Showing posts with label chess. Show all posts
Showing posts with label chess. Show all posts

Mar 8, 2006

CHICKEN-CHESS (a complete game)

Initially white has no king and two queens.
The goal is for white to capture the king, black to prevent this.
Otherwise FIDE rules; castling permitted whenever neither piece has moved.

All moves (alternating) go to black in the first phase.
Any player, may optionally, on his move, take the black army and pass.
Then the other player moves with White and regular play begins.

1. B starts: e5,Nf6,Bb4,0-0,B:d2,B:e1,B:f2,J takes black
2. Nf3    Re8
3. e4     N:e4
4. Qd5    Nd6
5. Bg5    Re7
6. B:e7   Q:e7
7. N:e5   Nc6
8. Ng4    Bb6
9  Bd3    Nb4
10. Qh5    N:d3
11. c:d3    h6            
12. Nc3     Qg5          
13. Q:g5    h:g5          
14. h4      g:h4          
15. R:h4    Bd4        
16. Rah1    f5        
17. Nd5     f:g4      
18. Rh8+    Kf7        
19. Rf1+    Bf6        
20. Re1     b5        
21. N:c7   Rb8  
22. Nd5    Nf5  
23. Re8    Bb7  
24. Rhf8+  Kg6  
25. Nf4+   Kg5
26. R:b8   Bc6
27. Ne2    B:b2
28. g3     Be5
29. Rbe8   Bd6
30. Rh8    N:g3
31. N:g3   B:g3
32. Rhg8   g6
33. Re3    Bf4
34. B resigns

. . . . . . R .
p . . p . . . .
. . b . . . p .
. p . . . . k .
. . . . . b p .
. . . O R . . .
O . . . . . . .
. . . . . . . .

Feb 21, 2006

SAFE PROGRESSIVE CHESS

Standard progressive, but mate may not be given except against a bared king.

. . . . . . . .     |  1. Nf3
. p k . . p . p     |  2. Nc6 d5
. . . . . . . .     |  3. Ne5:c6:d8
. . . . . . . .     |  4. Be5:c2:d1 R:d8
. B . . . . . .     |  5. e4:d5 d6:c7:d8Q+
O . . O . . . .     |  6. K:d8 Be2:f1:g2:h1f3
. . . . . O . N     |  7. h456:7:h8Q:g8:f8+
. . . . K . . .     |  8. Kc7 a543:b2:a1Qh8:f8
____________________'  9. Ba3:e7:f8b4 a3 d3 Nd2:f3h2
                      10. resigns


In this variant, both players can focus on destroying the enemy army without concerning against premature mates (I'm not saying this is better, just that is different).

Feb 14, 2006

SUICIDE BOMBER CHESS

Same as FIDE chess except: Moves are only to empty squares, after which all opponent pieces kingwise adjacent to the new position are destroyed; and if there are any of those, the moving piece is also destroyed.  Win by killing the king, who may not suicide.

. r . . k . . .|  1. b4   h5    10. Ne2  Nf6   19. Rh1  Bh6
. . . . p . . .|  2. e3   b5:   11. a5   g6    20. Ng3  f6
. . . . . . . .|  3. Ba3  d6    12. a6:  Bg7   21. Nh5: Kf7
. . . O . . . .|  4. Nc3  Na6   13. d4   Qc1:  22. Rg1  Ke8
. . . . . . . .|  5. Nb5: Ba6   14. d5   O-O   23. Rg7: resigns
. . . . O . . .|  6. Bb5: Rb8   15. h4:  bh6
. . . . . . . .|  7. Bb4  c5:   16. g4   g5:    1-0
R . . . K . . .|  8. a4   Qc8   17. Rg1  Ng4
                  9. c4   d5:   18. f3:  Bg7

Feb 8, 2006

WEAPON CHESS

FIDE chess moves but to empty cells only. Castling is legal if neither
piece has moved. Object of the game is to kill the enemy king.

First player makes one move, then players make series of two moves until a capture is made, whereupon the series become of length three until the next capture, then four and so on.

Captures may be made as a series of one move only. The first capture may be of either type, hand-grenade or machine-gun, (both of which make the maximum number of takes available for that particular move); and after that each player's capture types must alternate.

During a series of non-captures it is permissible to play a piece into a position where it could make either sort of capture but does not do so, at the mover's choice, (declaration of capture type unnecessary).

