner Schach
(page 137), Mirror Chess (page 197), Norwegian Chess (page 210), OrterSchach (page 216), Patrol Chess
(page 222), Reaction Chess (page 249), Reichenbacher Chess (page 252), Tibetan Chess (III) (page 314),
Traitor Chess (I) (page 319), and Wesirspiel (page 341) were problem themes. Even so, the compiler of an
ECV 3 might well consider reinstating some of them, at least where they embody an idea which might also be
suited to play (a game which at first sight appears unplayable may nevertheless work in Progressive form).
No details are given here because it is assumed that anyone compiling an ECV 3 will have access to the first
edition as well as to ECV 2, but anyone reinstating Antipodean Chess (an invention of George Jelliss) should
note that the description in the first edition is defective; the inventor’s definitions are in Chessics 1 (page 8) and
Chessics 2 (page 6).

Actuated Revolving Grid (page 2) seems to have been included in the original edition by mistake. There is
nothing under Grid Chess, which is the section referred to, nor could I find any relevant material in David’s
files.

Cat Chess (pages 41-2) was described as a three-player variant not fully developed.

Covert Chess (page 74) was a proprietary computer game.

Djambi (page 90) was a politically-oriented proprietary game (the object was to seize power and eliminate the
opposition, which seems fair enough).

Feudal (page 108) was a proprietary medieval war game with “only a slight resemblance to chess”.

Koltanowski Chess (page 163) was described as unplayable.

Magician’s Chess (page 183) was given in the first edition, but not in the text I inherited for the second, as an
alternative name for Cavalry Chess.

Suttles Chess (page 296) did not in my opinion exist, David’s information having come from a correspondent
who appeared to have misremembered and confused Suttles’s Bomb Chess and Tank Chess. Although I
inherited text for the game, I took it upon myself to omit it.

UnChess or Illegal Chess (page 332) was presumably excluded from the text I inherited for ECV 2 because
David thought it too wild to be practicable.

Both forms of Watergate Chess (page 338) were sarcastic joke games invented in 1973 as comments on events
of the time, and David decided (in my view rightly) not to perpetuate them in ECV 2.

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E. Variants mentioned in VC which are not in either edition of the Encyclopedia

Many of these have only problems (often help-play problems) as examples and appear to be unplayable as
games, but for present purposes I have not thought it appropriate to be selective. The compiler of an ECV 3
might well decide to omit them, but I don’t think I should make the decision for him. Only the first occurrence
is normally noted. Self-explanatory composite games such as “Progressive So-and-so” and “So-and-so 960”
(indicating Fischer Random starting positions) are not normally given separate entries. Variants which are in
one or both editions under another name are also included.
The classification system used in ECV 2 has never been claimed as more than a convenient way of dividing a
given set of material into reasonably homogeneous and digestible chunks (see note at top of page 361), and
anybody compiling an ECV 3 may well wish to refine it. I have indicated one or two possible changes in what
follows, and no doubt others will come to mind.
Note that some of the games mentioned are proprietary.

Section 1.2

Doppelzugschach (VC 46 page 23) is in ECV 2 as Double-move Chess [Galvin].

Section 1.5

Progressive Chess. A list on page 99 of VC 15 contains several variations on the normal sequence. Parallel
Progressive has series lengths 1, 1, 2, 2, 3, 3 etc, and apparently gives White a large advantage. Slow Scotch
has series lengths 1, 1, 1, 2, 2, 2, 3, 3, 3 etc (“Slow Progressive Chess” in ECV 2 specifies “Italian Progressive”
and has the increase at “every fourth turn”). Cyclic Progressive goes up and down subject to an agreed
maximum, for example 1, 2, 3, 4, 5, 6, 5, 4, 3, 2, 1, 2 etc (“Progressive Cyclical Chess” in ECV 2 concludes
“... Black n moves, when the cycle is restarted”). In Very Scotch Chess, when a player gives check before the
end of his turn, his opponent has one more move than the player giving check has just made, the lengths of the
series then increasing again until another premature check is given.

In respect of the “Italian mate” (discussion at the foot of ECV 2 page 30), an examination in 2011 of the 416
mating positions, 158 of them being “Italian mates”, in the first and perhaps only edition (1996) of I Manuali di
Eteroscacco 5, Scacchi Progressivi / Matti Eccellenti by Alessandro Castelli, showed that in only one case
would the result have been different under the original rules, and even this involved a line in post-mortem
analysis and not the line actually played (for details, see the Chess Variants page of www.jsbeasley.co.uk).

Progressive En Passant Chess (VC 14 page 93): a pawn can be captured e.p. in the normal way, and a piece
landing on a square on which it was en prise and then moving on can be captured “e.p.” on that square (though
its subsequent captures remain valid). All such e.p. captures must be made at the start of a player’s series.

Section 2.1

Cluiche na Cogadh (VC 47 page 37) is (perhaps) Scotch Kriegspiel.

Dark Chess is in ECV 2 (page 37), but according to VC 59 (page 81) it now exists in two forms. In one form,
the object is to give checkmate, and the fact that the opponent has given check is disclosed; in the other, this is
not done, and the game is won by capturing the opponent’s king. Dark CrazyHouse (VC 59 page 81) also
exists in two forms. Both employ the “checkmate” form of Dark Chess, but in one form a captured man may be
dropped anywhere whereas in the second form it may be dropped only on a square the player can “see”. Dark
Suicide (VC 59 page 81) is a combination of Dark Chess and Losing Chess.

Lao Tzu Chess (VC 58 pages 58-60) is a computer-mediated combination of Dark Chess, Double Fischer
Random, and Crazy House (Chessgi). Specimen game given, with another in VC 59. In Lao Tzu Chess itself,
men may be dropped only on squares which the player can “see”; in Sun Tzu Chess (VC 59 page 81) this
requirement is waived.

Verve (VC 50 page 91): a computer-mediated variant in which a player sees only what his own men can see and
the players move independently in real time.

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Section 3.1

Shoot Chess [Donovan] (VC 2 page 13): as Rifle Chess, but capturing is compulsory. Specimen game given.

Section 3.2

Chess On Thin Ice (VC 56 page 36): a move across or into and out of a square weakens it, and any subsequent
move through it leaves a void.

Loch Ness Chess (VC 56 page 36): the diagonal b2-g7 represents the loch, and an unobserved man thereon is
swallowed by the monster. Brief opening analysis given, plus four problems (two endgames, say whether this is
mate, find the last move).

Section 3.5

Marine Pieces (VC 37 page 82) move as Q/R/B but capture by hopping to the square beyond the victim.
Problem given (mate in three). VC 37 (page 82) gives their names as Siren, Triton, and Nereid respectively,
though I understand from Ronald Turnbull that the original name in English for the Q-mover was Mermaid.

Mars Circe or Martian Circe (VC 7 page 89): a piece can capture only by transporting to its home square and
making the capture from there. Problems given (helpmate, helpstalemate).

Section 3.6

Zvolen’s Chess (VC 28 page 160): a unit guarded by its own side is paralysed, and loses all powers including
that of paralysing. Kings neither paralyse nor are paralysed. Reciprocal or cyclic guards do not paralyse unless
one of the units is also paralysed from outside the cycle. Problems given (three mates in two, autostalemate).

Section 3.8

Bicolores (VC 25 page 97) are in ECV 2 as Bicolour Chess (page 45). VC 26 (page 119) uses the term Sensitive
Kings.

Section 4.1

Must-Check Chess (VC 49 page 77) is Patzer Chess without the win by “decimation” (giving ten consecutive
checks). Refutation of 1 e4 given.

Vögtlander Chess (VC 35 page 46): White is in check if Black would be in normal chess, and vice versa.
Problem given (mate in ten).

Vulnerable King (VC 4 page 45): the king cannot itself move out of check. Problem given (mate in two). A
later reference (VC 17 page 155) under the name Stationary King Chess gives two forms, the king not moving
at all or moving only when not in check. Royal Dummy (VC 25 page 98) is another name for the wholly
immobile version.

