Chase
Chase was designed by Tom Kruszewski in 1985 and published by TSR.
Clark D. Rodeffer and me (João Neto) wrote an article about it in Abstract Games Magazine #9 (2002). It is a remarkable game that, sadly, is almost forgotten. I recommend reading the article and try yourself the game.
Some words from Steffan O'Sullivan in 1997:
Bumps and exchanges are other key elements to watch out for in the game.You can carefully set up a fork, thinking you've got a good capture going next turn, when suddenly he makes a bump move which protects both pieces at once and threatens a move to the Chamber!
One thing chess players have a hard time adjusting to is the concept of exchanges in this game. It seems like a good exchange, trading a "1" die to capture a "6" die, but after the exchange, you both have the same number of dice totalling 25! Very puzzling - you have to learn to think differently than in chess.
As your dice pool dwindles, you become less flexible. Yes, you still have 25 movement points total, but if those are concentrated on five dice as opposed to spread out over nine dice, you'll find it's harder to make all kinds of moves. Most dice will have high numbers, and you can't creep up on the enemy. Even worse, you can't afford another loss at that point, and the game gets very tense. Most of the strategy centers around the Chamber: he who has the most dice at any given moment is ahead, unless his position is really lousy.
Position is something that takes time to learn: there are key rows which radiate out from the Chamber that are very important. It's also important to keep at least some of your dice together. Not only does this allow for Exchange moves, it also makes for some good bumping. But this is something you'll learn best from playing the game, so I won't go into detail.
Here's another review from Sid Sackson in GAMES #68,