. . k r . . . r     |  1. e4
p p p . p . . p     |  2. Nf6:(mg)e4                  
. . . . . . p b     |  3. g4g5 Nc3
. . . : . q : .     |  4. g6:(g)g5                  
. . . . . . . .     |  5. d4d5 Qe2 Bg2
. . . . . : . .     |  6. Ne4:(mg)c3f2
O O : . . . B O     |  7. Qf3:(mg)e4f7
. . K . R . . .     |  8. d6 Be6 Nc6 Qd7 Bh6 O-O-O
____________________'  9. Bg5 0-0-0 Ne2g3f5 Rhe1
                      10. Ne5:(g)d5f5
                      11. Rd5:(g)de6e5
                      12. Qf5:(mg)d5g5c2f3
                      13. resigns

Feb 3, 2006

PAINT-GUN CHESS

1. The FIDE rules apply, except:
2. Captures by machine-gun or grenade, at mover's choice.
    (The capture type includes all multiple hits of the type.)
  2.1 Machine-gun captures all pieces that could be captured using FIDE rules
  2.2 Grenade captures all adjacent (kingwise) pieces at the destination square.
3. Capture REDUCES the capturing piece by a rank: Q>R>B>N>P
    Pawns that capture are also removed.
    Kings capture without reduction of power.


. . k . r . n r | 1. Nc3    g5
p p . p . p . p | 2. b4     Bg7
. . : . . . . . | 3. Nd5::  Ba2::::
. . . N . . . . | 4. Qc1::  Nc6:d5
. . . . . . . . | 5. h4:    Qh4:::
. . . . . . . . | 6. g3:    O-O-O
. . . O O . . . | 7. Bg2    Re8??
. . R . K . N . | 8. Bd5:   resigns

Jan 19, 2006

CHICKEN CHESS

Initially white has no king and two queens.
The goal is for white to capture the king, black to prevent this.
Otherwise FIDE rules; castling permitted whenever neither piece has moved.

All moves (alternating) go to black in the first phase.
Any player, may optionally, on his move, take the black army and pass.
Then the other player moves with White and regular play begins.

Sample

1. e5,Nf6,Bb4,0-0,B;d2,B;e1,B;f2,J takes black
2. Nf3    Re8
3. e4     N;e4
4. Qd5    Nd6
5. Bg5    Re7
6. B;e7   Q;e7
7. N;e5   Nc6
8. Ng4    Bb6
9. Bd3    Nb4
10 Qh5    N;d3
11 c;d3   h6
12 Nc3    Qg5
13 Q;g5   h;g5
14 h4     g;h4
15 R;h4   Bd4

r . b . . . k .
p p p p . p p .
. . . n . . . .
. . . . . . . .
. . . b . . N R
. . N O . . . .
O O . . . . O .
R . . . . . . .


In this moment, Black tries to swap as many material as he can, so that White could not have enough force, at endgame, to checkmate the black King.

Nov 11, 2005

Royal Hand-Grenade Chess

Same as chess, except there is no direct take allowed, on each move all opposite pieces at King distance are captured, the one who captures the king wins

Sample Game:

1. e3    e6        9. b4:b5   Qc7
2. Bd3   g6       10. Nc3     Bb7
3. d3    Nf6      11. Nd5:de6 d6:d5
4. Nh3   Ng4:h3   12. Ba6:ab7 Qc2:cd1
5. h3:g4 Bd6      13. Rc1:c2  Ra7:a6
6. g3    b6       14. Rc3     Nd7
7. d4    c5:d4    15. resign
8. c4:c5 b5:c4

. . . . k . . r
r . . n . p . p
. . . p . . p .
. . . . . . . .
. O . . . . . .
. . R . O . O O
O . . . . O . .
. . . . K . . R

Sep 29, 2005

FAIR CHESS

First player has one move, after which players may play either one or two moves per turn, at their choice.

Both moves of the two must separately be legal FIDE moves for the position faced; there is no enpassant but all other FIDE rules apply.