Zigzags (VC 26 page 123): problems in which White does not check or capture and Black moves only to order.
In a Checking Zigzag, Black moves only to give check; in a Blackcap Zigzag, only to capture; in a Madcap
Zigzag, the same, but if a further capture becomes available he must make it as well, and so on.

Section 4.2

Immune Chess (VC 23 page 56): a man (king excepted) may be captured only if its home square is vacant.
Problem given (helpmate).

Quick-Cap Play (VC 5 page 64): a capture must be made at the first available opportunity, else the right lapses.
One simple example given.

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Section 4.3

In Double Maximummer Chess, both sides must play their longest legal move at all times. There are a couple
of games in VC 5 (page 64), where the game is described as very drawish. VC 36 (page 67) features a variant,
Double Maximummer Selfmate Chess, where the object is selfmate, and this is described as at least analysable
if perhaps not genuinely playable.

Follow-My-Leader (VC 26 page 119): if Black can legally play to the square just vacated by White, he must do
so. Problem given (selfmate).

Maximumming by Squares (VC 9 page 10): maximumming by counting the number of squares passed over
instead of using the length from square centre to square centre. Problem given (mate in three).

Shrinking Men (VC 27 page 141) can never move further than they did last time. Problem given (helpmate).

Single Combat (VC 27 page 141): if the piece that moved last time can legally move again, it must. This may
be the game that is in the first edition as Duellist Chess, even though the description there is not quite the same.

Stafettenschach (Baton Chess) (VC 9 page 11, also VC 47 page 42): each man makes only a single series of
moves, except that a player may move a previously expired piece to relieve check. An expired piece can give
check (in Strict Stafettenschach, it can’t). Problems given (series selfstalemate, proof games).

Section 4.4

The (Berlin) Wall Game (VC 6 page 79): an eight-section wall is initially placed across the middle of the
board, and rules are given for moving it. This is the game mentioned in passing in the entry for Maze Chess in
ECV 2.

Section 4.5

Alternative Grids (VC 5 page 59): Grid Chess with other than normal grid spacing (ECV 2 has one option for
this, Displaced Grid Chess, but the idea generalizes). Two problems given (helpmate, autostalemate).

Section 4.6

Attacked Mating Unit (AMU) (VC 28 page 159): the unit that moves to give mate must have been attacked on
its departure square. Problem given (mate in two).

Bichrome Chess (VC 63 page 164): each move must be from a light square to a dark, or vice versa. Problem
given (proof game). The strictures that apply to Monochromatic Chess (ECV 2 page 51) surely apply here also.

Edge Chess (VC 27 page 144): all moves are confined to edge squares. Problem given (helpstalemate).

KöKo (Kölnischer Kontakt) (VC 25 page 98): all moves must be to a square next to an occupied one.
Problems given (helpstalemate, mate in two).

One Way Chess (VC 27 page 144): no piece may leave a square in the same direction as it entered. Problem
given (mate with retrograde analysis).

Runaway Chess (VC 26 page 124): if any Black piece (not a pawn) moves on to one of the six central squares
of either long diagonal, it must at once more to one end or the other of that diagonal, at the player’s choice.
If the second part of this compound move is illegal, the first must not be made. Problem given (mate in two).

Section 5.1

Handbag Pieces (VC 56 page 35): “a variation on Pocket Pieces for women players. These pieces have a
fluorescent coating, so they glow in the dark, making them easier to find at the bottom of handbags. So when a
Handbag Piece is deployed, the player doesn’t waste so much time on the clock rummaging around for it.”

Recycle Chess [BrainKing] (VC 57 page 45) appears to differ from Recycle Chess as described in ECV 2 only

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in that there is no promotion. A pawn which reaches the last rank is removed from the board.

Section 5.4

Alsatian Circe (VC 9 page 10): all positions must be legal in orthodox chess. Problem given (mate in two).

Anti-Circe (VC 7 page 90): capture is permitted only if the capturing piece can reappear at its Circe home
square, the captured piece vanishing. Problem given (helpmate).

Circe Maléfique, also known as Mirror Circe (VC 2 pages 18-19): captured pieces reappear on the opponent’s
home square. Problem given (helpstalemate).

Circe Parrain (VC 25 page 97): a captured man is reborn after the following move, transported from the
capture square in the same direction as that move and by the same distance. Problem given (mate in five).

Circe (Rex Inclusive), also known as King Circe (VC 2 pages 18-19): as Circe, but “captured” kings also
reappear. Problem given (helpmate).

Clone Circe (VC 26 page 119): a man captured other than by a king takes on the nature, but not the colour, of
its captor, and is reborn accordingly. Problem given (helpmate).

Couscous Circe (VC 14 page 88): captured men are reborn on the capturing unit’s rebirth square. Problem
given (helpmate).

Diagram Circe (VC 26 page 119): a captured man is reborn on its diagram square. Problem given (helpmate).

Equipollent Circe (VC 27 page 143): a captured man is reborn on the square the same distance away in the
same direction as the capturing move (so if Nb3 takes Bd4, the bishop is reborn on f5). Problem given
(helpmate).

Exchange Play, also known as Platzwechsel Circe (VC 1 pages 6-7): captor and victim change places.
Problem given (series helpmate).

Mirror Circe (VC 27 page 143): a captured piece is reborn on the home square of a similar piece of opposite
colour. Problem given (helpmate).

Mutant Circe (VC 7 page 89): the captured piece transforms to the rank of the capturing piece (king excepted)
before being reborn. Problem given (mate in two).

Optional Replacement Chess (ORC) (VC 12 page 62) is Replacement Chess except that the replacement is
optional. Endgame study given. SuperCirce (VC 48 page 58) is the same without the restrictions that a bishop
be replaced on a square of the same colour and a pawn not on the first or last rank.

Progressive Circe (VC 32 page 55) is in ECV 2 as Circe Progressive Chess.

Putback (VC 7 page 85) would appear to be “Put-Back Chess” as described in ECV 2.

Shield Circe (VC 11 page 41): when a capture gives check, the captured unit is reborn on any square where it
can neutralize the check, at the discretion of the defending side (other rebirths as normal). Problem given
(helpmate).

Strict Circe (VC 43 page 43): a capture is legal only if the rebirth square is vacant. Problem given (selfmate).

Symmetric Circe (VC 38 page 100): a captured man is reborn on the square symmetrically opposite. Problem
given (helpmate).

Section 5.6 (needs to be retitled “Other introductions of new or captured men”)

Sentinels (VC 24 page 77): any move (unless from the first or last rank) leaves behind a pawn of the same
colour. Problems given (series mate, series selfstalemate). Enemy Sentinels (VC 36 page 70) are the same

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except that the pawn left behind is of the opposite colour. Angevin Sentinels (VC 21 page 10) are the same
again (same-colour pawn) but a move is legal only if the resulting position could have been reached in an
orthodox game. Problem given (mate in two). Sensitive Sentinels (VC 26 page 119) appear to be merely a
combination of Sentinels and Sensitive Kings (see section 3.8 above).

Hydra-Promotion Circe (VC 7 page 89): when a pawn promotes, a second piece like the promotion piece
appears on the appropriate home square. Problem given (add men to create a position with a particular
property).

Section 6.2

Fast Glasgow Chess (VC 50 page 92): pawns promote on rank 7 and can move two squares at any time.
Problem given (proof game).

Section 6.3

Super-Pawn [Richardson] (VC 13 page 77): a combination of ordinary and Berolina pawns. Problems given
(mates in eight, five, seven). The “super-rook” mentioned in the same article is simply R + K.

Section 6.4

In Passion Chess as described in VC 63 (page 112), a pawn-two can be played at any time (no e.p. captures).
A note in VC 64 (page 235) suggested that the rules were being revised.

Section 6.5

Reversible Pawns (VC 26 page 125) can move straight backwards and capture diagonally backwards. Problem
given (mate in two).

