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Three related Chess variants invented by George Deckle Sr. in 1986 are described in Pritchard's Encyclopedia of Chess Variants: Coordinator Chess, Immobilizer Chess and Withdrawer Chess. Each of these transplants the standard Orthochess array to a 10 x 10 board, and adds two pieces borrowed from Robert Abbott's game of Ultima between the Bishops and the Knights. These variants were perhaps inspired by a number of variants by the great V.R. Parton, such as Chimaera Chess, Gorgana Chess, Mimotaur Chess or Wyvern Chess, which also included an Orthochess array transplanted to a 10 x 10 board with exotic pieces added between the Bishops and the Knights. These games provides an interesting arena in which to test how these pieces interact with conventional Chess pieces.
In addition to these original three variants, I have added Long Leaper Chess, (and borrowing from Rococo), Advancer Chess and Swapper Chess, (and borrowing from Supremo) Pushme-Pullyu Chess.
I would have also added Chameleon Chess, using the Chameleon piece used in Ultima, Rococo and Supremo, but it has already been invented by V.R. Parton, and is called Mimotaur Chess (or Imitante Queen), and can be found below.
All of these games have basically the same board and setup, as described above:
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10 | r |:n:| ? |:b:| q |:k:| b |:?:| n |:r:|
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9 |:p:| p |:p:| p |:p:| p |:p:| p |:p:| p |
+---+---+---+---+---+---+---+---+---+---+
8 | |:::| |:::| |:::| |:::| |:::|
+---+---+---+---+---+---+---+---+---+---+
7 |:::| |:::| |:::| |:::| |:::| |
+---+---+---+---+---+---+---+---+---+---+
6 | |:::| |:::| |:::| |:::| |:::|
+---+---+---+---+---+---+---+---+---+---+
5 |:::| |:::| |:::| |:::| |:::| |
+---+---+---+---+---+---+---+---+---+---+
4 | |:::| |:::| |:::| |:::| |:::|
+---+---+---+---+---+---+---+---+---+---+
3 |:::| |:::| |:::| |:::| |:::| |
+---+---+---+---+---+---+---+---+---+---+
2 | P |:P:| P |:P:| P |:P:| P |:P:| P |:P:|
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1 |:R:| N |:?:| B |:Q:| K |:B:| ? |:N:| R |
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a b c d e f g h i j |
White:If a1 is dark, then Queens are on opposite color rather than on color. These games can also be played quite nicely on a 10 x 8 board, with the same setup except with the two arrays closer together.Black:
- Pawns: a2 b2 c2 d2 e2 f2 g2 h2 i2 j2
- Knights: b1 i1
- Bishops: d1 g1
- Rooks: a1 j1
- Exotic Pieces: c1 h1
- Queen: e1
- King: f1
- Pawns: a9 b9 c9 d9 e9 f9 g9 h9 j9 i9
- Knights: b10 i10
- Bishops: d10 g10
- Rooks: a10 j10
- Exotic Pieces: c10 h10
- Queen: e10
- King: f10
It is probably simplest to assume that castling works as it does in most 10 x 8 or 10 x 10 variants, with the King moving three squares toward the Rook's square and the Rook leaping over to the King's far side.
The simplest assumption in the case of the Pawn's initial move is that it retains the normal Orthochess double-move. However, given the distance across the board, these games almost certainly play better if the Pawn's initial move is three squares -- with the corresponding possibilities for en passant capture -- as in Omega Chess. If played on a 10 x 8 board, the normal two-step Pawn initial move is sufficient.
Pawn promotion is more obscure. Almost all Chess variants on a 10 x 10 board have promotion occur the 10th row, and most Chess variants allow Pawns to promote to any type of non-Pawn, non-King piece that started on the board. Using these common rules for Pawn promotion should at least yield a reasonably playable game.
There are some special rules for Pawns in Swapper Chess:
Pawns by a diagonal step forward (your forward, not the Pawn's);Mimotaurs can never capture other Mimotaurs. The Mimotaur and Mimotaur Chess were invented by V.R. Parton.
Knights by a Knight's leap;
Bishops by a diagonal slide;
Rooks by an orthogonal slide;
Queens like either a Bishop or a Rook;
Kings by a move of a single square in any direction.
This page, and the Zillions Rules File below is a result in part of Ben Good's work on the Piececlopedia, as he requested a ZRF with the first three games as part of his work in revising and updating the Ultima and Rococo entries, and then I threw the others in on general principles.
Zillions does consider the W, A, PP, and L to be all worth about a Pawn less than a Queen, although I can't understand why the W, A, and PP all have almost exactly the same value, another quirk of the Zillions thinking process. Even more mysterious is that the Chimaerine and Swapper are both valued at more than a Q, even though for the most part they don't capture. Zillions will trade any piece for Swappers, but it can't win with them, and it doesn't use them effectively for moving pawns into position to promote. Swapper and Chimaerine Chess are the only variants at which I can easily beat Zillions at the highest setting. Zillions considers the Immobilizer almost equal to a Rook, but gives the Coordinator as barely more than a Knight. It also values the Mimotaur as a Pawn less than a Queen.
A good explanation for why the additional pieces aren't traded off early is because they are generally high in value - the basic chess concept of developing weaker pieces first applies to these games as well. But also important is the fact that in general, all these pieces, except possibly the Mimotaur, are much more effective towards the end of the game than the beginning. The strength of the W, A, L, Co, and PP is that they usually have multiple squares to which they can move to capture a given piece. The more open the board is, the less likely it is that these squares are guarded or blocked. Although the Immobilizer is more likely to be able to paralyze several pieces at once on a more crowded board, it also is less likely to be driven away once it's in place, and it's more likely to have a clear path to the opponent's King. The Swapper is more useful in the end because the can swap pawns to the 7th rank, where they are just one move away from promotion.
But I also found that there are ways to defend against all these pieces. None of them completely dominate the game or are totally unstoppable like I feared they might be. Although my initial interest was a somewhat academic 'testing' of these pieces in the context of standard chess pieces, I've found all these games to be enjoyable to play. I hope to provide some more detailed analysis in the future.
The implementation uses the recommended castling and Pawn rules above, and
all variants can be played on 10 x 10 boards or 10 x 8 boards.
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Created on: September 03, 2002. Last modified on: September 03, 2002.
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Last modified: Monday, December 22, 2008