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After inventing this variant, I checked the Chess Variants Pages and found "Lumberjack", which has a similar concept, but in that game the changes are limited to columns rather than squares.
+---+---+---+---+---+---+---+ | n | X | r | k | q | X | n | +---+---+---+---+---+---+---+ | X | p | b | p | b | p | X | +---+---+---+---+---+---+---+ | | | | | | | | +---+---+---+---+---+---+---+ | | | | | | | | +---+---+---+---+---+---+---+ | | | | | | | | +---+---+---+---+---+---+---+ | X | P | B | P | B | P | X | +---+---+---+---+---+---+---+ | N | X | Q | K | R | X | N | +---+---+---+---+---+---+---+

Upon entering a yellow square, any piece except a King changes into a Queen. Similarly, a violet square changes a piece into a Rook, a red square changes a piece into a Bishop, a light green square changes a piece into a Knight, and a dark green square changes a piece into a Pawn.
Pawns do not promote on the last rank, except in accordance with the above rule, and do not have an initial double-move. There is no castling.
Check and Checkmate as in orthodox chess.
The game has strong positional elements, in that pieces have to be placed properly to optimize their capabilities. However, the board also limits the extent of a positional advantage, so tactics become crucial. The primary strategy then is to create a local positional advantage that will result in material gain, and then maintain that material superiority. While possible, it would be difficult to win from a positional advantage, while inferior in material.
I find the game fun and playable. In fact, I have also created a number of sub-variants that explore different initial setups, Pawn capabilities, and board configurations.
The Zillions game has more notes on strategy and fully explains the sub-variants.
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For author and/or inventor information on this item see: this item's information page.
Last modified on: September 29, 2001.
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Last modified: Monday, December 22, 2008