Side-Moving Pawns (VC 26 page 126) can move one step sideways as well as forwards. Problem given (mate
in two).

Section 7.1

Riverboat (VC 34 page 31): a player can either make an orthodox capture with one of his own men or an
orthodox non-capture with one of his opponent’s. Endgame study given.

Section 7.2

Reciprocal Refusal Chess (VC 23 page 47) is Refusal Chess with only one player (initially Black) having the
right of refusal, this passing to his opponent when used. Problem given (mate in two).

Section 8.1

Kangaroo [Original] (VC 26 page 126) can spring to any square in its half of the board, either the lateral or the
vertical half. Problem given, naturally from The Australian (mate in two).

Messigny Chess (VC 29 page 14): instead of a normal move, the player may swap two like pieces of different
colours. The opponent may not immediately swap them back. Problem given (mate in two).

Oscillating Kings (VC 27 page 140): the kings change places either after each Black move, or after each White
move, or both. Problems given (two mates in two, selfmate).

Plus Chess (VC 15 page 107): a unit on a central square can move or give check as if it were on any other
unoccupied central square (in addition to retaining its normal powers). Problem given (helpmate).

Progressive FTM Chess (VC 49 page 83): experimental game given.

Quantum Chess [Tavener] (VC 25 page 106): a man or square is unobserved if it is not under attack by either
side, and a player can either make an orthodox move or move an unobserved man to an unobserved square (so

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Ra1-b4 is legal for White from the game arrray).

Switching Chess (VC 55 page 11, corrected on VC 56 page 29): instead of a normal move, a player can
interchange any two of his men. Incident from play recorded in VC 56.

Section 8.3

Anti-Gravity Chess (VC 62 page 135) is Gravitational Chess with the difference that men are pulled towards
the opponent’s baseline. Political Chess is suggested as an alternative name.

Heading to Chapter 9

Castling (VC 27 page 138): a suggested reformulation of the castling rule so as to apply to all baseline
arrangements and to reduce to the orthodox case under orthodox conditions (bring the king and rook together,
moving the rook one square further if they are an odd number of squares apart, and interchange them). See also
VC 60 page 95.

Section 9.1

All Queens (VC 59 page 81): all rooks, bishops, and knights are replaced by queens.

Fianchetto Chess (VC 59 page 81) is Rooks and Bishops (ECV 2 page 71).

Chess480 (VC 59 page 81) is Fischer Random with a different castling rule. Symmetrical Fischer Random
(VC 59 page 81) is Fischer Random with rooks on a1/h1, kings and queens on d1/e1 or vice versa, bishops on
b1/c1, b1/g1, c1/f1, or f1/g1, and knights on whatever is left, the normal game array being excluded. VC 27
(pages 136-7) gives six tournament games of Progressive Fischer Random played by e-mail.

Fool’s Chess (VC 60 page 101) is played with baseline NBQRRKBN, and is so called because this is the only
baseline with normal symmetries which allows White a Fool’s Mate at move 2. Problems given (find game to
specified last move).

There is a specimen game of Randomized Progressive Chess in VC 4 (page 42)

Upside-Down Chess (VC 5 page 49): White pawns move down the board, Black pawns up. Simple opening
traps given. The game reappears, without a name and with colours reversed, on page 22 of VC 30.

Section 9.2

Corner Chess [BrainKing] (VC 57 page 45) is a randomized variant in which Black’s pieces mirror White’s
diametrically. Kings on h1 and a8, bishops on squares of opposite colour. There is no castling. Fortress Chess
[BrainKing] is the same game with extra White pawns on fgh3 and extra Black pawns on abc6.

Grauniad Chess (VC 53 page 144) is Guardian Chess with kings facing queens.

Section 9.3

Double Fischer Random (VC 59 page 81) is Fischer Random with the two sides assigned independently.
Tiszta Bolondokháza (VC 59 page 81) means “crazier than ever house” in Hungarian, and is exactly that: it is
Crazy House (Chessgi) with a Double Fischer Random starting position.

Anti-Computer Odds Games (VC 37 page 75): games at apparently ludicrous material odds which the
computer may lose because it noodles around and refuses to give up even the tiniest bit of its material
superiority in order to simplify things. However, this was written in 2001, and the massive increases in
computer power since then would appear to make such games quite unrealistic today.

Section 9.4

Free Programme Chess (VC 26 page 132): some alternative rules are suggested that do not appear in ECV 2.
I do not know whether they have actually been adopted.

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Full House (VC 59 page 81) is a variant of the placement games (ECV 2 pages 76-80) with the kings being set
in their normal positions and the other men added one by one as the players choose, the only rule being that a
player may not place a man so as to check his opponent’s king.

Modern Burmese Chess [Richardson] (VC 61 page 113): kings and rooks set normally, pawns the same but
c/d/e/f pawns advanced one square, other pieces placed behind the pawns alternately and wherever the players
wish.

Swedish Chess (VC 53 page 136): the pawns are placed on rank 3, and the pieces dropped on top of or behind
them as the player wishes (rooks only on the first rank, and if a piece is dropped on top of a pawn the pawn is
relocated to a vacant second-rank square). Players drop alternately. No castling, and no pawn-two even if a
pawn has been relocated to the second rank. Specimen opening play given. Orphic Chess (VC 53 pages 136-7)
is a development. Pieces other than the king may be dropped on to any vacant square or friendly pawn, and a
displaced pawn may be relocated to any vacant square on ranks 2, 3, or 4; if the king is the last piece to be
dropped, it too may be dropped anywhere, otherwise it must be placed on the first rank; a piece or pawn already
on the board may be moved, but until its owner’s king has been dropped it may be moved only to capture.
Specimen game given.

Screen Chess [BrainKing] (VC 57 page 45) is a version of the generic Screen Chess (ECV 2 pages 79-80) in
which each pawn must be placed on a different file and the bishops must be on squares of opposite colour.
Crazy Screen Chess [BrainKing] is the same game without the restrictions. A pawn placed on the first rank
has a one-step move only, but on advancing to the second rank it gains its normal two-step power.

Section 10.3

Achères Chess (VC 64 page 225): a player may not give check other than with his king, and the object is to
place the kings in contact. Example given (endgame study), with a note that the game was invented for a blitz
tournament in France.

Benedict Chess (VC 59 page 81) has no capturing. Instead, after a man has moved, all the opposing men
attacked by it change colour, and become the property of the side which has just attacked them. The object of
play is to attack the opposing king. If a player has no legal move, the game is drawn. Castling permitted, but
for the purpose of attacking the opposition only the king is regarded as having moved. Opening analysis in
VC 60, game with a “swap option” (after White’s first move, Black can turn the board round and continue as
White) in VC 61.

Mate With A Free Field (MAFF) (VC 27 page 145): in the “mate”, the king must be in check, and there must
be exactly one unguarded square in his field. One White Unit (OWU) (same page): in a mate of Black, there
must be exactly one White unit in the king’s field. In each case, the giving of a normal mate is forbidden.
Problems given (mate in two).

Section 10.4

Capture Chess (VC 59 page 81) is Scacia (ECV 2 page 83) with a normal array, and an additional rule that if
one side cannot move the game is won by the side with more material.

Section 10.9

Chicken Chess (VC 59 page 81) is a blend of Losing Chess with Benedict Chess as described above. When a
piece is moved, it changes the colour of all the opposing men attacked by it, but capturing is permitted and
indeed compulsory, and the objective is to lose all your men. The king is an ordinary man.

Circe Losing (VC 33 page 11): Losing Chess with Circe rebirths. Two studies given (both wins in six).

Loser’s Chess (VC 59 page 81) appears to be essentially the same as one of the varieties of Les Echecs Battu-
Battant listed by Boyer in 1951 (ECV 2 page 86). You must either get checkmated or lose all your pieces, and
capturing is compulsory.

Losing Chess [Hastings] (VC 11 page 47). “Patrick Donovan reports that an unusual form of Losing Chess has
been reported in Hastings. The normal rules apply except that the King must get out of check, and has to be the

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last piece to be captured. It sounds an interesting form of the game.” This sounds like another of the varieties
of Les Echecs Battu-Battant, but I have not checked in detail.

