| More Information on this item |
Rate this page! | Skip to comments
SIMPLE FIVEQUARTERS uses FIDE armies. The 1st rank is RKQR (from each player's left to their right), the 2nd NBBN, and the 3rd and 4th filled with Pawns.
|
|
PAWNLESS FIVEQUARTERS is the same but (like the aforementioned Half Chess) with no Pawns.
GREAT FIVEQUARTERS has extra compound pieces but only four Pawns aside, filling the 4th rank. The 1st rank is MQKM, the 2nd CRRC, the 3rd NBBN (where M=Marshal and C=Cardinal).
PAWNLESS GREAT FIVEQUARTERS is the same but with no Pawns, and with a neutral piece at each corner of the central quarter. There solely to stop Bishops being able to capture each other immediatelyhese can be captured but not moved or recruited.
Fivequarters uses what I term the ONE FOOT IN THE GRAVE rule. Pieces cannot move diagonally through the concavities at the corners of the central quarter as they are part of the board's edge. Nor may Knights cross from one outer quarter to another in one move, as even they would pass perilously near the edge. This prevents an initial capturability in all versions but the last.
Pawns starting on the third rank have an initial double move but those on the fourth do not. Pawns can only move within the 12x4 rectangle in which they start. Pawns can capture opposite-colour Pawns En Passant, but not adjacent-colour ones. As in most of my 3d and/or 4-player variants, there is no castling.
A player is checkmated when their King is threatened by the player ABOUT TO MOVE. Checkmated armies are removed from the board in their entirety and play continues with no loss of turn by remaining players.
Another subvariant replaces the complex prommotion rules with the Bishogi promtion and reintroduction rules can be used, with promotion occurring on entering an enemy quarter. This would be to normal Bishogi what 125% Shogi is to standard Shogi.
CONFERENCE CHESS combines Fivequarters with a feature of several variants using the FIDE board and array. Shortly after returning from a political conference (in the English coastal city of Brighton, a popular resort and conference venue) I first saw the 2-player variants Compromise Chess, Choice Chess, and Refusal Chess. It struck me that conferences were all about delegates making a long series of choices between options presented to them, but that a minority could be outvoted by a majority. Sometimes one choice influences later ones. This lent itself to a 4-player variant, in which 2 of a player's 3 opponents can outvote the third. In Conference Chess any Fivequarters array is used (probably best to use one with fewer than 16 pieces aside) and each player proposes two alternative moves valid in Fivequarters. The three opponents vote on which move the proposer plays, and whichever has at least two votes is made. Once a player has moved, the next player proposes two moves from the new position.
Another subvariant is a three-player handicap game, with (much) the weakest player controlling two armies, each removed when its own King is checkmated. A further development of this idea is a 3-player version of Robert Price's Fellowship of the Ring. One player controls Red (representing the North and initially holding the Ring) AND Green (Gondor), one controls Orange (Isengard), and one controls Blue (Mordor). Orange and Blue Ringbearers are enhanced. Red and Green ones move one square from the Red/Orange/Green quarters toward the middle quarter, and thence toward the Blue quarter.
Submit this game to be available for rating!
For author and/or inventor information on this item see: this item's information page.
Created on: September 03, 2003. Last modified on: October 18, 2006.
Provide feedback on this page!
|
|
Last modified: Monday, December 22, 2008