1       c4         c5  Nf6  
2  b4   Nf3       c:b4 Nc6  
3  a4   g3         a5   e5  
4  N:e5 d4        N:e5  d6  
5  Bg5  d:e5      Qc7  Ne4  
6  Bg2  e:d6      N:d6 Bd7  
7  O-O  Qd4       f6   Be7
8  Bf4  Qd5       Q:c4 Rc8
9  Q:b7 B:d6      B:d6 Qc7
10 Rc1  Qe4+      Kd8  Be5
11 R:c7 Nd2       R:c7 B:a1
12 Nb3  Qa8+      Bc8  Ke7
13 N:a1 Qe4+      Be6  ---
14 Nb3  Bh3 ?     f5   Rc3+ !
15 N:c1 Bf1       f:e4 Rd8
16 resign

. . . r . . . . 8
. . . . k . p p 7
. . . . b . . . 6
p . . . . . . . 5
O p . . p . . . 4
. . . . . . O . 3
. . . . O O . O 2
. . N . . B K . 1
a b c d e f g h


After move 14, White loses the queen and is unable to recover the R vs N advantage.

This chess variant, with a pace equal to Marseillais Chess is indeed quite different. Pieces that are moved inside the same turn do not give extra liberties to each other (each move must be legal according to the initial position at the start of the turn).

Sep 16, 2005

SLIDE-CHESS

1. Each player must on each move do one of:-
 (a) make a regular Chess move; (which includes moving or capturing into or out of either cage).
 (b) move his cage (with any contents) to any empty edge or corner square;
 (c) insert his cage (with any contents) orthogonally into the board, shifting the other cells in line until a cage appears at the opposite edge (which must have been empty).
2.  A player wins by capturing the opponent King
3. No double initial pawn step; no castling.
4. When a pawn reaches the 2nd/7th rank, its mover decides how it promotes.
5. A player may not move his cage twice consecutively.
6. No king must ever be in a cage.

Initial Setup

1         [ ]         1  [] White cage
2    r n b k b n r    2  () Black Cage
3    p p p p p p p    3
4    . . . . . . .    4
5    . . . . . . .    5
6    O O O O O O O    6
7    R N B K B N R    7
8         ( )         8
   a b c d e f g h i

Game Sample (‘>’ means a cage slide):

 1. e5 g4
 2. e1a8 e4
 3. Na8 e8a2
 4. a8d1 Ra2
 5. N:f2 K:f2
 6. d1>d8 a2>i2
 7. d6 d:e5
 8. d:e5 Bc4
 9. b:c4 N:c4
10. b5 Ne3
11. Rd7 i2d1
12. R:d1 N:d1
13. Bb6 d1c8+
14. resign (White cannot recover his material)

Final position:

1                    1
2   r . . . . k n    2
3   p p . . p . p    3
4   . . . p . p .    4
5   O . . O . . .    5
6   B O . . O O O    6
7   . . . K . N R    7
8    (n[ ]           8
  a b c d e f g h i

This chess variant has two main features that provide some fun: (1) the board changes (rows and columns are shifted left/right or up/down) which permits checks, piece pinning and the like, and (2) pieces may move very fast to other board edges via cage movements. Game by João Neto.

Sep 1, 2005

Another Taylor's Ghost

Still another beatiful example of a forced sequence mate with Taylor's Ghost in an Aussie Progressive Chess.

1. Nf3
2. a5 h5
3. e4 Ng5 N:f7
4. d5 Qd7 Qg5 Q:d1+
5. K:d1
6. Nb6 Rh6 Rf6 Rf3 Re3 Re1+
7. K:e1
8. Nh6 Nf5 Nd6 Nb5 Nc3 Nd4 Nc2++

r . b . k b . .
. p p . p N p .
. . . . . . . .
p . . p . . . p
. . . . O . . .
. . n . . . . .
O O n O . O O O
R N B . K B . R


After two forced captures which destroyed the White sequences, Black manages to give a great check-mate with his two Knights.

Jul 26, 2005

Taylor's Ghost

In Scottish Progressive Chess there is a killer tactic called Galvin's Ghost. The idea is to leave a position where the next player must check our king in his first move, and so ending his own sequence.

In the Australian version (posted below) there is another type of ghost (let's call it Taylor's ghost), ie, leave a position where the next player must capture in his first move.