Vinciperdi is given in VC 9 (page 12) as the name of the version of Losing Chess where stalemate is a draw.

Section 10.11

Chess For One [Burkhart] (VC 56 page 24): a position is set up using random or pseudo-random numbers, and
the player has to get the men back home. Eight examples given. A Duo Game with the same rules is also
proposed, where each player tries to get home first.

Section 11.1

Bug For Two (VC 55 page 55) is Bughouse (ECV 2 pages 326-7) modified for play by two players (two boards,
two sets, one clock). Richmond Exchange Chess appears to be the same game played by partnerships.

Section 12.3 (heading needs to be altered to “Men changing sides other than by being captured”)

Andernach Chess (VC 18 page 168): a unit other than a king changes colour when making a capture. Problem
given (helpmate). Anti-Andernach Chess (VC 23 page 55) is the opposite, a unit other than a king changing
colour when not making a capture. Problems given (mate in two, helpmate).

Hypervolage Pieces (VC 27 page 143) change sides every time they move to a square of different colour.
Problem given (helpmate).

Section 12.9

Bidding Chess (VC 57 pages 42-4): each player has a stack of chips, and bids for the right to decide who makes
the next move. The higher bidder makes the decision, and passes over the amount of his bid. There is a tie-
break chip, and in the event of a tie its holder can exercise the right to decide this time and pass over the tie-
break chip or concede the right and retain it. Victory is by capturing the king. Examples given (endgames,
specimen game, analysis). Capitalist Chess (ECV 2 pages 285-6) uses a similar idea but with the players
holding an auction instead of bidding blindly.
This and Taxi Chess [Betza] (see division B above) might reasonably be placed in a separate section,
“Games influenced by money or its equivalent”, and the games Token Chess (ECV 2 page 54), Bankhouse
Chess (same page), The Game of Calculation (page 77), and Turbo Chess (page 100) might reasonably be
moved to it.

Section 12.10

Knight’s Tours were a notable omission both from the original Encyclopedia and from the text I inherited for
ECV 2. David no doubt thought that they constituted too specialized a subject for inclusion, but had I regarded
the matter as within my remit I might well have inserted at least a definition and a brief historical survey (there
is an excellent bibliography on George Jelliss’s “Knight’s Tour Notes” web site). For an example, the most
suitable is surely the Jaenisch tour which appears on the front page of VC 57, a rotationally symmetric tour in
which each row and each column adds to 260, the long odd diagonal and each parallel odd broken diagonal
to 256, and the long even diagonal and each parallel even broken diagonal to 264. Jaenisch described this as
“la solution la plus parfaite du problème du Cavalier”, and exhaustive analysis by computer has borne him out.

There is also a case for including the more common Problem Stipulations. Even “Give Mate Within N
Moves” is a variation on the normal laws of chess, and Selfmate, Helpmate, and Series Play might reasonably
be added. Proof Games and Retrograde Analysis are already in ECV 2.

Check, Castles, Capture (VC 63 page 164) is a game-reconstruction stipulation in which the nature of each
move is specified, but no more. Human, Animal, Pawn (VC 55 page 17) is a stipulation in which the kind of
man moving or captured is specified (K/Q/B, R/N, P) but no more. The classification of “rook” as “animal”
harks back to the days when this piece was represented by an elephant.

Editor’s Nightmare Chess (VC 49 page 74) was not a game as such, but merely a name for a set of Proof Game
problems where the White men were omitted from the diagrams because the editor had run out of Letraset.

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Section 12.11

Fridgechess (VC 39 page 120) is an amusing presentation of ordinary chess using fridge magnets with an
invertible “Your turn” indicator. It can of course be used to play any variant using a normal board and men, or
you can buy a second fridge and play Alice...

Luftwaffe Chess (VC 16 page 132). From the description given (origin 1942, boards represented German and
English coasts, men were models of leading combat aircraft) this would appear merely to have been a different
representation of ordinary chess.

Quantum Chess [Internet] (VC 30 page 22): computer-mediated play of ordinary chess at a time limit of five
or ten seconds for the whole game.

You Cut, I’ll Choose (VC 48 page 55). One player sets up an initial position, not necessarily balanced nor
restricted to the standard set of men, and the other chooses which side to take.

Stanley Random Chess (VC 59 page 81) is complete and utter hooey (there are references to April 1 and to an
official handbook consisting of 175 volumes “which have to be transported to tournaments by articulated
lorry”).

Finally, Unrated Standard Chess (same page) is offered on a certain web site as a way of playing a casual
game of chess with a friend without having the result held against you.

Section 13.1

Kazan Chess [Clayton]. VC 44 page 56 carried brief notes on a 10x10 game with normal pieces on b1-i1,
10xP on rank 2, and twelve extra pieces (K, Q, 2xR, 2xB in red and again in blue) by the side of the board. No
further information.

Section 13.4

Crazy Knights (VC 40 page 121): a simple knight puzzle on a board of curious shape.

Semi-Boards (VC 8 page 109) are made by extracting the squares of one colour from an ordinary board, turning
the result through 45°, and rechequering.

Section 14.1

Capablanca Random Chess (VC 57 page 45) applies the ideas of Fisherandom Chess to Capablanca’s 10 x 8
game with Archbishop (B+N) and Chancellor (R+N). The pieces are randomized subject to constraints (bishops
on opposite colours, Q and A likewise, king between the rooks, every pawn guarded by a friendly piece, Black’s
pieces mirror White’s on the file). Castling allowed subject to the usual constraints.

Deca-Chess [Coby] (VC 55 page 9) uses Duke (R+N) and Prince (B+N) on a 10x10 board with baseline
RNBDQKPrBNR; pawn can move one or two squares forward at any time and up to three squares initially, e.p.
permitted throughout; castling moves the king three squares towards the rook. Endgame study given.

Dragon (VC 11 page 40) moves as N + P, but cannot promote. Problem given (mate in twelve).

Embassy Chess (VC 57 page 45) uses Marshall (N+R) and Cardinal (N+B) on a 10 x 8 board with baseline
RNBQKMCBNR.

Seirawan-Chess (VC 55 page 9) uses Elephant (R+N) and Hawk (B+N) on an 8x8 board with the normal
starting array. The E and H are brought into play when another piece makes its first move, being dropped on the
square vacated (one only may be dropped when castling, but on either square). Endgame given (solution
modified in VC 56), and two complete games given in VC 64.

Wardens (VC 31 page 39) was the name given by the problemist L. J. Webster and his brother to the pieces
they used to represent R + N, two squat and sturdy rooks with knight’s heads described as “fearsome-looking
beasts which would terrify any intruder”. For B + N, they used knights with mitres which they called Abbots.

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Section 14.3

Ship (VC 26 page 125) moves as R + P, but cannot promote. Problem given (mate in two).

Section 14.4

Grosses Schach (VC 44 page 56), on a 10x10 board with 30 men a side, was exhibited at the 2003 Essen Games
Fair and “was expected to be in production early in 2004”. This immensely complicated game could be put
almost anywhere in chapters 14-16.

Snipers [Thinktank] (VC 2 page 21) move like one piece but capture like another. Such men are in ECV 2, but
the name “Snipers” is not.

Section 15.1

Clockwork Mouse (VC 24 page 76) moves one square in the direction in which it is pointing, or can rotate 90
degrees to the right or left. Problem given (helpmate).

Generalised Generals (VC 25 pages 109-110): a survey of all 24 laterally symmetric one-step movers which
have at least one forward move (diagonally or straight). Names are given or proposed (see also page 132 of
VC 26). It is noted that the apparent Japanese convention of using “drunk” for a piece with a sideways
movement and “blind” for one with no directly forward movement results in some “very odd” names such as
“blind drunk elephant”.

