The Rules of 3D Chess 1.3

The standard rules of 3D Chess apply, but the Knights and Pawns must be defined here.


Pawns may only move straight forward on the same level, but when they capture, they may not stay on the same level. In other words, Pawns are move in one dimension but capture in three dimensions.

For example, from 4e4, a White Pawn could capture at 3d5, 5d5, 3f5, or 5f5. The normal two-dimensional Pawn captures at 4d5 and 4f5 are not available!


The Knight is completely and exclusively three-dimensional: it jumps two squares in one direction, and one square in each of the other directions.

From 4e4, a Knight can go to 24 different places: 3d6, 5d6; 3f6, 5f6; 3g5, 5g5; 3g3, 5g3; 3f2, 5f2; 3d2, 5d2; 3c3, 5c3; 3c5, 5c5; 6d5, 6f5, 6f3, 6d3; 2d5, 2f5, 2f3, 2d3.

Notice that the Knight cannot make its normal two-dimensional move because it must always change levels.

Pawn Power In Chess

In two-dimensional Chess, each square of the board can potentially be attacked by at most two Pawns, so that every time you advance a Pawn you need to think carefully about the squares for which you have weakened your potential for Pawn control.

In Very 3D Chess, each Pawn controls 4 squares, but the pattern of control is dispersed in such a way that Pawn weaknesses may still be as important as in 2D Chess.


I believe that this is still a true game of 3D Chess, and not a 3D-Chess-Variant; and I think so even though some of the normal two-dimensional moves are illegal.

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