Here is a game where that tactic is applied twice (in moves 4 and 6):

1. d4
2. Nc6 N:d4
3. Nf3 c3 c:d4
4. Nh6,f5,h4:f3+
5. e:f3
6. c5 d5 e5 Qb6b3:d1+
7. K:d1
8. Bf5,d3 Bb4 c432 ++

r . . . k . . r
p p . . . p p p
. . . . . . . .
. . . p p . . .
. b . O . . . .
. . . b . O . .
O O p . . O O O
R N B K . B . R

Jul 21, 2005

AUSSIE PROGRESSIVE CHESS

Same as Scottish Progressive Chess but a move series also ends as soon as a piece is captured.

A game sample:

1. e4
2. d4 d:e4
3. Qh5d5:d8+
4. K:d8
5. Ke2 c4 g3 Bh3 B:c8
6. e5 Nf6 h5 Nc6 Ke7 R:c8
7. a4 h4 Nh3 Ra3d3d8:c8
8. Nb4 a5 Ke6 Bc5 Ng4 f5 f4 R:c8
9. b3 d3 Rd1 Ba3 B:b4
10 e3 Rd8 e4 Kf5 B:b4
11 d4 d5 f3 f:g4+
12 Ke5 g6 Bc5 Rf8 f3+
13 Ke1 d6,7,8Q,h8,h6 Rd5++

. . . . . r . .
. p p . . . . .
Q . . . . . p .
p . b R k . . p
O . O . p . O O
. O . . p p O N
. . . . . . . .
. N . . K . . .

This is also a slower chess variant than the traditional progressive ones. One capture per turn maximum, will set the attention on tactical positions that can take advantage of that new restriction.

May 17, 2005

Hop Chess

0. Same as FIDE except:
1. On each turn, each player must do both the following actions:
   1.1. Move a friendly chess piece; then
   1.2. Move his hopper to any empty square
2. If a chess piece moves onto a hopper (of either color),
    it must move  again (it's invalid to return to the initial square).
   2.1. Kings cannot move onto a hopper, nor castle across one.
   2.2. If the piece cannot move after the hopper, the move is invalid.
   2.3. If a queen lands on a hopper, it continues with the same type of
    movement that it used to get there (ie, both orthogonal or
    both diagonal moves).
   2.4. En-passant is still possible, but not if either pawn moves twice
3. Initially, the hoppers start off-board.
   White's first move is restricted to a piece move only.
  
Notes
  
* When moving the hopper, the player may place it where it was.
  He does not have to change the place of his hopper every turn.
* Pieces may move over hoppers.
* A piece may execute two hops, if it moves from one hopper to another.
* A hopper extends the moving/capturing range of pieces,
  so a King may be under check via one or both hoppers.
* It is not possible to capture more than one piece per move,
  since hoppers are always on empty squares.
* A pawn may promote onto a hopper and then the player must move
  the promoted piece.

Example   (@ white hopper, # black hopper)

r . b q k b n r    Some valid moves:
p p . . p p p p     Bc8-f5-e4
. . n p . . . .     d2-d4:c5
. . p . . # . .     Nc6-d4-f5:g3
. . . @ . . . .
. . . . . . O .
O O O O O O B O
R N B Q K . N R

A game:

HOP-CHESS
=========
 1. e4         Nf6  d5
 2. d4   d3    e6   b4+  
 3. Nc3  g5    Be7  b4  
 4. B:f6 e5    e:d4 b4    
 5. Q:d4 e5    g:f6 b4    
 6. e:f6 e4    Na6  c5    
 7. f:e7 d5    c:d4 b4    
 8. e:Q+ f3    K:Q  e8+
 9. Nce2 f3    d3   b4    
10. c:d3 c1    Nd4+ e8    
11. Kd2  h3    N:b2 c4+
12. Kc2  a4    Na3+ e6
13. Kb3  c1    Re5  a5
14. Ne4  c6+   Ke8  e3+
15. N:e5 c6    a5   a4+
16. K:a3 b1    b5   b4+
17. B:b5 e1    resign

r . b . k . . .
. . . p . p . p
. . . . . . . .
p B . . N . . .
. # . . . . . .
K . . . . . . .
O . . . . O O O
R . . . @ . N R

Even though the existence of hoppers makes the opening and middle game much more attack-oriented, and also the distant endgame, it dies NOT seem to be the case for most K & P endgames, even with a minor piece or two.  The reason is, that the weaker side can use his hopper to stop the stronger king from ever making a breakthrough into the enemy area, as usually happens in endgames.  So there are SOME games at least that are harder to win in the hopper version. But not many.