Soldier (VC 7 page 87) moves one step forward or sideways (in other words, as a xiangqi “pawn”, which is
“soldier” in the original Chinese, which has crossed the river). Problem given (mate in three).

Section 15.2

Chiral Knights (VC 29 page 7): knights with half the normal moves (for example, Nd4 to c6, f5, e2, b3).

Councellor Chess (VC 37 page 79): board 12x8 with Elephant (moves like a bishop but one or two squares
only) and Councellor (non-royal king), baseline RNBECQKCEBNR, pawns promote only to bishop or
councellor, complicated rules regarding castling.

The Courier Game Modernized (VC 37 page 78): the original formulation of what became Modern Courier
Chess, with Joker (non-royal king) and Courier (composite 2-0/1-1 leaper). Example game given. Further ideas
appear in VC 53 (page 140).

Kinghopper (VC 23 page 54): leaps over an immediately adjacent man, orthogonally or diagonally. Problem
given (series helpmate).

In addition to the horse, which is known (at least to problemists) as the Mao, there is also a Moa which takes
the diagonal step first (so, standing on a1 and wanting to get to b3, a Mao can be blocked on a2, a Moa on b2).

Section 15.3

The note at the head of this section might usefully be incorporated in the chapter heading, and the matter might
be taken up in greater detail in a new section 15.5, “Generalised leapers”. This would provide a convenient
reference point for later definitions of riders and hoppers, and an opportunity for an examination of theoretical
questions such as which pairs of leapers, with their king, can force mate against a bare king (for this and for
some other endings with variant pieces, see VC 60 pages 98-100).

The Chinese Camel has a similar relation to the ordinary camel (3-1 leaper) as the Chinese horse or Mao does
to the ordinary knight. A horse wanting to move from a1 to b3 is blocked by a man of either colour on a2;
a Chinese Camel wanting to move from a1 to b4 is blocked by a man on a2 or a3 (but apparently not by a man
on b3 - see VC 36 page 71 and VC 37 page 84).

Mammoth (VC 17 page 150) moves like a knight, then one square as a bishop.

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Section 15.4

Hyper-Chess [Coby] (VC 55 page 9) uses Wizard (Q+N), Duke (R+N), Prince (B+N), Squire (non-royal K),
and three varieties of pawn: Hyper (can promote to any piece), ordinary (can promote to any piece except
Wizard), and Squire (can promote only to S, R, B, or N). Board 12x12, baseline RNBPrDWKQSBNR, pawn
row SpPHpHpPSpSpPHpHpPSp. Any pawn can move one or two squares forward at any time and up to four
squares initially, e.p. permitted throughout; castling moves the king four squares towards the rook.

Tak Tik (VC 26 page 130), with or without a hyphen, appears to have been another name for Wehr-Schach.

Section 16.1

Gutzwiller Bishops (VC 24 page 68) move as bishops but only from one of the orthogonally adjacent squares.

Jaguar (VC 10 page 24) moves on Q-lines towards another piece, and stops on any intermediate square.
Problem given (helpstalemate).

Jibber (VC 3 page 33) rides along Q-lines until it meets an obstacle, when it stops just short. Problem given
(mate in two). The piece was subsequently reinvented as the Hamster, a name due to C. M. B. Tylor which
I must confess I prefer (Chessics 9). The Jabber (VC 23 page 54) is the same but can move “through” an
enemy unit and capture it. Problems given (helpmate, mate in two). The Jabberwock (VC 24 page 74),
described as “a lethal sort of hamster”, has the added power of making a null jab against a unit it is already
standing next to. Problem given (mate in four).

Magic Bishops [Byway] (VC 8 page 109) can land on the intersection points between squares, where they
vanish.

Woodworm (VC 3 page 33) moves along R-lines but only between two men, one each side of the path.
Problem given (mate in four).

Section 16.3

Bouncer (VC 3 page 31) moves along Q-lines until it meets either another man or the board edge, upon which it
bounces back twice as far along the same line. Problem given (mate in two). Diagonal Bouncer (VC 5 page
57) is restricted to B-lines.

Bouncy Chess (VC 3 page 25) is in ECV 2 (page 141), but see division A above. Bouncy Queen (VC 4
page 47) can move again on moving to an edge square, but not back in the same direction. Puzzle given.
One-Bounce Queen (VC 5 page 64) is a further variant.

Really Bouncy Bishop (VC 14 page 93) bounces from the true board edge rather than from the centre of a
square on the edge (thus d1-a4-a5-d8 etc). Other related pieces are given.

Section 16.4 (heading needs to become “Other pieces which change or can change direction in mid-move”)

Pivoting Pieces (VC 26 page 126) can change direction half-way through a move, but only if both halves of the
move, if extended to full length and made in their entirety, would have been legal. Problems given (two mates
in one). (These were originally published as ostensibly orthodox problems with the stipulation “mate in two
half moves”, a formulation which I prefer.)

Ubi-ubi (VC 15 page 109) makes an arbitrarily long sequence of knight moves. Problem given (find the last ten
moves). It can capture only on the final move of the sequence.

Section 16.6

Although a vast number of hopping pieces have been invented over the years, most have been used only in
problems, and David preferred to restrict himself to those few which had been used in games. The compiler of
an ECV 3 might well decide to follow suit. If he prefers to give a more general treatment, he will find a useful
survey in VC 3 (pages 32-33): ordinary Hoppers, which ride up to the hurdle, jump over it, and land on the next
square beyond, capturing by displacement in the normal way (the hurdle may normally be of either colour, but

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there are Auto-hoppers in which it must be of the same colour as the piece moving and Oppo-hoppers in
which it must be of the opposite colour), Equihoppers, which jump on to a hurdle and then jump on the same
distance beyond, Contra-Hoppers, where the hurdle must be adjacent to the piece moving but this can then ride
on beyond, the Lion family, which can ride on beyond the hurdle, and some others. There are also the Locust
family, which move like hoppers but capture the man jumped over, the Chinese family, which have the same
relation to the corresponding riders as the Chinese cannon does to the ordinary rook, and Marine pieces, which
move as riders but capture as locusts (we met these in Q/R/B form in section 3.5).

Castellan (VC 11 page 47): a rook which, whenever it stops one square short of a piece (of either colour, and
irrespective of whether a capture has been made) causes that piece to hop over it and land on the square it has
just crossed or left. There is also a Regan (queen), Anglican (bishop), Pawan and Kingan.

Jump Chess (VC 57 page 56, also VC 59 page 77): in addition to their normal moves, queen, rook, and bishop
may jump over an immediately adjacent man (whether friendly or enemy) and land on the square beyond.
Examples given (opening and endgame analysis, extracts from play).

Kangaroo [Modern] (VC 3 page 33) moves along Q-lines until it has passed over two men (which need not be
contiguous) and then alights on the next square beyond them. Problem given (helpmate).

Miller’s Daughter Chess (VC 52 page 115): a combination of chess and halma. Each player has a Miller’s
Daughter and eleven Princes; each has a step move like a chess king and a jump move or sequence as in halma,
but in the case of a prince the net effect must be to move it forwards; the aim is to capture the miller’s daughter.
Specimen games and analysis in VC 53 (pages 138-9), VC 54 (page 161), VC 58 (pages 62-3), and VC 59 (pages
74-6), with some rule changes.

Moose (VC 17 page 147): a refracting grasshopper (deviates by 45 degrees when jumping the hurdle). Problem
given (helpdoublestalemate).

Overhopper (VC 10 page 24) hops in straight lines, in any direction, over occupied squares only. Problem
given (helpmate).

Tiger (VC 12 page 56-57) moves as a lion (as grasshopper but can continue any distance beyond the hurdle) but
in any direction, not just along Q-lines. Problem given (helpmate).

Section 17.9

There is a passing mention of an experimental Ultima variant Prima in VC 21 (page 6) which mentions that
among its band of recruits is the delightful Carthorse, which, being unable to leap, “falls” on an opposing man
and pushes it one square along. If the man happens to be on the board edge, this could prove fatal.

Section 18.1

Mutation Progressive Chess (VC 32 page 49) is the same as Progressive Mutation Chess.

Section 18.2

Alternator (VC 2 page 21): a piece which alternates between two natures each time it moves (so, given a Q~N
alternator at b1 currently moving as N, the move Cc3 converts it to Q, and Cxc7 then converts it back to N and
gives check). Chameleon (same page): a piece which cycles P-N-B-R-Q-P. Problem given (helpmate).

Changeling (VC 2 page 21): a piece which makes four moves at each turn, one as R, one as B, one as N, and
one as P, in any order. The piece changes its nature before moving. Kings may stand in check during the
sequence. Problem given (mate in one).

Excel Chess (VC 61 page 113): all men, pieces and pawns alike, promote to queens on reaching any square on
the seventh or eighth ranks, and there is no en passant capture.

Ice Chess (VC 56 page 36). Pieces are made of ice, and demote to pawns after a certain number of moves
because melting has made them indistinguishable.

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Inflation or Descent Chess (VC 15 page 107: Einstein Chess (ECV 2 page 163) with no increase in power on
capturing. Problem given (helpmate).

NorskACA (VC 64 pages 236-7): a version of Norwegian Chess (ECV page 210, not in ECV 2) in which all
captures are allowed and the changes B~R and Q~N occur on every move. Problems given (proof games).

Relegation Chess (VC 24 page 75): a piece which moves to its second rank becomes a pawn (ordinary
promotion as usual). Problem given (proof game).

Summa-Promoter (VC 27 page 143) can change to N, B, R, or Q after each move, or remain unchanged.
Problem given (helpmate).

Transformers (VC 2 page 21) are pieces which can change their powers in a given order, the transformation
counting as a move. The earliest were Turn-Symbol Pieces (Q~Grasshopper, N~Nightrider), so called because
the standard symbols for Grasshopper and Nightrider in problem diagrams are inverted Q and inverted N
respectively. Two-value transformers in general are called Jekyll & Hyde Pieces.

Section 18.3

Fissile Pieces (VC 41 page 15) divide in two before moving, each part then making a move of the same length.
The resulting pieces are themselves fissile. Problem given (helpmate).

Iceberg Chess [Fayers] (VC 25 pages 101-2) is a version of Augsburg Chess (ECV 2 page 166), and the
changes are such as to bring into question the accuracy of the ECV definition. Also mentioned are King-
Augsburg, Augsburg-Both-Sides-At-Once, and Pawn-Iceberg. Problems given (series mate, three helpmates,
series helpstalemate, helpstalemate).

Section 18.4

Chameleon Chess (VC 5 page 57): when a rook, knight, or bishop moves to a rook’s, knight’s, or bishop’s file,
it transforms into that piece. Problem given (to interchange two pieces).

Querquisite (VC 2 page 21) has the power of the orthodox piece whose file it is on. Problem given (helpmate).

Section 18.6

Orphan (VC 4 page 45) has no powers of its own but moves like any piece attacking or guarding it. Problem
given (mate in two).

Section 19.1

Fairy Kings in general. A series of articles by Mark Ridley (VC 17 pages 148-9, VC 18 pages 169-70, VC 20
pages 210-1, VC 21 pages 12-13) gave extensive coverage with problems as examples: Rex Multiplex, Siamese
/ Vaulting / Transmuting / Reflecting / Antipodean / Circe Kings, Royal Pieces, Protean / Symbolic Kings,
K-Units, Camouflage / Ultimate Kings, Castle Chess, Nostalgic / Potentate / Neutral Kings, Brunner
Chess, Anti-Kings. Some are in ECV 2, some are not. There is an endgame study with Transmuting Kings in
VC 62.

Section 19.4

Republican Chess (VC 26 page 120): if a king of the side to move can be placed on a square where it would be
mated, it is so placed. Problem given (selfmate). A subvariant, Republican Chess (Due Process), appeared in
VC 27 (page 139), in which the king is placed on the board first and then mated. Problem given (mate in two),
plus two more (both mates in two) relating to the original formulation.

Section 20.1 (this section might better be headed “The players choose by agreement”)

Chess Patience [Tylor] (VC 1 page 5) is “a system rather than an individual game”: play after the first move is
largely or wholly automatic. Example game given.

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Chess Reactions was the title of a booklet by C. M. B. Tylor reviewed on page 42 of VC 35. It investigates the
chess variants arising from the different effects of a move to a square already occupied, dividing them into
Destructive Reactions, where one or both pieces vanish, Transitive Reactions, where one piece moves on
either under its own steam or otherwise (the four types of move possible are called Skip, Tag, Pass, and Kick),
and Combinative Reactions, where the two pieces join forces in some way. Three examples were highlighted
in the review: Oppo-Surrender Chess, where a piece (including a king) attempting a capture is itself removed
from the board, Free Pass Chess, where the arriving piece moves on according to the posers of the other piece,
and Oppo-Additive Chess, where the arriving piece may either capture its victim or stick to it permanently,
each player then moving it according to the powers of his own component. Problems given (mate in six, mate in
two, series helpmate). The booklet may represent a codification and perhaps extension of Reaction Chess as
described in the first edition.

Meta-Chess [Brown]. A book review on page 87 of VC 24 gives four games not included in ECV 2: Savant
Chess, Jester Chess [Brown], Grand Prince Chess, and Asian Shogi.

Mutations (VC 14 page 93): a tournament suggestion. Before each round, one change to the normal men (for
example, rooks replaced by lances or cannons) is chosen, perhaps by lot, from a specified list.

Section 20.2

Betza’s Chess (VC 47 page 43) is in ECV 2 as Equal Armies (pages 186-7). Chess With Different Armies
(VC 47 page 43) is an exotic extension. David Pritchard was not impressed: “Where different armies are
matched, the players would be faced with memorizing the moves of eight different pieces, hardly conducive to
forward thinking one would have thought, even for correspondence play.”

Section 21.4

Antipieces (VC 43 pages 46-7) can move to any square to which the corresponding orthodox piece cannot
move. Problems given, also an attempted game array which in fact allows a mate in two.

Protector (VC 23 page 48): a rotatable piece which can block an adjacent square by pointing at it, subsequent
landing on or passing through this square being forbidden. Several versions are suggested.

Watchtower Pieces (VC 26 pages 123-4) guard squares against the enemy king, but do not themselves move.
Problems given (mate in eight with the watchtower piece, helpmate). Some specific names are mentioned:
Atlantosaurus (K), Dinosaurus (Q), Mammoth (R, and clashing with the “Mammoth” described in section
15.3 above), Brontosaurus (B), Hippopotamus (N).

Section 21.8

Ice Age Chess (VC 57 page 45): normal board and men, but at the start all 32 empty squares are filled with ice
cubes. These act as obstacles, but can be captured. After Black’s 20th move, 40th, 60th, and so on, there is an
Ice Age, when any empty square which does not have a man immediately adjacent to it on every available side
is filled with a new ice cube. If an Ice Age leaves a man surrounded by ice cubes in all directions, both
orthogonally and diagonally, that man is “frozen” and is removed from the board. If a king becomes frozen in
this way, its owner loses; if both kings become frozen, the game is a draw.

Remanantes Schach (VC 27 page 144): non-moving ghosts of pieces are left behind after each move. Problem
given (series helpdoublestalemate).

Shuuro (VC 62 page 133): 12x12 board; the players choose their own armies, each man having a point value
and the player having to keep within a given total, and after the armies have been chosen eight plinths are placed
on the board at random. These can be occupied only by knights, and block the moves of all other men.

Section 21.12

Headbanger Chess (VC 19 page 185). A tongue-in-cheek cri de coeur from Malcolm Horne: “for each
separate game ... the players are called upon to select a cocktail of exotic pieces - and some of the most
complicated, confusing and ambiguous rules - all taken from a recent issue of Variant Chess”. In Advanced
Headbanger Chess all issues of VC may be plundered, while Supreme Headbanger Chess allows the use of

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ECV in its entirety. “When annotating a game of HC for VC, copious analysis should be provided, with a pile of
sub-variations in nested brackets, and little or no paragraphing. Any explanation of what might be going on
should be kept to an absolute minimum - it is for the headbanging reader to work this sort of thing out.”
Kriegspiel and Progressive versions are also suggested.

Nam Dinh Chess (VC 61 page 167) is played on a 25-point Alquerque board. Each side has a king and 11 men;
king and man each move one point in any permitted direction (horizontal, vertical, diagonal along the lines
a1-e5, a3-c1, a3-c5, a5-e1, c1-e3, or c5-e3); king can jump over one friendly man and capture the piece on the
point beyond, man ditto but cannot capture a king; win by mate or stalemate. As described in VC, the game was
flawed (White had a forced mate in two from the game array), but the modified rules above, suggested by
Robert Reid and drawn to my attention by Mats Winther, appear to rescue it, and Mats tells me that in this form
it is a good game. Endgame analysis in VC 62.

Section 22.1

Polgar Superstar Chess (VC 61 page 106) is played on a 37-cell hexagonal star with a forward rook move.
Board a7, b6-8, c1-13, d2-12, e3-11, f2-12, g1-13, h6-8, i7; king can move to any adjacent hex, rook moves only
on the file, bishop in the two other “Glinski rook” directions, queen as R+B (in other words, as Glinski’s rook),
knight and pawn as Glinski, but pawn-two allowed only if the pawn has not previously moved, and no en
passant. Promotion on the end squares of files c-g. Pawns set initially on c3-e5-g3 and c11-e9-g11, pieces then
placed alternately as the players wish. Six endgame studies given, plus three games in VC 62 (pages 123-5).

Section 22.4

New Varieties of Hexagonal Chess [Jelliss] (VC 8 pages 97-98). First version: 94-cell oblong board with a
lateral rook move (so rows of length 9, 8, 9, 8, 9, 8, 9, 8, 9, 8, 9), array RNBQBKBNR, 8xP, -PPPPPPP- (15
pawns), Black mirroring on the file, pieces as Glinski, pawns move one step forward (initial two-step allowed),
capture one step diagonally forward. Trial game given. Second version the same but on a 127-cell hexagon,
array RBQBKBR, PNPPPPNP, 9xP, also a three-player version of the latter.

Rose Board Recipes (VC 63 page 163): review of a book describing chess variants and other games on the
“Rose” [Jameson] board (91-cell hexagon with a lateral rook move), the “Credo” board (169-cell hexagon less
the six corner cells), and other boards in two or three dimensions.

Section 24.1

Horizontal Cylinder Chess (VC 23 page 48): the board is assumed to be wrapped round a cylinder so that the
first and eighth ranks are contiguous. Two starting positions are suggested.

Vertical Möbius Strip (VC 31 page 45): as Vertical Cylinder, but the board is given a half-twist before being
joined up (so a3 is adjacent to h6). Problem given (helpmate).

Section 24.3

Spherical Chess [Kass]. On page 175 of VC 18, there is a reference to U.S. Patent 3,359,003 filed by David
Kass.

Section 25.1

Mapped Chess (VC 54 page 151): three-dimensional chess on an 8x8x2 board, representing an 8x8x8 board
condensed down to two levels; some addition to the rook’s power.

Section 25.6

Asimov Variants [Three-Dimensional]. On page 126 of VC 40 is an extract from Pebble in the Sky referring
to variants including a 3D game on an 8x8x8 board with a double set of men, the win coming only when both
enemy kings are checked simultaneously. No details given.

Zöllmer 3D-Schach (VC 54 page 151): three-dimensional chess on an 8x8x8 board reminiscent of Miller’s
realisation of Kogbetliantz’s game, with the normal pieces and two rows of pawns on each side.

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Section 25.8

An article on pages 52-3 of VC 23 discusses three-dimensional chess in general terms, including at least one
variant, Cuboid Space Chess, which appears not to be in ECV 2. This is played on an eight-level board which
is effectively a 6x6x6 cube with a 4x4 square stuck on the centre of each face, using two distinguishable sets of
men with different moving powers, and the objective is to capture either king or queen.

Section 25.10

Hyperchess [Joyce] (VC 61 page 109) is a four-dimensional game played on a 4x4 array of 4x4 boards. In
general, a piece can make its normal move either on its present 4x4 board or between the boards of the 4x4 array
(so, if the way is clear, a rook on cell b2 of board C3 can move to cells a2/c2/d2/b1/b3/b4 on board C3 or to cell
b2 on boards A3/B3/D3/C1/C2/C4), but there are many exceptions; a bishop can make a one-step rook move to
change colour, a knight slides two-and-one without jumping, and a pawn is allowed a sideways move and
captures with its normal move. When a player moves his king to the same 4x4 board as is already occupied by
his opponent’s king, the latter is “held” and cannot leave that board.

Part 4, Regional and historical games

Chess History. There are articles or snippets on historical forms of chess, including shogi, xiangqi, and related
games, in VC 5 (pages 52-3, shatranj and early medieval chess), VC 9 (pages 4-7, shogi), VC 10 (page 21,
shogi), VC 15 (pages 100-104, shogi), VC 18 (pages 162-6, protochess in the orient), VC 19 (pages 186-9, early
chess games in general, and 194-5, protochess in the orient), VC 20 (pages 204-207, a continuation of the first
article in VC 19), VC 22 (page 42, shogi, also rithmomachia), VC 25 (pages 107-109, shogi), VC 27 (pages
149-151, review of a book on the early history of chess, with follow-ups on VC 28 page 173, VC 29 page 9, and
VC 30 page 18), VC 32 (pages 56-8, shogi), VC 43 (pages 34-7, Burmese Chess), VC 44 (page 55, shogi), VC 47
pages 38-9, shogi), VC 55 (page 11, early chessmen), and VC 63 (pages 145-7, hnefatafl, and 162, note on the
use of dice), and VC 64 (pages 226-9, nard and ludus latrunculorum, and page 253, a riposte on the use of dice).
Some of this material already appears in ECV 2 or influences its content, some may not.

Section 26.3

“Abagoren Chess” and “Bolyar Chess” (VC 55 pages 4-5): claimed historical games for which the evidence is
unconvincing.

Dablo (VC 64 pages 218-21): a game played by the Sámi people of Lappland, with modern developments.

New section 26.5, The Americas (the chapter heading needs to be changed to “The Near East, Europe, Africa,
the Americas”)

Alaskan Chess (VC 26 pages 113-4): an article by Lex Kraaijeveld examining the evidence for indigenous
forms of Aleut and Yakutat Chess. There were follow-up notes in VC 27 (page 147) and VC 29 (page 7).

Section 27.2

5 Tigers (VC 20 page 217): a xiangqi variant in which Red’s chariots and horses are removed but his soldiers
can make two moves instead of one (one soldier moving twice or two soldiers moving once only). Notes on
strategy and tactics given.

Section 27.3

Oriental Chess [Byway] (VC 37 page 88): a chess/xiangqi hybrid on a 9x9 board. Baseline RNBQKQBNR,
with P-P-P-P-P on rank 3; all pieces have their Chinese moves (thus N as Chinese horse, Q as guard but not
restricted to the palace, B as elephant but not restricted to its own half of the board); pawn moves and captures
forwards only, but also sideways in the middle third of the board and backwards in the last third; kings cannot
stand unscreened on the same file; cannons initially held in hand, and dropped as required.

Progressive Chinese Chess (VC 4 pages 42-3) is progressive xiangqi. Specimen game given.

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Section 28.3

Progressive Shogi (VC 24 pages 86-7): suggested rules, with two trial games.

Section 29.3 (needs to be retitled to accommodate Laos)

Laotian Chess (VC 55 page 4) appears to be merely Makruk with Laotian terminology.

Section 30.1

Dice Chess [BrainKing] (VC 57 page 45) uses a computer-generated die with 1 = P, 2 = N, 3 = B, 4 = R, 5 = Q,
6 = K, and “BrainKing does not roll the die to indicate an immobile piece”. If a pawn is about to promote, it
may be moved even if the die does not show 1, but it may promote only to the piece shown by the die; if the die
shows 1, it may promote to any piece.

Section 30.2

Behemoth Chess (VC 57 page 45) is a variant of Piece-Eater Chess. A Behemoth initially occupies d4. After
each move, it picks one of the eight orthogonal and diagonal directions at random, and moves a random number
of squares from 1 to 4 in this direction, swallowing everything in its path. If this takes it off the edge of the
board, it reappears on the far side. It cannot be captured. There is no check, and a player loses if his king is
captured either by an opposing man or by the Behemoth. If the Behemoth captures both kings at the same time,
the game is drawn.

Section 31.1

Chess Cards [Warne] (VC 18 pages 175-6): cards with chess-themed courts. “There the similarity with chess
ends. The card games suggested involve trick-taking.”

Section 31.2

Move It Or Lose It or 15-Out (VC 60 page 96) is played with ordinary men plus two sets of cards numbered
1 to 15. One card is placed under each man other than the king, the numbers being visible to both players.
Each move has a number k which cycles from 1 to 15 and then round again. If you move anything other than a
king at move k, you put card k under that man, and if card k was already under some other man that man is taken
off the board. Castling causes the rook to get card k. Opening analysis given, plus the start of a trial game.
(This game might reasonably be placed in a separate section, “Using cards other than as a means of
randomization”, Section 30.3 possibly being retitiled to match.)

Section 32.1

Extendapawn (VC 64 page 231) is Hexapawn (ECV 2 page 293) on a board of arbitrary width, and
Quadripawns is Extendapawn on a board four rows deep. Some analysis of the latter given.

Ghosts! (VC 64 pages 200-1). Board 6x6 with exits at each corner; each player has four good and four bad
ghosts, which move and capture one square orthogonally; the opponent doesn’t know which is which; the object
is to capture all his good ghosts, or to lure him into capturing all your bad ghosts, or to play one of your good
ghosts through one of the exits at his end of the board. Example game given.

Hnefichess (VC 64 pages 202-5) is a combination of hnefatafl and chess. White men on dark squares, Black
men on light; men and kings alike move one square diagonally or two squares laterally; custodian capture;
object is to capture the king or to play one’s own king to the far row. Two specimen games given.

Section 32.2

“Anne Watson’s Chess” (VC 58 page 71) was merely an auctioneer’s description of the naval strategy game
Straits (U.K. patent 20,614 of 1891). It is not a chess variant, and its originator did not claim it as one.

Horsefly (VC 48 page 57): the pieces have six of the eight moves of a knight, and the object is to be the first to
get one to a set of winning posts.

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Wythoff’s Game (VC 48 page 57): a single queen is placed on a large board and the players take it in turn to
move it any number of squares N, W, or NW, the object being to be the one to move it to the top left corner.

Section 33.1

Goats and Tigers (VC 62 page 135) is not a chess variant.

Kiwi Checkers (VC 4 page 41): “a type of Draughts-gi”. Not really a chess variant.

Section 33.2

Amazons (VC 11 page 48): a brief mention of a game which was to be described in World Game Review. Not
really a chess variant.

Firdawsi’s Nard (VC 64 pages 226-30): a reconstructed historical game, with modern developments.

Section 33.5

Minotaur Chess (VC 25 page 106): an extremely complicated game on which David decided not to spend space
unless at least 25 readers demanded it. They didn’t.

Tick-Tack Chess (VC 30 page 23): a three-in-a-line game using king, queen, and rook on a 3x3 board.

Section 33.6

Burglar and Policemen [7x7] (VC 53 page 143): a version of the game in ECV 2 (pages 306-7) with only three
policemen, these however being allowed to move simultaneously.

Hnefatafl. VC 59 (page 80) gives the rules then currently in use on Shetland for a 11x11 board, and VC 63
(pages 145-7) suggests some rules for a 19x19 board (see also page 162). Alea Evangelii (VC 64 page 235)
may have been another version.

Kinggo (VC 48 page 57): one player has a king in the middle of a large board and tries to reach the edge, and his
opponent places or moves blocking stones so as to prevent him.

Rugby Chess [Beasley]: VC 63 (page 162) has a note on a four-against-four version.

VC 37 (pages 74-75) gives some one-against-many games which do not appear in the Encyclopedia, including
De cercar la liebre from the Alfonso manuscript of 1283 (Murray, pages 568-9 and 616-7), in which ten to
twelve men have to catch a hare on a 5x5 board, the well known Fox and Geese, where four geese have to
surround and immobolize a fox, and Tiger Hunt, which is a version of Maharajah and the Sepoys (ECV 2
page 264) where the stronger side lacks its queen.

Section 33.7

Chivalrous Attrition (VC 27 page 147) is described as a “chess variant” but “really belongs to the Nim family”,
and a note by David in VC 29 (page 9) says that it is pre-dated by at least six published games.

The Colchester Game (VC 23 page 64): an article describing the fragmentary remains of a game discovered on
a Roman site being dug in 1996, with deductions or speculations as to its nature. There is no evidence that it
was a chess variant.

Cro Prestige (VC 23 page 51) was in David’s June 2004 list of games to be included, but I inherited no text,
and the only item in his files was a photocopy showing the board and men and giving the information repeated
in VC. In so far as could be judged from the picture, it appeared to be a territory game rather than a chess game,
and given the very limited information available I decided to omit it.

The Destiny of Chess (VC 23 page 60) is an article which writes in very general mathematical terms and
describes a variant, Time Chess [Déza], which appears to me not to be a chess game at all.

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Marineschach [Balasiewicz] (VC 55 page 11). A book with this title, published in Wien around 1936,
described what appears to have been a sea battle game on an 11x11 board.

Section 35.1

Asimov Variants [Four-Handed]. On page 126 of VC 40 is an extract from Pebble in the Sky referring to
variants including a four-handed chess on an 8x8 board with 8x8 extensions. No details given.

Section 38.11

SemiPenultima (VC 28 pages 165-6): a version of Penultima (ECV 2 page 354) with just one referee and one
rule change. Problems given (two mates in two, various things to be deduced). It is noted later that these are
also valid as Eureka problems (same page).

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Appendix (added December 2015)

Fortress Chess (pages 324-5). An article “Russian four-handed chess: myths and misconceptions” by Georgi
Markov (pages 41-9 of Board Game Studies 9, downloadable from http//:bgsj.ludus-opuscula.org) draws
attention to a couple of mistakes in the rules as presented in ECV: the knight’s move can be treated as either
orthogonal followed by diagonal or vice versa, not just as the former, and although the game may sometimes
have been played with kings and queens interchanged, Petrov, in his original paper (Schachzeitung 1850,
pages 377-384), advised against this. There are also misconceptions regarding the popularity of the game.
The statement that there was a London club devoted to the game in 1855 is quite wrong (David followed a 1987
book Zug um Zug by H. Machatscheck, who had apparently misread a reference to the club formed in London in
1885 to play four-handed chess to the rules of Verney and later of Hughes-Hughes), and the statement that both
Tchigorin and Capablanca are recorded as players, although not challenged by Markov, is attributed in the
original ECV to Zug um Zug and must now be regarded as suspect. According to Markov, a letter by Petrov to
Shakhmatny Listok in 1862 described the game as having only a few players in St Petersburg, and there appears
to be little if any evidence either for its subsequent spread outside Russia or for its survival even within Russia
for any significant length of time after 1862.
The primary source for this game remains Petrov’s article in Schachzeitung 1850, a subsequent article by him
in Shakhmatny Listok 1862 being described by Markov as “a nearly identical text in Russian”. Everything else
has been derivative, and not always accurately so. However, Markov’s article provides an excellent English-
language introduction to what he describes as “a rather enjoyable game”, and offers sensible suggestions for
handling some situations where the rules are silent. It also proposes a couple of two-player versions.

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